WebGLRenderer.js 142 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855485648574858485948604861486248634864486548664867486848694870487148724873487448754876487748784879488048814882488348844885488648874888488948904891489248934894489548964897489848994900490149024903490449054906490749084909491049114912491349144915491649174918491949204921492249234924492549264927492849294930493149324933493449354936493749384939494049414942494349444945494649474948494949504951495249534954495549564957495849594960496149624963496449654966496749684969497049714972497349744975497649774978497949804981498249834984498549864987498849894990499149924993499449954996499749984999500050015002500350045005500650075008500950105011501250135014501550165017501850195020502150225023502450255026502750285029503050315032503350345035503650375038503950405041504250435044504550465047504850495050505150525053505450555056505750585059506050615062506350645065506650675068506950705071507250735074507550765077507850795080508150825083508450855086508750885089509050915092509350945095509650975098509951005101510251035104510551065107510851095110511151125113511451155116511751185119512051215122512351245125512651275128512951305131513251335134513551365137513851395140514151425143514451455146514751485149515051515152515351545155515651575158515951605161516251635164516551665167516851695170517151725173517451755176517751785179518051815182518351845185518651875188518951905191519251935194519551965197519851995200520152025203520452055206520752085209521052115212521352145215521652175218521952205221522252235224522552265227522852295230523152325233523452355236523752385239524052415242524352445245524652475248524952505251525252535254525552565257525852595260526152625263526452655266526752685269527052715272527352745275527652775278527952805281528252835284528552865287528852895290529152925293529452955296529752985299530053015302530353045305530653075308530953105311531253135314531553165317531853195320532153225323532453255326532753285329533053315332533353345335533653375338533953405341534253435344534553465347534853495350535153525353535453555356535753585359536053615362536353645365536653675368536953705371537253735374537553765377537853795380538153825383538453855386538753885389539053915392539353945395539653975398539954005401540254035404540554065407540854095410541154125413541454155416541754185419542054215422542354245425542654275428542954305431543254335434543554365437543854395440544154425443544454455446544754485449545054515452545354545455545654575458545954605461546254635464546554665467546854695470547154725473547454755476547754785479548054815482548354845485548654875488548954905491549254935494549554965497549854995500550155025503550455055506550755085509551055115512551355145515551655175518551955205521552255235524552555265527552855295530553155325533553455355536553755385539554055415542554355445545554655475548554955505551555255535554555555565557555855595560556155625563556455655566556755685569557055715572557355745575557655775578557955805581558255835584558555865587558855895590559155925593559455955596559755985599560056015602560356045605560656075608560956105611561256135614561556165617561856195620562156225623562456255626562756285629563056315632563356345635563656375638563956405641564256435644564556465647564856495650565156525653565456555656565756585659566056615662566356645665566656675668566956705671567256735674567556765677567856795680568156825683568456855686568756885689569056915692569356945695569656975698569957005701570257035704570557065707570857095710571157125713571457155716571757185719572057215722572357245725572657275728572957305731573257335734573557365737573857395740574157425743574457455746574757485749575057515752575357545755575657575758575957605761576257635764576557665767576857695770577157725773577457755776577757785779578057815782578357845785578657875788578957905791579257935794579557965797579857995800580158025803580458055806580758085809581058115812581358145815581658175818581958205821582258235824582558265827582858295830583158325833583458355836583758385839584058415842584358445845584658475848584958505851585258535854585558565857585858595860586158625863586458655866586758685869587058715872587358745875587658775878587958805881588258835884588558865887588858895890589158925893589458955896589758985899590059015902590359045905590659075908590959105911591259135914591559165917591859195920592159225923592459255926592759285929593059315932593359345935593659375938593959405941594259435944594559465947594859495950595159525953595459555956595759585959596059615962596359645965596659675968596959705971597259735974597559765977597859795980598159825983598459855986598759885989599059915992
  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. // constructor parameters
  9. var parameters = parameters || {},
  10. _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  12. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  15. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  16. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
  17. _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
  18. // public properties
  19. this.domElement = _canvas;
  20. this.context = null;
  21. // clearing
  22. this.autoClear = true;
  23. this.autoClearColor = true;
  24. this.autoClearDepth = true;
  25. this.autoClearStencil = true;
  26. // scene graph
  27. this.sortObjects = true;
  28. this.autoUpdateObjects = true;
  29. this.autoUpdateScene = true;
  30. // physically based shading
  31. this.gammaInput = false;
  32. this.gammaOutput = false;
  33. this.physicallyBasedShading = false;
  34. // shadow map
  35. this.shadowMapBias = 0.0039;
  36. this.shadowMapDarkness = 0.5;
  37. this.shadowMapWidth = 512;
  38. this.shadowMapHeight = 512;
  39. this.shadowCameraNear = 1;
  40. this.shadowCameraFar = 5000;
  41. this.shadowCameraFov = 50;
  42. this.shadowMap = [];
  43. this.shadowMapEnabled = false;
  44. this.shadowMapAutoUpdate = true;
  45. this.shadowMapSoft = true;
  46. // morphs
  47. this.maxMorphTargets = 8;
  48. // info
  49. this.info = {
  50. memory: {
  51. programs: 0,
  52. geometries: 0,
  53. textures: 0
  54. },
  55. render: {
  56. calls: 0,
  57. vertices: 0,
  58. faces: 0
  59. }
  60. };
  61. // internal properties
  62. var _this = this,
  63. _gl,
  64. _programs = [],
  65. // internal state cache
  66. _currentProgram = null,
  67. _currentFramebuffer = null,
  68. _currentMaterialId = -1,
  69. _currentGeometryGroupHash = null,
  70. _geometryGroupCounter = 0,
  71. // GL state cache
  72. _oldDoubleSided = null,
  73. _oldFlipSided = null,
  74. _oldBlending = null,
  75. _oldDepthTest = null,
  76. _oldDepthWrite = null,
  77. _oldPolygonOffset = null,
  78. _oldPolygonOffsetFactor = null,
  79. _oldPolygonOffsetUnits = null,
  80. _oldLineWidth = null,
  81. _viewportX = 0,
  82. _viewportY = 0,
  83. _viewportWidth = 0,
  84. _viewportHeight = 0,
  85. // frustum cache
  86. _frustum = [
  87. new THREE.Vector4(),
  88. new THREE.Vector4(),
  89. new THREE.Vector4(),
  90. new THREE.Vector4(),
  91. new THREE.Vector4(),
  92. new THREE.Vector4()
  93. ],
  94. // camera matrices cache
  95. _projScreenMatrix = new THREE.Matrix4(),
  96. _projectionMatrixArray = new Float32Array( 16 ),
  97. _viewMatrixArray = new Float32Array( 16 ),
  98. _vector3 = new THREE.Vector4(),
  99. // light arrays cache
  100. _lights = {
  101. ambient: [ 0, 0, 0 ],
  102. directional: { length: 0, colors: new Array(), positions: new Array() },
  103. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  104. };
  105. // shadow maps
  106. var _cameraLight, _shadowMatrix = [];
  107. var _depthMaterial, _depthMaterialMorph;
  108. // sprites
  109. var _sprite = {};
  110. var _spriteAttributesEnabled = false;
  111. // initialize
  112. _gl = initGL();
  113. setDefaultGLState();
  114. initSprites();
  115. initShadowmaps();
  116. this.context = _gl;
  117. var _supportsVertexTextures = ( maxVertexTextures() > 0 );
  118. // API
  119. this.getContext = function () {
  120. return _gl;
  121. };
  122. this.supportsVertexTextures = function () {
  123. return _supportsVertexTextures;
  124. };
  125. this.setSize = function ( width, height ) {
  126. _canvas.width = width;
  127. _canvas.height = height;
  128. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  129. };
  130. this.setViewport = function ( x, y, width, height ) {
  131. _viewportX = x;
  132. _viewportY = y;
  133. _viewportWidth = width;
  134. _viewportHeight = height;
  135. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  136. };
  137. this.setScissor = function ( x, y, width, height ) {
  138. _gl.scissor( x, y, width, height );
  139. };
  140. this.enableScissorTest = function ( enable ) {
  141. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  142. };
  143. // Clearing
  144. this.setClearColorHex = function ( hex, alpha ) {
  145. _clearColor.setHex( hex );
  146. _clearAlpha = alpha;
  147. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  148. };
  149. this.setClearColor = function ( color, alpha ) {
  150. _clearColor.copy( color );
  151. _clearAlpha = alpha;
  152. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  153. };
  154. this.getClearColor = function () {
  155. return _clearColor;
  156. };
  157. this.getClearAlpha = function () {
  158. return _clearAlpha;
  159. };
  160. this.clear = function ( color, depth, stencil ) {
  161. var bits = 0;
  162. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  163. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  164. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  165. _gl.clear( bits );
  166. };
  167. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  168. setRenderTarget( renderTarget );
  169. this.clear( color, depth, stencil );
  170. };
  171. // Deallocation
  172. this.deallocateObject = function ( object ) {
  173. if ( ! object.__webglInit ) return;
  174. object.__webglInit = false;
  175. delete object._modelViewMatrix;
  176. delete object._normalMatrixArray;
  177. delete object._modelViewMatrixArray;
  178. delete object._objectMatrixArray;
  179. if ( object instanceof THREE.Mesh ) {
  180. for ( var g in object.geometry.geometryGroups ) {
  181. deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
  182. }
  183. } else if ( object instanceof THREE.Ribbon ) {
  184. deleteRibbonBuffers( object.geometry );
  185. } else if ( object instanceof THREE.Line ) {
  186. deleteLineBuffers( object.geometry );
  187. } else if ( object instanceof THREE.ParticleSystem ) {
  188. deleteParticleBuffers( object.geometry );
  189. }
  190. };
  191. this.deallocateTexture = function ( texture ) {
  192. if ( ! texture.__webglInit ) return;
  193. texture.__webglInit = false;
  194. _gl.deleteTexture( texture.__webglTexture );
  195. _this.info.memory.textures --;
  196. };
  197. // Rendering
  198. this.updateShadowMap = function ( scene, camera ) {
  199. renderShadowMap( scene, camera );
  200. };
  201. // Internal functions
  202. // Buffer allocation
  203. function createParticleBuffers ( geometry ) {
  204. geometry.__webglVertexBuffer = _gl.createBuffer();
  205. geometry.__webglColorBuffer = _gl.createBuffer();
  206. _this.info.geometries ++;
  207. };
  208. function createLineBuffers ( geometry ) {
  209. geometry.__webglVertexBuffer = _gl.createBuffer();
  210. geometry.__webglColorBuffer = _gl.createBuffer();
  211. _this.info.memory.geometries ++;
  212. };
  213. function createRibbonBuffers ( geometry ) {
  214. geometry.__webglVertexBuffer = _gl.createBuffer();
  215. geometry.__webglColorBuffer = _gl.createBuffer();
  216. _this.info.memory.geometries ++;
  217. };
  218. function createMeshBuffers ( geometryGroup ) {
  219. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  220. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  221. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  222. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  223. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  224. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  225. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  226. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  227. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  228. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  229. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  230. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  231. if ( geometryGroup.numMorphTargets ) {
  232. var m, ml;
  233. geometryGroup.__webglMorphTargetsBuffers = [];
  234. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  235. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  236. }
  237. }
  238. _this.info.memory.geometries ++;
  239. };
  240. // Buffer deallocation
  241. function deleteParticleBuffers ( geometry ) {
  242. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  243. _gl.deleteBuffer( geometry.__webglColorBuffer );
  244. _this.info.memory.geometries --;
  245. };
  246. function deleteLineBuffers ( geometry ) {
  247. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  248. _gl.deleteBuffer( geometry.__webglColorBuffer );
  249. _this.info.memory.geometries --;
  250. };
  251. function deleteRibbonBuffers ( geometry ) {
  252. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  253. _gl.deleteBuffer( geometry.__webglColorBuffer );
  254. _this.info.memory.geometries --;
  255. };
  256. function deleteMeshBuffers ( geometryGroup ) {
  257. _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
  258. _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
  259. _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
  260. _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
  261. _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
  262. _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
  263. _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer );
  264. _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
  265. _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
  266. _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
  267. _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
  268. _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
  269. if ( geometryGroup.numMorphTargets ) {
  270. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  271. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  272. }
  273. }
  274. _this.info.memory.geometries --;
  275. };
  276. // Buffer initialization
  277. function initCustomAttributes ( geometry, object ) {
  278. var nvertices = geometry.vertices.length;
  279. var material = object.material;
  280. if ( material.attributes ) {
  281. if ( geometry.__webglCustomAttributesList === undefined ) {
  282. geometry.__webglCustomAttributesList = [];
  283. }
  284. for ( var a in material.attributes ) {
  285. var attribute = material.attributes[ a ];
  286. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  287. attribute.__webglInitialized = true;
  288. var size = 1; // "f" and "i"
  289. if ( attribute.type === "v2" ) size = 2;
  290. else if ( attribute.type === "v3" ) size = 3;
  291. else if ( attribute.type === "v4" ) size = 4;
  292. else if ( attribute.type === "c" ) size = 3;
  293. attribute.size = size;
  294. attribute.array = new Float32Array( nvertices * size );
  295. attribute.buffer = _gl.createBuffer();
  296. attribute.buffer.belongsToAttribute = a;
  297. attribute.needsUpdate = true;
  298. }
  299. geometry.__webglCustomAttributesList.push( attribute );
  300. }
  301. }
  302. };
  303. function initParticleBuffers ( geometry, object ) {
  304. var nvertices = geometry.vertices.length;
  305. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  306. geometry.__colorArray = new Float32Array( nvertices * 3 );
  307. geometry.__sortArray = [];
  308. geometry.__webglParticleCount = nvertices;
  309. initCustomAttributes ( geometry, object );
  310. };
  311. function initLineBuffers ( geometry, object ) {
  312. var nvertices = geometry.vertices.length;
  313. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  314. geometry.__colorArray = new Float32Array( nvertices * 3 );
  315. geometry.__webglLineCount = nvertices;
  316. initCustomAttributes ( geometry, object );
  317. };
  318. function initRibbonBuffers ( geometry ) {
  319. var nvertices = geometry.vertices.length;
  320. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  321. geometry.__colorArray = new Float32Array( nvertices * 3 );
  322. geometry.__webglVertexCount = nvertices;
  323. };
  324. function initMeshBuffers ( geometryGroup, object ) {
  325. var geometry = object.geometry,
  326. faces3 = geometryGroup.faces3,
  327. faces4 = geometryGroup.faces4,
  328. nvertices = faces3.length * 3 + faces4.length * 4,
  329. ntris = faces3.length * 1 + faces4.length * 2,
  330. nlines = faces3.length * 3 + faces4.length * 4,
  331. material = getBufferMaterial( object, geometryGroup ),
  332. uvType = bufferGuessUVType( material ),
  333. normalType = bufferGuessNormalType( material ),
  334. vertexColorType = bufferGuessVertexColorType( material );
  335. //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  336. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  337. if ( normalType ) {
  338. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  339. }
  340. if ( geometry.hasTangents ) {
  341. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  342. }
  343. if ( vertexColorType ) {
  344. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  345. }
  346. if ( uvType ) {
