WebGLRenderer.js 122 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855
  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. // Currently you can use just up to 4 directional / point lights total.
  9. // Chrome barfs on shader linking when there are more than 4 lights :(
  10. // The problem comes from shader using too many varying vectors.
  11. // This is not GPU limitation as the same shader works ok in Firefox
  12. // and Chrome with "--use-gl=desktop" flag.
  13. // Difference comes from Chrome on Windows using by default ANGLE,
  14. // thus going DirectX9 route (while FF uses OpenGL).
  15. // See http://code.google.com/p/chromium/issues/detail?id=63491
  16. var _gl,
  17. _canvas = document.createElement( 'canvas' ),
  18. _programs = [],
  19. _currentProgram = null,
  20. _currentFramebuffer = null,
  21. _currentDepthMask = true,
  22. _this = this,
  23. // gl state cache
  24. _oldDoubleSided = null,
  25. _oldFlipSided = null,
  26. _oldBlending = null,
  27. _oldDepth = null,
  28. _cullEnabled = true,
  29. _viewportX = 0,
  30. _viewportY = 0,
  31. _viewportWidth = 0,
  32. _viewportHeight = 0,
  33. // camera matrices caches
  34. _frustum = [
  35. new THREE.Vector4(),
  36. new THREE.Vector4(),
  37. new THREE.Vector4(),
  38. new THREE.Vector4(),
  39. new THREE.Vector4(),
  40. new THREE.Vector4()
  41. ],
  42. _projScreenMatrix = new THREE.Matrix4(),
  43. _projectionMatrixArray = new Float32Array( 16 ),
  44. _viewMatrixArray = new Float32Array( 16 ),
  45. _vector3 = new THREE.Vector4(),
  46. // light arrays cache
  47. _lights = {
  48. ambient: [ 0, 0, 0 ],
  49. directional: { length: 0, colors: new Array(), positions: new Array() },
  50. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  51. },
  52. // parameters defaults
  53. stencil = true,
  54. antialias = true,
  55. clearColor = new THREE.Color( 0x000000 ),
  56. clearAlpha = 0;
  57. if ( parameters ) {
  58. if ( parameters.stencil != undefined ) stencil = parameters.stencil;
  59. if ( parameters.antialias !== undefined ) antialias = parameters.antialias;
  60. if ( parameters.clearColor !== undefined ) clearColor.setHex( parameters.clearColor );
  61. if ( parameters.clearAlpha !== undefined ) clearAlpha = parameters.clearAlpha;
  62. }
  63. this.maxMorphTargets = 8;
  64. this.domElement = _canvas;
  65. this.autoClear = true;
  66. this.sortObjects = true;
  67. initGL( antialias, clearColor, clearAlpha, stencil );
  68. this.context = _gl;
  69. // prepare stencil shadow polygon
  70. if ( stencil ) {
  71. var _stencilShadow = {};
  72. _stencilShadow.vertices = new Float32Array( 12 );
  73. _stencilShadow.faces = new Uint16Array( 6 );
  74. _stencilShadow.darkness = 0.5;
  75. _stencilShadow.vertices[ 0 * 3 + 0 ] = -20; _stencilShadow.vertices[ 0 * 3 + 1 ] = -20; _stencilShadow.vertices[ 0 * 3 + 2 ] = -1;
  76. _stencilShadow.vertices[ 1 * 3 + 0 ] = 20; _stencilShadow.vertices[ 1 * 3 + 1 ] = -20; _stencilShadow.vertices[ 1 * 3 + 2 ] = -1;
  77. _stencilShadow.vertices[ 2 * 3 + 0 ] = 20; _stencilShadow.vertices[ 2 * 3 + 1 ] = 20; _stencilShadow.vertices[ 2 * 3 + 2 ] = -1;
  78. _stencilShadow.vertices[ 3 * 3 + 0 ] = -20; _stencilShadow.vertices[ 3 * 3 + 1 ] = 20; _stencilShadow.vertices[ 3 * 3 + 2 ] = -1;
  79. _stencilShadow.faces[ 0 ] = 0; _stencilShadow.faces[ 1 ] = 1; _stencilShadow.faces[ 2 ] = 2;
  80. _stencilShadow.faces[ 3 ] = 0; _stencilShadow.faces[ 4 ] = 2; _stencilShadow.faces[ 5 ] = 3;
  81. _stencilShadow.vertexBuffer = _gl.createBuffer();
  82. _stencilShadow.elementBuffer = _gl.createBuffer();
  83. _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
  84. _gl.bufferData( _gl.ARRAY_BUFFER, _stencilShadow.vertices, _gl.STATIC_DRAW );
  85. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
  86. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.faces, _gl.STATIC_DRAW );
  87. _stencilShadow.program = _gl.createProgram();
  88. _gl.attachShader( _stencilShadow.program, getShader( "fragment", THREE.ShaderLib.shadowPost.fragmentShader ));
  89. _gl.attachShader( _stencilShadow.program, getShader( "vertex", THREE.ShaderLib.shadowPost.vertexShader ));
  90. _gl.linkProgram( _stencilShadow.program );
  91. _stencilShadow.vertexLocation = _gl.getAttribLocation ( _stencilShadow.program, "position" );
  92. _stencilShadow.projectionLocation = _gl.getUniformLocation( _stencilShadow.program, "projectionMatrix" );
  93. _stencilShadow.darknessLocation = _gl.getUniformLocation( _stencilShadow.program, "darkness" );
  94. }
  95. // prepare lens flare
  96. var _lensFlare = {};
  97. var i;
  98. _lensFlare.vertices = new Float32Array( 8 + 8 );
  99. _lensFlare.faces = new Uint16Array( 6 );
  100. i = 0;
  101. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
  102. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
  103. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
  104. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
  105. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  106. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  107. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
  108. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
  109. i = 0;
  110. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
  111. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
  112. _lensFlare.vertexBuffer = _gl.createBuffer();
  113. _lensFlare.elementBuffer = _gl.createBuffer();
  114. _lensFlare.tempTexture = _gl.createTexture();
  115. _lensFlare.occlusionTexture = _gl.createTexture();
  116. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  117. _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
  118. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  119. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
  120. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  121. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
  122. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  123. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  124. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  125. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  126. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  127. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  128. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  129. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  130. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  131. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  132. if( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
  133. _lensFlare.hasVertexTexture = false;
  134. _lensFlare.program = _gl.createProgram();
  135. _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlare.fragmentShader ));
  136. _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlare.vertexShader ));
  137. _gl.linkProgram( _lensFlare.program );
  138. } else {
  139. _lensFlare.hasVertexTexture = true;
  140. _lensFlare.program = _gl.createProgram();
  141. _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlareVertexTexture.fragmentShader ));
  142. _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlareVertexTexture.vertexShader ));
  143. _gl.linkProgram( _lensFlare.program );
  144. }
  145. _lensFlare.attributes = {};
  146. _lensFlare.uniforms = {};
  147. _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
  148. _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "UV" );
  149. _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
  150. _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
  151. _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
  152. _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
  153. _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
  154. _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
  155. _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
  156. // prepare sprites
  157. _sprite = {};
  158. _sprite.vertices = new Float32Array( 8 + 8 );
  159. _sprite.faces = new Uint16Array( 6 );
  160. i = 0;
  161. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex
  162. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv... etc.
  163. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1;
  164. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0;
  165. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1;
  166. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1;
  167. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;
  168. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1;
  169. i = 0;
  170. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
  171. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
  172. _sprite.vertexBuffer = _gl.createBuffer();
  173. _sprite.elementBuffer = _gl.createBuffer();
  174. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  175. _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
  176. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  177. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
  178. _sprite.program = _gl.createProgram();
  179. _gl.attachShader( _sprite.program, getShader( "fragment", THREE.ShaderLib.sprite.fragmentShader ));
  180. _gl.attachShader( _sprite.program, getShader( "vertex", THREE.ShaderLib.sprite.vertexShader ));
  181. _gl.linkProgram( _sprite.program );
  182. _sprite.attributes = {};
  183. _sprite.uniforms = {};
  184. _sprite.attributes.vertex = _gl.getAttribLocation ( _sprite.program, "position" );
  185. _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "UV" );
  186. _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
  187. _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
  188. _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
  189. _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
  190. _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
  191. this.setSize = function ( width, height ) {
  192. _canvas.width = width;
  193. _canvas.height = height;
  194. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  195. };
  196. this.setViewport = function ( x, y, width, height ) {
  197. _viewportX = x;
  198. _viewportY = y;
  199. _viewportWidth = width;
  200. _viewportHeight = height;
  201. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  202. };
  203. this.setScissor = function ( x, y, width, height ) {
  204. _gl.scissor( x, y, width, height );
  205. };
  206. this.enableScissorTest = function ( enable ) {
  207. if ( enable )
  208. _gl.enable( _gl.SCISSOR_TEST );
  209. else
  210. _gl.disable( _gl.SCISSOR_TEST );
  211. };
  212. this.enableDepthBufferWrite = function ( enable ) {
  213. _currentDepthMask = enable;
  214. _gl.depthMask( enable );
  215. };
  216. this.setClearColorHex = function ( hex, alpha ) {
  217. var color = new THREE.Color( hex );
  218. _gl.clearColor( color.r, color.g, color.b, alpha );
  219. };
  220. this.setClearColor = function ( color, alpha ) {
  221. _gl.clearColor( color.r, color.g, color.b, alpha );
  222. };
  223. this.clear = function () {
  224. _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT | _gl.STENCIL_BUFFER_BIT );
  225. };
  226. this.setStencilShadowDarkness = function( value ) {
  227. _stencilShadow.darkness = value;
  228. };
  229. function setupLights ( program, lights ) {
  230. var l, ll, light, r = 0, g = 0, b = 0,
  231. color, position, intensity, distance,
  232. zlights = _lights,
  233. dcolors = zlights.directional.colors,
  234. dpositions = zlights.directional.positions,
  235. pcolors = zlights.point.colors,
  236. ppositions = zlights.point.positions,
  237. pdistances = zlights.point.distances,
  238. dlength = 0,
  239. plength = 0,
  240. doffset = 0,
  241. poffset = 0;
  242. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  243. light = lights[ l ];
  244. color = light.color;
  245. position = light.position;
  246. intensity = light.intensity;
  247. distance = light.distance;
  248. if ( light instanceof THREE.AmbientLight ) {
  249. r += color.r;
  250. g += color.g;
  251. b += color.b;
  252. } else if ( light instanceof THREE.DirectionalLight ) {
  253. doffset = dlength * 3;
  254. dcolors[ doffset ] = color.r * intensity;
  255. dcolors[ doffset + 1 ] = color.g * intensity;
  256. dcolors[ doffset + 2 ] = color.b * intensity;
  257. dpositions[ doffset ] = position.x;
  258. dpositions[ doffset + 1 ] = position.y;
  259. dpositions[ doffset + 2 ] = position.z;
  260. dlength += 1;
  261. } else if( light instanceof THREE.PointLight ) {
  262. poffset = plength * 3;
  263. pcolors[ poffset ] = color.r * intensity;
  264. pcolors[ poffset + 1 ] = color.g * intensity;
  265. pcolors[ poffset + 2 ] = color.b * intensity;
  266. ppositions[ poffset ] = position.x;
  267. ppositions[ poffset + 1 ] = position.y;
  268. ppositions[ poffset + 2 ] = position.z;
  269. pdistances[ plength ] = distance;
  270. plength += 1;
  271. }
  272. }
  273. // null eventual remains from removed lights
  274. // (this is to avoid if in shader)
  275. for( l = dlength * 3; l < dcolors.length; l++ ) dcolors[ l ] = 0.0;
  276. for( l = plength * 3; l < pcolors.length; l++ ) pcolors[ l ] = 0.0;
  277. zlights.point.length = plength;
  278. zlights.directional.length = dlength;
  279. zlights.ambient[ 0 ] = r;
  280. zlights.ambient[ 1 ] = g;
  281. zlights.ambient[ 2 ] = b;
  282. };
  283. function createParticleBuffers ( geometry ) {
  284. geometry.__webglVertexBuffer = _gl.createBuffer();
  285. geometry.__webglColorBuffer = _gl.createBuffer();
  286. };
  287. function createLineBuffers( geometry ) {
  288. geometry.__webglVertexBuffer = _gl.createBuffer();
  289. geometry.__webglColorBuffer = _gl.createBuffer();
  290. };
  291. function createRibbonBuffers( geometry ) {
  292. geometry.__webglVertexBuffer = _gl.createBuffer();
  293. geometry.__webglColorBuffer = _gl.createBuffer();
  294. };
  295. function createMeshBuffers( geometryGroup ) {
  296. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  297. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  298. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  299. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  300. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  301. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  302. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  303. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  304. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  305. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  306. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  307. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  308. if ( geometryGroup.numMorphTargets ) {
  309. var m, ml;
  310. geometryGroup.__webglMorphTargetsBuffers = [];
  311. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  312. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  313. }
