WebGLRenderer2.js 78 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. * @author gero3 / https://github.com/gero3/
  7. */
  8. THREE.WebGLRenderer = function ( parameters ) {
  9. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  10. parameters = parameters || {};
  11. var info = {
  12. memory: {
  13. programs: 0,
  14. geometries: 0,
  15. textures: 0
  16. },
  17. render: {
  18. calls: 0,
  19. vertices: 0,
  20. faces: 0,
  21. points: 0
  22. }
  23. };
  24. var renderer = new THREE.WebGLRenderer.LowLevelRenderer(parameters);
  25. var meshRenderer = new THREE.WebGLRenderer.MeshRenderer(renderer, info);
  26. var particleRenderer = new THREE.WebGLRenderer.ParticleRenderer(renderer, info);
  27. var lineRenderer = new THREE.WebGLRenderer.LineRenderer(renderer, info);
  28. var ribbonRenderer = new THREE.WebGLRenderer.RibbonRenderer(renderer, info);
  29. var shaderBuilder = new THREE.WebGLRenderer.ShaderBuilder(renderer, info);
  30. // clearing
  31. this.autoClear = true;
  32. this.autoClearColor = true;
  33. this.autoClearDepth = true;
  34. this.autoClearStencil = true;
  35. // scene graph
  36. this.sortObjects = true;
  37. this.autoUpdateObjects = true;
  38. // physically based shading
  39. this.gammaInput = false;
  40. this.gammaOutput = false;
  41. this.physicallyBasedShading = false;
  42. // shadow map
  43. this.shadowMapEnabled = false;
  44. this.shadowMapAutoUpdate = true;
  45. this.shadowMapType = THREE.PCFShadowMap;
  46. this.shadowMapCullFace = THREE.CullFaceFront;
  47. this.shadowMapDebug = false;
  48. this.shadowMapCascade = false;
  49. // morphs
  50. this.maxMorphTargets = 8;
  51. this.maxMorphNormals = 4;
  52. // flags
  53. this.autoScaleCubemaps = true;
  54. // custom render plugins
  55. this.renderPluginsPre = [];
  56. this.renderPluginsPost = [];
  57. // info
  58. this.info = info;
  59. // internal properties
  60. var _this = this,
  61. // internal state cache
  62. _currentProgram = null,
  63. _currentFramebuffer = null,
  64. _currentMaterialId = -1,
  65. _currentGeometryGroupHash = null,
  66. _currentCamera = null,
  67. _geometryGroupCounter = 0,
  68. _usedTextureUnits = 0,
  69. // GL state
  70. _viewportX = 0,
  71. _viewportY = 0,
  72. _viewportWidth = 0,
  73. _viewportHeight = 0,
  74. _currentWidth = 0,
  75. _currentHeight = 0,
  76. _enabledAttributes = {},
  77. // frustum
  78. _frustum = new THREE.Frustum(),
  79. // camera matrices cache
  80. _projScreenMatrix = new THREE.Matrix4(),
  81. _projScreenMatrixPS = new THREE.Matrix4(),
  82. _vector3 = new THREE.Vector3(),
  83. // light arrays cache
  84. _direction = new THREE.Vector3(),
  85. _lightsNeedUpdate = true,
  86. _lights = {
  87. ambient: [ 0, 0, 0 ],
  88. directional: { length: 0, colors: [], positions: [] },
  89. point: { length: 0, colors: [], positions: [], distances: [] },
  90. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] },
  91. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  92. };
  93. // initialize
  94. this.context = renderer.getContext();
  95. this.domElement = renderer.getDomElement();
  96. this.getPrecision = renderer.getPrecision;
  97. // low level API
  98. this.getPrecision = renderer.getPrecision;
  99. this.getContext = renderer.getContext;
  100. this.supportsVertexTextures = renderer.supportsVertexTextures;
  101. this.supportsFloatTextures = renderer.supportsFloatTextures;
  102. this.supportsStandardDerivatives = renderer.supportsStandardDerivatives;
  103. this.supportsCompressedTextureS3TC = renderer.supportsCompressedTextureS3TC;
  104. this.getMaxAnisotropy = renderer.getMaxAnisotropy;
  105. this.setSize = renderer.setSize;
  106. this.setViewport = renderer.setViewport;
  107. this.setScissor = renderer.setScissor;
  108. this.enableScissorTest = renderer.enableScissorTest;
  109. this.setDepthWrite = renderer.setDepthWrite;
  110. this.setDepthTest = renderer.setDepthTest;
  111. this.setRenderTarget = renderer.setRenderTarget;
  112. this.setBlending = renderer.setBlending;
  113. this.setTexture = renderer.setTexture;
  114. this.setMaterialFaces = renderer.setMaterialFaces;
  115. this.setFaceCulling = renderer.setFaceCulling;
  116. // Clearing
  117. this.setClearColorHex = renderer.setClearColorHex;
  118. this.setClearColor = renderer.setClearColor;
  119. this.getClearColor = renderer.getClearColor;
  120. this.getClearAlpha = renderer.getClearAlpha;
  121. this.clear = renderer.clear;
  122. this.clearTarget = renderer.clearTarget;
  123. // Plugins
  124. this.addPostPlugin = function ( plugin ) {
  125. plugin.init( this );
  126. this.renderPluginsPost.push( plugin );
  127. };
  128. this.addPrePlugin = function ( plugin ) {
  129. plugin.init( this );
  130. this.renderPluginsPre.push( plugin );
  131. };
  132. // Rendering
  133. this.updateShadowMap = function ( scene, camera ) {
  134. _currentProgram = null;
  135. _currentGeometryGroupHash = -1;
  136. _currentMaterialId = -1;
  137. _lightsNeedUpdate = true;
  138. renderer.resetState();
  139. this.shadowMapPlugin.update( scene, camera );
  140. };
  141. // Events
  142. var onGeometryDispose = function ( event ) {
  143. var geometry = event.target;
  144. geometry.removeEventListener( 'dispose', onGeometryDispose );
  145. deallocateGeometry( geometry );
  146. _this.info.memory.geometries --;
  147. };
  148. var onTextureDispose = function ( event ) {
  149. var texture = event.target;
  150. texture.removeEventListener( 'dispose', onTextureDispose );
  151. deallocateTexture( texture );
  152. _this.info.memory.textures --;
  153. };
  154. var onRenderTargetDispose = function ( event ) {
  155. var renderTarget = event.target;
  156. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  157. deallocateRenderTarget( renderTarget );
  158. _this.info.memory.textures --;
  159. };
  160. var onMaterialDispose = function ( event ) {
  161. var material = event.target;
  162. material.removeEventListener( 'dispose', onMaterialDispose );
  163. deallocateMaterial( material );
  164. };
  165. // Buffer deallocation
  166. var deallocateGeometry = function ( geometry ) {
  167. var m,ml;
  168. geometry.__webglInit = undefined;
  169. if ( geometry.__webglVertexBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglVertexBuffer );
  170. if ( geometry.__webglNormalBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglNormalBuffer );
  171. if ( geometry.__webglTangentBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglTangentBuffer );
  172. if ( geometry.__webglColorBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglColorBuffer );
  173. if ( geometry.__webglUVBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglUVBuffer );
  174. if ( geometry.__webglUV2Buffer !== undefined ) renderer.deleteBuffer( geometry.__webglUV2Buffer );
  175. if ( geometry.__webglSkinIndicesBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglSkinIndicesBuffer );
  176. if ( geometry.__webglSkinWeightsBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglSkinWeightsBuffer );
  177. if ( geometry.__webglFaceBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglFaceBuffer );
  178. if ( geometry.__webglLineBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglLineBuffer );
  179. if ( geometry.__webglLineDistanceBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglLineDistanceBuffer );
  180. // geometry groups
  181. if ( geometry.geometryGroups !== undefined ) {
  182. for ( var g in geometry.geometryGroups ) {
  183. var geometryGroup = geometry.geometryGroups[ g ];
  184. if ( geometryGroup.numMorphTargets !== undefined ) {
  185. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  186. renderer.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  187. }
  188. }
  189. if ( geometryGroup.numMorphNormals !== undefined ) {
  190. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  191. renderer.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  192. }
  193. }
  194. deleteCustomAttributesBuffers( geometryGroup );
  195. }
  196. }
  197. deleteCustomAttributesBuffers( geometry );
  198. };
  199. var deallocateTexture = function ( texture ) {
  200. if ( texture.image && texture.image.__webglTextureCube ) {
  201. // cube texture
  202. renderer.deleteTexture( texture.image.__webglTextureCube );
  203. } else {
  204. // 2D texture
  205. if ( ! texture.__webglInit ) return;
  206. texture.__webglInit = false;
  207. renderer.deleteTexture( texture.__webglTexture );
  208. }
  209. };
  210. var deallocateRenderTarget = function ( renderTarget ) {
  211. if ( !renderTarget || ! renderTarget.__webglTexture ) return;
  212. renderer.deleteTexture( renderTarget.__webglTexture );
  213. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  214. for ( var i = 0; i < 6; i ++ ) {
  215. renderer.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  216. renderer.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  217. }
  218. } else {
  219. renderer.deleteFramebuffer( renderTarget.__webglFramebuffer );
  220. renderer.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  221. }
  222. };
  223. var deallocateMaterial = function ( material ) {
  224. var program = material.program;
  225. if ( program === undefined ) return;
  226. material.program = undefined;
  227. // only deallocate GL program if this was the last use of shared program
  228. // assumed there is only single copy of any program in the _programs list
  229. // (that's how it's constructed)
  230. shaderBuilder.removeProgram(program)
  231. };
  232. function deleteCustomAttributesBuffers( geometry ) {
  233. if ( geometry.__webglCustomAttributesList ) {
  234. for ( var id in geometry.__webglCustomAttributesList ) {
  235. renderer.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
  236. }
  237. }
  238. };
  239. // Buffer initialization
  240. function initCustomAttributes ( geometry, object ) {
  241. var nvertices = geometry.vertices.length;
  242. var material = object.material;
