WebGLRenderer.js 135 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. // By default you can use just up to 4 directional / point lights total.
  9. // ANGLE implementation (Chrome/Firefox on Windows) is bound to
  10. // 10 varying vectors due to DirectX9 limitation.
  11. var _this = this,
  12. _gl, _programs = [],
  13. _currentProgram = null,
  14. _currentFramebuffer = null,
  15. // gl state cache
  16. _oldDoubleSided = null,
  17. _oldFlipSided = null,
  18. _oldBlending = null,
  19. _oldDepthTest = null,
  20. _oldDepthWrite = null,
  21. _oldPolygonOffset = null,
  22. _oldPolygonOffsetFactor = null,
  23. _oldPolygonOffsetUnits = null,
  24. _cullEnabled = true,
  25. _viewportX = 0,
  26. _viewportY = 0,
  27. _viewportWidth = 0,
  28. _viewportHeight = 0,
  29. // camera matrices caches
  30. _frustum = [
  31. new THREE.Vector4(),
  32. new THREE.Vector4(),
  33. new THREE.Vector4(),
  34. new THREE.Vector4(),
  35. new THREE.Vector4(),
  36. new THREE.Vector4()
  37. ],
  38. _projScreenMatrix = new THREE.Matrix4(),
  39. _projectionMatrixArray = new Float32Array( 16 ),
  40. _viewMatrixArray = new Float32Array( 16 ),
  41. _vector3 = new THREE.Vector4(),
  42. // light arrays cache
  43. _lights = {
  44. ambient: [ 0, 0, 0 ],
  45. directional: { length: 0, colors: new Array(), positions: new Array() },
  46. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  47. },
  48. // parameters
  49. parameters = parameters || {},
  50. _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  51. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  52. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  53. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  54. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  55. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
  56. _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
  57. this.info = {
  58. memory: {
  59. programs: 0,
  60. geometries: 0,
  61. textures: 0
  62. },
  63. render: {
  64. calls: 0,
  65. vertices: 0,
  66. faces: 0
  67. }
  68. };
  69. this.maxMorphTargets = 8;
  70. this.domElement = _canvas;
  71. this.autoClear = true;
  72. this.sortObjects = true;
  73. // shadow map
  74. this.shadowMapBias = 0.0039;
  75. this.shadowMapDarkness = 0.5;
  76. this.shadowMapWidth = 512;
  77. this.shadowMapHeight = 512;
  78. this.shadowCameraNear = 1;
  79. this.shadowCameraFar = 5000;
  80. this.shadowCameraFov = 50;
  81. this.shadowMap = [];
  82. this.shadowMapEnabled = false;
  83. this.shadowMapSoft = true;
  84. var _cameraLight, _shadowMatrix = [];
  85. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  86. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  87. var _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  88. var _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  89. _depthMaterial._shadowPass = true;
  90. _depthMaterialMorph._shadowPass = true;
  91. // Init GL
  92. try {
  93. if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
  94. throw 'Error creating WebGL context.';
  95. }
  96. console.log(
  97. navigator.userAgent + " | " +
  98. _gl.getParameter( _gl.VERSION ) + " | " +
  99. _gl.getParameter( _gl.VENDOR ) + " | " +
  100. _gl.getParameter( _gl.RENDERER ) + " | " +
  101. _gl.getParameter( _gl.SHADING_LANGUAGE_VERSION )
  102. );
  103. } catch ( error ) {
  104. console.error( error );
  105. }
  106. _gl.clearColor( 0, 0, 0, 1 );
  107. _gl.clearDepth( 1 );
  108. _gl.clearStencil( 0 );
  109. _gl.enable( _gl.DEPTH_TEST );
  110. _gl.depthFunc( _gl.LEQUAL );
  111. _gl.frontFace( _gl.CCW );
  112. _gl.cullFace( _gl.BACK );
  113. _gl.enable( _gl.CULL_FACE );
  114. _gl.enable( _gl.BLEND );
  115. _gl.blendEquation( _gl.FUNC_ADD );
  116. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  117. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  118. _cullEnabled = true;
  119. //
  120. this.context = _gl;
  121. var _supportsVertexTextures = ( maxVertexTextures() > 0 );
  122. // prepare sprites
  123. var _sprite = {};
  124. _sprite.vertices = new Float32Array( 8 + 8 );
  125. _sprite.faces = new Uint16Array( 6 );
  126. var i = 0;
  127. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0
  128. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1; // uv 0
  129. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1; // vertex 1
  130. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // uv 1
  131. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // vertex 2
  132. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0; // uv 2
  133. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1; // vertex 3
  134. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv 3
  135. i = 0;
  136. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
  137. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
  138. _sprite.vertexBuffer = _gl.createBuffer();
  139. _sprite.elementBuffer = _gl.createBuffer();
  140. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  141. _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
  142. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  143. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
  144. _sprite.program = _gl.createProgram();
  145. _gl.attachShader( _sprite.program, getShader( "fragment", THREE.ShaderLib.sprite.fragmentShader ) );
  146. _gl.attachShader( _sprite.program, getShader( "vertex", THREE.ShaderLib.sprite.vertexShader ) );
  147. _gl.linkProgram( _sprite.program );
  148. _sprite.attributes = {};
  149. _sprite.uniforms = {};
  150. _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
  151. _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
  152. _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
  153. _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
  154. _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
  155. _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
  156. _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
  157. _sprite.uniforms.color = _gl.getUniformLocation( _sprite.program, "color" );
  158. _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
  159. _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
  160. _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
  161. _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
  162. _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
  163. _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
  164. _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
  165. //_gl.enableVertexAttribArray( _sprite.attributes.position );
  166. //_gl.enableVertexAttribArray( _sprite.attributes.uv );
  167. var _spriteAttributesEnabled = false;
  168. this.setSize = function ( width, height ) {
  169. _canvas.width = width;
  170. _canvas.height = height;
  171. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  172. };
  173. this.setViewport = function ( x, y, width, height ) {
  174. _viewportX = x;
  175. _viewportY = y;
  176. _viewportWidth = width;
  177. _viewportHeight = height;
  178. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  179. };
  180. this.setScissor = function ( x, y, width, height ) {
  181. _gl.scissor( x, y, width, height );
  182. };
  183. this.enableScissorTest = function ( enable ) {
  184. if ( enable )
  185. _gl.enable( _gl.SCISSOR_TEST );
  186. else
  187. _gl.disable( _gl.SCISSOR_TEST );
  188. };
  189. this.setClearColorHex = function ( hex, alpha ) {
  190. _clearColor.setHex( hex );
  191. _clearAlpha = alpha;
  192. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  193. };
  194. this.setClearColor = function ( color, alpha ) {
  195. _clearColor.copy( color );
  196. _clearAlpha = alpha;
  197. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  198. };
  199. this.getClearColor = function () {
  200. return _clearColor;
  201. };
  202. this.getClearAlpha = function () {
  203. return _clearAlpha;
  204. };
  205. this.clear = function () {
  206. _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT | _gl.STENCIL_BUFFER_BIT );
  207. };
  208. this.getContext = function () {
  209. return _gl;
  210. };
  211. this.deallocateObject = function ( object ) {
  212. if ( ! object.__webglInit ) return;
  213. object.__webglInit = false;
  214. delete object._modelViewMatrix;
  215. delete object._normalMatrixArray;
  216. delete object._modelViewMatrixArray;
  217. delete object._objectMatrixArray;
  218. if ( object instanceof THREE.Mesh ) {
  219. for ( g in object.geometry.geometryGroups ) {
  220. deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
  221. }
  222. } else if ( object instanceof THREE.Ribbon ) {
  223. deleteRibbonBuffers( object.geometry );
  224. } else if ( object instanceof THREE.Line ) {
  225. deleteLineBuffers( object.geometry );
  226. } else if ( object instanceof THREE.ParticleSystem ) {
  227. deleteParticleBuffers( object.geometry );
  228. }
  229. };
  230. this.deallocateTexture = function ( texture ) {
  231. if ( ! texture.__webglInit ) return;
  232. texture.__webglInit = false;
  233. _gl.deleteTexture( texture.__webglTexture );
  234. _this.info.memory.textures --;
  235. };
  236. //
  237. function setupLights ( program, lights ) {
  238. var l, ll, light, n,
  239. r = 0, g = 0, b = 0,
  240. color, position, intensity, distance,
  241. zlights = _lights,
  242. dcolors = zlights.directional.colors,
  243. dpositions = zlights.directional.positions,
  244. pcolors = zlights.point.colors,
  245. ppositions = zlights.point.positions,
  246. pdistances = zlights.point.distances,
  247. dlength = 0,
  248. plength = 0,
  249. doffset = 0,
  250. poffset = 0;
  251. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  252. light = lights[ l ];
  253. color = light.color;
  254. position = light.position;
  255. intensity = light.intensity;
  256. distance = light.distance;
  257. if ( light instanceof THREE.AmbientLight ) {
  258. r += color.r;
  259. g += color.g;
  260. b += color.b;
  261. } else if ( light instanceof THREE.DirectionalLight ) {
  262. doffset = dlength * 3;
  263. dcolors[ doffset ] = color.r * intensity;
  264. dcolors[ doffset + 1 ] = color.g * intensity;
  265. dcolors[ doffset + 2 ] = color.b * intensity;
  266. dpositions[ doffset ] = position.x;
  267. dpositions[ doffset + 1 ] = position.y;
  268. dpositions[ doffset + 2 ] = position.z;
  269. dlength += 1;
  270. } else if ( light instanceof THREE.SpotLight ) { // hack, not a proper spotlight
  271. doffset = dlength * 3;
  272. dcolors[ doffset ] = color.r * intensity;
  273. dcolors[ doffset + 1 ] = color.g * intensity;
  274. dcolors[ doffset + 2 ] = color.b * intensity;
  275. n = 1 / position.length();
  276. dpositions[ doffset ] = position.x * n;
  277. dpositions[ doffset + 1 ] = position.y * n;
  278. dpositions[ doffset + 2 ] = position.z * n;
  279. dlength += 1;
  280. } else if( light instanceof THREE.PointLight ) {
  281. poffset = plength * 3;
  282. pcolors[ poffset ] = color.r * intensity;
  283. pcolors[ poffset + 1 ] = color.g * intensity;
  284. pcolors[ poffset + 2 ] = color.b * intensity;
  285. ppositions[ poffset ] = position.x;
  286. ppositions[ poffset + 1 ] = position.y;
  287. ppositions[ poffset + 2 ] = position.z;
  288. pdistances[ plength ] = distance;
  289. plength += 1;
  290. }
  291. }
  292. // null eventual remains from removed lights
  293. // (this is to avoid if in shader)
  294. for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
  295. for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
  296. zlights.point.length = plength;
  297. zlights.directional.length = dlength;
  298. zlights.ambient[ 0 ] = r;
  299. zlights.ambient[ 1 ] = g;
  300. zlights.ambient[ 2 ] = b;
  301. };
  302. // Buffer allocation
  303. function createParticleBuffers( geometry ) {
  304. geometry.__webglVertexBuffer = _gl.createBuffer();
  305. geometry.__webglColorBuffer = _gl.createBuffer();
  306. _this.info.geometries ++;
  307. };
  308. function createLineBuffers( geometry ) {
  309. geometry.__webglVertexBuffer = _gl.createBuffer();
  310. geometry.__webglColorBuffer = _gl.createBuffer();
  311. _this.info.memory.geometries ++;
  312. };
  313. function createRibbonBuffers( geometry ) {
  314. geometry.__webglVertexBuffer = _gl.createBuffer();
  315. geometry.__webglColorBuffer = _gl.createBuffer();
  316. _this.info.memory.geometries ++;
  317. };
  318. function createMeshBuffers( geometryGroup ) {
  319. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  320. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  321. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  322. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  323. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  324. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  325. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  326. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  327. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  328. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  329. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  330. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  331. if ( geometryGroup.numMorphTargets ) {
  332. var m, ml;
  333. geometryGroup.__webglMorphTargetsBuffers = [];
  334. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  335. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  336. }
  337. }
  338. _this.info.memory.geometries ++;
  339. };
  340. // Buffer deallocation
  341. function deleteParticleBuffers( geometry ) {
  342. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  343. _gl.deleteBuffer( geometry.__webglColorBuffer );
  344. _this.info.memory.geometries --;
  345. };
  346. function deleteLineBuffers( geometry ) {
  347. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  348. _gl.deleteBuffer( geometry.__webglColorBuffer );
  349. _this.info.memory.geometries --;
  350. };
  351. function deleteRibbonBuffers( geometry ) {
  352. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  353. _gl.deleteBuffer( geometry.__webglColorBuffer );
  354. _this.info.memory.geometries --;
  355. };
  356. function deleteMeshBuffers( geometryGroup ) {
  357. _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
  358. _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
  359. _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
  360. _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
  361. _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
  362. _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
  363. _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer );
  364. _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
  365. _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
  366. _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
  367. _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
  368. _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
  369. if ( geometryGroup.numMorphTargets ) {
  370. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  371. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  372. }
  373. }
  374. _this.info.memory.geometries --;
  375. };
  376. //
  377. function initLineBuffers ( geometry ) {
  378. var nvertices = geometry.vertices.length;
  379. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  380. geometry.__colorArray = new Float32Array( nvertices * 3 );
  381. geometry.__webglLineCount = nvertices;
  382. };
  383. function initRibbonBuffers ( geometry ) {
  384. var nvertices = geometry.vertices.length;
  385. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  386. geometry.__colorArray = new Float32Array( nvertices * 3 );
  387. geometry.__webglVertexCount = nvertices;
  388. };
  389. function initParticleBuffers ( geometry, object ) {
  390. var nvertices = geometry.vertices.length;
  391. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  392. geometry.__colorArray = new Float32Array( nvertices * 3 );
  393. geometry.__sortArray = [];
  394. geometry.__webglParticleCount = nvertices;
  395. geometry.__materials = object.materials;
  396. // custom attributes
  397. var m, ml, material;
  398. for ( m = 0, ml = object.materials.length; m < ml; m ++ ) {
  399. material = object.materials[ m ];
  400. if ( material.attributes ) {
  401. if ( geometry.__webglCustomAttributes === undefined ) {
  402. geometry.__webglCustomAttributes = {};
  403. }
  404. for ( a in material.attributes ) {
  405. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  406. // attribute buffers which are correctly indexed in the setMeshBuffers function
  407. // Not sure how to best translate this into non-indexed arrays
  408. // used for particles, as there are no geometry chunks here
  409. // Probably could be simplified
  410. originalAttribute = material.attributes[ a ];
  411. attribute = {};
  412. for ( property in originalAttribute ) {
  413. attribute[ property ] = originalAttribute[ property ];
  414. }
  415. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  416. attribute.__webglInitialized = true;
  417. size = 1; // "f" and "i"
  418. if ( attribute.type === "v2" ) size = 2;
  419. else if ( attribute.type === "v3" ) size = 3;
  420. else if ( attribute.type === "v4" ) size = 4;
  421. else if ( attribute.type === "c" ) size = 3;
  422. attribute.size = size;
  423. attribute.array = new Float32Array( nvertices * size );
  424. attribute.buffer = _gl.createBuffer();
  425. attribute.buffer.belongsToAttribute = a;
  426. originalAttribute.needsUpdate = true;
  427. attribute.__original = originalAttribute;
  428. }
  429. geometry.__webglCustomAttributes[ a ] = attribute;
  430. }
  431. }
  432. }
  433. };
  434. function initMeshBuffers ( geometryGroup, object ) {
  435. var f, fl, fi, face,
  436. m, ml, size,
  437. nvertices = 0, ntris = 0, nlines = 0,
  438. uvType,
  439. vertexColorType,
  440. normalType,
  441. materials, material,
  442. attribute, property, originalAttribute,
  443. geometry = object.geometry,
  444. obj_faces = geometry.faces,
  445. chunk_faces = geometryGroup.faces;