  314. }
  315. };
  316. function initLineBuffers ( geometry ) {
  317. var nvertices = geometry.vertices.length;
  318. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  319. geometry.__colorArray = new Float32Array( nvertices * 3 );
  320. geometry.__webglLineCount = nvertices;
  321. };
  322. function initRibbonBuffers ( geometry ) {
  323. var nvertices = geometry.vertices.length;
  324. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  325. geometry.__colorArray = new Float32Array( nvertices * 3 );
  326. geometry.__webglVertexCount = nvertices;
  327. };
  328. function initParticleBuffers ( geometry ) {
  329. var nvertices = geometry.vertices.length;
  330. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  331. geometry.__colorArray = new Float32Array( nvertices * 3 );
  332. geometry.__sortArray = [];
  333. geometry.__webglParticleCount = nvertices;
  334. };
  335. function initMeshBuffers ( geometryGroup, object ) {
  336. var f, fl, fi, face,
  337. m, ml, size,
  338. nvertices = 0, ntris = 0, nlines = 0,
  339. uvType,
  340. vertexColorType,
  341. normalType,
  342. materials,
  343. attribute,
  344. geometry = object.geometry,
  345. obj_faces = geometry.faces,
  346. chunk_faces = geometryGroup.faces;
  347. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  348. fi = chunk_faces[ f ];
  349. face = obj_faces[ fi ];
  350. if ( face instanceof THREE.Face3 ) {
  351. nvertices += 3;
  352. ntris += 1;
  353. nlines += 3;
  354. } else if ( face instanceof THREE.Face4 ) {
  355. nvertices += 4;
  356. ntris += 2;
  357. nlines += 4;
  358. }
  359. }
  360. materials = unrollGroupMaterials( geometryGroup, object );
  361. uvType = bufferGuessUVType( materials, geometryGroup, object );
  362. normalType = bufferGuessNormalType( materials, geometryGroup, object );
  363. vertexColorType = bufferGuessVertexColorType( materials, geometryGroup, object );
  364. //console.log("uvType",uvType, "normalType",normalType, "vertexColorType",vertexColorType, object, geometryGroup, materials );
  365. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  366. if ( normalType ) {
  367. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  368. }
  369. if ( geometry.hasTangents ) {
  370. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  371. }
  372. if ( vertexColorType ) {
  373. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  374. }
  375. if ( uvType ) {
  376. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  377. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  378. }
  379. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  380. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  381. }
  382. }
  383. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  384. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  385. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  386. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  387. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  388. }
  389. geometryGroup.__faceArray = new Uint16Array( ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 ));
  390. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  391. if ( geometryGroup.numMorphTargets ) {
  392. geometryGroup.__morphTargetsArrays = [];
  393. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  394. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  395. }
  396. }
  397. geometryGroup.__needsSmoothNormals = ( normalType == THREE.SmoothShading );
  398. geometryGroup.__uvType = uvType;
  399. geometryGroup.__vertexColorType = vertexColorType;
  400. geometryGroup.__normalType = normalType;
  401. geometryGroup.__webglFaceCount = ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 );
  402. geometryGroup.__webglLineCount = nlines * 2;
  403. // custom attributes
  404. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  405. if ( materials[ m ].attributes ) {
  406. geometryGroup.__webglCustomAttributes = {};
  407. for ( a in materials[ m ].attributes ) {
  408. attribute = materials[ m ].attributes[ a ];
  409. size = 1; // "f" and "i"
  410. if( attribute.type === "v2" ) size = 2;
  411. else if( attribute.type === "v3" ) size = 3;
  412. else if( attribute.type === "v4" ) size = 4;
  413. else if( attribute.type === "c" ) size = 3;
  414. attribute.size = size;
  415. attribute.needsUpdate = true;
  416. attribute.array = new Float32Array( nvertices * size );
  417. attribute.buffer = _gl.createBuffer();
  418. geometryGroup.__webglCustomAttributes[ a ] = attribute;
  419. }
  420. }
  421. }
  422. };
  423. function setMeshBuffers ( geometryGroup, object, hint ) {
  424. var f, fl, fi, face,
  425. vertexNormals, faceNormal, normal,
  426. vertexColors, faceColor,
  427. vertexTangents,
  428. uvType, vertexColorType, normalType,
  429. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  430. c1, c2, c3, c4,
  431. sw1, sw2, sw3, sw4,
  432. si1, si2, si3, si4,
  433. sa1, sa2, sa3, sa4,
  434. sb1, sb2, sb3, sb4,
  435. m, ml, i,
  436. vn, uvi, uv2i,
  437. vk, vkl, vka,
  438. a,
  439. vertexIndex = 0,
  440. offset = 0,
  441. offset_uv = 0,
  442. offset_uv2 = 0,
  443. offset_face = 0,
  444. offset_normal = 0,
  445. offset_tangent = 0,
  446. offset_line = 0,
  447. offset_color = 0,
  448. offset_skin = 0,
  449. offset_morphTarget = 0,
  450. offset_custom = 0,
  451. offset_customSrc = 0,
  452. vertexArray = geometryGroup.__vertexArray,
  453. uvArray = geometryGroup.__uvArray,
  454. uv2Array = geometryGroup.__uv2Array,
  455. normalArray = geometryGroup.__normalArray,
  456. tangentArray = geometryGroup.__tangentArray,
  457. colorArray = geometryGroup.__colorArray,
  458. skinVertexAArray = geometryGroup.__skinVertexAArray,
  459. skinVertexBArray = geometryGroup.__skinVertexBArray,
  460. skinIndexArray = geometryGroup.__skinIndexArray,
  461. skinWeightArray = geometryGroup.__skinWeightArray,
  462. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  463. customAttributes = geometryGroup.__webglCustomAttributes,
  464. customAttribute,
  465. faceArray = geometryGroup.__faceArray,
  466. lineArray = geometryGroup.__lineArray,
  467. needsSmoothNormals = geometryGroup.__needsSmoothNormals,
  468. vertexColorType = geometryGroup.__vertexColorType,
  469. uvType = geometryGroup.__uvType,
  470. normalType = geometryGroup.__normalType,
  471. geometry = object.geometry, // this is shared for all chunks
  472. dirtyVertices = geometry.__dirtyVertices,
  473. dirtyElements = geometry.__dirtyElements,
  474. dirtyUvs = geometry.__dirtyUvs,
  475. dirtyNormals = geometry.__dirtyNormals,
  476. dirtyTangents = geometry.__dirtyTangents,
  477. dirtyColors = geometry.__dirtyColors,
  478. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  479. vertices = geometry.vertices,
  480. chunk_faces = geometryGroup.faces,
  481. obj_faces = geometry.faces,
  482. obj_uvs = geometry.faceVertexUvs[ 0 ],
  483. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  484. obj_colors = geometry.colors,
  485. obj_skinVerticesA = geometry.skinVerticesA,
  486. obj_skinVerticesB = geometry.skinVerticesB,
  487. obj_skinIndices = geometry.skinIndices,
  488. obj_skinWeights = geometry.skinWeights,
  489. obj_edgeFaces = geometry.edgeFaces,
  490. morphTargets = geometry.morphTargets;
  491. if ( customAttributes ) {
  492. for ( a in customAttributes ) {
  493. customAttributes[ a ].offset = 0;
  494. customAttributes[ a ].offsetSrc = 0;
  495. }
  496. }
  497. for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
  498. fi = chunk_faces[ f ];
  499. face = obj_faces[ fi ];
  500. if ( obj_uvs ) {
  501. uv = obj_uvs[ fi ];
  502. }
  503. if ( obj_uvs2 ) {
  504. uv2 = obj_uvs2[ fi ];
  505. }
  506. vertexNormals = face.vertexNormals;
  507. faceNormal = face.normal;
  508. vertexColors = face.vertexColors;
  509. faceColor = face.color;
  510. vertexTangents = face.vertexTangents;
  511. if ( face instanceof THREE.Face3 ) {
  512. if ( dirtyVertices ) {
  513. v1 = vertices[ face.a ].position;
  514. v2 = vertices[ face.b ].position;
  515. v3 = vertices[ face.c ].position;
  516. vertexArray[ offset ] = v1.x;
  517. vertexArray[ offset + 1 ] = v1.y;
  518. vertexArray[ offset + 2 ] = v1.z;
  519. vertexArray[ offset + 3 ] = v2.x;
  520. vertexArray[ offset + 4 ] = v2.y;
  521. vertexArray[ offset + 5 ] = v2.z;
  522. vertexArray[ offset + 6 ] = v3.x;
  523. vertexArray[ offset + 7 ] = v3.y;
  524. vertexArray[ offset + 8 ] = v3.z;
  525. offset += 9;
  526. }
  527. if ( customAttributes ) {
  528. for ( a in customAttributes ) {
  529. customAttribute = customAttributes[ a ];
  530. if ( customAttribute.needsUpdate ) {
  531. offset_custom = customAttribute.offset;
  532. offset_customSrc = customAttribute.offsetSrc;
  533. if( customAttribute.size === 1 ) {
  534. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  535. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
  536. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  537. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  538. } else if( customAttribute.boundTo === "faces" ) {
  539. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
  540. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
  541. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  542. customAttribute.offsetSrc++;
  543. } else if( customAttribute.boundTo === "faceVertices" ) {
  544. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
  545. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  546. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  547. customAttribute.offsetSrc += 3;
  548. }
  549. customAttribute.offset += 3;
  550. } else {
  551. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  552. v1 = customAttribute.value[ face.a ];
  553. v2 = customAttribute.value[ face.b ];
  554. v3 = customAttribute.value[ face.c ];
  555. } else if( customAttribute.boundTo === "faces" ) {
  556. v1 = customAttribute.value[ offset_customSrc ];
  557. v2 = customAttribute.value[ offset_customSrc ];
  558. v3 = customAttribute.value[ offset_customSrc ];
  559. customAttribute.offsetSrc++;
  560. } else if( customAttribute.boundTo === "faceVertices" ) {
  561. v1 = customAttribute.value[ offset_customSrc + 0 ];
  562. v2 = customAttribute.value[ offset_customSrc + 1 ];
  563. v3 = customAttribute.value[ offset_customSrc + 2 ];
  564. customAttribute.offsetSrc += 3;
  565. }
  566. if( customAttribute.size === 2 ) {
  567. customAttribute.array[ offset_custom + 0 ] = v1.x;
  568. customAttribute.array[ offset_custom + 1 ] = v1.y;
  569. customAttribute.array[ offset_custom + 2 ] = v2.x;
  570. customAttribute.array[ offset_custom + 3 ] = v2.y;
  571. customAttribute.array[ offset_custom + 4 ] = v3.x;
  572. customAttribute.array[ offset_custom + 5 ] = v3.y;
  573. customAttribute.offset += 6;
  574. } else if( customAttribute.size === 3 ) {
  575. if( customAttribute.type === "c" ) {
  576. customAttribute.array[ offset_custom + 0 ] = v1.r;
  577. customAttribute.array[ offset_custom + 1 ] = v1.g;
  578. customAttribute.array[ offset_custom + 2 ] = v1.b;
  579. customAttribute.array[ offset_custom + 3 ] = v2.r;
  580. customAttribute.array[ offset_custom + 4 ] = v2.g;
  581. customAttribute.array[ offset_custom + 5 ] = v2.b;
  582. customAttribute.array[ offset_custom + 6 ] = v3.r;
  583. customAttribute.array[ offset_custom + 7 ] = v3.g;
  584. customAttribute.array[ offset_custom + 8 ] = v3.b;
  585. } else {
  586. customAttribute.array[ offset_custom + 0 ] = v1.x;
  587. customAttribute.array[ offset_custom + 1 ] = v1.y;
  588. customAttribute.array[ offset_custom + 2 ] = v1.z;
  589. customAttribute.array[ offset_custom + 3 ] = v2.x;
  590. customAttribute.array[ offset_custom + 4 ] = v2.y;
  591. customAttribute.array[ offset_custom + 5 ] = v2.z;
  592. customAttribute.array[ offset_custom + 6 ] = v3.x;
  593. customAttribute.array[ offset_custom + 7 ] = v3.y;
  594. customAttribute.array[ offset_custom + 8 ] = v3.z;
  595. }
  596. customAttribute.offset += 9;
  597. } else {
  598. customAttribute.array[ offset_custom + 0 ] = v1.x;
  599. customAttribute.array[ offset_custom + 1 ] = v1.y;
  600. customAttribute.array[ offset_custom + 2 ] = v1.z;
  601. customAttribute.array[ offset_custom + 3 ] = v1.w;
  602. customAttribute.array[ offset_custom + 4 ] = v2.x;
  603. customAttribute.array[ offset_custom + 5 ] = v2.y;
  604. customAttribute.array[ offset_custom + 6 ] = v2.z;
  605. customAttribute.array[ offset_custom + 7 ] = v2.w;
  606. customAttribute.array[ offset_custom + 8 ] = v3.x;
  607. customAttribute.array[ offset_custom + 9 ] = v3.y;
  608. customAttribute.array[ offset_custom + 10 ] = v3.z;
  609. customAttribute.array[ offset_custom + 11 ] = v3.w;
  610. customAttribute.offset += 12;
  611. }
  612. }
  613. }
  614. }
  615. }
  616. if ( dirtyMorphTargets ) {
  617. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  618. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  619. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  620. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  621. vka = morphTargetsArrays[ vk ];
  622. vka[ offset_morphTarget + 0 ] = v1.x;
  623. vka[ offset_morphTarget + 1 ] = v1.y;
  624. vka[ offset_morphTarget + 2 ] = v1.z;
  625. vka[ offset_morphTarget + 3 ] = v2.x;
  626. vka[ offset_morphTarget + 4 ] = v2.y;
  627. vka[ offset_morphTarget + 5 ] = v2.z;
  628. vka[ offset_morphTarget + 6 ] = v3.x;
  629. vka[ offset_morphTarget + 7 ] = v3.y;
  630. vka[ offset_morphTarget + 8 ] = v3.z;
  631. }
  632. offset_morphTarget += 9;
  633. }
  634. if ( obj_skinWeights.length ) {
  635. // weights
  636. sw1 = obj_skinWeights[ face.a ];
  637. sw2 = obj_skinWeights[ face.b ];
  638. sw3 = obj_skinWeights[ face.c ];
  639. skinWeightArray[ offset_skin ] = sw1.x;
  640. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  641. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  642. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  643. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  644. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  645. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  646. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  647. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  648. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  649. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  650. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  651. // indices
  652. si1 = obj_skinIndices[ face.a ];
  653. si2 = obj_skinIndices[ face.b ];
  654. si3 = obj_skinIndices[ face.c ];
  655. skinIndexArray[ offset_skin ] = si1.x;
  656. skinIndexArray[ offset_skin + 1 ] = si1.y;
  657. skinIndexArray[ offset_skin + 2 ] = si1.z;
  658. skinIndexArray[ offset_skin + 3 ] = si1.w;
  659. skinIndexArray[ offset_skin + 4 ] = si2.x;