  243. if ( material.attributes ) {
  244. if ( geometry.__webglCustomAttributesList === undefined ) {
  245. geometry.__webglCustomAttributesList = [];
  246. }
  247. for ( var a in material.attributes ) {
  248. var attribute = material.attributes[ a ];
  249. if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  250. attribute.__webglInitialized = true;
  251. var size = 1; // "f" and "i"
  252. if ( attribute.type === "v2" ) size = 2;
  253. else if ( attribute.type === "v3" ) size = 3;
  254. else if ( attribute.type === "v4" ) size = 4;
  255. else if ( attribute.type === "c" ) size = 3;
  256. attribute.size = size;
  257. attribute.array = new Float32Array( nvertices * size );
  258. attribute.buffer = renderer.createBuffer();
  259. attribute.buffer.belongsToAttribute = a;
  260. attribute.needsUpdate = true;
  261. }
  262. geometry.__webglCustomAttributesList.push( attribute );
  263. }
  264. }
  265. };
  266. function getBufferMaterial( object, geometryGroup ) {
  267. return object.material instanceof THREE.MeshFaceMaterial
  268. ? object.material.materials[ geometryGroup.materialIndex ]
  269. : object.material;
  270. };
  271. //
  272. function initDirectBuffers( geometry ) {
  273. var a, attribute;
  274. for ( a in geometry.attributes ) {
  275. attribute = geometry.attributes[ a ];
  276. if ( attribute.numItems === undefined ) {
  277. attribute.numItems = attribute.array.length;
  278. }
  279. attribute.buffer = renderer.createBuffer();
  280. if ( a === "index" ) {
  281. renderer.setStaticIndexBuffer(attribute.buffer,attribute.array);
  282. } else {
  283. renderer.setStaticArrayBuffer(attribute.buffer,attribute.array);
  284. }
  285. }
  286. };
  287. // Buffer setting
  288. function setDirectBuffers ( geometry, dispose ) {
  289. var attributes = geometry.attributes;
  290. var attributeName, attributeItem;
  291. for ( attributeName in attributes ) {
  292. attributeItem = attributes[ attributeName ];
  293. if ( attributeItem.needsUpdate ) {
  294. if ( attributeName === 'index' ) {
  295. renderer.setDynamicIndexBuffer( attributeItem.buffer, attributeItem.array );
  296. } else {
  297. renderer.setDynamicArrayBuffer( attributeItem.buffer, attributeItem.array );
  298. }
  299. attributeItem.needsUpdate = false;
  300. }
  301. if ( dispose && ! attributeItem.dynamic ) {
  302. delete attributeItem.array;
  303. }
  304. }
  305. };
  306. // Buffer rendering
  307. this.renderBufferImmediate = function ( object, program, material ) {
  308. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = renderer.createBuffer();
  309. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = renderer.createBuffer();
  310. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = renderer.createBuffer();
  311. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = renderer.createBuffer();
  312. if ( object.hasPositions ) {
  313. renderer.setDynamicArrayBuffer( object.__webglVertexBuffer, object.positionArray);
  314. renderer.setFloatAttribute(program.attributes.position, object.__webglVertexBuffer, 3, 0);
  315. }
  316. if ( object.hasNormals ) {
  317. if ( material.shading === THREE.FlatShading ) {
  318. var nx, ny, nz,
  319. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  320. normalArray,
  321. i, il = object.count * 3;
  322. for( i = 0; i < il; i += 9 ) {
  323. normalArray = object.normalArray;
  324. nax = normalArray[ i ];
  325. nay = normalArray[ i + 1 ];
  326. naz = normalArray[ i + 2 ];
  327. nbx = normalArray[ i + 3 ];
  328. nby = normalArray[ i + 4 ];
  329. nbz = normalArray[ i + 5 ];
  330. ncx = normalArray[ i + 6 ];
  331. ncy = normalArray[ i + 7 ];
  332. ncz = normalArray[ i + 8 ];
  333. nx = ( nax + nbx + ncx ) / 3;
  334. ny = ( nay + nby + ncy ) / 3;
  335. nz = ( naz + nbz + ncz ) / 3;
  336. normalArray[ i ] = nx;
  337. normalArray[ i + 1 ] = ny;
  338. normalArray[ i + 2 ] = nz;
  339. normalArray[ i + 3 ] = nx;
  340. normalArray[ i + 4 ] = ny;
  341. normalArray[ i + 5 ] = nz;
  342. normalArray[ i + 6 ] = nx;
  343. normalArray[ i + 7 ] = ny;
  344. normalArray[ i + 8 ] = nz;
  345. }
  346. }
  347. renderer.setDynamicArrayBuffer( object.__webglNormalBuffer, object.normalArray);
  348. renderer.setFloatAttribute(program.attributes.normal, object.__webglNormalBuffer, 3, 0);
  349. }
  350. if ( object.hasUvs && material.map ) {
  351. renderer.setDynamicArrayBuffer( object.__webglUvBuffer, object.uvArray);
  352. renderer.setFloatAttribute(program.attributes.uv, object.__webglUvBuffer, 2, 0);
  353. }
  354. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  355. renderer.setDynamicArrayBuffer( object.__webglColorBuffer, object.colorArray);
  356. renderer.setFloatAttribute(program.attributes.color, object.__webglColorBuffer, 3, 0);
  357. }
  358. renderer.drawTriangles(object.count );
  359. object.count = 0;
  360. };
  361. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  362. if ( material.visible === false ) return;
  363. var program, programAttributes, linewidth, primitives, a, attribute, geometryAttributes;
  364. var attributeItem, attributeName, attributePointer, attributeSize;
  365. program = setProgram( camera, lights, fog, material, object );
  366. programAttributes = program.attributes;
  367. geometryAttributes = geometry.attributes;
  368. var updateBuffers = false,
  369. wireframeBit = material.wireframe ? 1 : 0,
  370. geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  371. if ( geometryHash !== _currentGeometryGroupHash ) {
  372. _currentGeometryGroupHash = geometryHash;
  373. updateBuffers = true;
  374. }
  375. if ( updateBuffers ) {
  376. renderer.disableAttributes();
  377. }
  378. // render mesh
  379. if ( object instanceof THREE.Mesh ) {
  380. var index = geometryAttributes[ "index" ];
  381. // indexed triangles
  382. if ( index ) {
  383. var offsets = geometry.offsets;
  384. // if there is more than 1 chunk
  385. // must set attribute pointers to use new offsets for each chunk
  386. // even if geometry and materials didn't change
  387. if ( offsets.length > 1 ) updateBuffers = true;
  388. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  389. var startIndex = offsets[ i ].index;
  390. if ( updateBuffers ) {
  391. for ( attributeName in geometryAttributes ) {
  392. if ( attributeName === 'index' ) continue;
  393. attributePointer = programAttributes[ attributeName ];
  394. attributeItem = geometryAttributes[ attributeName ];
  395. attributeSize = attributeItem.itemSize;
  396. if ( attributePointer >= 0 ) {
  397. renderer.setFloatAttribute( attributePointer , attributeItem.buffer, attributeSize, startIndex * attributeSize * 4 );
  398. }
  399. }
  400. }
  401. // render indexed triangles
  402. renderer.drawTriangleElements(index.buffer, offsets[ i ].count, offsets[ i ].start * 2);
  403. _this.info.render.calls ++;
  404. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  405. _this.info.render.faces += offsets[ i ].count / 3;
  406. }
  407. // non-indexed triangles
  408. } else {
  409. if ( updateBuffers ) {
  410. for ( attributeName in geometryAttributes ) {
  411. attributePointer = programAttributes[ attributeName ];
  412. attributeItem = geometryAttributes[ attributeName ];
  413. attributeSize = attributeItem.itemSize;
  414. if ( attributePointer >= 0 ) {
  415. renderer.setFloatAttribute( attributePointer , attributeItem.buffer, attributeSize, 0 );
  416. }
  417. }
  418. }
  419. var position = geometry.attributes[ "position" ];
  420. // render non-indexed triangles
  421. renderer.drawTriangles( position.numItems / 3)
  422. _this.info.render.calls ++;
  423. _this.info.render.vertices += position.numItems / 3;
  424. _this.info.render.faces += position.numItems / 3 / 3;
  425. }
  426. // render particles
  427. } else if ( object instanceof THREE.ParticleSystem ) {
  428. if ( updateBuffers ) {
  429. for ( attributeName in geometryAttributes ) {
  430. attributePointer = programAttributes[ attributeName ];
  431. attributeItem = geometryAttributes[ attributeName ];
  432. attributeSize = attributeItem.itemSize;
  433. if ( attributePointer >= 0 ) {
  434. renderer.setFloatAttribute( attributePointer , attributeItem.buffer, attributeSize, 0 );
  435. }
  436. }
  437. var position = geometryAttributes[ "position" ];
  438. // render particles
  439. renderer.drawPoints(position.numItems / 3);
  440. _this.info.render.calls ++;
  441. _this.info.render.points += position.numItems / 3;
  442. }
  443. } else if ( object instanceof THREE.Line ) {
  444. if ( updateBuffers ) {
  445. for ( attributeName in geometryAttributes ) {
  446. attributePointer = programAttributes[ attributeName ];
  447. attributeItem = geometryAttributes[ attributeName ];
  448. attributeSize = attributeItem.itemSize;
  449. if ( attributePointer >= 0 ) {
  450. renderer.setFloatAttribute( attributePointer , attributeItem.buffer, attributeSize, 0 );
  451. }
  452. }
  453. var position = geometryAttributes[ "position" ];
  454. // render lines
  455. renderer.setLineWidth( material.linewidth );
  456. renderer.drawLineStrip(position.numItems / 3);
  457. _this.info.render.calls ++;
  458. _this.info.render.points += position.numItems;
  459. }
  460. }
  461. };
  462. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  463. if ( material.visible === false ) return;
  464. var program, attributes, linewidth, primitives, a, attribute, i, il;
  465. program = setProgram( camera, lights, fog, material, object );
  466. attributes = program.attributes;
  467. var updateBuffers = false,
  468. wireframeBit = material.wireframe ? 1 : 0,
  469. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  470. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  471. _currentGeometryGroupHash = geometryGroupHash;
  472. updateBuffers = true;
  473. }
  474. if ( updateBuffers ) {
  475. renderer.disableAttributes();
  476. }
  477. // vertices
  478. if ( !material.morphTargets && attributes.position >= 0 ) {