  347. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  348. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  349. }
  350. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  351. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  352. }
  353. }
  354. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  355. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  356. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  357. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  358. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  359. }
  360. geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
  361. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  362. if ( geometryGroup.numMorphTargets ) {
  363. geometryGroup.__morphTargetsArrays = [];
  364. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  365. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  366. }
  367. }
  368. geometryGroup.__needsSmoothNormals = ( normalType === THREE.SmoothShading );
  369. geometryGroup.__uvType = uvType;
  370. geometryGroup.__vertexColorType = vertexColorType;
  371. geometryGroup.__normalType = normalType;
  372. geometryGroup.__webglFaceCount = ntris * 3;
  373. geometryGroup.__webglLineCount = nlines * 2;
  374. // custom attributes
  375. if ( material.attributes ) {
  376. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  377. geometryGroup.__webglCustomAttributesList = [];
  378. }
  379. for ( var a in material.attributes ) {
  380. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  381. // attribute buffers which are correctly indexed in the setMeshBuffers function
  382. var originalAttribute = material.attributes[ a ];
  383. var attribute = {};
  384. for ( var property in originalAttribute ) {
  385. attribute[ property ] = originalAttribute[ property ];
  386. }
  387. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  388. attribute.__webglInitialized = true;
  389. var size = 1; // "f" and "i"
  390. if( attribute.type === "v2" ) size = 2;
  391. else if( attribute.type === "v3" ) size = 3;
  392. else if( attribute.type === "v4" ) size = 4;
  393. else if( attribute.type === "c" ) size = 3;
  394. attribute.size = size;
  395. attribute.array = new Float32Array( nvertices * size );
  396. attribute.buffer = _gl.createBuffer();
  397. attribute.buffer.belongsToAttribute = a;
  398. originalAttribute.needsUpdate = true;
  399. attribute.__original = originalAttribute;
  400. }
  401. geometryGroup.__webglCustomAttributesList.push( attribute );
  402. }
  403. }
  404. geometryGroup.__inittedArrays = true;
  405. };
  406. function getBufferMaterial( object, geometryGroup ) {
  407. if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
  408. return object.material;
  409. } else if ( geometryGroup.materialIndex >= 0 ) {
  410. return object.geometry.materials[ geometryGroup.materialIndex ];
  411. }
  412. };
  413. function materialNeedsSmoothNormals ( material ) {
  414. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  415. };
  416. function bufferGuessNormalType ( material ) {
  417. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  418. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  419. return false;
  420. }
  421. if ( materialNeedsSmoothNormals( material ) ) {
  422. return THREE.SmoothShading;
  423. } else {
  424. return THREE.FlatShading;
  425. }
  426. };
  427. function bufferGuessVertexColorType ( material ) {
  428. if ( material.vertexColors ) {
  429. return material.vertexColors;
  430. }
  431. return false;
  432. };
  433. function bufferGuessUVType ( material ) {
  434. // material must use some texture to require uvs
  435. if ( material.map || material.lightMap || material instanceof THREE.ShaderMaterial ) {
  436. return true;
  437. }
  438. return false;
  439. };
  440. // Buffer setting
  441. function setParticleBuffers ( geometry, hint, object ) {
  442. var v, c, vertex, offset, index, color,
  443. vertices = geometry.vertices,
  444. vl = vertices.length,
  445. colors = geometry.colors,
  446. cl = colors.length,
  447. vertexArray = geometry.__vertexArray,
  448. colorArray = geometry.__colorArray,
  449. sortArray = geometry.__sortArray,
  450. dirtyVertices = geometry.__dirtyVertices,
  451. dirtyElements = geometry.__dirtyElements,
  452. dirtyColors = geometry.__dirtyColors,
  453. customAttributes = geometry.__webglCustomAttributesList,
  454. i, il,
  455. a, ca, cal, value,
  456. customAttribute;
  457. if ( object.sortParticles ) {
  458. _projScreenMatrix.multiplySelf( object.matrixWorld );
  459. for ( v = 0; v < vl; v ++ ) {
  460. vertex = vertices[ v ].position;
  461. _vector3.copy( vertex );
  462. _projScreenMatrix.multiplyVector3( _vector3 );
  463. sortArray[ v ] = [ _vector3.z, v ];
  464. }
  465. sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
  466. for ( v = 0; v < vl; v ++ ) {
  467. vertex = vertices[ sortArray[v][1] ].position;
  468. offset = v * 3;
  469. vertexArray[ offset ] = vertex.x;
  470. vertexArray[ offset + 1 ] = vertex.y;
  471. vertexArray[ offset + 2 ] = vertex.z;
  472. }
  473. for ( c = 0; c < cl; c ++ ) {
  474. offset = c * 3;
  475. color = colors[ sortArray[c][1] ];
  476. colorArray[ offset ] = color.r;
  477. colorArray[ offset + 1 ] = color.g;
  478. colorArray[ offset + 2 ] = color.b;
  479. }
  480. if ( customAttributes ) {
  481. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  482. customAttribute = customAttributes[ i ];
  483. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
  484. offset = 0;
  485. cal = customAttribute.value.length;
  486. if ( customAttribute.size === 1 ) {
  487. for ( ca = 0; ca < cal; ca ++ ) {
  488. index = sortArray[ ca ][ 1 ];
  489. customAttribute.array[ ca ] = customAttribute.value[ index ];
  490. }
  491. } else if ( customAttribute.size === 2 ) {
  492. for ( ca = 0; ca < cal; ca ++ ) {
  493. index = sortArray[ ca ][ 1 ];
  494. value = customAttribute.value[ index ];
  495. customAttribute.array[ offset ] = value.x;
  496. customAttribute.array[ offset + 1 ] = value.y;
  497. offset += 2;
  498. }
  499. } else if ( customAttribute.size === 3 ) {
  500. if ( customAttribute.type === "c" ) {
  501. for ( ca = 0; ca < cal; ca ++ ) {
  502. index = sortArray[ ca ][ 1 ];
  503. value = customAttribute.value[ index ];
  504. customAttribute.array[ offset ] = value.r;
  505. customAttribute.array[ offset + 1 ] = value.g;
  506. customAttribute.array[ offset + 2 ] = value.b;
  507. offset += 3;
  508. }
  509. } else {
  510. for ( ca = 0; ca < cal; ca ++ ) {
  511. index = sortArray[ ca ][ 1 ];
  512. value = customAttribute.value[ index ];
  513. customAttribute.array[ offset ] = value.x;
  514. customAttribute.array[ offset + 1 ] = value.y;
  515. customAttribute.array[ offset + 2 ] = value.z;
  516. offset += 3;
  517. }
  518. }
  519. } else if ( customAttribute.size === 4 ) {
  520. for ( ca = 0; ca < cal; ca ++ ) {
  521. index = sortArray[ ca ][ 1 ];
  522. value = customAttribute.value[ index ];
  523. customAttribute.array[ offset ] = value.x;
  524. customAttribute.array[ offset + 1 ] = value.y;
  525. customAttribute.array[ offset + 2 ] = value.z;
  526. customAttribute.array[ offset + 3 ] = value.w;
  527. offset += 4;
  528. }
  529. }
  530. }
  531. }
  532. } else {
  533. if ( dirtyVertices ) {
  534. for ( v = 0; v < vl; v ++ ) {
  535. vertex = vertices[ v ].position;
  536. offset = v * 3;
  537. vertexArray[ offset ] = vertex.x;
  538. vertexArray[ offset + 1 ] = vertex.y;
  539. vertexArray[ offset + 2 ] = vertex.z;
  540. }
  541. }
  542. if ( dirtyColors ) {
  543. for ( c = 0; c < cl; c ++ ) {
  544. color = colors[ c ];
  545. offset = c * 3;
  546. colorArray[ offset ] = color.r;
  547. colorArray[ offset + 1 ] = color.g;
  548. colorArray[ offset + 2 ] = color.b;
  549. }
  550. }
  551. if ( customAttributes ) {
  552. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  553. customAttribute = customAttributes[ i ];
  554. if ( customAttribute.needsUpdate &&
  555. ( customAttribute.boundTo === undefined ||
  556. customAttribute.boundTo === "vertices") ) {
  557. cal = customAttribute.value.length;
  558. offset = 0;
  559. if ( customAttribute.size === 1 ) {
  560. for ( ca = 0; ca < cal; ca ++ ) {
  561. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  562. }
  563. } else if ( customAttribute.size === 2 ) {
  564. for ( ca = 0; ca < cal; ca ++ ) {
  565. value = customAttribute.value[ ca ];
  566. customAttribute.array[ offset ] = value.x;
  567. customAttribute.array[ offset + 1 ] = value.y;
  568. offset += 2;
  569. }
  570. } else if ( customAttribute.size === 3 ) {
  571. if ( customAttribute.type === "c" ) {
  572. for ( ca = 0; ca < cal; ca ++ ) {
  573. value = customAttribute.value[ ca ];
  574. customAttribute.array[ offset ] = value.r;
  575. customAttribute.array[ offset + 1 ] = value.g;
  576. customAttribute.array[ offset + 2 ] = value.b;
  577. offset += 3;
  578. }
  579. } else {
  580. for ( ca = 0; ca < cal; ca ++ ) {
  581. value = customAttribute.value[ ca ];
  582. customAttribute.array[ offset ] = value.x;
  583. customAttribute.array[ offset + 1 ] = value.y;
  584. customAttribute.array[ offset + 2 ] = value.z;
  585. offset += 3;
  586. }
  587. }
  588. } else if ( customAttribute.size === 4 ) {
  589. for ( ca = 0; ca < cal; ca ++ ) {
  590. value = customAttribute.value[ ca ];
  591. customAttribute.array[ offset ] = value.x;
  592. customAttribute.array[ offset + 1 ] = value.y;
  593. customAttribute.array[ offset + 2 ] = value.z;
  594. customAttribute.array[ offset + 3 ] = value.w;
  595. offset += 4;
  596. }
  597. }
  598. }
  599. }
  600. }
  601. }
  602. if ( dirtyVertices || object.sortParticles ) {
  603. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  604. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  605. }
  606. if ( dirtyColors || object.sortParticles ) {
  607. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  608. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  609. }
  610. if ( customAttributes ) {
  611. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  612. customAttribute = customAttributes[ i ];
  613. if ( customAttribute.needsUpdate || object.sortParticles ) {
  614. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  615. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  616. }
  617. }
  618. }
  619. };
  620. function setLineBuffers ( geometry, hint ) {
  621. var v, c, vertex, offset, color,
  622. vertices = geometry.vertices,
  623. colors = geometry.colors,
  624. vl = vertices.length,
  625. cl = colors.length,
  626. vertexArray = geometry.__vertexArray,
  627. colorArray = geometry.__colorArray,
  628. dirtyVertices = geometry.__dirtyVertices,
  629. dirtyColors = geometry.__dirtyColors,
  630. customAttributes = geometry.__webglCustomAttributesList,
  631. i, il,
  632. a, ca, cal, value,
  633. customAttribute;
  634. if ( dirtyVertices ) {
  635. for ( v = 0; v < vl; v ++ ) {
  636. vertex = vertices[ v ].position;
  637. offset = v * 3;
  638. vertexArray[ offset ] = vertex.x;
  639. vertexArray[ offset + 1 ] = vertex.y;
  640. vertexArray[ offset + 2 ] = vertex.z;
  641. }
  642. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  643. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  644. }
  645. if ( dirtyColors ) {
  646. for ( c = 0; c < cl; c ++ ) {
  647. color = colors[ c ];
  648. offset = c * 3;
  649. colorArray[ offset ] = color.r;
  650. colorArray[ offset + 1 ] = color.g;
  651. colorArray[ offset + 2 ] = color.b;
  652. }
  653. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  654. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  655. }
  656. if ( customAttributes ) {
  657. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  658. customAttribute = customAttributes[ i ];
  659. if ( customAttribute.needsUpdate &&
  660. ( customAttribute.boundTo === undefined ||
  661. customAttribute.boundTo === "vertices" ) ) {
  662. offset = 0;
  663. cal = customAttribute.value.length;
  664. if ( customAttribute.size === 1 ) {
  665. for ( ca = 0; ca < cal; ca ++ ) {
  666. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  667. }
  668. } else if ( customAttribute.size === 2 ) {
  669. for ( ca = 0; ca < cal; ca ++ ) {
  670. value = customAttribute.value[ ca ];
  671. customAttribute.array[ offset ] = value.x;
  672. customAttribute.array[ offset + 1 ] = value.y;
  673. offset += 2;
  674. }
  675. } else if ( customAttribute.size === 3 ) {
  676. if ( customAttribute.type === "c" ) {
  677. for ( ca = 0; ca < cal; ca ++ ) {
  678. value = customAttribute.value[ ca ];
  679. customAttribute.array[ offset ] = value.r;
  680. customAttribute.array[ offset + 1 ] = value.g;
  681. customAttribute.array[ offset + 2 ] = value.b;
  682. offset += 3;
  683. }
  684. } else {
  685. for ( ca = 0; ca < cal; ca ++ ) {
  686. value = customAttribute.value[ ca ];
  687. customAttribute.array[ offset ] = value.x;
  688. customAttribute.array[ offset + 1 ] = value.y;
  689. customAttribute.array[ offset + 2 ] = value.z;
  690. offset += 3;
  691. }
  692. }
  693. } else if ( customAttribute.size === 4 ) {
  694. for ( ca = 0; ca < cal; ca ++ ) {
  695. value = customAttribute.value[ ca ];
  696. customAttribute.array[ offset ] = value.x;
  697. customAttribute.array[ offset + 1 ] = value.y;
  698. customAttribute.array[ offset + 2 ] = value.z;
  699. customAttribute.array[ offset + 3 ] = value.w;
  700. offset += 4;
  701. }
  702. }
  703. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  704. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  705. }
  706. }
  707. }
  708. };
  709. function setRibbonBuffers ( geometry, hint ) {
  710. var v, c, vertex, offset, color,
  711. vertices = geometry.vertices,
  712. colors = geometry.colors,
  713. vl = vertices.length,
  714. cl = colors.length,
  715. vertexArray = geometry.__vertexArray,
  716. colorArray = geometry.__colorArray,
  717. dirtyVertices = geometry.__dirtyVertices,
  718. dirtyColors = geometry.__dirtyColors;
  719. if ( dirtyVertices ) {
  720. for ( v = 0; v < vl; v ++ ) {
  721. vertex = vertices[ v ].position;
  722. offset = v * 3;
  723. vertexArray[ offset ] = vertex.x;
  724. vertexArray[ offset + 1 ] = vertex.y;
  725. vertexArray[ offset + 2 ] = vertex.z;
  726. }
  727. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  728. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  729. }
  730. if ( dirtyColors ) {
  731. for ( c = 0; c < cl; c ++ ) {
  732. color = colors[ c ];
  733. offset = c * 3;
  734. colorArray[ offset ] = color.r;
  735. colorArray[ offset + 1 ] = color.g;
  736. colorArray[ offset + 2 ] = color.b;
  737. }
  738. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  739. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  740. }
  741. };
  742. function setMeshBuffers( geometryGroup, object, hint, dispose ) {
  743. if ( ! geometryGroup.__inittedArrays ) {
  744. // console.log( object );
  745. return;
  746. }
  747. var f, fl, fi, face,
  748. vertexNormals, faceNormal, normal,
  749. vertexColors, faceColor,
  750. vertexTangents,
  751. uvType, vertexColorType, normalType,
  752. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  753. c1, c2, c3, c4,
  754. sw1, sw2, sw3, sw4,
  755. si1, si2, si3, si4,
  756. sa1, sa2, sa3, sa4,
  757. sb1, sb2, sb3, sb4,
  758. m, ml, i, il,
  759. vn, uvi, uv2i,
  760. vk, vkl, vka,
  761. a,
  762. vertexIndex = 0,
  763. offset = 0,
  764. offset_uv = 0,
  765. offset_uv2 = 0,
  766. offset_face = 0,
  767. offset_normal = 0,
  768. offset_tangent = 0,
  769. offset_line = 0,
  770. offset_color = 0,
  771. offset_skin = 0,
  772. offset_morphTarget = 0,
  773. offset_custom = 0,
  774. offset_customSrc = 0,
  775. value,
  776. vertexArray = geometryGroup.__vertexArray,
  777. uvArray = geometryGroup.__uvArray,
  778. uv2Array = geometryGroup.__uv2Array,
  779. normalArray = geometryGroup.__normalArray,
  780. tangentArray = geometryGroup.__tangentArray,
  781. colorArray = geometryGroup.__colorArray,
  782. skinVertexAArray = geometryGroup.__skinVertexAArray,
  783. skinVertexBArray = geometryGroup.__skinVertexBArray,
  784. skinIndexArray = geometryGroup.__skinIndexArray,
  785. skinWeightArray = geometryGroup.__skinWeightArray,
  786. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  787. customAttributes = geometryGroup.__webglCustomAttributesList,
  788. customAttribute,
  789. faceArray = geometryGroup.__faceArray,
  790. lineArray = geometryGroup.__lineArray,
  791. needsSmoothNormals = geometryGroup.__needsSmoothNormals,
  792. vertexColorType = geometryGroup.__vertexColorType,
  793. uvType = geometryGroup.__uvType,
  794. normalType = geometryGroup.__normalType,
  795. geometry = object.geometry, // this is shared for all chunks
  796. dirtyVertices = geometry.__dirtyVertices,
  797. dirtyElements = geometry.__dirtyElements,
  798. dirtyUvs = geometry.__dirtyUvs,
  799. dirtyNormals = geometry.__dirtyNormals,
  800. dirtyTangents = geometry.__dirtyTangents,
  801. dirtyColors = geometry.__dirtyColors,
  802. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  803. vertices = geometry.vertices,
  804. chunk_faces3 = geometryGroup.faces3,
  805. chunk_faces4 = geometryGroup.faces4,
  806. obj_faces = geometry.faces,
  807. obj_uvs = geometry.faceVertexUvs[ 0 ],
  808. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  809. obj_colors = geometry.colors,
  810. obj_skinVerticesA = geometry.skinVerticesA,
