WebGLRenderer.js 92 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. // 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 _canvas = document.createElement( 'canvas' ), _gl,
  17. _oldProgram = null,
  18. _oldFramebuffer = null,
  19. _this = this,
  20. // gl state cache
  21. _oldDoubleSided = null,
  22. _oldFlipSided = null,
  23. _oldBlending = null,
  24. _oldDepth = null,
  25. _viewportX = 0,
  26. _viewportY = 0,
  27. _viewportWidth = 0,
  28. _viewportHeight = 0,
  29. // camera matrices caches
  30. _frustum = [
  31. new THREE.Vector4(),
  32. new THREE.Vector4(),
  33. new THREE.Vector4(),
  34. new THREE.Vector4(),
  35. new THREE.Vector4(),
  36. new THREE.Vector4()
  37. ],
  38. _projScreenMatrix = new THREE.Matrix4(),
  39. _projectionMatrixArray = new Float32Array( 16 ),
  40. _viewMatrixArray = new Float32Array( 16 ),
  41. _vector3 = new THREE.Vector4(),
  42. // light arrays cache
  43. _lights = {
  44. ambient: [ 0, 0, 0 ],
  45. directional: { length: 0, colors: new Array(), positions: new Array() },
  46. point: { length: 0, colors: new Array(), positions: new Array() }
  47. },
  48. // parameters defaults
  49. antialias = true,
  50. clearColor = new THREE.Color( 0x000000 ),
  51. clearAlpha = 0;
  52. if ( parameters ) {
  53. if ( parameters.antialias !== undefined ) antialias = parameters.antialias;
  54. if ( parameters.clearColor !== undefined ) clearColor.setHex( parameters.clearColor );
  55. if ( parameters.clearAlpha !== undefined ) clearAlpha = parameters.clearAlpha;
  56. }
  57. this.domElement = _canvas;
  58. this.autoClear = true;
  59. this.sortObjects = true;
  60. initGL( antialias, clearColor, clearAlpha );
  61. this.context = _gl;
  62. //alert( dumpObject( getGLParams() ) );
  63. this.setSize = function ( width, height ) {
  64. _canvas.width = width;
  65. _canvas.height = height;
  66. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  67. };
  68. this.setViewport = function ( x, y, width, height ) {
  69. _viewportX = x;
  70. _viewportY = y;
  71. _viewportWidth = width;
  72. _viewportHeight = height;
  73. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  74. };
  75. this.setScissor = function ( x, y, width, height ) {
  76. _gl.scissor( x, y, width, height );
  77. };
  78. this.enableScissorTest = function ( enable ) {
  79. if ( enable )
  80. _gl.enable( _gl.SCISSOR_TEST );
  81. else
  82. _gl.disable( _gl.SCISSOR_TEST );
  83. };
  84. this.enableDepthBufferWrite = function ( enable ) {
  85. _gl.depthMask( enable );
  86. };
  87. this.setClearColorHex = function ( hex, alpha ) {
  88. var color = new THREE.Color( hex );
  89. _gl.clearColor( color.r, color.g, color.b, alpha );
  90. };
  91. this.setClearColor = function ( color, alpha ) {
  92. _gl.clearColor( color.r, color.g, color.b, alpha );
  93. };
  94. this.clear = function () {
  95. _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT );
  96. };
  97. function setupLights ( program, lights ) {
  98. var l, ll, light, r = 0, g = 0, b = 0,
  99. color, position, intensity,
  100. zlights = _lights,
  101. dcolors = zlights.directional.colors,
  102. dpositions = zlights.directional.positions,
  103. pcolors = zlights.point.colors,
  104. ppositions = zlights.point.positions,
  105. dlength = 0,
  106. plength = 0,
  107. doffset = 0,
  108. poffset = 0;
  109. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  110. light = lights[ l ];
  111. color = light.color;
  112. position = light.position;
  113. intensity = light.intensity;
  114. if ( light instanceof THREE.AmbientLight ) {
  115. r += color.r;
  116. g += color.g;
  117. b += color.b;
  118. } else if ( light instanceof THREE.DirectionalLight ) {
  119. doffset = dlength * 3;
  120. dcolors[ doffset ] = color.r * intensity;
  121. dcolors[ doffset + 1 ] = color.g * intensity;
  122. dcolors[ doffset + 2 ] = color.b * intensity;
  123. dpositions[ doffset ] = position.x;
  124. dpositions[ doffset + 1 ] = position.y;
  125. dpositions[ doffset + 2 ] = position.z;
  126. dlength += 1;
  127. } else if( light instanceof THREE.PointLight ) {
  128. poffset = plength * 3;
  129. pcolors[ poffset ] = color.r * intensity;
  130. pcolors[ poffset + 1 ] = color.g * intensity;
  131. pcolors[ poffset + 2 ] = color.b * intensity;
  132. ppositions[ poffset ] = position.x;
  133. ppositions[ poffset + 1 ] = position.y;
  134. ppositions[ poffset + 2 ] = position.z;
  135. plength += 1;
  136. }
  137. }
  138. // null eventual remains from removed lights
  139. // (this is to avoid if in shader)
  140. for( l = dlength * 3; l < dcolors.length; l++ ) dcolors[ l ] = 0.0;
  141. for( l = plength * 3; l < pcolors.length; l++ ) pcolors[ l ] = 0.0;
  142. zlights.point.length = plength;
  143. zlights.directional.length = dlength;
  144. zlights.ambient[ 0 ] = r;
  145. zlights.ambient[ 1 ] = g;
  146. zlights.ambient[ 2 ] = b;
  147. };
  148. function createParticleBuffers ( geometry ) {
  149. geometry.__webGLVertexBuffer = _gl.createBuffer();
  150. geometry.__webGLColorBuffer = _gl.createBuffer();
  151. };
  152. function createLineBuffers ( geometry ) {
  153. geometry.__webGLVertexBuffer = _gl.createBuffer();
  154. geometry.__webGLColorBuffer = _gl.createBuffer();
  155. };
  156. function createRibbonBuffers ( geometry ) {
  157. geometry.__webGLVertexBuffer = _gl.createBuffer();
  158. geometry.__webGLColorBuffer = _gl.createBuffer();
  159. };
  160. function createMeshBuffers ( geometryGroup ) {
  161. geometryGroup.__webGLVertexBuffer = _gl.createBuffer();
  162. geometryGroup.__webGLNormalBuffer = _gl.createBuffer();
  163. geometryGroup.__webGLTangentBuffer = _gl.createBuffer();
  164. geometryGroup.__webGLColorBuffer = _gl.createBuffer();
  165. geometryGroup.__webGLUVBuffer = _gl.createBuffer();
  166. geometryGroup.__webGLUV2Buffer = _gl.createBuffer();
  167. geometryGroup.__webGLSkinVertexABuffer = _gl.createBuffer();
  168. geometryGroup.__webGLSkinVertexBBuffer = _gl.createBuffer();
  169. geometryGroup.__webGLSkinIndicesBuffer = _gl.createBuffer();
  170. geometryGroup.__webGLSkinWeightsBuffer = _gl.createBuffer();
  171. geometryGroup.__webGLFaceBuffer = _gl.createBuffer();
  172. geometryGroup.__webGLLineBuffer = _gl.createBuffer();
  173. };
  174. function initLineBuffers ( geometry ) {
  175. var nvertices = geometry.vertices.length;
  176. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  177. geometry.__colorArray = new Float32Array( nvertices * 3 );
  178. geometry.__webGLLineCount = nvertices;
  179. };
  180. function initRibbonBuffers ( geometry ) {
  181. var nvertices = geometry.vertices.length;
  182. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  183. geometry.__colorArray = new Float32Array( nvertices * 3 );
  184. geometry.__webGLVertexCount = nvertices;
  185. };
  186. function initParticleBuffers ( geometry ) {
  187. var nvertices = geometry.vertices.length;
  188. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  189. geometry.__colorArray = new Float32Array( nvertices * 3 );
  190. geometry.__sortArray = [];
  191. geometry.__webGLParticleCount = nvertices;
  192. };
  193. function initMeshBuffers ( geometryGroup, object ) {
  194. var f, fl, nvertices = 0, ntris = 0, nlines = 0,
  195. obj_faces = object.geometry.faces,
  196. chunk_faces = geometryGroup.faces;
  197. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  198. fi = chunk_faces[ f ];
  199. face = obj_faces[ fi ];
  200. if ( face instanceof THREE.Face3 ) {
  201. nvertices += 3;
  202. ntris += 1;
  203. nlines += 3;
  204. } else if ( face instanceof THREE.Face4 ) {
  205. nvertices += 4;
  206. ntris += 2;
  207. nlines += 4;
  208. }
  209. }
  210. // TODO: only create arrays for attributes existing in the object
  211. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  212. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  213. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  214. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  215. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  216. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  217. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  218. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  219. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  220. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  221. geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
  222. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  223. geometryGroup.__needsSmoothNormals = bufferNeedsSmoothNormals ( geometryGroup, object );
  224. geometryGroup.__webGLFaceCount = ntris * 3;
  225. geometryGroup.__webGLLineCount = nlines * 2;
  226. };
  227. function setMeshBuffers ( geometryGroup, object, hint ) {
  228. var f, fl, fi, face, vertexNormals, faceNormal, normal,
  229. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  230. c1, c2, c3, c4,
  231. sw1, sw2, sw3, sw4,
  232. si1, si2, si3, si4,
  233. sa1, sa2, sa3, sa4,
  234. sb1, sb2, sb3, sb4,
  235. m, ml, i,
  236. vn, uvi, uv2i,
  237. vertexIndex = 0,
  238. offset = 0,
  239. offset_uv = 0,
  240. offset_uv2 = 0,
  241. offset_face = 0,
  242. offset_normal = 0,
  243. offset_tangent = 0,
  244. offset_line = 0,
  245. offset_color = 0,
  246. offset_skin = 0,
  247. vertexArray = geometryGroup.__vertexArray,
  248. uvArray = geometryGroup.__uvArray,
  249. uv2Array = geometryGroup.__uv2Array,
  250. normalArray = geometryGroup.__normalArray,
  251. tangentArray = geometryGroup.__tangentArray,
  252. colorArray = geometryGroup.__colorArray,
  253. skinVertexAArray = geometryGroup.__skinVertexAArray,
  254. skinVertexBArray = geometryGroup.__skinVertexBArray,
  255. skinIndexArray = geometryGroup.__skinIndexArray,
  256. skinWeightArray = geometryGroup.__skinWeightArray,
  257. faceArray = geometryGroup.__faceArray,
  258. lineArray = geometryGroup.__lineArray,
  259. needsSmoothNormals = geometryGroup.__needsSmoothNormals,
  260. geometry = object.geometry, // this is shared for all chunks
  261. dirtyVertices = geometry.__dirtyVertices,
  262. dirtyElements = geometry.__dirtyElements,
  263. dirtyUvs = geometry.__dirtyUvs,
  264. dirtyNormals = geometry.__dirtyNormals,
  265. dirtyTangents = geometry.__dirtyTangents,
  266. dirtyColors = geometry.__dirtyColors,
  267. vertices = geometry.vertices,
  268. chunk_faces = geometryGroup.faces,
  269. obj_faces = geometry.faces,
  270. obj_uvs = geometry.uvs,
  271. obj_uvs2 = geometry.uvs2,
  272. obj_colors = geometry.colors,
  273. obj_skinVerticesA = geometry.skinVerticesA,
  274. obj_skinVerticesB = geometry.skinVerticesB,
  275. obj_skinIndices = geometry.skinIndices,
  276. obj_skinWeights = geometry.skinWeights;
  277. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  278. fi = chunk_faces[ f ];
  279. face = obj_faces[ fi ];
  280. uv = obj_uvs[ fi ];
  281. uv2 = obj_uvs2[ fi ];
  282. vertexNormals = face.vertexNormals;
  283. faceNormal = face.normal;
  284. if ( face instanceof THREE.Face3 ) {
  285. if ( dirtyVertices ) {
  286. v1 = vertices[ face.a ].position;
  287. v2 = vertices[ face.b ].position;
  288. v3 = vertices[ face.c ].position;
  289. vertexArray[ offset ] = v1.x;
  290. vertexArray[ offset + 1 ] = v1.y;
  291. vertexArray[ offset + 2 ] = v1.z;
  292. vertexArray[ offset + 3 ] = v2.x;
  293. vertexArray[ offset + 4 ] = v2.y;
  294. vertexArray[ offset + 5 ] = v2.z;
  295. vertexArray[ offset + 6 ] = v3.x;
  296. vertexArray[ offset + 7 ] = v3.y;
  297. vertexArray[ offset + 8 ] = v3.z;
  298. offset += 9;
  299. }
  300. if ( obj_skinWeights.length ) {
  301. // weights
  302. sw1 = obj_skinWeights[ face.a ];
  303. sw2 = obj_skinWeights[ face.b ];
  304. sw3 = obj_skinWeights[ face.c ];
  305. skinWeightArray[ offset_skin ] = sw1.x;
  306. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  307. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  308. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  309. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  310. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  311. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  312. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  313. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  314. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  315. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  316. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  317. // indices
