WebGLRenderer.js 133 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687368836893690369136923693369436953696369736983699370037013702370337043705370637073708370937103711371237133714371537163717371837193720372137223723372437253726372737283729373037313732373337343735373637373738373937403741374237433744374537463747374837493750375137523753375437553756375737583759376037613762376337643765376637673768376937703771377237733774377537763777377837793780378137823783378437853786378737883789379037913792379337943795379637973798379938003801380238033804380538063807380838093810381138123813381438153816381738183819382038213822382338243825382638273828382938303831383238333834383538363837383838393840384138423843384438453846384738483849385038513852385338543855385638573858385938603861386238633864386538663867386838693870387138723873387438753876387738783879388038813882388338843885388638873888388938903891389238933894389538963897389838993900390139023903390439053906390739083909391039113912391339143915391639173918391939203921392239233924392539263927392839293930393139323933393439353936393739383939394039413942394339443945394639473948394939503951395239533954395539563957395839593960396139623963396439653966396739683969397039713972397339743975397639773978397939803981398239833984398539863987398839893990399139923993399439953996399739983999400040014002400340044005400640074008400940104011401240134014401540164017401840194020402140224023402440254026402740284029403040314032403340344035403640374038403940404041404240434044404540464047404840494050405140524053405440554056405740584059406040614062406340644065406640674068406940704071407240734074407540764077407840794080408140824083408440854086408740884089409040914092409340944095409640974098409941004101410241034104410541064107410841094110411141124113411441154116411741184119412041214122412341244125412641274128412941304131413241334134413541364137413841394140414141424143414441454146414741484149415041514152415341544155415641574158415941604161416241634164416541664167416841694170417141724173417441754176417741784179418041814182418341844185418641874188418941904191419241934194419541964197419841994200420142024203420442054206420742084209421042114212421342144215421642174218421942204221422242234224422542264227422842294230423142324233423442354236423742384239424042414242424342444245424642474248424942504251425242534254425542564257425842594260426142624263426442654266426742684269427042714272427342744275427642774278427942804281428242834284428542864287428842894290429142924293429442954296429742984299430043014302430343044305430643074308430943104311431243134314431543164317431843194320432143224323432443254326432743284329433043314332433343344335433643374338433943404341434243434344434543464347434843494350435143524353435443554356435743584359436043614362436343644365436643674368436943704371437243734374437543764377437843794380438143824383438443854386438743884389439043914392439343944395439643974398439944004401440244034404440544064407440844094410441144124413441444154416441744184419442044214422442344244425442644274428442944304431443244334434443544364437443844394440444144424443444444454446444744484449445044514452445344544455445644574458445944604461446244634464446544664467446844694470447144724473447444754476447744784479448044814482448344844485448644874488448944904491449244934494449544964497449844994500450145024503450445054506450745084509451045114512451345144515451645174518451945204521452245234524452545264527452845294530453145324533453445354536453745384539454045414542454345444545454645474548454945504551455245534554455545564557455845594560456145624563456445654566456745684569457045714572457345744575457645774578457945804581458245834584458545864587458845894590459145924593459445954596459745984599460046014602460346044605460646074608460946104611461246134614461546164617461846194620462146224623462446254626462746284629463046314632463346344635463646374638463946404641464246434644464546464647464846494650465146524653465446554656465746584659466046614662466346644665466646674668466946704671467246734674467546764677467846794680468146824683468446854686468746884689469046914692469346944695469646974698469947004701470247034704470547064707470847094710471147124713471447154716471747184719472047214722472347244725472647274728472947304731473247334734473547364737473847394740474147424743474447454746474747484749475047514752475347544755475647574758475947604761476247634764476547664767476847694770477147724773477447754776477747784779478047814782478347844785478647874788478947904791479247934794479547964797479847994800480148024803480448054806480748084809481048114812481348144815481648174818481948204821482248234824482548264827482848294830483148324833483448354836483748384839484048414842484348444845484648474848484948504851485248534854485548564857485848594860486148624863486448654866486748684869487048714872487348744875487648774878487948804881488248834884488548864887488848894890489148924893489448954896489748984899490049014902490349044905490649074908490949104911491249134914491549164917491849194920492149224923492449254926492749284929493049314932493349344935493649374938493949404941494249434944494549464947494849494950495149524953495449554956495749584959496049614962496349644965496649674968496949704971497249734974497549764977497849794980498149824983498449854986498749884989499049914992499349944995499649974998499950005001500250035004500550065007500850095010501150125013501450155016501750185019502050215022502350245025502650275028502950305031503250335034503550365037503850395040504150425043504450455046504750485049505050515052505350545055505650575058505950605061506250635064506550665067506850695070507150725073507450755076507750785079508050815082508350845085508650875088508950905091509250935094509550965097509850995100510151025103510451055106510751085109511051115112511351145115511651175118511951205121512251235124512551265127512851295130513151325133513451355136513751385139514051415142514351445145514651475148514951505151515251535154515551565157515851595160516151625163516451655166516751685169517051715172517351745175517651775178517951805181518251835184518551865187518851895190519151925193519451955196519751985199520052015202520352045205520652075208520952105211521252135214521552165217521852195220522152225223522452255226522752285229523052315232523352345235523652375238523952405241524252435244524552465247524852495250525152525253525452555256525752585259526052615262526352645265526652675268
  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 _this = this,
  17. _gl, _programs = [],
  18. _currentProgram = null,
  19. _currentFramebuffer = null,
  20. _currentDepthMask = true,
  21. // gl state cache
  22. _oldDoubleSided = null,
  23. _oldFlipSided = null,
  24. _oldBlending = null,
  25. _oldDepth = null,
  26. _oldPolygonOffset = null;
  27. _oldPolygonOffsetFactor = null;
  28. _oldPolygonOffsetUnits = null;
  29. _cullEnabled = true,
  30. _viewportX = 0,
  31. _viewportY = 0,
  32. _viewportWidth = 0,
  33. _viewportHeight = 0,
  34. // camera matrices caches
  35. _frustum = [
  36. new THREE.Vector4(),
  37. new THREE.Vector4(),
  38. new THREE.Vector4(),
  39. new THREE.Vector4(),
  40. new THREE.Vector4(),
  41. new THREE.Vector4()
  42. ],
  43. _projScreenMatrix = new THREE.Matrix4(),
  44. _projectionMatrixArray = new Float32Array( 16 ),
  45. _viewMatrixArray = new Float32Array( 16 ),
  46. _vector3 = new THREE.Vector4(),
  47. // light arrays cache
  48. _lights = {
  49. ambient: [ 0, 0, 0 ],
  50. directional: { length: 0, colors: new Array(), positions: new Array() },
  51. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  52. },
  53. // parameters
  54. parameters = parameters || {},
  55. _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  56. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  57. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  58. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  59. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
  60. this.data = {
  61. vertices: 0,
  62. faces: 0,
  63. drawCalls: 0
  64. };
  65. this.maxMorphTargets = 8;
  66. this.domElement = _canvas;
  67. this.autoClear = true;
  68. this.sortObjects = true;
  69. // Init GL
  70. try {
  71. if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: _antialias, stencil: _stencil } ) ) ) {
  72. throw 'Error creating WebGL context.';
  73. }
  74. } catch ( error ) {
  75. console.error( error );
  76. }
  77. console.log(
  78. navigator.userAgent + " | " +
  79. _gl.getParameter( _gl.VERSION ) + " | " +
  80. _gl.getParameter( _gl.VENDOR ) + " | " +
  81. _gl.getParameter( _gl.RENDERER ) + " | " +
  82. _gl.getParameter( _gl.SHADING_LANGUAGE_VERSION )
  83. );
  84. _gl.clearColor( 0, 0, 0, 1 );
  85. _gl.clearDepth( 1 );
  86. _gl.enable( _gl.DEPTH_TEST );
  87. _gl.depthFunc( _gl.LEQUAL );
  88. _gl.frontFace( _gl.CCW );
  89. _gl.cullFace( _gl.BACK );
  90. _gl.enable( _gl.CULL_FACE );
  91. _gl.enable( _gl.BLEND );
  92. _gl.blendEquation( _gl.FUNC_ADD );
  93. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  94. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  95. // _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, true );
  96. _cullEnabled = true;
  97. //
  98. this.context = _gl;
  99. var _supportsVertexTextures = ( maxVertexTextures() > 0 );
  100. // prepare stencil shadow polygon
  101. if ( _stencil ) {
  102. var _stencilShadow = {};
  103. _stencilShadow.vertices = new Float32Array( 12 );
  104. _stencilShadow.faces = new Uint16Array( 6 );
  105. _stencilShadow.darkness = 0.5;
  106. _stencilShadow.vertices[ 0 * 3 + 0 ] = -20; _stencilShadow.vertices[ 0 * 3 + 1 ] = -20; _stencilShadow.vertices[ 0 * 3 + 2 ] = -1;
  107. _stencilShadow.vertices[ 1 * 3 + 0 ] = 20; _stencilShadow.vertices[ 1 * 3 + 1 ] = -20; _stencilShadow.vertices[ 1 * 3 + 2 ] = -1;
  108. _stencilShadow.vertices[ 2 * 3 + 0 ] = 20; _stencilShadow.vertices[ 2 * 3 + 1 ] = 20; _stencilShadow.vertices[ 2 * 3 + 2 ] = -1;
  109. _stencilShadow.vertices[ 3 * 3 + 0 ] = -20; _stencilShadow.vertices[ 3 * 3 + 1 ] = 20; _stencilShadow.vertices[ 3 * 3 + 2 ] = -1;
  110. _stencilShadow.faces[ 0 ] = 0; _stencilShadow.faces[ 1 ] = 1; _stencilShadow.faces[ 2 ] = 2;
  111. _stencilShadow.faces[ 3 ] = 0; _stencilShadow.faces[ 4 ] = 2; _stencilShadow.faces[ 5 ] = 3;
  112. _stencilShadow.vertexBuffer = _gl.createBuffer();
  113. _stencilShadow.elementBuffer = _gl.createBuffer();
  114. _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
  115. _gl.bufferData( _gl.ARRAY_BUFFER, _stencilShadow.vertices, _gl.STATIC_DRAW );
  116. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
  117. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.faces, _gl.STATIC_DRAW );
  118. _stencilShadow.program = _gl.createProgram();
  119. _gl.attachShader( _stencilShadow.program, getShader( "fragment", THREE.ShaderLib.shadowPost.fragmentShader ));
  120. _gl.attachShader( _stencilShadow.program, getShader( "vertex", THREE.ShaderLib.shadowPost.vertexShader ));
  121. _gl.linkProgram( _stencilShadow.program );
  122. _stencilShadow.vertexLocation = _gl.getAttribLocation ( _stencilShadow.program, "position" );
  123. _stencilShadow.projectionLocation = _gl.getUniformLocation( _stencilShadow.program, "projectionMatrix" );
  124. _stencilShadow.darknessLocation = _gl.getUniformLocation( _stencilShadow.program, "darkness" );
  125. }
  126. // prepare lens flare
  127. var _lensFlare = {};
  128. var i;
  129. _lensFlare.vertices = new Float32Array( 8 + 8 );
  130. _lensFlare.faces = new Uint16Array( 6 );
  131. i = 0;
  132. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
  133. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
  134. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
  135. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
  136. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  137. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  138. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
  139. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
  140. i = 0;
  141. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
  142. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
  143. _lensFlare.vertexBuffer = _gl.createBuffer();
  144. _lensFlare.elementBuffer = _gl.createBuffer();
  145. _lensFlare.tempTexture = _gl.createTexture();
  146. _lensFlare.occlusionTexture = _gl.createTexture();
  147. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  148. _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
  149. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  150. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
  151. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  152. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
  153. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  154. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  155. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  156. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  157. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  158. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  159. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  160. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  161. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  162. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  163. if( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
  164. _lensFlare.hasVertexTexture = false;
  165. _lensFlare.program = _gl.createProgram();
  166. _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlare.fragmentShader ));
  167. _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlare.vertexShader ));
  168. _gl.linkProgram( _lensFlare.program );
  169. } else {
  170. _lensFlare.hasVertexTexture = true;
  171. _lensFlare.program = _gl.createProgram();
  172. _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlareVertexTexture.fragmentShader ));
  173. _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlareVertexTexture.vertexShader ));
  174. _gl.linkProgram( _lensFlare.program );
  175. }
  176. _lensFlare.attributes = {};
  177. _lensFlare.uniforms = {};
  178. _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
  179. _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "UV" );
  180. _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
  181. _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
  182. _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
  183. _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
  184. _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
  185. _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
  186. _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
  187. //_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  188. //_gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  189. var _lensFlareAttributesEnabled = false;
  190. // prepare sprites
  191. _sprite = {};
  192. _sprite.vertices = new Float32Array( 8 + 8 );
  193. _sprite.faces = new Uint16Array( 6 );
  194. i = 0;
  195. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex
  196. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv... etc.