  660. skinIndexArray[ offset_skin + 5 ] = si2.y;
  661. skinIndexArray[ offset_skin + 6 ] = si2.z;
  662. skinIndexArray[ offset_skin + 7 ] = si2.w;
  663. skinIndexArray[ offset_skin + 8 ] = si3.x;
  664. skinIndexArray[ offset_skin + 9 ] = si3.y;
  665. skinIndexArray[ offset_skin + 10 ] = si3.z;
  666. skinIndexArray[ offset_skin + 11 ] = si3.w;
  667. // vertices A
  668. sa1 = obj_skinVerticesA[ face.a ];
  669. sa2 = obj_skinVerticesA[ face.b ];
  670. sa3 = obj_skinVerticesA[ face.c ];
  671. skinVertexAArray[ offset_skin ] = sa1.x;
  672. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  673. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  674. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  675. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  676. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  677. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  678. skinVertexAArray[ offset_skin + 7 ] = 1;
  679. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  680. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  681. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  682. skinVertexAArray[ offset_skin + 11 ] = 1;
  683. // vertices B
  684. sb1 = obj_skinVerticesB[ face.a ];
  685. sb2 = obj_skinVerticesB[ face.b ];
  686. sb3 = obj_skinVerticesB[ face.c ];
  687. skinVertexBArray[ offset_skin ] = sb1.x;
  688. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  689. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  690. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  691. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  692. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  693. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  694. skinVertexBArray[ offset_skin + 7 ] = 1;
  695. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  696. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  697. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  698. skinVertexBArray[ offset_skin + 11 ] = 1;
  699. offset_skin += 12;
  700. }
  701. if ( dirtyColors && vertexColorType ) {
  702. if ( vertexColors.length == 3 && vertexColorType == THREE.VertexColors ) {
  703. c1 = vertexColors[ 0 ];
  704. c2 = vertexColors[ 1 ];
  705. c3 = vertexColors[ 2 ];
  706. } else {
  707. c1 = faceColor;
  708. c2 = faceColor;
  709. c3 = faceColor;
  710. }
  711. colorArray[ offset_color ] = c1.r;
  712. colorArray[ offset_color + 1 ] = c1.g;
  713. colorArray[ offset_color + 2 ] = c1.b;
  714. colorArray[ offset_color + 3 ] = c2.r;
  715. colorArray[ offset_color + 4 ] = c2.g;
  716. colorArray[ offset_color + 5 ] = c2.b;
  717. colorArray[ offset_color + 6 ] = c3.r;
  718. colorArray[ offset_color + 7 ] = c3.g;
  719. colorArray[ offset_color + 8 ] = c3.b;
  720. offset_color += 9;
  721. }
  722. if ( dirtyTangents && geometry.hasTangents ) {
  723. t1 = vertexTangents[ 0 ];
  724. t2 = vertexTangents[ 1 ];
  725. t3 = vertexTangents[ 2 ];
  726. tangentArray[ offset_tangent ] = t1.x;
  727. tangentArray[ offset_tangent + 1 ] = t1.y;
  728. tangentArray[ offset_tangent + 2 ] = t1.z;
  729. tangentArray[ offset_tangent + 3 ] = t1.w;
  730. tangentArray[ offset_tangent + 4 ] = t2.x;
  731. tangentArray[ offset_tangent + 5 ] = t2.y;
  732. tangentArray[ offset_tangent + 6 ] = t2.z;
  733. tangentArray[ offset_tangent + 7 ] = t2.w;
  734. tangentArray[ offset_tangent + 8 ] = t3.x;
  735. tangentArray[ offset_tangent + 9 ] = t3.y;
  736. tangentArray[ offset_tangent + 10 ] = t3.z;
  737. tangentArray[ offset_tangent + 11 ] = t3.w;
  738. offset_tangent += 12;
  739. }
  740. if ( dirtyNormals && normalType ) {
  741. if ( vertexNormals.length == 3 && needsSmoothNormals ) {
  742. for ( i = 0; i < 3; i ++ ) {
  743. vn = vertexNormals[ i ];
  744. normalArray[ offset_normal ] = vn.x;
  745. normalArray[ offset_normal + 1 ] = vn.y;
  746. normalArray[ offset_normal + 2 ] = vn.z;
  747. offset_normal += 3;
  748. }
  749. } else {
  750. for ( i = 0; i < 3; i ++ ) {
  751. normalArray[ offset_normal ] = faceNormal.x;
  752. normalArray[ offset_normal + 1 ] = faceNormal.y;
  753. normalArray[ offset_normal + 2 ] = faceNormal.z;
  754. offset_normal += 3;
  755. }
  756. }
  757. }
  758. if ( dirtyUvs && uv !== undefined && uvType ) {
  759. for ( i = 0; i < 3; i ++ ) {
  760. uvi = uv[ i ];
  761. uvArray[ offset_uv ] = uvi.u;
  762. uvArray[ offset_uv + 1 ] = uvi.v;
  763. offset_uv += 2;
  764. }
  765. }
  766. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  767. for ( i = 0; i < 3; i ++ ) {
  768. uv2i = uv2[ i ];
  769. uv2Array[ offset_uv2 ] = uv2i.u;
  770. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  771. offset_uv2 += 2;
  772. }
  773. }
  774. if ( dirtyElements ) {
  775. faceArray[ offset_face ] = vertexIndex;
  776. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  777. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  778. offset_face += 3;
  779. lineArray[ offset_line ] = vertexIndex;
  780. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  781. lineArray[ offset_line + 2 ] = vertexIndex;
  782. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  783. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  784. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  785. offset_line += 6;
  786. vertexIndex += 3;
  787. }
  788. } else if ( face instanceof THREE.Face4 ) {
  789. if ( dirtyVertices ) {
  790. v1 = vertices[ face.a ].position;
  791. v2 = vertices[ face.b ].position;
  792. v3 = vertices[ face.c ].position;
  793. v4 = vertices[ face.d ].position;
  794. vertexArray[ offset ] = v1.x;
  795. vertexArray[ offset + 1 ] = v1.y;
  796. vertexArray[ offset + 2 ] = v1.z;
  797. vertexArray[ offset + 3 ] = v2.x;
  798. vertexArray[ offset + 4 ] = v2.y;
  799. vertexArray[ offset + 5 ] = v2.z;
  800. vertexArray[ offset + 6 ] = v3.x;
  801. vertexArray[ offset + 7 ] = v3.y;
  802. vertexArray[ offset + 8 ] = v3.z;
  803. vertexArray[ offset + 9 ] = v4.x;
  804. vertexArray[ offset + 10 ] = v4.y;
  805. vertexArray[ offset + 11 ] = v4.z;
  806. offset += 12;
  807. }
  808. if ( customAttributes ) {
  809. for ( a in customAttributes ) {
  810. customAttribute = customAttributes[ a ];
  811. if ( customAttribute.needsUpdate ) {
  812. offset_custom = customAttribute.offset;
  813. offset_customSrc = customAttribute.offsetSrc;
  814. if( customAttribute.size === 1 ) {
  815. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  816. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
  817. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  818. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  819. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.d ];
  820. } else if( customAttribute.boundTo === "faces" ) {
  821. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
  822. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
  823. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  824. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  825. customAttribute.offsetSrc++;
  826. } else if( customAttribute.boundTo === "faceVertices" ) {
  827. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
  828. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  829. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  830. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 3 ];
  831. customAttribute.offsetSrc += 4;
  832. }
  833. customAttribute.offset += 4;
  834. } else {
  835. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  836. v1 = customAttribute.value[ face.a ];
  837. v2 = customAttribute.value[ face.b ];
  838. v3 = customAttribute.value[ face.c ];
  839. v4 = customAttribute.value[ face.d ];
  840. } else if( customAttribute.boundTo === "faces" ) {
  841. v1 = customAttribute.value[ offset_customSrc ];
  842. v2 = customAttribute.value[ offset_customSrc ];
  843. v3 = customAttribute.value[ offset_customSrc ];
  844. v4 = customAttribute.value[ offset_customSrc ];
  845. customAttribute.offsetSrc++;
  846. } else if( customAttribute.boundTo === "faceVertices" ) {
  847. v1 = customAttribute.value[ offset_customSrc + 0 ];
  848. v2 = customAttribute.value[ offset_customSrc + 1 ];
  849. v3 = customAttribute.value[ offset_customSrc + 2 ];
  850. v4 = customAttribute.value[ offset_customSrc + 3 ];
  851. customAttribute.offsetSrc += 4;
  852. }
  853. if( customAttribute.size === 2 ) {
  854. customAttribute.array[ offset_custom + 0 ] = v1.x;
  855. customAttribute.array[ offset_custom + 1 ] = v1.y;
  856. customAttribute.array[ offset_custom + 2 ] = v2.x;
  857. customAttribute.array[ offset_custom + 3 ] = v2.y;
  858. customAttribute.array[ offset_custom + 4 ] = v3.x;
  859. customAttribute.array[ offset_custom + 5 ] = v3.y;
  860. customAttribute.array[ offset_custom + 6 ] = v4.x;
  861. customAttribute.array[ offset_custom + 7 ] = v4.y;
  862. customAttribute.offset += 8;
  863. } else if( customAttribute.size === 3 ) {
  864. if( customAttribute.type === "c" ) {
  865. customAttribute.array[ offset_custom + 0 ] = v1.r;
  866. customAttribute.array[ offset_custom + 1 ] = v1.g;
  867. customAttribute.array[ offset_custom + 2 ] = v1.b;
  868. customAttribute.array[ offset_custom + 3 ] = v2.r;
  869. customAttribute.array[ offset_custom + 4 ] = v2.g;
  870. customAttribute.array[ offset_custom + 5 ] = v2.b;
  871. customAttribute.array[ offset_custom + 6 ] = v3.r;
  872. customAttribute.array[ offset_custom + 7 ] = v3.g;
  873. customAttribute.array[ offset_custom + 8 ] = v3.b;
  874. customAttribute.array[ offset_custom + 9 ] = v4.r;
  875. customAttribute.array[ offset_custom + 10 ] = v4.g;
  876. customAttribute.array[ offset_custom + 11 ] = v4.b;
  877. } else {
  878. customAttribute.array[ offset_custom + 0 ] = v1.x;
  879. customAttribute.array[ offset_custom + 1 ] = v1.y;
  880. customAttribute.array[ offset_custom + 2 ] = v1.z;
  881. customAttribute.array[ offset_custom + 3 ] = v2.x;
  882. customAttribute.array[ offset_custom + 4 ] = v2.y;
  883. customAttribute.array[ offset_custom + 5 ] = v2.z;
  884. customAttribute.array[ offset_custom + 6 ] = v3.x;
  885. customAttribute.array[ offset_custom + 7 ] = v3.y;
  886. customAttribute.array[ offset_custom + 8 ] = v3.z;
  887. customAttribute.array[ offset_custom + 9 ] = v4.x;
  888. customAttribute.array[ offset_custom + 10 ] = v4.y;
  889. customAttribute.array[ offset_custom + 11 ] = v4.z;
  890. }
  891. customAttribute.offset += 12;
  892. } else {
  893. customAttribute.array[ offset_custom + 0 ] = v1.x;
  894. customAttribute.array[ offset_custom + 1 ] = v1.y;
  895. customAttribute.array[ offset_custom + 2 ] = v1.z;
  896. customAttribute.array[ offset_custom + 3 ] = v1.w;
  897. customAttribute.array[ offset_custom + 4 ] = v2.x;
  898. customAttribute.array[ offset_custom + 5 ] = v2.y;
  899. customAttribute.array[ offset_custom + 6 ] = v2.z;
  900. customAttribute.array[ offset_custom + 7 ] = v2.w;
  901. customAttribute.array[ offset_custom + 8 ] = v3.x;
  902. customAttribute.array[ offset_custom + 9 ] = v3.y;
  903. customAttribute.array[ offset_custom + 10 ] = v3.z;
  904. customAttribute.array[ offset_custom + 11 ] = v3.w;
  905. customAttribute.array[ offset_custom + 12 ] = v4.x;
  906. customAttribute.array[ offset_custom + 13 ] = v4.y;
  907. customAttribute.array[ offset_custom + 14 ] = v4.z;
  908. customAttribute.array[ offset_custom + 15 ] = v4.w;
  909. customAttribute.offset += 16;
  910. }
  911. }
  912. }
  913. }
  914. }
  915. if ( dirtyMorphTargets ) {
  916. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk++ ) {
  917. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  918. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  919. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  920. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  921. vka = morphTargetsArrays[ vk ];
  922. vka[ offset_morphTarget + 0 ] = v1.x;
  923. vka[ offset_morphTarget + 1 ] = v1.y;
  924. vka[ offset_morphTarget + 2 ] = v1.z;
  925. vka[ offset_morphTarget + 3 ] = v2.x;
  926. vka[ offset_morphTarget + 4 ] = v2.y;
  927. vka[ offset_morphTarget + 5 ] = v2.z;
  928. vka[ offset_morphTarget + 6 ] = v3.x;
  929. vka[ offset_morphTarget + 7 ] = v3.y;
  930. vka[ offset_morphTarget + 8 ] = v3.z;
  931. vka[ offset_morphTarget + 9 ] = v4.x;
  932. vka[ offset_morphTarget + 10 ] = v4.y;
  933. vka[ offset_morphTarget + 11 ] = v4.z;
  934. }
  935. offset_morphTarget += 12;
  936. }
  937. if ( obj_skinWeights.length ) {
  938. // weights
  939. sw1 = obj_skinWeights[ face.a ];
  940. sw2 = obj_skinWeights[ face.b ];
  941. sw3 = obj_skinWeights[ face.c ];
  942. sw4 = obj_skinWeights[ face.d ];
  943. skinWeightArray[ offset_skin ] = sw1.x;
  944. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  945. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  946. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  947. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  948. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  949. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  950. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  951. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  952. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  953. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  954. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  955. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  956. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  957. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  958. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  959. // indices
  960. si1 = obj_skinIndices[ face.a ];
  961. si2 = obj_skinIndices[ face.b ];
  962. si3 = obj_skinIndices[ face.c ];
  963. si4 = obj_skinIndices[ face.d ];
  964. skinIndexArray[ offset_skin ] = si1.x;
  965. skinIndexArray[ offset_skin + 1 ] = si1.y;
  966. skinIndexArray[ offset_skin + 2 ] = si1.z;
  967. skinIndexArray[ offset_skin + 3 ] = si1.w;
  968. skinIndexArray[ offset_skin + 4 ] = si2.x;
  969. skinIndexArray[ offset_skin + 5 ] = si2.y;
  970. skinIndexArray[ offset_skin + 6 ] = si2.z;
  971. skinIndexArray[ offset_skin + 7 ] = si2.w;
  972. skinIndexArray[ offset_skin + 8 ] = si3.x;
  973. skinIndexArray[ offset_skin + 9 ] = si3.y;
  974. skinIndexArray[ offset_skin + 10 ] = si3.z;
  975. skinIndexArray[ offset_skin + 11 ] = si3.w;
  976. skinIndexArray[ offset_skin + 12 ] = si4.x;
  977. skinIndexArray[ offset_skin + 13 ] = si4.y;
  978. skinIndexArray[ offset_skin + 14 ] = si4.z;
  979. skinIndexArray[ offset_skin + 15 ] = si4.w;
  980. // vertices A
  981. sa1 = obj_skinVerticesA[ face.a ];
  982. sa2 = obj_skinVerticesA[ face.b ];
  983. sa3 = obj_skinVerticesA[ face.c ];
  984. sa4 = obj_skinVerticesA[ face.d ];
  985. skinVertexAArray[ offset_skin ] = sa1.x;