  318. si1 = obj_skinIndices[ face.a ];
  319. si2 = obj_skinIndices[ face.b ];
  320. si3 = obj_skinIndices[ face.c ];
  321. skinIndexArray[ offset_skin ] = si1.x;
  322. skinIndexArray[ offset_skin + 1 ] = si1.y;
  323. skinIndexArray[ offset_skin + 2 ] = si1.z;
  324. skinIndexArray[ offset_skin + 3 ] = si1.w;
  325. skinIndexArray[ offset_skin + 4 ] = si2.x;
  326. skinIndexArray[ offset_skin + 5 ] = si2.y;
  327. skinIndexArray[ offset_skin + 6 ] = si2.z;
  328. skinIndexArray[ offset_skin + 7 ] = si2.w;
  329. skinIndexArray[ offset_skin + 8 ] = si3.x;
  330. skinIndexArray[ offset_skin + 9 ] = si3.y;
  331. skinIndexArray[ offset_skin + 10 ] = si3.z;
  332. skinIndexArray[ offset_skin + 11 ] = si3.w;
  333. // vertices A
  334. sa1 = obj_skinVerticesA[ face.a ];
  335. sa2 = obj_skinVerticesA[ face.b ];
  336. sa3 = obj_skinVerticesA[ face.c ];
  337. skinVertexAArray[ offset_skin ] = sa1.x;
  338. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  339. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  340. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  341. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  342. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  343. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  344. skinVertexAArray[ offset_skin + 7 ] = 1;
  345. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  346. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  347. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  348. skinVertexAArray[ offset_skin + 11 ] = 1;
  349. // vertices B
  350. sb1 = obj_skinVerticesB[ face.a ];
  351. sb2 = obj_skinVerticesB[ face.b ];
  352. sb3 = obj_skinVerticesB[ face.c ];
  353. skinVertexBArray[ offset_skin ] = sb1.x;
  354. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  355. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  356. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  357. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  358. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  359. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  360. skinVertexBArray[ offset_skin + 7 ] = 1;
  361. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  362. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  363. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  364. skinVertexBArray[ offset_skin + 11 ] = 1;
  365. offset_skin += 12;
  366. }
  367. if ( dirtyColors && obj_colors.length ) {
  368. c1 = obj_colors[ face.a ];
  369. c2 = obj_colors[ face.b ];
  370. c3 = obj_colors[ face.c ];
  371. colorArray[ offset_color ] = c1.r;
  372. colorArray[ offset_color + 1 ] = c1.g;
  373. colorArray[ offset_color + 2 ] = c1.b;
  374. colorArray[ offset_color + 3 ] = c2.r;
  375. colorArray[ offset_color + 4 ] = c2.g;
  376. colorArray[ offset_color + 5 ] = c2.b;
  377. colorArray[ offset_color + 6 ] = c3.r;
  378. colorArray[ offset_color + 7 ] = c3.g;
  379. colorArray[ offset_color + 8 ] = c3.b;
  380. offset_color += 9;
  381. }
  382. if ( dirtyTangents && geometry.hasTangents ) {
  383. t1 = vertices[ face.a ].tangent;
  384. t2 = vertices[ face.b ].tangent;
  385. t3 = vertices[ face.c ].tangent;
  386. tangentArray[ offset_tangent ] = t1.x;
  387. tangentArray[ offset_tangent + 1 ] = t1.y;
  388. tangentArray[ offset_tangent + 2 ] = t1.z;
  389. tangentArray[ offset_tangent + 3 ] = t1.w;
  390. tangentArray[ offset_tangent + 4 ] = t2.x;
  391. tangentArray[ offset_tangent + 5 ] = t2.y;
  392. tangentArray[ offset_tangent + 6 ] = t2.z;
  393. tangentArray[ offset_tangent + 7 ] = t2.w;
  394. tangentArray[ offset_tangent + 8 ] = t3.x;
  395. tangentArray[ offset_tangent + 9 ] = t3.y;
  396. tangentArray[ offset_tangent + 10 ] = t3.z;
  397. tangentArray[ offset_tangent + 11 ] = t3.w;
  398. offset_tangent += 12;
  399. }
  400. if ( dirtyNormals ) {
  401. if ( vertexNormals.length == 3 && needsSmoothNormals ) {
  402. for ( i = 0; i < 3; i ++ ) {
  403. vn = vertexNormals[ i ];
  404. normalArray[ offset_normal ] = vn.x;
  405. normalArray[ offset_normal + 1 ] = vn.y;
  406. normalArray[ offset_normal + 2 ] = vn.z;
  407. offset_normal += 3;
  408. }
  409. } else {
  410. for ( i = 0; i < 3; i ++ ) {
  411. normalArray[ offset_normal ] = faceNormal.x;
  412. normalArray[ offset_normal + 1 ] = faceNormal.y;
  413. normalArray[ offset_normal + 2 ] = faceNormal.z;
  414. offset_normal += 3;
  415. }
  416. }
  417. }
  418. if ( dirtyUvs && uv ) {
  419. for ( i = 0; i < 3; i ++ ) {
  420. uvi = uv[ i ];
  421. uvArray[ offset_uv ] = uvi.u;
  422. uvArray[ offset_uv + 1 ] = uvi.v;
  423. offset_uv += 2;
  424. }
  425. }
  426. if ( dirtyUvs && uv2 ) {
  427. for ( i = 0; i < 3; i ++ ) {
  428. uv2i = uv2[ i ];
  429. uv2Array[ offset_uv2 ] = uv2i.u;
  430. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  431. offset_uv2 += 2;
  432. }
  433. }
  434. if( dirtyElements ) {
  435. faceArray[ offset_face ] = vertexIndex;
  436. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  437. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  438. offset_face += 3;
  439. lineArray[ offset_line ] = vertexIndex;
  440. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  441. lineArray[ offset_line + 2 ] = vertexIndex;
  442. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  443. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  444. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  445. offset_line += 6;
  446. vertexIndex += 3;
  447. }
  448. } else if ( face instanceof THREE.Face4 ) {
  449. if ( dirtyVertices ) {
  450. v1 = vertices[ face.a ].position;
  451. v2 = vertices[ face.b ].position;
  452. v3 = vertices[ face.c ].position;
  453. v4 = vertices[ face.d ].position;
  454. vertexArray[ offset ] = v1.x;
  455. vertexArray[ offset + 1 ] = v1.y;
  456. vertexArray[ offset + 2 ] = v1.z;
  457. vertexArray[ offset + 3 ] = v2.x;
  458. vertexArray[ offset + 4 ] = v2.y;
  459. vertexArray[ offset + 5 ] = v2.z;
  460. vertexArray[ offset + 6 ] = v3.x;
  461. vertexArray[ offset + 7 ] = v3.y;
  462. vertexArray[ offset + 8 ] = v3.z;
  463. vertexArray[ offset + 9 ] = v4.x;
  464. vertexArray[ offset + 10 ] = v4.y;
  465. vertexArray[ offset + 11 ] = v4.z;
  466. offset += 12;
  467. }
  468. if ( obj_skinWeights.length ) {
  469. // weights
  470. sw1 = obj_skinWeights[ face.a ];
  471. sw2 = obj_skinWeights[ face.b ];
  472. sw3 = obj_skinWeights[ face.c ];
  473. sw4 = obj_skinWeights[ face.d ];
  474. skinWeightArray[ offset_skin ] = sw1.x;
  475. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  476. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  477. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  478. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  479. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  480. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  481. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  482. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  483. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  484. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  485. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  486. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  487. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  488. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  489. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  490. // indices
  491. si1 = obj_skinIndices[ face.a ];
  492. si2 = obj_skinIndices[ face.b ];
  493. si3 = obj_skinIndices[ face.c ];
  494. si4 = obj_skinIndices[ face.d ];
  495. skinIndexArray[ offset_skin ] = si1.x;
  496. skinIndexArray[ offset_skin + 1 ] = si1.y;
  497. skinIndexArray[ offset_skin + 2 ] = si1.z;
  498. skinIndexArray[ offset_skin + 3 ] = si1.w;
  499. skinIndexArray[ offset_skin + 4 ] = si2.x;
  500. skinIndexArray[ offset_skin + 5 ] = si2.y;
  501. skinIndexArray[ offset_skin + 6 ] = si2.z;
  502. skinIndexArray[ offset_skin + 7 ] = si2.w;
  503. skinIndexArray[ offset_skin + 8 ] = si3.x;
  504. skinIndexArray[ offset_skin + 9 ] = si3.y;
  505. skinIndexArray[ offset_skin + 10 ] = si3.z;
  506. skinIndexArray[ offset_skin + 11 ] = si3.w;
  507. skinIndexArray[ offset_skin + 12 ] = si4.x;
  508. skinIndexArray[ offset_skin + 13 ] = si4.y;
  509. skinIndexArray[ offset_skin + 14 ] = si4.z;
  510. skinIndexArray[ offset_skin + 15 ] = si4.w;
  511. // vertices A
  512. sa1 = obj_skinVerticesA[ face.a ];
  513. sa2 = obj_skinVerticesA[ face.b ];
  514. sa3 = obj_skinVerticesA[ face.c ];
  515. sa4 = obj_skinVerticesA[ face.d ];
  516. skinVertexAArray[ offset_skin ] = sa1.x;
  517. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  518. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  519. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  520. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  521. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  522. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  523. skinVertexAArray[ offset_skin + 7 ] = 1;
  524. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  525. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  526. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  527. skinVertexAArray[ offset_skin + 11 ] = 1;
  528. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  529. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  530. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  531. skinVertexAArray[ offset_skin + 15 ] = 1;
  532. // vertices B
  533. sb1 = obj_skinVerticesB[ face.a ];
  534. sb2 = obj_skinVerticesB[ face.b ];
  535. sb3 = obj_skinVerticesB[ face.c ];
  536. sb4 = obj_skinVerticesB[ face.d ];
  537. skinVertexBArray[ offset_skin ] = sb1.x;
  538. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  539. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  540. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  541. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  542. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  543. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  544. skinVertexBArray[ offset_skin + 7 ] = 1;
  545. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  546. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  547. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  548. skinVertexBArray[ offset_skin + 11 ] = 1;
  549. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  550. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  551. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  552. skinVertexBArray[ offset_skin + 15 ] = 1;
  553. offset_skin += 16;
  554. }
  555. if ( dirtyColors && obj_colors.length ) {
  556. c1 = obj_colors[ face.a ];
  557. c2 = obj_colors[ face.b ];
  558. c3 = obj_colors[ face.c ];
  559. c4 = obj_colors[ face.d ];
  560. colorArray[ offset_color ] = c1.r;
  561. colorArray[ offset_color + 1 ] = c1.g;
  562. colorArray[ offset_color + 2 ] = c1.b;
  563. colorArray[ offset_color + 3 ] = c2.r;
  564. colorArray[ offset_color + 4 ] = c2.g;
  565. colorArray[ offset_color + 5 ] = c2.b;
  566. colorArray[ offset_color + 6 ] = c3.r;
  567. colorArray[ offset_color + 7 ] = c3.g;
  568. colorArray[ offset_color + 8 ] = c3.b;
  569. colorArray[ offset_color + 9 ] = c4.r;
  570. colorArray[ offset_color + 10 ] = c4.g;
  571. colorArray[ offset_color + 11 ] = c4.b;
  572. offset_color += 12;
  573. }
  574. if ( dirtyTangents && geometry.hasTangents ) {
  575. t1 = vertices[ face.a ].tangent;
  576. t2 = vertices[ face.b ].tangent;
  577. t3 = vertices[ face.c ].tangent;
  578. t4 = vertices[ face.d ].tangent;
  579. tangentArray[ offset_tangent ] = t1.x;
  580. tangentArray[ offset_tangent + 1 ] = t1.y;
  581. tangentArray[ offset_tangent + 2 ] = t1.z;
  582. tangentArray[ offset_tangent + 3 ] = t1.w;
  583. tangentArray[ offset_tangent + 4 ] = t2.x;
  584. tangentArray[ offset_tangent + 5 ] = t2.y;
  585. tangentArray[ offset_tangent + 6 ] = t2.z;
  586. tangentArray[ offset_tangent + 7 ] = t2.w;
  587. tangentArray[ offset_tangent + 8 ] = t3.x;
  588. tangentArray[ offset_tangent + 9 ] = t3.y;
  589. tangentArray[ offset_tangent + 10 ] = t3.z;
  590. tangentArray[ offset_tangent + 11 ] = t3.w;
  591. tangentArray[ offset_tangent + 12 ] = t4.x;
  592. tangentArray[ offset_tangent + 13 ] = t4.y;