  197. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1;
  198. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0;
  199. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1;
  200. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1;
  201. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;
  202. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1;
  203. i = 0;
  204. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
  205. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
  206. _sprite.vertexBuffer = _gl.createBuffer();
  207. _sprite.elementBuffer = _gl.createBuffer();
  208. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  209. _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
  210. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  211. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
  212. _sprite.program = _gl.createProgram();
  213. _gl.attachShader( _sprite.program, getShader( "fragment", THREE.ShaderLib.sprite.fragmentShader ));
  214. _gl.attachShader( _sprite.program, getShader( "vertex", THREE.ShaderLib.sprite.vertexShader ));
  215. _gl.linkProgram( _sprite.program );
  216. _sprite.attributes = {};
  217. _sprite.uniforms = {};
  218. _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
  219. _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
  220. _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
  221. _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
  222. _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
  223. _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
  224. _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
  225. _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
  226. _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
  227. _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
  228. _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
  229. _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
  230. _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
  231. _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
  232. //_gl.enableVertexAttribArray( _sprite.attributes.position );
  233. //_gl.enableVertexAttribArray( _sprite.attributes.uv );
  234. var _spriteAttributesEnabled = false;
  235. this.setSize = function ( width, height ) {
  236. _canvas.width = width;
  237. _canvas.height = height;
  238. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  239. };
  240. this.setViewport = function ( x, y, width, height ) {
  241. _viewportX = x;
  242. _viewportY = y;
  243. _viewportWidth = width;
  244. _viewportHeight = height;
  245. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  246. };
  247. this.setScissor = function ( x, y, width, height ) {
  248. _gl.scissor( x, y, width, height );
  249. };
  250. this.enableScissorTest = function ( enable ) {
  251. if ( enable )
  252. _gl.enable( _gl.SCISSOR_TEST );
  253. else
  254. _gl.disable( _gl.SCISSOR_TEST );
  255. };
  256. this.enableDepthBufferWrite = function ( enable ) {
  257. _currentDepthMask = enable;
  258. _gl.depthMask( enable );
  259. };
  260. this.setClearColorHex = function ( hex, alpha ) {
  261. _clearColor.setHex( hex );
  262. _clearAlpha = alpha;
  263. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  264. };
  265. this.setClearColor = function ( color, alpha ) {
  266. _clearColor.copy( color );
  267. _clearAlpha = alpha;
  268. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  269. };
  270. this.clear = function () {
  271. _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT | _gl.STENCIL_BUFFER_BIT );
  272. };
  273. this.setStencilShadowDarkness = function( value ) {
  274. _stencilShadow.darkness = value;
  275. };
  276. this.getContext = function() {
  277. return _gl;
  278. }
  279. function setupLights ( program, lights ) {
  280. var l, ll, light, r = 0, g = 0, b = 0,
  281. color, position, intensity, distance,
  282. zlights = _lights,
  283. dcolors = zlights.directional.colors,
  284. dpositions = zlights.directional.positions,
  285. pcolors = zlights.point.colors,
  286. ppositions = zlights.point.positions,
  287. pdistances = zlights.point.distances,
  288. dlength = 0,
  289. plength = 0,
  290. doffset = 0,
  291. poffset = 0;
  292. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  293. light = lights[ l ];
  294. color = light.color;
  295. position = light.position;
  296. intensity = light.intensity;
  297. distance = light.distance;
  298. if ( light instanceof THREE.AmbientLight ) {
  299. r += color.r;
  300. g += color.g;
  301. b += color.b;
  302. } else if ( light instanceof THREE.DirectionalLight ) {
  303. doffset = dlength * 3;
  304. dcolors[ doffset ] = color.r * intensity;
  305. dcolors[ doffset + 1 ] = color.g * intensity;
  306. dcolors[ doffset + 2 ] = color.b * intensity;
  307. dpositions[ doffset ] = position.x;
  308. dpositions[ doffset + 1 ] = position.y;
  309. dpositions[ doffset + 2 ] = position.z;
  310. dlength += 1;
  311. } else if( light instanceof THREE.PointLight ) {
  312. poffset = plength * 3;
  313. pcolors[ poffset ] = color.r * intensity;
  314. pcolors[ poffset + 1 ] = color.g * intensity;
  315. pcolors[ poffset + 2 ] = color.b * intensity;
  316. ppositions[ poffset ] = position.x;
  317. ppositions[ poffset + 1 ] = position.y;
  318. ppositions[ poffset + 2 ] = position.z;
  319. pdistances[ plength ] = distance;
  320. plength += 1;
  321. }
  322. }
  323. // null eventual remains from removed lights
  324. // (this is to avoid if in shader)
  325. for( l = dlength * 3; l < dcolors.length; l++ ) dcolors[ l ] = 0.0;
  326. for( l = plength * 3; l < pcolors.length; l++ ) pcolors[ l ] = 0.0;
  327. zlights.point.length = plength;
  328. zlights.directional.length = dlength;
  329. zlights.ambient[ 0 ] = r;
  330. zlights.ambient[ 1 ] = g;
  331. zlights.ambient[ 2 ] = b;
  332. };
  333. function createParticleBuffers ( geometry ) {
  334. geometry.__webglVertexBuffer = _gl.createBuffer();
  335. geometry.__webglColorBuffer = _gl.createBuffer();
  336. };
  337. function createLineBuffers( geometry ) {
  338. geometry.__webglVertexBuffer = _gl.createBuffer();
  339. geometry.__webglColorBuffer = _gl.createBuffer();
  340. };
  341. function createRibbonBuffers( geometry ) {
  342. geometry.__webglVertexBuffer = _gl.createBuffer();
  343. geometry.__webglColorBuffer = _gl.createBuffer();
  344. };
  345. function createMeshBuffers( geometryGroup ) {
  346. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  347. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  348. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  349. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  350. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  351. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  352. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  353. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  354. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  355. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  356. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  357. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  358. if ( geometryGroup.numMorphTargets ) {
  359. var m, ml;
  360. geometryGroup.__webglMorphTargetsBuffers = [];
  361. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  362. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  363. }
  364. }
  365. };
  366. function initLineBuffers ( geometry ) {
  367. var nvertices = geometry.vertices.length;
  368. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  369. geometry.__colorArray = new Float32Array( nvertices * 3 );
  370. geometry.__webglLineCount = nvertices;
  371. };
  372. function initRibbonBuffers ( geometry ) {
  373. var nvertices = geometry.vertices.length;
  374. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  375. geometry.__colorArray = new Float32Array( nvertices * 3 );
  376. geometry.__webglVertexCount = nvertices;
  377. };
  378. function initParticleBuffers ( geometry ) {
  379. var nvertices = geometry.vertices.length;
  380. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  381. geometry.__colorArray = new Float32Array( nvertices * 3 );
  382. geometry.__sortArray = [];
  383. geometry.__webglParticleCount = nvertices;
  384. };
  385. function initMeshBuffers ( geometryGroup, object ) {
  386. var f, fl, fi, face,
  387. m, ml, size,
  388. nvertices = 0, ntris = 0, nlines = 0,
  389. uvType,
  390. vertexColorType,
  391. normalType,
  392. materials,
  393. attribute,
  394. geometry = object.geometry,
  395. obj_faces = geometry.faces,
  396. chunk_faces = geometryGroup.faces;
  397. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  398. fi = chunk_faces[ f ];
  399. face = obj_faces[ fi ];
  400. if ( face instanceof THREE.Face3 ) {
  401. nvertices += 3;
  402. ntris += 1;
  403. nlines += 3;
  404. } else if ( face instanceof THREE.Face4 ) {
  405. nvertices += 4;
  406. ntris += 2;
  407. nlines += 4;
  408. }
  409. }
  410. materials = unrollGroupMaterials( geometryGroup, object );
  411. uvType = bufferGuessUVType( materials, geometryGroup, object );
  412. normalType = bufferGuessNormalType( materials, geometryGroup, object );
  413. vertexColorType = bufferGuessVertexColorType( materials, geometryGroup, object );
  414. //console.log("uvType",uvType, "normalType",normalType, "vertexColorType",vertexColorType, object, geometryGroup, materials );
  415. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  416. if ( normalType ) {
  417. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  418. }
  419. if ( geometry.hasTangents ) {
  420. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  421. }
  422. if ( vertexColorType ) {
  423. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  424. }
  425. if ( uvType ) {
  426. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  427. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  428. }
  429. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  430. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  431. }
  432. }
  433. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  434. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  435. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  436. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  437. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  438. }
  439. geometryGroup.__faceArray = new Uint16Array( ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 ));
  440. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  441. if ( geometryGroup.numMorphTargets ) {
  442. geometryGroup.__morphTargetsArrays = [];
  443. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  444. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  445. }
  446. }
  447. geometryGroup.__needsSmoothNormals = ( normalType == THREE.SmoothShading );
  448. geometryGroup.__uvType = uvType;
  449. geometryGroup.__vertexColorType = vertexColorType;
  450. geometryGroup.__normalType = normalType;
  451. geometryGroup.__webglFaceCount = ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 );
  452. geometryGroup.__webglLineCount = nlines * 2;
  453. // custom attributes
  454. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  455. if ( materials[ m ].attributes ) {
  456. geometryGroup.__webglCustomAttributes = {};
  457. for ( a in materials[ m ].attributes ) {
  458. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  459. // attribute buffers which are correctly indexed in the setMeshBuffers function
  460. attribute = {};
  461. for (prop in materials[ m ].attributes[ a ] ) {
  462. attribute [ prop ] = materials[ m ].attributes[ a ][ prop ];
  463. }
  464. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  465. attribute.__webglInitialized = true;
  466. size = 1; // "f" and "i"
  467. if( attribute.type === "v2" ) size = 2;
  468. else if( attribute.type === "v3" ) size = 3;
  469. else if( attribute.type === "v4" ) size = 4;
  470. else if( attribute.type === "c" ) size = 3;
  471. attribute.size = size;
  472. attribute.needsUpdate = true;
  473. attribute.array = new Float32Array( nvertices * size );
  474. attribute.buffer = _gl.createBuffer();
  475. attribute.buffer.belongsToAttribute = a;
  476. }
  477. geometryGroup.__webglCustomAttributes[ a ] = attribute;
  478. }
  479. }
  480. }
  481. geometryGroup.__inittedArrays = true;
  482. };
  483. function setMeshBuffers ( geometryGroup, object, hint ) {
  484. if ( ! geometryGroup.__inittedArrays ) {
  485. // console.log( object );
  486. return;
  487. }
  488. var f, fl, fi, face,
  489. vertexNormals, faceNormal, normal,
  490. vertexColors, faceColor,
  491. vertexTangents,
  492. uvType, vertexColorType, normalType,
  493. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  494. c1, c2, c3, c4,
  495. sw1, sw2, sw3, sw4,
  496. si1, si2, si3, si4,
  497. sa1, sa2, sa3, sa4,
  498. sb1, sb2, sb3, sb4,
  499. m, ml, i,
  500. vn, uvi, uv2i,
  501. vk, vkl, vka,
  502. a,
  503. vertexIndex = 0,
  504. offset = 0,
  505. offset_uv = 0,
  506. offset_uv2 = 0,
  507. offset_face = 0,
  508. offset_normal = 0,
  509. offset_tangent = 0,
  510. offset_line = 0,
  511. offset_color = 0,
  512. offset_skin = 0,
  513. offset_morphTarget = 0,
  514. offset_custom = 0,
  515. offset_customSrc = 0,
  516. vertexArray = geometryGroup.__vertexArray,
  517. uvArray = geometryGroup.__uvArray,
  518. uv2Array = geometryGroup.__uv2Array,
  519. normalArray = geometryGroup.__normalArray,
  520. tangentArray = geometryGroup.__tangentArray,
  521. colorArray = geometryGroup.__colorArray,
  522. skinVertexAArray = geometryGroup.__skinVertexAArray,
  523. skinVertexBArray = geometryGroup.__skinVertexBArray,
  524. skinIndexArray = geometryGroup.__skinIndexArray,
  525. skinWeightArray = geometryGroup.__skinWeightArray,
  526. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  527. customAttributes = geometryGroup.__webglCustomAttributes,
  528. customAttribute,
  529. faceArray = geometryGroup.__faceArray,
  530. lineArray = geometryGroup.__lineArray,
  531. needsSmoothNormals = geometryGroup.__needsSmoothNormals,
  532. vertexColorType = geometryGroup.__vertexColorType,
  533. uvType = geometryGroup.__uvType,
  534. normalType = geometryGroup.__normalType,
  535. geometry = object.geometry, // this is shared for all chunks
  536. dirtyVertices = geometry.__dirtyVertices,
  537. dirtyElements = geometry.__dirtyElements,
  538. dirtyUvs = geometry.__dirtyUvs,
  539. dirtyNormals = geometry.__dirtyNormals,
  540. dirtyTangents = geometry.__dirtyTangents,
  541. dirtyColors = geometry.__dirtyColors,
  542. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  543. vertices = geometry.vertices,
  544. chunk_faces = geometryGroup.faces,
  545. obj_faces = geometry.faces,
  546. obj_uvs = geometry.faceVertexUvs[ 0 ],
  547. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  548. obj_colors = geometry.colors,
  549. obj_skinVerticesA = geometry.skinVerticesA,
  550. obj_skinVerticesB = geometry.skinVerticesB,
  551. obj_skinIndices = geometry.skinIndices,
  552. obj_skinWeights = geometry.skinWeights,
  553. obj_edgeFaces = object instanceof THREE.ShadowVolume ? geometry.edgeFaces : undefined,
  554. morphTargets = geometry.morphTargets;
  555. if ( customAttributes ) {
  556. for ( a in customAttributes ) {
  557. customAttributes[ a ].offset = 0;
  558. customAttributes[ a ].offsetSrc = 0;
  559. }
  560. }
  561. for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
  562. fi = chunk_faces[ f ];
  563. face = obj_faces[ fi ];
  564. if ( obj_uvs ) {
  565. uv = obj_uvs[ fi ];
  566. }
  567. if ( obj_uvs2 ) {
  568. uv2 = obj_uvs2[ fi ];
  569. }
  570. vertexNormals = face.vertexNormals;
  571. faceNormal = face.normal;
  572. vertexColors = face.vertexColors;
  573. faceColor = face.color;
  574. vertexTangents = face.vertexTangents;
  575. if ( face instanceof THREE.Face3 ) {
  576. if ( dirtyVertices ) {
  577. v1 = vertices[ face.a ].position;
  578. v2 = vertices[ face.b ].position;
  579. v3 = vertices[ face.c ].position;
  580. vertexArray[ offset ] = v1.x;
  581. vertexArray[ offset + 1 ] = v1.y;
  582. vertexArray[ offset + 2 ] = v1.z;
  583. vertexArray[ offset + 3 ] = v2.x;
  584. vertexArray[ offset + 4 ] = v2.y;
  585. vertexArray[ offset + 5 ] = v2.z;
  586. vertexArray[ offset + 6 ] = v3.x;
  587. vertexArray[ offset + 7 ] = v3.y;
  588. vertexArray[ offset + 8 ] = v3.z;
  589. offset += 9;
  590. }
  591. if ( customAttributes ) {
  592. for ( a in customAttributes ) {
  593. customAttribute = customAttributes[ a ];
  594. if ( customAttribute.needsUpdate ) {
  595. offset_custom = customAttribute.offset;
  596. offset_customSrc = customAttribute.offsetSrc;
  597. if ( customAttribute.size === 1 ) {
  598. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  599. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
  600. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  601. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  602. } else if ( customAttribute.boundTo === "faces" ) {
  603. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
  604. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
  605. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  606. customAttribute.offsetSrc ++;
  607. } else if ( customAttribute.boundTo === "faceVertices" ) {
  608. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
  609. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  610. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  611. customAttribute.offsetSrc += 3;
  612. }
  613. customAttribute.offset += 3;
  614. } else {
  615. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  616. v1 = customAttribute.value[ face.a ];