  986. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  987. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  988. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  989. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  990. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  991. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  992. skinVertexAArray[ offset_skin + 7 ] = 1;
  993. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  994. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  995. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  996. skinVertexAArray[ offset_skin + 11 ] = 1;
  997. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  998. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  999. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1000. skinVertexAArray[ offset_skin + 15 ] = 1;
  1001. // vertices B
  1002. sb1 = obj_skinVerticesB[ face.a ];
  1003. sb2 = obj_skinVerticesB[ face.b ];
  1004. sb3 = obj_skinVerticesB[ face.c ];
  1005. sb4 = obj_skinVerticesB[ face.d ];
  1006. skinVertexBArray[ offset_skin ] = sb1.x;
  1007. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1008. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1009. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1010. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1011. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1012. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1013. skinVertexBArray[ offset_skin + 7 ] = 1;
  1014. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1015. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1016. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1017. skinVertexBArray[ offset_skin + 11 ] = 1;
  1018. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1019. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1020. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1021. skinVertexBArray[ offset_skin + 15 ] = 1;
  1022. offset_skin += 16;
  1023. }
  1024. if ( dirtyColors && vertexColorType ) {
  1025. if ( vertexColors.length == 4 && vertexColorType == THREE.VertexColors ) {
  1026. c1 = vertexColors[ 0 ];
  1027. c2 = vertexColors[ 1 ];
  1028. c3 = vertexColors[ 2 ];
  1029. c4 = vertexColors[ 3 ];
  1030. } else {
  1031. c1 = faceColor;
  1032. c2 = faceColor;
  1033. c3 = faceColor;
  1034. c4 = faceColor;
  1035. }
  1036. colorArray[ offset_color ] = c1.r;
  1037. colorArray[ offset_color + 1 ] = c1.g;
  1038. colorArray[ offset_color + 2 ] = c1.b;
  1039. colorArray[ offset_color + 3 ] = c2.r;
  1040. colorArray[ offset_color + 4 ] = c2.g;
  1041. colorArray[ offset_color + 5 ] = c2.b;
  1042. colorArray[ offset_color + 6 ] = c3.r;
  1043. colorArray[ offset_color + 7 ] = c3.g;
  1044. colorArray[ offset_color + 8 ] = c3.b;
  1045. colorArray[ offset_color + 9 ] = c4.r;
  1046. colorArray[ offset_color + 10 ] = c4.g;
  1047. colorArray[ offset_color + 11 ] = c4.b;
  1048. offset_color += 12;
  1049. }
  1050. if ( dirtyTangents && geometry.hasTangents ) {
  1051. t1 = vertexTangents[ 0 ];
  1052. t2 = vertexTangents[ 1 ];
  1053. t3 = vertexTangents[ 2 ];
  1054. t4 = vertexTangents[ 3 ];
  1055. tangentArray[ offset_tangent ] = t1.x;
  1056. tangentArray[ offset_tangent + 1 ] = t1.y;
  1057. tangentArray[ offset_tangent + 2 ] = t1.z;
  1058. tangentArray[ offset_tangent + 3 ] = t1.w;
  1059. tangentArray[ offset_tangent + 4 ] = t2.x;
  1060. tangentArray[ offset_tangent + 5 ] = t2.y;
  1061. tangentArray[ offset_tangent + 6 ] = t2.z;
  1062. tangentArray[ offset_tangent + 7 ] = t2.w;
  1063. tangentArray[ offset_tangent + 8 ] = t3.x;
  1064. tangentArray[ offset_tangent + 9 ] = t3.y;
  1065. tangentArray[ offset_tangent + 10 ] = t3.z;
  1066. tangentArray[ offset_tangent + 11 ] = t3.w;
  1067. tangentArray[ offset_tangent + 12 ] = t4.x;
  1068. tangentArray[ offset_tangent + 13 ] = t4.y;
  1069. tangentArray[ offset_tangent + 14 ] = t4.z;
  1070. tangentArray[ offset_tangent + 15 ] = t4.w;
  1071. offset_tangent += 16;
  1072. }
  1073. if ( dirtyNormals && normalType ) {
  1074. if ( vertexNormals.length == 4 && needsSmoothNormals ) {
  1075. for ( i = 0; i < 4; i ++ ) {
  1076. vn = vertexNormals[ i ];
  1077. normalArray[ offset_normal ] = vn.x;
  1078. normalArray[ offset_normal + 1 ] = vn.y;
  1079. normalArray[ offset_normal + 2 ] = vn.z;
  1080. offset_normal += 3;
  1081. }
  1082. } else {
  1083. for ( i = 0; i < 4; i ++ ) {
  1084. normalArray[ offset_normal ] = faceNormal.x;
  1085. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1086. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1087. offset_normal += 3;
  1088. }
  1089. }
  1090. }
  1091. if ( dirtyUvs && uv !== undefined && uvType ) {
  1092. for ( i = 0; i < 4; i ++ ) {
  1093. uvi = uv[ i ];
  1094. uvArray[ offset_uv ] = uvi.u;
  1095. uvArray[ offset_uv + 1 ] = uvi.v;
  1096. offset_uv += 2;
  1097. }
  1098. }
  1099. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  1100. for ( i = 0; i < 4; i ++ ) {
  1101. uv2i = uv2[ i ];
  1102. uv2Array[ offset_uv2 ] = uv2i.u;
  1103. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1104. offset_uv2 += 2;
  1105. }
  1106. }
  1107. if ( dirtyElements ) {
  1108. faceArray[ offset_face ] = vertexIndex;
  1109. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1110. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1111. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1112. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1113. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1114. offset_face += 6;
  1115. lineArray[ offset_line ] = vertexIndex;
  1116. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1117. lineArray[ offset_line + 2 ] = vertexIndex;
  1118. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1119. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1120. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1121. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1122. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1123. offset_line += 8;
  1124. vertexIndex += 4;
  1125. }
  1126. }
  1127. }
  1128. if ( obj_edgeFaces ) {
  1129. for ( f = 0, fl = obj_edgeFaces.length; f < fl; f ++ ) {
  1130. faceArray[ offset_face ] = obj_edgeFaces[ f ].a;
  1131. faceArray[ offset_face + 1 ] = obj_edgeFaces[ f ].b;
  1132. faceArray[ offset_face + 2 ] = obj_edgeFaces[ f ].c;
  1133. faceArray[ offset_face + 3 ] = obj_edgeFaces[ f ].a;
  1134. faceArray[ offset_face + 4 ] = obj_edgeFaces[ f ].c;
  1135. faceArray[ offset_face + 5 ] = obj_edgeFaces[ f ].d;
  1136. offset_face += 6;
  1137. }
  1138. }
  1139. if ( dirtyVertices ) {
  1140. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1141. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1142. }
  1143. if ( customAttributes ) {
  1144. for ( a in customAttributes ) {
  1145. customAttribute = customAttributes[ a ];
  1146. if ( customAttribute.needsUpdate ) {
  1147. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1148. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1149. customAttribute.needsUpdate = false;
  1150. }
  1151. }
  1152. }
  1153. if ( dirtyMorphTargets ) {
  1154. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  1155. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1156. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1157. }
  1158. }
  1159. if ( dirtyColors && offset_color > 0 ) {
  1160. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1161. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1162. }
  1163. if ( dirtyNormals ) {
  1164. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1165. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1166. }
  1167. if ( dirtyTangents && geometry.hasTangents ) {
  1168. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1169. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1170. }
  1171. if ( dirtyUvs && offset_uv > 0 ) {
  1172. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1173. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1174. }
  1175. if ( dirtyUvs && offset_uv2 > 0 ) {
  1176. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1177. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1178. }
  1179. if ( dirtyElements ) {
  1180. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1181. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1182. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1183. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1184. }
  1185. if ( offset_skin > 0 ) {
  1186. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1187. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1188. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1189. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1190. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1191. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1192. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1193. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1194. }
  1195. };
  1196. function setLineBuffers ( geometry, hint ) {
  1197. var v, c, vertex, offset,
  1198. vertices = geometry.vertices,
  1199. colors = geometry.colors,
  1200. vl = vertices.length,
  1201. cl = colors.length,
  1202. vertexArray = geometry.__vertexArray,
  1203. colorArray = geometry.__colorArray,
  1204. dirtyVertices = geometry.__dirtyVertices,
  1205. dirtyColors = geometry.__dirtyColors;
  1206. if ( dirtyVertices ) {
  1207. for ( v = 0; v < vl; v++ ) {
  1208. vertex = vertices[ v ].position;
  1209. offset = v * 3;
  1210. vertexArray[ offset ] = vertex.x;
  1211. vertexArray[ offset + 1 ] = vertex.y;
  1212. vertexArray[ offset + 2 ] = vertex.z;
  1213. }
  1214. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1215. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1216. }
  1217. if ( dirtyColors ) {
  1218. for ( c = 0; c < cl; c++ ) {
  1219. color = colors[ c ];
  1220. offset = c * 3;
  1221. colorArray[ offset ] = color.r;
  1222. colorArray[ offset + 1 ] = color.g;
  1223. colorArray[ offset + 2 ] = color.b;
  1224. }
  1225. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1226. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1227. }
  1228. };
  1229. function setRibbonBuffers ( geometry, hint ) {
  1230. var v, c, vertex, offset,
  1231. vertices = geometry.vertices,
  1232. colors = geometry.colors,
  1233. vl = vertices.length,
  1234. cl = colors.length,
  1235. vertexArray = geometry.__vertexArray,
  1236. colorArray = geometry.__colorArray,
  1237. dirtyVertices = geometry.__dirtyVertices,
  1238. dirtyColors = geometry.__dirtyColors;
  1239. if ( dirtyVertices ) {
  1240. for ( v = 0; v < vl; v++ ) {
  1241. vertex = vertices[ v ].position;
  1242. offset = v * 3;
  1243. vertexArray[ offset ] = vertex.x;
  1244. vertexArray[ offset + 1 ] = vertex.y;
  1245. vertexArray[ offset + 2 ] = vertex.z;
  1246. }
  1247. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1248. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1249. }
  1250. if ( dirtyColors ) {
  1251. for ( c = 0; c < cl; c++ ) {
  1252. color = colors[ c ];
  1253. offset = c * 3;
  1254. colorArray[ offset ] = color.r;
  1255. colorArray[ offset + 1 ] = color.g;
  1256. colorArray[ offset + 2 ] = color.b;
  1257. }
  1258. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1259. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1260. }
  1261. };
  1262. function setParticleBuffers ( geometry, hint, object ) {
  1263. var v, c, vertex, offset,
  1264. vertices = geometry.vertices,
  1265. vl = vertices.length,
  1266. colors = geometry.colors,
  1267. cl = colors.length,
  1268. vertexArray = geometry.__vertexArray,
  1269. colorArray = geometry.__colorArray,
  1270. sortArray = geometry.__sortArray,
  1271. dirtyVertices = geometry.__dirtyVertices,
  1272. dirtyElements = geometry.__dirtyElements,
  1273. dirtyColors = geometry.__dirtyColors;
  1274. if ( object.sortParticles ) {
  1275. _projScreenMatrix.multiplySelf( object.matrixWorld );
  1276. for ( v = 0; v < vl; v++ ) {
  1277. vertex = vertices[ v ].position;
  1278. _vector3.copy( vertex );
  1279. _projScreenMatrix.multiplyVector3( _vector3 );
  1280. sortArray[ v ] = [ _vector3.z, v ];
  1281. }
  1282. sortArray.sort( function(a,b) { return b[0] - a[0]; } );
  1283. for ( v = 0; v < vl; v++ ) {
  1284. vertex = vertices[ sortArray[v][1] ].position;
  1285. offset = v * 3;
  1286. vertexArray[ offset ] = vertex.x;
  1287. vertexArray[ offset + 1 ] = vertex.y;
  1288. vertexArray[ offset + 2 ] = vertex.z;
  1289. }
  1290. for ( c = 0; c < cl; c++ ) {
  1291. offset = c * 3;
  1292. color = colors[ sortArray[c][1] ];
  1293. colorArray[ offset ] = color.r;
  1294. colorArray[ offset + 1 ] = color.g;
  1295. colorArray[ offset + 2 ] = color.b;
  1296. }
  1297. } else {
  1298. if ( dirtyVertices ) {
  1299. for ( v = 0; v < vl; v++ ) {
  1300. vertex = vertices[ v ].position;
  1301. offset = v * 3;
  1302. vertexArray[ offset ] = vertex.x;
  1303. vertexArray[ offset + 1 ] = vertex.y;
  1304. vertexArray[ offset + 2 ] = vertex.z;
  1305. }
  1306. }
  1307. if ( dirtyColors ) {
  1308. for ( c = 0; c < cl; c++ ) {
  1309. color = colors[ c ];
  1310. offset = c * 3;
  1311. colorArray[ offset ] = color.r;
  1312. colorArray[ offset + 1 ] = color.g;
  1313. colorArray[ offset + 2 ] = color.b;
  1314. }
  1315. }
  1316. }
  1317. if ( dirtyVertices || object.sortParticles ) {
  1318. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1319. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1320. }
  1321. if ( dirtyColors || object.sortParticles ) {
  1322. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1323. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1324. }
  1325. };
  1326. function setMaterialShaders( material, shaders ) {
  1327. material.uniforms = Uniforms.clone( shaders.uniforms );
  1328. material.vertexShader = shaders.vertexShader;
  1329. material.fragmentShader = shaders.fragmentShader;
  1330. };
  1331. function refreshUniformsCommon( uniforms, material ) {
  1332. uniforms.diffuse.value.setRGB( material.color.r, material.color.g, material.color.b );
  1333. uniforms.opacity.value = material.opacity;
  1334. uniforms.map.texture = material.map;
  1335. uniforms.lightMap.texture = material.lightMap;
  1336. uniforms.envMap.texture = material.envMap;
  1337. uniforms.reflectivity.value = material.reflectivity;
  1338. uniforms.refractionRatio.value = material.refractionRatio;
  1339. uniforms.combine.value = material.combine;
  1340. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  1341. };
  1342. function refreshUniformsLine( uniforms, material ) {
  1343. uniforms.diffuse.value.setRGB( material.color.r, material.color.g, material.color.b );
  1344. uniforms.opacity.value = material.opacity;
  1345. };
  1346. function refreshUniformsParticle( uniforms, material ) {
  1347. uniforms.psColor.value.setRGB( material.color.r, material.color.g, material.color.b );