  593. tangentArray[ offset_tangent + 14 ] = t4.z;
  594. tangentArray[ offset_tangent + 15 ] = t4.w;
  595. offset_tangent += 16;
  596. }
  597. if( dirtyNormals ) {
  598. if ( vertexNormals.length == 4 && needsSmoothNormals ) {
  599. for ( i = 0; i < 4; i ++ ) {
  600. vn = vertexNormals[ i ];
  601. normalArray[ offset_normal ] = vn.x;
  602. normalArray[ offset_normal + 1 ] = vn.y;
  603. normalArray[ offset_normal + 2 ] = vn.z;
  604. offset_normal += 3;
  605. }
  606. } else {
  607. for ( i = 0; i < 4; i ++ ) {
  608. normalArray[ offset_normal ] = faceNormal.x;
  609. normalArray[ offset_normal + 1 ] = faceNormal.y;
  610. normalArray[ offset_normal + 2 ] = faceNormal.z;
  611. offset_normal += 3;
  612. }
  613. }
  614. }
  615. if ( dirtyUvs && uv ) {
  616. for ( i = 0; i < 4; i ++ ) {
  617. uvi = uv[ i ];
  618. uvArray[ offset_uv ] = uvi.u;
  619. uvArray[ offset_uv + 1 ] = uvi.v;
  620. offset_uv += 2;
  621. }
  622. }
  623. if ( dirtyUvs && uv2 ) {
  624. for ( i = 0; i < 4; i ++ ) {
  625. uv2i = uv2[ i ];
  626. uv2Array[ offset_uv2 ] = uv2i.u;
  627. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  628. offset_uv2 += 2;
  629. }
  630. }
  631. if ( dirtyElements ) {
  632. faceArray[ offset_face ] = vertexIndex;
  633. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  634. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  635. faceArray[ offset_face + 3 ] = vertexIndex;
  636. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  637. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  638. offset_face += 6;
  639. lineArray[ offset_line ] = vertexIndex;
  640. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  641. lineArray[ offset_line + 2 ] = vertexIndex;
  642. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  643. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  644. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  645. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  646. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  647. offset_line += 8;
  648. vertexIndex += 4;
  649. }
  650. }
  651. }
  652. if ( dirtyVertices ) {
  653. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLVertexBuffer );
  654. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  655. }
  656. if ( dirtyColors && obj_colors.length ) {
  657. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLColorBuffer );
  658. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  659. }
  660. if ( dirtyNormals ) {
  661. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLNormalBuffer );
  662. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  663. }
  664. if ( dirtyTangents && geometry.hasTangents ) {
  665. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLTangentBuffer );
  666. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  667. }
  668. if ( dirtyUvs && offset_uv > 0 ) {
  669. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLUVBuffer );
  670. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  671. }
  672. if ( dirtyUvs && offset_uv2 > 0 ) {
  673. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLUV2Buffer );
  674. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  675. }
  676. if ( dirtyElements ) {
  677. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webGLFaceBuffer );
  678. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  679. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webGLLineBuffer );
  680. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  681. }
  682. if ( offset_skin > 0 ) {
  683. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinVertexABuffer );
  684. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  685. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinVertexBBuffer );
  686. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  687. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinIndicesBuffer );
  688. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  689. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinWeightsBuffer );
  690. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  691. }
  692. };
  693. function setLineBuffers ( geometry, hint ) {
  694. var v, c, vertex, offset,
  695. vertices = geometry.vertices,
  696. colors = geometry.colors,
  697. vl = vertices.length,
  698. cl = colors.length,
  699. vertexArray = geometry.__vertexArray,
  700. colorArray = geometry.__colorArray,
  701. dirtyVertices = geometry.__dirtyVertices,
  702. dirtyColors = geometry.__dirtyColors;
  703. if ( dirtyVertices ) {
  704. for ( v = 0; v < vl; v++ ) {
  705. vertex = vertices[ v ].position;
  706. offset = v * 3;
  707. vertexArray[ offset ] = vertex.x;
  708. vertexArray[ offset + 1 ] = vertex.y;
  709. vertexArray[ offset + 2 ] = vertex.z;
  710. }
  711. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
  712. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  713. }
  714. if ( dirtyColors ) {
  715. for ( c = 0; c < cl; c++ ) {
  716. color = colors[ c ];
  717. offset = c * 3;
  718. colorArray[ offset ] = color.r;
  719. colorArray[ offset + 1 ] = color.g;
  720. colorArray[ offset + 2 ] = color.b;
  721. }
  722. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLColorBuffer );
  723. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  724. }
  725. };
  726. function setRibbonBuffers ( geometry, hint ) {
  727. var v, c, vertex, offset,
  728. vertices = geometry.vertices,
  729. colors = geometry.colors,
  730. vl = vertices.length,
  731. cl = colors.length,
  732. vertexArray = geometry.__vertexArray,
  733. colorArray = geometry.__colorArray,
  734. dirtyVertices = geometry.__dirtyVertices,
  735. dirtyColors = geometry.__dirtyColors;
  736. if ( dirtyVertices ) {
  737. for ( v = 0; v < vl; v++ ) {
  738. vertex = vertices[ v ].position;
  739. offset = v * 3;
  740. vertexArray[ offset ] = vertex.x;
  741. vertexArray[ offset + 1 ] = vertex.y;
  742. vertexArray[ offset + 2 ] = vertex.z;
  743. }
  744. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
  745. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  746. }
  747. if ( dirtyColors ) {
  748. for ( c = 0; c < cl; c++ ) {
  749. color = colors[ c ];
  750. offset = c * 3;
  751. colorArray[ offset ] = color.r;
  752. colorArray[ offset + 1 ] = color.g;
  753. colorArray[ offset + 2 ] = color.b;
  754. }
  755. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLColorBuffer );
  756. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  757. }
  758. };
  759. function setParticleBuffers ( geometry, hint, object ) {
  760. var v, c, vertex, offset,
  761. vertices = geometry.vertices,
  762. vl = vertices.length,
  763. colors = geometry.colors,
  764. cl = colors.length,
  765. vertexArray = geometry.__vertexArray,
  766. colorArray = geometry.__colorArray,
  767. sortArray = geometry.__sortArray,
  768. dirtyVertices = geometry.__dirtyVertices,
  769. dirtyElements = geometry.__dirtyElements,
  770. dirtyColors = geometry.__dirtyColors;
  771. if ( object.sortParticles ) {
  772. _projScreenMatrix.multiplySelf( object.matrixWorld );
  773. for ( v = 0; v < vl; v++ ) {
  774. vertex = vertices[ v ].position;
  775. _vector3.copy( vertex );
  776. _projScreenMatrix.multiplyVector3( _vector3 );
  777. sortArray[ v ] = [ _vector3.z, v ];
  778. }
  779. sortArray.sort( function(a,b) { return b[0] - a[0]; } );
  780. for ( v = 0; v < vl; v++ ) {
  781. vertex = vertices[ sortArray[v][1] ].position;
  782. offset = v * 3;
  783. vertexArray[ offset ] = vertex.x;
  784. vertexArray[ offset + 1 ] = vertex.y;
  785. vertexArray[ offset + 2 ] = vertex.z;
  786. }
  787. for ( c = 0; c < cl; c++ ) {
  788. offset = c * 3;
  789. color = colors[ sortArray[c][1] ];
  790. colorArray[ offset ] = color.r;
  791. colorArray[ offset + 1 ] = color.g;
  792. colorArray[ offset + 2 ] = color.b;
  793. }
  794. } else {
  795. if ( dirtyVertices ) {
  796. for ( v = 0; v < vl; v++ ) {
  797. vertex = vertices[ v ].position;
  798. offset = v * 3;
  799. vertexArray[ offset ] = vertex.x;
  800. vertexArray[ offset + 1 ] = vertex.y;
  801. vertexArray[ offset + 2 ] = vertex.z;
  802. }
  803. }
  804. if ( dirtyColors ) {
  805. for ( c = 0; c < cl; c++ ) {
  806. color = colors[ c ];
  807. offset = c * 3;
  808. colorArray[ offset ] = color.r;
  809. colorArray[ offset + 1 ] = color.g;
  810. colorArray[ offset + 2 ] = color.b;
  811. }
  812. }
  813. }
  814. if ( dirtyVertices || object.sortParticles ) {
  815. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
  816. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  817. }
  818. if ( dirtyColors || object.sortParticles ) {
  819. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLColorBuffer );
  820. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  821. }
  822. };
  823. function setMaterialShaders ( material, shaders ) {
  824. material.fragmentShader = shaders.fragmentShader;
  825. material.vertexShader = shaders.vertexShader;
  826. material.uniforms = Uniforms.clone( shaders.uniforms );
  827. };
  828. function refreshUniformsCommon ( uniforms, material ) {
  829. // premultiply alpha
  830. uniforms.diffuse.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
  831. // pure color
  832. //uniforms.color.value.setHex( material.color.hex );
  833. uniforms.opacity.value = material.opacity;
  834. uniforms.map.texture = material.map;
  835. uniforms.lightMap.texture = material.lightMap;
  836. uniforms.envMap.texture = material.envMap;
  837. uniforms.reflectivity.value = material.reflectivity;
  838. uniforms.refractionRatio.value = material.refractionRatio;
  839. uniforms.combine.value = material.combine;
  840. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  841. };
  842. function refreshUniformsLine ( uniforms, material ) {
  843. uniforms.diffuse.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
  844. uniforms.opacity.value = material.opacity;
  845. };
  846. function refreshUniformsParticle ( uniforms, material ) {
  847. uniforms.psColor.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
  848. uniforms.opacity.value = material.opacity;
  849. uniforms.size.value = material.size;
  850. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  851. uniforms.map.texture = material.map;
  852. };
  853. function refreshUniformsFog ( uniforms, fog ) {
  854. uniforms.fogColor.value.setHex( fog.color.hex );
  855. if ( fog instanceof THREE.Fog ) {
  856. uniforms.fogNear.value = fog.near;
  857. uniforms.fogFar.value = fog.far;
  858. } else if ( fog instanceof THREE.FogExp2 ) {
  859. uniforms.fogDensity.value = fog.density;
  860. }
  861. };
  862. function refreshUniformsPhong ( uniforms, material ) {
  863. //uniforms.ambient.value.setHex( material.ambient.hex );
  864. //uniforms.specular.value.setHex( material.specular.hex );
  865. uniforms.ambient.value.setRGB( material.ambient.r, material.ambient.g, material.ambient.b );
  866. uniforms.specular.value.setRGB( material.specular.r, material.specular.g, material.specular.b );
  867. uniforms.shininess.value = material.shininess;
  868. };
  869. function refreshUniformsLights ( uniforms, lights ) {
  870. uniforms.enableLighting.value = lights.directional.length + lights.point.length;
  871. uniforms.ambientLightColor.value = lights.ambient;
  872. uniforms.directionalLightColor.value = lights.directional.colors;
  873. uniforms.directionalLightDirection.value = lights.directional.positions;
  874. uniforms.pointLightColor.value = lights.point.colors;
  875. uniforms.pointLightPosition.value = lights.point.positions;
  876. };
  877. this.initMaterial = function ( material, lights, fog, object ) {
  878. var u, identifiers, parameters, maxLightCount, maxBones;
  879. if ( material instanceof THREE.MeshDepthMaterial ) {
  880. setMaterialShaders( material, THREE.ShaderLib[ 'depth' ] );
  881. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  882. setMaterialShaders( material, THREE.ShaderLib[ 'normal' ] );
  883. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  884. setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );
  885. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  886. setMaterialShaders( material, THREE.ShaderLib[ 'lambert' ] );
  887. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  888. setMaterialShaders( material, THREE.ShaderLib[ 'phong' ] );
