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- /**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.WebGLRenderer = function () {
- var _canvas = document.createElement( 'canvas' ), _gl, _program,
- viewMatrix = new THREE.Matrix4(), normalMatrix;
- this.domElement = _canvas;
- this.autoClear = true;
- initGL();
- initProgram();
- this.setSize = function ( width, height ) {
- _canvas.width = width;
- _canvas.height = height;
- _gl.viewport( 0, 0, _canvas.width, _canvas.height );
- };
- this.clear = function () {
- _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT );
- };
- this.render = function ( scene, camera ) {
- var face, faceColor, object, material, normal, lightColor, lightPosition, light,
- vertexArray, faceArray, colorArray, normalArray, vertexIndex,
- o, ol, f, fl, m, ml, i, v1, v2, v3, v4,
- l, ll;
- if ( this.autoClear ) {
- this.clear();
- }
- //lighting
- _gl.uniform1i( _program.enableLighting, scene.lights.length );
- for ( l = 0, ll = scene.lights.length; l < ll; l++ ) {
- light = scene.lights[ l ];
- if ( light instanceof THREE.AmbientLight ) {
- lightColor = light.color;
- _gl.uniform3f( _program.ambientColor, lightColor.r, lightColor.g, lightColor.b );
- } else if( light instanceof THREE.DirectionalLight ) {
- lightColor = light.color;
- lightPosition = light.position;
- _gl.uniform3f( _program.lightingDirection, lightPosition.x, lightPosition.y, lightPosition.z );
- _gl.uniform3f( _program.directionalColor, lightColor.r, lightColor.g, lightColor.b );
- }
- }
- for ( o = 0, ol = scene.objects.length; o < ol; o++ ) {
- object = scene.objects[ o ];
- if ( object instanceof THREE.Mesh ) {
- if ( !object.__webGLVertexBuffer ) {
- vertexArray = [];
- faceArray = [];
- colorArray = [];
- normalArray = [];
- vertexIndex = 0;
- for ( f = 0, fl = object.geometry.faces.length; f < fl; f++ ) {
- face = object.geometry.faces[ f ];
- faceColor = face.color;
- normal = face.normal;
- if ( face instanceof THREE.Face3 ) {
- v1 = object.geometry.vertices[ face.a ].position;
- v2 = object.geometry.vertices[ face.b ].position;
- v3 = object.geometry.vertices[ face.c ].position;
- vertexArray.push( v1.x, v1.y, v1.z );
- vertexArray.push( v2.x, v2.y, v2.z );
- vertexArray.push( v3.x, v3.y, v3.z );
- normalArray.push( normal.x, normal.y, normal.z );
- normalArray.push( normal.x, normal.y, normal.z );
- normalArray.push( normal.x, normal.y, normal.z );
- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
- faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 );
- vertexIndex += 3;
- } else if ( face instanceof THREE.Face4 ) {
- v1 = object.geometry.vertices[ face.a ].position;
- v2 = object.geometry.vertices[ face.b ].position;
- v3 = object.geometry.vertices[ face.c ].position;
- v4 = object.geometry.vertices[ face.d ].position;
- vertexArray.push( v1.x, v1.y, v1.z );
- vertexArray.push( v2.x, v2.y, v2.z );
- vertexArray.push( v3.x, v3.y, v3.z );
- vertexArray.push( v4.x, v4.y, v4.z );
- normalArray.push( normal.x, normal.y, normal.z );
- normalArray.push( normal.x, normal.y, normal.z );
- normalArray.push( normal.x, normal.y, normal.z );
- normalArray.push( normal.x, normal.y, normal.z );
- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
- colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
- faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 );
- faceArray.push( vertexIndex, vertexIndex + 2, vertexIndex + 3 );
- vertexIndex += 4;
- }
- }
- if ( !vertexArray.length ) {
- continue;
- }
- object.__webGLVertexBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( vertexArray ), _gl.STATIC_DRAW );
- object.__webGLNormalBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLNormalBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( normalArray ), _gl.STATIC_DRAW );
- object.__webGLColorBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( colorArray ), _gl.STATIC_DRAW );
- object.__webGLFaceBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, object.__webGLFaceBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( faceArray ), _gl.STATIC_DRAW );
- object.__webGLFaceCount = faceArray.length;
- }
- viewMatrix.multiply( camera.matrix, object.matrix );
- _program.viewMatrixArray = new Float32Array( viewMatrix.flatten() );
- _program.projectionMatrixArray = new Float32Array( camera.projectionMatrix.flatten() );
- normalMatrix = THREE.Matrix4.makeInvert(viewMatrix).transpose();
- _program.normalMatrixArray = new Float32Array( normalMatrix.flatten() );
- _gl.uniformMatrix4fv( _program.viewMatrix, false, _program.viewMatrixArray );
- _gl.uniformMatrix4fv( _program.projectionMatrix, false, _program.projectionMatrixArray );
- _gl.uniformMatrix4fv( _program.normalMatrix, false, _program.normalMatrixArray );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLVertexBuffer );
- _gl.vertexAttribPointer( _program.position, 3, _gl.FLOAT, false, 0, 0 );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLNormalBuffer );
- _gl.vertexAttribPointer( _program.normal, 3, _gl.FLOAT, false, 0, 0 );
- for ( m = 0, ml = object.material.length; m < ml; m++ ) {
- material = object.material[ m ];
- if ( material instanceof THREE.MeshColorFillMaterial ) {
- if ( !material.__webGLColorBuffer ) {
- colorArray = [];
- for ( i = 0; i < object.__webGLFaceCount; i ++ ) {
- colorArray.push( material.color.r, material.color.g, material.color.b, material.color.a );
- }
- material.__webGLColorBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ARRAY_BUFFER, material.__webGLColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( colorArray ), _gl.STATIC_DRAW );
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, material.__webGLColorBuffer );
- _gl.vertexAttribPointer( _program.color, 4, _gl.FLOAT, false, 0, 0 );
- } else if ( material instanceof THREE.MeshFaceColorFillMaterial ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLColorBuffer );
- _gl.enableVertexAttribArray( _program.color );
- _gl.vertexAttribPointer( _program.color, 4, _gl.FLOAT, false, 0, 0 );
- }
- }
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, object.__webGLFaceBuffer );
- _gl.drawElements( _gl.TRIANGLES, object.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
- }
- }
- };
- function initGL() {
- try {
- _gl = _canvas.getContext( 'experimental-webgl' );
- } catch(e) { }
- if (!_gl) {
- alert("WebGL not supported");
- throw "cannot create webgl context";
- }
- _gl.clearColor( 0, 0, 0, 1 );
- _gl.clearDepth( 1 );
- _gl.enable( _gl.DEPTH_TEST );
- _gl.depthFunc( _gl.LEQUAL );
- _gl.enable( _gl.BLEND );
- _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
- // _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE ); // cool!
- _gl.clearColor( 0, 0, 0, 0 );
- }
- function initProgram() {
- _program = _gl.createProgram();
- _gl.attachShader( _program, getShader( "fragment", [
- "#ifdef GL_ES",
- "precision highp float;",
- "#endif",
- "varying vec4 vcolor;",
- "varying vec3 lightWeighting;",
- "void main(){",
- "gl_FragColor = vec4(vcolor.rgb * lightWeighting, vcolor.a);",
- "}"
- ].join("\n") ) );
- _gl.attachShader( _program, getShader( "vertex", [
- "attribute vec3 position;",
- "attribute vec3 normal;",
- "attribute vec4 color;",
- "uniform bool enableLighting;",
- "uniform vec3 ambientColor;",
- "uniform vec3 directionalColor;",
- "uniform vec3 lightingDirection;",
- "uniform mat4 viewMatrix;",
- "uniform mat4 projectionMatrix;",
- "uniform mat4 normalMatrix;",
- "varying vec4 vcolor;",
- "varying vec3 lightWeighting;",
- "void main(void) {",
- "if(!enableLighting) {",
- "lightWeighting = vec3(1.0, 1.0, 1.0);",
- "} else {",
- "vec4 transformedNormal = normalMatrix * vec4(normal, 1.0);",
- "float directionalLightWeighting = max(dot(transformedNormal.xyz, lightingDirection), 0.0);",
- "lightWeighting = ambientColor + directionalColor * directionalLightWeighting;",
- "}",
- "vcolor = color;",
- "gl_Position = projectionMatrix * viewMatrix * vec4( position, 1.0 );",
- "}"].join("\n") ) );
- _gl.linkProgram( _program );
- if ( !_gl.getProgramParameter( _program, _gl.LINK_STATUS ) ) {
- alert( "Could not initialise shaders" );
- }
- _gl.useProgram( _program );
- _program.viewMatrix = _gl.getUniformLocation( _program, "viewMatrix" );
- _program.projectionMatrix = _gl.getUniformLocation( _program, "projectionMatrix" );
- _program.normalMatrix = _gl.getUniformLocation( _program, "normalMatrix" );
- _program.enableLighting = _gl.getUniformLocation(_program, 'enableLighting');
- _program.ambientColor = _gl.getUniformLocation(_program, 'ambientColor');
- _program.directionalColor = _gl.getUniformLocation(_program, 'directionalColor');
- _program.lightingDirection = _gl.getUniformLocation(_program, 'lightingDirection');
- _program.color = _gl.getAttribLocation( _program, "color" );
- _gl.enableVertexAttribArray( _program.color );
- _program.position = _gl.getAttribLocation( _program, "position" );
- _gl.enableVertexAttribArray( _program.position );
- _program.normal = _gl.getAttribLocation( _program, "normal" );
- _gl.enableVertexAttribArray( _program.normal );
- _program.viewMatrixArray = new Float32Array(16);
- _program.projectionMatrixArray = new Float32Array(16);
- }
- function getShader( type, string ) {
- var shader;
- if ( type == "fragment" ) {
- shader = _gl.createShader( _gl.FRAGMENT_SHADER );
- } else if ( type == "vertex" ) {
- shader = _gl.createShader( _gl.VERTEX_SHADER );
- }
- _gl.shaderSource( shader, string );
- _gl.compileShader( shader );
- if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
- alert( _gl.getShaderInfoLog( shader ) );
- return null;
- }
- return shader;
- }
- };
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