  446. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  447. fi = chunk_faces[ f ];
  448. face = obj_faces[ fi ];
  449. if ( face instanceof THREE.Face3 ) {
  450. nvertices += 3;
  451. ntris += 1;
  452. nlines += 3;
  453. } else if ( face instanceof THREE.Face4 ) {
  454. nvertices += 4;
  455. ntris += 2;
  456. nlines += 4;
  457. }
  458. }
  459. materials = unrollGroupMaterials( geometryGroup, object );
  460. // this will not work if materials would change in run-time
  461. // it should be refreshed every frame
  462. // but need to do unrollGroupMaterials
  463. // more properly without push to array
  464. // like unrollBufferMaterials
  465. geometryGroup.__materials = materials;
  466. uvType = bufferGuessUVType( materials, geometryGroup, object );
  467. normalType = bufferGuessNormalType( materials, geometryGroup, object );
  468. vertexColorType = bufferGuessVertexColorType( materials, geometryGroup, object );
  469. //console.log("uvType",uvType, "normalType",normalType, "vertexColorType",vertexColorType, object, geometryGroup, materials );
  470. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  471. if ( normalType ) {
  472. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  473. }
  474. if ( geometry.hasTangents ) {
  475. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  476. }
  477. if ( vertexColorType ) {
  478. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  479. }
  480. if ( uvType ) {
  481. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  482. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  483. }
  484. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  485. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  486. }
  487. }
  488. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  489. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  490. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  491. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  492. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  493. }
  494. geometryGroup.__faceArray = new Uint16Array( ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 ));
  495. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  496. if ( geometryGroup.numMorphTargets ) {
  497. geometryGroup.__morphTargetsArrays = [];
  498. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  499. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  500. }
  501. }
  502. geometryGroup.__needsSmoothNormals = ( normalType == THREE.SmoothShading );
  503. geometryGroup.__uvType = uvType;
  504. geometryGroup.__vertexColorType = vertexColorType;
  505. geometryGroup.__normalType = normalType;
  506. geometryGroup.__webglFaceCount = ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 );
  507. geometryGroup.__webglLineCount = nlines * 2;
  508. // custom attributes
  509. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  510. material = materials[ m ];
  511. if ( material.attributes ) {
  512. if ( geometryGroup.__webglCustomAttributes === undefined ) {
  513. geometryGroup.__webglCustomAttributes = {};
  514. }
  515. for ( a in material.attributes ) {
  516. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  517. // attribute buffers which are correctly indexed in the setMeshBuffers function
  518. originalAttribute = material.attributes[ a ];
  519. attribute = {};
  520. for ( property in originalAttribute ) {
  521. attribute[ property ] = originalAttribute[ property ];
  522. }
  523. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  524. attribute.__webglInitialized = true;
  525. size = 1; // "f" and "i"
  526. if( attribute.type === "v2" ) size = 2;
  527. else if( attribute.type === "v3" ) size = 3;
  528. else if( attribute.type === "v4" ) size = 4;
  529. else if( attribute.type === "c" ) size = 3;
  530. attribute.size = size;
  531. attribute.array = new Float32Array( nvertices * size );
  532. attribute.buffer = _gl.createBuffer();
  533. attribute.buffer.belongsToAttribute = a;
  534. originalAttribute.needsUpdate = true;
  535. attribute.__original = originalAttribute;
  536. }
  537. geometryGroup.__webglCustomAttributes[ a ] = attribute;
  538. }
  539. }
  540. }
  541. geometryGroup.__inittedArrays = true;
  542. };
  543. function setMeshBuffers( geometryGroup, object, hint, dispose ) {
  544. if ( ! geometryGroup.__inittedArrays ) {
  545. // console.log( object );
  546. return;
  547. }
  548. var f, fl, fi, face,
  549. vertexNormals, faceNormal, normal,
  550. vertexColors, faceColor,
  551. vertexTangents,
  552. uvType, vertexColorType, normalType,
  553. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  554. c1, c2, c3, c4,
  555. sw1, sw2, sw3, sw4,
  556. si1, si2, si3, si4,
  557. sa1, sa2, sa3, sa4,
  558. sb1, sb2, sb3, sb4,
  559. m, ml, i,
  560. vn, uvi, uv2i,
  561. vk, vkl, vka,
  562. a,
  563. vertexIndex = 0,
  564. offset = 0,
  565. offset_uv = 0,
  566. offset_uv2 = 0,
  567. offset_face = 0,
  568. offset_normal = 0,
  569. offset_tangent = 0,
  570. offset_line = 0,
  571. offset_color = 0,
  572. offset_skin = 0,
  573. offset_morphTarget = 0,
  574. offset_custom = 0,
  575. offset_customSrc = 0,
  576. value,
  577. vertexArray = geometryGroup.__vertexArray,
  578. uvArray = geometryGroup.__uvArray,
  579. uv2Array = geometryGroup.__uv2Array,
  580. normalArray = geometryGroup.__normalArray,
  581. tangentArray = geometryGroup.__tangentArray,
  582. colorArray = geometryGroup.__colorArray,
  583. skinVertexAArray = geometryGroup.__skinVertexAArray,
  584. skinVertexBArray = geometryGroup.__skinVertexBArray,
  585. skinIndexArray = geometryGroup.__skinIndexArray,
  586. skinWeightArray = geometryGroup.__skinWeightArray,
  587. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  588. customAttributes = geometryGroup.__webglCustomAttributes,
  589. customAttribute,
  590. faceArray = geometryGroup.__faceArray,
  591. lineArray = geometryGroup.__lineArray,
  592. needsSmoothNormals = geometryGroup.__needsSmoothNormals,
  593. vertexColorType = geometryGroup.__vertexColorType,
  594. uvType = geometryGroup.__uvType,
  595. normalType = geometryGroup.__normalType,
  596. geometry = object.geometry, // this is shared for all chunks
  597. dirtyVertices = geometry.__dirtyVertices,
  598. dirtyElements = geometry.__dirtyElements,
  599. dirtyUvs = geometry.__dirtyUvs,
  600. dirtyNormals = geometry.__dirtyNormals,
  601. dirtyTangents = geometry.__dirtyTangents,
  602. dirtyColors = geometry.__dirtyColors,
  603. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  604. vertices = geometry.vertices,
  605. chunk_faces = geometryGroup.faces,
  606. obj_faces = geometry.faces,
  607. obj_uvs = geometry.faceVertexUvs[ 0 ],
  608. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  609. obj_colors = geometry.colors,
  610. obj_skinVerticesA = geometry.skinVerticesA,
  611. obj_skinVerticesB = geometry.skinVerticesB,
  612. obj_skinIndices = geometry.skinIndices,
  613. obj_skinWeights = geometry.skinWeights,
  614. morphTargets = geometry.morphTargets;
  615. if ( customAttributes ) {
  616. for ( a in customAttributes ) {
  617. customAttributes[ a ].offset = 0;
  618. customAttributes[ a ].offsetSrc = 0;
  619. }
  620. }
  621. for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
  622. fi = chunk_faces[ f ];
  623. face = obj_faces[ fi ];
  624. if ( obj_uvs ) {
  625. uv = obj_uvs[ fi ];
  626. }
  627. if ( obj_uvs2 ) {
  628. uv2 = obj_uvs2[ fi ];
  629. }
  630. vertexNormals = face.vertexNormals;
  631. faceNormal = face.normal;
  632. vertexColors = face.vertexColors;
  633. faceColor = face.color;
  634. vertexTangents = face.vertexTangents;
  635. if ( face instanceof THREE.Face3 ) {
  636. if ( dirtyVertices ) {
  637. v1 = vertices[ face.a ].position;
  638. v2 = vertices[ face.b ].position;
  639. v3 = vertices[ face.c ].position;
  640. vertexArray[ offset ] = v1.x;
  641. vertexArray[ offset + 1 ] = v1.y;
  642. vertexArray[ offset + 2 ] = v1.z;
  643. vertexArray[ offset + 3 ] = v2.x;
  644. vertexArray[ offset + 4 ] = v2.y;
  645. vertexArray[ offset + 5 ] = v2.z;
  646. vertexArray[ offset + 6 ] = v3.x;
  647. vertexArray[ offset + 7 ] = v3.y;
  648. vertexArray[ offset + 8 ] = v3.z;
  649. offset += 9;
  650. }
  651. if ( customAttributes ) {
  652. for ( a in customAttributes ) {
  653. customAttribute = customAttributes[ a ];
  654. if ( customAttribute.__original.needsUpdate ) {
  655. offset_custom = customAttribute.offset;
  656. offset_customSrc = customAttribute.offsetSrc;
  657. if ( customAttribute.size === 1 ) {
  658. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  659. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  660. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  661. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  662. } else if ( customAttribute.boundTo === "faces" ) {
  663. value = customAttribute.value[ offset_customSrc ];
  664. customAttribute.array[ offset_custom ] = value;
  665. customAttribute.array[ offset_custom + 1 ] = value;
  666. customAttribute.array[ offset_custom + 2 ] = value;
  667. customAttribute.offsetSrc ++;
  668. } else if ( customAttribute.boundTo === "faceVertices" ) {
  669. customAttribute.array[ offset_custom ] = customAttribute.value[ offset_customSrc ];
  670. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  671. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  672. customAttribute.offsetSrc += 3;
  673. }
  674. customAttribute.offset += 3;
  675. } else {
  676. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  677. v1 = customAttribute.value[ face.a ];
  678. v2 = customAttribute.value[ face.b ];
  679. v3 = customAttribute.value[ face.c ];
  680. } else if ( customAttribute.boundTo === "faces" ) {
  681. value = customAttribute.value[ offset_customSrc ];
  682. v1 = value;
  683. v2 = value;
  684. v3 = value;
  685. customAttribute.offsetSrc ++;
  686. } else if ( customAttribute.boundTo === "faceVertices" ) {
  687. v1 = customAttribute.value[ offset_customSrc ];
  688. v2 = customAttribute.value[ offset_customSrc + 1 ];
  689. v3 = customAttribute.value[ offset_customSrc + 2 ];
  690. customAttribute.offsetSrc += 3;
  691. }
  692. if ( customAttribute.size === 2 ) {
  693. customAttribute.array[ offset_custom ] = v1.x;
  694. customAttribute.array[ offset_custom + 1 ] = v1.y;
  695. customAttribute.array[ offset_custom + 2 ] = v2.x;
  696. customAttribute.array[ offset_custom + 3 ] = v2.y;
  697. customAttribute.array[ offset_custom + 4 ] = v3.x;
  698. customAttribute.array[ offset_custom + 5 ] = v3.y;
  699. customAttribute.offset += 6;
  700. } else if ( customAttribute.size === 3 ) {
  701. if ( customAttribute.type === "c" ) {
  702. customAttribute.array[ offset_custom ] = v1.r;
  703. customAttribute.array[ offset_custom + 1 ] = v1.g;
  704. customAttribute.array[ offset_custom + 2 ] = v1.b;
  705. customAttribute.array[ offset_custom + 3 ] = v2.r;
  706. customAttribute.array[ offset_custom + 4 ] = v2.g;
  707. customAttribute.array[ offset_custom + 5 ] = v2.b;
  708. customAttribute.array[ offset_custom + 6 ] = v3.r;
  709. customAttribute.array[ offset_custom + 7 ] = v3.g;
  710. customAttribute.array[ offset_custom + 8 ] = v3.b;
  711. } else {
  712. customAttribute.array[ offset_custom ] = v1.x;
  713. customAttribute.array[ offset_custom + 1 ] = v1.y;
  714. customAttribute.array[ offset_custom + 2 ] = v1.z;
  715. customAttribute.array[ offset_custom + 3 ] = v2.x;
  716. customAttribute.array[ offset_custom + 4 ] = v2.y;
  717. customAttribute.array[ offset_custom + 5 ] = v2.z;
  718. customAttribute.array[ offset_custom + 6 ] = v3.x;
  719. customAttribute.array[ offset_custom + 7 ] = v3.y;
  720. customAttribute.array[ offset_custom + 8 ] = v3.z;
  721. }
  722. customAttribute.offset += 9;
  723. } else {
  724. customAttribute.array[ offset_custom ] = v1.x;
  725. customAttribute.array[ offset_custom + 1 ] = v1.y;
  726. customAttribute.array[ offset_custom + 2 ] = v1.z;
  727. customAttribute.array[ offset_custom + 3 ] = v1.w;
  728. customAttribute.array[ offset_custom + 4 ] = v2.x;
  729. customAttribute.array[ offset_custom + 5 ] = v2.y;
  730. customAttribute.array[ offset_custom + 6 ] = v2.z;
  731. customAttribute.array[ offset_custom + 7 ] = v2.w;
  732. customAttribute.array[ offset_custom + 8 ] = v3.x;
  733. customAttribute.array[ offset_custom + 9 ] = v3.y;
  734. customAttribute.array[ offset_custom + 10 ] = v3.z;
  735. customAttribute.array[ offset_custom + 11 ] = v3.w;
  736. customAttribute.offset += 12;
  737. }
  738. }
  739. }
  740. }
  741. }
  742. if ( dirtyMorphTargets ) {
  743. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  744. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  745. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  746. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  747. vka = morphTargetsArrays[ vk ];
  748. vka[ offset_morphTarget ] = v1.x;
  749. vka[ offset_morphTarget + 1 ] = v1.y;
  750. vka[ offset_morphTarget + 2 ] = v1.z;
  751. vka[ offset_morphTarget + 3 ] = v2.x;
  752. vka[ offset_morphTarget + 4 ] = v2.y;
  753. vka[ offset_morphTarget + 5 ] = v2.z;
  754. vka[ offset_morphTarget + 6 ] = v3.x;
  755. vka[ offset_morphTarget + 7 ] = v3.y;
  756. vka[ offset_morphTarget + 8 ] = v3.z;
  757. }
  758. offset_morphTarget += 9;
  759. }
  760. if ( obj_skinWeights.length ) {
  761. // weights
  762. sw1 = obj_skinWeights[ face.a ];
  763. sw2 = obj_skinWeights[ face.b ];
  764. sw3 = obj_skinWeights[ face.c ];
  765. skinWeightArray[ offset_skin ] = sw1.x;
  766. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  767. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  768. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  769. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  770. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  771. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  772. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  773. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  774. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  775. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  776. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  777. // indices
  778. si1 = obj_skinIndices[ face.a ];
  779. si2 = obj_skinIndices[ face.b ];
  780. si3 = obj_skinIndices[ face.c ];
  781. skinIndexArray[ offset_skin ] = si1.x;
  782. skinIndexArray[ offset_skin + 1 ] = si1.y;
  783. skinIndexArray[ offset_skin + 2 ] = si1.z;
  784. skinIndexArray[ offset_skin + 3 ] = si1.w;
  785. skinIndexArray[ offset_skin + 4 ] = si2.x;
  786. skinIndexArray[ offset_skin + 5 ] = si2.y;
  787. skinIndexArray[ offset_skin + 6 ] = si2.z;
  788. skinIndexArray[ offset_skin + 7 ] = si2.w;
  789. skinIndexArray[ offset_skin + 8 ] = si3.x;
  790. skinIndexArray[ offset_skin + 9 ] = si3.y;
  791. skinIndexArray[ offset_skin + 10 ] = si3.z;
  792. skinIndexArray[ offset_skin + 11 ] = si3.w;
  793. // vertices A
  794. sa1 = obj_skinVerticesA[ face.a ];
  795. sa2 = obj_skinVerticesA[ face.b ];
  796. sa3 = obj_skinVerticesA[ face.c ];
  797. skinVertexAArray[ offset_skin ] = sa1.x;
  798. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  799. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  800. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  801. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  802. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  803. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  804. skinVertexAArray[ offset_skin + 7 ] = 1;
  805. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  806. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  807. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  808. skinVertexAArray[ offset_skin + 11 ] = 1;
  809. // vertices B
  810. sb1 = obj_skinVerticesB[ face.a ];
  811. sb2 = obj_skinVerticesB[ face.b ];
  812. sb3 = obj_skinVerticesB[ face.c ];
  813. skinVertexBArray[ offset_skin ] = sb1.x;
  814. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  815. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  816. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  817. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  818. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  819. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  820. skinVertexBArray[ offset_skin + 7 ] = 1;
  821. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  822. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  823. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  824. skinVertexBArray[ offset_skin + 11 ] = 1;
  825. offset_skin += 12;
  826. }
  827. if ( dirtyColors && vertexColorType ) {
  828. if ( vertexColors.length == 3 && vertexColorType == THREE.VertexColors ) {
  829. c1 = vertexColors[ 0 ];
  830. c2 = vertexColors[ 1 ];
  831. c3 = vertexColors[ 2 ];
  832. } else {
  833. c1 = faceColor;
  834. c2 = faceColor;
  835. c3 = faceColor;
  836. }
  837. colorArray[ offset_color ] = c1.r;
  838. colorArray[ offset_color + 1 ] = c1.g;
  839. colorArray[ offset_color + 2 ] = c1.b;
  840. colorArray[ offset_color + 3 ] = c2.r;
  841. colorArray[ offset_color + 4 ] = c2.g;
  842. colorArray[ offset_color + 5 ] = c2.b;
  843. colorArray[ offset_color + 6 ] = c3.r;
  844. colorArray[ offset_color + 7 ] = c3.g;
  845. colorArray[ offset_color + 8 ] = c3.b;
  846. offset_color += 9;
  847. }
  848. if ( dirtyTangents && geometry.hasTangents ) {
  849. t1 = vertexTangents[ 0 ];
  850. t2 = vertexTangents[ 1 ];
  851. t3 = vertexTangents[ 2 ];
  852. tangentArray[ offset_tangent ] = t1.x;
  853. tangentArray[ offset_tangent + 1 ] = t1.y;
  854. tangentArray[ offset_tangent + 2 ] = t1.z;
  855. tangentArray[ offset_tangent + 3 ] = t1.w;
  856. tangentArray[ offset_tangent + 4 ] = t2.x;
  857. tangentArray[ offset_tangent + 5 ] = t2.y;
  858. tangentArray[ offset_tangent + 6 ] = t2.z;
  859. tangentArray[ offset_tangent + 7 ] = t2.w;
  860. tangentArray[ offset_tangent + 8 ] = t3.x;
  861. tangentArray[ offset_tangent + 9 ] = t3.y;
  862. tangentArray[ offset_tangent + 10 ] = t3.z;