  889. } else if ( material instanceof THREE.LineBasicMaterial ) {
  890. setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );
  891. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  892. setMaterialShaders( material, THREE.ShaderLib[ 'particle_basic' ] );
  893. }
  894. // heuristics to create shader parameters according to lights in the scene
  895. // (not to blow over maxLights budget)
  896. maxLightCount = allocateLights( lights, 4 );
  897. maxBones = allocateBones( object );
  898. parameters = { fog: fog, map: material.map, envMap: material.envMap, lightMap: material.lightMap, vertexColors: material.vertexColors,
  899. skinning: material.skinning,
  900. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  901. maxBones: maxBones };
  902. material.program = buildProgram( material.fragmentShader, material.vertexShader, parameters );
  903. identifiers = [ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  904. 'cameraInverseMatrix', 'boneGlobalMatrices'
  905. ];
  906. for( u in material.uniforms ) {
  907. identifiers.push(u);
  908. }
  909. cacheUniformLocations( material.program, identifiers );
  910. cacheAttributeLocations( material.program, [ "position", "normal", "uv", "uv2", "tangent", "color",
  911. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight" ] );
  912. var attributes = material.program.attributes;
  913. _gl.enableVertexAttribArray( attributes.position );
  914. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  915. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  916. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  917. if ( material.skinning &&
  918. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  919. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  920. _gl.enableVertexAttribArray( attributes.skinVertexA );
  921. _gl.enableVertexAttribArray( attributes.skinVertexB );
  922. _gl.enableVertexAttribArray( attributes.skinIndex );
  923. _gl.enableVertexAttribArray( attributes.skinWeight );
  924. }
  925. };
  926. function setProgram ( camera, lights, fog, material, object ) {
  927. if ( !material.program ) _this.initMaterial( material, lights, fog, object );
  928. var program = material.program,
  929. p_uniforms = program.uniforms,
  930. m_uniforms = material.uniforms;
  931. if( program != _oldProgram ) {
  932. _gl.useProgram( program );
  933. _oldProgram = program;
  934. }
  935. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  936. // refresh uniforms common to several materials
  937. if ( fog && (
  938. material instanceof THREE.MeshBasicMaterial ||
  939. material instanceof THREE.MeshLambertMaterial ||
  940. material instanceof THREE.MeshPhongMaterial ||
  941. material instanceof THREE.LineBasicMaterial ||
  942. material instanceof THREE.ParticleBasicMaterial )
  943. ) {
  944. refreshUniformsFog( m_uniforms, fog );
  945. }
  946. if ( material instanceof THREE.MeshPhongMaterial ||
  947. material instanceof THREE.MeshLambertMaterial ) {
  948. setupLights( program, lights );
  949. refreshUniformsLights( m_uniforms, _lights );
  950. }
  951. if ( material instanceof THREE.MeshBasicMaterial ||
  952. material instanceof THREE.MeshLambertMaterial ||
  953. material instanceof THREE.MeshPhongMaterial ) {
  954. refreshUniformsCommon( m_uniforms, material );
  955. }
  956. // refresh single material specific uniforms
  957. if ( material instanceof THREE.LineBasicMaterial ) {
  958. refreshUniformsLine( m_uniforms, material );
  959. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  960. refreshUniformsParticle( m_uniforms, material );
  961. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  962. refreshUniformsPhong( m_uniforms, material );
  963. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  964. m_uniforms.mNear.value = camera.near;
  965. m_uniforms.mFar.value = camera.far;
  966. m_uniforms.opacity.value = material.opacity;
  967. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  968. m_uniforms.opacity.value = material.opacity;
  969. }
  970. // load common uniforms
  971. loadUniformsGeneric( program, m_uniforms );
  972. loadUniformsMatrices( p_uniforms, object );
  973. // load material specific uniforms
  974. // (shader material also gets them for the sake of genericity)
  975. if ( material instanceof THREE.MeshShaderMaterial ||
  976. material instanceof THREE.MeshPhongMaterial ||
  977. material.envMap ) {
  978. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  979. }
  980. if ( material instanceof THREE.MeshShaderMaterial ||
  981. material.envMap ||
  982. material.skinning ) {
  983. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  984. }
  985. if ( material instanceof THREE.MeshPhongMaterial ||
  986. material instanceof THREE.MeshLambertMaterial ||
  987. material instanceof THREE.MeshShaderMaterial ||
  988. material.skinning ) {
  989. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  990. }
  991. if ( material.skinning ) {
  992. loadUniformsSkinning( p_uniforms, object );
  993. }
  994. return program;
  995. };
  996. function renderBuffer ( camera, lights, fog, material, geometryGroup, object ) {
  997. var program, attributes, linewidth, primitives;
  998. program = setProgram( camera, lights, fog, material, object );
  999. attributes = program.attributes;
  1000. // vertices
  1001. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLVertexBuffer );
  1002. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1003. // colors
  1004. if ( attributes.color >= 0 ) {
  1005. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLColorBuffer );
  1006. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1007. }
  1008. // normals
  1009. if ( attributes.normal >= 0 ) {
  1010. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLNormalBuffer );
  1011. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1012. }
  1013. // tangents
  1014. if ( attributes.tangent >= 0 ) {
  1015. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLTangentBuffer );
  1016. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1017. }
  1018. // uvs
  1019. if ( attributes.uv >= 0 ) {
  1020. if ( geometryGroup.__webGLUVBuffer ) {
  1021. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLUVBuffer );
  1022. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1023. _gl.enableVertexAttribArray( attributes.uv );
  1024. } else {
  1025. _gl.disableVertexAttribArray( attributes.uv );
  1026. }
  1027. }
  1028. if ( attributes.uv2 >= 0 ) {
  1029. if ( geometryGroup.__webGLUV2Buffer ) {
  1030. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLUV2Buffer );
  1031. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1032. _gl.enableVertexAttribArray( attributes.uv2 );
  1033. } else {
  1034. _gl.disableVertexAttribArray( attributes.uv2 );
  1035. }
  1036. }
  1037. if ( material.skinning &&
  1038. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  1039. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1040. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinVertexABuffer );
  1041. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1042. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinVertexBBuffer );
  1043. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1044. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinIndicesBuffer );
  1045. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1046. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinWeightsBuffer );
  1047. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1048. }
  1049. // render mesh
  1050. if ( object instanceof THREE.Mesh ) {
  1051. // wireframe
  1052. if ( material.wireframe ) {
  1053. _gl.lineWidth( material.wireframeLinewidth );
  1054. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webGLLineBuffer );
  1055. _gl.drawElements( _gl.LINES, geometryGroup.__webGLLineCount, _gl.UNSIGNED_SHORT, 0 );
  1056. // triangles
  1057. } else {
  1058. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webGLFaceBuffer );
  1059. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1060. }
  1061. // render lines
  1062. } else if ( object instanceof THREE.Line ) {
  1063. primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1064. _gl.lineWidth( material.linewidth );
  1065. _gl.drawArrays( primitives, 0, geometryGroup.__webGLLineCount );
  1066. // render particles
  1067. } else if ( object instanceof THREE.ParticleSystem ) {
  1068. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webGLParticleCount );
  1069. // render ribbon
  1070. } else if ( object instanceof THREE.Ribbon ) {
  1071. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webGLVertexCount );
  1072. }
  1073. };
  1074. function renderBufferImmediate ( object, program ) {
  1075. if ( ! object.__webGLVertexBuffer ) object.__webGLVertexBuffer = _gl.createBuffer();
  1076. if ( ! object.__webGLNormalBuffer ) object.__webGLNormalBuffer = _gl.createBuffer();
  1077. if ( object.hasPos ) {
  1078. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLVertexBuffer );
  1079. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1080. _gl.enableVertexAttribArray( program.attributes.position );
  1081. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1082. }
  1083. if ( object.hasNormal ) {
  1084. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLNormalBuffer );
  1085. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1086. _gl.enableVertexAttribArray( program.attributes.normal );
  1087. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1088. }
  1089. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1090. object.count = 0;
  1091. };
  1092. function setObjectFaces ( object ) {
  1093. if ( _oldDoubleSided != object.doubleSided ) {
  1094. if( object.doubleSided ) {
  1095. _gl.disable( _gl.CULL_FACE );
  1096. } else {
  1097. _gl.enable( _gl.CULL_FACE );
  1098. }
  1099. _oldDoubleSided = object.doubleSided;
  1100. }
  1101. if ( _oldFlipSided != object.flipSided ) {
  1102. if( object.flipSided ) {
  1103. _gl.frontFace( _gl.CW );
  1104. } else {
  1105. _gl.frontFace( _gl.CCW );
  1106. }
  1107. _oldFlipSided = object.flipSided;
  1108. }
  1109. };
  1110. function setDepthTest ( test ) {
  1111. if ( _oldDepth != test ) {
  1112. if( test ) {
  1113. _gl.enable( _gl.DEPTH_TEST );
  1114. } else {
  1115. _gl.disable( _gl.DEPTH_TEST );
  1116. }
  1117. _oldDepth = test;
  1118. }
  1119. };
  1120. function computeFrustum ( m ) {
  1121. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  1122. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  1123. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  1124. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  1125. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  1126. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  1127. var i, plane;
  1128. for ( i = 0; i < 6; i ++ ) {
  1129. plane = _frustum[ i ];
  1130. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  1131. }
  1132. };
  1133. function isInFrustum ( object ) {
  1134. var distance, matrix = object.matrixWorld,
  1135. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  1136. for ( var i = 0; i < 6; i ++ ) {
  1137. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  1138. if ( distance <= radius ) return false;
  1139. }
  1140. return true;
  1141. };
  1142. function addToFixedArray ( where, what ) {
  1143. where.list[ where.count ] = what;
  1144. where.count += 1;
  1145. };
  1146. function unrollImmediateBufferMaterials ( globject ) {
  1147. var i, l, m, ml, material,
  1148. object = globject.object,
  1149. opaque = globject.opaque,
  1150. transparent = globject.transparent;
  1151. transparent.count = 0;
  1152. opaque.count = 0;
  1153. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1154. material = object.materials[ m ];
  1155. if ( ( material.opacity && material.opacity < 1.0 ) || material.blending != THREE.NormalBlending )
  1156. addToFixedArray( transparent, material );
  1157. else
  1158. addToFixedArray( opaque, material );
  1159. }
  1160. };
  1161. function unrollBufferMaterials ( globject ) {
  1162. var i, l, m, ml, material, meshMaterial,
  1163. object = globject.object,
  1164. buffer = globject.buffer,
  1165. opaque = globject.opaque,
  1166. transparent = globject.transparent;