  1348. uniforms.opacity.value = material.opacity;
  1349. uniforms.size.value = material.size;
  1350. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1351. uniforms.map.texture = material.map;
  1352. };
  1353. function refreshUniformsFog( uniforms, fog ) {
  1354. uniforms.fogColor.value.setHex( fog.color.hex );
  1355. if ( fog instanceof THREE.Fog ) {
  1356. uniforms.fogNear.value = fog.near;
  1357. uniforms.fogFar.value = fog.far;
  1358. } else if ( fog instanceof THREE.FogExp2 ) {
  1359. uniforms.fogDensity.value = fog.density;
  1360. }
  1361. };
  1362. function refreshUniformsPhong( uniforms, material ) {
  1363. //uniforms.ambient.value.setHex( material.ambient.hex );
  1364. //uniforms.specular.value.setHex( material.specular.hex );
  1365. uniforms.ambient.value.setRGB( material.ambient.r, material.ambient.g, material.ambient.b );
  1366. uniforms.specular.value.setRGB( material.specular.r, material.specular.g, material.specular.b );
  1367. uniforms.shininess.value = material.shininess;
  1368. };
  1369. function refreshUniformsLights( uniforms, lights ) {
  1370. uniforms.enableLighting.value = lights.directional.length + lights.point.length;
  1371. uniforms.ambientLightColor.value = lights.ambient;
  1372. uniforms.directionalLightColor.value = lights.directional.colors;
  1373. uniforms.directionalLightDirection.value = lights.directional.positions;
  1374. uniforms.pointLightColor.value = lights.point.colors;
  1375. uniforms.pointLightPosition.value = lights.point.positions;
  1376. uniforms.pointLightDistance.value = lights.point.distances;
  1377. };
  1378. this.initMaterial = function ( material, lights, fog, object ) {
  1379. var u, a, identifiers, i, parameters, maxLightCount, maxBones, shaderID;
  1380. if ( material instanceof THREE.MeshDepthMaterial ) {
  1381. shaderID = 'depth';
  1382. } else if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1383. shaderID = 'shadowVolumeDynamic';
  1384. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1385. shaderID = 'normal';
  1386. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1387. shaderID = 'basic';
  1388. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1389. shaderID = 'lambert';
  1390. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1391. shaderID = 'phong';
  1392. } else if ( material instanceof THREE.LineBasicMaterial ) {
  1393. shaderID = 'basic';
  1394. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1395. shaderID = 'particle_basic';
  1396. }
  1397. if ( shaderID ) {
  1398. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  1399. }
  1400. // heuristics to create shader parameters according to lights in the scene
  1401. // (not to blow over maxLights budget)
  1402. maxLightCount = allocateLights( lights, 4 );
  1403. maxBones = allocateBones( object );
  1404. parameters = {
  1405. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  1406. vertexColors: material.vertexColors,
  1407. fog: fog, sizeAttenuation: material.sizeAttenuation,
  1408. skinning: material.skinning,
  1409. morphTargets: material.morphTargets,
  1410. maxMorphTargets: this.maxMorphTargets,
  1411. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  1412. maxBones: maxBones
  1413. };
  1414. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  1415. var attributes = material.program.attributes;
  1416. _gl.enableVertexAttribArray( attributes.position );
  1417. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  1418. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  1419. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  1420. if ( material.skinning &&
  1421. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  1422. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1423. _gl.enableVertexAttribArray( attributes.skinVertexA );
  1424. _gl.enableVertexAttribArray( attributes.skinVertexB );
  1425. _gl.enableVertexAttribArray( attributes.skinIndex );
  1426. _gl.enableVertexAttribArray( attributes.skinWeight );
  1427. }
  1428. for ( a in material.attributes ) {
  1429. if( attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  1430. }
  1431. if ( material.morphTargets ) {
  1432. material.numSupportedMorphTargets = 0;
  1433. if ( attributes.morphTarget0 >= 0 ) {
  1434. _gl.enableVertexAttribArray( attributes.morphTarget0 );
  1435. material.numSupportedMorphTargets ++;
  1436. }
  1437. if ( attributes.morphTarget1 >= 0 ) {
  1438. _gl.enableVertexAttribArray( attributes.morphTarget1 );
  1439. material.numSupportedMorphTargets ++;
  1440. }
  1441. if ( attributes.morphTarget2 >= 0 ) {
  1442. _gl.enableVertexAttribArray( attributes.morphTarget2 );
  1443. material.numSupportedMorphTargets ++;
  1444. }
  1445. if ( attributes.morphTarget3 >= 0 ) {
  1446. _gl.enableVertexAttribArray( attributes.morphTarget3 );
  1447. material.numSupportedMorphTargets ++;
  1448. }
  1449. if ( attributes.morphTarget4 >= 0 ) {
  1450. _gl.enableVertexAttribArray( attributes.morphTarget4 );
  1451. material.numSupportedMorphTargets ++;
  1452. }
  1453. if ( attributes.morphTarget5 >= 0 ) {
  1454. _gl.enableVertexAttribArray( attributes.morphTarget5 );
  1455. material.numSupportedMorphTargets ++;
  1456. }
  1457. if ( attributes.morphTarget6 >= 0 ) {
  1458. _gl.enableVertexAttribArray( attributes.morphTarget6 );
  1459. material.numSupportedMorphTargets ++;
  1460. }
  1461. if ( attributes.morphTarget7 >= 0 ) {
  1462. _gl.enableVertexAttribArray( attributes.morphTarget7 );
  1463. material.numSupportedMorphTargets ++;
  1464. }
  1465. object.__webglMorphTargetInfluences = new Float32Array( this.maxMorphTargets );
  1466. for ( var i = 0, il = this.maxMorphTargets; i < il; i ++ ) {
  1467. object.__webglMorphTargetInfluences[ i ] = 0;
  1468. }
  1469. }
  1470. };
  1471. function setProgram( camera, lights, fog, material, object ) {
  1472. if ( ! material.program ) {
  1473. _this.initMaterial( material, lights, fog, object );
  1474. }
  1475. var program = material.program,
  1476. p_uniforms = program.uniforms,
  1477. m_uniforms = material.uniforms;
  1478. if ( program != _currentProgram ) {
  1479. _gl.useProgram( program );
  1480. _currentProgram = program;
  1481. }
  1482. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  1483. // refresh uniforms common to several materials
  1484. if ( fog && (
  1485. material instanceof THREE.MeshBasicMaterial ||
  1486. material instanceof THREE.MeshLambertMaterial ||
  1487. material instanceof THREE.MeshPhongMaterial ||
  1488. material instanceof THREE.LineBasicMaterial ||
  1489. material instanceof THREE.ParticleBasicMaterial ||
  1490. material.fog )
  1491. ) {
  1492. refreshUniformsFog( m_uniforms, fog );
  1493. }
  1494. if ( material instanceof THREE.MeshPhongMaterial ||
  1495. material instanceof THREE.MeshLambertMaterial ||
  1496. material.lights ) {
  1497. setupLights( program, lights );
  1498. refreshUniformsLights( m_uniforms, _lights );
  1499. }
  1500. if ( material instanceof THREE.MeshBasicMaterial ||
  1501. material instanceof THREE.MeshLambertMaterial ||
  1502. material instanceof THREE.MeshPhongMaterial ) {
  1503. refreshUniformsCommon( m_uniforms, material );
  1504. }
  1505. // refresh single material specific uniforms
  1506. if ( material instanceof THREE.LineBasicMaterial ) {
  1507. refreshUniformsLine( m_uniforms, material );
  1508. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1509. refreshUniformsParticle( m_uniforms, material );
  1510. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1511. refreshUniformsPhong( m_uniforms, material );
  1512. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1513. m_uniforms.mNear.value = camera.near;
  1514. m_uniforms.mFar.value = camera.far;
  1515. m_uniforms.opacity.value = material.opacity;
  1516. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1517. m_uniforms.opacity.value = material.opacity;
  1518. }
  1519. // load common uniforms
  1520. loadUniformsGeneric( program, m_uniforms );
  1521. loadUniformsMatrices( p_uniforms, object );
  1522. // load material specific uniforms
  1523. // (shader material also gets them for the sake of genericity)
  1524. if ( material instanceof THREE.MeshShaderMaterial ||
  1525. material instanceof THREE.MeshPhongMaterial ||
  1526. material.envMap ) {
  1527. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  1528. }
  1529. if ( material instanceof THREE.MeshShaderMaterial ||
  1530. material.envMap ||
  1531. material.skinning ) {
  1532. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1533. }
  1534. if ( material instanceof THREE.MeshPhongMaterial ||
  1535. material instanceof THREE.MeshLambertMaterial ||
  1536. material instanceof THREE.MeshShaderMaterial ||
  1537. material.skinning ) {
  1538. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1539. }
  1540. if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1541. var dirLight = m_uniforms.directionalLightDirection.value;
  1542. dirLight[ 0 ] = -lights.position.x;
  1543. dirLight[ 1 ] = -lights.position.y;
  1544. dirLight[ 2 ] = -lights.position.z;
  1545. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  1546. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1547. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1548. }
  1549. if ( material.skinning ) {
  1550. loadUniformsSkinning( p_uniforms, object );
  1551. }
  1552. return program;
  1553. };
  1554. function renderBuffer( camera, lights, fog, material, geometryGroup, object ) {
  1555. if ( material.opacity == 0 ) return;
  1556. var program, attributes, linewidth, primitives, a, attribute;
  1557. program = setProgram( camera, lights, fog, material, object );
  1558. attributes = program.attributes;
  1559. // vertices
  1560. if ( !material.morphTargets ) {
  1561. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1562. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1563. } else {
  1564. setupMorphTargets( material, geometryGroup, object );
  1565. }
  1566. // custom attributes
  1567. if ( geometryGroup.__webglCustomAttributes ) {
  1568. for( a in geometryGroup.__webglCustomAttributes ) {
  1569. if( attributes[ a ] >= 0 ) {
  1570. attribute = geometryGroup.__webglCustomAttributes[ a ];
  1571. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1572. _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1573. }
  1574. }
  1575. }
  1576. // colors
  1577. if ( attributes.color >= 0 ) {
  1578. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1579. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1580. }
  1581. // normals
  1582. if ( attributes.normal >= 0 ) {
  1583. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1584. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1585. }
  1586. // tangents
  1587. if ( attributes.tangent >= 0 ) {
  1588. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1589. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1590. }
  1591. // uvs
  1592. if ( attributes.uv >= 0 ) {
  1593. if ( geometryGroup.__webglUVBuffer ) {
  1594. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1595. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1596. _gl.enableVertexAttribArray( attributes.uv );
  1597. } else {
  1598. _gl.disableVertexAttribArray( attributes.uv );
  1599. }
  1600. }
  1601. if ( attributes.uv2 >= 0 ) {
  1602. if ( geometryGroup.__webglUV2Buffer ) {
  1603. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1604. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1605. _gl.enableVertexAttribArray( attributes.uv2 );
  1606. } else {
  1607. _gl.disableVertexAttribArray( attributes.uv2 );
  1608. }
  1609. }
  1610. if ( material.skinning &&
  1611. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1612. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1613. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1614. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1615. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1616. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1617. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1618. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1619. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1620. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1621. }
  1622. // render mesh
  1623. if ( object instanceof THREE.Mesh ) {
  1624. // wireframe
  1625. if ( material.wireframe ) {
  1626. _gl.lineWidth( material.wireframeLinewidth );
  1627. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1628. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1629. // triangles
  1630. } else {
  1631. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1632. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1633. }
  1634. // render lines
  1635. } else if ( object instanceof THREE.Line ) {
  1636. primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1637. _gl.lineWidth( material.linewidth );
  1638. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1639. // render particles
  1640. } else if ( object instanceof THREE.ParticleSystem ) {
  1641. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1642. // render ribbon
  1643. } else if ( object instanceof THREE.Ribbon ) {
  1644. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1645. }
  1646. };
  1647. function setupMorphTargets( material, geometryGroup, object ) {
  1648. // set base
  1649. var attributes = material.program.attributes;
  1650. if ( object.morphTargetBase !== - 1 ) {
  1651. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1652. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1653. } else {
  1654. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1655. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1656. }
  1657. if ( object.morphTargetForcedOrder.length ) {
  1658. // set forced order
  1659. var m = 0;
  1660. var order = object.morphTargetForcedOrder;
  1661. var influences = object.morphTargetInfluences;
  1662. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1663. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1664. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1665. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ]];
  1666. m ++;
  1667. }
  1668. } else {
  1669. // find most influencing
  1670. var used = [];
  1671. var candidateInfluence = - 1;
  1672. var candidate = 0;
  1673. var influences = object.morphTargetInfluences;
  1674. var i, il = influences.length;
  1675. var m = 0;
  1676. if ( object.morphTargetBase !== - 1 ) {
  1677. used[ object.morphTargetBase ] = true;
  1678. }
  1679. while ( m < material.numSupportedMorphTargets ) {
  1680. for ( i = 0; i < il; i ++ ) {
  1681. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1682. candidate = i;
  1683. candidateInfluence = influences[ candidate ];