  863. tangentArray[ offset_tangent + 11 ] = t3.w;
  864. offset_tangent += 12;
  865. }
  866. if ( dirtyNormals && normalType ) {
  867. if ( vertexNormals.length == 3 && needsSmoothNormals ) {
  868. for ( i = 0; i < 3; i ++ ) {
  869. vn = vertexNormals[ i ];
  870. normalArray[ offset_normal ] = vn.x;
  871. normalArray[ offset_normal + 1 ] = vn.y;
  872. normalArray[ offset_normal + 2 ] = vn.z;
  873. offset_normal += 3;
  874. }
  875. } else {
  876. for ( i = 0; i < 3; i ++ ) {
  877. normalArray[ offset_normal ] = faceNormal.x;
  878. normalArray[ offset_normal + 1 ] = faceNormal.y;
  879. normalArray[ offset_normal + 2 ] = faceNormal.z;
  880. offset_normal += 3;
  881. }
  882. }
  883. }
  884. if ( dirtyUvs && uv !== undefined && uvType ) {
  885. for ( i = 0; i < 3; i ++ ) {
  886. uvi = uv[ i ];
  887. uvArray[ offset_uv ] = uvi.u;
  888. uvArray[ offset_uv + 1 ] = uvi.v;
  889. offset_uv += 2;
  890. }
  891. }
  892. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  893. for ( i = 0; i < 3; i ++ ) {
  894. uv2i = uv2[ i ];
  895. uv2Array[ offset_uv2 ] = uv2i.u;
  896. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  897. offset_uv2 += 2;
  898. }
  899. }
  900. if ( dirtyElements ) {
  901. faceArray[ offset_face ] = vertexIndex;
  902. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  903. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  904. offset_face += 3;
  905. lineArray[ offset_line ] = vertexIndex;
  906. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  907. lineArray[ offset_line + 2 ] = vertexIndex;
  908. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  909. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  910. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  911. offset_line += 6;
  912. vertexIndex += 3;
  913. }
  914. } else if ( face instanceof THREE.Face4 ) {
  915. if ( dirtyVertices ) {
  916. v1 = vertices[ face.a ].position;
  917. v2 = vertices[ face.b ].position;
  918. v3 = vertices[ face.c ].position;
  919. v4 = vertices[ face.d ].position;
  920. vertexArray[ offset ] = v1.x;
  921. vertexArray[ offset + 1 ] = v1.y;
  922. vertexArray[ offset + 2 ] = v1.z;
  923. vertexArray[ offset + 3 ] = v2.x;
  924. vertexArray[ offset + 4 ] = v2.y;
  925. vertexArray[ offset + 5 ] = v2.z;
  926. vertexArray[ offset + 6 ] = v3.x;
  927. vertexArray[ offset + 7 ] = v3.y;
  928. vertexArray[ offset + 8 ] = v3.z;
  929. vertexArray[ offset + 9 ] = v4.x;
  930. vertexArray[ offset + 10 ] = v4.y;
  931. vertexArray[ offset + 11 ] = v4.z;
  932. offset += 12;
  933. }
  934. if ( customAttributes ) {
  935. for ( a in customAttributes ) {
  936. customAttribute = customAttributes[ a ];
  937. if ( customAttribute.__original.needsUpdate ) {
  938. offset_custom = customAttribute.offset;
  939. offset_customSrc = customAttribute.offsetSrc;
  940. if ( customAttribute.size === 1 ) {
  941. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  942. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  943. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  944. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  945. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  946. } else if ( customAttribute.boundTo === "faces" ) {
  947. value = customAttribute.value[ offset_customSrc ];
  948. customAttribute.array[ offset_custom ] = value;
  949. customAttribute.array[ offset_custom + 1 ] = value;
  950. customAttribute.array[ offset_custom + 2 ] = value;
  951. customAttribute.array[ offset_custom + 3 ] = value;
  952. customAttribute.offsetSrc ++;
  953. } else if ( customAttribute.boundTo === "faceVertices" ) {
  954. customAttribute.array[ offset_custom ] = customAttribute.value[ offset_customSrc ];
  955. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  956. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  957. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc + 3 ];
  958. customAttribute.offsetSrc += 4;
  959. }
  960. customAttribute.offset += 4;
  961. } else {
  962. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  963. v1 = customAttribute.value[ face.a ];
  964. v2 = customAttribute.value[ face.b ];
  965. v3 = customAttribute.value[ face.c ];
  966. v4 = customAttribute.value[ face.d ];
  967. } else if ( customAttribute.boundTo === "faces" ) {
  968. value = customAttribute.value[ offset_customSrc ];
  969. v1 = value;
  970. v2 = value;
  971. v3 = value;
  972. v4 = value;
  973. customAttribute.offsetSrc ++;
  974. } else if ( customAttribute.boundTo === "faceVertices" ) {
  975. v1 = customAttribute.value[ offset_customSrc ];
  976. v2 = customAttribute.value[ offset_customSrc + 1 ];
  977. v3 = customAttribute.value[ offset_customSrc + 2 ];
  978. v4 = customAttribute.value[ offset_customSrc + 3 ];
  979. customAttribute.offsetSrc += 4;
  980. }
  981. if ( customAttribute.size === 2 ) {
  982. customAttribute.array[ offset_custom ] = v1.x;
  983. customAttribute.array[ offset_custom + 1 ] = v1.y;
  984. customAttribute.array[ offset_custom + 2 ] = v2.x;
  985. customAttribute.array[ offset_custom + 3 ] = v2.y;
  986. customAttribute.array[ offset_custom + 4 ] = v3.x;
  987. customAttribute.array[ offset_custom + 5 ] = v3.y;
  988. customAttribute.array[ offset_custom + 6 ] = v4.x;
  989. customAttribute.array[ offset_custom + 7 ] = v4.y;
  990. customAttribute.offset += 8;
  991. } else if ( customAttribute.size === 3 ) {
  992. if ( customAttribute.type === "c" ) {
  993. customAttribute.array[ offset_custom ] = v1.r;
  994. customAttribute.array[ offset_custom + 1 ] = v1.g;
  995. customAttribute.array[ offset_custom + 2 ] = v1.b;
  996. customAttribute.array[ offset_custom + 3 ] = v2.r;
  997. customAttribute.array[ offset_custom + 4 ] = v2.g;
  998. customAttribute.array[ offset_custom + 5 ] = v2.b;
  999. customAttribute.array[ offset_custom + 6 ] = v3.r;
  1000. customAttribute.array[ offset_custom + 7 ] = v3.g;
  1001. customAttribute.array[ offset_custom + 8 ] = v3.b;
  1002. customAttribute.array[ offset_custom + 9 ] = v4.r;
  1003. customAttribute.array[ offset_custom + 10 ] = v4.g;
  1004. customAttribute.array[ offset_custom + 11 ] = v4.b;
  1005. } else {
  1006. customAttribute.array[ offset_custom ] = v1.x;
  1007. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1008. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1009. customAttribute.array[ offset_custom + 3 ] = v2.x;
  1010. customAttribute.array[ offset_custom + 4 ] = v2.y;
  1011. customAttribute.array[ offset_custom + 5 ] = v2.z;
  1012. customAttribute.array[ offset_custom + 6 ] = v3.x;
  1013. customAttribute.array[ offset_custom + 7 ] = v3.y;
  1014. customAttribute.array[ offset_custom + 8 ] = v3.z;
  1015. customAttribute.array[ offset_custom + 9 ] = v4.x;
  1016. customAttribute.array[ offset_custom + 10 ] = v4.y;
  1017. customAttribute.array[ offset_custom + 11 ] = v4.z;
  1018. }
  1019. customAttribute.offset += 12;
  1020. } else {
  1021. customAttribute.array[ offset_custom ] = v1.x;
  1022. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1023. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1024. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1025. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1026. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1027. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1028. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1029. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1030. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1031. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1032. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1033. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1034. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1035. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1036. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1037. customAttribute.offset += 16;
  1038. }
  1039. }
  1040. }
  1041. }
  1042. }
  1043. if ( dirtyMorphTargets ) {
  1044. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  1045. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  1046. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  1047. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  1048. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  1049. vka = morphTargetsArrays[ vk ];
  1050. vka[ offset_morphTarget ] = v1.x;
  1051. vka[ offset_morphTarget + 1 ] = v1.y;
  1052. vka[ offset_morphTarget + 2 ] = v1.z;
  1053. vka[ offset_morphTarget + 3 ] = v2.x;
  1054. vka[ offset_morphTarget + 4 ] = v2.y;
  1055. vka[ offset_morphTarget + 5 ] = v2.z;
  1056. vka[ offset_morphTarget + 6 ] = v3.x;
  1057. vka[ offset_morphTarget + 7 ] = v3.y;
  1058. vka[ offset_morphTarget + 8 ] = v3.z;
  1059. vka[ offset_morphTarget + 9 ] = v4.x;
  1060. vka[ offset_morphTarget + 10 ] = v4.y;
  1061. vka[ offset_morphTarget + 11 ] = v4.z;
  1062. }
  1063. offset_morphTarget += 12;
  1064. }
  1065. if ( obj_skinWeights.length ) {
  1066. // weights
  1067. sw1 = obj_skinWeights[ face.a ];
  1068. sw2 = obj_skinWeights[ face.b ];
  1069. sw3 = obj_skinWeights[ face.c ];
  1070. sw4 = obj_skinWeights[ face.d ];
  1071. skinWeightArray[ offset_skin ] = sw1.x;
  1072. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1073. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1074. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1075. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1076. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1077. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1078. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1079. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1080. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1081. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1082. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1083. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  1084. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  1085. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  1086. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  1087. // indices
  1088. si1 = obj_skinIndices[ face.a ];
  1089. si2 = obj_skinIndices[ face.b ];
  1090. si3 = obj_skinIndices[ face.c ];
  1091. si4 = obj_skinIndices[ face.d ];
  1092. skinIndexArray[ offset_skin ] = si1.x;
  1093. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1094. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1095. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1096. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1097. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1098. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1099. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1100. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1101. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1102. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1103. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1104. skinIndexArray[ offset_skin + 12 ] = si4.x;
  1105. skinIndexArray[ offset_skin + 13 ] = si4.y;
  1106. skinIndexArray[ offset_skin + 14 ] = si4.z;
  1107. skinIndexArray[ offset_skin + 15 ] = si4.w;
  1108. // vertices A
  1109. sa1 = obj_skinVerticesA[ face.a ];
  1110. sa2 = obj_skinVerticesA[ face.b ];
  1111. sa3 = obj_skinVerticesA[ face.c ];
  1112. sa4 = obj_skinVerticesA[ face.d ];
  1113. skinVertexAArray[ offset_skin ] = sa1.x;
  1114. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1115. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1116. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1117. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1118. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1119. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1120. skinVertexAArray[ offset_skin + 7 ] = 1;
  1121. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1122. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1123. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1124. skinVertexAArray[ offset_skin + 11 ] = 1;
  1125. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1126. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1127. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1128. skinVertexAArray[ offset_skin + 15 ] = 1;
  1129. // vertices B
  1130. sb1 = obj_skinVerticesB[ face.a ];
  1131. sb2 = obj_skinVerticesB[ face.b ];
  1132. sb3 = obj_skinVerticesB[ face.c ];
  1133. sb4 = obj_skinVerticesB[ face.d ];
  1134. skinVertexBArray[ offset_skin ] = sb1.x;
  1135. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1136. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1137. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1138. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1139. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1140. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1141. skinVertexBArray[ offset_skin + 7 ] = 1;
  1142. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1143. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1144. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1145. skinVertexBArray[ offset_skin + 11 ] = 1;
  1146. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1147. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1148. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1149. skinVertexBArray[ offset_skin + 15 ] = 1;
  1150. offset_skin += 16;
  1151. }
  1152. if ( dirtyColors && vertexColorType ) {
  1153. if ( vertexColors.length == 4 && vertexColorType == THREE.VertexColors ) {
  1154. c1 = vertexColors[ 0 ];
  1155. c2 = vertexColors[ 1 ];
  1156. c3 = vertexColors[ 2 ];
  1157. c4 = vertexColors[ 3 ];
  1158. } else {
  1159. c1 = faceColor;
  1160. c2 = faceColor;
  1161. c3 = faceColor;
  1162. c4 = faceColor;
  1163. }
  1164. colorArray[ offset_color ] = c1.r;
  1165. colorArray[ offset_color + 1 ] = c1.g;
  1166. colorArray[ offset_color + 2 ] = c1.b;
  1167. colorArray[ offset_color + 3 ] = c2.r;
  1168. colorArray[ offset_color + 4 ] = c2.g;
  1169. colorArray[ offset_color + 5 ] = c2.b;
  1170. colorArray[ offset_color + 6 ] = c3.r;
  1171. colorArray[ offset_color + 7 ] = c3.g;
  1172. colorArray[ offset_color + 8 ] = c3.b;
  1173. colorArray[ offset_color + 9 ] = c4.r;
  1174. colorArray[ offset_color + 10 ] = c4.g;
  1175. colorArray[ offset_color + 11 ] = c4.b;
  1176. offset_color += 12;
  1177. }
  1178. if ( dirtyTangents && geometry.hasTangents ) {
  1179. t1 = vertexTangents[ 0 ];
  1180. t2 = vertexTangents[ 1 ];
  1181. t3 = vertexTangents[ 2 ];
  1182. t4 = vertexTangents[ 3 ];
  1183. tangentArray[ offset_tangent ] = t1.x;
  1184. tangentArray[ offset_tangent + 1 ] = t1.y;
  1185. tangentArray[ offset_tangent + 2 ] = t1.z;
  1186. tangentArray[ offset_tangent + 3 ] = t1.w;
  1187. tangentArray[ offset_tangent + 4 ] = t2.x;
  1188. tangentArray[ offset_tangent + 5 ] = t2.y;
  1189. tangentArray[ offset_tangent + 6 ] = t2.z;
  1190. tangentArray[ offset_tangent + 7 ] = t2.w;
  1191. tangentArray[ offset_tangent + 8 ] = t3.x;
  1192. tangentArray[ offset_tangent + 9 ] = t3.y;
  1193. tangentArray[ offset_tangent + 10 ] = t3.z;
  1194. tangentArray[ offset_tangent + 11 ] = t3.w;
  1195. tangentArray[ offset_tangent + 12 ] = t4.x;
  1196. tangentArray[ offset_tangent + 13 ] = t4.y;
  1197. tangentArray[ offset_tangent + 14 ] = t4.z;
  1198. tangentArray[ offset_tangent + 15 ] = t4.w;
  1199. offset_tangent += 16;
  1200. }
  1201. if ( dirtyNormals && normalType ) {
  1202. if ( vertexNormals.length == 4 && needsSmoothNormals ) {
  1203. for ( i = 0; i < 4; i ++ ) {
  1204. vn = vertexNormals[ i ];
  1205. normalArray[ offset_normal ] = vn.x;
  1206. normalArray[ offset_normal + 1 ] = vn.y;
  1207. normalArray[ offset_normal + 2 ] = vn.z;
  1208. offset_normal += 3;
  1209. }
  1210. } else {
  1211. for ( i = 0; i < 4; i ++ ) {
  1212. normalArray[ offset_normal ] = faceNormal.x;
  1213. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1214. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1215. offset_normal += 3;
  1216. }
  1217. }
  1218. }
  1219. if ( dirtyUvs && uv !== undefined && uvType ) {
  1220. for ( i = 0; i < 4; i ++ ) {
  1221. uvi = uv[ i ];
  1222. uvArray[ offset_uv ] = uvi.u;
  1223. uvArray[ offset_uv + 1 ] = uvi.v;
  1224. offset_uv += 2;
  1225. }
  1226. }
  1227. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  1228. for ( i = 0; i < 4; i ++ ) {
  1229. uv2i = uv2[ i ];
  1230. uv2Array[ offset_uv2 ] = uv2i.u;
  1231. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1232. offset_uv2 += 2;
  1233. }
  1234. }
  1235. if ( dirtyElements ) {
  1236. faceArray[ offset_face ] = vertexIndex;
  1237. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1238. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1239. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1240. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1241. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1242. offset_face += 6;
  1243. lineArray[ offset_line ] = vertexIndex;
  1244. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1245. lineArray[ offset_line + 2 ] = vertexIndex;
  1246. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1247. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1248. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1249. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1250. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1251. offset_line += 8;
  1252. vertexIndex += 4;
  1253. }
  1254. }
  1255. }
  1256. if ( dirtyVertices ) {
  1257. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1258. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1259. }
  1260. if ( customAttributes ) {
  1261. for ( a in customAttributes ) {
  1262. customAttribute = customAttributes[ a ];
  1263. if ( customAttribute.__original.needsUpdate ) {
  1264. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1265. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1266. }
  1267. }
  1268. }
  1269. if ( dirtyMorphTargets ) {
  1270. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  1271. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1272. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1273. }