  1167. transparent.count = 0;
  1168. opaque.count = 0;
  1169. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1170. meshMaterial = object.materials[ m ];
  1171. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  1172. for ( i = 0, l = buffer.materials.length; i < l; i++ ) {
  1173. material = buffer.materials[ i ];
  1174. if ( material ) {
  1175. if ( ( material.opacity && material.opacity < 1.0 ) || material.blending != THREE.NormalBlending )
  1176. addToFixedArray( transparent, material );
  1177. else
  1178. addToFixedArray( opaque, material );
  1179. }
  1180. }
  1181. } else {
  1182. material = meshMaterial;
  1183. if ( ( material.opacity && material.opacity < 1.0 ) || material.blending != THREE.NormalBlending ) {
  1184. addToFixedArray( transparent, material );
  1185. } else {
  1186. addToFixedArray( opaque, material );
  1187. }
  1188. }
  1189. }
  1190. };
  1191. function painterSort ( a, b ) {
  1192. return b.z - a.z;
  1193. };
  1194. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1195. var i, program, opaque, transparent, material,
  1196. o, ol, oil, webglObject, object, buffer,
  1197. lights = scene.lights,
  1198. fog = scene.fog,
  1199. ol;
  1200. camera.matrixAutoUpdate && camera.update();
  1201. camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  1202. camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
  1203. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  1204. computeFrustum( _projScreenMatrix );
  1205. scene.update( undefined, false, camera );
  1206. this.initWebGLObjects( scene );
  1207. setRenderTarget( renderTarget );
  1208. if ( this.autoClear || forceClear ) {
  1209. this.clear();
  1210. }
  1211. // set matrices
  1212. ol = scene.__webglObjects.length;
  1213. for ( o = 0; o < ol; o++ ) {
  1214. webglObject = scene.__webglObjects[ o ];
  1215. object = webglObject.object;
  1216. if ( object.visible ) {
  1217. if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
  1218. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1219. setupMatrices( object, camera );
  1220. unrollBufferMaterials( webglObject );
  1221. webglObject.render = true;
  1222. if ( this.sortObjects ) {
  1223. _vector3.copy( object.position );
  1224. _projScreenMatrix.multiplyVector3( _vector3 );
  1225. webglObject.z = _vector3.z;
  1226. }
  1227. } else {
  1228. webglObject.render = false;
  1229. }
  1230. } else {
  1231. webglObject.render = false;
  1232. }
  1233. }
  1234. if ( this.sortObjects ) {
  1235. scene.__webglObjects.sort( painterSort );
  1236. }
  1237. oil = scene.__webglObjectsImmediate.length;
  1238. for ( o = 0; o < oil; o++ ) {
  1239. webglObject = scene.__webglObjectsImmediate[ o ];
  1240. object = webglObject.object;
  1241. if ( object.visible ) {
  1242. if( object.matrixAutoUpdate ) {
  1243. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1244. }
  1245. setupMatrices( object, camera );
  1246. unrollImmediateBufferMaterials( webglObject );
  1247. }
  1248. }
  1249. // opaque pass
  1250. setBlending( THREE.NormalBlending );
  1251. for ( o = 0; o < ol; o++ ) {
  1252. webglObject = scene.__webglObjects[ o ];
  1253. if ( webglObject.render ) {
  1254. object = webglObject.object;
  1255. buffer = webglObject.buffer;
  1256. opaque = webglObject.opaque;
  1257. setObjectFaces( object );
  1258. for( i = 0; i < opaque.count; i++ ) {
  1259. material = opaque.list[ i ];
  1260. setDepthTest( material.depthTest );
  1261. renderBuffer( camera, lights, fog, material, buffer, object );
  1262. }
  1263. }
  1264. }
  1265. // opaque pass (immediate simulator)
  1266. for ( o = 0; o < oil; o++ ) {
  1267. webglObject = scene.__webglObjectsImmediate[ o ];
  1268. object = webglObject.object;
  1269. if ( object.visible ) {
  1270. opaque = webglObject.opaque;
  1271. setObjectFaces( object );
  1272. for( i = 0; i < opaque.count; i++ ) {
  1273. material = opaque.list[ i ];
  1274. setDepthTest( material.depthTest );
  1275. program = setProgram( camera, lights, fog, material, object );
  1276. object.render( function( object ) { renderBufferImmediate( object, program ); } );
  1277. }
  1278. }
  1279. }
  1280. // transparent pass
  1281. for ( o = 0; o < ol; o++ ) {
  1282. webglObject = scene.__webglObjects[ o ];
  1283. if ( webglObject.render ) {
  1284. object = webglObject.object;
  1285. buffer = webglObject.buffer;
  1286. transparent = webglObject.transparent;
  1287. setObjectFaces( object );
  1288. for( i = 0; i < transparent.count; i++ ) {
  1289. material = transparent.list[ i ];
  1290. setBlending( material.blending );
  1291. setDepthTest( material.depthTest );
  1292. renderBuffer( camera, lights, fog, material, buffer, object );
  1293. }
  1294. }
  1295. }
  1296. // transparent pass (immediate simulator)
  1297. for ( o = 0; o < oil; o++ ) {
  1298. webglObject = scene.__webglObjectsImmediate[ o ];
  1299. object = webglObject.object;
  1300. if ( object.visible ) {
  1301. transparent = webglObject.transparent;
  1302. setObjectFaces( object );
  1303. for( i = 0; i < transparent.count; i++ ) {
  1304. material = transparent.list[ i ];
  1305. setBlending( material.blending );
  1306. setDepthTest( material.depthTest );
  1307. program = setProgram( camera, lights, fog, material, object );
  1308. object.render( function( object ) { renderBufferImmediate( object, program ); } );
  1309. }
  1310. }
  1311. }
  1312. // Generate mipmap if we're using any kind of mipmap filtering
  1313. if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1314. updateRenderTargetMipmap( renderTarget );
  1315. }
  1316. };
  1317. function setupMatrices ( object, camera ) {
  1318. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  1319. THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  1320. };
  1321. this.initWebGLObjects = function ( scene ) {
  1322. if ( !scene.__webglObjects ) {
  1323. scene.__webglObjects = [];
  1324. scene.__webglObjectsImmediate = [];
  1325. }
  1326. while ( scene.__objectsAdded.length ) {
  1327. addObject( scene.__objectsAdded[ 0 ], scene );
  1328. scene.__objectsAdded.splice( 0, 1 );
  1329. }
  1330. while ( scene.__objectsRemoved.length ) {
  1331. removeObject( scene.__objectsRemoved[ 0 ], scene );
  1332. scene.__objectsRemoved.splice( 0, 1 );
  1333. }
  1334. // update must be called after objects adding / removal
  1335. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  1336. updateObject( scene.__webglObjects[ o ].object, scene );
  1337. }
  1338. };
  1339. function addObject ( object, scene ) {
  1340. var g, geometry, geometryGroup;
  1341. if ( object._modelViewMatrix == undefined ) {
  1342. object._modelViewMatrix = new THREE.Matrix4();
  1343. object._normalMatrixArray = new Float32Array( 9 );
  1344. object._modelViewMatrixArray = new Float32Array( 16 );
  1345. object._objectMatrixArray = new Float32Array( 16 );
  1346. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1347. }
  1348. if ( object instanceof THREE.Mesh ) {
  1349. geometry = object.geometry;
  1350. if ( geometry.geometryGroups == undefined ) {
  1351. sortFacesByMaterial( geometry );
  1352. }
  1353. // create separate VBOs per geometry chunk
  1354. for ( g in geometry.geometryGroups ) {
  1355. geometryGroup = geometry.geometryGroups[ g ];
  1356. // initialise VBO on the first access
  1357. if ( ! geometryGroup.__webGLVertexBuffer ) {
  1358. createMeshBuffers( geometryGroup );
  1359. initMeshBuffers( geometryGroup, object );
  1360. geometry.__dirtyVertices = true;
  1361. geometry.__dirtyElements = true;
  1362. geometry.__dirtyUvs = true;
  1363. geometry.__dirtyNormals = true;
  1364. geometry.__dirtyTangents = true;
  1365. geometry.__dirtyColors = true;
  1366. }
  1367. // create separate wrapper per each use of VBO
  1368. addBuffer( scene.__webglObjects, geometryGroup, object );
  1369. }
  1370. } else if ( object instanceof THREE.Ribbon ) {
  1371. geometry = object.geometry;
  1372. if( ! geometry.__webGLVertexBuffer ) {
  1373. createRibbonBuffers( geometry );
  1374. initRibbonBuffers( geometry );
  1375. geometry.__dirtyVertices = true;
  1376. geometry.__dirtyColors = true;
  1377. }
  1378. addBuffer( scene.__webglObjects, geometry, object );
  1379. } else if ( object instanceof THREE.Line ) {
  1380. geometry = object.geometry;
  1381. if( ! geometry.__webGLVertexBuffer ) {
  1382. createLineBuffers( geometry );
  1383. initLineBuffers( geometry );
  1384. geometry.__dirtyVertices = true;
  1385. geometry.__dirtyColors = true;
  1386. }
  1387. addBuffer( scene.__webglObjects, geometry, object );
  1388. } else if ( object instanceof THREE.ParticleSystem ) {
  1389. geometry = object.geometry;
  1390. if ( ! geometry.__webGLVertexBuffer ) {
  1391. createParticleBuffers( geometry );
  1392. initParticleBuffers( geometry );
  1393. geometry.__dirtyVertices = true;
  1394. geometry.__dirtyColors = true;
  1395. }
  1396. addBuffer( scene.__webglObjects, geometry, object );
  1397. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  1398. addBufferImmediate( scene.__webglObjectsImmediate, object );
  1399. }/*else if ( object instanceof THREE.Particle ) {
  1400. }*/
  1401. };
  1402. function updateObject ( object, scene ) {
  1403. var g, geometry, geometryGroup;
  1404. if ( object instanceof THREE.Mesh ) {
  1405. geometry = object.geometry;
  1406. // check all geometry groups
  1407. for ( g in geometry.geometryGroups ) {
  1408. geometryGroup = geometry.geometryGroups[ g ];
  1409. if ( geometry.__dirtyVertices || geometry.__dirtyElements ||
  1410. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  1411. geometry.__dirtyColors || geometry.__dirtyTangents ) {
  1412. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW );
  1413. }
  1414. }
  1415. geometry.__dirtyVertices = false;
  1416. geometry.__dirtyElements = false;
  1417. geometry.__dirtyUvs = false;
  1418. geometry.__dirtyNormals = false;
  1419. geometry.__dirtyTangents = false;
  1420. geometry.__dirtyColors = false;
  1421. } else if ( object instanceof THREE.Ribbon ) {
  1422. geometry = object.geometry;
  1423. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  1424. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  1425. }
  1426. geometry.__dirtyVertices = false;
  1427. geometry.__dirtyColors = false;
  1428. } else if ( object instanceof THREE.Line ) {
  1429. geometry = object.geometry;
  1430. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  1431. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  1432. }
  1433. geometry.__dirtyVertices = false;
  1434. geometry.__dirtyColors = false;
  1435. } else if ( object instanceof THREE.ParticleSystem ) {
  1436. geometry = object.geometry;
  1437. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
  1438. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  1439. }
  1440. geometry.__dirtyVertices = false;
  1441. geometry.__dirtyColors = false;
  1442. }/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  1443. // it updates itself in render callback
  1444. } else if ( object instanceof THREE.Particle ) {
  1445. }*/
  1446. };
  1447. function removeObject ( object, scene ) {
  1448. var o, ol, zobject;
  1449. for ( o = scene.__webglObjects.length - 1; o >= 0; o-- ) {
  1450. zobject = scene.__webglObjects[ o ].object;
  1451. if ( object == zobject ) {
  1452. scene.__webglObjects.splice( o, 1 );
  1453. }
  1454. }
  1455. };
  1456. function sortFacesByMaterial ( geometry ) {
  1457. // TODO
  1458. // Should optimize by grouping faces with ColorFill / ColorStroke materials
  1459. // which could then use vertex color attributes instead of each being
  1460. // in its separate VBO
  1461. var i, l, f, fl, face, material, materials, vertices, mhash, ghash, hash_map = {};
  1462. geometry.geometryGroups = {};
  1463. function materialHash( material ) {
  1464. var hash_array = [];
  1465. for ( i = 0, l = material.length; i < l; i++ ) {
  1466. if ( material[ i ] == undefined ) {
  1467. hash_array.push( "undefined" );
  1468. } else {
  1469. hash_array.push( material[ i ].id );
  1470. }
  1471. }
  1472. return hash_array.join( '_' );
  1473. }
  1474. for ( f = 0, fl = geometry.faces.length; f < fl; f++ ) {
  1475. face = geometry.faces[ f ];
  1476. materials = face.materials;