  617. v2 = customAttribute.value[ face.b ];
  618. v3 = customAttribute.value[ face.c ];
  619. } else if ( customAttribute.boundTo === "faces" ) {
  620. v1 = customAttribute.value[ offset_customSrc ];
  621. v2 = customAttribute.value[ offset_customSrc ];
  622. v3 = customAttribute.value[ offset_customSrc ];
  623. customAttribute.offsetSrc ++;
  624. } else if ( customAttribute.boundTo === "faceVertices" ) {
  625. v1 = customAttribute.value[ offset_customSrc + 0 ];
  626. v2 = customAttribute.value[ offset_customSrc + 1 ];
  627. v3 = customAttribute.value[ offset_customSrc + 2 ];
  628. customAttribute.offsetSrc += 3;
  629. }
  630. if ( customAttribute.size === 2 ) {
  631. customAttribute.array[ offset_custom + 0 ] = v1.x;
  632. customAttribute.array[ offset_custom + 1 ] = v1.y;
  633. customAttribute.array[ offset_custom + 2 ] = v2.x;
  634. customAttribute.array[ offset_custom + 3 ] = v2.y;
  635. customAttribute.array[ offset_custom + 4 ] = v3.x;
  636. customAttribute.array[ offset_custom + 5 ] = v3.y;
  637. customAttribute.offset += 6;
  638. } else if ( customAttribute.size === 3 ) {
  639. if ( customAttribute.type === "c" ) {
  640. customAttribute.array[ offset_custom + 0 ] = v1.r;
  641. customAttribute.array[ offset_custom + 1 ] = v1.g;
  642. customAttribute.array[ offset_custom + 2 ] = v1.b;
  643. customAttribute.array[ offset_custom + 3 ] = v2.r;
  644. customAttribute.array[ offset_custom + 4 ] = v2.g;
  645. customAttribute.array[ offset_custom + 5 ] = v2.b;
  646. customAttribute.array[ offset_custom + 6 ] = v3.r;
  647. customAttribute.array[ offset_custom + 7 ] = v3.g;
  648. customAttribute.array[ offset_custom + 8 ] = v3.b;
  649. } else {
  650. customAttribute.array[ offset_custom + 0 ] = v1.x;
  651. customAttribute.array[ offset_custom + 1 ] = v1.y;
  652. customAttribute.array[ offset_custom + 2 ] = v1.z;
  653. customAttribute.array[ offset_custom + 3 ] = v2.x;
  654. customAttribute.array[ offset_custom + 4 ] = v2.y;
  655. customAttribute.array[ offset_custom + 5 ] = v2.z;
  656. customAttribute.array[ offset_custom + 6 ] = v3.x;
  657. customAttribute.array[ offset_custom + 7 ] = v3.y;
  658. customAttribute.array[ offset_custom + 8 ] = v3.z;
  659. }
  660. customAttribute.offset += 9;
  661. } else {
  662. customAttribute.array[ offset_custom + 0 ] = v1.x;
  663. customAttribute.array[ offset_custom + 1 ] = v1.y;
  664. customAttribute.array[ offset_custom + 2 ] = v1.z;
  665. customAttribute.array[ offset_custom + 3 ] = v1.w;
  666. customAttribute.array[ offset_custom + 4 ] = v2.x;
  667. customAttribute.array[ offset_custom + 5 ] = v2.y;
  668. customAttribute.array[ offset_custom + 6 ] = v2.z;
  669. customAttribute.array[ offset_custom + 7 ] = v2.w;
  670. customAttribute.array[ offset_custom + 8 ] = v3.x;
  671. customAttribute.array[ offset_custom + 9 ] = v3.y;
  672. customAttribute.array[ offset_custom + 10 ] = v3.z;
  673. customAttribute.array[ offset_custom + 11 ] = v3.w;
  674. customAttribute.offset += 12;
  675. }
  676. }
  677. }
  678. }
  679. }
  680. if ( dirtyMorphTargets ) {
  681. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  682. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  683. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  684. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  685. vka = morphTargetsArrays[ vk ];
  686. vka[ offset_morphTarget + 0 ] = v1.x;
  687. vka[ offset_morphTarget + 1 ] = v1.y;
  688. vka[ offset_morphTarget + 2 ] = v1.z;
  689. vka[ offset_morphTarget + 3 ] = v2.x;
  690. vka[ offset_morphTarget + 4 ] = v2.y;
  691. vka[ offset_morphTarget + 5 ] = v2.z;
  692. vka[ offset_morphTarget + 6 ] = v3.x;
  693. vka[ offset_morphTarget + 7 ] = v3.y;
  694. vka[ offset_morphTarget + 8 ] = v3.z;
  695. }
  696. offset_morphTarget += 9;
  697. }
  698. if ( obj_skinWeights.length ) {
  699. // weights
  700. sw1 = obj_skinWeights[ face.a ];
  701. sw2 = obj_skinWeights[ face.b ];
  702. sw3 = obj_skinWeights[ face.c ];
  703. skinWeightArray[ offset_skin ] = sw1.x;
  704. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  705. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  706. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  707. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  708. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  709. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  710. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  711. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  712. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  713. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  714. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  715. // indices
  716. si1 = obj_skinIndices[ face.a ];
  717. si2 = obj_skinIndices[ face.b ];
  718. si3 = obj_skinIndices[ face.c ];
  719. skinIndexArray[ offset_skin ] = si1.x;
  720. skinIndexArray[ offset_skin + 1 ] = si1.y;
  721. skinIndexArray[ offset_skin + 2 ] = si1.z;
  722. skinIndexArray[ offset_skin + 3 ] = si1.w;
  723. skinIndexArray[ offset_skin + 4 ] = si2.x;
  724. skinIndexArray[ offset_skin + 5 ] = si2.y;
  725. skinIndexArray[ offset_skin + 6 ] = si2.z;
  726. skinIndexArray[ offset_skin + 7 ] = si2.w;
  727. skinIndexArray[ offset_skin + 8 ] = si3.x;
  728. skinIndexArray[ offset_skin + 9 ] = si3.y;
  729. skinIndexArray[ offset_skin + 10 ] = si3.z;
  730. skinIndexArray[ offset_skin + 11 ] = si3.w;
  731. // vertices A
  732. sa1 = obj_skinVerticesA[ face.a ];
  733. sa2 = obj_skinVerticesA[ face.b ];
  734. sa3 = obj_skinVerticesA[ face.c ];
  735. skinVertexAArray[ offset_skin ] = sa1.x;
  736. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  737. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  738. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  739. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  740. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  741. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  742. skinVertexAArray[ offset_skin + 7 ] = 1;
  743. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  744. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  745. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  746. skinVertexAArray[ offset_skin + 11 ] = 1;
  747. // vertices B
  748. sb1 = obj_skinVerticesB[ face.a ];
  749. sb2 = obj_skinVerticesB[ face.b ];
  750. sb3 = obj_skinVerticesB[ face.c ];
  751. skinVertexBArray[ offset_skin ] = sb1.x;
  752. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  753. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  754. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  755. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  756. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  757. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  758. skinVertexBArray[ offset_skin + 7 ] = 1;
  759. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  760. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  761. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  762. skinVertexBArray[ offset_skin + 11 ] = 1;
  763. offset_skin += 12;
  764. }
  765. if ( dirtyColors && vertexColorType ) {
  766. if ( vertexColors.length == 3 && vertexColorType == THREE.VertexColors ) {
  767. c1 = vertexColors[ 0 ];
  768. c2 = vertexColors[ 1 ];
  769. c3 = vertexColors[ 2 ];
  770. } else {
  771. c1 = faceColor;
  772. c2 = faceColor;
  773. c3 = faceColor;
  774. }
  775. colorArray[ offset_color ] = c1.r;
  776. colorArray[ offset_color + 1 ] = c1.g;
  777. colorArray[ offset_color + 2 ] = c1.b;
  778. colorArray[ offset_color + 3 ] = c2.r;
  779. colorArray[ offset_color + 4 ] = c2.g;
  780. colorArray[ offset_color + 5 ] = c2.b;
  781. colorArray[ offset_color + 6 ] = c3.r;
  782. colorArray[ offset_color + 7 ] = c3.g;
  783. colorArray[ offset_color + 8 ] = c3.b;
  784. offset_color += 9;
  785. }
  786. if ( dirtyTangents && geometry.hasTangents ) {
  787. t1 = vertexTangents[ 0 ];
  788. t2 = vertexTangents[ 1 ];
  789. t3 = vertexTangents[ 2 ];
  790. tangentArray[ offset_tangent ] = t1.x;
  791. tangentArray[ offset_tangent + 1 ] = t1.y;
  792. tangentArray[ offset_tangent + 2 ] = t1.z;
  793. tangentArray[ offset_tangent + 3 ] = t1.w;
  794. tangentArray[ offset_tangent + 4 ] = t2.x;
  795. tangentArray[ offset_tangent + 5 ] = t2.y;
  796. tangentArray[ offset_tangent + 6 ] = t2.z;
  797. tangentArray[ offset_tangent + 7 ] = t2.w;
  798. tangentArray[ offset_tangent + 8 ] = t3.x;
  799. tangentArray[ offset_tangent + 9 ] = t3.y;
  800. tangentArray[ offset_tangent + 10 ] = t3.z;
  801. tangentArray[ offset_tangent + 11 ] = t3.w;
  802. offset_tangent += 12;
  803. }
  804. if ( dirtyNormals && normalType ) {
  805. if ( vertexNormals.length == 3 && needsSmoothNormals ) {
  806. for ( i = 0; i < 3; i ++ ) {
  807. vn = vertexNormals[ i ];
  808. normalArray[ offset_normal ] = vn.x;
  809. normalArray[ offset_normal + 1 ] = vn.y;
  810. normalArray[ offset_normal + 2 ] = vn.z;
  811. offset_normal += 3;
  812. }
  813. } else {
  814. for ( i = 0; i < 3; i ++ ) {
  815. normalArray[ offset_normal ] = faceNormal.x;
  816. normalArray[ offset_normal + 1 ] = faceNormal.y;
  817. normalArray[ offset_normal + 2 ] = faceNormal.z;
  818. offset_normal += 3;
  819. }
  820. }
  821. }
  822. if ( dirtyUvs && uv !== undefined && uvType ) {
  823. for ( i = 0; i < 3; i ++ ) {
  824. uvi = uv[ i ];
  825. uvArray[ offset_uv ] = uvi.u;
  826. uvArray[ offset_uv + 1 ] = uvi.v;
  827. offset_uv += 2;
  828. }
  829. }
  830. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  831. for ( i = 0; i < 3; i ++ ) {
  832. uv2i = uv2[ i ];
  833. uv2Array[ offset_uv2 ] = uv2i.u;
  834. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  835. offset_uv2 += 2;
  836. }
  837. }
  838. if ( dirtyElements ) {
  839. faceArray[ offset_face ] = vertexIndex;
  840. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  841. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  842. offset_face += 3;
  843. lineArray[ offset_line ] = vertexIndex;
  844. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  845. lineArray[ offset_line + 2 ] = vertexIndex;
  846. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  847. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  848. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  849. offset_line += 6;
  850. vertexIndex += 3;
  851. }
  852. } else if ( face instanceof THREE.Face4 ) {
  853. if ( dirtyVertices ) {
  854. v1 = vertices[ face.a ].position;
  855. v2 = vertices[ face.b ].position;
  856. v3 = vertices[ face.c ].position;
  857. v4 = vertices[ face.d ].position;
  858. vertexArray[ offset ] = v1.x;
  859. vertexArray[ offset + 1 ] = v1.y;
  860. vertexArray[ offset + 2 ] = v1.z;
  861. vertexArray[ offset + 3 ] = v2.x;
  862. vertexArray[ offset + 4 ] = v2.y;
  863. vertexArray[ offset + 5 ] = v2.z;
  864. vertexArray[ offset + 6 ] = v3.x;
  865. vertexArray[ offset + 7 ] = v3.y;
  866. vertexArray[ offset + 8 ] = v3.z;
  867. vertexArray[ offset + 9 ] = v4.x;
  868. vertexArray[ offset + 10 ] = v4.y;
  869. vertexArray[ offset + 11 ] = v4.z;
  870. offset += 12;
  871. }
  872. if ( customAttributes ) {
  873. for ( a in customAttributes ) {
  874. customAttribute = customAttributes[ a ];
  875. if ( customAttribute.needsUpdate ) {
  876. offset_custom = customAttribute.offset;
  877. offset_customSrc = customAttribute.offsetSrc;
  878. if ( customAttribute.size === 1 ) {
  879. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  880. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
  881. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  882. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  883. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  884. } else if ( customAttribute.boundTo === "faces" ) {
  885. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
  886. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
  887. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  888. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc ];
  889. customAttribute.offsetSrc++;
  890. } else if ( customAttribute.boundTo === "faceVertices" ) {
  891. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
  892. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  893. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  894. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc + 3 ];
  895. customAttribute.offsetSrc += 4;
  896. }
  897. customAttribute.offset += 4;
  898. } else {
  899. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  900. v1 = customAttribute.value[ face.a ];
  901. v2 = customAttribute.value[ face.b ];
  902. v3 = customAttribute.value[ face.c ];
  903. v4 = customAttribute.value[ face.d ];
  904. } else if ( customAttribute.boundTo === "faces" ) {
  905. v1 = customAttribute.value[ offset_customSrc ];
  906. v2 = customAttribute.value[ offset_customSrc ];
  907. v3 = customAttribute.value[ offset_customSrc ];
  908. v4 = customAttribute.value[ offset_customSrc ];
  909. customAttribute.offsetSrc++;
  910. } else if ( customAttribute.boundTo === "faceVertices" ) {
  911. v1 = customAttribute.value[ offset_customSrc + 0 ];
  912. v2 = customAttribute.value[ offset_customSrc + 1 ];
  913. v3 = customAttribute.value[ offset_customSrc + 2 ];
  914. v4 = customAttribute.value[ offset_customSrc + 3 ];
  915. customAttribute.offsetSrc += 4;
  916. }
  917. if ( customAttribute.size === 2 ) {
  918. customAttribute.array[ offset_custom + 0 ] = v1.x;
  919. customAttribute.array[ offset_custom + 1 ] = v1.y;
  920. customAttribute.array[ offset_custom + 2 ] = v2.x;
  921. customAttribute.array[ offset_custom + 3 ] = v2.y;
  922. customAttribute.array[ offset_custom + 4 ] = v3.x;
  923. customAttribute.array[ offset_custom + 5 ] = v3.y;
  924. customAttribute.array[ offset_custom + 6 ] = v4.x;
  925. customAttribute.array[ offset_custom + 7 ] = v4.y;
  926. customAttribute.offset += 8;
  927. } else if ( customAttribute.size === 3 ) {
  928. if ( customAttribute.type === "c" ) {
  929. customAttribute.array[ offset_custom + 0 ] = v1.r;
  930. customAttribute.array[ offset_custom + 1 ] = v1.g;
  931. customAttribute.array[ offset_custom + 2 ] = v1.b;
  932. customAttribute.array[ offset_custom + 3 ] = v2.r;
  933. customAttribute.array[ offset_custom + 4 ] = v2.g;
  934. customAttribute.array[ offset_custom + 5 ] = v2.b;
  935. customAttribute.array[ offset_custom + 6 ] = v3.r;
  936. customAttribute.array[ offset_custom + 7 ] = v3.g;
  937. customAttribute.array[ offset_custom + 8 ] = v3.b;
  938. customAttribute.array[ offset_custom + 9 ] = v4.r;
  939. customAttribute.array[ offset_custom + 10 ] = v4.g;
  940. customAttribute.array[ offset_custom + 11 ] = v4.b;
  941. } else {
  942. customAttribute.array[ offset_custom + 0 ] = v1.x;
  943. customAttribute.array[ offset_custom + 1 ] = v1.y;
  944. customAttribute.array[ offset_custom + 2 ] = v1.z;
  945. customAttribute.array[ offset_custom + 3 ] = v2.x;
  946. customAttribute.array[ offset_custom + 4 ] = v2.y;
  947. customAttribute.array[ offset_custom + 5 ] = v2.z;
  948. customAttribute.array[ offset_custom + 6 ] = v3.x;
  949. customAttribute.array[ offset_custom + 7 ] = v3.y;
  950. customAttribute.array[ offset_custom + 8 ] = v3.z;
  951. customAttribute.array[ offset_custom + 9 ] = v4.x;
  952. customAttribute.array[ offset_custom + 10 ] = v4.y;
  953. customAttribute.array[ offset_custom + 11 ] = v4.z;
  954. }
  955. customAttribute.offset += 12;
  956. } else {
  957. customAttribute.array[ offset_custom + 0 ] = v1.x;
  958. customAttribute.array[ offset_custom + 1 ] = v1.y;
  959. customAttribute.array[ offset_custom + 2 ] = v1.z;
  960. customAttribute.array[ offset_custom + 3 ] = v1.w;
  961. customAttribute.array[ offset_custom + 4 ] = v2.x;
  962. customAttribute.array[ offset_custom + 5 ] = v2.y;
  963. customAttribute.array[ offset_custom + 6 ] = v2.z;
  964. customAttribute.array[ offset_custom + 7 ] = v2.w;
  965. customAttribute.array[ offset_custom + 8 ] = v3.x;
  966. customAttribute.array[ offset_custom + 9 ] = v3.y;
  967. customAttribute.array[ offset_custom + 10 ] = v3.z;
  968. customAttribute.array[ offset_custom + 11 ] = v3.w;
  969. customAttribute.array[ offset_custom + 12 ] = v4.x;
  970. customAttribute.array[ offset_custom + 13 ] = v4.y;
  971. customAttribute.array[ offset_custom + 14 ] = v4.z;
  972. customAttribute.array[ offset_custom + 15 ] = v4.w;
  973. customAttribute.offset += 16;
  974. }
  975. }
  976. }
  977. }
  978. }
  979. if ( dirtyMorphTargets ) {
  980. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk++ ) {
  981. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  982. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  983. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  984. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  985. vka = morphTargetsArrays[ vk ];
  986. vka[ offset_morphTarget + 0 ] = v1.x;
  987. vka[ offset_morphTarget + 1 ] = v1.y;
  988. vka[ offset_morphTarget + 2 ] = v1.z;
  989. vka[ offset_morphTarget + 3 ] = v2.x;
  990. vka[ offset_morphTarget + 4 ] = v2.y;
  991. vka[ offset_morphTarget + 5 ] = v2.z;
  992. vka[ offset_morphTarget + 6 ] = v3.x;
  993. vka[ offset_morphTarget + 7 ] = v3.y;
  994. vka[ offset_morphTarget + 8 ] = v3.z;
  995. vka[ offset_morphTarget + 9 ] = v4.x;
  996. vka[ offset_morphTarget + 10 ] = v4.y;
  997. vka[ offset_morphTarget + 11 ] = v4.z;
  998. }
  999. offset_morphTarget += 12;
  1000. }
  1001. if ( obj_skinWeights.length ) {
  1002. // weights
  1003. sw1 = obj_skinWeights[ face.a ];
  1004. sw2 = obj_skinWeights[ face.b ];
  1005. sw3 = obj_skinWeights[ face.c ];
  1006. sw4 = obj_skinWeights[ face.d ];