  1274. }
  1275. if ( dirtyColors && offset_color > 0 ) {
  1276. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1277. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1278. }
  1279. if ( dirtyNormals ) {
  1280. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1281. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1282. }
  1283. if ( dirtyTangents && geometry.hasTangents ) {
  1284. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1285. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1286. }
  1287. if ( dirtyUvs && offset_uv > 0 ) {
  1288. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1289. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1290. }
  1291. if ( dirtyUvs && offset_uv2 > 0 ) {
  1292. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1293. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1294. }
  1295. if ( dirtyElements ) {
  1296. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1297. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1298. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1299. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1300. }
  1301. if ( offset_skin > 0 ) {
  1302. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1303. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1304. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1305. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1306. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1307. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1308. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1309. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1310. }
  1311. if ( dispose ) {
  1312. delete geometryGroup.__inittedArrays;
  1313. delete geometryGroup.__colorArray;
  1314. delete geometryGroup.__normalArray;
  1315. delete geometryGroup.__tangentArray;
  1316. delete geometryGroup.__uvArray;
  1317. delete geometryGroup.__uv2Array;
  1318. delete geometryGroup.__faceArray;
  1319. delete geometryGroup.__vertexArray;
  1320. delete geometryGroup.__lineArray;
  1321. delete geometryGroup.__skinVertexAArray;
  1322. delete geometryGroup.__skinVertexBArray;
  1323. delete geometryGroup.__skinIndexArray;
  1324. delete geometryGroup.__skinWeightArray;
  1325. }
  1326. };
  1327. function setLineBuffers ( geometry, hint ) {
  1328. var v, c, vertex, offset,
  1329. vertices = geometry.vertices,
  1330. colors = geometry.colors,
  1331. vl = vertices.length,
  1332. cl = colors.length,
  1333. vertexArray = geometry.__vertexArray,
  1334. colorArray = geometry.__colorArray,
  1335. dirtyVertices = geometry.__dirtyVertices,
  1336. dirtyColors = geometry.__dirtyColors;
  1337. if ( dirtyVertices ) {
  1338. for ( v = 0; v < vl; v ++ ) {
  1339. vertex = vertices[ v ].position;
  1340. offset = v * 3;
  1341. vertexArray[ offset ] = vertex.x;
  1342. vertexArray[ offset + 1 ] = vertex.y;
  1343. vertexArray[ offset + 2 ] = vertex.z;
  1344. }
  1345. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1346. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1347. }
  1348. if ( dirtyColors ) {
  1349. for ( c = 0; c < cl; c ++ ) {
  1350. color = colors[ c ];
  1351. offset = c * 3;
  1352. colorArray[ offset ] = color.r;
  1353. colorArray[ offset + 1 ] = color.g;
  1354. colorArray[ offset + 2 ] = color.b;
  1355. }
  1356. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1357. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1358. }
  1359. };
  1360. function setRibbonBuffers ( geometry, hint ) {
  1361. var v, c, vertex, offset,
  1362. vertices = geometry.vertices,
  1363. colors = geometry.colors,
  1364. vl = vertices.length,
  1365. cl = colors.length,
  1366. vertexArray = geometry.__vertexArray,
  1367. colorArray = geometry.__colorArray,
  1368. dirtyVertices = geometry.__dirtyVertices,
  1369. dirtyColors = geometry.__dirtyColors;
  1370. if ( dirtyVertices ) {
  1371. for ( v = 0; v < vl; v ++ ) {
  1372. vertex = vertices[ v ].position;
  1373. offset = v * 3;
  1374. vertexArray[ offset ] = vertex.x;
  1375. vertexArray[ offset + 1 ] = vertex.y;
  1376. vertexArray[ offset + 2 ] = vertex.z;
  1377. }
  1378. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1379. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1380. }
  1381. if ( dirtyColors ) {
  1382. for ( c = 0; c < cl; c ++ ) {
  1383. color = colors[ c ];
  1384. offset = c * 3;
  1385. colorArray[ offset ] = color.r;
  1386. colorArray[ offset + 1 ] = color.g;
  1387. colorArray[ offset + 2 ] = color.b;
  1388. }
  1389. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1390. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1391. }
  1392. };
  1393. function setParticleBuffers ( geometry, hint, object ) {
  1394. var v, c, vertex, offset,
  1395. vertices = geometry.vertices,
  1396. vl = vertices.length,
  1397. colors = geometry.colors,
  1398. cl = colors.length,
  1399. vertexArray = geometry.__vertexArray,
  1400. colorArray = geometry.__colorArray,
  1401. sortArray = geometry.__sortArray,
  1402. dirtyVertices = geometry.__dirtyVertices,
  1403. dirtyElements = geometry.__dirtyElements,
  1404. dirtyColors = geometry.__dirtyColors,
  1405. customAttributes = geometry.__webglCustomAttributes,
  1406. a, ca, cal, v1,
  1407. offset_custom,
  1408. customAttribute;
  1409. if ( customAttributes ) {
  1410. for ( a in customAttributes ) {
  1411. customAttributes[ a ].offset = 0;
  1412. }
  1413. }
  1414. if ( object.sortParticles ) {
  1415. _projScreenMatrix.multiplySelf( object.matrixWorld );
  1416. for ( v = 0; v < vl; v++ ) {
  1417. vertex = vertices[ v ].position;
  1418. _vector3.copy( vertex );
  1419. _projScreenMatrix.multiplyVector3( _vector3 );
  1420. sortArray[ v ] = [ _vector3.z, v ];
  1421. }
  1422. sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
  1423. for ( v = 0; v < vl; v++ ) {
  1424. vertex = vertices[ sortArray[v][1] ].position;
  1425. offset = v * 3;
  1426. vertexArray[ offset ] = vertex.x;
  1427. vertexArray[ offset + 1 ] = vertex.y;
  1428. vertexArray[ offset + 2 ] = vertex.z;
  1429. }
  1430. for ( c = 0; c < cl; c ++ ) {
  1431. offset = c * 3;
  1432. color = colors[ sortArray[c][1] ];
  1433. colorArray[ offset ] = color.r;
  1434. colorArray[ offset + 1 ] = color.g;
  1435. colorArray[ offset + 2 ] = color.b;
  1436. }
  1437. if ( customAttributes ) {
  1438. for ( a in customAttributes ) {
  1439. customAttribute = customAttributes[ a ];
  1440. cal = customAttribute.value.length;
  1441. for ( ca = 0; ca < cal; ca ++ ) {
  1442. index = sortArray[ca][1];
  1443. offset_custom = customAttribute.offset;
  1444. if ( customAttribute.size === 1 ) {
  1445. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1446. customAttribute.array[ offset_custom ] = customAttribute.value[ index ];
  1447. }
  1448. } else {
  1449. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1450. v1 = customAttribute.value[ index ];
  1451. }
  1452. if ( customAttribute.size === 2 ) {
  1453. customAttribute.array[ offset_custom ] = v1.x;
  1454. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1455. } else if ( customAttribute.size === 3 ) {
  1456. if ( customAttribute.type === "c" ) {
  1457. customAttribute.array[ offset_custom ] = v1.r;
  1458. customAttribute.array[ offset_custom + 1 ] = v1.g;
  1459. customAttribute.array[ offset_custom + 2 ] = v1.b;
  1460. } else {
  1461. customAttribute.array[ offset_custom ] = v1.x;
  1462. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1463. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1464. }
  1465. } else {
  1466. customAttribute.array[ offset_custom ] = v1.x;
  1467. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1468. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1469. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1470. }
  1471. }
  1472. customAttribute.offset += customAttribute.size;
  1473. }
  1474. }
  1475. }
  1476. } else {
  1477. if ( dirtyVertices ) {
  1478. for ( v = 0; v < vl; v++ ) {
  1479. vertex = vertices[ v ].position;
  1480. offset = v * 3;
  1481. vertexArray[ offset ] = vertex.x;
  1482. vertexArray[ offset + 1 ] = vertex.y;
  1483. vertexArray[ offset + 2 ] = vertex.z;
  1484. }
  1485. }
  1486. if ( dirtyColors ) {
  1487. for ( c = 0; c < cl; c ++ ) {
  1488. color = colors[ c ];
  1489. offset = c * 3;
  1490. colorArray[ offset ] = color.r;
  1491. colorArray[ offset + 1 ] = color.g;
  1492. colorArray[ offset + 2 ] = color.b;
  1493. }
  1494. }
  1495. if ( customAttributes ) {
  1496. for ( a in customAttributes ) {
  1497. customAttribute = customAttributes[ a ];
  1498. if ( customAttribute.__original.needsUpdate ) {
  1499. cal = customAttribute.value.length;
  1500. for ( ca = 0; ca < cal; ca ++ ) {
  1501. offset_custom = customAttribute.offset;
  1502. if ( customAttribute.size === 1 ) {
  1503. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1504. customAttribute.array[ offset_custom ] = customAttribute.value[ ca ];
  1505. }
  1506. } else {
  1507. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1508. v1 = customAttribute.value[ ca ];
  1509. }
  1510. if ( customAttribute.size === 2 ) {
  1511. customAttribute.array[ offset_custom ] = v1.x;
  1512. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1513. } else if ( customAttribute.size === 3 ) {
  1514. if ( customAttribute.type === "c" ) {
  1515. customAttribute.array[ offset_custom ] = v1.r;
  1516. customAttribute.array[ offset_custom + 1 ] = v1.g;
  1517. customAttribute.array[ offset_custom + 2 ] = v1.b;
  1518. } else {
  1519. customAttribute.array[ offset_custom ] = v1.x;
  1520. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1521. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1522. }
  1523. } else {
  1524. customAttribute.array[ offset_custom ] = v1.x;
  1525. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1526. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1527. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1528. }
  1529. }
  1530. customAttribute.offset += customAttribute.size;
  1531. }
  1532. }
  1533. }
  1534. }
  1535. }
  1536. if ( dirtyVertices || object.sortParticles ) {
  1537. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1538. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1539. }
  1540. if ( dirtyColors || object.sortParticles ) {
  1541. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1542. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1543. }
  1544. if ( customAttributes ) {
  1545. for ( a in customAttributes ) {
  1546. customAttribute = customAttributes[ a ];
  1547. if ( customAttribute.__original.needsUpdate || object.sortParticles ) {
  1548. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1549. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1550. }
  1551. }
  1552. }
  1553. };
  1554. function setMaterialShaders( material, shaders ) {
  1555. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  1556. material.vertexShader = shaders.vertexShader;
  1557. material.fragmentShader = shaders.fragmentShader;
  1558. };
  1559. function refreshUniformsCommon( uniforms, material ) {
  1560. uniforms.diffuse.value = material.color;
  1561. uniforms.opacity.value = material.opacity;
  1562. uniforms.map.texture = material.map;
  1563. if ( material.map ) {
  1564. uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
  1565. }
  1566. uniforms.lightMap.texture = material.lightMap;
  1567. uniforms.envMap.texture = material.envMap;
  1568. uniforms.reflectivity.value = material.reflectivity;
  1569. uniforms.refractionRatio.value = material.refractionRatio;
  1570. uniforms.combine.value = material.combine;
  1571. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  1572. };
  1573. function refreshUniformsLine( uniforms, material ) {
  1574. uniforms.diffuse.value = material.color;
  1575. uniforms.opacity.value = material.opacity;
  1576. };
  1577. function refreshUniformsParticle( uniforms, material ) {
  1578. uniforms.psColor.value = material.color;
  1579. uniforms.opacity.value = material.opacity;
  1580. uniforms.size.value = material.size;
  1581. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1582. uniforms.map.texture = material.map;
  1583. };
  1584. function refreshUniformsFog( uniforms, fog ) {
  1585. uniforms.fogColor.value = fog.color;
  1586. if ( fog instanceof THREE.Fog ) {
  1587. uniforms.fogNear.value = fog.near;
  1588. uniforms.fogFar.value = fog.far;
  1589. } else if ( fog instanceof THREE.FogExp2 ) {
  1590. uniforms.fogDensity.value = fog.density;
  1591. }
  1592. };
  1593. function refreshUniformsPhong( uniforms, material ) {
  1594. uniforms.ambient.value = material.ambient;
  1595. uniforms.specular.value = material.specular;
  1596. uniforms.shininess.value = material.shininess;
  1597. };
  1598. function refreshUniformsLights( uniforms, lights ) {
  1599. uniforms.enableLighting.value = lights.directional.length + lights.point.length;
  1600. uniforms.ambientLightColor.value = lights.ambient;
  1601. uniforms.directionalLightColor.value = lights.directional.colors;
  1602. uniforms.directionalLightDirection.value = lights.directional.positions;
  1603. uniforms.pointLightColor.value = lights.point.colors;
  1604. uniforms.pointLightPosition.value = lights.point.positions;
  1605. uniforms.pointLightDistance.value = lights.point.distances;
  1606. };
  1607. function refreshUniformsShadow( uniforms, material ) {
  1608. if ( uniforms.shadowMatrix ) {
  1609. for ( var i = 0; i < _shadowMatrix.length; i ++ ) {
  1610. uniforms.shadowMatrix.value[ i ] = _shadowMatrix[ i ];
  1611. uniforms.shadowMap.texture[ i ] = _this.shadowMap[ i ];
  1612. }
  1613. uniforms.shadowDarkness.value = _this.shadowMapDarkness;
  1614. uniforms.shadowBias.value = _this.shadowMapBias;
  1615. }
  1616. };
  1617. this.initMaterial = function ( material, lights, fog, object ) {
  1618. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  1619. if ( material instanceof THREE.MeshDepthMaterial ) {
  1620. shaderID = 'depth';
  1621. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1622. shaderID = 'normal';
  1623. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1624. shaderID = 'basic';
  1625. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1626. shaderID = 'lambert';
  1627. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1628. shaderID = 'phong';
  1629. } else if ( material instanceof THREE.LineBasicMaterial ) {
  1630. shaderID = 'basic';
  1631. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1632. shaderID = 'particle_basic';
  1633. }
  1634. if ( shaderID ) {
  1635. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  1636. }
  1637. // heuristics to create shader parameters according to lights in the scene
  1638. // (not to blow over maxLights budget)
  1639. maxLightCount = allocateLights( lights );
  1640. maxShadows = allocateShadows( lights );
  1641. maxBones = allocateBones( object );
  1642. parameters = {
  1643. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  1644. vertexColors: material.vertexColors,
  1645. fog: fog, useFog: material.fog,
  1646. sizeAttenuation: material.sizeAttenuation,
  1647. skinning: material.skinning,
  1648. morphTargets: material.morphTargets,
  1649. maxMorphTargets: this.maxMorphTargets,
  1650. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  1651. maxBones: maxBones,
  1652. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  1653. shadowMapSoft: this.shadowMapSoft,
  1654. shadowMapWidth: this.shadowMapWidth,
  1655. shadowMapHeight: this.shadowMapHeight,
  1656. maxShadows: maxShadows,
  1657. alphaTest: material.alphaTest
  1658. };
  1659. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  1660. var attributes = material.program.attributes;
  1661. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  1662. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  1663. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  1664. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  1665. if ( material.skinning &&
  1666. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  1667. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1668. _gl.enableVertexAttribArray( attributes.skinVertexA );
  1669. _gl.enableVertexAttribArray( attributes.skinVertexB );
  1670. _gl.enableVertexAttribArray( attributes.skinIndex );
  1671. _gl.enableVertexAttribArray( attributes.skinWeight );
  1672. }
  1673. if ( material.attributes ) {
  1674. for ( a in material.attributes ) {
  1675. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  1676. }
  1677. }
  1678. if ( material.morphTargets ) {
  1679. material.numSupportedMorphTargets = 0;
  1680. var id, base = "morphTarget";
  1681. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  1682. id = base + i;
  1683. if ( attributes[ id ] >= 0 ) {
  1684. _gl.enableVertexAttribArray( attributes[ id ] );
  1685. material.numSupportedMorphTargets ++;
  1686. }
  1687. }
  1688. }
  1689. material.uniformsList = [];
  1690. for ( u in material.uniforms ) {
  1691. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  1692. }
  1693. };
  1694. function setProgram( camera, lights, fog, material, object ) {
  1695. if ( ! material.program ) {
  1696. _this.initMaterial( material, lights, fog, object );
  1697. }
  1698. if ( material.morphTargets ) {
  1699. if ( ! object.__webglMorphTargetInfluences ) {
  1700. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  1701. for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
  1702. object.__webglMorphTargetInfluences[ i ] = 0;
  1703. }
  1704. }
  1705. }
  1706. var program = material.program,
  1707. p_uniforms = program.uniforms,
  1708. m_uniforms = material.uniforms;
  1709. if ( program != _currentProgram ) {
  1710. _gl.useProgram( program );
  1711. _currentProgram = program;
  1712. }
  1713. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  1714. // refresh uniforms common to several materials
  1715. if ( fog && material.fog ) {
  1716. refreshUniformsFog( m_uniforms, fog );
  1717. }