  1477. mhash = materialHash( materials );
  1478. if ( hash_map[ mhash ] == undefined ) {
  1479. hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };
  1480. }
  1481. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  1482. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  1483. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0 };
  1484. }
  1485. vertices = face instanceof THREE.Face3 ? 3 : 4;
  1486. if ( geometry.geometryGroups[ ghash ].vertices + vertices > 65535 ) {
  1487. hash_map[ mhash ].counter += 1;
  1488. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  1489. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  1490. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0 };
  1491. }
  1492. }
  1493. geometry.geometryGroups[ ghash ].faces.push( f );
  1494. geometry.geometryGroups[ ghash ].vertices += vertices;
  1495. }
  1496. };
  1497. function addBuffer ( objlist, buffer, object ) {
  1498. objlist.push( { buffer: buffer, object: object,
  1499. opaque: { list: [], count: 0 },
  1500. transparent: { list: [], count: 0 }
  1501. } );
  1502. };
  1503. function addBufferImmediate ( objlist, object ) {
  1504. objlist.push( { object: object,
  1505. opaque: { list: [], count: 0 },
  1506. transparent: { list: [], count: 0 }
  1507. } );
  1508. };
  1509. this.setFaceCulling = function ( cullFace, frontFace ) {
  1510. if ( cullFace ) {
  1511. if ( !frontFace || frontFace == "ccw" ) {
  1512. _gl.frontFace( _gl.CCW );
  1513. } else {
  1514. _gl.frontFace( _gl.CW );
  1515. }
  1516. if( cullFace == "back" ) {
  1517. _gl.cullFace( _gl.BACK );
  1518. } else if( cullFace == "front" ) {
  1519. _gl.cullFace( _gl.FRONT );
  1520. } else {
  1521. _gl.cullFace( _gl.FRONT_AND_BACK );
  1522. }
  1523. _gl.enable( _gl.CULL_FACE );
  1524. } else {
  1525. _gl.disable( _gl.CULL_FACE );
  1526. }
  1527. };
  1528. this.supportsVertexTextures = function () {
  1529. return maxVertexTextures() > 0;
  1530. };
  1531. function maxVertexTextures () {
  1532. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  1533. };
  1534. function initGL ( antialias, clearColor, clearAlpha ) {
  1535. try {
  1536. if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: antialias } ) ) ) {
  1537. throw 'Error creating WebGL context.';
  1538. }
  1539. } catch ( e ) {
  1540. console.error( e );
  1541. }
  1542. _gl.clearColor( 0, 0, 0, 1 );
  1543. _gl.clearDepth( 1 );
  1544. _gl.enable( _gl.DEPTH_TEST );
  1545. _gl.depthFunc( _gl.LEQUAL );
  1546. _gl.frontFace( _gl.CCW );
  1547. _gl.cullFace( _gl.BACK );
  1548. _gl.enable( _gl.CULL_FACE );
  1549. _gl.enable( _gl.BLEND );
  1550. _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  1551. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  1552. _cullEnabled = true;
  1553. };
  1554. function buildProgram ( fragmentShader, vertexShader, parameters ) {
  1555. var program = _gl.createProgram(),
  1556. prefix_fragment = [
  1557. "#ifdef GL_ES",
  1558. "precision highp float;",
  1559. "#endif",
  1560. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  1561. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  1562. parameters.fog ? "#define USE_FOG" : "",
  1563. parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
  1564. parameters.map ? "#define USE_MAP" : "",
  1565. parameters.envMap ? "#define USE_ENVMAP" : "",
  1566. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  1567. parameters.vertexColors ? "#define USE_COLOR" : "",
  1568. "uniform mat4 viewMatrix;",
  1569. "uniform vec3 cameraPosition;",
  1570. ""
  1571. ].join("\n"),
  1572. prefix_vertex = [
  1573. maxVertexTextures() > 0 ? "#define VERTEX_TEXTURES" : "",
  1574. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  1575. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  1576. "#define MAX_BONES " + parameters.maxBones,
  1577. parameters.map ? "#define USE_MAP" : "",
  1578. parameters.envMap ? "#define USE_ENVMAP" : "",
  1579. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  1580. parameters.vertexColors ? "#define USE_COLOR" : "",
  1581. parameters.skinning ? "#define USE_SKINNING" : "",
  1582. "uniform mat4 objectMatrix;",
  1583. "uniform mat4 modelViewMatrix;",
  1584. "uniform mat4 projectionMatrix;",
  1585. "uniform mat4 viewMatrix;",
  1586. "uniform mat3 normalMatrix;",
  1587. "uniform vec3 cameraPosition;",
  1588. "uniform mat4 cameraInverseMatrix;",
  1589. "attribute vec3 position;",
  1590. "attribute vec3 normal;",
  1591. "attribute vec3 color;",
  1592. "attribute vec2 uv;",
  1593. "attribute vec2 uv2;",
  1594. "attribute vec4 skinVertexA;",
  1595. "attribute vec4 skinVertexB;",
  1596. "attribute vec4 skinIndex;",
  1597. "attribute vec4 skinWeight;",
  1598. ""
  1599. ].join("\n");
  1600. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  1601. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  1602. _gl.linkProgram( program );
  1603. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  1604. alert( "Could not initialise shaders\n"+
  1605. "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  1606. //console.log( prefix_fragment + fragmentShader );
  1607. //console.log( prefix_vertex + vertexShader );
  1608. }
  1609. //console.log( prefix_fragment + fragmentShader );
  1610. //console.log( prefix_vertex + vertexShader );
  1611. program.uniforms = {};
  1612. program.attributes = {};
  1613. return program;
  1614. };
  1615. function loadUniformsSkinning ( uniforms, object ) {
  1616. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
  1617. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  1618. };
  1619. function loadUniformsMatrices ( uniforms, object ) {
  1620. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  1621. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  1622. };
  1623. function loadUniformsGeneric ( program, uniforms ) {
  1624. var u, uniform, value, type, location, texture;
  1625. for( u in uniforms ) {
  1626. location = program.uniforms[u];
  1627. if ( !location ) continue;
  1628. uniform = uniforms[u];
  1629. type = uniform.type;
  1630. value = uniform.value;
  1631. if( type == "i" ) {
  1632. _gl.uniform1i( location, value );
  1633. } else if( type == "f" ) {
  1634. _gl.uniform1f( location, value );
  1635. } else if( type == "fv1" ) {
  1636. _gl.uniform1fv( location, value );
  1637. } else if( type == "fv" ) {
  1638. _gl.uniform3fv( location, value );
  1639. } else if( type == "v2" ) {
  1640. _gl.uniform2f( location, value.x, value.y );
  1641. } else if( type == "v3" ) {
  1642. _gl.uniform3f( location, value.x, value.y, value.z );
  1643. } else if( type == "c" ) {
  1644. _gl.uniform3f( location, value.r, value.g, value.b );
  1645. } else if( type == "t" ) {
  1646. _gl.uniform1i( location, value );
  1647. texture = uniform.texture;
  1648. if ( !texture ) continue;
  1649. if ( texture.image instanceof Array && texture.image.length == 6 ) {
  1650. setCubeTexture( texture, value );
  1651. } else {
  1652. setTexture( texture, value );
  1653. }
  1654. }
  1655. }
  1656. };
  1657. function setBlending ( blending ) {
  1658. if ( blending != _oldBlending ) {
  1659. switch ( blending ) {
  1660. case THREE.AdditiveBlending:
  1661. _gl.blendEquation( _gl.FUNC_ADD );
  1662. _gl.blendFunc( _gl.ONE, _gl.ONE );
  1663. break;
  1664. case THREE.SubtractiveBlending:
  1665. //_gl.blendEquation( _gl.FUNC_SUBTRACT );
  1666. _gl.blendFunc( _gl.DST_COLOR, _gl.ZERO );
  1667. break;
  1668. case THREE.BillboardBlending:
  1669. _gl.blendEquation( _gl.FUNC_ADD );
  1670. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA);
  1671. break;
  1672. case THREE.ReverseSubtractiveBlending:
  1673. _gl.blendEquation( _gl.FUNC_REVERSE_SUBTRACT );
  1674. _gl.blendFunc( _gl.ONE, _gl.ONE );
  1675. break;
  1676. default:
  1677. _gl.blendEquation( _gl.FUNC_ADD );
  1678. _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  1679. break;
  1680. }
  1681. _oldBlending = blending;
  1682. }
  1683. };
  1684. function setTextureParameters ( textureType, texture, image ) {
  1685. if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
  1686. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  1687. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  1688. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  1689. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  1690. _gl.generateMipmap( textureType );
  1691. } else {
  1692. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  1693. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  1694. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  1695. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  1696. }
  1697. };
  1698. function setTexture ( texture, slot ) {
  1699. if ( texture.needsUpdate ) {
  1700. if ( !texture.__wasSetOnce ) {
  1701. texture.__webGLTexture = _gl.createTexture();
  1702. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
  1703. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  1704. texture.__wasSetOnce = true;
  1705. } else {
  1706. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
  1707. _gl.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  1708. }
  1709. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  1710. _gl.bindTexture( _gl.TEXTURE_2D, null );
  1711. texture.needsUpdate = false;
  1712. }
  1713. _gl.activeTexture( _gl.TEXTURE0 + slot );
  1714. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
  1715. };
  1716. function setCubeTexture ( texture, slot ) {
  1717. if ( texture.image.length == 6 ) {
  1718. if ( texture.needsUpdate ) {
  1719. if ( !texture.__wasSetOnce ) {
  1720. texture.image.__webGLTextureCube = _gl.createTexture();
  1721. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
  1722. for ( var i = 0; i < 6; ++i ) {
  1723. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  1724. }
  1725. texture.__wasSetOnce = true;
  1726. } else {
  1727. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
  1728. for ( var i = 0; i < 6; ++i ) {
  1729. _gl.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  1730. }
  1731. }
  1732. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[0] );
  1733. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  1734. texture.needsUpdate = false;
  1735. }
  1736. _gl.activeTexture( _gl.TEXTURE0 + slot );
  1737. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
  1738. }
  1739. };
  1740. function setRenderTarget ( renderTexture ) {
  1741. if ( renderTexture && !renderTexture.__webGLFramebuffer ) {
  1742. renderTexture.__webGLFramebuffer = _gl.createFramebuffer();
  1743. renderTexture.__webGLRenderbuffer = _gl.createRenderbuffer();
  1744. renderTexture.__webGLTexture = _gl.createTexture();
  1745. // Setup renderbuffer
  1746. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webGLRenderbuffer );
  1747. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
  1748. // Setup texture
  1749. _gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webGLTexture );
  1750. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrapS ) );
  1751. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrapT ) );
  1752. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.magFilter ) );
  1753. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.minFilter ) );
  1754. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
  1755. // Setup framebuffer
  1756. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webGLFramebuffer );
  1757. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webGLTexture, 0 );
  1758. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webGLRenderbuffer );
  1759. // Release everything
  1760. _gl.bindTexture( _gl.TEXTURE_2D, null );
  1761. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  1762. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  1763. }
  1764. var framebuffer, width, height;
  1765. if ( renderTexture ) {
  1766. framebuffer = renderTexture.__webGLFramebuffer;
  1767. width = renderTexture.width;
  1768. height = renderTexture.height;
  1769. } else {
  1770. framebuffer = null;
  1771. width = _viewportWidth;
  1772. height = _viewportHeight;
  1773. }
  1774. if( framebuffer != _oldFramebuffer ) {
  1775. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  1776. _gl.viewport( _viewportX, _viewportY, width, height );