  1007. skinWeightArray[ offset_skin ] = sw1.x;
  1008. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1009. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1010. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1011. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1012. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1013. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1014. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1015. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1016. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1017. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1018. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1019. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  1020. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  1021. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  1022. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  1023. // indices
  1024. si1 = obj_skinIndices[ face.a ];
  1025. si2 = obj_skinIndices[ face.b ];
  1026. si3 = obj_skinIndices[ face.c ];
  1027. si4 = obj_skinIndices[ face.d ];
  1028. skinIndexArray[ offset_skin ] = si1.x;
  1029. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1030. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1031. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1032. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1033. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1034. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1035. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1036. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1037. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1038. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1039. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1040. skinIndexArray[ offset_skin + 12 ] = si4.x;
  1041. skinIndexArray[ offset_skin + 13 ] = si4.y;
  1042. skinIndexArray[ offset_skin + 14 ] = si4.z;
  1043. skinIndexArray[ offset_skin + 15 ] = si4.w;
  1044. // vertices A
  1045. sa1 = obj_skinVerticesA[ face.a ];
  1046. sa2 = obj_skinVerticesA[ face.b ];
  1047. sa3 = obj_skinVerticesA[ face.c ];
  1048. sa4 = obj_skinVerticesA[ face.d ];
  1049. skinVertexAArray[ offset_skin ] = sa1.x;
  1050. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1051. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1052. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1053. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1054. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1055. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1056. skinVertexAArray[ offset_skin + 7 ] = 1;
  1057. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1058. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1059. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1060. skinVertexAArray[ offset_skin + 11 ] = 1;
  1061. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1062. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1063. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1064. skinVertexAArray[ offset_skin + 15 ] = 1;
  1065. // vertices B
  1066. sb1 = obj_skinVerticesB[ face.a ];
  1067. sb2 = obj_skinVerticesB[ face.b ];
  1068. sb3 = obj_skinVerticesB[ face.c ];
  1069. sb4 = obj_skinVerticesB[ face.d ];
  1070. skinVertexBArray[ offset_skin ] = sb1.x;
  1071. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1072. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1073. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1074. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1075. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1076. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1077. skinVertexBArray[ offset_skin + 7 ] = 1;
  1078. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1079. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1080. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1081. skinVertexBArray[ offset_skin + 11 ] = 1;
  1082. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1083. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1084. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1085. skinVertexBArray[ offset_skin + 15 ] = 1;
  1086. offset_skin += 16;
  1087. }
  1088. if ( dirtyColors && vertexColorType ) {
  1089. if ( vertexColors.length == 4 && vertexColorType == THREE.VertexColors ) {
  1090. c1 = vertexColors[ 0 ];
  1091. c2 = vertexColors[ 1 ];
  1092. c3 = vertexColors[ 2 ];
  1093. c4 = vertexColors[ 3 ];
  1094. } else {
  1095. c1 = faceColor;
  1096. c2 = faceColor;
  1097. c3 = faceColor;
  1098. c4 = faceColor;
  1099. }
  1100. colorArray[ offset_color ] = c1.r;
  1101. colorArray[ offset_color + 1 ] = c1.g;
  1102. colorArray[ offset_color + 2 ] = c1.b;
  1103. colorArray[ offset_color + 3 ] = c2.r;
  1104. colorArray[ offset_color + 4 ] = c2.g;
  1105. colorArray[ offset_color + 5 ] = c2.b;
  1106. colorArray[ offset_color + 6 ] = c3.r;
  1107. colorArray[ offset_color + 7 ] = c3.g;
  1108. colorArray[ offset_color + 8 ] = c3.b;
  1109. colorArray[ offset_color + 9 ] = c4.r;
  1110. colorArray[ offset_color + 10 ] = c4.g;
  1111. colorArray[ offset_color + 11 ] = c4.b;
  1112. offset_color += 12;
  1113. }
  1114. if ( dirtyTangents && geometry.hasTangents ) {
  1115. t1 = vertexTangents[ 0 ];
  1116. t2 = vertexTangents[ 1 ];
  1117. t3 = vertexTangents[ 2 ];
  1118. t4 = vertexTangents[ 3 ];
  1119. tangentArray[ offset_tangent ] = t1.x;
  1120. tangentArray[ offset_tangent + 1 ] = t1.y;
  1121. tangentArray[ offset_tangent + 2 ] = t1.z;
  1122. tangentArray[ offset_tangent + 3 ] = t1.w;
  1123. tangentArray[ offset_tangent + 4 ] = t2.x;
  1124. tangentArray[ offset_tangent + 5 ] = t2.y;
  1125. tangentArray[ offset_tangent + 6 ] = t2.z;
  1126. tangentArray[ offset_tangent + 7 ] = t2.w;
  1127. tangentArray[ offset_tangent + 8 ] = t3.x;
  1128. tangentArray[ offset_tangent + 9 ] = t3.y;
  1129. tangentArray[ offset_tangent + 10 ] = t3.z;
  1130. tangentArray[ offset_tangent + 11 ] = t3.w;
  1131. tangentArray[ offset_tangent + 12 ] = t4.x;
  1132. tangentArray[ offset_tangent + 13 ] = t4.y;
  1133. tangentArray[ offset_tangent + 14 ] = t4.z;
  1134. tangentArray[ offset_tangent + 15 ] = t4.w;
  1135. offset_tangent += 16;
  1136. }
  1137. if ( dirtyNormals && normalType ) {
  1138. if ( vertexNormals.length == 4 && needsSmoothNormals ) {
  1139. for ( i = 0; i < 4; i ++ ) {
  1140. vn = vertexNormals[ i ];
  1141. normalArray[ offset_normal ] = vn.x;
  1142. normalArray[ offset_normal + 1 ] = vn.y;
  1143. normalArray[ offset_normal + 2 ] = vn.z;
  1144. offset_normal += 3;
  1145. }
  1146. } else {
  1147. for ( i = 0; i < 4; i ++ ) {
  1148. normalArray[ offset_normal ] = faceNormal.x;
  1149. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1150. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1151. offset_normal += 3;
  1152. }
  1153. }
  1154. }
  1155. if ( dirtyUvs && uv !== undefined && uvType ) {
  1156. for ( i = 0; i < 4; i ++ ) {
  1157. uvi = uv[ i ];
  1158. uvArray[ offset_uv ] = uvi.u;
  1159. uvArray[ offset_uv + 1 ] = uvi.v;
  1160. offset_uv += 2;
  1161. }
  1162. }
  1163. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  1164. for ( i = 0; i < 4; i ++ ) {
  1165. uv2i = uv2[ i ];
  1166. uv2Array[ offset_uv2 ] = uv2i.u;
  1167. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1168. offset_uv2 += 2;
  1169. }
  1170. }
  1171. if ( dirtyElements ) {
  1172. faceArray[ offset_face ] = vertexIndex;
  1173. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1174. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1175. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1176. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1177. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1178. offset_face += 6;
  1179. lineArray[ offset_line ] = vertexIndex;
  1180. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1181. lineArray[ offset_line + 2 ] = vertexIndex;
  1182. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1183. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1184. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1185. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1186. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1187. offset_line += 8;
  1188. vertexIndex += 4;
  1189. }
  1190. }
  1191. }
  1192. if ( obj_edgeFaces ) {
  1193. for ( f = 0, fl = obj_edgeFaces.length; f < fl; f ++ ) {
  1194. faceArray[ offset_face ] = obj_edgeFaces[ f ].a;
  1195. faceArray[ offset_face + 1 ] = obj_edgeFaces[ f ].b;
  1196. faceArray[ offset_face + 2 ] = obj_edgeFaces[ f ].c;
  1197. faceArray[ offset_face + 3 ] = obj_edgeFaces[ f ].a;
  1198. faceArray[ offset_face + 4 ] = obj_edgeFaces[ f ].c;
  1199. faceArray[ offset_face + 5 ] = obj_edgeFaces[ f ].d;
  1200. offset_face += 6;
  1201. }
  1202. }
  1203. if ( dirtyVertices ) {
  1204. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1205. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1206. }
  1207. if ( customAttributes ) {
  1208. for ( a in customAttributes ) {
  1209. customAttribute = customAttributes[ a ];
  1210. if ( customAttribute.needsUpdate ) {
  1211. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1212. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1213. customAttribute.needsUpdate = false;
  1214. }
  1215. }
  1216. }
  1217. if ( dirtyMorphTargets ) {
  1218. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  1219. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1220. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1221. }
  1222. }
  1223. if ( dirtyColors && offset_color > 0 ) {
  1224. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1225. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1226. }
  1227. if ( dirtyNormals ) {
  1228. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1229. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1230. }
  1231. if ( dirtyTangents && geometry.hasTangents ) {
  1232. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1233. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1234. }
  1235. if ( dirtyUvs && offset_uv > 0 ) {
  1236. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1237. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1238. }
  1239. if ( dirtyUvs && offset_uv2 > 0 ) {
  1240. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1241. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1242. }
  1243. if ( dirtyElements ) {
  1244. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1245. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1246. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1247. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1248. }
  1249. if ( offset_skin > 0 ) {
  1250. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1251. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1252. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1253. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1254. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1255. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1256. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1257. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1258. }
  1259. if ( ! object.dynamic ) {
  1260. delete geometryGroup.__inittedArrays;
  1261. delete geometryGroup.__colorArray;
  1262. delete geometryGroup.__normalArray;
  1263. delete geometryGroup.__tangentArray;
  1264. delete geometryGroup.__uvArray;
  1265. delete geometryGroup.__uv2Array;
  1266. delete geometryGroup.__faceArray;
  1267. delete geometryGroup.__vertexArray;
  1268. delete geometryGroup.__lineArray;
  1269. delete geometryGroup.__skinVertexAArray;
  1270. delete geometryGroup.__skinVertexBArray;
  1271. delete geometryGroup.__skinIndexArray;
  1272. delete geometryGroup.__skinWeightArray;
  1273. }
  1274. };
  1275. function setLineBuffers ( geometry, hint ) {
  1276. var v, c, vertex, offset,
  1277. vertices = geometry.vertices,
  1278. colors = geometry.colors,
  1279. vl = vertices.length,
  1280. cl = colors.length,
  1281. vertexArray = geometry.__vertexArray,
  1282. colorArray = geometry.__colorArray,
  1283. dirtyVertices = geometry.__dirtyVertices,
  1284. dirtyColors = geometry.__dirtyColors;
  1285. if ( dirtyVertices ) {
  1286. for ( v = 0; v < vl; v++ ) {
  1287. vertex = vertices[ v ].position;
  1288. offset = v * 3;
  1289. vertexArray[ offset ] = vertex.x;
  1290. vertexArray[ offset + 1 ] = vertex.y;
  1291. vertexArray[ offset + 2 ] = vertex.z;
  1292. }
  1293. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1294. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1295. }
  1296. if ( dirtyColors ) {
  1297. for ( c = 0; c < cl; c++ ) {
  1298. color = colors[ c ];
  1299. offset = c * 3;
  1300. colorArray[ offset ] = color.r;
  1301. colorArray[ offset + 1 ] = color.g;
  1302. colorArray[ offset + 2 ] = color.b;
  1303. }
  1304. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1305. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1306. }
  1307. };
  1308. function setRibbonBuffers ( geometry, hint ) {
  1309. var v, c, vertex, offset,
  1310. vertices = geometry.vertices,
  1311. colors = geometry.colors,
  1312. vl = vertices.length,
  1313. cl = colors.length,
  1314. vertexArray = geometry.__vertexArray,
  1315. colorArray = geometry.__colorArray,
  1316. dirtyVertices = geometry.__dirtyVertices,
  1317. dirtyColors = geometry.__dirtyColors;
  1318. if ( dirtyVertices ) {
  1319. for ( v = 0; v < vl; v++ ) {
  1320. vertex = vertices[ v ].position;
  1321. offset = v * 3;
  1322. vertexArray[ offset ] = vertex.x;
  1323. vertexArray[ offset + 1 ] = vertex.y;
  1324. vertexArray[ offset + 2 ] = vertex.z;
  1325. }
  1326. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1327. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1328. }
  1329. if ( dirtyColors ) {
  1330. for ( c = 0; c < cl; c++ ) {
  1331. color = colors[ c ];
  1332. offset = c * 3;
  1333. colorArray[ offset ] = color.r;
  1334. colorArray[ offset + 1 ] = color.g;
  1335. colorArray[ offset + 2 ] = color.b;
  1336. }
  1337. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1338. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1339. }
  1340. };
  1341. function setParticleBuffers ( geometry, hint, object ) {
  1342. var v, c, vertex, offset,
  1343. vertices = geometry.vertices,
  1344. vl = vertices.length,
  1345. colors = geometry.colors,
  1346. cl = colors.length,
  1347. vertexArray = geometry.__vertexArray,
  1348. colorArray = geometry.__colorArray,
  1349. sortArray = geometry.__sortArray,
  1350. dirtyVertices = geometry.__dirtyVertices,
  1351. dirtyElements = geometry.__dirtyElements,
  1352. dirtyColors = geometry.__dirtyColors;
  1353. if ( object.sortParticles ) {
  1354. _projScreenMatrix.multiplySelf( object.matrixWorld );
  1355. for ( v = 0; v < vl; v++ ) {
  1356. vertex = vertices[ v ].position;
  1357. _vector3.copy( vertex );
  1358. _projScreenMatrix.multiplyVector3( _vector3 );
  1359. sortArray[ v ] = [ _vector3.z, v ];
  1360. }
  1361. sortArray.sort( function(a,b) { return b[0] - a[0]; } );
  1362. for ( v = 0; v < vl; v++ ) {
  1363. vertex = vertices[ sortArray[v][1] ].position;
  1364. offset = v * 3;
  1365. vertexArray[ offset ] = vertex.x;
  1366. vertexArray[ offset + 1 ] = vertex.y;
  1367. vertexArray[ offset + 2 ] = vertex.z;
  1368. }
  1369. for ( c = 0; c < cl; c++ ) {
  1370. offset = c * 3;
  1371. color = colors[ sortArray[c][1] ];
  1372. colorArray[ offset ] = color.r;
  1373. colorArray[ offset + 1 ] = color.g;
  1374. colorArray[ offset + 2 ] = color.b;
  1375. }
  1376. } else {
  1377. if ( dirtyVertices ) {
  1378. for ( v = 0; v < vl; v++ ) {
  1379. vertex = vertices[ v ].position;
  1380. offset = v * 3;
  1381. vertexArray[ offset ] = vertex.x;
  1382. vertexArray[ offset + 1 ] = vertex.y;
  1383. vertexArray[ offset + 2 ] = vertex.z;
  1384. }
  1385. }
  1386. if ( dirtyColors ) {
  1387. for ( c = 0; c < cl; c++ ) {
  1388. color = colors[ c ];
  1389. offset = c * 3;
  1390. colorArray[ offset ] = color.r;
  1391. colorArray[ offset + 1 ] = color.g;
  1392. colorArray[ offset + 2 ] = color.b;
  1393. }
  1394. }
  1395. }
  1396. if ( dirtyVertices || object.sortParticles ) {
  1397. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1398. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1399. }
  1400. if ( dirtyColors || object.sortParticles ) {
  1401. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1402. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1403. }
  1404. };
  1405. function setMaterialShaders( material, shaders ) {
  1406. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  1407. material.vertexShader = shaders.vertexShader;
  1408. material.fragmentShader = shaders.fragmentShader;
  1409. };
  1410. function refreshUniformsCommon( uniforms, material ) {
  1411. uniforms.diffuse.value = material.color;
  1412. uniforms.opacity.value = material.opacity;
  1413. uniforms.map.texture = material.map;
  1414. if ( material.map ) {
  1415. uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
  1416. }
  1417. uniforms.lightMap.texture = material.lightMap;
  1418. uniforms.envMap.texture = material.envMap;
  1419. uniforms.reflectivity.value = material.reflectivity;
  1420. uniforms.refractionRatio.value = material.refractionRatio;
  1421. uniforms.combine.value = material.combine;
  1422. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  1423. };
  1424. function refreshUniformsLine( uniforms, material ) {
  1425. uniforms.diffuse.value = material.color;
  1426. uniforms.opacity.value = material.opacity;
  1427. };
  1428. function refreshUniformsParticle( uniforms, material ) {
  1429. uniforms.psColor.value = material.color;
  1430. uniforms.opacity.value = material.opacity;