  1684. }
  1685. }
  1686. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1687. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1688. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1689. used[ candidate ] = 1;
  1690. candidateInfluence = -1;
  1691. m ++;
  1692. }
  1693. }
  1694. // load updated influences uniform
  1695. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1696. }
  1697. function renderBufferImmediate( object, program, shading ) {
  1698. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1699. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1700. if ( object.hasPos ) {
  1701. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1702. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1703. _gl.enableVertexAttribArray( program.attributes.position );
  1704. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1705. }
  1706. if ( object.hasNormal ) {
  1707. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1708. if ( shading == THREE.FlatShading ) {
  1709. var nx, ny, nz,
  1710. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1711. normalArray,
  1712. i, il = object.count * 3;
  1713. for( i = 0; i < il; i += 9 ) {
  1714. normalArray = object.normalArray;
  1715. nax = normalArray[ i ];
  1716. nay = normalArray[ i + 1 ];
  1717. naz = normalArray[ i + 2 ];
  1718. nbx = normalArray[ i + 3 ];
  1719. nby = normalArray[ i + 4 ];
  1720. nbz = normalArray[ i + 5 ];
  1721. ncx = normalArray[ i + 6 ];
  1722. ncy = normalArray[ i + 7 ];
  1723. ncz = normalArray[ i + 8 ];
  1724. nx = ( nax + nbx + ncx ) / 3;
  1725. ny = ( nay + nby + ncy ) / 3;
  1726. nz = ( naz + nbz + ncz ) / 3;
  1727. normalArray[ i ] = nx;
  1728. normalArray[ i + 1 ] = ny;
  1729. normalArray[ i + 2 ] = nz;
  1730. normalArray[ i + 3 ] = nx;
  1731. normalArray[ i + 4 ] = ny;
  1732. normalArray[ i + 5 ] = nz;
  1733. normalArray[ i + 6 ] = nx;
  1734. normalArray[ i + 7 ] = ny;
  1735. normalArray[ i + 8 ] = nz;
  1736. }
  1737. }
  1738. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1739. _gl.enableVertexAttribArray( program.attributes.normal );
  1740. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1741. }
  1742. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1743. object.count = 0;
  1744. };
  1745. function setObjectFaces( object ) {
  1746. if ( _oldDoubleSided != object.doubleSided ) {
  1747. if( object.doubleSided ) {
  1748. _gl.disable( _gl.CULL_FACE );
  1749. } else {
  1750. _gl.enable( _gl.CULL_FACE );
  1751. }
  1752. _oldDoubleSided = object.doubleSided;
  1753. }
  1754. if ( _oldFlipSided != object.flipSided ) {
  1755. if( object.flipSided ) {
  1756. _gl.frontFace( _gl.CW );
  1757. } else {
  1758. _gl.frontFace( _gl.CCW );
  1759. }
  1760. _oldFlipSided = object.flipSided;
  1761. }
  1762. };
  1763. function setDepthTest( test ) {
  1764. if ( _oldDepth != test ) {
  1765. if( test ) {
  1766. _gl.enable( _gl.DEPTH_TEST );
  1767. } else {
  1768. _gl.disable( _gl.DEPTH_TEST );
  1769. }
  1770. _oldDepth = test;
  1771. }
  1772. };
  1773. function computeFrustum( m ) {
  1774. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  1775. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  1776. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  1777. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  1778. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  1779. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  1780. var i, plane;
  1781. for ( i = 0; i < 6; i ++ ) {
  1782. plane = _frustum[ i ];
  1783. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  1784. }
  1785. };
  1786. function isInFrustum( object ) {
  1787. var distance, matrix = object.matrixWorld,
  1788. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  1789. for ( var i = 0; i < 6; i ++ ) {
  1790. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  1791. if ( distance <= radius ) return false;
  1792. }
  1793. return true;
  1794. };
  1795. function addToFixedArray( where, what ) {
  1796. where.list[ where.count ] = what;
  1797. where.count += 1;
  1798. };
  1799. function unrollImmediateBufferMaterials( globject ) {
  1800. var i, l, m, ml, material,
  1801. object = globject.object,
  1802. opaque = globject.opaque,
  1803. transparent = globject.transparent;
  1804. transparent.count = 0;
  1805. opaque.count = 0;
  1806. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1807. material = object.materials[ m ];
  1808. material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1809. }
  1810. };
  1811. function unrollBufferMaterials( globject ) {
  1812. var i, l, m, ml, material, meshMaterial,
  1813. object = globject.object,
  1814. buffer = globject.buffer,
  1815. opaque = globject.opaque,
  1816. transparent = globject.transparent;
  1817. transparent.count = 0;
  1818. opaque.count = 0;
  1819. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1820. meshMaterial = object.materials[ m ];
  1821. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  1822. for ( i = 0, l = buffer.materials.length; i < l; i++ ) {
  1823. material = buffer.materials[ i ];
  1824. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1825. }
  1826. } else {
  1827. material = meshMaterial;
  1828. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1829. }
  1830. }
  1831. };
  1832. function painterSort( a, b ) {
  1833. return b.z - a.z;
  1834. };
  1835. this.render = function( scene, camera, renderTarget, forceClear ) {
  1836. var i, program, opaque, transparent, material,
  1837. o, ol, oil, webglObject, object, buffer,
  1838. lights = scene.lights,
  1839. fog = scene.fog;
  1840. camera.matrixAutoUpdate && camera.updateMatrix();
  1841. scene.update( undefined, false, camera );
  1842. camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  1843. camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
  1844. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  1845. computeFrustum( _projScreenMatrix );
  1846. this.initWebGLObjects( scene );
  1847. setRenderTarget( renderTarget );
  1848. if ( this.autoClear || forceClear ) {
  1849. this.clear();
  1850. }
  1851. // set matrices
  1852. ol = scene.__webglObjects.length;
  1853. for ( o = 0; o < ol; o++ ) {
  1854. webglObject = scene.__webglObjects[ o ];
  1855. object = webglObject.object;
  1856. if ( object.visible ) {
  1857. if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
  1858. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1859. setupMatrices( object, camera );
  1860. unrollBufferMaterials( webglObject );
  1861. webglObject.render = true;
  1862. if ( this.sortObjects ) {
  1863. _vector3.copy( object.position );
  1864. _projScreenMatrix.multiplyVector3( _vector3 );
  1865. webglObject.z = _vector3.z;
  1866. }
  1867. } else {
  1868. webglObject.render = false;
  1869. }
  1870. } else {
  1871. webglObject.render = false;
  1872. }
  1873. }
  1874. if ( this.sortObjects ) {
  1875. scene.__webglObjects.sort( painterSort );
  1876. }
  1877. oil = scene.__webglObjectsImmediate.length;
  1878. for ( o = 0; o < oil; o++ ) {
  1879. webglObject = scene.__webglObjectsImmediate[ o ];
  1880. object = webglObject.object;
  1881. if ( object.visible ) {
  1882. if( object.matrixAutoUpdate ) {
  1883. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1884. }
  1885. setupMatrices( object, camera );
  1886. unrollImmediateBufferMaterials( webglObject );
  1887. }
  1888. }
  1889. // opaque pass
  1890. setBlending( THREE.NormalBlending );
  1891. for ( o = 0; o < ol; o ++ ) {
  1892. webglObject = scene.__webglObjects[ o ];
  1893. if ( webglObject.render ) {
  1894. object = webglObject.object;
  1895. buffer = webglObject.buffer;
  1896. opaque = webglObject.opaque;
  1897. setObjectFaces( object );
  1898. for ( i = 0; i < opaque.count; i ++ ) {
  1899. material = opaque.list[ i ];
  1900. setDepthTest( material.depthTest );
  1901. renderBuffer( camera, lights, fog, material, buffer, object );
  1902. }
  1903. }
  1904. }
  1905. // opaque pass (immediate simulator)
  1906. for ( o = 0; o < oil; o++ ) {
  1907. webglObject = scene.__webglObjectsImmediate[ o ];
  1908. object = webglObject.object;
  1909. if ( object.visible ) {
  1910. opaque = webglObject.opaque;
  1911. setObjectFaces( object );
  1912. for( i = 0; i < opaque.count; i++ ) {
  1913. material = opaque.list[ i ];
  1914. setDepthTest( material.depthTest );
  1915. program = setProgram( camera, lights, fog, material, object );
  1916. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  1917. }
  1918. }
  1919. }
  1920. // transparent pass
  1921. for ( o = 0; o < ol; o ++ ) {
  1922. webglObject = scene.__webglObjects[ o ];
  1923. if ( webglObject.render ) {
  1924. object = webglObject.object;
  1925. buffer = webglObject.buffer;
  1926. transparent = webglObject.transparent;
  1927. setObjectFaces( object );
  1928. for ( i = 0; i < transparent.count; i ++ ) {
  1929. material = transparent.list[ i ];
  1930. setBlending( material.blending );
  1931. setDepthTest( material.depthTest );
  1932. renderBuffer( camera, lights, fog, material, buffer, object );
  1933. }
  1934. }
  1935. }
  1936. // transparent pass (immediate simulator)
  1937. for ( o = 0; o < oil; o++ ) {
  1938. webglObject = scene.__webglObjectsImmediate[ o ];
  1939. object = webglObject.object;
  1940. if ( object.visible ) {
  1941. transparent = webglObject.transparent;
  1942. setObjectFaces( object );
  1943. for ( i = 0; i < transparent.count; i ++ ) {
  1944. material = transparent.list[ i ];
  1945. setBlending( material.blending );
  1946. setDepthTest( material.depthTest );
  1947. program = setProgram( camera, lights, fog, material, object );
  1948. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  1949. }
  1950. }
  1951. }
  1952. // render 2d
  1953. if ( scene.__webglSprites.length ) {
  1954. renderSprites( scene );
  1955. }
  1956. // render stencil shadows
  1957. if ( stencil && scene.__webglShadowVolumes.length && scene.lights.length ) {
  1958. renderStencilShadows( scene );
  1959. }
  1960. // render lens flares
  1961. if ( scene.__webglLensFlares.length ) {
  1962. renderLensFlares( scene, camera );
  1963. }
  1964. // Generate mipmap if we're using any kind of mipmap filtering
  1965. if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1966. updateRenderTargetMipmap( renderTarget );
  1967. }
  1968. };
  1969. /*
  1970. * Stencil Shadows
  1971. * method: we're rendering the world in light, then the shadow
  1972. * volumes into the stencil and last a big darkening
  1973. * quad over the whole thing. This is not how "you're
  1974. * supposed to" do stencil shadows but is much faster
  1975. *
  1976. */
  1977. function renderStencilShadows( scene ) {
  1978. // setup stencil
  1979. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  1980. _gl.polygonOffset( 0.1, 1.0 );
  1981. _gl.enable( _gl.STENCIL_TEST );
  1982. _gl.enable( _gl.DEPTH_TEST );
  1983. _gl.depthMask( false );
  1984. _gl.colorMask( false, false, false, false );
  1985. _gl.stencilFunc( _gl.ALWAYS, 1, 0xFF );
  1986. _gl.stencilOpSeparate( _gl.BACK, _gl.KEEP, _gl.INCR, _gl.KEEP );
  1987. _gl.stencilOpSeparate( _gl.FRONT, _gl.KEEP, _gl.DECR, _gl.KEEP );
  1988. // loop through all directional lights
  1989. var l, ll = scene.lights.length;
  1990. var p;
  1991. var light, lights = scene.lights;
  1992. var dirLight = [];
  1993. var object, geometryGroup, material;
  1994. var program;
  1995. var p_uniforms;
  1996. var m_uniforms;
  1997. var attributes;
  1998. var o, ol = scene.__webglShadowVolumes.length;
  1999. for ( l = 0; l < ll; l++ ) {
  2000. light = scene.lights[ l ];
  2001. if ( light instanceof THREE.DirectionalLight ) {
  2002. dirLight[ 0 ] = -light.position.x;
  2003. dirLight[ 1 ] = -light.position.y;
  2004. dirLight[ 2 ] = -light.position.z;
  2005. // render all volumes
  2006. for ( o = 0; o < ol; o++ ) {
  2007. object = scene.__webglShadowVolumes[ o ].object;
  2008. geometryGroup = scene.__webglShadowVolumes[ o ].buffer;
  2009. material = object.materials[ 0 ];
  2010. if ( !material.program ) _this.initMaterial( material, lights, undefined, object );
  2011. program = material.program,
  2012. p_uniforms = program.uniforms,
  2013. m_uniforms = material.uniforms,
  2014. attributes = program.attributes;
  2015. if ( _currentProgram !== program ) {
  2016. _gl.useProgram( program );
  2017. _currentProgram = program;
  2018. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  2019. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  2020. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  2021. }
  2022. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2023. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  2024. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  2025. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  2026. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  2027. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  2028. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  2029. _gl.cullFace( _gl.FRONT );
  2030. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  2031. _gl.cullFace( _gl.BACK );
  2032. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  2033. }
  2034. }
  2035. }
  2036. // setup color+stencil
  2037. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  2038. _gl.colorMask( true, true, true, true );
  2039. _gl.stencilFunc( _gl.NOTEQUAL, 0, 0xFF );
  2040. _gl.stencilOp( _gl.KEEP, _gl.KEEP, _gl.KEEP );
  2041. _gl.disable( _gl.DEPTH_TEST );
  2042. // draw darkening polygon
  2043. _oldBlending = "";
  2044. _currentProgram = _stencilShadow.program;
  2045. _gl.useProgram( _stencilShadow.program );
  2046. _gl.uniformMatrix4fv( _stencilShadow.projectionLocation, false, _projectionMatrixArray );
  2047. _gl.uniform1f( _stencilShadow.darknessLocation, _stencilShadow.darkness );
  2048. _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
  2049. _gl.vertexAttribPointer( _stencilShadow.vertexLocation, 3, _gl.FLOAT, false, 0, 0 );
  2050. _gl.enableVertexAttribArray( _stencilShadow.vertexLocation );
  2051. _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2052. _gl.blendEquation( _gl.FUNC_ADD );
  2053. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
  2054. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2055. // disable stencil
  2056. _gl.disable( _gl.STENCIL_TEST );
  2057. _gl.enable( _gl.DEPTH_TEST );
  2058. _gl.depthMask( _currentDepthMask );
  2059. }
  2060. /*
  2061. * Render lens flares
  2062. * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  2063. * reads these back and calculates occlusion.
  2064. * Then LensFlare.updateLensFlares() is called to re-position and
  2065. * update transparency of flares. Then they are rendered.