  479. if ( updateBuffers ) {
  480. renderer.setFloatAttribute(attributes.position , geometryGroup.__webglVertexBuffer, 3, 0);
  481. }
  482. } else {
  483. if ( object.morphTargetBase ) {
  484. setupMorphTargets( material, geometryGroup, object );
  485. }
  486. }
  487. if ( updateBuffers ) {
  488. // custom attributes
  489. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  490. if ( geometryGroup.__webglCustomAttributesList ) {
  491. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  492. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  493. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  494. renderer.setFloatAttribute(attributes[ attribute.buffer.belongsToAttribute ] , attribute.buffer, attribute.size, 0);
  495. }
  496. }
  497. }
  498. // colors
  499. if ( attributes.color >= 0 ) {
  500. renderer.setFloatAttribute(attributes.color , geometryGroup.__webglColorBuffer,3, 0);
  501. }
  502. // normals
  503. if ( attributes.normal >= 0 ) {
  504. renderer.setFloatAttribute(attributes.normal, geometryGroup.__webglNormalBuffer, 3, 0);
  505. }
  506. // tangents
  507. if ( attributes.tangent >= 0 ) {
  508. renderer.setFloatAttribute(attributes.tangent, geometryGroup.__webglTangentBuffer, 4, 0);
  509. }
  510. // uvs
  511. if ( attributes.uv >= 0 ) {
  512. renderer.setFloatAttribute(attributes.uv, geometryGroup.__webglUVBuffer, 2, 0);
  513. }
  514. if ( attributes.uv2 >= 0 ) {
  515. renderer.setFloatAttribute(attributes.uv2, geometryGroup.__webglUV2Buffer, 2, 0);
  516. }
  517. if ( material.skinning &&
  518. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  519. renderer.setFloatAttribute(attributes.skinIndex, geometryGroup.__webglSkinIndicesBuffer, 4, 0);
  520. renderer.setFloatAttribute(attributes.skinWeight, geometryGroup.__webglSkinWeightsBuffer, 4, 0);
  521. }
  522. // line distances
  523. if ( attributes.lineDistance >= 0 ) {
  524. renderer.setFloatAttribute(attributes.lineDistance, geometryGroup.__webglLineDistanceBuffer, 1, 0);
  525. }
  526. }
  527. // render mesh
  528. if ( object instanceof THREE.Mesh ) {
  529. // wireframe
  530. if ( material.wireframe ) {
  531. renderer.setLineWidth( material.wireframeLinewidth );
  532. renderer.drawLineElements(geometryGroup.__webglLineBuffer,geometryGroup.__webglLineCount,0);
  533. // triangles
  534. } else {
  535. renderer.drawTriangleElements( geometryGroup.__webglFaceBuffer, geometryGroup.__webglFaceCount, 0);
  536. }
  537. _this.info.render.calls ++;
  538. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  539. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  540. // render lines
  541. } else if ( object instanceof THREE.Line ) {
  542. renderer.setLineWidth( material.linewidth );
  543. if (object.type === THREE.LineStrip) {
  544. renderer.drawLineStrip(geometryGroup.__webglLineCount);
  545. } else {
  546. renderer.drawLines(geometryGroup.__webglLineCount);
  547. }
  548. _this.info.render.calls ++;
  549. // render particles
  550. } else if ( object instanceof THREE.ParticleSystem ) {
  551. renderer.drawPoints(geometryGroup.__webglParticleCount);
  552. _this.info.render.calls ++;
  553. _this.info.render.points += geometryGroup.__webglParticleCount;
  554. // render ribbon
  555. } else if ( object instanceof THREE.Ribbon ) {
  556. renderer.drawTriangleStrip(geometryGroup.__webglVertexCount);
  557. _this.info.render.calls ++;
  558. }
  559. };
  560. function setupMorphTargets ( material, geometryGroup, object ) {
  561. // set base
  562. var attributes = material.program.attributes;
  563. if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {
  564. renderer.setFloatAttribute(attributes.position, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ], 3, 0);
  565. } else if ( attributes.position >= 0 ) {
  566. renderer.setFloatAttribute(attributes.position, geometryGroup.__webglVertexBuffer, 3, 0);
  567. }
  568. if ( object.morphTargetForcedOrder.length ) {
  569. // set forced order
  570. var m = 0;
  571. var order = object.morphTargetForcedOrder;
  572. var influences = object.morphTargetInfluences;
  573. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  574. if ( attributes[ "morphTarget" + m ] >= 0 ) {
  575. renderer.setFloatAttribute(attributes[ "morphTarget" + m ], geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ], 3, 0);
  576. }
  577. if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
  578. renderer.setFloatAttribute(attributes[ "morphNormal" + m ], geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ], 3, 0);
  579. }
  580. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  581. m ++;
  582. }
  583. } else {
  584. // find the most influencing
  585. var influence, activeInfluenceIndices = [];
  586. var influences = object.morphTargetInfluences;
  587. var i, il = influences.length;
  588. for ( i = 0; i < il; i ++ ) {
  589. influence = influences[ i ];
  590. if ( influence > 0 ) {
  591. activeInfluenceIndices.push( [ influence, i ] );
  592. }
  593. }
  594. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  595. activeInfluenceIndices.sort( numericalSort );
  596. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  597. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  598. activeInfluenceIndices.sort( numericalSort );
  599. } else if ( activeInfluenceIndices.length === 0 ) {
  600. activeInfluenceIndices.push( [ 0, 0 ] );
  601. };
  602. var influenceIndex, m = 0;
  603. while ( m < material.numSupportedMorphTargets ) {
  604. if ( activeInfluenceIndices[ m ] ) {
  605. influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  606. if ( attributes[ "morphTarget" + m ] >= 0 ) {
  607. renderer.setFloatAttribute(attributes[ "morphTarget" + m ], geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ], 3, 0);
  608. }
  609. if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
  610. renderer.setFloatAttribute(attributes[ "morphNormal" + m ], geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ], 3, 0);
  611. }
  612. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  613. } else {
  614. /*
  615. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  616. if ( material.morphNormals ) {
  617. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  618. }
  619. */
  620. object.__webglMorphTargetInfluences[ m ] = 0;
  621. }
  622. m ++;
  623. }
  624. }
  625. // load updated influences uniform
  626. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  627. renderer.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  628. }
  629. };
  630. // Sorting
  631. function painterSortStable ( a, b ) {
  632. if ( a.z !== b.z ) {
  633. return b.z - a.z;
  634. } else {
  635. return a.id - b.id;
  636. }
  637. };
  638. function numericalSort ( a, b ) {
  639. return b[ 0 ] - a[ 0 ];
  640. };
  641. // Rendering
  642. this.render = function ( scene, camera, renderTarget, forceClear ) {
  643. if ( camera instanceof THREE.Camera === false ) {
  644. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  645. return;
  646. }
  647. var i, il,
  648. webglObject, object,
  649. renderList,
  650. lights = scene.__lights,
  651. fog = scene.fog;
  652. // reset caching for this frame
  653. _currentMaterialId = -1;
  654. _lightsNeedUpdate = true;
  655. // update scene graph
  656. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  657. // update camera matrices and frustum
  658. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  659. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  660. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  661. _frustum.setFromMatrix( _projScreenMatrix );
  662. // update WebGL objects
  663. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  664. // custom render plugins (pre pass)
  665. renderPlugins( this.renderPluginsPre, scene, camera );
  666. //
  667. _this.info.render.calls = 0;
  668. _this.info.render.vertices = 0;
  669. _this.info.render.faces = 0;
  670. _this.info.render.points = 0;
  671. renderer.setRenderTarget( renderTarget );
  672. if ( this.autoClear || forceClear ) {
  673. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  674. }
  675. // set matrices for regular objects (frustum culled)
  676. renderList = scene.__webglObjects;
  677. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  678. webglObject = renderList[ i ];
  679. object = webglObject.object;
  680. webglObject.id = i;
  681. webglObject.render = false;
  682. if ( object.visible ) {
  683. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
  684. setupMatrices( object, camera );
  685. unrollBufferMaterial( webglObject );
  686. webglObject.render = true;
  687. if ( this.sortObjects === true ) {
  688. if ( object.renderDepth !== null ) {
  689. webglObject.z = object.renderDepth;
  690. } else {
  691. _vector3.getPositionFromMatrix( object.matrixWorld );
  692. _vector3.applyProjection(_projScreenMatrix);
  693. webglObject.z = _vector3.z;
  694. }
  695. }
  696. }
  697. }
  698. }
  699. if ( this.sortObjects ) {
  700. renderList.sort( painterSortStable );
  701. }
  702. // set matrices for immediate objects
  703. renderList = scene.__webglObjectsImmediate;
  704. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  705. webglObject = renderList[ i ];
  706. object = webglObject.object;
  707. if ( object.visible ) {
  708. setupMatrices( object, camera );
  709. unrollImmediateBufferMaterial( webglObject );
  710. }
  711. }
  712. if ( scene.overrideMaterial ) {
  713. var material = scene.overrideMaterial;
  714. renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  715. renderer.setDepthTest( material.depthTest );
  716. renderer.setDepthWrite( material.depthWrite );
  717. renderer.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  718. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
  719. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
  720. } else {
  721. var material = null;
  722. // opaque pass (front-to-back order)