  811. obj_skinVerticesB = geometry.skinVerticesB,
  812. obj_skinIndices = geometry.skinIndices,
  813. obj_skinWeights = geometry.skinWeights,
  814. morphTargets = geometry.morphTargets;
  815. if ( dirtyVertices ) {
  816. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  817. face = obj_faces[ chunk_faces3[ f ] ];
  818. v1 = vertices[ face.a ].position;
  819. v2 = vertices[ face.b ].position;
  820. v3 = vertices[ face.c ].position;
  821. vertexArray[ offset ] = v1.x;
  822. vertexArray[ offset + 1 ] = v1.y;
  823. vertexArray[ offset + 2 ] = v1.z;
  824. vertexArray[ offset + 3 ] = v2.x;
  825. vertexArray[ offset + 4 ] = v2.y;
  826. vertexArray[ offset + 5 ] = v2.z;
  827. vertexArray[ offset + 6 ] = v3.x;
  828. vertexArray[ offset + 7 ] = v3.y;
  829. vertexArray[ offset + 8 ] = v3.z;
  830. offset += 9;
  831. }
  832. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  833. face = obj_faces[ chunk_faces4[ f ] ];
  834. v1 = vertices[ face.a ].position;
  835. v2 = vertices[ face.b ].position;
  836. v3 = vertices[ face.c ].position;
  837. v4 = vertices[ face.d ].position;
  838. vertexArray[ offset ] = v1.x;
  839. vertexArray[ offset + 1 ] = v1.y;
  840. vertexArray[ offset + 2 ] = v1.z;
  841. vertexArray[ offset + 3 ] = v2.x;
  842. vertexArray[ offset + 4 ] = v2.y;
  843. vertexArray[ offset + 5 ] = v2.z;
  844. vertexArray[ offset + 6 ] = v3.x;
  845. vertexArray[ offset + 7 ] = v3.y;
  846. vertexArray[ offset + 8 ] = v3.z;
  847. vertexArray[ offset + 9 ] = v4.x;
  848. vertexArray[ offset + 10 ] = v4.y;
  849. vertexArray[ offset + 11 ] = v4.z;
  850. offset += 12;
  851. }
  852. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  853. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  854. }
  855. if ( dirtyMorphTargets ) {
  856. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  857. offset_morphTarget = 0;
  858. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  859. face = obj_faces[ chunk_faces3[ f ] ];
  860. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  861. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  862. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  863. vka = morphTargetsArrays[ vk ];
  864. vka[ offset_morphTarget ] = v1.x;
  865. vka[ offset_morphTarget + 1 ] = v1.y;
  866. vka[ offset_morphTarget + 2 ] = v1.z;
  867. vka[ offset_morphTarget + 3 ] = v2.x;
  868. vka[ offset_morphTarget + 4 ] = v2.y;
  869. vka[ offset_morphTarget + 5 ] = v2.z;
  870. vka[ offset_morphTarget + 6 ] = v3.x;
  871. vka[ offset_morphTarget + 7 ] = v3.y;
  872. vka[ offset_morphTarget + 8 ] = v3.z;
  873. offset_morphTarget += 9;
  874. }
  875. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  876. face = obj_faces[ chunk_faces4[ f ] ];
  877. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  878. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  879. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  880. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  881. vka = morphTargetsArrays[ vk ];
  882. vka[ offset_morphTarget ] = v1.x;
  883. vka[ offset_morphTarget + 1 ] = v1.y;
  884. vka[ offset_morphTarget + 2 ] = v1.z;
  885. vka[ offset_morphTarget + 3 ] = v2.x;
  886. vka[ offset_morphTarget + 4 ] = v2.y;
  887. vka[ offset_morphTarget + 5 ] = v2.z;
  888. vka[ offset_morphTarget + 6 ] = v3.x;
  889. vka[ offset_morphTarget + 7 ] = v3.y;
  890. vka[ offset_morphTarget + 8 ] = v3.z;
  891. vka[ offset_morphTarget + 9 ] = v4.x;
  892. vka[ offset_morphTarget + 10 ] = v4.y;
  893. vka[ offset_morphTarget + 11 ] = v4.z;
  894. offset_morphTarget += 12;
  895. }
  896. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  897. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  898. }
  899. }
  900. if ( obj_skinWeights.length ) {
  901. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  902. face = obj_faces[ chunk_faces3[ f ] ];
  903. // weights
  904. sw1 = obj_skinWeights[ face.a ];
  905. sw2 = obj_skinWeights[ face.b ];
  906. sw3 = obj_skinWeights[ face.c ];
  907. skinWeightArray[ offset_skin ] = sw1.x;
  908. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  909. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  910. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  911. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  912. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  913. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  914. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  915. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  916. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  917. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  918. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  919. // indices
  920. si1 = obj_skinIndices[ face.a ];
  921. si2 = obj_skinIndices[ face.b ];
  922. si3 = obj_skinIndices[ face.c ];
  923. skinIndexArray[ offset_skin ] = si1.x;
  924. skinIndexArray[ offset_skin + 1 ] = si1.y;
  925. skinIndexArray[ offset_skin + 2 ] = si1.z;
  926. skinIndexArray[ offset_skin + 3 ] = si1.w;
  927. skinIndexArray[ offset_skin + 4 ] = si2.x;
  928. skinIndexArray[ offset_skin + 5 ] = si2.y;
  929. skinIndexArray[ offset_skin + 6 ] = si2.z;
  930. skinIndexArray[ offset_skin + 7 ] = si2.w;
  931. skinIndexArray[ offset_skin + 8 ] = si3.x;
  932. skinIndexArray[ offset_skin + 9 ] = si3.y;
  933. skinIndexArray[ offset_skin + 10 ] = si3.z;
  934. skinIndexArray[ offset_skin + 11 ] = si3.w;
  935. // vertices A
  936. sa1 = obj_skinVerticesA[ face.a ];
  937. sa2 = obj_skinVerticesA[ face.b ];
  938. sa3 = obj_skinVerticesA[ face.c ];
  939. skinVertexAArray[ offset_skin ] = sa1.x;
  940. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  941. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  942. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  943. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  944. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  945. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  946. skinVertexAArray[ offset_skin + 7 ] = 1;
  947. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  948. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  949. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  950. skinVertexAArray[ offset_skin + 11 ] = 1;
  951. // vertices B
  952. sb1 = obj_skinVerticesB[ face.a ];
  953. sb2 = obj_skinVerticesB[ face.b ];
  954. sb3 = obj_skinVerticesB[ face.c ];
  955. skinVertexBArray[ offset_skin ] = sb1.x;
  956. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  957. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  958. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  959. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  960. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  961. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  962. skinVertexBArray[ offset_skin + 7 ] = 1;
  963. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  964. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  965. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  966. skinVertexBArray[ offset_skin + 11 ] = 1;
  967. offset_skin += 12;
  968. }
  969. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  970. face = obj_faces[ chunk_faces4[ f ] ];
  971. // weights
  972. sw1 = obj_skinWeights[ face.a ];
  973. sw2 = obj_skinWeights[ face.b ];
  974. sw3 = obj_skinWeights[ face.c ];
  975. sw4 = obj_skinWeights[ face.d ];
  976. skinWeightArray[ offset_skin ] = sw1.x;
  977. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  978. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  979. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  980. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  981. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  982. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  983. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  984. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  985. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  986. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  987. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  988. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  989. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  990. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  991. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  992. // indices
  993. si1 = obj_skinIndices[ face.a ];
  994. si2 = obj_skinIndices[ face.b ];
  995. si3 = obj_skinIndices[ face.c ];
  996. si4 = obj_skinIndices[ face.d ];
  997. skinIndexArray[ offset_skin ] = si1.x;
  998. skinIndexArray[ offset_skin + 1 ] = si1.y;
  999. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1000. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1001. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1002. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1003. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1004. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1005. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1006. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1007. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1008. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1009. skinIndexArray[ offset_skin + 12 ] = si4.x;
  1010. skinIndexArray[ offset_skin + 13 ] = si4.y;
  1011. skinIndexArray[ offset_skin + 14 ] = si4.z;
  1012. skinIndexArray[ offset_skin + 15 ] = si4.w;
  1013. // vertices A
  1014. sa1 = obj_skinVerticesA[ face.a ];
  1015. sa2 = obj_skinVerticesA[ face.b ];
  1016. sa3 = obj_skinVerticesA[ face.c ];
  1017. sa4 = obj_skinVerticesA[ face.d ];
  1018. skinVertexAArray[ offset_skin ] = sa1.x;
  1019. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1020. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1021. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1022. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1023. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1024. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1025. skinVertexAArray[ offset_skin + 7 ] = 1;
  1026. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1027. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1028. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1029. skinVertexAArray[ offset_skin + 11 ] = 1;
  1030. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1031. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1032. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1033. skinVertexAArray[ offset_skin + 15 ] = 1;
  1034. // vertices B
  1035. sb1 = obj_skinVerticesB[ face.a ];
  1036. sb2 = obj_skinVerticesB[ face.b ];
  1037. sb3 = obj_skinVerticesB[ face.c ];
  1038. sb4 = obj_skinVerticesB[ face.d ];
  1039. skinVertexBArray[ offset_skin ] = sb1.x;
  1040. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1041. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1042. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1043. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1044. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1045. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1046. skinVertexBArray[ offset_skin + 7 ] = 1;
  1047. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1048. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1049. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1050. skinVertexBArray[ offset_skin + 11 ] = 1;
  1051. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1052. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1053. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1054. skinVertexBArray[ offset_skin + 15 ] = 1;
  1055. offset_skin += 16;
  1056. }
  1057. if ( offset_skin > 0 ) {
  1058. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1059. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1060. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1061. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1062. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1063. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1064. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1065. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1066. }
  1067. }
  1068. if ( dirtyColors && vertexColorType ) {
  1069. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1070. face = obj_faces[ chunk_faces3[ f ] ];
  1071. vertexColors = face.vertexColors;
  1072. faceColor = face.color;
  1073. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  1074. c1 = vertexColors[ 0 ];
  1075. c2 = vertexColors[ 1 ];
  1076. c3 = vertexColors[ 2 ];
  1077. } else {
  1078. c1 = faceColor;
  1079. c2 = faceColor;
  1080. c3 = faceColor;
  1081. }
  1082. colorArray[ offset_color ] = c1.r;
  1083. colorArray[ offset_color + 1 ] = c1.g;
  1084. colorArray[ offset_color + 2 ] = c1.b;
  1085. colorArray[ offset_color + 3 ] = c2.r;
  1086. colorArray[ offset_color + 4 ] = c2.g;
  1087. colorArray[ offset_color + 5 ] = c2.b;
  1088. colorArray[ offset_color + 6 ] = c3.r;
  1089. colorArray[ offset_color + 7 ] = c3.g;
  1090. colorArray[ offset_color + 8 ] = c3.b;
  1091. offset_color += 9;
  1092. }
  1093. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1094. face = obj_faces[ chunk_faces4[ f ] ];
  1095. vertexColors = face.vertexColors;
  1096. faceColor = face.color;
  1097. if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
  1098. c1 = vertexColors[ 0 ];
  1099. c2 = vertexColors[ 1 ];
  1100. c3 = vertexColors[ 2 ];
  1101. c4 = vertexColors[ 3 ];
  1102. } else {
  1103. c1 = faceColor;
  1104. c2 = faceColor;
  1105. c3 = faceColor;
  1106. c4 = faceColor;
  1107. }
  1108. colorArray[ offset_color ] = c1.r;
  1109. colorArray[ offset_color + 1 ] = c1.g;
  1110. colorArray[ offset_color + 2 ] = c1.b;
  1111. colorArray[ offset_color + 3 ] = c2.r;
  1112. colorArray[ offset_color + 4 ] = c2.g;
  1113. colorArray[ offset_color + 5 ] = c2.b;
  1114. colorArray[ offset_color + 6 ] = c3.r;
  1115. colorArray[ offset_color + 7 ] = c3.g;
  1116. colorArray[ offset_color + 8 ] = c3.b;
  1117. colorArray[ offset_color + 9 ] = c4.r;
  1118. colorArray[ offset_color + 10 ] = c4.g;
  1119. colorArray[ offset_color + 11 ] = c4.b;
  1120. offset_color += 12;
  1121. }
  1122. if ( offset_color > 0 ) {
  1123. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1124. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1125. }
  1126. }
  1127. if ( dirtyTangents && geometry.hasTangents ) {
  1128. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1129. face = obj_faces[ chunk_faces3[ f ] ];
  1130. vertexTangents = face.vertexTangents;
  1131. t1 = vertexTangents[ 0 ];
  1132. t2 = vertexTangents[ 1 ];
  1133. t3 = vertexTangents[ 2 ];
  1134. tangentArray[ offset_tangent ] = t1.x;
  1135. tangentArray[ offset_tangent + 1 ] = t1.y;
  1136. tangentArray[ offset_tangent + 2 ] = t1.z;
  1137. tangentArray[ offset_tangent + 3 ] = t1.w;
  1138. tangentArray[ offset_tangent + 4 ] = t2.x;
  1139. tangentArray[ offset_tangent + 5 ] = t2.y;
  1140. tangentArray[ offset_tangent + 6 ] = t2.z;
  1141. tangentArray[ offset_tangent + 7 ] = t2.w;
  1142. tangentArray[ offset_tangent + 8 ] = t3.x;
  1143. tangentArray[ offset_tangent + 9 ] = t3.y;
  1144. tangentArray[ offset_tangent + 10 ] = t3.z;
  1145. tangentArray[ offset_tangent + 11 ] = t3.w;
  1146. offset_tangent += 12;
  1147. }
  1148. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1149. face = obj_faces[ chunk_faces4[ f ] ];
  1150. vertexTangents = face.vertexTangents;
  1151. t1 = vertexTangents[ 0 ];
  1152. t2 = vertexTangents[ 1 ];
  1153. t3 = vertexTangents[ 2 ];
  1154. t4 = vertexTangents[ 3 ];
  1155. tangentArray[ offset_tangent ] = t1.x;
  1156. tangentArray[ offset_tangent + 1 ] = t1.y;
  1157. tangentArray[ offset_tangent + 2 ] = t1.z;
  1158. tangentArray[ offset_tangent + 3 ] = t1.w;
  1159. tangentArray[ offset_tangent + 4 ] = t2.x;
  1160. tangentArray[ offset_tangent + 5 ] = t2.y;
  1161. tangentArray[ offset_tangent + 6 ] = t2.z;
  1162. tangentArray[ offset_tangent + 7 ] = t2.w;
  1163. tangentArray[ offset_tangent + 8 ] = t3.x;
  1164. tangentArray[ offset_tangent + 9 ] = t3.y;
  1165. tangentArray[ offset_tangent + 10 ] = t3.z;
  1166. tangentArray[ offset_tangent + 11 ] = t3.w;
  1167. tangentArray[ offset_tangent + 12 ] = t4.x;
  1168. tangentArray[ offset_tangent + 13 ] = t4.y;
  1169. tangentArray[ offset_tangent + 14 ] = t4.z;
  1170. tangentArray[ offset_tangent + 15 ] = t4.w;
  1171. offset_tangent += 16;
  1172. }
  1173. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1174. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1175. }
  1176. if ( dirtyNormals && normalType ) {
  1177. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1178. face = obj_faces[ chunk_faces3[ f ] ];
  1179. vertexNormals = face.vertexNormals;
  1180. faceNormal = face.normal;
  1181. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1182. for ( i = 0; i < 3; i ++ ) {
  1183. vn = vertexNormals[ i ];
  1184. normalArray[ offset_normal ] = vn.x;
  1185. normalArray[ offset_normal + 1 ] = vn.y;
  1186. normalArray[ offset_normal + 2 ] = vn.z;
  1187. offset_normal += 3;
  1188. }
  1189. } else {
  1190. for ( i = 0; i < 3; i ++ ) {
  1191. normalArray[ offset_normal ] = faceNormal.x;
  1192. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1193. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1194. offset_normal += 3;
  1195. }
  1196. }
  1197. }
  1198. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1199. face = obj_faces[ chunk_faces4[ f ] ];
  1200. vertexNormals = face.vertexNormals;
  1201. faceNormal = face.normal;