  1718. if ( material instanceof THREE.MeshPhongMaterial ||
  1719. material instanceof THREE.MeshLambertMaterial ||
  1720. material.lights ) {
  1721. setupLights( program, lights );
  1722. refreshUniformsLights( m_uniforms, _lights );
  1723. }
  1724. if ( material instanceof THREE.MeshBasicMaterial ||
  1725. material instanceof THREE.MeshLambertMaterial ||
  1726. material instanceof THREE.MeshPhongMaterial ) {
  1727. refreshUniformsCommon( m_uniforms, material );
  1728. }
  1729. // refresh single material specific uniforms
  1730. if ( material instanceof THREE.LineBasicMaterial ) {
  1731. refreshUniformsLine( m_uniforms, material );
  1732. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1733. refreshUniformsParticle( m_uniforms, material );
  1734. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1735. refreshUniformsPhong( m_uniforms, material );
  1736. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1737. m_uniforms.mNear.value = camera.near;
  1738. m_uniforms.mFar.value = camera.far;
  1739. m_uniforms.opacity.value = material.opacity;
  1740. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1741. m_uniforms.opacity.value = material.opacity;
  1742. }
  1743. if ( object.receiveShadow && ! material._shadowPass ) {
  1744. refreshUniformsShadow( m_uniforms, material );
  1745. }
  1746. // load common uniforms
  1747. loadUniformsGeneric( program, material.uniformsList );
  1748. loadUniformsMatrices( p_uniforms, object );
  1749. // load material specific uniforms
  1750. // (shader material also gets them for the sake of genericity)
  1751. if ( material instanceof THREE.ShaderMaterial ||
  1752. material instanceof THREE.MeshPhongMaterial ||
  1753. material.envMap ) {
  1754. if( p_uniforms.cameraPosition !== null ) {
  1755. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  1756. }
  1757. }
  1758. if ( material instanceof THREE.ShaderMaterial ||
  1759. material.envMap ||
  1760. material.skinning ||
  1761. object.receiveShadow ) {
  1762. if ( p_uniforms.objectMatrix !== null ) {
  1763. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1764. }
  1765. }
  1766. if ( material instanceof THREE.MeshPhongMaterial ||
  1767. material instanceof THREE.MeshLambertMaterial ||
  1768. material instanceof THREE.ShaderMaterial ||
  1769. material.skinning ) {
  1770. if( p_uniforms.viewMatrix !== null ) {
  1771. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1772. }
  1773. }
  1774. if ( material.skinning ) {
  1775. loadUniformsSkinning( p_uniforms, object );
  1776. }
  1777. return program;
  1778. };
  1779. function renderBuffer( camera, lights, fog, material, geometryGroup, object ) {
  1780. if ( material.opacity == 0 ) return;
  1781. var program, attributes, linewidth, primitives, a, attribute;
  1782. program = setProgram( camera, lights, fog, material, object );
  1783. attributes = program.attributes;
  1784. // vertices
  1785. if ( !material.morphTargets && attributes.position >= 0 ) {
  1786. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1787. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1788. } else {
  1789. if ( object.morphTargetBase ) {
  1790. setupMorphTargets( material, geometryGroup, object );
  1791. }
  1792. }
  1793. // custom attributes
  1794. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1795. if ( geometryGroup.__webglCustomAttributes ) {
  1796. for( a in geometryGroup.__webglCustomAttributes ) {
  1797. if( attributes[ a ] >= 0 ) {
  1798. attribute = geometryGroup.__webglCustomAttributes[ a ];
  1799. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1800. _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1801. }
  1802. }
  1803. }
  1804. /* if ( material.attributes ) {
  1805. for( a in material.attributes ) {
  1806. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) {
  1807. attribute = material.attributes[ a ];
  1808. if( attribute.buffer ) {
  1809. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1810. _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1811. }
  1812. }
  1813. }
  1814. }*/
  1815. // colors
  1816. if ( attributes.color >= 0 ) {
  1817. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1818. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1819. }
  1820. // normals
  1821. if ( attributes.normal >= 0 ) {
  1822. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1823. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1824. }
  1825. // tangents
  1826. if ( attributes.tangent >= 0 ) {
  1827. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1828. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1829. }
  1830. // uvs
  1831. if ( attributes.uv >= 0 ) {
  1832. if ( geometryGroup.__webglUVBuffer ) {
  1833. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1834. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1835. _gl.enableVertexAttribArray( attributes.uv );
  1836. } else {
  1837. _gl.disableVertexAttribArray( attributes.uv );
  1838. }
  1839. }
  1840. if ( attributes.uv2 >= 0 ) {
  1841. if ( geometryGroup.__webglUV2Buffer ) {
  1842. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1843. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1844. _gl.enableVertexAttribArray( attributes.uv2 );
  1845. } else {
  1846. _gl.disableVertexAttribArray( attributes.uv2 );
  1847. }
  1848. }
  1849. if ( material.skinning &&
  1850. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1851. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1852. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1853. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1854. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1855. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1856. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1857. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1858. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1859. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1860. }
  1861. // render mesh
  1862. if ( object instanceof THREE.Mesh ) {
  1863. // wireframe
  1864. if ( material.wireframe ) {
  1865. _gl.lineWidth( material.wireframeLinewidth );
  1866. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1867. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1868. // triangles
  1869. } else {
  1870. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1871. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1872. }
  1873. _this.info.render.calls ++;
  1874. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1875. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1876. // render lines
  1877. } else if ( object instanceof THREE.Line ) {
  1878. primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1879. _gl.lineWidth( material.linewidth );
  1880. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1881. _this.info.render.calls ++;
  1882. // render particles
  1883. } else if ( object instanceof THREE.ParticleSystem ) {
  1884. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1885. _this.info.render.calls ++;
  1886. // render ribbon
  1887. } else if ( object instanceof THREE.Ribbon ) {
  1888. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1889. _this.info.render.calls ++;
  1890. }
  1891. };
  1892. function setupMorphTargets( material, geometryGroup, object ) {
  1893. // set base
  1894. var attributes = material.program.attributes;
  1895. if ( object.morphTargetBase !== - 1 ) {
  1896. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1897. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1898. } else if ( attributes.position >= 0 ) {
  1899. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1900. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1901. }
  1902. if ( object.morphTargetForcedOrder.length ) {
  1903. // set forced order
  1904. var m = 0;
  1905. var order = object.morphTargetForcedOrder;
  1906. var influences = object.morphTargetInfluences;
  1907. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1908. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1909. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1910. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1911. m ++;
  1912. }
  1913. } else {
  1914. // find most influencing
  1915. var used = [];
  1916. var candidateInfluence = - 1;
  1917. var candidate = 0;
  1918. var influences = object.morphTargetInfluences;
  1919. var i, il = influences.length;
  1920. var m = 0;
  1921. if ( object.morphTargetBase !== - 1 ) {
  1922. used[ object.morphTargetBase ] = true;
  1923. }
  1924. while ( m < material.numSupportedMorphTargets ) {
  1925. for ( i = 0; i < il; i ++ ) {
  1926. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1927. candidate = i;
  1928. candidateInfluence = influences[ candidate ];
  1929. }
  1930. }
  1931. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1932. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1933. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1934. used[ candidate ] = 1;
  1935. candidateInfluence = -1;
  1936. m ++;
  1937. }
  1938. }
  1939. // load updated influences uniform
  1940. if( material.program.uniforms.morphTargetInfluences !== null ) {
  1941. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1942. }
  1943. }
  1944. function renderBufferImmediate( object, program, shading ) {
  1945. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1946. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1947. if ( object.hasPos ) {
  1948. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1949. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1950. _gl.enableVertexAttribArray( program.attributes.position );
  1951. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1952. }
  1953. if ( object.hasNormal ) {
  1954. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1955. if ( shading == THREE.FlatShading ) {
  1956. var nx, ny, nz,
  1957. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1958. normalArray,
  1959. i, il = object.count * 3;
  1960. for( i = 0; i < il; i += 9 ) {
  1961. normalArray = object.normalArray;
  1962. nax = normalArray[ i ];
  1963. nay = normalArray[ i + 1 ];
  1964. naz = normalArray[ i + 2 ];
  1965. nbx = normalArray[ i + 3 ];
  1966. nby = normalArray[ i + 4 ];
  1967. nbz = normalArray[ i + 5 ];
  1968. ncx = normalArray[ i + 6 ];
  1969. ncy = normalArray[ i + 7 ];
  1970. ncz = normalArray[ i + 8 ];
  1971. nx = ( nax + nbx + ncx ) / 3;
  1972. ny = ( nay + nby + ncy ) / 3;
  1973. nz = ( naz + nbz + ncz ) / 3;
  1974. normalArray[ i ] = nx;
  1975. normalArray[ i + 1 ] = ny;
  1976. normalArray[ i + 2 ] = nz;
  1977. normalArray[ i + 3 ] = nx;
  1978. normalArray[ i + 4 ] = ny;
  1979. normalArray[ i + 5 ] = nz;
  1980. normalArray[ i + 6 ] = nx;
  1981. normalArray[ i + 7 ] = ny;
  1982. normalArray[ i + 8 ] = nz;
  1983. }
  1984. }
  1985. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1986. _gl.enableVertexAttribArray( program.attributes.normal );
  1987. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1988. }
  1989. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1990. object.count = 0;
  1991. };
  1992. function setObjectFaces( object ) {
  1993. if ( _oldDoubleSided != object.doubleSided ) {
  1994. if( object.doubleSided ) {
  1995. _gl.disable( _gl.CULL_FACE );
  1996. } else {
  1997. _gl.enable( _gl.CULL_FACE );
  1998. }
  1999. _oldDoubleSided = object.doubleSided;
  2000. }
  2001. if ( _oldFlipSided != object.flipSided ) {
  2002. if( object.flipSided ) {
  2003. _gl.frontFace( _gl.CW );
  2004. } else {
  2005. _gl.frontFace( _gl.CCW );
  2006. }
  2007. _oldFlipSided = object.flipSided;
  2008. }
  2009. };
  2010. function setDepthTest( depthTest ) {
  2011. if ( _oldDepthTest != depthTest ) {
  2012. if( depthTest ) {
  2013. _gl.enable( _gl.DEPTH_TEST );
  2014. } else {
  2015. _gl.disable( _gl.DEPTH_TEST );
  2016. }
  2017. _oldDepthTest = depthTest;
  2018. }
  2019. };
  2020. function setDepthWrite( depthWrite ) {
  2021. if ( _oldDepthWrite != depthWrite ) {
  2022. _gl.depthMask( depthWrite );
  2023. _oldDepthWrite = depthWrite;
  2024. }
  2025. };
  2026. function setPolygonOffset ( polygonoffset, factor, units ) {
  2027. if ( _oldPolygonOffset != polygonoffset ) {
  2028. if ( polygonoffset ) {
  2029. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  2030. } else {
  2031. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  2032. }
  2033. _oldPolygonOffset = polygonoffset;
  2034. }
  2035. if ( polygonoffset && ( _oldPolygonOffsetFactor != factor || _oldPolygonOffsetUnits != units ) ) {
  2036. _gl.polygonOffset( factor, units );
  2037. _oldPolygonOffsetFactor = factor;
  2038. _oldPolygonOffsetUnits = units;
  2039. }
  2040. };
  2041. function computeFrustum( m ) {
  2042. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  2043. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  2044. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  2045. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  2046. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  2047. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  2048. var i, plane;
  2049. for ( i = 0; i < 6; i ++ ) {
  2050. plane = _frustum[ i ];
  2051. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  2052. }
  2053. };
  2054. function isInFrustum( object ) {
  2055. var distance, matrix = object.matrixWorld,
  2056. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  2057. for ( var i = 0; i < 6; i ++ ) {
  2058. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  2059. if ( distance <= radius ) return false;
  2060. }
  2061. return true;
  2062. };
  2063. function addToFixedArray( where, what ) {
  2064. where.list[ where.count ] = what;
  2065. where.count += 1;
  2066. };
  2067. function unrollImmediateBufferMaterials( globject ) {
  2068. var i, l, m, ml, material,
  2069. object = globject.object,
  2070. opaque = globject.opaque,
  2071. transparent = globject.transparent;
  2072. transparent.count = 0;
  2073. opaque.count = 0;
  2074. for ( m = 0, ml = object.materials.length; m < ml; m ++ ) {
  2075. material = object.materials[ m ];
  2076. material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  2077. }
  2078. };
  2079. function unrollBufferMaterials( globject ) {
  2080. var i, l, m, ml, material, meshMaterial,
  2081. object = globject.object,
  2082. buffer = globject.buffer,
  2083. opaque = globject.opaque,
  2084. transparent = globject.transparent;
  2085. transparent.count = 0;
  2086. opaque.count = 0;
  2087. for ( m = 0, ml = object.materials.length; m < ml; m ++ ) {
  2088. meshMaterial = object.materials[ m ];
  2089. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2090. for ( i = 0, l = buffer.materials.length; i < l; i ++ ) {
  2091. material = buffer.materials[ i ];
  2092. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  2093. }
  2094. } else {
  2095. material = meshMaterial;
  2096. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  2097. }
  2098. }
  2099. };
  2100. function painterSort( a, b ) {
  2101. return b.z - a.z;
  2102. };
  2103. function renderShadowMap( scene, camera ) {
  2104. var i, il, light,
  2105. j = 0,
  2106. shadowMap, shadowMatrix,
  2107. oil,
  2108. material,
  2109. o, ol, webglObject, object,
  2110. lights = scene.lights,
  2111. fog = null;
  2112. if ( ! _cameraLight ) {
  2113. _cameraLight = new THREE.Camera( _this.shadowCameraFov, _this.shadowMapWidth / _this.shadowMapHeight, _this.shadowCameraNear, _this.shadowCameraFar );
  2114. }
  2115. for ( i = 0, il = lights.length; i < il; i ++ ) {
  2116. light = lights[ i ];
  2117. if ( light instanceof THREE.SpotLight && light.castShadow ) {
  2118. if ( ! _this.shadowMap[ j ] ) {
  2119. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
  2120. _this.shadowMap[ j ] = new THREE.WebGLRenderTarget( _this.shadowMapWidth, _this.shadowMapHeight, pars );
  2121. }
  2122. if ( ! _shadowMatrix[ j ] ) {
  2123. _shadowMatrix[ j ] = new THREE.Matrix4();
  2124. }
  2125. shadowMap = _this.shadowMap[ j ];
  2126. shadowMatrix = _shadowMatrix[ j ];
  2127. _cameraLight.position.copy( light.position );
  2128. _cameraLight.target.position.copy( light.target.position );
  2129. _cameraLight.update( undefined, true );
  2130. scene.update( undefined, false, _cameraLight );
  2131. // compute shadow matrix
  2132. shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
  2133. 0.0, 0.5, 0.0, 0.5,
  2134. 0.0, 0.0, 0.5, 0.5,
  2135. 0.0, 0.0, 0.0, 1.0 );
  2136. shadowMatrix.multiplySelf( _cameraLight.projectionMatrix );
  2137. shadowMatrix.multiplySelf( _cameraLight.matrixWorldInverse );
  2138. // render shadow map
  2139. _cameraLight.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  2140. _cameraLight.projectionMatrix.flattenToArray( _projectionMatrixArray );
  2141. _projScreenMatrix.multiply( _cameraLight.projectionMatrix, _cameraLight.matrixWorldInverse );
  2142. computeFrustum( _projScreenMatrix );
  2143. _this.initWebGLObjects( scene );
  2144. setRenderTarget( shadowMap );
  2145. // using arbitrary clear color in depth pass
  2146. // creates variance in shadows
  2147. _gl.clearColor( 1, 1, 1, 1 );
  2148. //_gl.clearColor( 0, 0, 0, 1 );
  2149. _this.clear();
  2150. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  2151. // set matrices & frustum culling
  2152. ol = scene.__webglObjects.length;
  2153. oil = scene.__webglObjectsImmediate.length;
  2154. for ( o = 0; o < ol; o ++ ) {
  2155. webglObject = scene.__webglObjects[ o ];
  2156. object = webglObject.object;
  2157. if ( object.visible && object.castShadow ) {
  2158. if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || isInFrustum( object ) ) {
  2159. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2160. setupMatrices( object, _cameraLight, false );
  2161. webglObject.render = true;
  2162. } else {
  2163. webglObject.render = false;
  2164. }
  2165. } else {
  2166. webglObject.render = false;
  2167. }
  2168. }
  2169. setDepthTest( true );
  2170. setBlending( THREE.NormalBlending ); // maybe blending should be just disabled?