  723. renderer.setBlending( THREE.NoBlending );
  724. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
  725. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
  726. // transparent pass (back-to-front order)
  727. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
  728. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
  729. }
  730. // custom render plugins (post pass)
  731. renderPlugins( this.renderPluginsPost, scene, camera );
  732. // Generate mipmap if we're using any kind of mipmap filtering
  733. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  734. renderer.updateRenderTargetMipmap( renderTarget );
  735. }
  736. // Ensure depth buffer writing is enabled so it can be cleared on next render
  737. renderer.setDepthTest( true );
  738. renderer.setDepthWrite( true );
  739. // _gl.finish();
  740. };
  741. function renderPlugins( plugins, scene, camera ) {
  742. if ( ! plugins.length ) return;
  743. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  744. // reset state for plugin (to start from clean slate)
  745. _currentProgram = null;
  746. _currentCamera = null;
  747. _currentGeometryGroupHash = -1;
  748. _currentMaterialId = -1;
  749. _lightsNeedUpdate = true;
  750. renderer.resetState();
  751. plugins[ i ].render( scene, camera, renderer.getCurrentWidth(), renderer.getCurrentHeight() );
  752. // reset state after plugin (anything could have changed)
  753. _currentProgram = null;
  754. _currentCamera = null;
  755. _currentGeometryGroupHash = -1;
  756. _currentMaterialId = -1;
  757. _lightsNeedUpdate = true;
  758. renderer.resetState();
  759. }
  760. };
  761. function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  762. var webglObject, object, buffer, material, start, end, delta;
  763. if ( reverse ) {
  764. start = renderList.length - 1;
  765. end = -1;
  766. delta = -1;
  767. } else {
  768. start = 0;
  769. end = renderList.length;
  770. delta = 1;
  771. }
  772. for ( var i = start; i !== end; i += delta ) {
  773. webglObject = renderList[ i ];
  774. if ( webglObject.render ) {
  775. object = webglObject.object;
  776. buffer = webglObject.buffer;
  777. if ( overrideMaterial ) {
  778. material = overrideMaterial;
  779. } else {
  780. material = webglObject[ materialType ];
  781. if ( ! material ) continue;
  782. if ( useBlending ) renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  783. renderer.setDepthTest( material.depthTest );
  784. renderer.setDepthWrite( material.depthWrite );
  785. renderer.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  786. }
  787. renderer.setMaterialFaces( material );
  788. if ( buffer instanceof THREE.BufferGeometry ) {
  789. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  790. } else {
  791. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  792. }
  793. }
  794. }
  795. };
  796. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  797. var webglObject, object, material, program;
  798. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  799. webglObject = renderList[ i ];
  800. object = webglObject.object;
  801. if ( object.visible ) {
  802. if ( overrideMaterial ) {
  803. material = overrideMaterial;
  804. } else {
  805. material = webglObject[ materialType ];
  806. if ( ! material ) continue;
  807. if ( useBlending ) renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  808. renderer.setDepthTest( material.depthTest );
  809. renderer.setDepthWrite( material.depthWrite );
  810. renderer.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  811. }
  812. _this.renderImmediateObject( camera, lights, fog, material, object );
  813. }
  814. }
  815. };
  816. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  817. var program = setProgram( camera, lights, fog, material, object );
  818. _currentGeometryGroupHash = -1;
  819. renderer.setMaterialFaces( material );
  820. if ( object.immediateRenderCallback ) {
  821. object.immediateRenderCallback( program, renderer.getContext(), _frustum );
  822. } else {
  823. object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
  824. }
  825. };
  826. function unrollImmediateBufferMaterial ( globject ) {
  827. var object = globject.object,
  828. material = object.material;
  829. if ( material.transparent ) {
  830. globject.transparent = material;
  831. globject.opaque = null;
  832. } else {
  833. globject.opaque = material;
  834. globject.transparent = null;
  835. }
  836. };
  837. function unrollBufferMaterial ( globject ) {
  838. var object = globject.object,
  839. buffer = globject.buffer,
  840. material, materialIndex, meshMaterial;
  841. meshMaterial = object.material;
  842. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  843. materialIndex = buffer.materialIndex;
  844. material = meshMaterial.materials[ materialIndex ];
  845. if ( material.transparent ) {
  846. globject.transparent = material;
  847. globject.opaque = null;
  848. } else {
  849. globject.opaque = material;
  850. globject.transparent = null;
  851. }
  852. } else {
  853. material = meshMaterial;
  854. if ( material ) {
  855. if ( material.transparent ) {
  856. globject.transparent = material;
  857. globject.opaque = null;
  858. } else {
  859. globject.opaque = material;
  860. globject.transparent = null;
  861. }
  862. }
  863. }
  864. };
  865. // Geometry splitting
  866. function sortFacesByMaterial ( geometry, material ) {
  867. var f, fl, face, materialIndex, vertices,
  868. groupHash, hash_map = {};
  869. var numMorphTargets = geometry.morphTargets.length;
  870. var numMorphNormals = geometry.morphNormals.length;
  871. var usesFaceMaterial = material instanceof THREE.MeshFaceMaterial;
  872. geometry.geometryGroups = {};
  873. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  874. face = geometry.faces[ f ];
  875. materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  876. if ( hash_map[ materialIndex ] === undefined ) {
  877. hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
  878. }
  879. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  880. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  881. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  882. }
  883. vertices = face instanceof THREE.Face3 ? 3 : 4;
  884. if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
  885. hash_map[ materialIndex ].counter += 1;
  886. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  887. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  888. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  889. }
  890. }
  891. if ( face instanceof THREE.Face3 ) {
  892. geometry.geometryGroups[ groupHash ].faces3.push( f );
  893. } else {
  894. geometry.geometryGroups[ groupHash ].faces4.push( f );
  895. }
  896. geometry.geometryGroups[ groupHash ].vertices += vertices;
  897. }
  898. geometry.geometryGroupsList = [];
  899. for ( var g in geometry.geometryGroups ) {
  900. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  901. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  902. }
  903. };
  904. // Objects refresh
  905. this.initWebGLObjects = function ( scene ) {
  906. if ( !scene.__webglObjects ) {
  907. scene.__webglObjects = [];
  908. scene.__webglObjectsImmediate = [];
  909. scene.__webglSprites = [];
  910. scene.__webglFlares = [];
  911. }
  912. while ( scene.__objectsAdded.length ) {
  913. addObject( scene.__objectsAdded[ 0 ], scene );
  914. scene.__objectsAdded.splice( 0, 1 );
  915. }
  916. while ( scene.__objectsRemoved.length ) {
  917. removeObject( scene.__objectsRemoved[ 0 ], scene );
  918. scene.__objectsRemoved.splice( 0, 1 );
  919. }
  920. // update must be called after objects adding / removal
  921. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  922. updateObject( scene.__webglObjects[ o ].object );
  923. }
  924. };
  925. // Objects adding
  926. function addObject( object, scene ) {
  927. var g, geometry, material, geometryGroup;
  928. if ( ! object.__webglInit ) {
  929. object.__webglInit = true;
  930. object._modelViewMatrix = new THREE.Matrix4();
  931. object._normalMatrix = new THREE.Matrix3();
  932. if ( object.geometry !== undefined && object.geometry.__webglInit === undefined ) {
  933. object.geometry.__webglInit = true;
  934. object.geometry.addEventListener( 'dispose', onGeometryDispose );
  935. }
  936. if ( object instanceof THREE.Mesh ) {
  937. geometry = object.geometry;
  938. material = object.material;
  939. if ( geometry instanceof THREE.Geometry ) {
  940. if ( geometry.geometryGroups === undefined ) {
  941. sortFacesByMaterial( geometry, material );
  942. }
  943. // create separate VBOs per geometry chunk
  944. for ( g in geometry.geometryGroups ) {
  945. geometryGroup = geometry.geometryGroups[ g ];
  946. // initialise VBO on the first access
  947. if ( ! geometryGroup.__webglVertexBuffer ) {
  948. meshRenderer.createBuffers( geometryGroup );
  949. meshRenderer.initBuffers( geometryGroup, object );
  950. geometry.verticesNeedUpdate = true;
  951. geometry.morphTargetsNeedUpdate = true;
  952. geometry.elementsNeedUpdate = true;
  953. geometry.uvsNeedUpdate = true;
  954. geometry.normalsNeedUpdate = true;
  955. geometry.tangentsNeedUpdate = true;
  956. geometry.colorsNeedUpdate = true;
  957. }
  958. }
  959. } else if ( geometry instanceof THREE.BufferGeometry ) {
  960. initDirectBuffers( geometry );
  961. }
  962. } else if ( object instanceof THREE.Ribbon ) {
  963. geometry = object.geometry;
  964. if ( ! geometry.__webglVertexBuffer ) {
  965. ribbonRenderer.createBuffers( geometry );
  966. ribbonRenderer.initBuffers( geometry, object );
  967. geometry.verticesNeedUpdate = true;
  968. geometry.colorsNeedUpdate = true;
  969. geometry.normalsNeedUpdate = true;
  970. }
  971. } else if ( object instanceof THREE.Line ) {
  972. geometry = object.geometry;
  973. if ( ! geometry.__webglVertexBuffer ) {
  974. if ( geometry instanceof THREE.Geometry ) {