  1202. if ( vertexNormals.length === 4 && needsSmoothNormals ) {
  1203. for ( i = 0; i < 4; i ++ ) {
  1204. vn = vertexNormals[ i ];
  1205. normalArray[ offset_normal ] = vn.x;
  1206. normalArray[ offset_normal + 1 ] = vn.y;
  1207. normalArray[ offset_normal + 2 ] = vn.z;
  1208. offset_normal += 3;
  1209. }
  1210. } else {
  1211. for ( i = 0; i < 4; i ++ ) {
  1212. normalArray[ offset_normal ] = faceNormal.x;
  1213. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1214. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1215. offset_normal += 3;
  1216. }
  1217. }
  1218. }
  1219. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1220. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1221. }
  1222. if ( dirtyUvs && obj_uvs && uvType ) {
  1223. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1224. fi = chunk_faces3[ f ];
  1225. face = obj_faces[ fi ];
  1226. uv = obj_uvs[ fi ];
  1227. if ( uv === undefined ) continue;
  1228. for ( i = 0; i < 3; i ++ ) {
  1229. uvi = uv[ i ];
  1230. uvArray[ offset_uv ] = uvi.u;
  1231. uvArray[ offset_uv + 1 ] = uvi.v;
  1232. offset_uv += 2;
  1233. }
  1234. }
  1235. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1236. fi = chunk_faces4[ f ];
  1237. face = obj_faces[ fi ];
  1238. uv = obj_uvs[ fi ];
  1239. if ( uv === undefined ) continue;
  1240. for ( i = 0; i < 4; i ++ ) {
  1241. uvi = uv[ i ];
  1242. uvArray[ offset_uv ] = uvi.u;
  1243. uvArray[ offset_uv + 1 ] = uvi.v;
  1244. offset_uv += 2;
  1245. }
  1246. }
  1247. if ( offset_uv > 0 ) {
  1248. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1249. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1250. }
  1251. }
  1252. if ( dirtyUvs && obj_uvs2 && uvType ) {
  1253. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1254. fi = chunk_faces3[ f ];
  1255. face = obj_faces[ fi ];
  1256. uv2 = obj_uvs2[ fi ];
  1257. if ( uv2 === undefined ) continue;
  1258. for ( i = 0; i < 3; i ++ ) {
  1259. uv2i = uv2[ i ];
  1260. uv2Array[ offset_uv2 ] = uv2i.u;
  1261. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1262. offset_uv2 += 2;
  1263. }
  1264. }
  1265. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1266. fi = chunk_faces4[ f ];
  1267. face = obj_faces[ fi ];
  1268. uv2 = obj_uvs2[ fi ];
  1269. if ( uv2 === undefined ) continue;
  1270. for ( i = 0; i < 4; i ++ ) {
  1271. uv2i = uv2[ i ];
  1272. uv2Array[ offset_uv2 ] = uv2i.u;
  1273. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1274. offset_uv2 += 2;
  1275. }
  1276. }
  1277. if ( offset_uv2 > 0 ) {
  1278. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1279. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1280. }
  1281. }
  1282. if ( dirtyElements ) {
  1283. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1284. face = obj_faces[ chunk_faces3[ f ] ];
  1285. faceArray[ offset_face ] = vertexIndex;
  1286. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1287. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1288. offset_face += 3;
  1289. lineArray[ offset_line ] = vertexIndex;
  1290. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1291. lineArray[ offset_line + 2 ] = vertexIndex;
  1292. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1293. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1294. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1295. offset_line += 6;
  1296. vertexIndex += 3;
  1297. }
  1298. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1299. face = obj_faces[ chunk_faces4[ f ] ];
  1300. faceArray[ offset_face ] = vertexIndex;
  1301. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1302. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1303. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1304. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1305. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1306. offset_face += 6;
  1307. lineArray[ offset_line ] = vertexIndex;
  1308. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1309. lineArray[ offset_line + 2 ] = vertexIndex;
  1310. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1311. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1312. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1313. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1314. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1315. offset_line += 8;
  1316. vertexIndex += 4;
  1317. }
  1318. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1319. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1320. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1321. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1322. }
  1323. if ( customAttributes ) {
  1324. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1325. customAttribute = customAttributes[ i ];
  1326. if ( ! customAttribute.__original.needsUpdate ) continue;
  1327. offset_custom = 0;
  1328. offset_customSrc = 0;
  1329. if ( customAttribute.size === 1 ) {
  1330. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1331. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1332. face = obj_faces[ chunk_faces3[ f ] ];
  1333. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1334. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1335. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1336. offset_custom += 3;
  1337. }
  1338. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1339. face = obj_faces[ chunk_faces4[ f ] ];
  1340. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1341. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1342. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1343. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  1344. offset_custom += 4;
  1345. }
  1346. } else if ( customAttribute.boundTo === "faces" ) {
  1347. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1348. value = customAttribute.value[ chunk_faces3[ f ] ];
  1349. customAttribute.array[ offset_custom ] = value;
  1350. customAttribute.array[ offset_custom + 1 ] = value;
  1351. customAttribute.array[ offset_custom + 2 ] = value;
  1352. offset_custom += 3;
  1353. }
  1354. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1355. value = customAttribute.value[ chunk_faces4[ f ] ];
  1356. customAttribute.array[ offset_custom ] = value;
  1357. customAttribute.array[ offset_custom + 1 ] = value;
  1358. customAttribute.array[ offset_custom + 2 ] = value;
  1359. customAttribute.array[ offset_custom + 3 ] = value;
  1360. offset_custom += 4;
  1361. }
  1362. }
  1363. } else if ( customAttribute.size === 2 ) {
  1364. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1365. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1366. face = obj_faces[ chunk_faces3[ f ] ];
  1367. v1 = customAttribute.value[ face.a ];
  1368. v2 = customAttribute.value[ face.b ];
  1369. v3 = customAttribute.value[ face.c ];
  1370. customAttribute.array[ offset_custom ] = v1.x;
  1371. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1372. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1373. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1374. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1375. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1376. offset_custom += 6;
  1377. }
  1378. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1379. face = obj_faces[ chunk_faces4[ f ] ];
  1380. v1 = customAttribute.value[ face.a ];
  1381. v2 = customAttribute.value[ face.b ];
  1382. v3 = customAttribute.value[ face.c ];
  1383. v4 = customAttribute.value[ face.d ];
  1384. customAttribute.array[ offset_custom ] = v1.x;
  1385. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1386. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1387. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1388. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1389. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1390. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1391. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1392. offset_custom += 8;
  1393. }
  1394. } else if ( customAttribute.boundTo === "faces" ) {
  1395. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1396. value = customAttribute.value[ chunk_faces3[ f ] ];
  1397. v1 = value;
  1398. v2 = value;
  1399. v3 = value;
  1400. customAttribute.array[ offset_custom ] = v1.x;
  1401. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1402. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1403. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1404. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1405. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1406. offset_custom += 6;
  1407. }
  1408. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1409. value = customAttribute.value[ chunk_faces4[ f ] ];
  1410. v1 = value;
  1411. v2 = value;
  1412. v3 = value;
  1413. v4 = value;
  1414. customAttribute.array[ offset_custom ] = v1.x;
  1415. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1416. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1417. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1418. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1419. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1420. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1421. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1422. offset_custom += 8;
  1423. }
  1424. }
  1425. } else if ( customAttribute.size === 3 ) {
  1426. var pp;
  1427. if ( customAttribute.type === "c" ) {
  1428. pp = [ "r", "g", "b" ];
  1429. } else {
  1430. pp = [ "x", "y", "z" ];
  1431. }
  1432. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1433. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1434. face = obj_faces[ chunk_faces3[ f ] ];
  1435. v1 = customAttribute.value[ face.a ];
  1436. v2 = customAttribute.value[ face.b ];
  1437. v3 = customAttribute.value[ face.c ];
  1438. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1439. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1440. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1441. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1442. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1443. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1444. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1445. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1446. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1447. offset_custom += 9;
  1448. }
  1449. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1450. face = obj_faces[ chunk_faces4[ f ] ];
  1451. v1 = customAttribute.value[ face.a ];
  1452. v2 = customAttribute.value[ face.b ];
  1453. v3 = customAttribute.value[ face.c ];
  1454. v4 = customAttribute.value[ face.d ];
  1455. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1456. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1457. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1458. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1459. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1460. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1461. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1462. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1463. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1464. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1465. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1466. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1467. offset_custom += 12;
  1468. }
  1469. } else if ( customAttribute.boundTo === "faces" ) {
  1470. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1471. value = customAttribute.value[ chunk_faces3[ f ] ];
  1472. v1 = value;
  1473. v2 = value;
  1474. v3 = value;
  1475. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1476. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1477. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1478. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1479. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1480. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1481. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1482. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1483. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1484. offset_custom += 9;
  1485. }
  1486. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1487. value = customAttribute.value[ chunk_faces4[ f ] ];
  1488. v1 = value;
  1489. v2 = value;
  1490. v3 = value;
  1491. v4 = value;
  1492. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1493. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1494. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1495. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1496. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1497. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1498. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1499. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1500. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1501. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1502. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1503. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1504. offset_custom += 12;
  1505. }
  1506. }
  1507. } else if ( customAttribute.size === 4 ) {
  1508. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1509. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1510. face = obj_faces[ chunk_faces3[ f ] ];
  1511. v1 = customAttribute.value[ face.a ];
  1512. v2 = customAttribute.value[ face.b ];
  1513. v3 = customAttribute.value[ face.c ];
  1514. customAttribute.array[ offset_custom ] = v1.x;
  1515. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1516. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1517. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1518. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1519. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1520. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1521. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1522. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1523. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1524. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1525. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1526. offset_custom += 12;
  1527. }
  1528. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1529. face = obj_faces[ chunk_faces4[ f ] ];
  1530. v1 = customAttribute.value[ face.a ];
  1531. v2 = customAttribute.value[ face.b ];
  1532. v3 = customAttribute.value[ face.c ];
  1533. v4 = customAttribute.value[ face.d ];
  1534. customAttribute.array[ offset_custom ] = v1.x;
  1535. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1536. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1537. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1538. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1539. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1540. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1541. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1542. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1543. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1544. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1545. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1546. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1547. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1548. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1549. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1550. offset_custom += 16;
  1551. }
  1552. } else if ( customAttribute.boundTo === "faces" ) {
  1553. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1554. value = customAttribute.value[ chunk_faces3[ f ] ];
  1555. v1 = value;
  1556. v2 = value;
  1557. v3 = value;
  1558. customAttribute.array[ offset_custom ] = v1.x;
  1559. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1560. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1561. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1562. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1563. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1564. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1565. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1566. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1567. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1568. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1569. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1570. offset_custom += 12;
  1571. }
  1572. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1573. value = customAttribute.value[ chunk_faces4[ f ] ];
  1574. v1 = value;
  1575. v2 = value;
  1576. v3 = value;
  1577. v4 = value;
  1578. customAttribute.array[ offset_custom ] = v1.x;
  1579. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1580. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1581. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1582. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1583. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1584. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1585. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1586. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1587. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1588. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1589. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1590. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1591. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1592. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1593. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1594. offset_custom += 16;