  2171. //_gl.cullFace( _gl.FRONT );
  2172. for ( o = 0; o < ol; o ++ ) {
  2173. webglObject = scene.__webglObjects[ o ];
  2174. if ( webglObject.render ) {
  2175. object = webglObject.object;
  2176. buffer = webglObject.buffer;
  2177. setObjectFaces( object );
  2178. if ( object.customDepthMaterial ) {
  2179. material = object.customDepthMaterial;
  2180. } else if ( object.geometry.morphTargets.length ) {
  2181. material = _depthMaterialMorph;
  2182. } else {
  2183. material = _depthMaterial;
  2184. }
  2185. renderBuffer( _cameraLight, lights, fog, material, buffer, object );
  2186. }
  2187. }
  2188. for ( o = 0; o < oil; o ++ ) {
  2189. webglObject = scene.__webglObjectsImmediate[ o ];
  2190. object = webglObject.object;
  2191. if ( object.visible && object.castShadow ) {
  2192. if( object.matrixAutoUpdate ) {
  2193. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2194. }
  2195. setupMatrices( object, _cameraLight, false );
  2196. setObjectFaces( object );
  2197. program = setProgram( _cameraLight, lights, fog, _depthMaterial, object );
  2198. object.render( function( object ) { renderBufferImmediate( object, program, _depthMaterial.shading ); } );
  2199. }
  2200. }
  2201. //_gl.cullFace( _gl.BACK );
  2202. j ++;
  2203. }
  2204. }
  2205. };
  2206. this.clearTarget = function ( renderTarget, colorBit, depthBit, stencilBit ) {
  2207. setRenderTarget( renderTarget );
  2208. var bits = 0;
  2209. if ( colorBit ) bits |= _gl.COLOR_BUFFER_BIT;
  2210. if ( depthBit ) bits |= _gl.DEPTH_BUFFER_BIT;
  2211. if ( stencilBit ) bits |= _gl.STENCIL_BUFFER_BIT;
  2212. _gl.clear( bits );
  2213. };
  2214. this.render = function( scene, camera, renderTarget, forceClear ) {
  2215. var i, program, opaque, transparent, material,
  2216. o, ol, oil, webglObject, object, buffer,
  2217. lights = scene.lights,
  2218. fog = scene.fog;
  2219. if ( this.shadowMapEnabled ) renderShadowMap( scene, camera );
  2220. _this.info.render.calls = 0;
  2221. _this.info.render.vertices = 0;
  2222. _this.info.render.faces = 0;
  2223. camera.matrixAutoUpdate && camera.update( undefined, true );
  2224. scene.update( undefined, false, camera );
  2225. camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  2226. camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
  2227. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  2228. computeFrustum( _projScreenMatrix );
  2229. this.initWebGLObjects( scene );
  2230. setRenderTarget( renderTarget );
  2231. if ( this.autoClear || forceClear ) {
  2232. this.clear();
  2233. }
  2234. // set matrices
  2235. ol = scene.__webglObjects.length;
  2236. for ( o = 0; o < ol; o ++ ) {
  2237. webglObject = scene.__webglObjects[ o ];
  2238. object = webglObject.object;
  2239. if ( object.visible ) {
  2240. if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || isInFrustum( object ) ) {
  2241. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2242. setupMatrices( object, camera, true );
  2243. unrollBufferMaterials( webglObject );
  2244. webglObject.render = true;
  2245. if ( this.sortObjects ) {
  2246. if ( webglObject.object.renderDepth ) {
  2247. webglObject.z = webglObject.object.renderDepth;
  2248. } else {
  2249. _vector3.copy( object.position );
  2250. _projScreenMatrix.multiplyVector3( _vector3 );
  2251. webglObject.z = _vector3.z;
  2252. }
  2253. }
  2254. } else {
  2255. webglObject.render = false;
  2256. }
  2257. } else {
  2258. webglObject.render = false;
  2259. }
  2260. }
  2261. if ( this.sortObjects ) {
  2262. scene.__webglObjects.sort( painterSort );
  2263. }
  2264. oil = scene.__webglObjectsImmediate.length;
  2265. for ( o = 0; o < oil; o ++ ) {
  2266. webglObject = scene.__webglObjectsImmediate[ o ];
  2267. object = webglObject.object;
  2268. if ( object.visible ) {
  2269. if( object.matrixAutoUpdate ) {
  2270. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2271. }
  2272. setupMatrices( object, camera, true );
  2273. unrollImmediateBufferMaterials( webglObject );
  2274. }
  2275. }
  2276. if ( scene.overrideMaterial ) {
  2277. setDepthTest( scene.overrideMaterial.depthTest );
  2278. setBlending( scene.overrideMaterial.blending );
  2279. for ( o = 0; o < ol; o ++ ) {
  2280. webglObject = scene.__webglObjects[ o ];
  2281. if ( webglObject.render ) {
  2282. object = webglObject.object;
  2283. buffer = webglObject.buffer;
  2284. setObjectFaces( object );
  2285. renderBuffer( camera, lights, fog, scene.overrideMaterial, buffer, object );
  2286. }
  2287. }
  2288. for ( o = 0; o < oil; o ++ ) {
  2289. webglObject = scene.__webglObjectsImmediate[ o ];
  2290. object = webglObject.object;
  2291. if ( object.visible ) {
  2292. setObjectFaces( object );
  2293. program = setProgram( camera, lights, fog, scene.overrideMaterial, object );
  2294. object.render( function( object ) { renderBufferImmediate( object, program, scene.overrideMaterial.shading ); } );
  2295. }
  2296. }
  2297. } else {
  2298. // opaque pass
  2299. // (front-to-back order)
  2300. setBlending( THREE.NormalBlending );
  2301. for ( o = ol - 1; o >= 0; o -- ) {
  2302. webglObject = scene.__webglObjects[ o ];
  2303. if ( webglObject.render ) {
  2304. object = webglObject.object;
  2305. buffer = webglObject.buffer;
  2306. opaque = webglObject.opaque;
  2307. setObjectFaces( object );
  2308. for ( i = 0; i < opaque.count; i ++ ) {
  2309. material = opaque.list[ i ];
  2310. setDepthTest( material.depthTest );
  2311. setDepthWrite( material.depthWrite );
  2312. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2313. renderBuffer( camera, lights, fog, material, buffer, object );
  2314. }
  2315. }
  2316. }
  2317. // opaque pass (immediate simulator)
  2318. for ( o = 0; o < oil; o++ ) {
  2319. webglObject = scene.__webglObjectsImmediate[ o ];
  2320. object = webglObject.object;
  2321. if ( object.visible ) {
  2322. opaque = webglObject.opaque;
  2323. setObjectFaces( object );
  2324. for( i = 0; i < opaque.count; i++ ) {
  2325. material = opaque.list[ i ];
  2326. setDepthTest( material.depthTest );
  2327. setDepthWrite( material.depthWrite );
  2328. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2329. program = setProgram( camera, lights, fog, material, object );
  2330. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  2331. }
  2332. }
  2333. }
  2334. // transparent pass
  2335. // (back-to-front order)
  2336. for ( o = 0; o < ol; o ++ ) {
  2337. webglObject = scene.__webglObjects[ o ];
  2338. if ( webglObject.render ) {
  2339. object = webglObject.object;
  2340. buffer = webglObject.buffer;
  2341. transparent = webglObject.transparent;
  2342. setObjectFaces( object );
  2343. for ( i = 0; i < transparent.count; i ++ ) {
  2344. material = transparent.list[ i ];
  2345. setBlending( material.blending );
  2346. setDepthTest( material.depthTest );
  2347. setDepthWrite( material.depthWrite );
  2348. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2349. renderBuffer( camera, lights, fog, material, buffer, object );
  2350. }
  2351. }
  2352. }
  2353. // transparent pass (immediate simulator)
  2354. for ( o = 0; o < oil; o++ ) {
  2355. webglObject = scene.__webglObjectsImmediate[ o ];
  2356. object = webglObject.object;
  2357. if ( object.visible ) {
  2358. transparent = webglObject.transparent;
  2359. setObjectFaces( object );
  2360. for ( i = 0; i < transparent.count; i ++ ) {
  2361. material = transparent.list[ i ];
  2362. setBlending( material.blending );
  2363. setDepthTest( material.depthTest );
  2364. setDepthWrite( material.depthWrite );
  2365. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2366. program = setProgram( camera, lights, fog, material, object );
  2367. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  2368. }
  2369. }
  2370. }
  2371. }
  2372. // render 2d
  2373. if ( scene.__webglSprites.length ) {
  2374. renderSprites( scene, camera );
  2375. }
  2376. // Generate mipmap if we're using any kind of mipmap filtering
  2377. if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  2378. updateRenderTargetMipmap( renderTarget );
  2379. }
  2380. //_gl.finish();
  2381. };
  2382. /*
  2383. * Render sprites
  2384. *
  2385. */
  2386. function renderSprites( scene, camera ) {
  2387. var o, ol, object;
  2388. var attributes = _sprite.attributes;
  2389. var uniforms = _sprite.uniforms;
  2390. var invAspect = _viewportHeight / _viewportWidth;
  2391. var size, scale = [];
  2392. var screenPosition;
  2393. var halfViewportWidth = _viewportWidth * 0.5;
  2394. var halfViewportHeight = _viewportHeight * 0.5;
  2395. var mergeWith3D = true;
  2396. // setup gl
  2397. _gl.useProgram( _sprite.program );
  2398. _currentProgram = _sprite.program;
  2399. _oldBlending = -1;
  2400. _oldDepthTest = -1;
  2401. if ( !_spriteAttributesEnabled ) {
  2402. _gl.enableVertexAttribArray( _sprite.attributes.position );
  2403. _gl.enableVertexAttribArray( _sprite.attributes.uv );
  2404. _spriteAttributesEnabled = true;
  2405. }
  2406. _gl.disable( _gl.CULL_FACE );
  2407. _gl.enable( _gl.BLEND );
  2408. _gl.depthMask( true );
  2409. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  2410. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2411. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2412. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  2413. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, _projectionMatrixArray );
  2414. _gl.activeTexture( _gl.TEXTURE0 );
  2415. _gl.uniform1i( uniforms.map, 0 );
  2416. // update positions and sort
  2417. for( o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2418. object = scene.__webglSprites[ o ];
  2419. if ( !object.visible || object.opacity == 0 ) continue;
  2420. if( !object.useScreenCoordinates ) {
  2421. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2422. object.z = -object._modelViewMatrix.n34;
  2423. } else {
  2424. object.z = -object.position.z;
  2425. }
  2426. }
  2427. scene.__webglSprites.sort( painterSort );
  2428. // render all sprites
  2429. for ( o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2430. object = scene.__webglSprites[ o ];
  2431. if ( !object.visible || object.opacity == 0 ) continue;
  2432. if ( object.map && object.map.image && object.map.image.width ) {
  2433. if ( object.useScreenCoordinates ) {
  2434. _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
  2435. _gl.uniform3f( uniforms.screenPosition, ( object.position.x - halfViewportWidth ) / halfViewportWidth,
  2436. ( halfViewportHeight - object.position.y ) / halfViewportHeight,
  2437. Math.max( 0, Math.min( 1, object.position.z )));
  2438. } else {
  2439. _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
  2440. _gl.uniform1i( uniforms.affectedByDistance, object.affectedByDistance ? 1 : 0 );
  2441. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2442. }
  2443. size = object.map.image.width / ( object.scaleByViewport ? _viewportHeight : 1 );
  2444. scale[ 0 ] = size * invAspect * object.scale.x;
  2445. scale[ 1 ] = size * object.scale.y;
  2446. _gl.uniform2f( uniforms.uvScale, object.uvScale.x, object.uvScale.y );
  2447. _gl.uniform2f( uniforms.uvOffset, object.uvOffset.x, object.uvOffset.y );
  2448. _gl.uniform2f( uniforms.alignment, object.alignment.x, object.alignment.y );
  2449. _gl.uniform1f( uniforms.opacity, object.opacity );
  2450. _gl.uniform3f( uniforms.color, object.color.r, object.color.g, object.color.b );
  2451. _gl.uniform1f( uniforms.rotation, object.rotation );
  2452. _gl.uniform2fv( uniforms.scale, scale );
  2453. if ( object.mergeWith3D && !mergeWith3D ) {
  2454. _gl.enable( _gl.DEPTH_TEST );
  2455. mergeWith3D = true;
  2456. } else if ( !object.mergeWith3D && mergeWith3D ) {
  2457. _gl.disable( _gl.DEPTH_TEST );
  2458. mergeWith3D = false;
  2459. }
  2460. setBlending( object.blending );
  2461. setTexture( object.map, 0 );
  2462. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2463. }
  2464. }
  2465. // restore gl
  2466. _gl.enable( _gl.CULL_FACE );
  2467. _gl.enable( _gl.DEPTH_TEST );
  2468. _gl.depthMask( _oldDepthWrite );
  2469. }
  2470. function setupMatrices( object, camera, computeNormalMatrix ) {
  2471. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2472. if ( computeNormalMatrix ) {
  2473. THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  2474. }
  2475. }
  2476. this.initWebGLObjects = function ( scene ) {
  2477. if ( !scene.__webglObjects ) {
  2478. scene.__webglObjects = [];
  2479. scene.__webglObjectsImmediate = [];
  2480. scene.__webglSprites = [];
  2481. }
  2482. while ( scene.__objectsAdded.length ) {
  2483. addObject( scene.__objectsAdded[ 0 ], scene );
  2484. scene.__objectsAdded.splice( 0, 1 );
  2485. }
  2486. while ( scene.__objectsRemoved.length ) {
  2487. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2488. scene.__objectsRemoved.splice( 0, 1 );
  2489. }
  2490. // update must be called after objects adding / removal
  2491. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2492. updateObject( scene.__webglObjects[ o ].object, scene );
  2493. }
  2494. };
  2495. function addObject( object, scene ) {
  2496. var g, geometry, geometryGroup;
  2497. if ( ! object.__webglInit ) {
  2498. object.__webglInit = true;
  2499. object._modelViewMatrix = new THREE.Matrix4();
  2500. object._normalMatrixArray = new Float32Array( 9 );
  2501. object._modelViewMatrixArray = new Float32Array( 16 );
  2502. object._objectMatrixArray = new Float32Array( 16 );
  2503. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2504. if ( object instanceof THREE.Mesh ) {
  2505. geometry = object.geometry;
  2506. if ( geometry.geometryGroups == undefined ) {
  2507. sortFacesByMaterial( geometry );
  2508. }
  2509. // create separate VBOs per geometry chunk
  2510. for ( g in geometry.geometryGroups ) {
  2511. geometryGroup = geometry.geometryGroups[ g ];
  2512. // initialise VBO on the first access
  2513. if ( ! geometryGroup.__webglVertexBuffer ) {
  2514. createMeshBuffers( geometryGroup );
  2515. initMeshBuffers( geometryGroup, object );
  2516. geometry.__dirtyVertices = true;
  2517. geometry.__dirtyMorphTargets = true;
  2518. geometry.__dirtyElements = true;
  2519. geometry.__dirtyUvs = true;
  2520. geometry.__dirtyNormals = true;
  2521. geometry.__dirtyTangents = true;
  2522. geometry.__dirtyColors = true;
  2523. }
  2524. }
  2525. } else if ( object instanceof THREE.Ribbon ) {
  2526. geometry = object.geometry;
  2527. if( ! geometry.__webglVertexBuffer ) {
  2528. createRibbonBuffers( geometry );
  2529. initRibbonBuffers( geometry );
  2530. geometry.__dirtyVertices = true;
  2531. geometry.__dirtyColors = true;
  2532. }
  2533. } else if ( object instanceof THREE.Line ) {
  2534. geometry = object.geometry;
  2535. if( ! geometry.__webglVertexBuffer ) {
  2536. createLineBuffers( geometry );
  2537. initLineBuffers( geometry );
  2538. geometry.__dirtyVertices = true;
  2539. geometry.__dirtyColors = true;
  2540. }
  2541. } else if ( object instanceof THREE.ParticleSystem ) {
  2542. geometry = object.geometry;
  2543. if ( ! geometry.__webglVertexBuffer ) {
  2544. createParticleBuffers( geometry );
  2545. initParticleBuffers( geometry, object );
  2546. geometry.__dirtyVertices = true;
  2547. geometry.__dirtyColors = true;
  2548. }
  2549. }
  2550. }
  2551. if ( ! object.__webglActive ) {
  2552. if ( object instanceof THREE.Mesh ) {
  2553. geometry = object.geometry;
  2554. for ( g in geometry.geometryGroups ) {
  2555. geometryGroup = geometry.geometryGroups[ g ];
  2556. addBuffer( scene.__webglObjects, geometryGroup, object );
  2557. }
  2558. } else if ( object instanceof THREE.Ribbon ||
  2559. object instanceof THREE.Line ||
  2560. object instanceof THREE.ParticleSystem ) {
  2561. geometry = object.geometry;
  2562. addBuffer( scene.__webglObjects, geometry, object );
  2563. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2564. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2565. } else if ( object instanceof THREE.Sprite ) {
  2566. scene.__webglSprites.push( object );
  2567. }
  2568. object.__webglActive = true;
  2569. }
  2570. };
  2571. function areCustomAttributesDirty( geometryGroup ) {