  975. lineRenderer.createBuffers( geometry );
  976. lineRenderer.initBuffers( geometry, object );
  977. geometry.verticesNeedUpdate = true;
  978. geometry.colorsNeedUpdate = true;
  979. geometry.lineDistancesNeedUpdate = true;
  980. } else if ( geometry instanceof THREE.BufferGeometry ) {
  981. initDirectBuffers( geometry );
  982. }
  983. }
  984. } else if ( object instanceof THREE.ParticleSystem ) {
  985. geometry = object.geometry;
  986. if ( ! geometry.__webglVertexBuffer ) {
  987. if ( geometry instanceof THREE.Geometry ) {
  988. particleRenderer.createBuffers( geometry );
  989. particleRenderer.initBuffers( geometry, object );
  990. geometry.verticesNeedUpdate = true;
  991. geometry.colorsNeedUpdate = true;
  992. } else if ( geometry instanceof THREE.BufferGeometry ) {
  993. initDirectBuffers( geometry );
  994. }
  995. }
  996. }
  997. }
  998. if ( ! object.__webglActive ) {
  999. if ( object instanceof THREE.Mesh ) {
  1000. geometry = object.geometry;
  1001. if ( geometry instanceof THREE.BufferGeometry ) {
  1002. addBuffer( scene.__webglObjects, geometry, object );
  1003. } else if ( geometry instanceof THREE.Geometry ) {
  1004. for ( g in geometry.geometryGroups ) {
  1005. geometryGroup = geometry.geometryGroups[ g ];
  1006. addBuffer( scene.__webglObjects, geometryGroup, object );
  1007. }
  1008. }
  1009. } else if ( object instanceof THREE.Ribbon ||
  1010. object instanceof THREE.Line ||
  1011. object instanceof THREE.ParticleSystem ) {
  1012. geometry = object.geometry;
  1013. addBuffer( scene.__webglObjects, geometry, object );
  1014. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  1015. addBufferImmediate( scene.__webglObjectsImmediate, object );
  1016. } else if ( object instanceof THREE.Sprite ) {
  1017. scene.__webglSprites.push( object );
  1018. } else if ( object instanceof THREE.LensFlare ) {
  1019. scene.__webglFlares.push( object );
  1020. }
  1021. object.__webglActive = true;
  1022. }
  1023. };
  1024. function addBuffer ( objlist, buffer, object ) {
  1025. objlist.push(
  1026. {
  1027. id: null,
  1028. buffer: buffer,
  1029. object: object,
  1030. opaque: null,
  1031. transparent: null,
  1032. render: false,
  1033. z: 0
  1034. }
  1035. );
  1036. };
  1037. function addBufferImmediate ( objlist, object ) {
  1038. objlist.push(
  1039. {
  1040. object: object,
  1041. opaque: null,
  1042. transparent: null
  1043. }
  1044. );
  1045. };
  1046. // Objects updates
  1047. function updateObject ( object ) {
  1048. var geometry = object.geometry,
  1049. geometryGroup, customAttributesDirty, material;
  1050. if ( object instanceof THREE.Mesh ) {
  1051. if ( geometry instanceof THREE.BufferGeometry ) {
  1052. if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
  1053. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  1054. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {
  1055. setDirectBuffers( geometry, !geometry.dynamic );
  1056. }
  1057. geometry.verticesNeedUpdate = false;
  1058. geometry.elementsNeedUpdate = false;
  1059. geometry.uvsNeedUpdate = false;
  1060. geometry.normalsNeedUpdate = false;
  1061. geometry.colorsNeedUpdate = false;
  1062. geometry.tangentsNeedUpdate = false;
  1063. } else {
  1064. // check all geometry groups
  1065. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  1066. geometryGroup = geometry.geometryGroupsList[ i ];
  1067. material = getBufferMaterial( object, geometryGroup );
  1068. if ( geometry.buffersNeedUpdate ) {
  1069. meshRenderer.initBuffers( geometryGroup, object );
  1070. }
  1071. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  1072. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  1073. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  1074. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  1075. meshRenderer.setBuffers( geometryGroup, object, !geometry.dynamic, material );
  1076. }
  1077. }
  1078. geometry.verticesNeedUpdate = false;
  1079. geometry.morphTargetsNeedUpdate = false;
  1080. geometry.elementsNeedUpdate = false;
  1081. geometry.uvsNeedUpdate = false;
  1082. geometry.normalsNeedUpdate = false;
  1083. geometry.colorsNeedUpdate = false;
  1084. geometry.tangentsNeedUpdate = false;
  1085. geometry.buffersNeedUpdate = false;
  1086. material.attributes && clearCustomAttributes( material );
  1087. }
  1088. } else if ( object instanceof THREE.Ribbon ) {
  1089. material = getBufferMaterial( object, geometry );
  1090. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  1091. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {
  1092. ribbonRenderer.setBuffers( geometry);
  1093. }
  1094. geometry.verticesNeedUpdate = false;
  1095. geometry.colorsNeedUpdate = false;
  1096. geometry.normalsNeedUpdate = false;
  1097. material.attributes && clearCustomAttributes( material );
  1098. } else if ( object instanceof THREE.Line ) {
  1099. if ( geometry instanceof THREE.BufferGeometry ) {
  1100. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
  1101. setDirectBuffers( geometry, !geometry.dynamic );
  1102. }
  1103. geometry.verticesNeedUpdate = false;
  1104. geometry.colorsNeedUpdate = false;
  1105. } else {
  1106. material = getBufferMaterial( object, geometry );
  1107. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  1108. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  1109. lineRenderer.setBuffers( geometry);
  1110. }
  1111. geometry.verticesNeedUpdate = false;
  1112. geometry.colorsNeedUpdate = false;
  1113. geometry.lineDistancesNeedUpdate = false;
  1114. material.attributes && clearCustomAttributes( material );
  1115. }
  1116. } else if ( object instanceof THREE.ParticleSystem ) {
  1117. if ( geometry instanceof THREE.BufferGeometry ) {
  1118. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
  1119. setDirectBuffers( geometry, !geometry.dynamic );
  1120. }
  1121. geometry.verticesNeedUpdate = false;
  1122. geometry.colorsNeedUpdate = false;
  1123. } else {
  1124. material = getBufferMaterial( object, geometry );
  1125. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  1126. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
  1127. particleRenderer.setBuffers( geometry, object, _projScreenMatrix);
  1128. }
  1129. geometry.verticesNeedUpdate = false;
  1130. geometry.colorsNeedUpdate = false;
  1131. material.attributes && clearCustomAttributes( material );
  1132. }
  1133. }
  1134. };
  1135. // Objects updates - custom attributes check
  1136. function areCustomAttributesDirty ( material ) {
  1137. for ( var a in material.attributes ) {
  1138. if ( material.attributes[ a ].needsUpdate ) return true;
  1139. }
  1140. return false;
  1141. };
  1142. function clearCustomAttributes ( material ) {
  1143. for ( var a in material.attributes ) {
  1144. material.attributes[ a ].needsUpdate = false;
  1145. }
  1146. };
  1147. // Objects removal
  1148. function removeObject ( object, scene ) {
  1149. if ( object instanceof THREE.Mesh ||
  1150. object instanceof THREE.ParticleSystem ||
  1151. object instanceof THREE.Ribbon ||
  1152. object instanceof THREE.Line ) {
  1153. removeInstances( scene.__webglObjects, object );
  1154. } else if ( object instanceof THREE.Sprite ) {
  1155. removeInstancesDirect( scene.__webglSprites, object );
  1156. } else if ( object instanceof THREE.LensFlare ) {
  1157. removeInstancesDirect( scene.__webglFlares, object );
  1158. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  1159. removeInstances( scene.__webglObjectsImmediate, object );
  1160. }
  1161. object.__webglActive = false;
  1162. };
  1163. function removeInstances ( objlist, object ) {
  1164. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  1165. if ( objlist[ o ].object === object ) {
  1166. objlist.splice( o, 1 );
  1167. }
  1168. }
  1169. };
  1170. function removeInstancesDirect ( objlist, object ) {
  1171. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  1172. if ( objlist[ o ] === object ) {
  1173. objlist.splice( o, 1 );
  1174. }
  1175. }
  1176. };
  1177. // Materials
  1178. this.initMaterial = function ( material, lights, fog, object ) {
  1179. material.addEventListener( 'dispose', onMaterialDispose );
  1180. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  1181. if ( material instanceof THREE.MeshDepthMaterial ) {
  1182. shaderID = 'depth';
  1183. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1184. shaderID = 'normal';
  1185. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1186. shaderID = 'basic';
  1187. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1188. shaderID = 'lambert';
  1189. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1190. shaderID = 'phong';
  1191. } else if ( material instanceof THREE.LineBasicMaterial ) {
  1192. shaderID = 'basic';
  1193. } else if ( material instanceof THREE.LineDashedMaterial ) {
  1194. shaderID = 'dashed';
  1195. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1196. shaderID = 'particle_basic';
  1197. }
  1198. if ( shaderID ) {
  1199. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  1200. }
  1201. // heuristics to create shader parameters according to lights in the scene
  1202. // (not to blow over maxLights budget)
  1203. maxLightCount = allocateLights( lights );
  1204. maxShadows = allocateShadows( lights );
  1205. maxBones = allocateBones( object );
  1206. parameters = {
  1207. map: !!material.map,
  1208. envMap: !!material.envMap,
  1209. lightMap: !!material.lightMap,
  1210. bumpMap: !!material.bumpMap,
  1211. normalMap: !!material.normalMap,
  1212. specularMap: !!material.specularMap,
  1213. vertexColors: material.vertexColors,
  1214. fog: fog,
  1215. useFog: material.fog,
  1216. fogExp: fog instanceof THREE.FogExp2,
  1217. sizeAttenuation: material.sizeAttenuation,
  1218. skinning: material.skinning,
  1219. maxBones: maxBones,
  1220. useVertexTexture: renderer.supportsBoneTextures && object && object.useVertexTexture,
  1221. boneTextureWidth: object && object.boneTextureWidth,