  1595. }
  1596. }
  1597. }
  1598. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1599. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1600. }
  1601. }
  1602. if ( dispose ) {
  1603. delete geometryGroup.__inittedArrays;
  1604. delete geometryGroup.__colorArray;
  1605. delete geometryGroup.__normalArray;
  1606. delete geometryGroup.__tangentArray;
  1607. delete geometryGroup.__uvArray;
  1608. delete geometryGroup.__uv2Array;
  1609. delete geometryGroup.__faceArray;
  1610. delete geometryGroup.__vertexArray;
  1611. delete geometryGroup.__lineArray;
  1612. delete geometryGroup.__skinVertexAArray;
  1613. delete geometryGroup.__skinVertexBArray;
  1614. delete geometryGroup.__skinIndexArray;
  1615. delete geometryGroup.__skinWeightArray;
  1616. }
  1617. };
  1618. // Buffer rendering
  1619. function renderBufferImmediate ( object, program, shading ) {
  1620. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1621. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1622. if ( object.hasPos ) {
  1623. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1624. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1625. _gl.enableVertexAttribArray( program.attributes.position );
  1626. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1627. }
  1628. if ( object.hasNormal ) {
  1629. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1630. if ( shading === THREE.FlatShading ) {
  1631. var nx, ny, nz,
  1632. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1633. normalArray,
  1634. i, il = object.count * 3;
  1635. for( i = 0; i < il; i += 9 ) {
  1636. normalArray = object.normalArray;
  1637. nax = normalArray[ i ];
  1638. nay = normalArray[ i + 1 ];
  1639. naz = normalArray[ i + 2 ];
  1640. nbx = normalArray[ i + 3 ];
  1641. nby = normalArray[ i + 4 ];
  1642. nbz = normalArray[ i + 5 ];
  1643. ncx = normalArray[ i + 6 ];
  1644. ncy = normalArray[ i + 7 ];
  1645. ncz = normalArray[ i + 8 ];
  1646. nx = ( nax + nbx + ncx ) / 3;
  1647. ny = ( nay + nby + ncy ) / 3;
  1648. nz = ( naz + nbz + ncz ) / 3;
  1649. normalArray[ i ] = nx;
  1650. normalArray[ i + 1 ] = ny;
  1651. normalArray[ i + 2 ] = nz;
  1652. normalArray[ i + 3 ] = nx;
  1653. normalArray[ i + 4 ] = ny;
  1654. normalArray[ i + 5 ] = nz;
  1655. normalArray[ i + 6 ] = nx;
  1656. normalArray[ i + 7 ] = ny;
  1657. normalArray[ i + 8 ] = nz;
  1658. }
  1659. }
  1660. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1661. _gl.enableVertexAttribArray( program.attributes.normal );
  1662. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1663. }
  1664. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1665. object.count = 0;
  1666. };
  1667. function renderBuffer ( camera, lights, fog, material, geometryGroup, object ) {
  1668. if ( material.opacity === 0 ) return;
  1669. var program, attributes, linewidth, primitives, a, attribute, i, il;
  1670. program = setProgram( camera, lights, fog, material, object );
  1671. attributes = program.attributes;
  1672. var updateBuffers = false,
  1673. wireframeBit = material.wireframe ? 1 : 0,
  1674. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1675. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1676. _currentGeometryGroupHash = geometryGroupHash;
  1677. updateBuffers = true;
  1678. }
  1679. // vertices
  1680. if ( !material.morphTargets && attributes.position >= 0 ) {
  1681. if ( updateBuffers ) {
  1682. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1683. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1684. }
  1685. } else {
  1686. if ( object.morphTargetBase ) {
  1687. setupMorphTargets( material, geometryGroup, object );
  1688. }
  1689. }
  1690. if ( updateBuffers ) {
  1691. // custom attributes
  1692. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1693. if ( geometryGroup.__webglCustomAttributesList ) {
  1694. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1695. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1696. if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1697. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1698. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1699. }
  1700. }
  1701. }
  1702. // colors
  1703. if ( attributes.color >= 0 ) {
  1704. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1705. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1706. }
  1707. // normals
  1708. if ( attributes.normal >= 0 ) {
  1709. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1710. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1711. }
  1712. // tangents
  1713. if ( attributes.tangent >= 0 ) {
  1714. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1715. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1716. }
  1717. // uvs
  1718. if ( attributes.uv >= 0 ) {
  1719. if ( geometryGroup.__webglUVBuffer ) {
  1720. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1721. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1722. _gl.enableVertexAttribArray( attributes.uv );
  1723. } else {
  1724. _gl.disableVertexAttribArray( attributes.uv );
  1725. }
  1726. }
  1727. if ( attributes.uv2 >= 0 ) {
  1728. if ( geometryGroup.__webglUV2Buffer ) {
  1729. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1730. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1731. _gl.enableVertexAttribArray( attributes.uv2 );
  1732. } else {
  1733. _gl.disableVertexAttribArray( attributes.uv2 );
  1734. }
  1735. }
  1736. if ( material.skinning &&
  1737. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1738. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1739. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1740. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1741. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1742. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1743. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1744. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1745. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1746. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1747. }
  1748. }
  1749. // render mesh
  1750. if ( object instanceof THREE.Mesh ) {
  1751. // wireframe
  1752. if ( material.wireframe ) {
  1753. setLineWidth( material.wireframeLinewidth );
  1754. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1755. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1756. // triangles
  1757. } else {
  1758. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1759. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1760. }
  1761. _this.info.render.calls ++;
  1762. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1763. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1764. // render lines
  1765. } else if ( object instanceof THREE.Line ) {
  1766. primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1767. setLineWidth( material.linewidth );
  1768. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1769. _this.info.render.calls ++;
  1770. // render particles
  1771. } else if ( object instanceof THREE.ParticleSystem ) {
  1772. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1773. _this.info.render.calls ++;
  1774. // render ribbon
  1775. } else if ( object instanceof THREE.Ribbon ) {
  1776. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1777. _this.info.render.calls ++;
  1778. }
  1779. };
  1780. function setupMorphTargets ( material, geometryGroup, object ) {
  1781. // set base
  1782. var attributes = material.program.attributes;
  1783. if ( object.morphTargetBase !== - 1 ) {
  1784. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1785. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1786. } else if ( attributes.position >= 0 ) {
  1787. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1788. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1789. }
  1790. if ( object.morphTargetForcedOrder.length ) {
  1791. // set forced order
  1792. var m = 0;
  1793. var order = object.morphTargetForcedOrder;
  1794. var influences = object.morphTargetInfluences;
  1795. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1796. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1797. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1798. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1799. m ++;
  1800. }
  1801. } else {
  1802. // find most influencing
  1803. var used = [];
  1804. var candidateInfluence = - 1;
  1805. var candidate = 0;
  1806. var influences = object.morphTargetInfluences;
  1807. var i, il = influences.length;
  1808. var m = 0;
  1809. if ( object.morphTargetBase !== - 1 ) {
  1810. used[ object.morphTargetBase ] = true;
  1811. }
  1812. while ( m < material.numSupportedMorphTargets ) {
  1813. for ( i = 0; i < il; i ++ ) {
  1814. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1815. candidate = i;
  1816. candidateInfluence = influences[ candidate ];
  1817. }
  1818. }
  1819. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1820. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1821. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1822. used[ candidate ] = 1;
  1823. candidateInfluence = -1;
  1824. m ++;
  1825. }
  1826. }
  1827. // load updated influences uniform
  1828. if( material.program.uniforms.morphTargetInfluences !== null ) {
  1829. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1830. }
  1831. }
  1832. // Frustum
  1833. function computeFrustum ( m ) {
  1834. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  1835. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  1836. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  1837. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  1838. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  1839. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  1840. var i, plane;
  1841. for ( i = 0; i < 6; i ++ ) {
  1842. plane = _frustum[ i ];
  1843. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  1844. }
  1845. };
  1846. function isInFrustum ( object ) {
  1847. var distance, matrix = object.matrixWorld,
  1848. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  1849. for ( var i = 0; i < 6; i ++ ) {
  1850. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  1851. if ( distance <= radius ) return false;
  1852. }
  1853. return true;
  1854. };
  1855. function painterSort ( a, b ) {
  1856. return b.z - a.z;
  1857. };
  1858. // Rendering
  1859. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1860. var i, il,
  1861. program, material,
  1862. webglObject, object,
  1863. renderList,
  1864. lights = scene.lights,
  1865. fog = scene.fog;
  1866. _currentMaterialId = -1;
  1867. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  1868. if ( this.shadowMapEnabled && this.shadowMapAutoUpdate ) renderShadowMap( scene, camera );
  1869. _this.info.render.calls = 0;
  1870. _this.info.render.vertices = 0;
  1871. _this.info.render.faces = 0;
  1872. if ( camera.parent === undefined ) {
  1873. console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' );
  1874. scene.add( camera );
  1875. }
  1876. if ( this.autoUpdateScene ) scene.updateMatrixWorld();
  1877. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1878. camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  1879. camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
  1880. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  1881. computeFrustum( _projScreenMatrix );
  1882. setRenderTarget( renderTarget );
  1883. if ( this.autoClear || forceClear ) {
  1884. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1885. }
  1886. // set matrices for regular objects (frustum culled)
  1887. renderList = scene.__webglObjects;
  1888. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1889. webglObject = renderList[ i ];
  1890. object = webglObject.object;
  1891. webglObject.render = false;
  1892. if ( object.visible ) {
  1893. if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || isInFrustum( object ) ) {
  1894. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1895. setupMatrices( object, camera, true );
  1896. unrollBufferMaterial( webglObject );
  1897. webglObject.render = true;
  1898. if ( this.sortObjects ) {
  1899. if ( object.renderDepth ) {
  1900. webglObject.z = object.renderDepth;
  1901. } else {
  1902. _vector3.copy( object.position );
  1903. _projScreenMatrix.multiplyVector3( _vector3 );
  1904. webglObject.z = _vector3.z;
  1905. }
  1906. }
  1907. }
  1908. }
  1909. }
  1910. if ( this.sortObjects ) {
  1911. renderList.sort( painterSort );
  1912. }
  1913. // set matrices for immediate objects
  1914. renderList = scene.__webglObjectsImmediate;
  1915. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1916. webglObject = renderList[ i ];
  1917. object = webglObject.object;
  1918. if ( object.visible ) {
  1919. if( object.matrixAutoUpdate ) {
  1920. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1921. }
  1922. setupMatrices( object, camera, true );
  1923. unrollImmediateBufferMaterial( webglObject );
  1924. }
  1925. }
  1926. if ( scene.overrideMaterial ) {
  1927. setBlending( scene.overrideMaterial.blending );
  1928. setDepthTest( scene.overrideMaterial.depthTest );
  1929. setDepthWrite( scene.overrideMaterial.depthWrite );
  1930. setPolygonOffset( scene.overrideMaterial.polygonOffset, scene.overrideMaterial.polygonOffsetFactor, scene.overrideMaterial.polygonOffsetUnits );
  1931. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, scene.overrideMaterial );
  1932. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, scene.overrideMaterial );
  1933. } else {
  1934. // opaque pass (front-to-back order)
  1935. setBlending( THREE.NormalBlending );
  1936. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
  1937. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
  1938. // transparent pass (back-to-front order)
  1939. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
  1940. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
  1941. }
  1942. // render 2d
  1943. if ( scene.__webglSprites.length ) {
  1944. renderSprites( scene, camera );
  1945. }
  1946. // Generate mipmap if we're using any kind of mipmap filtering
  1947. if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1948. updateRenderTargetMipmap( renderTarget );
  1949. }
  1950. //_gl.finish();
  1951. };
  1952. function renderShadowMap ( scene, camera ) {
  1953. var i, il, j, jl,
  1954. shadowMap, shadowMatrix,
  1955. program, buffer, material,
  1956. webglObject, object, light,
  1957. shadowIndex = 0,
  1958. lights = scene.lights,
  1959. fog = null;
  1960. if ( ! _cameraLight ) {
  1961. _cameraLight = new THREE.PerspectiveCamera( _this.shadowCameraFov, _this.shadowMapWidth / _this.shadowMapHeight, _this.shadowCameraNear, _this.shadowCameraFar );
  1962. }
  1963. for ( i = 0, il = lights.length; i < il; i ++ ) {
  1964. light = lights[ i ];
  1965. if ( light.castShadow && light instanceof THREE.SpotLight ) {
  1966. _currentMaterialId = -1;
  1967. if ( ! _this.shadowMap[ shadowIndex ] ) {
  1968. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
  1969. _this.shadowMap[ shadowIndex ] = new THREE.WebGLRenderTarget( _this.shadowMapWidth, _this.shadowMapHeight, pars );
  1970. _shadowMatrix[ shadowIndex ] = new THREE.Matrix4();
  1971. }
  1972. shadowMap = _this.shadowMap[ shadowIndex ];
  1973. shadowMatrix = _shadowMatrix[ shadowIndex ];
  1974. _cameraLight.position.copy( light.position );
  1975. _cameraLight.lookAt( light.target.position );
  1976. if ( _cameraLight.parent == null ) {
  1977. console.warn( "Camera is not on the Scene. Adding it..." );
  1978. scene.add( _cameraLight );
  1979. }
  1980. if ( this.autoUpdateScene ) scene.updateMatrixWorld();
  1981. _cameraLight.matrixWorldInverse.getInverse( _cameraLight.matrixWorld );
  1982. // compute shadow matrix
  1983. shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
  1984. 0.0, 0.5, 0.0, 0.5,
  1985. 0.0, 0.0, 0.5, 0.5,
  1986. 0.0, 0.0, 0.0, 1.0 );
  1987. shadowMatrix.multiplySelf( _cameraLight.projectionMatrix );
  1988. shadowMatrix.multiplySelf( _cameraLight.matrixWorldInverse );
  1989. // render shadow map
  1990. _cameraLight.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  1991. _cameraLight.projectionMatrix.flattenToArray( _projectionMatrixArray );
  1992. _projScreenMatrix.multiply( _cameraLight.projectionMatrix, _cameraLight.matrixWorldInverse );
  1993. computeFrustum( _projScreenMatrix );
  1994. setRenderTarget( shadowMap );
  1995. // using arbitrary clear color in depth pass
  1996. // creates variance in shadows
  1997. _gl.clearColor( 1, 1, 1, 1 );
  1998. //_gl.clearColor( 0, 0, 0, 1 );
  1999. _this.clear();
  2000. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  2001. // set matrices & frustum culling
  2002. jl = scene.__webglObjects.length;
  2003. for ( j = 0; j < jl; j ++ ) {
  2004. webglObject = scene.__webglObjects[ j ];
  2005. object = webglObject.object;
  2006. webglObject.render = false;
  2007. if ( object.visible && object.castShadow ) {
  2008. if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || isInFrustum( object ) ) {
  2009. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2010. setupMatrices( object, _cameraLight, false );
  2011. webglObject.render = true;
  2012. }
  2013. }
  2014. }
  2015. // render regular objects
  2016. setDepthTest( true );
  2017. setBlending( THREE.NormalBlending ); // maybe blending should be just disabled?