  2572. var a, m, ml, material, materials;
  2573. materials = geometryGroup.__materials;
  2574. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  2575. material = materials[ m ];
  2576. if ( material.attributes ) {
  2577. for ( a in material.attributes ) {
  2578. if ( material.attributes[ a ].needsUpdate ) return true;
  2579. }
  2580. }
  2581. }
  2582. return false;
  2583. };
  2584. function clearCustomAttributes( geometryGroup ) {
  2585. var a, m, ml, material, materials;
  2586. materials = geometryGroup.__materials;
  2587. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  2588. material = materials[ m ];
  2589. if ( material.attributes ) {
  2590. for ( a in material.attributes ) {
  2591. material.attributes[ a ].needsUpdate = false;
  2592. }
  2593. }
  2594. }
  2595. };
  2596. function updateObject( object, scene ) {
  2597. var g, geometry, geometryGroup, a, customAttributeDirty;
  2598. if ( object instanceof THREE.Mesh ) {
  2599. geometry = object.geometry;
  2600. // check all geometry groups
  2601. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2602. geometryGroup = geometry.geometryGroupsList[ i ];
  2603. customAttributeDirty = areCustomAttributesDirty( geometryGroup );
  2604. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2605. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2606. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributeDirty ) {
  2607. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic );
  2608. }
  2609. }
  2610. geometry.__dirtyVertices = false;
  2611. geometry.__dirtyMorphTargets = false;
  2612. geometry.__dirtyElements = false;
  2613. geometry.__dirtyUvs = false;
  2614. geometry.__dirtyNormals = false;
  2615. geometry.__dirtyTangents = false;
  2616. geometry.__dirtyColors = false;
  2617. clearCustomAttributes( geometryGroup );
  2618. } else if ( object instanceof THREE.Ribbon ) {
  2619. geometry = object.geometry;
  2620. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2621. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2622. }
  2623. geometry.__dirtyVertices = false;
  2624. geometry.__dirtyColors = false;
  2625. } else if ( object instanceof THREE.Line ) {
  2626. geometry = object.geometry;
  2627. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2628. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2629. }
  2630. geometry.__dirtyVertices = false;
  2631. geometry.__dirtyColors = false;
  2632. } else if ( object instanceof THREE.ParticleSystem ) {
  2633. geometry = object.geometry;
  2634. customAttributeDirty = areCustomAttributesDirty( geometry );
  2635. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributeDirty ) {
  2636. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2637. }
  2638. geometry.__dirtyVertices = false;
  2639. geometry.__dirtyColors = false;
  2640. clearCustomAttributes( geometry );
  2641. }/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2642. // it updates itself in render callback
  2643. }
  2644. */
  2645. /*
  2646. delete geometry.vertices;
  2647. delete geometry.faces;
  2648. delete geometryGroup.faces;
  2649. */
  2650. };
  2651. function removeInstances( objlist, object ) {
  2652. var o, ol;
  2653. for ( o = objlist.length - 1; o >= 0; o -- ) {
  2654. if ( objlist[ o ].object == object ) {
  2655. objlist.splice( o, 1 );
  2656. }
  2657. }
  2658. };
  2659. function removeInstancesDirect( objlist, object ) {
  2660. var o, ol;
  2661. for ( o = objlist.length - 1; o >= 0; o -- ) {
  2662. if ( objlist[ o ] == object ) {
  2663. objlist.splice( o, 1 );
  2664. }
  2665. }
  2666. };
  2667. function removeObject( object, scene ) {
  2668. if ( object instanceof THREE.Mesh ||
  2669. object instanceof THREE.ParticleSystem ||
  2670. object instanceof THREE.Ribbon ||
  2671. object instanceof THREE.Line ) {
  2672. removeInstances( scene.__webglObjects, object );
  2673. } else if ( object instanceof THREE.Sprite ) {
  2674. removeInstancesDirect( scene.__webglSprites, object );
  2675. } else if ( object instanceof THREE.MarchingCubes ) {
  2676. removeInstances( scene.__webglObjectsImmediate, object );
  2677. }
  2678. object.__webglActive = false;
  2679. };
  2680. function sortFacesByMaterial( geometry ) {
  2681. // TODO
  2682. // Should optimize by grouping faces with ColorFill / ColorStroke materials
  2683. // which could then use vertex color attributes instead of each being
  2684. // in its separate VBO
  2685. var i, l, f, fl, face, material, materials, vertices, mhash, ghash, hash_map = {};
  2686. var numMorphTargets = geometry.morphTargets !== undefined ? geometry.morphTargets.length : 0;
  2687. geometry.geometryGroups = {};
  2688. function materialHash( material ) {
  2689. var hash_array = [];
  2690. for ( i = 0, l = material.length; i < l; i ++ ) {
  2691. if ( material[ i ] == undefined ) {
  2692. hash_array.push( "undefined" );
  2693. } else {
  2694. hash_array.push( material[ i ].id );
  2695. }
  2696. }
  2697. return hash_array.join( '_' );
  2698. }
  2699. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2700. face = geometry.faces[ f ];
  2701. materials = face.materials;
  2702. mhash = materialHash( materials );
  2703. if ( hash_map[ mhash ] == undefined ) {
  2704. hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };
  2705. }
  2706. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2707. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2708. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2709. }
  2710. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2711. if ( geometry.geometryGroups[ ghash ].vertices + vertices > 65535 ) {
  2712. hash_map[ mhash ].counter += 1;
  2713. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2714. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2715. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2716. }
  2717. }
  2718. geometry.geometryGroups[ ghash ].faces.push( f );
  2719. geometry.geometryGroups[ ghash ].vertices += vertices;
  2720. }
  2721. geometry.geometryGroupsList = [];
  2722. for ( var g in geometry.geometryGroups ) {
  2723. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  2724. }
  2725. };
  2726. function addBuffer( objlist, buffer, object ) {
  2727. objlist.push( {
  2728. buffer: buffer, object: object,
  2729. opaque: { list: [], count: 0 },
  2730. transparent: { list: [], count: 0 }
  2731. } );
  2732. };
  2733. function addBufferImmediate( objlist, object ) {
  2734. objlist.push( {
  2735. object: object,
  2736. opaque: { list: [], count: 0 },
  2737. transparent: { list: [], count: 0 }
  2738. } );
  2739. };
  2740. this.setFaceCulling = function ( cullFace, frontFace ) {
  2741. if ( cullFace ) {
  2742. if ( !frontFace || frontFace == "ccw" ) {
  2743. _gl.frontFace( _gl.CCW );
  2744. } else {
  2745. _gl.frontFace( _gl.CW );
  2746. }
  2747. if( cullFace == "back" ) {
  2748. _gl.cullFace( _gl.BACK );
  2749. } else if( cullFace == "front" ) {
  2750. _gl.cullFace( _gl.FRONT );
  2751. } else {
  2752. _gl.cullFace( _gl.FRONT_AND_BACK );
  2753. }
  2754. _gl.enable( _gl.CULL_FACE );
  2755. } else {
  2756. _gl.disable( _gl.CULL_FACE );
  2757. }
  2758. };
  2759. this.supportsVertexTextures = function () {
  2760. return _supportsVertexTextures;
  2761. };
  2762. function maxVertexTextures() {
  2763. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  2764. };
  2765. function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  2766. var p, pl, program, code;
  2767. var chunks = [];
  2768. // Generate code
  2769. if ( shaderID ) {
  2770. chunks.push( shaderID );
  2771. } else {
  2772. chunks.push( fragmentShader );
  2773. chunks.push( vertexShader );
  2774. }
  2775. for ( p in parameters ) {
  2776. chunks.push( p );
  2777. chunks.push( parameters[ p ] );
  2778. }
  2779. code = chunks.join();
  2780. // Check if code has been already compiled
  2781. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  2782. if ( _programs[ p ].code == code ) {
  2783. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  2784. return _programs[ p ].program;
  2785. }
  2786. }
  2787. //console.log( "building new program " );
  2788. //
  2789. program = _gl.createProgram();
  2790. var prefix_vertex = [
  2791. _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  2792. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2793. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2794. "#define MAX_SHADOWS " + parameters.maxShadows,
  2795. "#define MAX_BONES " + parameters.maxBones,
  2796. parameters.map ? "#define USE_MAP" : "",
  2797. parameters.envMap ? "#define USE_ENVMAP" : "",
  2798. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2799. parameters.vertexColors ? "#define USE_COLOR" : "",
  2800. parameters.skinning ? "#define USE_SKINNING" : "",
  2801. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  2802. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  2803. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  2804. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  2805. "uniform mat4 objectMatrix;",
  2806. "uniform mat4 modelViewMatrix;",
  2807. "uniform mat4 projectionMatrix;",
  2808. "uniform mat4 viewMatrix;",
  2809. "uniform mat3 normalMatrix;",
  2810. "uniform vec3 cameraPosition;",
  2811. "uniform mat4 cameraInverseMatrix;",
  2812. "attribute vec3 position;",
  2813. "attribute vec3 normal;",
  2814. "attribute vec2 uv;",
  2815. "attribute vec2 uv2;",
  2816. "#ifdef USE_COLOR",
  2817. "attribute vec3 color;",
  2818. "#endif",
  2819. "#ifdef USE_MORPHTARGETS",
  2820. "attribute vec3 morphTarget0;",
  2821. "attribute vec3 morphTarget1;",
  2822. "attribute vec3 morphTarget2;",
  2823. "attribute vec3 morphTarget3;",
  2824. "attribute vec3 morphTarget4;",
  2825. "attribute vec3 morphTarget5;",
  2826. "attribute vec3 morphTarget6;",
  2827. "attribute vec3 morphTarget7;",
  2828. "#endif",
  2829. "#ifdef USE_SKINNING",
  2830. "attribute vec4 skinVertexA;",
  2831. "attribute vec4 skinVertexB;",
  2832. "attribute vec4 skinIndex;",
  2833. "attribute vec4 skinWeight;",
  2834. "#endif",
  2835. ""
  2836. ].join("\n");
  2837. var prefix_fragment = [
  2838. "#ifdef GL_ES",
  2839. "precision highp float;",
  2840. "#endif",
  2841. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2842. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2843. "#define MAX_SHADOWS " + parameters.maxShadows,
  2844. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  2845. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  2846. ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
  2847. parameters.map ? "#define USE_MAP" : "",
  2848. parameters.envMap ? "#define USE_ENVMAP" : "",
  2849. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2850. parameters.vertexColors ? "#define USE_COLOR" : "",
  2851. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  2852. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  2853. parameters.shadowMapSoft ? "#define SHADOWMAP_WIDTH " + parameters.shadowMapWidth.toFixed( 1 ) : "",
  2854. parameters.shadowMapSoft ? "#define SHADOWMAP_HEIGHT " + parameters.shadowMapHeight.toFixed( 1 ) : "",
  2855. "uniform mat4 viewMatrix;",
  2856. "uniform vec3 cameraPosition;",
  2857. ""
  2858. ].join("\n");
  2859. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  2860. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  2861. _gl.linkProgram( program );
  2862. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  2863. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  2864. }
  2865. //console.log( prefix_fragment + fragmentShader );
  2866. //console.log( prefix_vertex + vertexShader );
  2867. program.uniforms = {};
  2868. program.attributes = {};
  2869. var identifiers, u, a, i;
  2870. // cache uniform locations
  2871. identifiers = [
  2872. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  2873. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  2874. ];
  2875. for ( u in uniforms ) {
  2876. identifiers.push( u );
  2877. }
  2878. cacheUniformLocations( program, identifiers );
  2879. // cache attributes locations
  2880. identifiers = [
  2881. "position", "normal", "uv", "uv2", "tangent", "color",
  2882. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  2883. ];
  2884. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  2885. identifiers.push( "morphTarget" + i );
  2886. }
  2887. for ( a in attributes ) {
  2888. identifiers.push( a );
  2889. }
  2890. cacheAttributeLocations( program, identifiers );
  2891. _programs.push( { program: program, code: code } );
  2892. _this.info.memory.programs = _programs.length;
  2893. return program;
  2894. };
  2895. function loadUniformsSkinning( uniforms, object ) {
  2896. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
  2897. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2898. };
  2899. function loadUniformsMatrices( uniforms, object ) {
  2900. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2901. if ( uniforms.normalMatrix ) {
  2902. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2903. }
  2904. };
  2905. function loadUniformsGeneric( program, uniforms ) {
  2906. var uniform, value, type, location, texture, i, il, j, jl, offset;
  2907. for( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2908. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  2909. if ( !location ) continue;
  2910. uniform = uniforms[ j ][ 0 ];
  2911. type = uniform.type;
  2912. value = uniform.value;
  2913. // single integer
  2914. if( type == "i" ) {
  2915. _gl.uniform1i( location, value );
  2916. // single float
  2917. } else if( type == "f" ) {
  2918. _gl.uniform1f( location, value );
  2919. // single THREE.Vector2
  2920. } else if( type == "v2" ) {
  2921. _gl.uniform2f( location, value.x, value.y );
  2922. // single THREE.Vector3
  2923. } else if( type == "v3" ) {
  2924. _gl.uniform3f( location, value.x, value.y, value.z );
  2925. // single THREE.Vector4
  2926. } else if( type == "v4" ) {
  2927. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2928. // single THREE.Color
  2929. } else if( type == "c" ) {
  2930. _gl.uniform3f( location, value.r, value.g, value.b );
  2931. // flat array of floats (JS or typed array)
  2932. } else if( type == "fv1" ) {
  2933. _gl.uniform1fv( location, value );
  2934. // flat array of floats with 3 x N size (JS or typed array)
  2935. } else if( type == "fv" ) {
  2936. _gl.uniform3fv( location, value );
  2937. // array of THREE.Vector3
  2938. } else if( type == "v3v" ) {
  2939. if ( ! uniform._array ) {
  2940. uniform._array = new Float32Array( 3 * value.length );
  2941. }
  2942. for ( i = 0, il = value.length; i < il; i ++ ) {
  2943. offset = i * 3;
  2944. uniform._array[ offset ] = value[ i ].x;
  2945. uniform._array[ offset + 1 ] = value[ i ].y;
  2946. uniform._array[ offset + 2 ] = value[ i ].z;
  2947. }
  2948. _gl.uniform3fv( location, uniform._array );
  2949. // single THREE.Matrix4
  2950. } else if( type == "m4" ) {
  2951. if ( ! uniform._array ) {
  2952. uniform._array = new Float32Array( 16 );
  2953. }
  2954. value.flattenToArray( uniform._array );
  2955. _gl.uniformMatrix4fv( location, false, uniform._array );
  2956. // array of THREE.Matrix4
  2957. } else if( type == "m4v" ) {
  2958. if ( ! uniform._array ) {
  2959. uniform._array = new Float32Array( 16 * value.length );
  2960. }
  2961. for ( i = 0, il = value.length; i < il; i ++ ) {
  2962. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2963. }
  2964. _gl.uniformMatrix4fv( location, false, uniform._array );
  2965. // single THREE.Texture (2d or cube)
  2966. } else if( type == "t" ) {
  2967. _gl.uniform1i( location, value );
  2968. texture = uniform.texture;
  2969. if ( !texture ) continue;
  2970. if ( texture.image instanceof Array && texture.image.length == 6 ) {
  2971. setCubeTexture( texture, value );
  2972. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2973. setCubeTextureDynamic( texture, value );
  2974. } else {
  2975. setTexture( texture, value );
  2976. }
  2977. // array of THREE.Texture (2d)
  2978. } else if( type == "tv" ) {
  2979. if ( ! uniform._array ) {
  2980. uniform._array = [];
  2981. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2982. uniform._array[ i ] = value + i;