  1222. boneTextureHeight: object && object.boneTextureHeight,
  1223. morphTargets: material.morphTargets,
  1224. morphNormals: material.morphNormals,
  1225. maxMorphTargets: this.maxMorphTargets,
  1226. maxMorphNormals: this.maxMorphNormals,
  1227. maxDirLights: maxLightCount.directional,
  1228. maxPointLights: maxLightCount.point,
  1229. maxSpotLights: maxLightCount.spot,
  1230. maxHemiLights: maxLightCount.hemi,
  1231. maxShadows: maxShadows,
  1232. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  1233. shadowMapType: this.shadowMapType,
  1234. shadowMapDebug: this.shadowMapDebug,
  1235. shadowMapCascade: this.shadowMapCascade,
  1236. alphaTest: material.alphaTest,
  1237. metal: material.metal,
  1238. perPixel: material.perPixel,
  1239. wrapAround: material.wrapAround,
  1240. doubleSided: material.side === THREE.DoubleSide,
  1241. flipSided: material.side === THREE.BackSide,
  1242. gammaInput : this.gammaInput,
  1243. gammaOutput : this.gammaOutput ,
  1244. physicallyBasedShading : this.physicallyBasedShading
  1245. };
  1246. material.program = shaderBuilder.buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );
  1247. var attributes = material.program.attributes;
  1248. if ( material.morphTargets ) {
  1249. material.numSupportedMorphTargets = 0;
  1250. var id, base = "morphTarget";
  1251. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  1252. id = base + i;
  1253. if ( attributes[ id ] >= 0 ) {
  1254. material.numSupportedMorphTargets ++;
  1255. }
  1256. }
  1257. }
  1258. if ( material.morphNormals ) {
  1259. material.numSupportedMorphNormals = 0;
  1260. var id, base = "morphNormal";
  1261. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  1262. id = base + i;
  1263. if ( attributes[ id ] >= 0 ) {
  1264. material.numSupportedMorphNormals ++;
  1265. }
  1266. }
  1267. }
  1268. material.uniformsList = [];
  1269. for ( u in material.uniforms ) {
  1270. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  1271. }
  1272. };
  1273. function setMaterialShaders( material, shaders ) {
  1274. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  1275. material.vertexShader = shaders.vertexShader;
  1276. material.fragmentShader = shaders.fragmentShader;
  1277. };
  1278. function setProgram( camera, lights, fog, material, object ) {
  1279. _usedTextureUnits = 0;
  1280. if ( material.needsUpdate ) {
  1281. if ( material.program ) deallocateMaterial( material );
  1282. _this.initMaterial( material, lights, fog, object );
  1283. material.needsUpdate = false;
  1284. }
  1285. if ( material.morphTargets ) {
  1286. if ( ! object.__webglMorphTargetInfluences ) {
  1287. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  1288. }
  1289. }
  1290. var refreshMaterial = false;
  1291. var program = material.program,
  1292. p_uniforms = program.uniforms,
  1293. m_uniforms = material.uniforms;
  1294. if ( program !== _currentProgram ) {
  1295. renderer.useProgram( program );
  1296. _currentProgram = program;
  1297. refreshMaterial = true;
  1298. }
  1299. if ( material.id !== _currentMaterialId ) {
  1300. _currentMaterialId = material.id;
  1301. refreshMaterial = true;
  1302. }
  1303. if ( refreshMaterial || camera !== _currentCamera ) {
  1304. renderer.uniformMatrix4fv( p_uniforms.projectionMatrix, camera.projectionMatrix.elements );
  1305. if ( camera !== _currentCamera ) _currentCamera = camera;
  1306. }
  1307. // skinning uniforms must be set even if material didn't change
  1308. // auto-setting of texture unit for bone texture must go before other textures
  1309. // not sure why, but otherwise weird things happen
  1310. if ( material.skinning ) {
  1311. if ( renderer.supportsBoneTextures && object.useVertexTexture ) {
  1312. if ( p_uniforms.boneTexture !== null ) {
  1313. var textureUnit = getTextureUnit();
  1314. renderer.uniform1i( p_uniforms.boneTexture, textureUnit );
  1315. renderer.setTexture( object.boneTexture, textureUnit );
  1316. }
  1317. } else {
  1318. if ( p_uniforms.boneGlobalMatrices !== null ) {
  1319. renderer.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, object.boneMatrices );
  1320. }
  1321. }
  1322. }
  1323. if ( refreshMaterial ) {
  1324. // refresh uniforms common to several materials
  1325. if ( fog && material.fog ) {
  1326. refreshUniformsFog( m_uniforms, fog );
  1327. }
  1328. if ( material instanceof THREE.MeshPhongMaterial ||
  1329. material instanceof THREE.MeshLambertMaterial ||
  1330. material.lights ) {
  1331. if ( _lightsNeedUpdate ) {
  1332. setupLights( program, lights );
  1333. _lightsNeedUpdate = false;
  1334. }
  1335. refreshUniformsLights( m_uniforms, _lights );
  1336. }
  1337. if ( material instanceof THREE.MeshBasicMaterial ||
  1338. material instanceof THREE.MeshLambertMaterial ||
  1339. material instanceof THREE.MeshPhongMaterial ) {
  1340. refreshUniformsCommon( m_uniforms, material );
  1341. }
  1342. // refresh single material specific uniforms
  1343. if ( material instanceof THREE.LineBasicMaterial ) {
  1344. refreshUniformsLine( m_uniforms, material );
  1345. } else if ( material instanceof THREE.LineDashedMaterial ) {
  1346. refreshUniformsLine( m_uniforms, material );
  1347. refreshUniformsDash( m_uniforms, material );
  1348. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1349. refreshUniformsParticle( m_uniforms, material );
  1350. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1351. refreshUniformsPhong( m_uniforms, material );
  1352. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1353. refreshUniformsLambert( m_uniforms, material );
  1354. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1355. m_uniforms.mNear.value = camera.near;
  1356. m_uniforms.mFar.value = camera.far;
  1357. m_uniforms.opacity.value = material.opacity;
  1358. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1359. m_uniforms.opacity.value = material.opacity;
  1360. }
  1361. if ( object.receiveShadow && ! material._shadowPass ) {
  1362. refreshUniformsShadow( m_uniforms, lights );
  1363. }
  1364. // load common uniforms
  1365. loadUniformsGeneric( program, material.uniformsList );
  1366. // load material specific uniforms
  1367. // (shader material also gets them for the sake of genericity)
  1368. if ( material instanceof THREE.ShaderMaterial ||
  1369. material instanceof THREE.MeshPhongMaterial ||
  1370. material.envMap ) {
  1371. if ( p_uniforms.cameraPosition !== null ) {
  1372. _vector3.getPositionFromMatrix( camera.matrixWorld );
  1373. renderer.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  1374. }
  1375. }
  1376. if ( material instanceof THREE.MeshPhongMaterial ||
  1377. material instanceof THREE.MeshLambertMaterial ||
  1378. material instanceof THREE.ShaderMaterial ||
  1379. material.skinning ) {
  1380. if ( p_uniforms.viewMatrix !== null ) {
  1381. renderer.uniformMatrix4fv( p_uniforms.viewMatrix, camera.matrixWorldInverse.elements );
  1382. }
  1383. }
  1384. }
  1385. loadUniformsMatrices( p_uniforms, object );
  1386. if ( p_uniforms.modelMatrix !== null ) {
  1387. renderer.uniformMatrix4fv( p_uniforms.modelMatrix, object.matrixWorld.elements );
  1388. }
  1389. return program;
  1390. };
  1391. // Uniforms (refresh uniforms objects)
  1392. function refreshUniformsCommon ( uniforms, material ) {
  1393. uniforms.opacity.value = material.opacity;
  1394. if ( _this.gammaInput ) {
  1395. uniforms.diffuse.value.copyGammaToLinear( material.color );
  1396. } else {
  1397. uniforms.diffuse.value = material.color;
  1398. }
  1399. uniforms.map.value = material.map;
  1400. uniforms.lightMap.value = material.lightMap;
  1401. uniforms.specularMap.value = material.specularMap;
  1402. if ( material.bumpMap ) {
  1403. uniforms.bumpMap.value = material.bumpMap;
  1404. uniforms.bumpScale.value = material.bumpScale;
  1405. }
  1406. if ( material.normalMap ) {
  1407. uniforms.normalMap.value = material.normalMap;
  1408. uniforms.normalScale.value.copy( material.normalScale );
  1409. }
  1410. // uv repeat and offset setting priorities
  1411. // 1. color map
  1412. // 2. specular map
  1413. // 3. normal map
  1414. // 4. bump map
  1415. var uvScaleMap;
  1416. if ( material.map ) {
  1417. uvScaleMap = material.map;
  1418. } else if ( material.specularMap ) {
  1419. uvScaleMap = material.specularMap;
  1420. } else if ( material.normalMap ) {
  1421. uvScaleMap = material.normalMap;
  1422. } else if ( material.bumpMap ) {
  1423. uvScaleMap = material.bumpMap;
  1424. }
  1425. if ( uvScaleMap !== undefined ) {
  1426. var offset = uvScaleMap.offset;
  1427. var repeat = uvScaleMap.repeat;
  1428. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1429. }
  1430. uniforms.envMap.value = material.envMap;
  1431. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  1432. if ( _this.gammaInput ) {
  1433. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  1434. uniforms.reflectivity.value = material.reflectivity;
  1435. } else {
  1436. uniforms.reflectivity.value = material.reflectivity;
  1437. }
  1438. uniforms.refractionRatio.value = material.refractionRatio;
  1439. uniforms.combine.value = material.combine;
  1440. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  1441. };
  1442. function refreshUniformsLine ( uniforms, material ) {
  1443. uniforms.diffuse.value = material.color;
  1444. uniforms.opacity.value = material.opacity;
  1445. };
  1446. function refreshUniformsDash ( uniforms, material ) {
  1447. uniforms.dashSize.value = material.dashSize;
  1448. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1449. uniforms.scale.value = material.scale;
  1450. };
  1451. function refreshUniformsParticle ( uniforms, material ) {
  1452. uniforms.psColor.value = material.color;
  1453. uniforms.opacity.value = material.opacity;
  1454. uniforms.size.value = material.size;
  1455. uniforms.scale.value = renderer.getDomElement().height / 2.0; // TODO: Cache this.