  2018. //_gl.cullFace( _gl.FRONT );
  2019. for ( j = 0; j < jl; j ++ ) {
  2020. webglObject = scene.__webglObjects[ j ];
  2021. if ( webglObject.render ) {
  2022. object = webglObject.object;
  2023. buffer = webglObject.buffer;
  2024. setObjectFaces( object );
  2025. if ( object.customDepthMaterial ) {
  2026. material = object.customDepthMaterial;
  2027. } else if ( object.geometry.morphTargets.length ) {
  2028. material = _depthMaterialMorph;
  2029. } else {
  2030. material = _depthMaterial;
  2031. }
  2032. renderBuffer( _cameraLight, lights, fog, material, buffer, object );
  2033. }
  2034. }
  2035. // set matrices and render immediate objects
  2036. jl = scene.__webglObjectsImmediate.length;
  2037. for ( j = 0; j < jl; j ++ ) {
  2038. webglObject = scene.__webglObjectsImmediate[ j ];
  2039. object = webglObject.object;
  2040. if ( object.visible && object.castShadow ) {
  2041. if( object.matrixAutoUpdate ) {
  2042. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2043. }
  2044. _currentGeometryGroupHash = -1;
  2045. setupMatrices( object, _cameraLight, false );
  2046. setObjectFaces( object );
  2047. program = setProgram( _cameraLight, lights, fog, _depthMaterial, object );
  2048. if ( object.immediateRenderCallback ) {
  2049. object.immediateRenderCallback( program, _gl, _frustum );
  2050. } else {
  2051. object.render( function( object ) { renderBufferImmediate( object, program, _depthMaterial.shading ); } );
  2052. }
  2053. }
  2054. }
  2055. //_gl.cullFace( _gl.BACK );
  2056. shadowIndex ++;
  2057. }
  2058. }
  2059. };
  2060. function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2061. var webglObject, object, buffer, material, start, end, delta;
  2062. if ( reverse ) {
  2063. start = renderList.length - 1;
  2064. end = -1;
  2065. delta = -1;
  2066. } else {
  2067. start = 0;
  2068. end = renderList.length;
  2069. delta = 1;
  2070. }
  2071. for ( var i = start; i !== end; i += delta ) {
  2072. webglObject = renderList[ i ];
  2073. if ( webglObject.render ) {
  2074. object = webglObject.object;
  2075. buffer = webglObject.buffer;
  2076. if ( overrideMaterial ) {
  2077. material = overrideMaterial;
  2078. } else {
  2079. material = webglObject[ materialType ];
  2080. if ( ! material ) continue;
  2081. if ( useBlending ) setBlending( material.blending );
  2082. setDepthTest( material.depthTest );
  2083. setDepthWrite( material.depthWrite );
  2084. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2085. }
  2086. setObjectFaces( object );
  2087. renderBuffer( camera, lights, fog, material, buffer, object );
  2088. }
  2089. }
  2090. };
  2091. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2092. var webglObject, object, material, program;
  2093. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  2094. webglObject = renderList[ i ];
  2095. object = webglObject.object;
  2096. if ( object.visible ) {
  2097. _currentGeometryGroupHash = -1;
  2098. if ( overrideMaterial ) {
  2099. material = overrideMaterial;
  2100. } else {
  2101. material = webglObject[ materialType ];
  2102. if ( ! material ) continue;
  2103. if ( useBlending ) setBlending( material.blending );
  2104. setDepthTest( material.depthTest );
  2105. setDepthWrite( material.depthWrite );
  2106. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2107. }
  2108. setObjectFaces( object );
  2109. program = setProgram( camera, lights, fog, material, object );
  2110. if ( object.immediateRenderCallback ) {
  2111. object.immediateRenderCallback( program, _gl, _frustum );
  2112. } else {
  2113. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  2114. }
  2115. }
  2116. }
  2117. };
  2118. function unrollImmediateBufferMaterial ( globject ) {
  2119. var object = globject.object,
  2120. material = object.material;
  2121. if ( material.transparent ) {
  2122. globject.transparent = material;
  2123. globject.opaque = null;
  2124. } else {
  2125. globject.opaque = material;
  2126. globject.transparent = null;
  2127. }
  2128. };
  2129. function unrollBufferMaterial ( globject ) {
  2130. var object = globject.object,
  2131. buffer = globject.buffer,
  2132. material, materialIndex, meshMaterial;
  2133. meshMaterial = object.material;
  2134. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2135. materialIndex = buffer.materialIndex;
  2136. if ( materialIndex >= 0 ) {
  2137. material = object.geometry.materials[ materialIndex ];
  2138. if ( material.transparent ) {
  2139. globject.transparent = material;
  2140. globject.opaque = null;
  2141. } else {
  2142. globject.opaque = material;
  2143. globject.transparent = null;
  2144. }
  2145. }
  2146. } else {
  2147. material = meshMaterial;
  2148. if ( material ) {
  2149. if ( material.transparent ) {
  2150. globject.transparent = material;
  2151. globject.opaque = null;
  2152. } else {
  2153. globject.opaque = material;
  2154. globject.transparent = null;
  2155. }
  2156. }
  2157. }
  2158. };
  2159. function renderSprites ( scene, camera ) {
  2160. var o, ol, object;
  2161. var attributes = _sprite.attributes;
  2162. var uniforms = _sprite.uniforms;
  2163. var invAspect = _viewportHeight / _viewportWidth;
  2164. var size, scale = [];
  2165. var screenPosition;
  2166. var halfViewportWidth = _viewportWidth * 0.5;
  2167. var halfViewportHeight = _viewportHeight * 0.5;
  2168. var mergeWith3D = true;
  2169. // setup gl
  2170. _gl.useProgram( _sprite.program );
  2171. _currentProgram = _sprite.program;
  2172. _oldBlending = -1;
  2173. _oldDepthTest = -1;
  2174. _currentGeometryGroupHash = -1;
  2175. if ( !_spriteAttributesEnabled ) {
  2176. _gl.enableVertexAttribArray( _sprite.attributes.position );
  2177. _gl.enableVertexAttribArray( _sprite.attributes.uv );
  2178. _spriteAttributesEnabled = true;
  2179. }
  2180. _gl.disable( _gl.CULL_FACE );
  2181. _gl.enable( _gl.BLEND );
  2182. _gl.depthMask( true );
  2183. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  2184. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2185. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2186. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  2187. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, _projectionMatrixArray );
  2188. _gl.activeTexture( _gl.TEXTURE0 );
  2189. _gl.uniform1i( uniforms.map, 0 );
  2190. // update positions and sort
  2191. for( o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2192. object = scene.__webglSprites[ o ];
  2193. if ( !object.visible || object.opacity === 0 ) continue;
  2194. if( !object.useScreenCoordinates ) {
  2195. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2196. object.z = -object._modelViewMatrix.n34;
  2197. } else {
  2198. object.z = -object.position.z;
  2199. }
  2200. }
  2201. scene.__webglSprites.sort( painterSort );
  2202. // render all sprites
  2203. for ( o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2204. object = scene.__webglSprites[ o ];
  2205. if ( !object.visible || object.opacity === 0 ) continue;
  2206. if ( object.map && object.map.image && object.map.image.width ) {
  2207. if ( object.useScreenCoordinates ) {
  2208. _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
  2209. _gl.uniform3f( uniforms.screenPosition, ( object.position.x - halfViewportWidth ) / halfViewportWidth,
  2210. ( halfViewportHeight - object.position.y ) / halfViewportHeight,
  2211. Math.max( 0, Math.min( 1, object.position.z )));
  2212. } else {
  2213. _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
  2214. _gl.uniform1i( uniforms.affectedByDistance, object.affectedByDistance ? 1 : 0 );
  2215. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2216. }
  2217. size = object.map.image.width / ( object.scaleByViewport ? _viewportHeight : 1 );
  2218. scale[ 0 ] = size * invAspect * object.scale.x;
  2219. scale[ 1 ] = size * object.scale.y;
  2220. _gl.uniform2f( uniforms.uvScale, object.uvScale.x, object.uvScale.y );
  2221. _gl.uniform2f( uniforms.uvOffset, object.uvOffset.x, object.uvOffset.y );
  2222. _gl.uniform2f( uniforms.alignment, object.alignment.x, object.alignment.y );
  2223. _gl.uniform1f( uniforms.opacity, object.opacity );
  2224. _gl.uniform3f( uniforms.color, object.color.r, object.color.g, object.color.b );
  2225. _gl.uniform1f( uniforms.rotation, object.rotation );
  2226. _gl.uniform2fv( uniforms.scale, scale );
  2227. if ( object.mergeWith3D && !mergeWith3D ) {
  2228. _gl.enable( _gl.DEPTH_TEST );
  2229. mergeWith3D = true;
  2230. } else if ( !object.mergeWith3D && mergeWith3D ) {
  2231. _gl.disable( _gl.DEPTH_TEST );
  2232. mergeWith3D = false;
  2233. }
  2234. setBlending( object.blending );
  2235. setTexture( object.map, 0 );
  2236. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2237. }
  2238. }
  2239. // restore gl
  2240. _gl.enable( _gl.CULL_FACE );
  2241. _gl.enable( _gl.DEPTH_TEST );
  2242. _gl.depthMask( _oldDepthWrite );
  2243. }
  2244. // Geometry splitting
  2245. function sortFacesByMaterial ( geometry ) {
  2246. var f, fl, face, materialIndex, vertices,
  2247. materialHash, groupHash,
  2248. hash_map = {};
  2249. var numMorphTargets = geometry.morphTargets.length;
  2250. geometry.geometryGroups = {};
  2251. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2252. face = geometry.faces[ f ];
  2253. materialIndex = face.materialIndex;
  2254. materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
  2255. if ( hash_map[ materialHash ] === undefined ) {
  2256. hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
  2257. }
  2258. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2259. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2260. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2261. }
  2262. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2263. if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
  2264. hash_map[ materialHash ].counter += 1;
  2265. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2266. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2267. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2268. }
  2269. }
  2270. if ( face instanceof THREE.Face3 ) {
  2271. geometry.geometryGroups[ groupHash ].faces3.push( f );
  2272. } else {
  2273. geometry.geometryGroups[ groupHash ].faces4.push( f );
  2274. }
  2275. geometry.geometryGroups[ groupHash ].vertices += vertices;
  2276. }
  2277. geometry.geometryGroupsList = [];
  2278. for ( var g in geometry.geometryGroups ) {
  2279. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  2280. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  2281. }
  2282. };
  2283. // Objects refresh
  2284. this.initWebGLObjects = function ( scene ) {
  2285. if ( !scene.__webglObjects ) {
  2286. scene.__webglObjects = [];
  2287. scene.__webglObjectsImmediate = [];
  2288. scene.__webglSprites = [];
  2289. }
  2290. while ( scene.__objectsAdded.length ) {
  2291. addObject( scene.__objectsAdded[ 0 ], scene );
  2292. scene.__objectsAdded.splice( 0, 1 );
  2293. }
  2294. while ( scene.__objectsRemoved.length ) {
  2295. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2296. scene.__objectsRemoved.splice( 0, 1 );
  2297. }
  2298. // update must be called after objects adding / removal
  2299. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2300. updateObject( scene.__webglObjects[ o ].object );
  2301. }
  2302. };
  2303. // Objects adding
  2304. function addObject ( object, scene ) {
  2305. var g, geometry, geometryGroup;
  2306. if ( ! object.__webglInit ) {
  2307. object.__webglInit = true;
  2308. object._modelViewMatrix = new THREE.Matrix4();
  2309. object._normalMatrixArray = new Float32Array( 9 );
  2310. object._modelViewMatrixArray = new Float32Array( 16 );
  2311. object._objectMatrixArray = new Float32Array( 16 );
  2312. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2313. if ( object instanceof THREE.Mesh ) {
  2314. geometry = object.geometry;
  2315. if ( geometry.geometryGroups === undefined ) {
  2316. sortFacesByMaterial( geometry );
  2317. }
  2318. // create separate VBOs per geometry chunk
  2319. for ( g in geometry.geometryGroups ) {
  2320. geometryGroup = geometry.geometryGroups[ g ];
  2321. // initialise VBO on the first access
  2322. if ( ! geometryGroup.__webglVertexBuffer ) {
  2323. createMeshBuffers( geometryGroup );
  2324. initMeshBuffers( geometryGroup, object );
  2325. geometry.__dirtyVertices = true;
  2326. geometry.__dirtyMorphTargets = true;
  2327. geometry.__dirtyElements = true;
  2328. geometry.__dirtyUvs = true;
  2329. geometry.__dirtyNormals = true;
  2330. geometry.__dirtyTangents = true;
  2331. geometry.__dirtyColors = true;
  2332. }
  2333. }
  2334. } else if ( object instanceof THREE.Ribbon ) {
  2335. geometry = object.geometry;
  2336. if( ! geometry.__webglVertexBuffer ) {
  2337. createRibbonBuffers( geometry );
  2338. initRibbonBuffers( geometry );
  2339. geometry.__dirtyVertices = true;
  2340. geometry.__dirtyColors = true;
  2341. }
  2342. } else if ( object instanceof THREE.Line ) {
  2343. geometry = object.geometry;
  2344. if( ! geometry.__webglVertexBuffer ) {
  2345. createLineBuffers( geometry );
  2346. initLineBuffers( geometry, object );
  2347. geometry.__dirtyVertices = true;
  2348. geometry.__dirtyColors = true;
  2349. }
  2350. } else if ( object instanceof THREE.ParticleSystem ) {
  2351. geometry = object.geometry;
  2352. if ( ! geometry.__webglVertexBuffer ) {
  2353. createParticleBuffers( geometry );
  2354. initParticleBuffers( geometry, object );
  2355. geometry.__dirtyVertices = true;
  2356. geometry.__dirtyColors = true;
  2357. }
  2358. }
  2359. }
  2360. if ( ! object.__webglActive ) {
  2361. if ( object instanceof THREE.Mesh ) {
  2362. geometry = object.geometry;
  2363. for ( g in geometry.geometryGroups ) {
  2364. geometryGroup = geometry.geometryGroups[ g ];
  2365. addBuffer( scene.__webglObjects, geometryGroup, object );
  2366. }
  2367. } else if ( object instanceof THREE.Ribbon ||
  2368. object instanceof THREE.Line ||
  2369. object instanceof THREE.ParticleSystem ) {
  2370. geometry = object.geometry;
  2371. addBuffer( scene.__webglObjects, geometry, object );
  2372. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2373. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2374. } else if ( object instanceof THREE.Sprite ) {
  2375. scene.__webglSprites.push( object );
  2376. }
  2377. object.__webglActive = true;
  2378. }
  2379. };
  2380. function addBuffer ( objlist, buffer, object ) {
  2381. objlist.push(
  2382. {
  2383. buffer: buffer,
  2384. object: object,
  2385. opaque: null,
  2386. transparent: null
  2387. }
  2388. );
  2389. };
  2390. function addBufferImmediate ( objlist, object ) {
  2391. objlist.push(
  2392. {
  2393. object: object,
  2394. opaque: null,
  2395. transparent: null
  2396. }
  2397. );
  2398. };
  2399. // Objects updates
  2400. function updateObject ( object ) {
  2401. var geometry = object.geometry,
  2402. geometryGroup, customAttributesDirty, material;
  2403. if ( object instanceof THREE.Mesh ) {
  2404. // check all geometry groups
  2405. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2406. geometryGroup = geometry.geometryGroupsList[ i ];
  2407. material = getBufferMaterial( object, geometryGroup );
  2408. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2409. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2410. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2411. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributesDirty ) {
  2412. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic );
  2413. }
  2414. }
  2415. geometry.__dirtyVertices = false;
  2416. geometry.__dirtyMorphTargets = false;
  2417. geometry.__dirtyElements = false;