  1431. uniforms.size.value = material.size;
  1432. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1433. uniforms.map.texture = material.map;
  1434. };
  1435. function refreshUniformsFog( uniforms, fog ) {
  1436. uniforms.fogColor.value = fog.color;
  1437. if ( fog instanceof THREE.Fog ) {
  1438. uniforms.fogNear.value = fog.near;
  1439. uniforms.fogFar.value = fog.far;
  1440. } else if ( fog instanceof THREE.FogExp2 ) {
  1441. uniforms.fogDensity.value = fog.density;
  1442. }
  1443. };
  1444. function refreshUniformsPhong( uniforms, material ) {
  1445. uniforms.ambient.value = material.ambient;
  1446. uniforms.specular.value = material.specular;
  1447. uniforms.shininess.value = material.shininess;
  1448. };
  1449. function refreshUniformsLights( uniforms, lights ) {
  1450. uniforms.enableLighting.value = lights.directional.length + lights.point.length;
  1451. uniforms.ambientLightColor.value = lights.ambient;
  1452. uniforms.directionalLightColor.value = lights.directional.colors;
  1453. uniforms.directionalLightDirection.value = lights.directional.positions;
  1454. uniforms.pointLightColor.value = lights.point.colors;
  1455. uniforms.pointLightPosition.value = lights.point.positions;
  1456. uniforms.pointLightDistance.value = lights.point.distances;
  1457. };
  1458. this.initMaterial = function ( material, lights, fog, object ) {
  1459. var u, a, identifiers, i, parameters, maxLightCount, maxBones, shaderID;
  1460. if ( material instanceof THREE.MeshDepthMaterial ) {
  1461. shaderID = 'depth';
  1462. } else if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1463. shaderID = 'shadowVolumeDynamic';
  1464. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1465. shaderID = 'normal';
  1466. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1467. shaderID = 'basic';
  1468. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1469. shaderID = 'lambert';
  1470. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1471. shaderID = 'phong';
  1472. } else if ( material instanceof THREE.LineBasicMaterial ) {
  1473. shaderID = 'basic';
  1474. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1475. shaderID = 'particle_basic';
  1476. }
  1477. if ( shaderID ) {
  1478. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  1479. }
  1480. // heuristics to create shader parameters according to lights in the scene
  1481. // (not to blow over maxLights budget)
  1482. maxLightCount = allocateLights( lights, 4 );
  1483. maxBones = allocateBones( object );
  1484. parameters = {
  1485. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  1486. vertexColors: material.vertexColors,
  1487. fog: fog, sizeAttenuation: material.sizeAttenuation,
  1488. skinning: material.skinning,
  1489. morphTargets: material.morphTargets,
  1490. maxMorphTargets: this.maxMorphTargets,
  1491. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  1492. maxBones: maxBones
  1493. };
  1494. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  1495. var attributes = material.program.attributes;
  1496. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  1497. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  1498. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  1499. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  1500. if ( material.skinning &&
  1501. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  1502. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1503. _gl.enableVertexAttribArray( attributes.skinVertexA );
  1504. _gl.enableVertexAttribArray( attributes.skinVertexB );
  1505. _gl.enableVertexAttribArray( attributes.skinIndex );
  1506. _gl.enableVertexAttribArray( attributes.skinWeight );
  1507. }
  1508. if ( material.attributes ) {
  1509. for ( a in material.attributes ) {
  1510. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  1511. }
  1512. }
  1513. if ( material.morphTargets ) {
  1514. material.numSupportedMorphTargets = 0;
  1515. if ( attributes.morphTarget0 >= 0 ) {
  1516. _gl.enableVertexAttribArray( attributes.morphTarget0 );
  1517. material.numSupportedMorphTargets ++;
  1518. }
  1519. if ( attributes.morphTarget1 >= 0 ) {
  1520. _gl.enableVertexAttribArray( attributes.morphTarget1 );
  1521. material.numSupportedMorphTargets ++;
  1522. }
  1523. if ( attributes.morphTarget2 >= 0 ) {
  1524. _gl.enableVertexAttribArray( attributes.morphTarget2 );
  1525. material.numSupportedMorphTargets ++;
  1526. }
  1527. if ( attributes.morphTarget3 >= 0 ) {
  1528. _gl.enableVertexAttribArray( attributes.morphTarget3 );
  1529. material.numSupportedMorphTargets ++;
  1530. }
  1531. if ( attributes.morphTarget4 >= 0 ) {
  1532. _gl.enableVertexAttribArray( attributes.morphTarget4 );
  1533. material.numSupportedMorphTargets ++;
  1534. }
  1535. if ( attributes.morphTarget5 >= 0 ) {
  1536. _gl.enableVertexAttribArray( attributes.morphTarget5 );
  1537. material.numSupportedMorphTargets ++;
  1538. }
  1539. if ( attributes.morphTarget6 >= 0 ) {
  1540. _gl.enableVertexAttribArray( attributes.morphTarget6 );
  1541. material.numSupportedMorphTargets ++;
  1542. }
  1543. if ( attributes.morphTarget7 >= 0 ) {
  1544. _gl.enableVertexAttribArray( attributes.morphTarget7 );
  1545. material.numSupportedMorphTargets ++;
  1546. }
  1547. object.__webglMorphTargetInfluences = new Float32Array( this.maxMorphTargets );
  1548. for ( var i = 0, il = this.maxMorphTargets; i < il; i ++ ) {
  1549. object.__webglMorphTargetInfluences[ i ] = 0;
  1550. }
  1551. }
  1552. };
  1553. function setProgram( camera, lights, fog, material, object ) {
  1554. if ( ! material.program ) {
  1555. _this.initMaterial( material, lights, fog, object );
  1556. }
  1557. var program = material.program,
  1558. p_uniforms = program.uniforms,
  1559. m_uniforms = material.uniforms;
  1560. if ( program != _currentProgram ) {
  1561. _gl.useProgram( program );
  1562. _currentProgram = program;
  1563. }
  1564. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  1565. // refresh uniforms common to several materials
  1566. if ( fog && (
  1567. material instanceof THREE.MeshBasicMaterial ||
  1568. material instanceof THREE.MeshLambertMaterial ||
  1569. material instanceof THREE.MeshPhongMaterial ||
  1570. material instanceof THREE.LineBasicMaterial ||
  1571. material instanceof THREE.ParticleBasicMaterial ||
  1572. material.fog )
  1573. ) {
  1574. refreshUniformsFog( m_uniforms, fog );
  1575. }
  1576. if ( material instanceof THREE.MeshPhongMaterial ||
  1577. material instanceof THREE.MeshLambertMaterial ||
  1578. material.lights ) {
  1579. setupLights( program, lights );
  1580. refreshUniformsLights( m_uniforms, _lights );
  1581. }
  1582. if ( material instanceof THREE.MeshBasicMaterial ||
  1583. material instanceof THREE.MeshLambertMaterial ||
  1584. material instanceof THREE.MeshPhongMaterial ) {
  1585. refreshUniformsCommon( m_uniforms, material );
  1586. }
  1587. // refresh single material specific uniforms
  1588. if ( material instanceof THREE.LineBasicMaterial ) {
  1589. refreshUniformsLine( m_uniforms, material );
  1590. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1591. refreshUniformsParticle( m_uniforms, material );
  1592. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1593. refreshUniformsPhong( m_uniforms, material );
  1594. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1595. m_uniforms.mNear.value = camera.near;
  1596. m_uniforms.mFar.value = camera.far;
  1597. m_uniforms.opacity.value = material.opacity;
  1598. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1599. m_uniforms.opacity.value = material.opacity;
  1600. }
  1601. // load common uniforms
  1602. loadUniformsGeneric( program, m_uniforms );
  1603. loadUniformsMatrices( p_uniforms, object );
  1604. // load material specific uniforms
  1605. // (shader material also gets them for the sake of genericity)
  1606. if ( material instanceof THREE.MeshShaderMaterial ||
  1607. material instanceof THREE.MeshPhongMaterial ||
  1608. material.envMap ) {
  1609. if( p_uniforms.cameraPosition !== null ) {
  1610. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  1611. }
  1612. }
  1613. if ( material instanceof THREE.MeshShaderMaterial ||
  1614. material.envMap ||
  1615. material.skinning ) {
  1616. if ( p_uniforms.objectMatrix !== null ) {
  1617. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1618. }
  1619. }
  1620. if ( material instanceof THREE.MeshPhongMaterial ||
  1621. material instanceof THREE.MeshLambertMaterial ||
  1622. material instanceof THREE.MeshShaderMaterial ||
  1623. material.skinning ) {
  1624. if( p_uniforms.viewMatrix !== null ) {
  1625. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1626. }
  1627. }
  1628. if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1629. var dirLight = m_uniforms.directionalLightDirection.value;
  1630. dirLight[ 0 ] = -lights[ 1 ].position.x;
  1631. dirLight[ 1 ] = -lights[ 1 ].position.y;
  1632. dirLight[ 2 ] = -lights[ 1 ].position.z;
  1633. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  1634. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1635. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1636. }
  1637. if ( material.skinning ) {
  1638. loadUniformsSkinning( p_uniforms, object );
  1639. }
  1640. return program;
  1641. };
  1642. function renderBuffer( camera, lights, fog, material, geometryGroup, object ) {
  1643. if ( material.opacity == 0 ) return;
  1644. var program, attributes, linewidth, primitives, a, attribute;
  1645. program = setProgram( camera, lights, fog, material, object );
  1646. attributes = program.attributes;
  1647. // vertices
  1648. if ( !material.morphTargets && attributes.position >= 0 ) {
  1649. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1650. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1651. } else {
  1652. setupMorphTargets( material, geometryGroup, object );
  1653. }
  1654. // custom attributes
  1655. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1656. if ( geometryGroup.__webglCustomAttributes ) {
  1657. for( a in geometryGroup.__webglCustomAttributes ) {
  1658. if( attributes[ a ] >= 0 ) {
  1659. attribute = geometryGroup.__webglCustomAttributes[ a ];
  1660. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1661. _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1662. }
  1663. }
  1664. }
  1665. /* if ( material.attributes ) {
  1666. for( a in material.attributes ) {
  1667. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) {
  1668. attribute = material.attributes[ a ];
  1669. if( attribute.buffer ) {
  1670. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1671. _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1672. }
  1673. }
  1674. }
  1675. }*/
  1676. // colors
  1677. if ( attributes.color >= 0 ) {
  1678. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1679. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1680. }
  1681. // normals
  1682. if ( attributes.normal >= 0 ) {
  1683. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1684. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1685. }
  1686. // tangents
  1687. if ( attributes.tangent >= 0 ) {
  1688. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1689. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1690. }
  1691. // uvs
  1692. if ( attributes.uv >= 0 ) {
  1693. if ( geometryGroup.__webglUVBuffer ) {
  1694. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1695. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1696. _gl.enableVertexAttribArray( attributes.uv );
  1697. } else {
  1698. _gl.disableVertexAttribArray( attributes.uv );
  1699. }
  1700. }
  1701. if ( attributes.uv2 >= 0 ) {
  1702. if ( geometryGroup.__webglUV2Buffer ) {
  1703. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1704. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1705. _gl.enableVertexAttribArray( attributes.uv2 );
  1706. } else {
  1707. _gl.disableVertexAttribArray( attributes.uv2 );
  1708. }
  1709. }
  1710. if ( material.skinning &&
  1711. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1712. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1713. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1714. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1715. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1716. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1717. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1718. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1719. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1720. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1721. }
  1722. // render mesh
  1723. if ( object instanceof THREE.Mesh ) {
  1724. // wireframe
  1725. if ( material.wireframe ) {
  1726. _gl.lineWidth( material.wireframeLinewidth );
  1727. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1728. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1729. // triangles
  1730. } else {
  1731. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1732. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1733. }
  1734. _this.data.vertices += geometryGroup.__webglFaceCount;
  1735. _this.data.faces += geometryGroup.__webglFaceCount / 3;
  1736. _this.data.drawCalls ++;
  1737. // render lines
  1738. } else if ( object instanceof THREE.Line ) {
  1739. primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1740. _gl.lineWidth( material.linewidth );
  1741. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1742. _this.data.drawCalls ++;
  1743. // render particles
  1744. } else if ( object instanceof THREE.ParticleSystem ) {
  1745. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1746. _this.data.drawCalls ++;
  1747. // render ribbon
  1748. } else if ( object instanceof THREE.Ribbon ) {
  1749. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1750. _this.data.drawCalls ++;
  1751. }
  1752. };
  1753. function setupMorphTargets( material, geometryGroup, object ) {
  1754. // set base
  1755. var attributes = material.program.attributes;
  1756. if ( object.morphTargetBase !== - 1 ) {
  1757. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1758. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1759. } else if ( attributes.position >= 0 ) {
  1760. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1761. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1762. }
  1763. if ( object.morphTargetForcedOrder.length ) {
  1764. // set forced order
  1765. var m = 0;
  1766. var order = object.morphTargetForcedOrder;
  1767. var influences = object.morphTargetInfluences;
  1768. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1769. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1770. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1771. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ]];
  1772. m ++;
  1773. }
  1774. } else {
  1775. // find most influencing
  1776. var used = [];
  1777. var candidateInfluence = - 1;
  1778. var candidate = 0;
  1779. var influences = object.morphTargetInfluences;
  1780. var i, il = influences.length;
  1781. var m = 0;
  1782. if ( object.morphTargetBase !== - 1 ) {
  1783. used[ object.morphTargetBase ] = true;
  1784. }
  1785. while ( m < material.numSupportedMorphTargets ) {
  1786. for ( i = 0; i < il; i ++ ) {
  1787. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1788. candidate = i;
  1789. candidateInfluence = influences[ candidate ];
  1790. }
  1791. }
  1792. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1793. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1794. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1795. used[ candidate ] = 1;
  1796. candidateInfluence = -1;
  1797. m ++;
  1798. }
  1799. }
  1800. // load updated influences uniform
  1801. if( material.program.uniforms.morphTargetInfluences !== null ) {
  1802. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1803. }
  1804. }
  1805. function renderBufferImmediate( object, program, shading ) {
  1806. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1807. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1808. if ( object.hasPos ) {
  1809. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1810. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1811. _gl.enableVertexAttribArray( program.attributes.position );
  1812. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1813. }
  1814. if ( object.hasNormal ) {
  1815. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1816. if ( shading == THREE.FlatShading ) {
  1817. var nx, ny, nz,
  1818. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1819. normalArray,
  1820. i, il = object.count * 3;
  1821. for( i = 0; i < il; i += 9 ) {
  1822. normalArray = object.normalArray;
  1823. nax = normalArray[ i ];
  1824. nay = normalArray[ i + 1 ];
  1825. naz = normalArray[ i + 2 ];
  1826. nbx = normalArray[ i + 3 ];
  1827. nby = normalArray[ i + 4 ];
  1828. nbz = normalArray[ i + 5 ];
  1829. ncx = normalArray[ i + 6 ];
  1830. ncy = normalArray[ i + 7 ];
  1831. ncz = normalArray[ i + 8 ];
  1832. nx = ( nax + nbx + ncx ) / 3;
  1833. ny = ( nay + nby + ncy ) / 3;
  1834. nz = ( naz + nbz + ncz ) / 3;
  1835. normalArray[ i ] = nx;
  1836. normalArray[ i + 1 ] = ny;
  1837. normalArray[ i + 2 ] = nz;
  1838. normalArray[ i + 3 ] = nx;
  1839. normalArray[ i + 4 ] = ny;
  1840. normalArray[ i + 5 ] = nz;
  1841. normalArray[ i + 6 ] = nx;
  1842. normalArray[ i + 7 ] = ny;
  1843. normalArray[ i + 8 ] = nz;
  1844. }
  1845. }
  1846. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1847. _gl.enableVertexAttribArray( program.attributes.normal );
  1848. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1849. }