  1456. uniforms.map.value = material.map;
  1457. };
  1458. function refreshUniformsFog ( uniforms, fog ) {
  1459. uniforms.fogColor.value = fog.color;
  1460. if ( fog instanceof THREE.Fog ) {
  1461. uniforms.fogNear.value = fog.near;
  1462. uniforms.fogFar.value = fog.far;
  1463. } else if ( fog instanceof THREE.FogExp2 ) {
  1464. uniforms.fogDensity.value = fog.density;
  1465. }
  1466. };
  1467. function refreshUniformsPhong ( uniforms, material ) {
  1468. uniforms.shininess.value = material.shininess;
  1469. if ( _this.gammaInput ) {
  1470. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  1471. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  1472. uniforms.specular.value.copyGammaToLinear( material.specular );
  1473. } else {
  1474. uniforms.ambient.value = material.ambient;
  1475. uniforms.emissive.value = material.emissive;
  1476. uniforms.specular.value = material.specular;
  1477. }
  1478. if ( material.wrapAround ) {
  1479. uniforms.wrapRGB.value.copy( material.wrapRGB );
  1480. }
  1481. };
  1482. function refreshUniformsLambert ( uniforms, material ) {
  1483. if ( _this.gammaInput ) {
  1484. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  1485. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  1486. } else {
  1487. uniforms.ambient.value = material.ambient;
  1488. uniforms.emissive.value = material.emissive;
  1489. }
  1490. if ( material.wrapAround ) {
  1491. uniforms.wrapRGB.value.copy( material.wrapRGB );
  1492. }
  1493. };
  1494. function refreshUniformsLights ( uniforms, lights ) {
  1495. uniforms.ambientLightColor.value = lights.ambient;
  1496. uniforms.directionalLightColor.value = lights.directional.colors;
  1497. uniforms.directionalLightDirection.value = lights.directional.positions;
  1498. uniforms.pointLightColor.value = lights.point.colors;
  1499. uniforms.pointLightPosition.value = lights.point.positions;
  1500. uniforms.pointLightDistance.value = lights.point.distances;
  1501. uniforms.spotLightColor.value = lights.spot.colors;
  1502. uniforms.spotLightPosition.value = lights.spot.positions;
  1503. uniforms.spotLightDistance.value = lights.spot.distances;
  1504. uniforms.spotLightDirection.value = lights.spot.directions;
  1505. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  1506. uniforms.spotLightExponent.value = lights.spot.exponents;
  1507. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  1508. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  1509. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  1510. };
  1511. function refreshUniformsShadow ( uniforms, lights ) {
  1512. if ( uniforms.shadowMatrix ) {
  1513. var j = 0;
  1514. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  1515. var light = lights[ i ];
  1516. if ( ! light.castShadow ) continue;
  1517. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  1518. uniforms.shadowMap.value[ j ] = light.shadowMap;
  1519. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  1520. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  1521. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  1522. uniforms.shadowBias.value[ j ] = light.shadowBias;
  1523. j ++;
  1524. }
  1525. }
  1526. }
  1527. };
  1528. // Uniforms (load to GPU)
  1529. function loadUniformsMatrices ( uniforms, object ) {
  1530. renderer.uniformMatrix4fv( uniforms.modelViewMatrix, object._modelViewMatrix.elements );
  1531. if ( uniforms.normalMatrix ) {
  1532. renderer.uniformMatrix3fv( uniforms.normalMatrix, object._normalMatrix.elements );
  1533. }
  1534. };
  1535. function getTextureUnit() {
  1536. var textureUnit = _usedTextureUnits;
  1537. if ( textureUnit >= renderer.maxTextures ) {
  1538. console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + renderer.maxTextures );
  1539. }
  1540. _usedTextureUnits += 1;
  1541. return textureUnit;
  1542. };
  1543. function loadUniformsGeneric ( program, uniforms ) {
  1544. var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
  1545. for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1546. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  1547. if ( !location ) continue;
  1548. uniform = uniforms[ j ][ 0 ];
  1549. type = uniform.type;
  1550. value = uniform.value;
  1551. if ( type === "i" ) { // single integer
  1552. renderer.uniform1i( location, value );
  1553. } else if ( type === "f" ) { // single float
  1554. renderer.uniform1f( location, value );
  1555. } else if ( type === "v2" ) { // single THREE.Vector2
  1556. renderer.uniform2f( location, value.x, value.y );
  1557. } else if ( type === "v3" ) { // single THREE.Vector3
  1558. renderer.uniform3f( location, value.x, value.y, value.z );
  1559. } else if ( type === "v4" ) { // single THREE.Vector4
  1560. renderer.uniform4f( location, value.x, value.y, value.z, value.w );
  1561. } else if ( type === "c" ) { // single THREE.Color
  1562. renderer.uniform3f( location, value.r, value.g, value.b );
  1563. } else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
  1564. renderer.uniform1iv( location, value );
  1565. } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
  1566. renderer.uniform3iv( location, value );
  1567. } else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
  1568. renderer.uniform1fv( location, value );
  1569. } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
  1570. renderer.uniform3fv( location, value );
  1571. } else if ( type === "v2v" ) { // array of THREE.Vector2
  1572. if ( uniform._array === undefined ) {
  1573. uniform._array = new Float32Array( 2 * value.length );
  1574. }
  1575. for ( i = 0, il = value.length; i < il; i ++ ) {
  1576. offset = i * 2;
  1577. uniform._array[ offset ] = value[ i ].x;
  1578. uniform._array[ offset + 1 ] = value[ i ].y;
  1579. }
  1580. renderer.uniform2fv( location, uniform._array );
  1581. } else if ( type === "v3v" ) { // array of THREE.Vector3
  1582. if ( uniform._array === undefined ) {
  1583. uniform._array = new Float32Array( 3 * value.length );
  1584. }
  1585. for ( i = 0, il = value.length; i < il; i ++ ) {
  1586. offset = i * 3;
  1587. uniform._array[ offset ] = value[ i ].x;
  1588. uniform._array[ offset + 1 ] = value[ i ].y;
  1589. uniform._array[ offset + 2 ] = value[ i ].z;
  1590. }
  1591. renderer.uniform3fv( location, uniform._array );
  1592. } else if ( type === "v4v" ) { // array of THREE.Vector4
  1593. if ( uniform._array === undefined ) {
  1594. uniform._array = new Float32Array( 4 * value.length );
  1595. }
  1596. for ( i = 0, il = value.length; i < il; i ++ ) {
  1597. offset = i * 4;
  1598. uniform._array[ offset ] = value[ i ].x;
  1599. uniform._array[ offset + 1 ] = value[ i ].y;
  1600. uniform._array[ offset + 2 ] = value[ i ].z;
  1601. uniform._array[ offset + 3 ] = value[ i ].w;
  1602. }
  1603. renderer.uniform4fv( location, uniform._array );
  1604. } else if ( type === "m4") { // single THREE.Matrix4
  1605. if ( uniform._array === undefined ) {
  1606. uniform._array = new Float32Array( 16 );
  1607. }
  1608. value.flattenToArray( uniform._array );
  1609. renderer.uniformMatrix4fv( location, uniform._array );
  1610. } else if ( type === "m4v" ) { // array of THREE.Matrix4
  1611. if ( uniform._array === undefined ) {
  1612. uniform._array = new Float32Array( 16 * value.length );
  1613. }
  1614. for ( i = 0, il = value.length; i < il; i ++ ) {
  1615. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  1616. }
  1617. renderer.uniformMatrix4fv( location, uniform._array );
  1618. } else if ( type === "t" ) { // single THREE.Texture (2d or cube)
  1619. texture = value;
  1620. textureUnit = getTextureUnit();
  1621. renderer.uniform1i( location, textureUnit );
  1622. if ( !texture ) continue;
  1623. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  1624. renderer.setCubeTexture( texture, textureUnit );
  1625. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1626. renderer.setCubeTextureDynamic( texture, textureUnit );
  1627. } else {
  1628. renderer.setTexture( texture, textureUnit );
  1629. }
  1630. } else if ( type === "tv" ) { // array of THREE.Texture (2d)
  1631. if ( uniform._array === undefined ) {
  1632. uniform._array = [];
  1633. }
  1634. for( i = 0, il = uniform.value.length; i < il; i ++ ) {
  1635. uniform._array[ i ] = getTextureUnit();
  1636. }
  1637. renderer.uniform1iv( location, uniform._array );
  1638. for( i = 0, il = uniform.value.length; i < il; i ++ ) {
  1639. texture = uniform.value[ i ];
  1640. textureUnit = uniform._array[ i ];
  1641. if ( !texture ) continue;
  1642. renderer.setTexture( texture, textureUnit );
  1643. }
  1644. }
  1645. }
  1646. };
  1647. function setupMatrices ( object, camera ) {
  1648. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  1649. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  1650. };
  1651. //