  1777. _oldFramebuffer = framebuffer;
  1778. }
  1779. };
  1780. function updateRenderTargetMipmap ( renderTarget ) {
  1781. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webGLTexture );
  1782. _gl.generateMipmap( _gl.TEXTURE_2D );
  1783. _gl.bindTexture( _gl.TEXTURE_2D, null );
  1784. };
  1785. function cacheUniformLocations ( program, identifiers ) {
  1786. var i, l, id;
  1787. for( i = 0, l = identifiers.length; i < l; i++ ) {
  1788. id = identifiers[ i ];
  1789. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  1790. }
  1791. };
  1792. function cacheAttributeLocations ( program, identifiers ) {
  1793. var i, l, id;
  1794. for( i = 0, l = identifiers.length; i < l; i++ ) {
  1795. id = identifiers[ i ];
  1796. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  1797. }
  1798. };
  1799. function getShader ( type, string ) {
  1800. var shader;
  1801. if ( type == "fragment" ) {
  1802. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  1803. } else if ( type == "vertex" ) {
  1804. shader = _gl.createShader( _gl.VERTEX_SHADER );
  1805. }
  1806. _gl.shaderSource( shader, string );
  1807. _gl.compileShader( shader );
  1808. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  1809. alert( _gl.getShaderInfoLog( shader ) );
  1810. return null;
  1811. }
  1812. return shader;
  1813. };
  1814. // fallback filters for non-power-of-2 textures
  1815. function filterFallback ( f ) {
  1816. switch ( f ) {
  1817. case THREE.NearestFilter:
  1818. case THREE.NearestMipMapNearestFilter:
  1819. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  1820. case THREE.LinearFilter:
  1821. case THREE.LinearMipMapNearestFilter:
  1822. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR; break;
  1823. }
  1824. };
  1825. function paramThreeToGL ( p ) {
  1826. switch ( p ) {
  1827. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  1828. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  1829. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  1830. case THREE.NearestFilter: return _gl.NEAREST; break;
  1831. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  1832. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  1833. case THREE.LinearFilter: return _gl.LINEAR; break;
  1834. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  1835. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  1836. case THREE.ByteType: return _gl.BYTE; break;
  1837. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  1838. case THREE.ShortType: return _gl.SHORT; break;
  1839. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  1840. case THREE.IntType: return _gl.INT; break;
  1841. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  1842. case THREE.FloatType: return _gl.FLOAT; break;
  1843. case THREE.AlphaFormat: return _gl.ALPHA; break;
  1844. case THREE.RGBFormat: return _gl.RGB; break;
  1845. case THREE.RGBAFormat: return _gl.RGBA; break;
  1846. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  1847. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  1848. }
  1849. return 0;
  1850. };
  1851. function isPowerOfTwo ( value ) {
  1852. return ( value & ( value - 1 ) ) == 0;
  1853. };
  1854. function materialNeedsSmoothNormals ( material ) {
  1855. return material && material.shading != undefined && material.shading == THREE.SmoothShading;
  1856. };
  1857. function bufferNeedsSmoothNormals ( geometryGroup, object ) {
  1858. var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
  1859. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1860. meshMaterial = object.materials[ m ];
  1861. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  1862. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  1863. if ( materialNeedsSmoothNormals( geometryGroup.materials[ i ] ) ) {
  1864. needsSmoothNormals = true;
  1865. break;
  1866. }
  1867. }
  1868. } else {
  1869. if ( materialNeedsSmoothNormals( meshMaterial ) ) {
  1870. needsSmoothNormals = true;
  1871. break;
  1872. }
  1873. }
  1874. if ( needsSmoothNormals ) break;
  1875. }
  1876. return needsSmoothNormals;
  1877. };
  1878. function allocateBones ( object ) {
  1879. // default for when object is not specified
  1880. // ( for example when prebuilding shader
  1881. // to be used with multiple objects )
  1882. //
  1883. // - leave some extra space for other uniforms
  1884. // - limit here is ANGLE's 254 max uniform vectors
  1885. // (up to 54 should be safe)
  1886. var maxBones = 50;
  1887. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  1888. maxBones = object.bones.length;
  1889. }
  1890. return maxBones;
  1891. };
  1892. function allocateLights ( lights, maxLights ) {
  1893. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  1894. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  1895. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  1896. light = lights[ l ];
  1897. if ( light instanceof THREE.DirectionalLight ) dirLights++;
  1898. if ( light instanceof THREE.PointLight ) pointLights++;
  1899. }
  1900. if ( ( pointLights + dirLights ) <= maxLights ) {
  1901. maxDirLights = dirLights;
  1902. maxPointLights = pointLights;
  1903. } else {
  1904. maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
  1905. maxPointLights = maxLights - maxDirLights;
  1906. }
  1907. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  1908. };
  1909. /* DEBUG
  1910. function getGLParams() {
  1911. var params = {
  1912. 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
  1913. 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
  1914. 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
  1915. 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  1916. 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
  1917. 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
  1918. 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
  1919. }
  1920. return params;
  1921. };
  1922. function dumpObject( obj ) {
  1923. var p, str = "";
  1924. for ( p in obj ) {
  1925. str += p + ": " + obj[p] + "\n";
  1926. }
  1927. return str;
  1928. }
  1929. */
  1930. };
  1931. THREE.Snippets = {
  1932. // FOG
  1933. fog_pars_fragment: [
  1934. "#ifdef USE_FOG",
  1935. "uniform vec3 fogColor;",
  1936. "#ifdef FOG_EXP2",
  1937. "uniform float fogDensity;",
  1938. "#else",
  1939. "uniform float fogNear;",
  1940. "uniform float fogFar;",
  1941. "#endif",
  1942. "#endif"
  1943. ].join("\n"),
  1944. fog_fragment: [
  1945. "#ifdef USE_FOG",
  1946. "float depth = gl_FragCoord.z / gl_FragCoord.w;",
  1947. "#ifdef FOG_EXP2",
  1948. "const float LOG2 = 1.442695;",
  1949. "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
  1950. "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
  1951. "#else",
  1952. "float fogFactor = smoothstep( fogNear, fogFar, depth );",
  1953. "#endif",
  1954. "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
  1955. "#endif"
  1956. ].join("\n"),
  1957. // ENVIRONMENT MAP
  1958. envmap_pars_fragment: [
  1959. "#ifdef USE_ENVMAP",
  1960. "varying vec3 vReflect;",
  1961. "uniform float reflectivity;",
  1962. "uniform samplerCube envMap;",
  1963. "uniform int combine;",
  1964. "#endif"
  1965. ].join("\n"),
  1966. envmap_fragment: [
  1967. "#ifdef USE_ENVMAP",
  1968. "vec4 cubeColor = textureCube( envMap, vec3( -vReflect.x, vReflect.yz ) );",
  1969. "if ( combine == 1 ) {",
  1970. //"gl_FragColor = mix( gl_FragColor, cubeColor, reflectivity );",
  1971. "gl_FragColor = vec4( mix( gl_FragColor.xyz, cubeColor.xyz, reflectivity ), opacity );",
  1972. "} else {",
  1973. "gl_FragColor = gl_FragColor * cubeColor;",
  1974. "}",
  1975. "#endif"
  1976. ].join("\n"),
  1977. envmap_pars_vertex: [
  1978. "#ifdef USE_ENVMAP",
  1979. "varying vec3 vReflect;",
  1980. "uniform float refractionRatio;",
  1981. "uniform bool useRefract;",
  1982. "#endif"
  1983. ].join("\n"),
  1984. envmap_vertex : [
  1985. "#ifdef USE_ENVMAP",
  1986. "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
  1987. "vec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;",
  1988. "if ( useRefract ) {",
  1989. "vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );",
  1990. "} else {",
  1991. "vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
  1992. "}",
  1993. "#endif"
  1994. ].join("\n"),
  1995. // COLOR MAP (particles)
  1996. map_particle_pars_fragment: [
  1997. "#ifdef USE_MAP",
  1998. "uniform sampler2D map;",
  1999. "#endif"
  2000. ].join("\n"),
  2001. map_particle_fragment: [
  2002. "#ifdef USE_MAP",
  2003. "gl_FragColor = gl_FragColor * texture2D( map, gl_PointCoord );",
  2004. "#endif"
  2005. ].join("\n"),
  2006. // COLOR MAP (triangles)
  2007. map_pars_fragment: [
  2008. "#ifdef USE_MAP",
  2009. "varying vec2 vUv;",
  2010. "uniform sampler2D map;",
  2011. "#endif"
  2012. ].join("\n"),
  2013. map_pars_vertex: [
  2014. "#ifdef USE_MAP",
  2015. "varying vec2 vUv;",
  2016. "#endif"
  2017. ].join("\n"),
  2018. map_fragment: [
  2019. "#ifdef USE_MAP",
  2020. "gl_FragColor = gl_FragColor * texture2D( map, vUv );",
  2021. "#endif"
  2022. ].join("\n"),
  2023. map_vertex: [
  2024. "#ifdef USE_MAP",
  2025. "vUv = uv;",
  2026. "#endif"
  2027. ].join("\n"),
  2028. // LIGHT MAP
  2029. lightmap_pars_fragment: [
  2030. "#ifdef USE_LIGHTMAP",
  2031. "varying vec2 vUv2;",
  2032. "uniform sampler2D lightMap;",
  2033. "#endif"
  2034. ].join("\n"),
  2035. lightmap_pars_vertex: [
  2036. "#ifdef USE_LIGHTMAP",
  2037. "varying vec2 vUv2;",
  2038. "#endif"
  2039. ].join("\n"),
  2040. lightmap_fragment: [
  2041. "#ifdef USE_LIGHTMAP",
  2042. "gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
  2043. "#endif"
  2044. ].join("\n"),
  2045. lightmap_vertex: [
  2046. "#ifdef USE_LIGHTMAP",
  2047. "vUv2 = uv2;",
  2048. "#endif"
  2049. ].join("\n"),
  2050. lights_pars_vertex: [
  2051. "uniform bool enableLighting;",
  2052. "uniform vec3 ambientLightColor;",
  2053. "#if MAX_DIR_LIGHTS > 0",
  2054. "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  2055. "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  2056. "#endif",
  2057. "#if MAX_POINT_LIGHTS > 0",
  2058. "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  2059. "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  2060. "#ifdef PHONG",
  2061. "varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];",
  2062. "#endif",
  2063. "#endif"
  2064. ].join("\n"),
  2065. // LIGHTS
  2066. lights_vertex: [
  2067. "if ( !enableLighting ) {",
  2068. "vLightWeighting = vec3( 1.0 );",
  2069. "} else {",
  2070. "vLightWeighting = ambientLightColor;",
  2071. "#if MAX_DIR_LIGHTS > 0",
  2072. "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  2073. "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  2074. "float directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );",
  2075. "vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;",
  2076. "}",
  2077. "#endif",
  2078. "#if MAX_POINT_LIGHTS > 0",
  2079. "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
  2080. "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  2081. "vec3 pointLightVector = normalize( lPosition.xyz - mvPosition.xyz );",
  2082. "float pointLightWeighting = max( dot( transformedNormal, pointLightVector ), 0.0 );",
  2083. "vLightWeighting += pointLightColor[ i ] * pointLightWeighting;",
  2084. "#ifdef PHONG",
  2085. "vPointLightVector[ i ] = pointLightVector;",
  2086. "#endif",
  2087. "}",
  2088. "#endif",
  2089. "}"
  2090. ].join("\n"),
  2091. lights_pars_fragment: [
  2092. "#if MAX_DIR_LIGHTS > 0",
  2093. "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  2094. "#endif",
  2095. "#if MAX_POINT_LIGHTS > 0",
  2096. "varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];",
  2097. "#endif",
  2098. "varying vec3 vViewPosition;",
  2099. "varying vec3 vNormal;"
  2100. ].join("\n"),
  2101. lights_fragment: [
  2102. "vec3 normal = normalize( vNormal );",
  2103. "vec3 viewPosition = normalize( vViewPosition );",
  2104. "vec4 mColor = vec4( diffuse, opacity );",
  2105. "vec4 mSpecular = vec4( specular, opacity );",
  2106. "#if MAX_POINT_LIGHTS > 0",
  2107. "vec4 pointDiffuse = vec4( 0.0 );",
  2108. "vec4 pointSpecular = vec4( 0.0 );",
  2109. "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