  1850. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1851. object.count = 0;
  1852. };
  1853. function setObjectFaces( object ) {
  1854. if ( _oldDoubleSided != object.doubleSided ) {
  1855. if( object.doubleSided ) {
  1856. _gl.disable( _gl.CULL_FACE );
  1857. } else {
  1858. _gl.enable( _gl.CULL_FACE );
  1859. }
  1860. _oldDoubleSided = object.doubleSided;
  1861. }
  1862. if ( _oldFlipSided != object.flipSided ) {
  1863. if( object.flipSided ) {
  1864. _gl.frontFace( _gl.CW );
  1865. } else {
  1866. _gl.frontFace( _gl.CCW );
  1867. }
  1868. _oldFlipSided = object.flipSided;
  1869. }
  1870. };
  1871. function setDepthTest( test ) {
  1872. if ( _oldDepth != test ) {
  1873. if( test ) {
  1874. _gl.enable( _gl.DEPTH_TEST );
  1875. } else {
  1876. _gl.disable( _gl.DEPTH_TEST );
  1877. }
  1878. _oldDepth = test;
  1879. }
  1880. };
  1881. function setPolygonOffset ( polygonoffset, factor, units ) {
  1882. if ( _oldPolygonOffset != polygonoffset ) {
  1883. if ( polygonoffset ) {
  1884. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  1885. } else {
  1886. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  1887. }
  1888. _oldPolygonOffset = polygonoffset;
  1889. }
  1890. if ( polygonoffset && ( _oldPolygonOffsetFactor != factor || _oldPolygonOffsetUnits != units ) ) {
  1891. _gl.polygonOffset( factor, units );
  1892. _oldPolygonOffsetFactor = factor;
  1893. _oldPolygonOffsetUnits = units;
  1894. }
  1895. };
  1896. function computeFrustum( m ) {
  1897. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  1898. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  1899. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  1900. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  1901. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  1902. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  1903. var i, plane;
  1904. for ( i = 0; i < 6; i ++ ) {
  1905. plane = _frustum[ i ];
  1906. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  1907. }
  1908. };
  1909. function isInFrustum( object ) {
  1910. var distance, matrix = object.matrixWorld,
  1911. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  1912. for ( var i = 0; i < 6; i ++ ) {
  1913. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  1914. if ( distance <= radius ) return false;
  1915. }
  1916. return true;
  1917. };
  1918. function addToFixedArray( where, what ) {
  1919. where.list[ where.count ] = what;
  1920. where.count += 1;
  1921. };
  1922. function unrollImmediateBufferMaterials( globject ) {
  1923. var i, l, m, ml, material,
  1924. object = globject.object,
  1925. opaque = globject.opaque,
  1926. transparent = globject.transparent;
  1927. transparent.count = 0;
  1928. opaque.count = 0;
  1929. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1930. material = object.materials[ m ];
  1931. material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1932. }
  1933. };
  1934. function unrollBufferMaterials( globject ) {
  1935. var i, l, m, ml, material, meshMaterial,
  1936. object = globject.object,
  1937. buffer = globject.buffer,
  1938. opaque = globject.opaque,
  1939. transparent = globject.transparent;
  1940. transparent.count = 0;
  1941. opaque.count = 0;
  1942. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1943. meshMaterial = object.materials[ m ];
  1944. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  1945. for ( i = 0, l = buffer.materials.length; i < l; i++ ) {
  1946. material = buffer.materials[ i ];
  1947. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1948. }
  1949. } else {
  1950. material = meshMaterial;
  1951. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1952. }
  1953. }
  1954. };
  1955. function painterSort( a, b ) {
  1956. return b.z - a.z;
  1957. };
  1958. this.render = function( scene, camera, renderTarget, forceClear ) {
  1959. var i, program, opaque, transparent, material,
  1960. o, ol, oil, webglObject, object, buffer,
  1961. lights = scene.lights,
  1962. fog = scene.fog;
  1963. _this.data.vertices = 0;
  1964. _this.data.faces = 0;
  1965. _this.data.drawCalls = 0;
  1966. camera.matrixAutoUpdate && camera.update( undefined, true );
  1967. scene.update( undefined, false, camera );
  1968. camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  1969. camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
  1970. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  1971. computeFrustum( _projScreenMatrix );
  1972. this.initWebGLObjects( scene );
  1973. setRenderTarget( renderTarget );
  1974. if ( this.autoClear || forceClear ) {
  1975. this.clear();
  1976. }
  1977. // set matrices
  1978. ol = scene.__webglObjects.length;
  1979. for ( o = 0; o < ol; o++ ) {
  1980. webglObject = scene.__webglObjects[ o ];
  1981. object = webglObject.object;
  1982. if ( object.visible ) {
  1983. if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
  1984. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1985. setupMatrices( object, camera );
  1986. unrollBufferMaterials( webglObject );
  1987. webglObject.render = true;
  1988. if ( this.sortObjects ) {
  1989. if ( webglObject.object.renderDepth ) {
  1990. webglObject.z = webglObject.object.renderDepth;
  1991. } else {
  1992. _vector3.copy( object.position );
  1993. _projScreenMatrix.multiplyVector3( _vector3 );
  1994. webglObject.z = _vector3.z;
  1995. }
  1996. }
  1997. } else {
  1998. webglObject.render = false;
  1999. }
  2000. } else {
  2001. webglObject.render = false;
  2002. }
  2003. }
  2004. if ( this.sortObjects ) {
  2005. scene.__webglObjects.sort( painterSort );
  2006. }
  2007. oil = scene.__webglObjectsImmediate.length;
  2008. for ( o = 0; o < oil; o++ ) {
  2009. webglObject = scene.__webglObjectsImmediate[ o ];
  2010. object = webglObject.object;
  2011. if ( object.visible ) {
  2012. if( object.matrixAutoUpdate ) {
  2013. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2014. }
  2015. setupMatrices( object, camera );
  2016. unrollImmediateBufferMaterials( webglObject );
  2017. }
  2018. }
  2019. // opaque pass
  2020. setBlending( THREE.NormalBlending );
  2021. for ( o = 0; o < ol; o ++ ) {
  2022. webglObject = scene.__webglObjects[ o ];
  2023. if ( webglObject.render ) {
  2024. object = webglObject.object;
  2025. buffer = webglObject.buffer;
  2026. opaque = webglObject.opaque;
  2027. setObjectFaces( object );
  2028. for ( i = 0; i < opaque.count; i ++ ) {
  2029. material = opaque.list[ i ];
  2030. setDepthTest( material.depthTest );
  2031. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2032. renderBuffer( camera, lights, fog, material, buffer, object );
  2033. }
  2034. }
  2035. }
  2036. // opaque pass (immediate simulator)
  2037. for ( o = 0; o < oil; o++ ) {
  2038. webglObject = scene.__webglObjectsImmediate[ o ];
  2039. object = webglObject.object;
  2040. if ( object.visible ) {
  2041. opaque = webglObject.opaque;
  2042. setObjectFaces( object );
  2043. for( i = 0; i < opaque.count; i++ ) {
  2044. material = opaque.list[ i ];
  2045. setDepthTest( material.depthTest );
  2046. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2047. program = setProgram( camera, lights, fog, material, object );
  2048. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  2049. }
  2050. }
  2051. }
  2052. // transparent pass
  2053. for ( o = 0; o < ol; o ++ ) {
  2054. webglObject = scene.__webglObjects[ o ];
  2055. if ( webglObject.render ) {
  2056. object = webglObject.object;
  2057. buffer = webglObject.buffer;
  2058. transparent = webglObject.transparent;
  2059. setObjectFaces( object );
  2060. for ( i = 0; i < transparent.count; i ++ ) {
  2061. material = transparent.list[ i ];
  2062. setBlending( material.blending );
  2063. setDepthTest( material.depthTest );
  2064. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2065. renderBuffer( camera, lights, fog, material, buffer, object );
  2066. }
  2067. }
  2068. }
  2069. // transparent pass (immediate simulator)
  2070. for ( o = 0; o < oil; o++ ) {
  2071. webglObject = scene.__webglObjectsImmediate[ o ];
  2072. object = webglObject.object;
  2073. if ( object.visible ) {
  2074. transparent = webglObject.transparent;
  2075. setObjectFaces( object );
  2076. for ( i = 0; i < transparent.count; i ++ ) {
  2077. material = transparent.list[ i ];
  2078. setBlending( material.blending );
  2079. setDepthTest( material.depthTest );
  2080. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2081. program = setProgram( camera, lights, fog, material, object );
  2082. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  2083. }
  2084. }
  2085. }
  2086. // render 2d
  2087. if ( scene.__webglSprites.length ) {
  2088. renderSprites( scene, camera );
  2089. }
  2090. // render stencil shadows
  2091. if ( _stencil && scene.__webglShadowVolumes.length && scene.lights.length ) {
  2092. renderStencilShadows( scene );
  2093. }
  2094. // render lens flares
  2095. if ( scene.__webglLensFlares.length ) {
  2096. renderLensFlares( scene, camera );
  2097. }
  2098. // Generate mipmap if we're using any kind of mipmap filtering
  2099. if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  2100. updateRenderTargetMipmap( renderTarget );
  2101. }
  2102. //_gl.finish();
  2103. };
  2104. /*
  2105. * Stencil Shadows
  2106. * method: we're rendering the world in light, then the shadow
  2107. * volumes into the stencil and last a big darkening
  2108. * quad over the whole thing. This is not how "you're
  2109. * supposed to" do stencil shadows but is much faster
  2110. *
  2111. */
  2112. function renderStencilShadows( scene ) {
  2113. // setup stencil
  2114. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  2115. _gl.polygonOffset( 0.1, 1.0 );
  2116. _gl.enable( _gl.STENCIL_TEST );
  2117. _gl.enable( _gl.DEPTH_TEST );
  2118. _gl.depthMask( false );
  2119. _gl.colorMask( false, false, false, false );
  2120. _gl.stencilFunc( _gl.ALWAYS, 1, 0xFF );
  2121. _gl.stencilOpSeparate( _gl.BACK, _gl.KEEP, _gl.INCR, _gl.KEEP );
  2122. _gl.stencilOpSeparate( _gl.FRONT, _gl.KEEP, _gl.DECR, _gl.KEEP );
  2123. // loop through all directional lights
  2124. var l, ll = scene.lights.length;
  2125. var p;
  2126. var light, lights = scene.lights;
  2127. var dirLight = [];
  2128. var object, geometryGroup, material;
  2129. var program;
  2130. var p_uniforms;
  2131. var m_uniforms;
  2132. var attributes;
  2133. var o, ol = scene.__webglShadowVolumes.length;
  2134. for ( l = 0; l < ll; l++ ) {
  2135. light = scene.lights[ l ];
  2136. if ( light instanceof THREE.DirectionalLight && light.castShadow ) {
  2137. dirLight[ 0 ] = -light.position.x;
  2138. dirLight[ 1 ] = -light.position.y;
  2139. dirLight[ 2 ] = -light.position.z;
  2140. // render all volumes
  2141. for ( o = 0; o < ol; o++ ) {
  2142. object = scene.__webglShadowVolumes[ o ].object;
  2143. geometryGroup = scene.__webglShadowVolumes[ o ].buffer;
  2144. material = object.materials[ 0 ];
  2145. if ( !material.program ) _this.initMaterial( material, lights, undefined, object );
  2146. program = material.program,
  2147. p_uniforms = program.uniforms,
  2148. m_uniforms = material.uniforms,
  2149. attributes = program.attributes;
  2150. if ( _currentProgram !== program ) {
  2151. _gl.useProgram( program );
  2152. _currentProgram = program;
  2153. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  2154. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  2155. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  2156. }
  2157. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2158. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  2159. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  2160. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  2161. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  2162. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  2163. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  2164. _gl.cullFace( _gl.FRONT );
  2165. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  2166. _gl.cullFace( _gl.BACK );
  2167. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  2168. }
  2169. }
  2170. }
  2171. // setup color+stencil
  2172. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  2173. _gl.colorMask( true, true, true, true );
  2174. _gl.stencilFunc( _gl.NOTEQUAL, 0, 0xFF );
  2175. _gl.stencilOp( _gl.KEEP, _gl.KEEP, _gl.KEEP );
  2176. _gl.disable( _gl.DEPTH_TEST );
  2177. // draw darkening polygon
  2178. _oldBlending = -1;
  2179. _currentProgram = _stencilShadow.program;
  2180. _gl.useProgram( _stencilShadow.program );
  2181. _gl.uniformMatrix4fv( _stencilShadow.projectionLocation, false, _projectionMatrixArray );
  2182. _gl.uniform1f( _stencilShadow.darknessLocation, _stencilShadow.darkness );
  2183. _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
  2184. _gl.vertexAttribPointer( _stencilShadow.vertexLocation, 3, _gl.FLOAT, false, 0, 0 );
  2185. _gl.enableVertexAttribArray( _stencilShadow.vertexLocation );
  2186. _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2187. _gl.blendEquation( _gl.FUNC_ADD );
  2188. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
  2189. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2190. // disable stencil
  2191. _gl.disable( _gl.STENCIL_TEST );
  2192. _gl.enable( _gl.DEPTH_TEST );
  2193. _gl.depthMask( _currentDepthMask );
  2194. }
  2195. /*
  2196. * Render sprites
  2197. *
  2198. */
  2199. function renderSprites( scene, camera ) {
  2200. var o, ol, object;
  2201. var attributes = _sprite.attributes;
  2202. var uniforms = _sprite.uniforms;
  2203. var anyCustom = false;
  2204. var invAspect = _viewportHeight / _viewportWidth;
  2205. var size, scale = [];
  2206. var screenPosition;
  2207. var halfViewportWidth = _viewportWidth * 0.5;
  2208. var halfViewportHeight = _viewportHeight * 0.5;
  2209. var mergeWith3D = true;
  2210. // setup gl
  2211. _gl.useProgram( _sprite.program );
  2212. _currentProgram = _sprite.program;
  2213. _oldBlending = -1;
  2214. if ( !_spriteAttributesEnabled ) {
  2215. _gl.enableVertexAttribArray( _sprite.attributes.position );
  2216. _gl.enableVertexAttribArray( _sprite.attributes.uv );
  2217. _spriteAttributesEnabled = true;
  2218. }
  2219. _gl.disable( _gl.CULL_FACE );
  2220. _gl.enable( _gl.BLEND );
  2221. _gl.depthMask( true );
  2222. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  2223. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2224. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2225. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  2226. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, _projectionMatrixArray );
  2227. _gl.activeTexture( _gl.TEXTURE0 );
  2228. _gl.uniform1i( uniforms.map, 0 );
  2229. // update positions and sort
  2230. for( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
  2231. object = scene.__webglSprites[ o ];
  2232. if( !object.useScreenCoordinates ) {
  2233. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2234. object.z = -object._modelViewMatrix.n34;
  2235. } else {
  2236. object.z = -object.position.z;
  2237. }
  2238. }
  2239. scene.__webglSprites.sort( painterSort );
  2240. // render all non-custom shader sprites
  2241. for ( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
  2242. object = scene.__webglSprites[ o ];
  2243. if ( object.material === undefined ) {
  2244. if ( object.map && object.map.image && object.map.image.width ) {
  2245. if ( object.useScreenCoordinates ) {
  2246. _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
  2247. _gl.uniform3f( uniforms.screenPosition, ( object.position.x - halfViewportWidth ) / halfViewportWidth,
  2248. ( halfViewportHeight - object.position.y ) / halfViewportHeight,
  2249. Math.max( 0, Math.min( 1, object.position.z )));
  2250. } else {
  2251. _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
  2252. _gl.uniform1i( uniforms.affectedByDistance, object.affectedByDistance ? 1 : 0 );
  2253. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2254. }
  2255. size = object.map.image.width / ( object.affectedByDistance ? 1 : _viewportHeight );
  2256. scale[ 0 ] = size * invAspect * object.scale.x;
  2257. scale[ 1 ] = size * object.scale.y;
  2258. _gl.uniform2f( uniforms.uvScale, object.uvScale.x, object.uvScale.y );
  2259. _gl.uniform2f( uniforms.uvOffset, object.uvOffset.x, object.uvOffset.y );
  2260. _gl.uniform2f( uniforms.alignment, object.alignment.x, object.alignment.y );
  2261. _gl.uniform1f( uniforms.opacity, object.opacity );
  2262. _gl.uniform1f( uniforms.rotation, object.rotation );
  2263. _gl.uniform2fv( uniforms.scale, scale );
  2264. if ( object.mergeWith3D && !mergeWith3D ) {
  2265. _gl.enable( _gl.DEPTH_TEST );
  2266. mergeWith3D = true;
  2267. } else if ( !object.mergeWith3D && mergeWith3D ) {
  2268. _gl.disable( _gl.DEPTH_TEST );
  2269. mergeWith3D = false;
  2270. }
  2271. setBlending( object.blending );
  2272. setTexture( object.map, 0 );
  2273. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2274. }
  2275. } else {
  2276. anyCustom = true;
  2277. }
  2278. }
  2279. // loop through all custom
  2280. /*
  2281. if( anyCustom ) {
  2282. }
  2283. */
  2284. // restore gl
  2285. _gl.enable( _gl.CULL_FACE );
  2286. _gl.enable( _gl.DEPTH_TEST );
  2287. _gl.depthMask( _currentDepthMask );
  2288. }
  2289. /*
  2290. * Render lens flares
  2291. * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  2292. * reads these back and calculates occlusion.
  2293. * Then LensFlare.updateLensFlares() is called to re-position and
  2294. * update transparency of flares. Then they are rendered.