  1652. function setColorGamma( array, offset, color, intensitySq ) {
  1653. array[ offset ] = color.r * color.r * intensitySq;
  1654. array[ offset + 1 ] = color.g * color.g * intensitySq;
  1655. array[ offset + 2 ] = color.b * color.b * intensitySq;
  1656. };
  1657. function setColorLinear( array, offset, color, intensity ) {
  1658. array[ offset ] = color.r * intensity;
  1659. array[ offset + 1 ] = color.g * intensity;
  1660. array[ offset + 2 ] = color.b * intensity;
  1661. };
  1662. function setupLights ( program, lights ) {
  1663. var l, ll, light, n,
  1664. r = 0, g = 0, b = 0,
  1665. color, skyColor, groundColor,
  1666. intensity, intensitySq,
  1667. position,
  1668. distance,
  1669. zlights = _lights,
  1670. dirColors = zlights.directional.colors,
  1671. dirPositions = zlights.directional.positions,
  1672. pointColors = zlights.point.colors,
  1673. pointPositions = zlights.point.positions,
  1674. pointDistances = zlights.point.distances,
  1675. spotColors = zlights.spot.colors,
  1676. spotPositions = zlights.spot.positions,
  1677. spotDistances = zlights.spot.distances,
  1678. spotDirections = zlights.spot.directions,
  1679. spotAnglesCos = zlights.spot.anglesCos,
  1680. spotExponents = zlights.spot.exponents,
  1681. hemiSkyColors = zlights.hemi.skyColors,
  1682. hemiGroundColors = zlights.hemi.groundColors,
  1683. hemiPositions = zlights.hemi.positions,
  1684. dirLength = 0,
  1685. pointLength = 0,
  1686. spotLength = 0,
  1687. hemiLength = 0,
  1688. dirCount = 0,
  1689. pointCount = 0,
  1690. spotCount = 0,
  1691. hemiCount = 0,
  1692. dirOffset = 0,
  1693. pointOffset = 0,
  1694. spotOffset = 0,
  1695. hemiOffset = 0;
  1696. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1697. light = lights[ l ];
  1698. if ( light.onlyShadow ) continue;
  1699. color = light.color;
  1700. intensity = light.intensity;
  1701. distance = light.distance;
  1702. if ( light instanceof THREE.AmbientLight ) {
  1703. if ( ! light.visible ) continue;
  1704. if ( _this.gammaInput ) {
  1705. r += color.r * color.r;
  1706. g += color.g * color.g;
  1707. b += color.b * color.b;
  1708. } else {
  1709. r += color.r;
  1710. g += color.g;
  1711. b += color.b;
  1712. }
  1713. } else if ( light instanceof THREE.DirectionalLight ) {
  1714. dirCount += 1;
  1715. if ( ! light.visible ) continue;
  1716. _direction.getPositionFromMatrix( light.matrixWorld );
  1717. _vector3.getPositionFromMatrix( light.target.matrixWorld );
  1718. _direction.sub( _vector3 );
  1719. _direction.normalize();
  1720. // skip lights with undefined direction
  1721. // these create troubles in OpenGL (making pixel black)
  1722. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  1723. dirOffset = dirLength * 3;
  1724. dirPositions[ dirOffset ] = _direction.x;
  1725. dirPositions[ dirOffset + 1 ] = _direction.y;
  1726. dirPositions[ dirOffset + 2 ] = _direction.z;
  1727. if ( _this.gammaInput ) {
  1728. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  1729. } else {
  1730. setColorLinear( dirColors, dirOffset, color, intensity );
  1731. }
  1732. dirLength += 1;
  1733. } else if ( light instanceof THREE.PointLight ) {
  1734. pointCount += 1;
  1735. if ( ! light.visible ) continue;
  1736. pointOffset = pointLength * 3;
  1737. if ( _this.gammaInput ) {
  1738. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  1739. } else {
  1740. setColorLinear( pointColors, pointOffset, color, intensity );
  1741. }
  1742. _vector3.getPositionFromMatrix( light.matrixWorld );
  1743. pointPositions[ pointOffset ] = _vector3.x;
  1744. pointPositions[ pointOffset + 1 ] = _vector3.y;
  1745. pointPositions[ pointOffset + 2 ] = _vector3.z;
  1746. pointDistances[ pointLength ] = distance;
  1747. pointLength += 1;
  1748. } else if ( light instanceof THREE.SpotLight ) {
  1749. spotCount += 1;
  1750. if ( ! light.visible ) continue;
  1751. spotOffset = spotLength * 3;
  1752. if ( _this.gammaInput ) {
  1753. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  1754. } else {
  1755. setColorLinear( spotColors, spotOffset, color, intensity );
  1756. }
  1757. _vector3.getPositionFromMatrix( light.matrixWorld );
  1758. spotPositions[ spotOffset ] = _vector3.x;
  1759. spotPositions[ spotOffset + 1 ] = _vector3.y;
  1760. spotPositions[ spotOffset + 2 ] = _vector3.z;
  1761. spotDistances[ spotLength ] = distance;
  1762. _direction.copy( _vector3 );
  1763. _vector3.getPositionFromMatrix( light.target.matrixWorld );
  1764. _direction.sub( _vector3 );
  1765. _direction.normalize();
  1766. spotDirections[ spotOffset ] = _direction.x;
  1767. spotDirections[ spotOffset + 1 ] = _direction.y;
  1768. spotDirections[ spotOffset + 2 ] = _direction.z;
  1769. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  1770. spotExponents[ spotLength ] = light.exponent;
  1771. spotLength += 1;
  1772. } else if ( light instanceof THREE.HemisphereLight ) {
  1773. hemiCount += 1;
  1774. if ( ! light.visible ) continue;
  1775. _direction.getPositionFromMatrix( light.matrixWorld );
  1776. _direction.normalize();
  1777. // skip lights with undefined direction
  1778. // these create troubles in OpenGL (making pixel black)
  1779. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  1780. hemiOffset = hemiLength * 3;
  1781. hemiPositions[ hemiOffset ] = _direction.x;
  1782. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  1783. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  1784. skyColor = light.color;
  1785. groundColor = light.groundColor;
  1786. if ( _this.gammaInput ) {
  1787. intensitySq = intensity * intensity;
  1788. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  1789. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  1790. } else {
  1791. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  1792. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  1793. }
  1794. hemiLength += 1;
  1795. }
  1796. }
  1797. // null eventual remains from removed lights
  1798. // (this is to avoid if in shader)
  1799. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  1800. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  1801. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  1802. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  1803. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  1804. zlights.directional.length = dirLength;
  1805. zlights.point.length = pointLength;
  1806. zlights.spot.length = spotLength;
  1807. zlights.hemi.length = hemiLength;
  1808. zlights.ambient[ 0 ] = r;
  1809. zlights.ambient[ 1 ] = g;
  1810. zlights.ambient[ 2 ] = b;
  1811. };
  1812. // Allocations
  1813. function allocateBones ( object ) {
  1814. if ( renderer.supportsBoneTextures && object && object.useVertexTexture ) {
  1815. return 1024;
  1816. } else {
  1817. // default for when object is not specified
  1818. // ( for example when prebuilding shader
  1819. // to be used with multiple objects )
  1820. //
  1821. // - leave some extra space for other uniforms
  1822. // - limit here is ANGLE's 254 max uniform vectors
  1823. // (up to 54 should be safe)
  1824. var nVertexUniforms = renderer.maxVertexUniformVectors
  1825. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  1826. var maxBones = nVertexMatrices;
  1827. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  1828. maxBones = Math.min( object.bones.length, maxBones );
  1829. if ( maxBones < object.bones.length ) {
  1830. console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
  1831. }
  1832. }
  1833. return maxBones;
  1834. }
  1835. };
  1836. function allocateLights ( lights ) {
  1837. var l, ll, light, dirLights, pointLights, spotLights, hemiLights;
  1838. dirLights = pointLights = spotLights = hemiLights = 0;
  1839. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1840. light = lights[ l ];
  1841. if ( light.onlyShadow ) continue;
  1842. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  1843. if ( light instanceof THREE.PointLight ) pointLights ++;
  1844. if ( light instanceof THREE.SpotLight ) spotLights ++;
  1845. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  1846. }
  1847. return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
  1848. };
  1849. function allocateShadows ( lights ) {
  1850. var l, ll, light, maxShadows = 0;
  1851. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  1852. light = lights[ l ];
  1853. if ( ! light.castShadow ) continue;
  1854. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  1855. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  1856. }
  1857. return maxShadows;
  1858. };
  1859. // default plugins (order is important)
  1860. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  1861. this.addPrePlugin( this.shadowMapPlugin );
  1862. this.addPostPlugin( new THREE.SpritePlugin() );
  1863. this.addPostPlugin( new THREE.LensFlarePlugin() );
  1864. };