  2418. geometry.__dirtyUvs = false;
  2419. geometry.__dirtyNormals = false;
  2420. geometry.__dirtyColors = false;
  2421. geometry.__dirtyTangents = false;
  2422. material.attributes && clearCustomAttributes( material );
  2423. } else if ( object instanceof THREE.Ribbon ) {
  2424. if ( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2425. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2426. }
  2427. geometry.__dirtyVertices = false;
  2428. geometry.__dirtyColors = false;
  2429. } else if ( object instanceof THREE.Line ) {
  2430. material = getBufferMaterial( object, geometryGroup );
  2431. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2432. if ( geometry.__dirtyVertices || geometry.__dirtyColors || customAttributesDirty ) {
  2433. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2434. }
  2435. geometry.__dirtyVertices = false;
  2436. geometry.__dirtyColors = false;
  2437. material.attributes && clearCustomAttributes( material );
  2438. } else if ( object instanceof THREE.ParticleSystem ) {
  2439. material = getBufferMaterial( object, geometryGroup );
  2440. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2441. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributesDirty ) {
  2442. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2443. }
  2444. geometry.__dirtyVertices = false;
  2445. geometry.__dirtyColors = false;
  2446. material.attributes && clearCustomAttributes( material );
  2447. }
  2448. };
  2449. // Objects updates - custom attributes check
  2450. function areCustomAttributesDirty ( material ) {
  2451. for ( var a in material.attributes ) {
  2452. if ( material.attributes[ a ].needsUpdate ) return true;
  2453. }
  2454. return false;
  2455. };
  2456. function clearCustomAttributes ( material ) {
  2457. for ( var a in material.attributes ) {
  2458. material.attributes[ a ].needsUpdate = false;
  2459. }
  2460. };
  2461. // Objects removal
  2462. function removeObject ( object, scene ) {
  2463. if ( object instanceof THREE.Mesh ||
  2464. object instanceof THREE.ParticleSystem ||
  2465. object instanceof THREE.Ribbon ||
  2466. object instanceof THREE.Line ) {
  2467. removeInstances( scene.__webglObjects, object );
  2468. } else if ( object instanceof THREE.Sprite ) {
  2469. removeInstancesDirect( scene.__webglSprites, object );
  2470. } else if ( object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2471. removeInstances( scene.__webglObjectsImmediate, object );
  2472. }
  2473. object.__webglActive = false;
  2474. };
  2475. function removeInstances ( objlist, object ) {
  2476. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2477. if ( objlist[ o ].object === object ) {
  2478. objlist.splice( o, 1 );
  2479. }
  2480. }
  2481. };
  2482. function removeInstancesDirect ( objlist, object ) {
  2483. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2484. if ( objlist[ o ] === object ) {
  2485. objlist.splice( o, 1 );
  2486. }
  2487. }
  2488. };
  2489. // Materials
  2490. this.initMaterial = function ( material, lights, fog, object ) {
  2491. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  2492. if ( material instanceof THREE.MeshDepthMaterial ) {
  2493. shaderID = 'depth';
  2494. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2495. shaderID = 'normal';
  2496. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  2497. shaderID = 'basic';
  2498. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2499. shaderID = 'lambert';
  2500. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2501. shaderID = 'phong';
  2502. } else if ( material instanceof THREE.LineBasicMaterial ) {
  2503. shaderID = 'basic';
  2504. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2505. shaderID = 'particle_basic';
  2506. }
  2507. if ( shaderID ) {
  2508. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  2509. }
  2510. // heuristics to create shader parameters according to lights in the scene
  2511. // (not to blow over maxLights budget)
  2512. maxLightCount = allocateLights( lights );
  2513. maxShadows = allocateShadows( lights );
  2514. maxBones = allocateBones( object );
  2515. parameters = {
  2516. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  2517. vertexColors: material.vertexColors,
  2518. fog: fog, useFog: material.fog,
  2519. sizeAttenuation: material.sizeAttenuation,
  2520. skinning: material.skinning,
  2521. morphTargets: material.morphTargets,
  2522. maxMorphTargets: this.maxMorphTargets,
  2523. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  2524. maxBones: maxBones,
  2525. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  2526. shadowMapSoft: this.shadowMapSoft,
  2527. shadowMapWidth: this.shadowMapWidth,
  2528. shadowMapHeight: this.shadowMapHeight,
  2529. maxShadows: maxShadows,
  2530. alphaTest: material.alphaTest,
  2531. metal: material.metal,
  2532. perPixel: material.perPixel
  2533. };
  2534. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  2535. var attributes = material.program.attributes;
  2536. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  2537. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  2538. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  2539. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  2540. if ( material.skinning &&
  2541. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  2542. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  2543. _gl.enableVertexAttribArray( attributes.skinVertexA );
  2544. _gl.enableVertexAttribArray( attributes.skinVertexB );
  2545. _gl.enableVertexAttribArray( attributes.skinIndex );
  2546. _gl.enableVertexAttribArray( attributes.skinWeight );
  2547. }
  2548. if ( material.attributes ) {
  2549. for ( a in material.attributes ) {
  2550. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  2551. }
  2552. }
  2553. if ( material.morphTargets ) {
  2554. material.numSupportedMorphTargets = 0;
  2555. var id, base = "morphTarget";
  2556. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  2557. id = base + i;
  2558. if ( attributes[ id ] >= 0 ) {
  2559. _gl.enableVertexAttribArray( attributes[ id ] );
  2560. material.numSupportedMorphTargets ++;
  2561. }
  2562. }
  2563. }
  2564. material.uniformsList = [];
  2565. for ( u in material.uniforms ) {
  2566. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  2567. }
  2568. };
  2569. function setMaterialShaders ( material, shaders ) {
  2570. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  2571. material.vertexShader = shaders.vertexShader;
  2572. material.fragmentShader = shaders.fragmentShader;
  2573. };
  2574. function setProgram ( camera, lights, fog, material, object ) {
  2575. if ( ! material.program ) {
  2576. _this.initMaterial( material, lights, fog, object );
  2577. }
  2578. if ( material.morphTargets ) {
  2579. if ( ! object.__webglMorphTargetInfluences ) {
  2580. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2581. for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
  2582. object.__webglMorphTargetInfluences[ i ] = 0;
  2583. }
  2584. }
  2585. }
  2586. var refreshMaterial = false;
  2587. var program = material.program,
  2588. p_uniforms = program.uniforms,
  2589. m_uniforms = material.uniforms;
  2590. if ( program !== _currentProgram ) {
  2591. _gl.useProgram( program );
  2592. _currentProgram = program;
  2593. refreshMaterial = true;
  2594. }
  2595. if ( material.id !== _currentMaterialId ) {
  2596. _currentMaterialId = material.id;
  2597. refreshMaterial = true;
  2598. }
  2599. if ( refreshMaterial ) {
  2600. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  2601. // refresh uniforms common to several materials
  2602. if ( fog && material.fog ) {
  2603. refreshUniformsFog( m_uniforms, fog );
  2604. }
  2605. if ( material instanceof THREE.MeshPhongMaterial ||
  2606. material instanceof THREE.MeshLambertMaterial ||
  2607. material.lights ) {
  2608. setupLights( program, lights );
  2609. refreshUniformsLights( m_uniforms, _lights );
  2610. }
  2611. if ( material instanceof THREE.MeshBasicMaterial ||
  2612. material instanceof THREE.MeshLambertMaterial ||
  2613. material instanceof THREE.MeshPhongMaterial ) {
  2614. refreshUniformsCommon( m_uniforms, material );
  2615. }
  2616. // refresh single material specific uniforms
  2617. if ( material instanceof THREE.LineBasicMaterial ) {
  2618. refreshUniformsLine( m_uniforms, material );
  2619. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2620. refreshUniformsParticle( m_uniforms, material );
  2621. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2622. refreshUniformsPhong( m_uniforms, material );
  2623. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2624. refreshUniformsLambert( m_uniforms, material );
  2625. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2626. m_uniforms.mNear.value = camera.near;
  2627. m_uniforms.mFar.value = camera.far;
  2628. m_uniforms.opacity.value = material.opacity;
  2629. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2630. m_uniforms.opacity.value = material.opacity;
  2631. }
  2632. if ( object.receiveShadow && ! material._shadowPass ) {
  2633. refreshUniformsShadow( m_uniforms, material );
  2634. }
  2635. // load common uniforms
  2636. loadUniformsGeneric( program, material.uniformsList );
  2637. // load material specific uniforms
  2638. // (shader material also gets them for the sake of genericity)
  2639. if ( material instanceof THREE.ShaderMaterial ||
  2640. material instanceof THREE.MeshPhongMaterial ||
  2641. material.envMap ) {
  2642. if( p_uniforms.cameraPosition !== null ) {
  2643. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  2644. }
  2645. }
  2646. if ( material instanceof THREE.MeshPhongMaterial ||
  2647. material instanceof THREE.MeshLambertMaterial ||
  2648. material instanceof THREE.ShaderMaterial ||
  2649. material.skinning ) {
  2650. if( p_uniforms.viewMatrix !== null ) {
  2651. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  2652. }
  2653. }
  2654. if ( material.skinning ) {
  2655. loadUniformsSkinning( p_uniforms, object );
  2656. }
  2657. }
  2658. loadUniformsMatrices( p_uniforms, object );
  2659. if ( material instanceof THREE.ShaderMaterial ||
  2660. material.envMap ||
  2661. material.skinning ||
  2662. object.receiveShadow ) {
  2663. if ( p_uniforms.objectMatrix !== null ) {
  2664. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  2665. }
  2666. }
  2667. return program;
  2668. };
  2669. // Uniforms (refresh uniforms objects)
  2670. function refreshUniformsCommon ( uniforms, material ) {
  2671. uniforms.opacity.value = material.opacity;
  2672. if ( _this.gammaInput ) {
  2673. uniforms.diffuse.value.copyGammaToLinear( material.color );
  2674. } else {
  2675. uniforms.diffuse.value = material.color;
  2676. }
  2677. uniforms.map.texture = material.map;
  2678. if ( material.map ) {
  2679. uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
  2680. }
  2681. uniforms.lightMap.texture = material.lightMap;
  2682. uniforms.envMap.texture = material.envMap;
  2683. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  2684. if ( _this.gammaInput ) {
  2685. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  2686. uniforms.reflectivity.value = material.reflectivity;
  2687. } else {
  2688. uniforms.reflectivity.value = material.reflectivity;
  2689. }
  2690. uniforms.refractionRatio.value = material.refractionRatio;
  2691. uniforms.combine.value = material.combine;
  2692. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  2693. };
  2694. function refreshUniformsLine ( uniforms, material ) {
  2695. uniforms.diffuse.value = material.color;
  2696. uniforms.opacity.value = material.opacity;
  2697. };
  2698. function refreshUniformsParticle ( uniforms, material ) {
  2699. uniforms.psColor.value = material.color;
  2700. uniforms.opacity.value = material.opacity;
  2701. uniforms.size.value = material.size;
  2702. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2703. uniforms.map.texture = material.map;
  2704. };
  2705. function refreshUniformsFog ( uniforms, fog ) {
  2706. uniforms.fogColor.value = fog.color;
  2707. if ( fog instanceof THREE.Fog ) {
  2708. uniforms.fogNear.value = fog.near;
  2709. uniforms.fogFar.value = fog.far;
  2710. } else if ( fog instanceof THREE.FogExp2 ) {
  2711. uniforms.fogDensity.value = fog.density;
  2712. }
  2713. };
  2714. function refreshUniformsPhong ( uniforms, material ) {
  2715. uniforms.shininess.value = material.shininess;
  2716. if ( _this.gammaInput ) {
  2717. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2718. uniforms.specular.value.copyGammaToLinear( material.specular );
  2719. } else {
  2720. uniforms.ambient.value = material.ambient;
  2721. uniforms.specular.value = material.specular;
  2722. }
  2723. };
  2724. function refreshUniformsLambert ( uniforms, material ) {
  2725. if ( _this.gammaInput ) {
  2726. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2727. } else {
  2728. uniforms.ambient.value = material.ambient;
  2729. }
  2730. };
  2731. function refreshUniformsLights ( uniforms, lights ) {
  2732. uniforms.ambientLightColor.value = lights.ambient;
  2733. uniforms.directionalLightColor.value = lights.directional.colors;
  2734. uniforms.directionalLightDirection.value = lights.directional.positions;
  2735. uniforms.pointLightColor.value = lights.point.colors;
  2736. uniforms.pointLightPosition.value = lights.point.positions;
  2737. uniforms.pointLightDistance.value = lights.point.distances;
  2738. };
  2739. function refreshUniformsShadow ( uniforms, material ) {
  2740. if ( uniforms.shadowMatrix ) {
  2741. for ( var i = 0; i < _shadowMatrix.length; i ++ ) {
  2742. uniforms.shadowMatrix.value[ i ] = _shadowMatrix[ i ];
  2743. uniforms.shadowMap.texture[ i ] = _this.shadowMap[ i ];
  2744. }
  2745. uniforms.shadowDarkness.value = _this.shadowMapDarkness;
  2746. uniforms.shadowBias.value = _this.shadowMapBias;
  2747. }
  2748. };
  2749. // Uniforms (load to GPU)
  2750. function loadUniformsSkinning ( uniforms, object ) {
  2751. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
  2752. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2753. };
  2754. function loadUniformsMatrices ( uniforms, object ) {
  2755. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2756. if ( uniforms.normalMatrix ) {
  2757. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2758. }
  2759. };
  2760. function loadUniformsGeneric ( program, uniforms ) {
  2761. var uniform, value, type, location, texture, i, il, j, jl, offset;
  2762. for( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2763. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  2764. if ( !location ) continue;
  2765. uniform = uniforms[ j ][ 0 ];
  2766. type = uniform.type;
  2767. value = uniform.value;
  2768. // single integer
  2769. if( type === "i" ) {
  2770. _gl.uniform1i( location, value );
  2771. // single float
  2772. } else if( type === "f" ) {
  2773. _gl.uniform1f( location, value );
  2774. // single THREE.Vector2
  2775. } else if( type === "v2" ) {
  2776. _gl.uniform2f( location, value.x, value.y );
  2777. // single THREE.Vector3
  2778. } else if( type === "v3" ) {
  2779. _gl.uniform3f( location, value.x, value.y, value.z );
  2780. // single THREE.Vector4
  2781. } else if( type === "v4" ) {
  2782. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2783. // single THREE.Color
  2784. } else if( type === "c" ) {
  2785. _gl.uniform3f( location, value.r, value.g, value.b );
  2786. // flat array of floats (JS or typed array)
  2787. } else if( type === "fv1" ) {
  2788. _gl.uniform1fv( location, value );
  2789. // flat array of floats with 3 x N size (JS or typed array)