  2295. *
  2296. */
  2297. function renderLensFlares( scene, camera ) {
  2298. var object, objectZ, geometryGroup, material;
  2299. var o, ol = scene.__webglLensFlares.length;
  2300. var f, fl, flare;
  2301. var tempPosition = new THREE.Vector3();
  2302. var invAspect = _viewportHeight / _viewportWidth;
  2303. var halfViewportWidth = _viewportWidth * 0.5;
  2304. var halfViewportHeight = _viewportHeight * 0.5;
  2305. var size = 16 / _viewportHeight;
  2306. var scale = [ size * invAspect, size ];
  2307. var screenPosition = [ 1, 1, 0 ];
  2308. var screenPositionPixels = [ 1, 1 ];
  2309. var sampleX, sampleY, readBackPixels = _lensFlare.readBackPixels;
  2310. var sampleMidX = 7 * 4;
  2311. var sampleMidY = 7 * 16 * 4;
  2312. var sampleIndex, visibility;
  2313. var uniforms = _lensFlare.uniforms;
  2314. var attributes = _lensFlare.attributes;
  2315. // set lensflare program and reset blending
  2316. _gl.useProgram( _lensFlare.program );
  2317. _currentProgram = _lensFlare.program;
  2318. _oldBlending = -1;
  2319. if ( ! _lensFlareAttributesEnabled ) {
  2320. _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  2321. _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  2322. _lensFlareAttributesEnabled = true;
  2323. }
  2324. // loop through all lens flares to update their occlusion and positions
  2325. // setup gl and common used attribs/unforms
  2326. _gl.uniform1i( uniforms.occlusionMap, 0 );
  2327. _gl.uniform1i( uniforms.map, 1 );
  2328. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  2329. _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2330. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2331. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  2332. _gl.disable( _gl.CULL_FACE );
  2333. _gl.depthMask( false );
  2334. _gl.activeTexture( _gl.TEXTURE0 );
  2335. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  2336. _gl.activeTexture( _gl.TEXTURE1 );
  2337. for ( o = 0; o < ol; o ++ ) {
  2338. // calc object screen position
  2339. object = scene.__webglLensFlares[ o ].object;
  2340. tempPosition.set( object.matrixWorld.n14, object.matrixWorld.n24, object.matrixWorld.n34 );
  2341. camera.matrixWorldInverse.multiplyVector3( tempPosition );
  2342. objectZ = tempPosition.z;
  2343. camera.projectionMatrix.multiplyVector3( tempPosition );
  2344. // setup arrays for gl programs
  2345. screenPosition[ 0 ] = tempPosition.x;
  2346. screenPosition[ 1 ] = tempPosition.y;
  2347. screenPosition[ 2 ] = tempPosition.z;
  2348. screenPositionPixels[ 0 ] = screenPosition[ 0 ] * halfViewportWidth + halfViewportWidth;
  2349. screenPositionPixels[ 1 ] = screenPosition[ 1 ] * halfViewportHeight + halfViewportHeight;
  2350. // screen cull
  2351. if ( _lensFlare.hasVertexTexture || ( screenPositionPixels[ 0 ] > 0 &&
  2352. screenPositionPixels[ 0 ] < _viewportWidth &&
  2353. screenPositionPixels[ 1 ] > 0 &&
  2354. screenPositionPixels[ 1 ] < _viewportHeight )) {
  2355. // save current RGB to temp texture
  2356. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2357. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
  2358. // render pink quad
  2359. _gl.uniform1i( uniforms.renderType, 0 );
  2360. _gl.uniform2fv( uniforms.scale, scale );
  2361. _gl.uniform3fv( uniforms.screenPosition, screenPosition );
  2362. _gl.disable( _gl.BLEND );
  2363. _gl.enable( _gl.DEPTH_TEST );
  2364. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2365. // copy result to occlusionMap
  2366. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  2367. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
  2368. // restore graphics
  2369. _gl.uniform1i( uniforms.renderType, 1 );
  2370. _gl.disable( _gl.DEPTH_TEST );
  2371. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2372. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2373. // update object positions
  2374. object.positionScreen.x = screenPosition[ 0 ];
  2375. object.positionScreen.y = screenPosition[ 1 ];
  2376. object.positionScreen.z = screenPosition[ 2 ];
  2377. if ( object.customUpdateCallback ) {
  2378. object.customUpdateCallback( object );
  2379. } else {
  2380. object.updateLensFlares();
  2381. }
  2382. // render flares
  2383. _gl.uniform1i( uniforms.renderType, 2 );
  2384. _gl.enable( _gl.BLEND );
  2385. for ( f = 0, fl = object.lensFlares.length; f < fl; f ++ ) {
  2386. flare = object.lensFlares[ f ];
  2387. if ( flare.opacity > 0.001 && flare.scale > 0.001 ) {
  2388. screenPosition[ 0 ] = flare.x;
  2389. screenPosition[ 1 ] = flare.y;
  2390. screenPosition[ 2 ] = flare.z;
  2391. size = flare.size * flare.scale / _viewportHeight;
  2392. scale[ 0 ] = size * invAspect;
  2393. scale[ 1 ] = size;
  2394. _gl.uniform3fv( uniforms.screenPosition, screenPosition );
  2395. _gl.uniform2fv( uniforms.scale, scale );
  2396. _gl.uniform1f( uniforms.rotation, flare.rotation );
  2397. _gl.uniform1f( uniforms.opacity, flare.opacity );
  2398. setBlending( flare.blending );
  2399. setTexture( flare.texture, 1 );
  2400. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2401. }
  2402. }
  2403. }
  2404. }
  2405. // restore gl
  2406. _gl.enable( _gl.CULL_FACE );
  2407. _gl.enable( _gl.DEPTH_TEST );
  2408. _gl.depthMask( _currentDepthMask );
  2409. };
  2410. function setupMatrices( object, camera ) {
  2411. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2412. THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  2413. };
  2414. this.initWebGLObjects = function ( scene ) {
  2415. if ( !scene.__webglObjects ) {
  2416. scene.__webglObjects = [];
  2417. scene.__webglObjectsImmediate = [];
  2418. scene.__webglShadowVolumes = [];
  2419. scene.__webglLensFlares = [];
  2420. scene.__webglSprites = [];
  2421. }
  2422. while ( scene.__objectsAdded.length ) {
  2423. addObject( scene.__objectsAdded[ 0 ], scene );
  2424. scene.__objectsAdded.splice( 0, 1 );
  2425. }
  2426. while ( scene.__objectsRemoved.length ) {
  2427. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2428. scene.__objectsRemoved.splice( 0, 1 );
  2429. }
  2430. // update must be called after objects adding / removal
  2431. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2432. updateObject( scene.__webglObjects[ o ].object, scene );
  2433. }
  2434. for ( var o = 0, ol = scene.__webglShadowVolumes.length; o < ol; o ++ ) {
  2435. updateObject( scene.__webglShadowVolumes[ o ].object, scene );
  2436. }
  2437. for ( var o = 0, ol = scene.__webglLensFlares.length; o < ol; o ++ ) {
  2438. updateObject( scene.__webglLensFlares[ o ].object, scene );
  2439. }
  2440. /*
  2441. for ( var o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2442. updateObject( scene.__webglSprites[ o ].object, scene );
  2443. }
  2444. */
  2445. };
  2446. function addObject( object, scene ) {
  2447. var g, geometry, geometryGroup;
  2448. if ( object._modelViewMatrix == undefined ) {
  2449. object._modelViewMatrix = new THREE.Matrix4();
  2450. object._normalMatrixArray = new Float32Array( 9 );
  2451. object._modelViewMatrixArray = new Float32Array( 16 );
  2452. object._objectMatrixArray = new Float32Array( 16 );
  2453. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2454. }
  2455. if ( object instanceof THREE.Mesh ) {
  2456. geometry = object.geometry;
  2457. if ( geometry.geometryGroups == undefined ) {
  2458. sortFacesByMaterial( geometry );
  2459. }
  2460. // create separate VBOs per geometry chunk
  2461. for ( g in geometry.geometryGroups ) {
  2462. geometryGroup = geometry.geometryGroups[ g ];
  2463. // initialise VBO on the first access
  2464. if ( ! geometryGroup.__webglVertexBuffer ) {
  2465. createMeshBuffers( geometryGroup );
  2466. initMeshBuffers( geometryGroup, object );
  2467. geometry.__dirtyVertices = true;
  2468. geometry.__dirtyMorphTargets = true;
  2469. geometry.__dirtyElements = true;
  2470. geometry.__dirtyUvs = true;
  2471. geometry.__dirtyNormals = true;
  2472. geometry.__dirtyTangents = true;
  2473. geometry.__dirtyColors = true;
  2474. }
  2475. // create separate wrapper per each use of VBO
  2476. if ( object instanceof THREE.ShadowVolume ) {
  2477. addBuffer( scene.__webglShadowVolumes, geometryGroup, object );
  2478. } else {
  2479. addBuffer( scene.__webglObjects, geometryGroup, object );
  2480. }
  2481. }
  2482. } else if ( object instanceof THREE.LensFlare ) {
  2483. addBuffer( scene.__webglLensFlares, undefined, object );
  2484. } else if ( object instanceof THREE.Ribbon ) {
  2485. geometry = object.geometry;
  2486. if( ! geometry.__webglVertexBuffer ) {
  2487. createRibbonBuffers( geometry );
  2488. initRibbonBuffers( geometry );
  2489. geometry.__dirtyVertices = true;
  2490. geometry.__dirtyColors = true;
  2491. }
  2492. addBuffer( scene.__webglObjects, geometry, object );
  2493. } else if ( object instanceof THREE.Line ) {
  2494. geometry = object.geometry;
  2495. if( ! geometry.__webglVertexBuffer ) {
  2496. createLineBuffers( geometry );
  2497. initLineBuffers( geometry );
  2498. geometry.__dirtyVertices = true;
  2499. geometry.__dirtyColors = true;
  2500. }
  2501. addBuffer( scene.__webglObjects, geometry, object );
  2502. } else if ( object instanceof THREE.ParticleSystem ) {
  2503. geometry = object.geometry;
  2504. if ( ! geometry.__webglVertexBuffer ) {
  2505. createParticleBuffers( geometry );
  2506. initParticleBuffers( geometry );
  2507. geometry.__dirtyVertices = true;
  2508. geometry.__dirtyColors = true;
  2509. }
  2510. addBuffer( scene.__webglObjects, geometry, object );
  2511. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2512. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2513. } else if ( object instanceof THREE.Sprite ) {
  2514. scene.__webglSprites.push( object );
  2515. }
  2516. /*else if ( object instanceof THREE.Particle ) {
  2517. }*/
  2518. };
  2519. function updateObject( object, scene ) {
  2520. var g, geometry, geometryGroup, a, customAttributeDirty;
  2521. if ( object instanceof THREE.Mesh ) {
  2522. geometry = object.geometry;
  2523. // check all geometry groups
  2524. for ( g in geometry.geometryGroups ) {
  2525. geometryGroup = geometry.geometryGroups[ g ];
  2526. customAttributeDirty = false;
  2527. for ( a in geometryGroup.__webglCustomAttributes ) {
  2528. if( geometryGroup.__webglCustomAttributes[ a ].needsUpdate ) {
  2529. customAttributeDirty = true;
  2530. break;
  2531. }
  2532. }
  2533. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2534. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2535. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributeDirty ) {
  2536. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW );
  2537. }
  2538. }
  2539. geometry.__dirtyVertices = false;
  2540. geometry.__dirtyMorphTargets = false;
  2541. geometry.__dirtyElements = false;
  2542. geometry.__dirtyUvs = false;
  2543. geometry.__dirtyNormals = false;
  2544. geometry.__dirtyTangents = false;
  2545. geometry.__dirtyColors = false;
  2546. } else if ( object instanceof THREE.Ribbon ) {
  2547. geometry = object.geometry;
  2548. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2549. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2550. }
  2551. geometry.__dirtyVertices = false;
  2552. geometry.__dirtyColors = false;
  2553. } else if ( object instanceof THREE.Line ) {
  2554. geometry = object.geometry;
  2555. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2556. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2557. }
  2558. geometry.__dirtyVertices = false;
  2559. geometry.__dirtyColors = false;
  2560. } else if ( object instanceof THREE.ParticleSystem ) {
  2561. geometry = object.geometry;
  2562. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
  2563. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2564. }
  2565. geometry.__dirtyVertices = false;
  2566. geometry.__dirtyColors = false;
  2567. }/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2568. // it updates itself in render callback
  2569. } else if ( object instanceof THREE.Particle ) {
  2570. }*/
  2571. /*
  2572. delete geometry.vertices;
  2573. delete geometry.faces;
  2574. delete geometryGroup.faces;
  2575. */
  2576. };
  2577. function removeInstances( objlist, object ) {
  2578. var o, ol;
  2579. for ( o = objlist.length - 1; o >= 0; o -- ) {
  2580. if ( objlist[ o ].object == object ) {
  2581. objlist.splice( o, 1 );
  2582. }
  2583. }
  2584. };
  2585. function removeObject( object, scene ) {
  2586. // must check as shadow volume before mesh (as they are also meshes)
  2587. if ( object instanceof THREE.ShadowVolume ) {
  2588. removeInstances( scene.__webglShadowVolumes, object );
  2589. } else if ( object instanceof THREE.Mesh ||
  2590. object instanceof THREE.ParticleSystem ||
  2591. object instanceof THREE.Ribbon ||
  2592. object instanceof THREE.Line ) {
  2593. removeInstances( scene.__webglObjects, object );
  2594. } else if ( object instanceof THREE.Sprite ) {
  2595. removeInstances( scene.__webglSprites, object );
  2596. } else if ( object instanceof THREE.LensFlare ) {
  2597. removeInstances( scene.__webglLensFlares, object );
  2598. } else if ( object instanceof THREE.MarchingCubes ) {
  2599. removeInstances( scene.__webglObjectsImmediate, object );
  2600. }
  2601. };
  2602. function sortFacesByMaterial( geometry ) {
  2603. // TODO
  2604. // Should optimize by grouping faces with ColorFill / ColorStroke materials
  2605. // which could then use vertex color attributes instead of each being
  2606. // in its separate VBO
  2607. var i, l, f, fl, face, material, materials, vertices, mhash, ghash, hash_map = {};
  2608. var numMorphTargets = geometry.morphTargets !== undefined ? geometry.morphTargets.length : 0;
  2609. geometry.geometryGroups = {};
  2610. function materialHash( material ) {
  2611. var hash_array = [];
  2612. for ( i = 0, l = material.length; i < l; i++ ) {
  2613. if ( material[ i ] == undefined ) {
  2614. hash_array.push( "undefined" );
  2615. } else {
  2616. hash_array.push( material[ i ].id );
  2617. }
  2618. }
  2619. return hash_array.join( '_' );
  2620. }
  2621. for ( f = 0, fl = geometry.faces.length; f < fl; f++ ) {
  2622. face = geometry.faces[ f ];
  2623. materials = face.materials;
  2624. mhash = materialHash( materials );
  2625. if ( hash_map[ mhash ] == undefined ) {
  2626. hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };
  2627. }
  2628. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2629. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2630. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2631. }
  2632. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2633. if ( geometry.geometryGroups[ ghash ].vertices + vertices > 65535 ) {
  2634. hash_map[ mhash ].counter += 1;
  2635. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2636. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2637. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2638. }
  2639. }
  2640. geometry.geometryGroups[ ghash ].faces.push( f );
  2641. geometry.geometryGroups[ ghash ].vertices += vertices;
  2642. }
  2643. };
  2644. function addBuffer( objlist, buffer, object ) {
  2645. objlist.push( {
  2646. buffer: buffer, object: object,
  2647. opaque: { list: [], count: 0 },
  2648. transparent: { list: [], count: 0 }
  2649. } );
  2650. };
  2651. function addBufferImmediate( objlist, object ) {
  2652. objlist.push( {
  2653. object: object,
  2654. opaque: { list: [], count: 0 },
  2655. transparent: { list: [], count: 0 }
  2656. } );
  2657. };
  2658. this.setFaceCulling = function ( cullFace, frontFace ) {
  2659. if ( cullFace ) {
  2660. if ( !frontFace || frontFace == "ccw" ) {
  2661. _gl.frontFace( _gl.CCW );
  2662. } else {
  2663. _gl.frontFace( _gl.CW );
  2664. }
  2665. if( cullFace == "back" ) {
  2666. _gl.cullFace( _gl.BACK );
  2667. } else if( cullFace == "front" ) {
  2668. _gl.cullFace( _gl.FRONT );
  2669. } else {
  2670. _gl.cullFace( _gl.FRONT_AND_BACK );
  2671. }
  2672. _gl.enable( _gl.CULL_FACE );
  2673. } else {
  2674. _gl.disable( _gl.CULL_FACE );
  2675. }
  2676. };
  2677. this.supportsVertexTextures = function () {
  2678. return _supportsVertexTextures;
  2679. };
  2680. function maxVertexTextures() {
  2681. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  2682. };
  2683. function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  2684. var p, pl, program, code;
  2685. var chunks = [];
  2686. // Generate code
  2687. if ( shaderID ) {
  2688. chunks.push( shaderID );
  2689. } else {
  2690. chunks.push( fragmentShader );
  2691. chunks.push( vertexShader );
  2692. }
  2693. for ( p in parameters ) {
  2694. chunks.push( p );
  2695. chunks.push( parameters[ p ] );
  2696. }
  2697. code = chunks.join();
  2698. // Check if code has been already compiled
  2699. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  2700. if ( _programs[ p ].code == code ) {
  2701. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  2702. return _programs[ p ].program;
  2703. }
  2704. }
  2705. //console.log( "building new program " );
  2706. //
  2707. program = _gl.createProgram();
  2708. var prefix_fragment = [
  2709. "#ifdef GL_ES",
  2710. "precision highp float;",
  2711. "#endif",
  2712. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2713. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2714. parameters.fog ? "#define USE_FOG" : "",
  2715. parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
  2716. parameters.map ? "#define USE_MAP" : "",
  2717. parameters.envMap ? "#define USE_ENVMAP" : "",
  2718. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2719. parameters.vertexColors ? "#define USE_COLOR" : "",
  2720. "uniform mat4 viewMatrix;",
  2721. "uniform vec3 cameraPosition;",
  2722. ""
  2723. ].join("\n");
  2724. var prefix_vertex = [
  2725. _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  2726. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2727. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2728. "#define MAX_BONES " + parameters.maxBones,
  2729. parameters.map ? "#define USE_MAP" : "",
  2730. parameters.envMap ? "#define USE_ENVMAP" : "",
  2731. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2732. parameters.vertexColors ? "#define USE_COLOR" : "",
  2733. parameters.skinning ? "#define USE_SKINNING" : "",
  2734. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  2735. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  2736. "uniform mat4 objectMatrix;",
  2737. "uniform mat4 modelViewMatrix;",
  2738. "uniform mat4 projectionMatrix;",
  2739. "uniform mat4 viewMatrix;",
  2740. "uniform mat3 normalMatrix;",
  2741. "uniform vec3 cameraPosition;",
  2742. "uniform mat4 cameraInverseMatrix;",