  2066. *
  2067. */
  2068. function renderLensFlares( scene, camera ) {
  2069. var object, objectZ, geometryGroup, material;
  2070. var o, ol = scene.__webglLensFlares.length;
  2071. var f, fl, flare;
  2072. var tempPosition = new THREE.Vector3();
  2073. var invAspect = _viewportHeight / _viewportWidth;
  2074. var halfViewportWidth = _viewportWidth * 0.5;
  2075. var halfViewportHeight = _viewportHeight * 0.5;
  2076. var size = 16 / _viewportHeight;
  2077. var scale = [ size * invAspect, size ];
  2078. var screenPosition = [ 1, 1, 0 ];
  2079. var screenPositionPixels = [ 1, 1 ];
  2080. var sampleX, sampleY, readBackPixels = _lensFlare.readBackPixels;
  2081. var sampleMidX = 7 * 4;
  2082. var sampleMidY = 7 * 16 * 4;
  2083. var sampleIndex, visibility;
  2084. var uniforms = _lensFlare.uniforms;
  2085. var attributes = _lensFlare.attributes;
  2086. // set lensflare program and reset blending
  2087. _gl.useProgram( _lensFlare.program );
  2088. _currentProgram = _lensFlare.program;
  2089. _oldBlending = "";
  2090. // loop through all lens flares to update their occlusion and positions
  2091. // setup gl and common used attribs/unforms
  2092. _gl.uniform1i( uniforms.occlusionMap, 0 );
  2093. _gl.uniform1i( uniforms.map, 1 );
  2094. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  2095. _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2096. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2097. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  2098. _gl.disable( _gl.CULL_FACE );
  2099. _gl.depthMask( false );
  2100. _gl.activeTexture( _gl.TEXTURE0 );
  2101. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  2102. _gl.activeTexture( _gl.TEXTURE1 );
  2103. for ( o = 0; o < ol; o ++ ) {
  2104. // calc object screen position
  2105. object = scene.__webglLensFlares[ o ].object;
  2106. tempPosition.set( object.matrixWorld.n14, object.matrixWorld.n24, object.matrixWorld.n34 );
  2107. camera.matrixWorldInverse.multiplyVector3( tempPosition );
  2108. objectZ = tempPosition.z;
  2109. camera.projectionMatrix.multiplyVector3( tempPosition );
  2110. // setup arrays for gl programs
  2111. screenPosition[ 0 ] = tempPosition.x;
  2112. screenPosition[ 1 ] = tempPosition.y;
  2113. screenPosition[ 2 ] = tempPosition.z;
  2114. screenPositionPixels[ 0 ] = screenPosition[ 0 ] * halfViewportWidth + halfViewportWidth;
  2115. screenPositionPixels[ 1 ] = screenPosition[ 1 ] * halfViewportHeight + halfViewportHeight;
  2116. // screen cull
  2117. if( screenPositionPixels[ 0 ] > 0 &&
  2118. screenPositionPixels[ 0 ] < _viewportWidth &&
  2119. screenPositionPixels[ 1 ] > 0 &&
  2120. screenPositionPixels[ 1 ] < _viewportHeight ) {
  2121. // save current RGB to temp texture
  2122. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2123. _gl.copyTexSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16 );
  2124. // render pink quad
  2125. _gl.uniform1i( uniforms.renderType, 0 );
  2126. _gl.uniform2fv( uniforms.scale, scale );
  2127. _gl.uniform3fv( uniforms.screenPosition, screenPosition );
  2128. _gl.disable( _gl.BLEND );
  2129. _gl.enable( _gl.DEPTH_TEST );
  2130. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2131. // copy result to occlusionMap
  2132. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  2133. _gl.copyTexSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16 );
  2134. // restore graphics
  2135. _gl.uniform1i( uniforms.renderType, 1 );
  2136. _gl.disable( _gl.DEPTH_TEST );
  2137. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2138. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2139. // update object positions
  2140. object.positionScreen.x = screenPosition[ 0 ];
  2141. object.positionScreen.y = screenPosition[ 1 ];
  2142. object.positionScreen.z = screenPosition[ 2 ];
  2143. if ( object.customUpdateCallback ) {
  2144. object.customUpdateCallback( object );
  2145. } else {
  2146. object.updateLensFlares();
  2147. }
  2148. // render flares
  2149. _gl.uniform1i( uniforms.renderType, 2 );
  2150. _gl.enable( _gl.BLEND );
  2151. for ( f = 0, fl = object.lensFlares.length; f < fl; f ++ ) {
  2152. flare = object.lensFlares[ f ];
  2153. if ( flare.opacity > 0.001 && flare.scale > 0.001 ) {
  2154. screenPosition[ 0 ] = flare.x;
  2155. screenPosition[ 1 ] = flare.y;
  2156. screenPosition[ 2 ] = flare.z;
  2157. size = flare.size * flare.scale / _viewportHeight;
  2158. scale[ 0 ] = size * invAspect;
  2159. scale[ 1 ] = size;
  2160. _gl.uniform3fv( uniforms.screenPosition, screenPosition );
  2161. _gl.uniform2fv( uniforms.scale, scale );
  2162. _gl.uniform1f( uniforms.rotation, flare.rotation );
  2163. _gl.uniform1f( uniforms.opacity, flare.opacity );
  2164. setBlending( flare.blending );
  2165. setTexture( flare.texture, 1 );
  2166. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2167. }
  2168. }
  2169. }
  2170. }
  2171. // restore gl
  2172. _gl.enable( _gl.CULL_FACE );
  2173. _gl.enable( _gl.DEPTH_TEST );
  2174. _gl.depthMask( _currentDepthMask );
  2175. }
  2176. function setupMatrices( object, camera ) {
  2177. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2178. THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  2179. }
  2180. this.initWebGLObjects = function ( scene ) {
  2181. if ( !scene.__webglObjects ) {
  2182. scene.__webglObjects = [];
  2183. scene.__webglObjectsImmediate = [];
  2184. scene.__webglShadowVolumes = [];
  2185. scene.__webglLensFlares = [];
  2186. scene.__webglSprites = [];
  2187. }
  2188. while ( scene.__objectsAdded.length ) {
  2189. addObject( scene.__objectsAdded[ 0 ], scene );
  2190. scene.__objectsAdded.splice( 0, 1 );
  2191. }
  2192. while ( scene.__objectsRemoved.length ) {
  2193. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2194. scene.__objectsRemoved.splice( 0, 1 );
  2195. }
  2196. // update must be called after objects adding / removal
  2197. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2198. updateObject( scene.__webglObjects[ o ].object, scene );
  2199. }
  2200. for ( var o = 0, ol = scene.__webglShadowVolumes.length; o < ol; o ++ ) {
  2201. updateObject( scene.__webglShadowVolumes[ o ].object, scene );
  2202. }
  2203. for ( var o = 0, ol = scene.__webglLensFlares.length; o < ol; o ++ ) {
  2204. updateObject( scene.__webglLensFlares[ o ].object, scene );
  2205. }
  2206. for ( var o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2207. updateObject( scene.__webglSprites[ o ].object, scene );
  2208. }
  2209. };
  2210. function addObject( object, scene ) {
  2211. var g, geometry, geometryGroup;
  2212. if ( object._modelViewMatrix == undefined ) {
  2213. object._modelViewMatrix = new THREE.Matrix4();
  2214. object._normalMatrixArray = new Float32Array( 9 );
  2215. object._modelViewMatrixArray = new Float32Array( 16 );
  2216. object._objectMatrixArray = new Float32Array( 16 );
  2217. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2218. }
  2219. if ( object instanceof THREE.Mesh ) {
  2220. geometry = object.geometry;
  2221. if ( geometry.geometryGroups == undefined ) {
  2222. sortFacesByMaterial( geometry );
  2223. }
  2224. // create separate VBOs per geometry chunk
  2225. for ( g in geometry.geometryGroups ) {
  2226. geometryGroup = geometry.geometryGroups[ g ];
  2227. // initialise VBO on the first access
  2228. if ( ! geometryGroup.__webglVertexBuffer ) {
  2229. createMeshBuffers( geometryGroup );
  2230. initMeshBuffers( geometryGroup, object );
  2231. geometry.__dirtyVertices = true;
  2232. geometry.__dirtyMorphTargets = true;
  2233. geometry.__dirtyElements = true;
  2234. geometry.__dirtyUvs = true;
  2235. geometry.__dirtyNormals = true;
  2236. geometry.__dirtyTangents = true;
  2237. geometry.__dirtyColors = true;
  2238. }
  2239. // create separate wrapper per each use of VBO
  2240. if ( object instanceof THREE.ShadowVolume ) {
  2241. addBuffer( scene.__webglShadowVolumes, geometryGroup, object );
  2242. } else {
  2243. addBuffer( scene.__webglObjects, geometryGroup, object );
  2244. }
  2245. }
  2246. } else if ( object instanceof THREE.LensFlare ) {
  2247. addBuffer( scene.__webglLensFlares, undefined, object );
  2248. } else if ( object instanceof THREE.Ribbon ) {
  2249. geometry = object.geometry;
  2250. if( ! geometry.__webglVertexBuffer ) {
  2251. createRibbonBuffers( geometry );
  2252. initRibbonBuffers( geometry );
  2253. geometry.__dirtyVertices = true;
  2254. geometry.__dirtyColors = true;
  2255. }
  2256. addBuffer( scene.__webglObjects, geometry, object );
  2257. } else if ( object instanceof THREE.Line ) {
  2258. geometry = object.geometry;
  2259. if( ! geometry.__webglVertexBuffer ) {
  2260. createLineBuffers( geometry );
  2261. initLineBuffers( geometry );
  2262. geometry.__dirtyVertices = true;
  2263. geometry.__dirtyColors = true;
  2264. }
  2265. addBuffer( scene.__webglObjects, geometry, object );
  2266. } else if ( object instanceof THREE.ParticleSystem ) {
  2267. geometry = object.geometry;
  2268. if ( ! geometry.__webglVertexBuffer ) {
  2269. createParticleBuffers( geometry );
  2270. initParticleBuffers( geometry );
  2271. geometry.__dirtyVertices = true;
  2272. geometry.__dirtyColors = true;
  2273. }
  2274. addBuffer( scene.__webglObjects, geometry, object );
  2275. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2276. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2277. }/*else if ( object instanceof THREE.Particle ) {
  2278. }*/
  2279. };
  2280. function updateObject( object, scene ) {
  2281. var g, geometry, geometryGroup, a, customAttributeDirty;
  2282. if ( object instanceof THREE.Mesh ) {
  2283. geometry = object.geometry;
  2284. // check all geometry groups
  2285. for ( g in geometry.geometryGroups ) {
  2286. geometryGroup = geometry.geometryGroups[ g ];
  2287. customAttributeDirty = false;
  2288. for ( a in geometryGroup.__webglCustomAttributes ) {
  2289. if( geometryGroup.__webglCustomAttributes[ a ].needsUpdate ) {
  2290. customAttributeDirty = true;
  2291. break;
  2292. }
  2293. }
  2294. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2295. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2296. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributeDirty ) {
  2297. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW );
  2298. }
  2299. }
  2300. geometry.__dirtyVertices = false;
  2301. geometry.__dirtyMorphTargets = false;
  2302. geometry.__dirtyElements = false;
  2303. geometry.__dirtyUvs = false;
  2304. geometry.__dirtyNormals = false;
  2305. geometry.__dirtyTangents = false;
  2306. geometry.__dirtyColors = false;
  2307. } else if ( object instanceof THREE.Ribbon ) {
  2308. geometry = object.geometry;
  2309. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2310. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2311. }
  2312. geometry.__dirtyVertices = false;
  2313. geometry.__dirtyColors = false;
  2314. } else if ( object instanceof THREE.Line ) {
  2315. geometry = object.geometry;
  2316. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2317. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2318. }
  2319. geometry.__dirtyVertices = false;
  2320. geometry.__dirtyColors = false;
  2321. } else if ( object instanceof THREE.ParticleSystem ) {
  2322. geometry = object.geometry;
  2323. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
  2324. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2325. }
  2326. geometry.__dirtyVertices = false;
  2327. geometry.__dirtyColors = false;
  2328. }/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2329. // it updates itself in render callback
  2330. } else if ( object instanceof THREE.Particle ) {
  2331. }*/
  2332. };
  2333. function removeObject( object, scene ) {
  2334. var o, ol, zobject;
  2335. for ( o = scene.__webglObjects.length - 1; o >= 0; o-- ) {
  2336. zobject = scene.__webglObjects[ o ].object;
  2337. if ( object == zobject ) {
  2338. scene.__webglObjects.splice( o, 1 );
  2339. }
  2340. }
  2341. };
  2342. function sortFacesByMaterial( geometry ) {
  2343. // TODO
  2344. // Should optimize by grouping faces with ColorFill / ColorStroke materials
  2345. // which could then use vertex color attributes instead of each being
  2346. // in its separate VBO
  2347. var i, l, f, fl, face, material, materials, vertices, mhash, ghash, hash_map = {};
  2348. var numMorphTargets = geometry.morphTargets !== undefined ? geometry.morphTargets.length : 0;
  2349. geometry.geometryGroups = {};
  2350. function materialHash( material ) {
  2351. var hash_array = [];
  2352. for ( i = 0, l = material.length; i < l; i++ ) {
  2353. if ( material[ i ] == undefined ) {
  2354. hash_array.push( "undefined" );
  2355. } else {
  2356. hash_array.push( material[ i ].id );
  2357. }
  2358. }
  2359. return hash_array.join( '_' );
  2360. }
  2361. for ( f = 0, fl = geometry.faces.length; f < fl; f++ ) {
  2362. face = geometry.faces[ f ];
  2363. materials = face.materials;
  2364. mhash = materialHash( materials );
  2365. if ( hash_map[ mhash ] == undefined ) {
  2366. hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };
  2367. }
  2368. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2369. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2370. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2371. }
  2372. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2373. if ( geometry.geometryGroups[ ghash ].vertices + vertices > 65535 ) {
  2374. hash_map[ mhash ].counter += 1;
  2375. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2376. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2377. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2378. }
  2379. }
  2380. geometry.geometryGroups[ ghash ].faces.push( f );
  2381. geometry.geometryGroups[ ghash ].vertices += vertices;
  2382. }
  2383. };
  2384. function addBuffer( objlist, buffer, object ) {
  2385. objlist.push( {
  2386. buffer: buffer, object: object,
  2387. opaque: { list: [], count: 0 },
  2388. transparent: { list: [], count: 0 }
  2389. } );
  2390. };
  2391. function addBufferImmediate( objlist, object ) {
  2392. objlist.push( {
  2393. object: object,
  2394. opaque: { list: [], count: 0 },
  2395. transparent: { list: [], count: 0 }
  2396. } );
  2397. };
  2398. this.setFaceCulling = function ( cullFace, frontFace ) {
  2399. if ( cullFace ) {
  2400. if ( !frontFace || frontFace == "ccw" ) {
  2401. _gl.frontFace( _gl.CCW );
  2402. } else {
  2403. _gl.frontFace( _gl.CW );
  2404. }
  2405. if( cullFace == "back" ) {
  2406. _gl.cullFace( _gl.BACK );
  2407. } else if( cullFace == "front" ) {
  2408. _gl.cullFace( _gl.FRONT );
  2409. } else {
  2410. _gl.cullFace( _gl.FRONT_AND_BACK );
  2411. }
  2412. _gl.enable( _gl.CULL_FACE );
  2413. } else {
  2414. _gl.disable( _gl.CULL_FACE );
  2415. }
  2416. };
  2417. this.supportsVertexTextures = function () {
  2418. return maxVertexTextures() > 0;
  2419. };
  2420. function maxVertexTextures() {
  2421. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  2422. };
  2423. function initGL( antialias, clearColor, clearAlpha, stencil ) {
  2424. try {
  2425. if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: antialias, stencil: stencil } ) ) ) {
  2426. throw 'Error creating WebGL context.';
  2427. }
  2428. } catch ( e ) {
  2429. console.error( e );
  2430. }
  2431. _gl.clearColor( 0, 0, 0, 1 );
  2432. _gl.clearDepth( 1 );
  2433. _gl.enable( _gl.DEPTH_TEST );
  2434. _gl.depthFunc( _gl.LEQUAL );
  2435. _gl.frontFace( _gl.CCW );
  2436. _gl.cullFace( _gl.BACK );
  2437. _gl.enable( _gl.CULL_FACE );
  2438. _gl.enable( _gl.BLEND );
  2439. _gl.blendEquation( _gl.FUNC_ADD );
  2440. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  2441. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  2442. // _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, true );
  2443. _cullEnabled = true;
  2444. };
  2445. function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  2446. var p, pl, program, code;
  2447. var chunks = [];
  2448. // Generate code
  2449. if ( shaderID ) {
  2450. chunks.push( shaderID );
  2451. } else {
  2452. chunks.push( fragmentShader );
  2453. chunks.push( vertexShader );
  2454. }
  2455. for ( p in parameters ) {
  2456. chunks.push( p );
  2457. chunks.push( parameters[ p ] );
  2458. }
  2459. code = chunks.join();
  2460. // Check if code has been already compiled
  2461. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  2462. if ( _programs[ p ].code == code ) {
  2463. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  2464. return _programs[ p ].program;
  2465. }
  2466. }
  2467. //console.log( "building new program " );
  2468. //
  2469. program = _gl.createProgram(),
  2470. prefix_fragment = [
  2471. "#ifdef GL_ES",
  2472. "precision highp float;",
  2473. "#endif",
  2474. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2475. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2476. parameters.fog ? "#define USE_FOG" : "",
  2477. parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
  2478. parameters.map ? "#define USE_MAP" : "",
  2479. parameters.envMap ? "#define USE_ENVMAP" : "",
  2480. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2481. parameters.vertexColors ? "#define USE_COLOR" : "",
  2482. "uniform mat4 viewMatrix;",
  2483. "uniform vec3 cameraPosition;",
  2484. ""
  2485. ].join("\n"),
  2486. prefix_vertex = [
  2487. maxVertexTextures() > 0 ? "#define VERTEX_TEXTURES" : "",
  2488. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2489. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2490. "#define MAX_BONES " + parameters.maxBones,
  2491. parameters.map ? "#define USE_MAP" : "",
  2492. parameters.envMap ? "#define USE_ENVMAP" : "",
  2493. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2494. parameters.vertexColors ? "#define USE_COLOR" : "",
  2495. parameters.skinning ? "#define USE_SKINNING" : "",
  2496. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  2497. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  2498. "uniform mat4 objectMatrix;",
  2499. "uniform mat4 modelViewMatrix;",
  2500. "uniform mat4 projectionMatrix;",
  2501. "uniform mat4 viewMatrix;",