  2983. }
  2984. }
  2985. _gl.uniform1iv( location, uniform._array );
  2986. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2987. texture = uniform.texture[ i ];
  2988. if ( !texture ) continue;
  2989. setTexture( texture, uniform._array[ i ] );
  2990. }
  2991. }
  2992. }
  2993. };
  2994. function setBlending( blending ) {
  2995. if ( blending != _oldBlending ) {
  2996. switch ( blending ) {
  2997. case THREE.AdditiveBlending:
  2998. _gl.blendEquation( _gl.FUNC_ADD );
  2999. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3000. break;
  3001. case THREE.SubtractiveBlending:
  3002. // TODO: Find blendFuncSeparate() combination
  3003. _gl.blendEquation( _gl.FUNC_ADD );
  3004. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3005. break;
  3006. case THREE.MultiplyBlending:
  3007. // TODO: Find blendFuncSeparate() combination
  3008. _gl.blendEquation( _gl.FUNC_ADD );
  3009. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3010. break;
  3011. default:
  3012. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3013. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3014. break;
  3015. }
  3016. _oldBlending = blending;
  3017. }
  3018. };
  3019. function setTextureParameters( textureType, texture, image ) {
  3020. if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
  3021. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3022. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3023. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3024. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3025. _gl.generateMipmap( textureType );
  3026. } else {
  3027. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3028. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3029. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3030. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3031. }
  3032. };
  3033. function setTexture( texture, slot ) {
  3034. if ( texture.needsUpdate ) {
  3035. if ( ! texture.__webglInit ) {
  3036. texture.__webglInit = true;
  3037. texture.__webglTexture = _gl.createTexture();
  3038. _this.info.memory.textures ++;
  3039. }
  3040. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3041. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3042. if ( texture instanceof THREE.DataTexture) {
  3043. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( texture.format ), texture.image.width, texture.image.height, 0, paramThreeToGL( texture.format ), _gl.UNSIGNED_BYTE, texture.image.data );
  3044. } else {
  3045. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  3046. }
  3047. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  3048. texture.needsUpdate = false;
  3049. } else {
  3050. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3051. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3052. }
  3053. };
  3054. function setCubeTexture( texture, slot ) {
  3055. if ( texture.image.length == 6 ) {
  3056. if ( texture.needsUpdate ) {
  3057. if ( ! texture.image.__webglTextureCube ) {
  3058. texture.image.__webglTextureCube = _gl.createTexture();
  3059. }
  3060. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3061. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3062. for ( var i = 0; i < 6; i ++ ) {
  3063. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  3064. }
  3065. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[ 0 ] );
  3066. texture.needsUpdate = false;
  3067. } else {
  3068. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3069. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3070. }
  3071. }
  3072. };
  3073. function setCubeTextureDynamic( texture, slot ) {
  3074. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3075. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3076. };
  3077. function setRenderTarget( renderTexture ) {
  3078. var isCube = ( renderTexture instanceof THREE.WebGLRenderTargetCube );
  3079. if ( renderTexture && !renderTexture.__webglFramebuffer ) {
  3080. if( renderTexture.depthBuffer === undefined ) renderTexture.depthBuffer = true;
  3081. if( renderTexture.stencilBuffer === undefined ) renderTexture.stencilBuffer = true;
  3082. renderTexture.__webglRenderbuffer = _gl.createRenderbuffer();
  3083. renderTexture.__webglTexture = _gl.createTexture();
  3084. // Setup texture
  3085. if ( isCube ) {
  3086. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTexture.__webglTexture );
  3087. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTexture, renderTexture );
  3088. renderTexture.__webglFramebuffer = [];
  3089. for ( var i = 0; i < 6; i ++ ) {
  3090. renderTexture.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3091. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
  3092. }
  3093. } else {
  3094. renderTexture.__webglFramebuffer = _gl.createFramebuffer();
  3095. _gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webglTexture );
  3096. setTextureParameters( _gl.TEXTURE_2D, renderTexture, renderTexture );
  3097. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
  3098. }
  3099. // Setup render and frame buffer
  3100. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  3101. if ( isCube ) {
  3102. for ( var i = 0; i < 6; ++ i ) {
  3103. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webglFramebuffer[ i ] );
  3104. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, renderTexture.__webglTexture, 0 );
  3105. }
  3106. } else {
  3107. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webglFramebuffer );
  3108. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webglTexture, 0 );
  3109. }
  3110. if ( renderTexture.depthBuffer && !renderTexture.stencilBuffer ) {
  3111. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
  3112. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  3113. /* For some reason this is not working. Defaulting to RGBA4.
  3114. } else if( !renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  3115. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTexture.width, renderTexture.height );
  3116. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  3117. */
  3118. } else if( renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  3119. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTexture.width, renderTexture.height );
  3120. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  3121. } else {
  3122. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTexture.width, renderTexture.height );
  3123. }
  3124. // Release everything
  3125. if ( isCube ) {
  3126. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3127. } else {
  3128. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3129. }
  3130. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3131. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  3132. }
  3133. var framebuffer, width, height, vx, vy;
  3134. if ( renderTexture ) {
  3135. if ( isCube ) {
  3136. framebuffer = renderTexture.__webglFramebuffer[ renderTexture.activeCubeFace ];
  3137. } else {
  3138. framebuffer = renderTexture.__webglFramebuffer;
  3139. }
  3140. width = renderTexture.width;
  3141. height = renderTexture.height;
  3142. vx = 0;
  3143. vy = 0;
  3144. } else {
  3145. framebuffer = null;
  3146. width = _viewportWidth;
  3147. height = _viewportHeight;
  3148. vx = _viewportX;
  3149. vy = _viewportY;
  3150. }
  3151. if ( framebuffer != _currentFramebuffer ) {
  3152. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3153. _gl.viewport( vx, vy, width, height );
  3154. _currentFramebuffer = framebuffer;
  3155. }
  3156. };
  3157. function updateRenderTargetMipmap( renderTarget ) {
  3158. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3159. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3160. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3161. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3162. } else {
  3163. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3164. _gl.generateMipmap( _gl.TEXTURE_2D );
  3165. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3166. }
  3167. };
  3168. function cacheUniformLocations( program, identifiers ) {
  3169. var i, l, id;
  3170. for( i = 0, l = identifiers.length; i < l; i++ ) {
  3171. id = identifiers[ i ];
  3172. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3173. }
  3174. };
  3175. function cacheAttributeLocations( program, identifiers ) {
  3176. var i, l, id;
  3177. for( i = 0, l = identifiers.length; i < l; i++ ) {
  3178. id = identifiers[ i ];
  3179. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3180. }
  3181. };
  3182. function getShader( type, string ) {
  3183. var shader;
  3184. if ( type == "fragment" ) {
  3185. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3186. } else if ( type == "vertex" ) {
  3187. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3188. }
  3189. _gl.shaderSource( shader, string );
  3190. _gl.compileShader( shader );
  3191. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3192. console.error( _gl.getShaderInfoLog( shader ) );
  3193. console.error( string );
  3194. return null;
  3195. }
  3196. return shader;
  3197. };
  3198. // fallback filters for non-power-of-2 textures
  3199. function filterFallback( f ) {
  3200. switch ( f ) {
  3201. case THREE.NearestFilter:
  3202. case THREE.NearestMipMapNearestFilter:
  3203. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  3204. case THREE.LinearFilter:
  3205. case THREE.LinearMipMapNearestFilter:
  3206. case THREE.LinearMipMapLinearFilter:
  3207. default:
  3208. return _gl.LINEAR; break;
  3209. }
  3210. };
  3211. function paramThreeToGL( p ) {
  3212. switch ( p ) {
  3213. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  3214. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  3215. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  3216. case THREE.NearestFilter: return _gl.NEAREST; break;
  3217. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  3218. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  3219. case THREE.LinearFilter: return _gl.LINEAR; break;
  3220. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  3221. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3222. case THREE.ByteType: return _gl.BYTE; break;
  3223. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3224. case THREE.ShortType: return _gl.SHORT; break;
  3225. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3226. case THREE.IntType: return _gl.INT; break;
  3227. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  3228. case THREE.FloatType: return _gl.FLOAT; break;
  3229. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3230. case THREE.RGBFormat: return _gl.RGB; break;
  3231. case THREE.RGBAFormat: return _gl.RGBA; break;
  3232. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3233. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3234. }
  3235. return 0;
  3236. };
  3237. function isPowerOfTwo( value ) {
  3238. return ( value & ( value - 1 ) ) == 0;
  3239. };
  3240. function materialNeedsSmoothNormals( material ) {
  3241. return material && material.shading != undefined && material.shading == THREE.SmoothShading;
  3242. };
  3243. function bufferNeedsSmoothNormals( geometryGroup, object ) {
  3244. var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
  3245. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  3246. meshMaterial = object.materials[ m ];
  3247. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  3248. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  3249. if ( materialNeedsSmoothNormals( geometryGroup.materials[ i ] ) ) {
  3250. needsSmoothNormals = true;
  3251. break;
  3252. }
  3253. }
  3254. } else {
  3255. if ( materialNeedsSmoothNormals( meshMaterial ) ) {
  3256. needsSmoothNormals = true;
  3257. break;
  3258. }
  3259. }
  3260. if ( needsSmoothNormals ) break;
  3261. }
  3262. return needsSmoothNormals;
  3263. };
  3264. function unrollGroupMaterials( geometryGroup, object ) {
  3265. var m, ml, i, il,
  3266. material, meshMaterial,
  3267. materials = [];
  3268. for ( m = 0, ml = object.materials.length; m < ml; m ++ ) {
  3269. meshMaterial = object.materials[ m ];
  3270. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  3271. for ( i = 0, l = geometryGroup.materials.length; i < l; i ++ ) {
  3272. material = geometryGroup.materials[ i ];
  3273. if ( material ) {
  3274. materials.push( material );
  3275. }
  3276. }
  3277. } else {
  3278. material = meshMaterial;
  3279. if ( material ) {
  3280. materials.push( material );
  3281. }
  3282. }
  3283. }
  3284. return materials;
  3285. };
  3286. function bufferGuessVertexColorType( materials, geometryGroup, object ) {
  3287. var i, m, ml = materials.length;
  3288. // use vertexColor type from the first material in unrolled materials
  3289. for ( i = 0; i < ml; i ++ ) {
  3290. m = materials[ i ];
  3291. if ( m.vertexColors ) {
  3292. return m.vertexColors;
  3293. }
  3294. }
  3295. return false;
  3296. };
  3297. function bufferGuessNormalType( materials, geometryGroup, object ) {
  3298. var i, m, ml = materials.length;
  3299. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  3300. for ( i = 0; i < ml; i ++ ) {
  3301. m = materials[ i ];
  3302. if ( ( m instanceof THREE.MeshBasicMaterial && !m.envMap ) || m instanceof THREE.MeshDepthMaterial ) continue;
  3303. if ( materialNeedsSmoothNormals( m ) ) {
  3304. return THREE.SmoothShading;
  3305. } else {
  3306. return THREE.FlatShading;
  3307. }
  3308. }
  3309. return false;
  3310. };
  3311. function bufferGuessUVType( materials, geometryGroup, object ) {
  3312. var i, m, ml = materials.length;
  3313. // material must use some texture to require uvs
  3314. for ( i = 0; i < ml; i++ ) {
  3315. m = materials[ i ];
  3316. if ( m.map || m.lightMap || m instanceof THREE.ShaderMaterial ) {
  3317. return true;
  3318. }
  3319. }
  3320. return false;
  3321. };
  3322. function allocateBones( object ) {
  3323. // default for when object is not specified
  3324. // ( for example when prebuilding shader
  3325. // to be used with multiple objects )
  3326. //
  3327. // - leave some extra space for other uniforms
  3328. // - limit here is ANGLE's 254 max uniform vectors
  3329. // (up to 54 should be safe)
  3330. var maxBones = 50;
  3331. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3332. maxBones = object.bones.length;
  3333. }
  3334. return maxBones;
  3335. };
  3336. function allocateLights( lights ) {
  3337. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3338. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3339. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3340. light = lights[ l ];
  3341. if ( light instanceof THREE.SpotLight ) dirLights ++; // hack, not a proper spotlight
  3342. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3343. if ( light instanceof THREE.PointLight ) pointLights ++;
  3344. }
  3345. if ( ( pointLights + dirLights ) <= _maxLights ) {
  3346. maxDirLights = dirLights;
  3347. maxPointLights = pointLights;
  3348. } else {
  3349. maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
  3350. maxPointLights = _maxLights - maxDirLights;
  3351. }
  3352. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3353. };
  3354. function allocateShadows( lights ) {
  3355. var l, ll, light, maxShadows = 0;
  3356. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3357. light = lights[ l ];
  3358. if ( light instanceof THREE.SpotLight && light.castShadow ) maxShadows ++;
  3359. }
  3360. return maxShadows;
  3361. };
  3362. /* DEBUG
  3363. function getGLParams() {
  3364. var params = {
  3365. 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
  3366. 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
  3367. 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
  3368. 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  3369. 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
  3370. 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
  3371. 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
  3372. }
  3373. return params;
  3374. };
  3375. function dumpObject( obj ) {
  3376. var p, str = "";
  3377. for ( p in obj ) {
  3378. str += p + ": " + obj[p] + "\n";
  3379. }
  3380. return str;
  3381. }
  3382. */
  3383. };