  2743. "attribute vec3 position;",
  2744. "attribute vec3 normal;",
  2745. "attribute vec2 uv;",
  2746. "attribute vec2 uv2;",
  2747. "#ifdef USE_COLOR",
  2748. "attribute vec3 color;",
  2749. "#endif",
  2750. "#ifdef USE_MORPHTARGETS",
  2751. "attribute vec3 morphTarget0;",
  2752. "attribute vec3 morphTarget1;",
  2753. "attribute vec3 morphTarget2;",
  2754. "attribute vec3 morphTarget3;",
  2755. "attribute vec3 morphTarget4;",
  2756. "attribute vec3 morphTarget5;",
  2757. "attribute vec3 morphTarget6;",
  2758. "attribute vec3 morphTarget7;",
  2759. "#endif",
  2760. "#ifdef USE_SKINNING",
  2761. "attribute vec4 skinVertexA;",
  2762. "attribute vec4 skinVertexB;",
  2763. "attribute vec4 skinIndex;",
  2764. "attribute vec4 skinWeight;",
  2765. "#endif",
  2766. ""
  2767. ].join("\n");
  2768. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  2769. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  2770. _gl.linkProgram( program );
  2771. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  2772. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  2773. }
  2774. //console.log( prefix_fragment + fragmentShader );
  2775. //console.log( prefix_vertex + vertexShader );
  2776. program.uniforms = {};
  2777. program.attributes = {};
  2778. var identifiers, u, a, i;
  2779. // cache uniform locations
  2780. identifiers = [
  2781. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  2782. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  2783. ];
  2784. for ( u in uniforms ) {
  2785. identifiers.push( u );
  2786. }
  2787. cacheUniformLocations( program, identifiers );
  2788. // cache attributes locations
  2789. identifiers = [
  2790. "position", "normal", "uv", "uv2", "tangent", "color",
  2791. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  2792. ];
  2793. for ( i = 0; i < parameters.maxMorphTargets; i++ ) {
  2794. identifiers.push( "morphTarget" + i );
  2795. }
  2796. for ( a in attributes ) {
  2797. identifiers.push( a );
  2798. }
  2799. cacheAttributeLocations( program, identifiers );
  2800. _programs.push( { program: program, code: code } );
  2801. return program;
  2802. };
  2803. function loadUniformsSkinning( uniforms, object ) {
  2804. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
  2805. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2806. };
  2807. function loadUniformsMatrices( uniforms, object ) {
  2808. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2809. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2810. };
  2811. function loadUniformsGeneric( program, uniforms ) {
  2812. var u, uniform, value, type, location, texture;
  2813. for( u in uniforms ) {
  2814. location = program.uniforms[u];
  2815. if ( !location ) continue;
  2816. uniform = uniforms[u];
  2817. type = uniform.type;
  2818. value = uniform.value;
  2819. if( type == "i" ) {
  2820. _gl.uniform1i( location, value );
  2821. } else if( type == "f" ) {
  2822. _gl.uniform1f( location, value );
  2823. } else if( type == "fv1" ) {
  2824. _gl.uniform1fv( location, value );
  2825. } else if( type == "fv" ) {
  2826. _gl.uniform3fv( location, value );
  2827. } else if( type == "v2" ) {
  2828. _gl.uniform2f( location, value.x, value.y );
  2829. } else if( type == "v3" ) {
  2830. _gl.uniform3f( location, value.x, value.y, value.z );
  2831. } else if( type == "v4" ) {
  2832. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2833. } else if( type == "c" ) {
  2834. _gl.uniform3f( location, value.r, value.g, value.b );
  2835. } else if( type == "t" ) {
  2836. _gl.uniform1i( location, value );
  2837. texture = uniform.texture;
  2838. if ( !texture ) continue;
  2839. if ( texture.image instanceof Array && texture.image.length == 6 ) {
  2840. setCubeTexture( texture, value );
  2841. } else {
  2842. setTexture( texture, value );
  2843. }
  2844. }
  2845. }
  2846. };
  2847. function setBlending( blending ) {
  2848. if ( blending != _oldBlending ) {
  2849. switch ( blending ) {
  2850. case THREE.AdditiveBlending:
  2851. _gl.blendEquation( _gl.FUNC_ADD );
  2852. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  2853. break;
  2854. case THREE.SubtractiveBlending:
  2855. // TODO: Find blendFuncSeparate() combination
  2856. _gl.blendEquation( _gl.FUNC_ADD );
  2857. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  2858. break;
  2859. case THREE.MultiplyBlending:
  2860. // TODO: Find blendFuncSeparate() combination
  2861. _gl.blendEquation( _gl.FUNC_ADD );
  2862. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  2863. break;
  2864. default:
  2865. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  2866. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2867. break;
  2868. }
  2869. _oldBlending = blending;
  2870. }
  2871. };
  2872. function setTextureParameters( textureType, texture, image ) {
  2873. if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
  2874. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  2875. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  2876. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  2877. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  2878. _gl.generateMipmap( textureType );
  2879. } else {
  2880. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  2881. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  2882. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  2883. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  2884. }
  2885. };
  2886. function setTexture( texture, slot ) {
  2887. if ( texture.needsUpdate ) {
  2888. if ( !texture.__webglInit ) {
  2889. texture.__webglTexture = _gl.createTexture();
  2890. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2891. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2892. texture.__webglInit = true;
  2893. } else {
  2894. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2895. // _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2896. _gl.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2897. }
  2898. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  2899. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2900. texture.needsUpdate = false;
  2901. }
  2902. /*
  2903. if ( texture.needsUpdate ) {
  2904. if ( texture.__webglTexture ) {
  2905. texture.__webglTexture = _gl.deleteTexture( texture.__webglTexture );
  2906. }
  2907. texture.__webglTexture = _gl.createTexture();
  2908. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2909. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2910. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  2911. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2912. texture.needsUpdate = false;
  2913. }
  2914. */
  2915. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2916. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2917. };
  2918. function setCubeTexture( texture, slot ) {
  2919. if ( texture.image.length == 6 ) {
  2920. if ( texture.needsUpdate ) {
  2921. if ( !texture.__webglInit ) {
  2922. texture.image.__webglTextureCube = _gl.createTexture();
  2923. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2924. for ( var i = 0; i < 6; ++i ) {
  2925. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2926. }
  2927. texture.__webglInit = true;
  2928. } else {
  2929. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2930. for ( var i = 0; i < 6; ++i ) {
  2931. // _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2932. _gl.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2933. }
  2934. }
  2935. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[0] );
  2936. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2937. texture.needsUpdate = false;
  2938. }
  2939. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2940. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2941. }
  2942. };
  2943. function setRenderTarget( renderTexture ) {
  2944. if ( renderTexture && !renderTexture.__webglFramebuffer ) {
  2945. if( renderTexture.depthBuffer === undefined ) renderTexture.depthBuffer = true;
  2946. if( renderTexture.stencilBuffer === undefined ) renderTexture.stencilBuffer = true;
  2947. renderTexture.__webglFramebuffer = _gl.createFramebuffer();
  2948. renderTexture.__webglRenderbuffer = _gl.createRenderbuffer();
  2949. renderTexture.__webglTexture = _gl.createTexture();
  2950. // Setup texture
  2951. _gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webglTexture );
  2952. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrapS ) );
  2953. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrapT ) );
  2954. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.magFilter ) );
  2955. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.minFilter ) );
  2956. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
  2957. // Setup render and frame buffer
  2958. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2959. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webglFramebuffer );
  2960. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webglTexture, 0 );
  2961. if ( renderTexture.depthBuffer && !renderTexture.stencilBuffer ) {
  2962. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
  2963. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2964. /* For some reason this is not working. Defaulting to RGBA4.
  2965. } else if( !renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  2966. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTexture.width, renderTexture.height );
  2967. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2968. */
  2969. } else if( renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  2970. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTexture.width, renderTexture.height );
  2971. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2972. } else {
  2973. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTexture.width, renderTexture.height );
  2974. }
  2975. // Release everything
  2976. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2977. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  2978. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  2979. }
  2980. var framebuffer, width, height;
  2981. if ( renderTexture ) {
  2982. framebuffer = renderTexture.__webglFramebuffer;
  2983. width = renderTexture.width;
  2984. height = renderTexture.height;
  2985. } else {
  2986. framebuffer = null;
  2987. width = _viewportWidth;
  2988. height = _viewportHeight;
  2989. }
  2990. if ( framebuffer != _currentFramebuffer ) {
  2991. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2992. _gl.viewport( _viewportX, _viewportY, width, height );
  2993. _currentFramebuffer = framebuffer;
  2994. }
  2995. };
  2996. function updateRenderTargetMipmap( renderTarget ) {
  2997. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  2998. _gl.generateMipmap( _gl.TEXTURE_2D );
  2999. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3000. };
  3001. function cacheUniformLocations( program, identifiers ) {
  3002. var i, l, id;
  3003. for( i = 0, l = identifiers.length; i < l; i++ ) {
  3004. id = identifiers[ i ];
  3005. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3006. }
  3007. };
  3008. function cacheAttributeLocations( program, identifiers ) {
  3009. var i, l, id;
  3010. for( i = 0, l = identifiers.length; i < l; i++ ) {
  3011. id = identifiers[ i ];
  3012. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3013. }
  3014. };
  3015. function getShader( type, string ) {
  3016. var shader;
  3017. if ( type == "fragment" ) {
  3018. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3019. } else if ( type == "vertex" ) {
  3020. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3021. }
  3022. _gl.shaderSource( shader, string );
  3023. _gl.compileShader( shader );
  3024. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3025. console.error( _gl.getShaderInfoLog( shader ) );
  3026. console.error( string );
  3027. return null;
  3028. }
  3029. return shader;
  3030. };
  3031. // fallback filters for non-power-of-2 textures
  3032. function filterFallback( f ) {
  3033. switch ( f ) {
  3034. case THREE.NearestFilter:
  3035. case THREE.NearestMipMapNearestFilter:
  3036. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  3037. case THREE.LinearFilter:
  3038. case THREE.LinearMipMapNearestFilter:
  3039. case THREE.LinearMipMapLinearFilter:
  3040. default:
  3041. return _gl.LINEAR; break;
  3042. }
  3043. };
  3044. function paramThreeToGL( p ) {
  3045. switch ( p ) {
  3046. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  3047. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  3048. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  3049. case THREE.NearestFilter: return _gl.NEAREST; break;
  3050. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  3051. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  3052. case THREE.LinearFilter: return _gl.LINEAR; break;
  3053. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  3054. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3055. case THREE.ByteType: return _gl.BYTE; break;
  3056. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3057. case THREE.ShortType: return _gl.SHORT; break;
  3058. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3059. case THREE.IntType: return _gl.INT; break;
  3060. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  3061. case THREE.FloatType: return _gl.FLOAT; break;
  3062. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3063. case THREE.RGBFormat: return _gl.RGB; break;
  3064. case THREE.RGBAFormat: return _gl.RGBA; break;
  3065. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3066. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3067. }
  3068. return 0;
  3069. };
  3070. function isPowerOfTwo( value ) {
  3071. return ( value & ( value - 1 ) ) == 0;
  3072. };
  3073. function materialNeedsSmoothNormals( material ) {
  3074. return material && material.shading != undefined && material.shading == THREE.SmoothShading;
  3075. };
  3076. function bufferNeedsSmoothNormals( geometryGroup, object ) {
  3077. var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
  3078. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  3079. meshMaterial = object.materials[ m ];
  3080. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  3081. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  3082. if ( materialNeedsSmoothNormals( geometryGroup.materials[ i ] ) ) {
  3083. needsSmoothNormals = true;
  3084. break;
  3085. }
  3086. }
  3087. } else {
  3088. if ( materialNeedsSmoothNormals( meshMaterial ) ) {
  3089. needsSmoothNormals = true;
  3090. break;
  3091. }
  3092. }
  3093. if ( needsSmoothNormals ) break;
  3094. }
  3095. return needsSmoothNormals;
  3096. };
  3097. function unrollGroupMaterials( geometryGroup, object ) {
  3098. var m, ml, i, il,
  3099. material, meshMaterial,
  3100. materials = [];
  3101. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  3102. meshMaterial = object.materials[ m ];
  3103. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  3104. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  3105. material = geometryGroup.materials[ i ];
  3106. if ( material ) {
  3107. materials.push( material );
  3108. }
  3109. }
  3110. } else {
  3111. material = meshMaterial;
  3112. if ( material ) {
  3113. materials.push( material );
  3114. }
  3115. }
  3116. }
  3117. return materials;
  3118. };
  3119. function bufferGuessVertexColorType( materials, geometryGroup, object ) {
  3120. var i, m, ml = materials.length;
  3121. // use vertexColor type from the first material in unrolled materials
  3122. for ( i = 0; i < ml; i++ ) {
  3123. m = materials[ i ];
  3124. if ( m.vertexColors ) {
  3125. return m.vertexColors;
  3126. }
  3127. }
  3128. return false;
  3129. };
  3130. function bufferGuessNormalType( materials, geometryGroup, object ) {
  3131. var i, m, ml = materials.length;
  3132. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  3133. for ( i = 0; i < ml; i++ ) {
  3134. m = materials[ i ];
  3135. if ( ( m instanceof THREE.MeshBasicMaterial && !m.envMap ) || m instanceof THREE.MeshDepthMaterial ) continue;
  3136. if ( materialNeedsSmoothNormals( m ) ) {
  3137. return THREE.SmoothShading;
  3138. } else {
  3139. return THREE.FlatShading;
  3140. }
  3141. }
  3142. return false;
  3143. };
  3144. function bufferGuessUVType( materials, geometryGroup, object ) {
  3145. var i, m, ml = materials.length;
  3146. // material must use some texture to require uvs
  3147. for ( i = 0; i < ml; i++ ) {
  3148. m = materials[ i ];
  3149. if ( m.map || m.lightMap || m instanceof THREE.MeshShaderMaterial ) {
  3150. return true;
  3151. }
  3152. }
  3153. return false;
  3154. };
  3155. function allocateBones( object ) {
  3156. // default for when object is not specified
  3157. // ( for example when prebuilding shader
  3158. // to be used with multiple objects )
  3159. //
  3160. // - leave some extra space for other uniforms
  3161. // - limit here is ANGLE's 254 max uniform vectors
  3162. // (up to 54 should be safe)
  3163. var maxBones = 50;
  3164. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3165. maxBones = object.bones.length;
  3166. }
  3167. return maxBones;
  3168. };
  3169. function allocateLights( lights, maxLights ) {
  3170. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3171. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3172. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3173. light = lights[ l ];
  3174. if ( light instanceof THREE.DirectionalLight ) dirLights++;
  3175. if ( light instanceof THREE.PointLight ) pointLights++;
  3176. }
  3177. if ( ( pointLights + dirLights ) <= maxLights ) {
  3178. maxDirLights = dirLights;
  3179. maxPointLights = pointLights;
  3180. } else {
  3181. maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
  3182. maxPointLights = maxLights - maxDirLights;
  3183. }
  3184. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3185. };
  3186. /* DEBUG
  3187. function getGLParams() {
  3188. var params = {
  3189. 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
  3190. 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
  3191. 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
  3192. 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  3193. 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
  3194. 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
  3195. 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
  3196. }
  3197. return params;
  3198. };
  3199. function dumpObject( obj ) {
  3200. var p, str = "";
  3201. for ( p in obj ) {
  3202. str += p + ": " + obj[p] + "\n";
  3203. }
  3204. return str;
  3205. }
  3206. */
  3207. };