  2110. "vec3 pointVector = normalize( vPointLightVector[ i ] );",
  2111. "vec3 pointHalfVector = normalize( vPointLightVector[ i ] + vViewPosition );",
  2112. "float pointDotNormalHalf = dot( normal, pointHalfVector );",
  2113. "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
  2114. "float pointSpecularWeight = 0.0;",
  2115. "if ( pointDotNormalHalf >= 0.0 )",
  2116. "pointSpecularWeight = pow( pointDotNormalHalf, shininess );",
  2117. "pointDiffuse += mColor * pointDiffuseWeight;",
  2118. "pointSpecular += mSpecular * pointSpecularWeight;",
  2119. "}",
  2120. "#endif",
  2121. "#if MAX_DIR_LIGHTS > 0",
  2122. "vec4 dirDiffuse = vec4( 0.0 );",
  2123. "vec4 dirSpecular = vec4( 0.0 );" ,
  2124. "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  2125. "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  2126. "vec3 dirVector = normalize( lDirection.xyz );",
  2127. "vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );",
  2128. "float dirDotNormalHalf = dot( normal, dirHalfVector );",
  2129. "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  2130. "float dirSpecularWeight = 0.0;",
  2131. "if ( dirDotNormalHalf >= 0.0 )",
  2132. "dirSpecularWeight = pow( dirDotNormalHalf, shininess );",
  2133. "dirDiffuse += mColor * dirDiffuseWeight;",
  2134. "dirSpecular += mSpecular * dirSpecularWeight;",
  2135. "}",
  2136. "#endif",
  2137. "vec4 totalLight = vec4( ambient, opacity );",
  2138. "#if MAX_DIR_LIGHTS > 0",
  2139. "totalLight += dirDiffuse + dirSpecular;",
  2140. "#endif",
  2141. "#if MAX_POINT_LIGHTS > 0",
  2142. "totalLight += pointDiffuse + pointSpecular;",
  2143. "#endif",
  2144. "gl_FragColor = gl_FragColor * totalLight;"
  2145. ].join("\n"),
  2146. // VERTEX COLORS
  2147. color_pars_fragment: [
  2148. "#ifdef USE_COLOR",
  2149. "varying vec3 vColor;",
  2150. "#endif"
  2151. ].join("\n"),
  2152. color_fragment: [
  2153. "#ifdef USE_COLOR",
  2154. "gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
  2155. "#endif"
  2156. ].join("\n"),
  2157. color_pars_vertex: [
  2158. "#ifdef USE_COLOR",
  2159. "varying vec3 vColor;",
  2160. "#endif"
  2161. ].join("\n"),
  2162. color_vertex: [
  2163. "#ifdef USE_COLOR",
  2164. "vColor = color;",
  2165. "#endif"
  2166. ].join("\n"),
  2167. // skinning
  2168. skinning_pars_vertex: [
  2169. "#ifdef USE_SKINNING",
  2170. "uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
  2171. "#endif"
  2172. ].join("\n"),
  2173. skinning_vertex: [
  2174. "#ifdef USE_SKINNING",
  2175. "gl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;",
  2176. "gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;",
  2177. // this doesn't work, no idea why
  2178. //"gl_Position = projectionMatrix * cameraInverseMatrix * objectMatrix * gl_Position;",
  2179. "gl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;",
  2180. "#else",
  2181. "gl_Position = projectionMatrix * mvPosition;",
  2182. "#endif"
  2183. ].join("\n")
  2184. };
  2185. THREE.UniformsLib = {
  2186. common: {
  2187. "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  2188. "opacity" : { type: "f", value: 1.0 },
  2189. "map" : { type: "t", value: 0, texture: null },
  2190. "lightMap" : { type: "t", value: 2, texture: null },
  2191. "envMap" : { type: "t", value: 1, texture: null },
  2192. "useRefract" : { type: "i", value: 0 },
  2193. "reflectivity" : { type: "f", value: 1.0 },
  2194. "refractionRatio": { type: "f", value: 0.98 },
  2195. "combine" : { type: "i", value: 0 },
  2196. "fogDensity": { type: "f", value: 0.00025 },
  2197. "fogNear" : { type: "f", value: 1 },
  2198. "fogFar" : { type: "f", value: 2000 },
  2199. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  2200. },
  2201. lights: {
  2202. "enableLighting" : { type: "i", value: 1 },
  2203. "ambientLightColor" : { type: "fv", value: [] },
  2204. "directionalLightDirection" : { type: "fv", value: [] },
  2205. "directionalLightColor" : { type: "fv", value: [] },
  2206. "pointLightPosition" : { type: "fv", value: [] },
  2207. "pointLightColor" : { type: "fv", value: [] }
  2208. },
  2209. particle: {
  2210. "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  2211. "opacity" : { type: "f", value: 1.0 },
  2212. "size" : { type: "f", value: 1.0 },
  2213. "scale" : { type: "f", value: 1.0 },
  2214. "map" : { type: "t", value: 0, texture: null },
  2215. "fogDensity": { type: "f", value: 0.00025 },
  2216. "fogNear" : { type: "f", value: 1 },
  2217. "fogFar" : { type: "f", value: 2000 },
  2218. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  2219. }
  2220. };
  2221. THREE.ShaderLib = {
  2222. 'depth': {
  2223. uniforms: { "mNear": { type: "f", value: 1.0 },
  2224. "mFar" : { type: "f", value: 2000.0 },
  2225. "opacity" : { type: "f", value: 1.0 }
  2226. },
  2227. fragmentShader: [
  2228. "uniform float mNear;",
  2229. "uniform float mFar;",
  2230. "uniform float opacity;",
  2231. "void main() {",
  2232. "float depth = gl_FragCoord.z / gl_FragCoord.w;",
  2233. "float color = 1.0 - smoothstep( mNear, mFar, depth );",
  2234. "gl_FragColor = vec4( vec3( color ), opacity );",
  2235. "}"
  2236. ].join("\n"),
  2237. vertexShader: [
  2238. "void main() {",
  2239. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  2240. "}"
  2241. ].join("\n")
  2242. },
  2243. 'normal': {
  2244. uniforms: { "opacity" : { type: "f", value: 1.0 } },
  2245. fragmentShader: [
  2246. "uniform float opacity;",
  2247. "varying vec3 vNormal;",
  2248. "void main() {",
  2249. "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  2250. "}"
  2251. ].join("\n"),
  2252. vertexShader: [
  2253. "varying vec3 vNormal;",
  2254. "void main() {",
  2255. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  2256. "vNormal = normalize( normalMatrix * normal );",
  2257. "gl_Position = projectionMatrix * mvPosition;",
  2258. "}"
  2259. ].join("\n")
  2260. },
  2261. 'basic': {
  2262. uniforms: THREE.UniformsLib[ "common" ],
  2263. fragmentShader: [
  2264. "uniform vec3 diffuse;",
  2265. "uniform float opacity;",
  2266. THREE.Snippets[ "color_pars_fragment" ],
  2267. THREE.Snippets[ "map_pars_fragment" ],
  2268. THREE.Snippets[ "lightmap_pars_fragment" ],
  2269. THREE.Snippets[ "envmap_pars_fragment" ],
  2270. THREE.Snippets[ "fog_pars_fragment" ],
  2271. "void main() {",
  2272. "gl_FragColor = vec4( diffuse, opacity );",
  2273. THREE.Snippets[ "map_fragment" ],
  2274. THREE.Snippets[ "lightmap_fragment" ],
  2275. THREE.Snippets[ "color_fragment" ],
  2276. THREE.Snippets[ "envmap_fragment" ],
  2277. THREE.Snippets[ "fog_fragment" ],
  2278. "}"
  2279. ].join("\n"),
  2280. vertexShader: [
  2281. THREE.Snippets[ "map_pars_vertex" ],
  2282. THREE.Snippets[ "lightmap_pars_vertex" ],
  2283. THREE.Snippets[ "envmap_pars_vertex" ],
  2284. THREE.Snippets[ "color_pars_vertex" ],
  2285. THREE.Snippets[ "skinning_pars_vertex" ],
  2286. "void main() {",
  2287. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  2288. THREE.Snippets[ "map_vertex" ],
  2289. THREE.Snippets[ "lightmap_vertex" ],
  2290. THREE.Snippets[ "envmap_vertex" ],
  2291. THREE.Snippets[ "color_vertex" ],
  2292. THREE.Snippets[ "skinning_vertex" ],
  2293. "}"
  2294. ].join("\n")
  2295. },
  2296. 'lambert': {
  2297. uniforms: Uniforms.merge( [ THREE.UniformsLib[ "common" ],
  2298. THREE.UniformsLib[ "lights" ] ] ),
  2299. fragmentShader: [
  2300. "uniform vec3 diffuse;",
  2301. "uniform float opacity;",
  2302. "varying vec3 vLightWeighting;",
  2303. THREE.Snippets[ "color_pars_fragment" ],
  2304. THREE.Snippets[ "map_pars_fragment" ],
  2305. THREE.Snippets[ "lightmap_pars_fragment" ],
  2306. THREE.Snippets[ "envmap_pars_fragment" ],
  2307. THREE.Snippets[ "fog_pars_fragment" ],
  2308. "void main() {",
  2309. "gl_FragColor = vec4( diffuse, opacity );",
  2310. "gl_FragColor = gl_FragColor * vec4( vLightWeighting, 1.0 );",
  2311. THREE.Snippets[ "map_fragment" ],
  2312. THREE.Snippets[ "lightmap_fragment" ],
  2313. THREE.Snippets[ "color_fragment" ],
  2314. THREE.Snippets[ "envmap_fragment" ],
  2315. THREE.Snippets[ "fog_fragment" ],
  2316. "}"
  2317. ].join("\n"),
  2318. vertexShader: [
  2319. "varying vec3 vLightWeighting;",
  2320. THREE.Snippets[ "map_pars_vertex" ],
  2321. THREE.Snippets[ "lightmap_pars_vertex" ],
  2322. THREE.Snippets[ "envmap_pars_vertex" ],
  2323. THREE.Snippets[ "lights_pars_vertex" ],
  2324. THREE.Snippets[ "color_pars_vertex" ],
  2325. THREE.Snippets[ "skinning_pars_vertex" ],
  2326. "void main() {",
  2327. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  2328. THREE.Snippets[ "map_vertex" ],
  2329. THREE.Snippets[ "lightmap_vertex" ],
  2330. THREE.Snippets[ "envmap_vertex" ],
  2331. THREE.Snippets[ "color_vertex" ],
  2332. "vec3 transformedNormal = normalize( normalMatrix * normal );",
  2333. THREE.Snippets[ "lights_vertex" ],
  2334. THREE.Snippets[ "skinning_vertex" ],
  2335. "}"
  2336. ].join("\n")
  2337. },
  2338. 'phong': {
  2339. uniforms: Uniforms.merge( [ THREE.UniformsLib[ "common" ],
  2340. THREE.UniformsLib[ "lights" ],
  2341. { "ambient" : { type: "c", value: new THREE.Color( 0x050505 ) },
  2342. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  2343. "shininess": { type: "f", value: 30 }
  2344. }
  2345. ] ),
  2346. fragmentShader: [
  2347. "uniform vec3 diffuse;",
  2348. "uniform float opacity;",
  2349. "uniform vec3 ambient;",
  2350. "uniform vec3 specular;",
  2351. "uniform float shininess;",
  2352. "varying vec3 vLightWeighting;",
  2353. THREE.Snippets[ "color_pars_fragment" ],
  2354. THREE.Snippets[ "map_pars_fragment" ],
  2355. THREE.Snippets[ "lightmap_pars_fragment" ],
  2356. THREE.Snippets[ "envmap_pars_fragment" ],
  2357. THREE.Snippets[ "fog_pars_fragment" ],
  2358. THREE.Snippets[ "lights_pars_fragment" ],
  2359. "void main() {",
  2360. "gl_FragColor = vec4( vLightWeighting, 1.0 );",
  2361. THREE.Snippets[ "lights_fragment" ],
  2362. THREE.Snippets[ "map_fragment" ],
  2363. THREE.Snippets[ "lightmap_fragment" ],
  2364. THREE.Snippets[ "color_fragment" ],
  2365. THREE.Snippets[ "envmap_fragment" ],
  2366. THREE.Snippets[ "fog_fragment" ],
  2367. "}"
  2368. ].join("\n"),
  2369. vertexShader: [
  2370. "#define PHONG",
  2371. "varying vec3 vLightWeighting;",
  2372. "varying vec3 vViewPosition;",
  2373. "varying vec3 vNormal;",
  2374. THREE.Snippets[ "map_pars_vertex" ],
  2375. THREE.Snippets[ "lightmap_pars_vertex" ],
  2376. THREE.Snippets[ "envmap_pars_vertex" ],
  2377. THREE.Snippets[ "lights_pars_vertex" ],
  2378. THREE.Snippets[ "color_pars_vertex" ],
  2379. THREE.Snippets[ "skinning_pars_vertex" ],
  2380. "void main() {",
  2381. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  2382. THREE.Snippets[ "map_vertex" ],
  2383. THREE.Snippets[ "lightmap_vertex" ],
  2384. THREE.Snippets[ "envmap_vertex" ],
  2385. THREE.Snippets[ "color_vertex" ],
  2386. "#ifndef USE_ENVMAP",
  2387. "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
  2388. "#endif",
  2389. "vViewPosition = cameraPosition - mPosition.xyz;",
  2390. "vec3 transformedNormal = normalize( normalMatrix * normal );",
  2391. "vNormal = transformedNormal;",
  2392. THREE.Snippets[ "lights_vertex" ],
  2393. THREE.Snippets[ "skinning_vertex" ],
  2394. "}"
  2395. ].join("\n")
  2396. },
  2397. 'particle_basic': {
  2398. uniforms: THREE.UniformsLib[ "particle" ],
  2399. fragmentShader: [
  2400. "uniform vec3 psColor;",
  2401. "uniform float opacity;",
  2402. THREE.Snippets[ "color_pars_fragment" ],
  2403. THREE.Snippets[ "map_particle_pars_fragment" ],
  2404. THREE.Snippets[ "fog_pars_fragment" ],
  2405. "void main() {",
  2406. "gl_FragColor = vec4( psColor, opacity );",
  2407. THREE.Snippets[ "map_particle_fragment" ],
  2408. THREE.Snippets[ "color_fragment" ],
  2409. THREE.Snippets[ "fog_fragment" ],
  2410. "}"
  2411. ].join("\n"),
  2412. vertexShader: [
  2413. "uniform float size;",
  2414. "uniform float scale;",
  2415. THREE.Snippets[ "color_pars_vertex" ],
  2416. "void main() {",
  2417. THREE.Snippets[ "color_vertex" ],
  2418. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  2419. "gl_Position = projectionMatrix * mvPosition;",
  2420. "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  2421. "}"
  2422. ].join("\n")
  2423. }
  2424. };