  2502. "uniform mat3 normalMatrix;",
  2503. "uniform vec3 cameraPosition;",
  2504. "uniform mat4 cameraInverseMatrix;",
  2505. "attribute vec3 position;",
  2506. "attribute vec3 normal;",
  2507. "attribute vec2 uv;",
  2508. "attribute vec2 uv2;",
  2509. "#ifdef USE_COLOR",
  2510. "attribute vec3 color;",
  2511. "#endif",
  2512. "#ifdef USE_MORPHTARGETS",
  2513. "attribute vec3 morphTarget0;",
  2514. "attribute vec3 morphTarget1;",
  2515. "attribute vec3 morphTarget2;",
  2516. "attribute vec3 morphTarget3;",
  2517. "attribute vec3 morphTarget4;",
  2518. "attribute vec3 morphTarget5;",
  2519. "attribute vec3 morphTarget6;",
  2520. "attribute vec3 morphTarget7;",
  2521. "#endif",
  2522. "#ifdef USE_SKINNING",
  2523. "attribute vec4 skinVertexA;",
  2524. "attribute vec4 skinVertexB;",
  2525. "attribute vec4 skinIndex;",
  2526. "attribute vec4 skinWeight;",
  2527. "#endif",
  2528. ""
  2529. ].join("\n");
  2530. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  2531. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  2532. _gl.linkProgram( program );
  2533. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  2534. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  2535. }
  2536. //console.log( prefix_fragment + fragmentShader );
  2537. //console.log( prefix_vertex + vertexShader );
  2538. program.uniforms = {};
  2539. program.attributes = {};
  2540. var identifiers, u, a, i;
  2541. // cache uniform locations
  2542. identifiers = [
  2543. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  2544. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  2545. ];
  2546. for ( u in uniforms ) {
  2547. identifiers.push( u );
  2548. }
  2549. cacheUniformLocations( program, identifiers );
  2550. // cache attributes locations
  2551. identifiers = [
  2552. "position", "normal", "uv", "uv2", "tangent", "color",
  2553. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  2554. ];
  2555. for ( i = 0; i < parameters.maxMorphTargets; i++ ) {
  2556. identifiers.push( "morphTarget" + i );
  2557. }
  2558. for ( a in attributes ) {
  2559. identifiers.push( a );
  2560. }
  2561. cacheAttributeLocations( program, identifiers );
  2562. _programs.push( { program: program, code: code } );
  2563. return program;
  2564. };
  2565. function loadUniformsSkinning( uniforms, object ) {
  2566. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
  2567. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2568. };
  2569. function loadUniformsMatrices( uniforms, object ) {
  2570. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2571. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2572. };
  2573. function loadUniformsGeneric( program, uniforms ) {
  2574. var u, uniform, value, type, location, texture;
  2575. for( u in uniforms ) {
  2576. location = program.uniforms[u];
  2577. if ( !location ) continue;
  2578. uniform = uniforms[u];
  2579. type = uniform.type;
  2580. value = uniform.value;
  2581. if( type == "i" ) {
  2582. _gl.uniform1i( location, value );
  2583. } else if( type == "f" ) {
  2584. _gl.uniform1f( location, value );
  2585. } else if( type == "fv1" ) {
  2586. _gl.uniform1fv( location, value );
  2587. } else if( type == "fv" ) {
  2588. _gl.uniform3fv( location, value );
  2589. } else if( type == "v2" ) {
  2590. _gl.uniform2f( location, value.x, value.y );
  2591. } else if( type == "v3" ) {
  2592. _gl.uniform3f( location, value.x, value.y, value.z );
  2593. } else if( type == "v4" ) {
  2594. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2595. } else if( type == "c" ) {
  2596. _gl.uniform3f( location, value.r, value.g, value.b );
  2597. } else if( type == "t" ) {
  2598. _gl.uniform1i( location, value );
  2599. texture = uniform.texture;
  2600. if ( !texture ) continue;
  2601. if ( texture.image instanceof Array && texture.image.length == 6 ) {
  2602. setCubeTexture( texture, value );
  2603. } else {
  2604. setTexture( texture, value );
  2605. }
  2606. }
  2607. }
  2608. };
  2609. function setBlending( blending ) {
  2610. if ( blending != _oldBlending ) {
  2611. switch ( blending ) {
  2612. case THREE.AdditiveBlending:
  2613. _gl.blendEquation( _gl.FUNC_ADD );
  2614. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  2615. break;
  2616. case THREE.SubtractiveBlending:
  2617. // TODO: Find blendFuncSeparate() combination
  2618. _gl.blendEquation( _gl.FUNC_ADD );
  2619. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  2620. break;
  2621. case THREE.MultiplyBlending:
  2622. // TODO: Find blendFuncSeparate() combination
  2623. _gl.blendEquation( _gl.FUNC_ADD );
  2624. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  2625. break;
  2626. default:
  2627. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  2628. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2629. break;
  2630. }
  2631. _oldBlending = blending;
  2632. }
  2633. };
  2634. function setTextureParameters( textureType, texture, image ) {
  2635. if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
  2636. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  2637. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  2638. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  2639. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  2640. _gl.generateMipmap( textureType );
  2641. } else {
  2642. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  2643. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  2644. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  2645. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  2646. }
  2647. };
  2648. function setTexture( texture, slot ) {
  2649. if ( texture.needsUpdate ) {
  2650. if ( !texture.__webglInit ) {
  2651. texture.__webglTexture = _gl.createTexture();
  2652. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2653. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2654. texture.__webglInit = true;
  2655. } else {
  2656. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2657. _gl.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2658. }
  2659. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  2660. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2661. texture.needsUpdate = false;
  2662. }
  2663. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2664. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2665. };
  2666. function setCubeTexture( texture, slot ) {
  2667. if ( texture.image.length == 6 ) {
  2668. if ( texture.needsUpdate ) {
  2669. if ( !texture.__webglInit ) {
  2670. texture.image.__webglTextureCube = _gl.createTexture();
  2671. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2672. for ( var i = 0; i < 6; ++i ) {
  2673. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2674. }
  2675. texture.__webglInit = true;
  2676. } else {
  2677. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2678. for ( var i = 0; i < 6; ++i ) {
  2679. _gl.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2680. }
  2681. }
  2682. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[0] );
  2683. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2684. texture.needsUpdate = false;
  2685. }
  2686. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2687. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2688. }
  2689. };
  2690. function setRenderTarget( renderTexture ) {
  2691. if ( renderTexture && !renderTexture.__webglFramebuffer ) {
  2692. if( renderTexture.depthBuffer === undefined ) renderTexture.depthBuffer = true;
  2693. if( renderTexture.stencilBuffer === undefined ) renderTexture.stencilBuffer = true;
  2694. renderTexture.__webglFramebuffer = _gl.createFramebuffer();
  2695. renderTexture.__webglRenderbuffer = _gl.createRenderbuffer();
  2696. renderTexture.__webglTexture = _gl.createTexture();
  2697. // Setup texture
  2698. _gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webglTexture );
  2699. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrapS ) );
  2700. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrapT ) );
  2701. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.magFilter ) );
  2702. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.minFilter ) );
  2703. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
  2704. // Setup render and frame buffer
  2705. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2706. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webglFramebuffer );
  2707. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webglTexture, 0 );
  2708. if( renderTexture.depthBuffer && !renderTexture.stencilBuffer ) {
  2709. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
  2710. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2711. /* For some reason this is not working. Defaulting to RGBA4.
  2712. } else if( !renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  2713. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTexture.width, renderTexture.height );
  2714. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2715. */
  2716. } else if( renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  2717. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTexture.width, renderTexture.height );
  2718. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2719. } else {
  2720. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTexture.width, renderTexture.height );
  2721. }
  2722. // Release everything
  2723. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2724. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  2725. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  2726. }
  2727. var framebuffer, width, height;
  2728. if ( renderTexture ) {
  2729. framebuffer = renderTexture.__webglFramebuffer;
  2730. width = renderTexture.width;
  2731. height = renderTexture.height;
  2732. } else {
  2733. framebuffer = null;
  2734. width = _viewportWidth;
  2735. height = _viewportHeight;
  2736. }
  2737. if ( framebuffer != _currentFramebuffer ) {
  2738. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2739. _gl.viewport( _viewportX, _viewportY, width, height );
  2740. _currentFramebuffer = framebuffer;
  2741. }
  2742. };
  2743. function updateRenderTargetMipmap( renderTarget ) {
  2744. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  2745. _gl.generateMipmap( _gl.TEXTURE_2D );
  2746. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2747. };
  2748. function cacheUniformLocations( program, identifiers ) {
  2749. var i, l, id;
  2750. for( i = 0, l = identifiers.length; i < l; i++ ) {
  2751. id = identifiers[ i ];
  2752. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  2753. }
  2754. };
  2755. function cacheAttributeLocations( program, identifiers ) {
  2756. var i, l, id;
  2757. for( i = 0, l = identifiers.length; i < l; i++ ) {
  2758. id = identifiers[ i ];
  2759. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  2760. }
  2761. };
  2762. function getShader( type, string ) {
  2763. var shader;
  2764. if ( type == "fragment" ) {
  2765. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  2766. } else if ( type == "vertex" ) {
  2767. shader = _gl.createShader( _gl.VERTEX_SHADER );
  2768. }
  2769. _gl.shaderSource( shader, string );
  2770. _gl.compileShader( shader );
  2771. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  2772. console.error( _gl.getShaderInfoLog( shader ) );
  2773. console.error( string );
  2774. return null;
  2775. }
  2776. return shader;
  2777. };
  2778. // fallback filters for non-power-of-2 textures
  2779. function filterFallback( f ) {
  2780. switch ( f ) {
  2781. case THREE.NearestFilter:
  2782. case THREE.NearestMipMapNearestFilter:
  2783. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  2784. case THREE.LinearFilter:
  2785. case THREE.LinearMipMapNearestFilter:
  2786. case THREE.LinearMipMapLinearFilter:
  2787. default:
  2788. return _gl.LINEAR; break;
  2789. }
  2790. };
  2791. function paramThreeToGL( p ) {
  2792. switch ( p ) {
  2793. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  2794. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  2795. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  2796. case THREE.NearestFilter: return _gl.NEAREST; break;
  2797. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  2798. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  2799. case THREE.LinearFilter: return _gl.LINEAR; break;
  2800. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  2801. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  2802. case THREE.ByteType: return _gl.BYTE; break;
  2803. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  2804. case THREE.ShortType: return _gl.SHORT; break;
  2805. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  2806. case THREE.IntType: return _gl.INT; break;
  2807. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  2808. case THREE.FloatType: return _gl.FLOAT; break;
  2809. case THREE.AlphaFormat: return _gl.ALPHA; break;
  2810. case THREE.RGBFormat: return _gl.RGB; break;
  2811. case THREE.RGBAFormat: return _gl.RGBA; break;
  2812. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  2813. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  2814. }
  2815. return 0;
  2816. };
  2817. function isPowerOfTwo( value ) {
  2818. return ( value & ( value - 1 ) ) == 0;
  2819. };
  2820. function materialNeedsSmoothNormals( material ) {
  2821. return material && material.shading != undefined && material.shading == THREE.SmoothShading;
  2822. };
  2823. function bufferNeedsSmoothNormals( geometryGroup, object ) {
  2824. var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
  2825. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  2826. meshMaterial = object.materials[ m ];
  2827. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2828. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  2829. if ( materialNeedsSmoothNormals( geometryGroup.materials[ i ] ) ) {
  2830. needsSmoothNormals = true;
  2831. break;
  2832. }
  2833. }
  2834. } else {
  2835. if ( materialNeedsSmoothNormals( meshMaterial ) ) {
  2836. needsSmoothNormals = true;
  2837. break;
  2838. }
  2839. }
  2840. if ( needsSmoothNormals ) break;
  2841. }
  2842. return needsSmoothNormals;
  2843. };
  2844. function unrollGroupMaterials( geometryGroup, object ) {
  2845. var m, ml, i, il,
  2846. material, meshMaterial,
  2847. materials = [];
  2848. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  2849. meshMaterial = object.materials[ m ];
  2850. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2851. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  2852. material = geometryGroup.materials[ i ];
  2853. if ( material ) {
  2854. materials.push( material );
  2855. }
  2856. }
  2857. } else {
  2858. material = meshMaterial;
  2859. if ( material ) {
  2860. materials.push( material );
  2861. }
  2862. }
  2863. }
  2864. return materials;
  2865. };
  2866. function bufferGuessVertexColorType( materials, geometryGroup, object ) {
  2867. var i, m, ml = materials.length;
  2868. // use vertexColor type from the first material in unrolled materials
  2869. for ( i = 0; i < ml; i++ ) {
  2870. m = materials[ i ];
  2871. if ( m.vertexColors ) {
  2872. return m.vertexColors;
  2873. }
  2874. }
  2875. return false;
  2876. };
  2877. function bufferGuessNormalType( materials, geometryGroup, object ) {
  2878. var i, m, ml = materials.length;
  2879. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  2880. for ( i = 0; i < ml; i++ ) {
  2881. m = materials[ i ];
  2882. if ( ( m instanceof THREE.MeshBasicMaterial && !m.envMap ) || m instanceof THREE.MeshDepthMaterial ) continue;
  2883. if ( materialNeedsSmoothNormals( m ) ) {
  2884. return THREE.SmoothShading;
  2885. } else {
  2886. return THREE.FlatShading;
  2887. }
  2888. }
  2889. return false;
  2890. };
  2891. function bufferGuessUVType( materials, geometryGroup, object ) {
  2892. var i, m, ml = materials.length;
  2893. // material must use some texture to require uvs
  2894. for ( i = 0; i < ml; i++ ) {
  2895. m = materials[ i ];
  2896. if ( m.map || m.lightMap || m instanceof THREE.MeshShaderMaterial ) {
  2897. return true;
  2898. }
  2899. }
  2900. return false;
  2901. };
  2902. function allocateBones( object ) {
  2903. // default for when object is not specified
  2904. // ( for example when prebuilding shader
  2905. // to be used with multiple objects )
  2906. //
  2907. // - leave some extra space for other uniforms
  2908. // - limit here is ANGLE's 254 max uniform vectors
  2909. // (up to 54 should be safe)
  2910. var maxBones = 50;
  2911. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  2912. maxBones = object.bones.length;
  2913. }
  2914. return maxBones;
  2915. };
  2916. function allocateLights( lights, maxLights ) {
  2917. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  2918. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  2919. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  2920. light = lights[ l ];
  2921. if ( light instanceof THREE.DirectionalLight ) dirLights++;
  2922. if ( light instanceof THREE.PointLight ) pointLights++;
  2923. }
  2924. if ( ( pointLights + dirLights ) <= maxLights ) {
  2925. maxDirLights = dirLights;
  2926. maxPointLights = pointLights;
  2927. } else {
  2928. maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
  2929. maxPointLights = maxLights - maxDirLights;
  2930. }
  2931. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  2932. };
  2933. /* DEBUG
  2934. function getGLParams() {
  2935. var params = {
  2936. 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
  2937. 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
  2938. 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
  2939. 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  2940. 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
  2941. 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
  2942. 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
  2943. }
  2944. return params;
  2945. };
  2946. function dumpObject( obj ) {
  2947. var p, str = "";
  2948. for ( p in obj ) {
  2949. str += p + ": " + obj[p] + "\n";
  2950. }
  2951. return str;
  2952. }
  2953. */
  2954. };