  2790. } else if( type === "fv" ) {
  2791. _gl.uniform3fv( location, value );
  2792. // array of THREE.Vector3
  2793. } else if( type === "v3v" ) {
  2794. if ( ! uniform._array ) {
  2795. uniform._array = new Float32Array( 3 * value.length );
  2796. }
  2797. for ( i = 0, il = value.length; i < il; i ++ ) {
  2798. offset = i * 3;
  2799. uniform._array[ offset ] = value[ i ].x;
  2800. uniform._array[ offset + 1 ] = value[ i ].y;
  2801. uniform._array[ offset + 2 ] = value[ i ].z;
  2802. }
  2803. _gl.uniform3fv( location, uniform._array );
  2804. // single THREE.Matrix4
  2805. } else if( type === "m4" ) {
  2806. if ( ! uniform._array ) {
  2807. uniform._array = new Float32Array( 16 );
  2808. }
  2809. value.flattenToArray( uniform._array );
  2810. _gl.uniformMatrix4fv( location, false, uniform._array );
  2811. // array of THREE.Matrix4
  2812. } else if( type === "m4v" ) {
  2813. if ( ! uniform._array ) {
  2814. uniform._array = new Float32Array( 16 * value.length );
  2815. }
  2816. for ( i = 0, il = value.length; i < il; i ++ ) {
  2817. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2818. }
  2819. _gl.uniformMatrix4fv( location, false, uniform._array );
  2820. // single THREE.Texture (2d or cube)
  2821. } else if( type === "t" ) {
  2822. _gl.uniform1i( location, value );
  2823. texture = uniform.texture;
  2824. if ( !texture ) continue;
  2825. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  2826. setCubeTexture( texture, value );
  2827. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2828. setCubeTextureDynamic( texture, value );
  2829. } else {
  2830. setTexture( texture, value );
  2831. }
  2832. // array of THREE.Texture (2d)
  2833. } else if( type === "tv" ) {
  2834. if ( ! uniform._array ) {
  2835. uniform._array = [];
  2836. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2837. uniform._array[ i ] = value + i;
  2838. }
  2839. }
  2840. _gl.uniform1iv( location, uniform._array );
  2841. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2842. texture = uniform.texture[ i ];
  2843. if ( !texture ) continue;
  2844. setTexture( texture, uniform._array[ i ] );
  2845. }
  2846. }
  2847. }
  2848. };
  2849. function setupMatrices ( object, camera, computeNormalMatrix ) {
  2850. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2851. if ( computeNormalMatrix ) {
  2852. THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  2853. }
  2854. };
  2855. function setupLights ( program, lights ) {
  2856. var l, ll, light, n,
  2857. r = 0, g = 0, b = 0,
  2858. color, position, intensity, distance,
  2859. zlights = _lights,
  2860. dcolors = zlights.directional.colors,
  2861. dpositions = zlights.directional.positions,
  2862. pcolors = zlights.point.colors,
  2863. ppositions = zlights.point.positions,
  2864. pdistances = zlights.point.distances,
  2865. dlength = 0,
  2866. plength = 0,
  2867. doffset = 0,
  2868. poffset = 0;
  2869. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  2870. light = lights[ l ];
  2871. color = light.color;
  2872. position = light.position;
  2873. intensity = light.intensity;
  2874. distance = light.distance;
  2875. if ( light instanceof THREE.AmbientLight ) {
  2876. if ( _this.gammaInput ) {
  2877. r += color.r * color.r;
  2878. g += color.g * color.g;
  2879. b += color.b * color.b;
  2880. } else {
  2881. r += color.r;
  2882. g += color.g;
  2883. b += color.b;
  2884. }
  2885. } else if ( light instanceof THREE.DirectionalLight ) {
  2886. doffset = dlength * 3;
  2887. if ( _this.gammaInput ) {
  2888. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  2889. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  2890. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  2891. } else {
  2892. dcolors[ doffset ] = color.r * intensity;
  2893. dcolors[ doffset + 1 ] = color.g * intensity;
  2894. dcolors[ doffset + 2 ] = color.b * intensity;
  2895. }
  2896. dpositions[ doffset ] = position.x;
  2897. dpositions[ doffset + 1 ] = position.y;
  2898. dpositions[ doffset + 2 ] = position.z;
  2899. dlength += 1;
  2900. } else if ( light instanceof THREE.SpotLight ) { // hack, not a proper spotlight
  2901. doffset = dlength * 3;
  2902. if ( _this.gammaInput ) {
  2903. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  2904. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  2905. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  2906. } else {
  2907. dcolors[ doffset ] = color.r * intensity;
  2908. dcolors[ doffset + 1 ] = color.g * intensity;
  2909. dcolors[ doffset + 2 ] = color.b * intensity;
  2910. }
  2911. n = 1 / position.length();
  2912. dpositions[ doffset ] = position.x * n;
  2913. dpositions[ doffset + 1 ] = position.y * n;
  2914. dpositions[ doffset + 2 ] = position.z * n;
  2915. dlength += 1;
  2916. } else if( light instanceof THREE.PointLight ) {
  2917. poffset = plength * 3;
  2918. if ( _this.gammaInput ) {
  2919. pcolors[ poffset ] = color.r * color.r * intensity * intensity;
  2920. pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity;
  2921. pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity;
  2922. } else {
  2923. pcolors[ poffset ] = color.r * intensity;
  2924. pcolors[ poffset + 1 ] = color.g * intensity;
  2925. pcolors[ poffset + 2 ] = color.b * intensity;
  2926. }
  2927. ppositions[ poffset ] = position.x;
  2928. ppositions[ poffset + 1 ] = position.y;
  2929. ppositions[ poffset + 2 ] = position.z;
  2930. pdistances[ plength ] = distance;
  2931. plength += 1;
  2932. }
  2933. }
  2934. // null eventual remains from removed lights
  2935. // (this is to avoid if in shader)
  2936. for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
  2937. for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
  2938. zlights.point.length = plength;
  2939. zlights.directional.length = dlength;
  2940. zlights.ambient[ 0 ] = r;
  2941. zlights.ambient[ 1 ] = g;
  2942. zlights.ambient[ 2 ] = b;
  2943. };
  2944. // GL state setting
  2945. this.setFaceCulling = function ( cullFace, frontFace ) {
  2946. if ( cullFace ) {
  2947. if ( !frontFace || frontFace === "ccw" ) {
  2948. _gl.frontFace( _gl.CCW );
  2949. } else {
  2950. _gl.frontFace( _gl.CW );
  2951. }
  2952. if( cullFace === "back" ) {
  2953. _gl.cullFace( _gl.BACK );
  2954. } else if( cullFace === "front" ) {
  2955. _gl.cullFace( _gl.FRONT );
  2956. } else {
  2957. _gl.cullFace( _gl.FRONT_AND_BACK );
  2958. }
  2959. _gl.enable( _gl.CULL_FACE );
  2960. } else {
  2961. _gl.disable( _gl.CULL_FACE );
  2962. }
  2963. };
  2964. function setLineWidth ( width ) {
  2965. if ( width !== _oldLineWidth ) {
  2966. _gl.lineWidth( width );
  2967. _oldLineWidth = width;
  2968. }
  2969. };
  2970. function setObjectFaces ( object ) {
  2971. if ( _oldDoubleSided !== object.doubleSided ) {
  2972. if( object.doubleSided ) {
  2973. _gl.disable( _gl.CULL_FACE );
  2974. } else {
  2975. _gl.enable( _gl.CULL_FACE );
  2976. }
  2977. _oldDoubleSided = object.doubleSided;
  2978. }
  2979. if ( _oldFlipSided !== object.flipSided ) {
  2980. if( object.flipSided ) {
  2981. _gl.frontFace( _gl.CW );
  2982. } else {
  2983. _gl.frontFace( _gl.CCW );
  2984. }
  2985. _oldFlipSided = object.flipSided;
  2986. }
  2987. };
  2988. function setDepthTest ( depthTest ) {
  2989. if ( _oldDepthTest !== depthTest ) {
  2990. if( depthTest ) {
  2991. _gl.enable( _gl.DEPTH_TEST );
  2992. } else {
  2993. _gl.disable( _gl.DEPTH_TEST );
  2994. }
  2995. _oldDepthTest = depthTest;
  2996. }
  2997. };
  2998. function setDepthWrite ( depthWrite ) {
  2999. if ( _oldDepthWrite !== depthWrite ) {
  3000. _gl.depthMask( depthWrite );
  3001. _oldDepthWrite = depthWrite;
  3002. }
  3003. };
  3004. function setPolygonOffset ( polygonoffset, factor, units ) {
  3005. if ( _oldPolygonOffset !== polygonoffset ) {
  3006. if ( polygonoffset ) {
  3007. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  3008. } else {
  3009. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  3010. }
  3011. _oldPolygonOffset = polygonoffset;
  3012. }
  3013. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  3014. _gl.polygonOffset( factor, units );
  3015. _oldPolygonOffsetFactor = factor;
  3016. _oldPolygonOffsetUnits = units;
  3017. }
  3018. };
  3019. function setBlending ( blending ) {
  3020. if ( blending !== _oldBlending ) {
  3021. switch ( blending ) {
  3022. case THREE.AdditiveBlending:
  3023. _gl.blendEquation( _gl.FUNC_ADD );
  3024. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3025. break;
  3026. case THREE.SubtractiveBlending:
  3027. // TODO: Find blendFuncSeparate() combination
  3028. _gl.blendEquation( _gl.FUNC_ADD );
  3029. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3030. break;
  3031. case THREE.MultiplyBlending:
  3032. // TODO: Find blendFuncSeparate() combination
  3033. _gl.blendEquation( _gl.FUNC_ADD );
  3034. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3035. break;
  3036. default:
  3037. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3038. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3039. break;
  3040. }
  3041. _oldBlending = blending;
  3042. }
  3043. };
  3044. // Shaders
  3045. function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  3046. var p, pl, program, code;
  3047. var chunks = [];
  3048. // Generate code
  3049. if ( shaderID ) {
  3050. chunks.push( shaderID );
  3051. } else {
  3052. chunks.push( fragmentShader );
  3053. chunks.push( vertexShader );
  3054. }
  3055. for ( p in parameters ) {
  3056. chunks.push( p );
  3057. chunks.push( parameters[ p ] );
  3058. }
  3059. code = chunks.join();
  3060. // Check if code has been already compiled
  3061. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  3062. if ( _programs[ p ].code === code ) {
  3063. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  3064. return _programs[ p ].program;
  3065. }
  3066. }
  3067. //console.log( "building new program " );
  3068. //
  3069. program = _gl.createProgram();
  3070. var prefix_vertex = [
  3071. _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  3072. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3073. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3074. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3075. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3076. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3077. "#define MAX_SHADOWS " + parameters.maxShadows,
  3078. "#define MAX_BONES " + parameters.maxBones,
  3079. parameters.map ? "#define USE_MAP" : "",
  3080. parameters.envMap ? "#define USE_ENVMAP" : "",
  3081. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3082. parameters.vertexColors ? "#define USE_COLOR" : "",
  3083. parameters.skinning ? "#define USE_SKINNING" : "",
  3084. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  3085. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3086. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3087. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3088. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  3089. "uniform mat4 objectMatrix;",
  3090. "uniform mat4 modelViewMatrix;",
  3091. "uniform mat4 projectionMatrix;",
  3092. "uniform mat4 viewMatrix;",
  3093. "uniform mat3 normalMatrix;",
  3094. "uniform vec3 cameraPosition;",
  3095. "uniform mat4 cameraInverseMatrix;",
  3096. "attribute vec3 position;",
  3097. "attribute vec3 normal;",
  3098. "attribute vec2 uv;",
  3099. "attribute vec2 uv2;",
  3100. "#ifdef USE_COLOR",
  3101. "attribute vec3 color;",
  3102. "#endif",
  3103. "#ifdef USE_MORPHTARGETS",
  3104. "attribute vec3 morphTarget0;",
  3105. "attribute vec3 morphTarget1;",
  3106. "attribute vec3 morphTarget2;",
  3107. "attribute vec3 morphTarget3;",
  3108. "attribute vec3 morphTarget4;",
  3109. "attribute vec3 morphTarget5;",
  3110. "attribute vec3 morphTarget6;",
  3111. "attribute vec3 morphTarget7;",
  3112. "#endif",
  3113. "#ifdef USE_SKINNING",
  3114. "attribute vec4 skinVertexA;",
  3115. "attribute vec4 skinVertexB;",
  3116. "attribute vec4 skinIndex;",
  3117. "attribute vec4 skinWeight;",
  3118. "#endif",
  3119. ""
  3120. ].join("\n");
  3121. var prefix_fragment = [
  3122. "#ifdef GL_ES",
  3123. "precision " + _precision + " float;",
  3124. "#endif",
  3125. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3126. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3127. "#define MAX_SHADOWS " + parameters.maxShadows,
  3128. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  3129. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3130. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3131. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3132. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  3133. ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
  3134. parameters.map ? "#define USE_MAP" : "",
  3135. parameters.envMap ? "#define USE_ENVMAP" : "",
  3136. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3137. parameters.vertexColors ? "#define USE_COLOR" : "",
  3138. parameters.metal ? "#define METAL" : "",
  3139. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3140. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3141. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3142. parameters.shadowMapSoft ? "#define SHADOWMAP_WIDTH " + parameters.shadowMapWidth.toFixed( 1 ) : "",
  3143. parameters.shadowMapSoft ? "#define SHADOWMAP_HEIGHT " + parameters.shadowMapHeight.toFixed( 1 ) : "",
  3144. "uniform mat4 viewMatrix;",
  3145. "uniform vec3 cameraPosition;",
  3146. ""
  3147. ].join("\n");
  3148. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  3149. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  3150. _gl.linkProgram( program );
  3151. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  3152. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  3153. }
  3154. //console.log( prefix_fragment + fragmentShader );
  3155. //console.log( prefix_vertex + vertexShader );
  3156. program.uniforms = {};
  3157. program.attributes = {};
  3158. var identifiers, u, a, i;
  3159. // cache uniform locations
  3160. identifiers = [
  3161. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  3162. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  3163. ];
  3164. for ( u in uniforms ) {
  3165. identifiers.push( u );
  3166. }
  3167. cacheUniformLocations( program, identifiers );
  3168. // cache attributes locations
  3169. identifiers = [
  3170. "position", "normal", "uv", "uv2", "tangent", "color",
  3171. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  3172. ];
  3173. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  3174. identifiers.push( "morphTarget" + i );
  3175. }
  3176. for ( a in attributes ) {
  3177. identifiers.push( a );
  3178. }
  3179. cacheAttributeLocations( program, identifiers );
  3180. program.id = _programs.length;
  3181. _programs.push( { program: program, code: code } );
  3182. _this.info.memory.programs = _programs.length;
  3183. return program;
  3184. };
  3185. // Shader parameters cache
  3186. function cacheUniformLocations ( program, identifiers ) {
  3187. var i, l, id;
  3188. for( i = 0, l = identifiers.length; i < l; i++ ) {
  3189. id = identifiers[ i ];
  3190. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3191. }
  3192. };
  3193. function cacheAttributeLocations ( program, identifiers ) {
  3194. var i, l, id;
  3195. for( i = 0, l = identifiers.length; i < l; i++ ) {
  3196. id = identifiers[ i ];
  3197. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3198. }
  3199. };
  3200. function getShader ( type, string ) {
  3201. var shader;
  3202. if ( type === "fragment" ) {
  3203. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3204. } else if ( type === "vertex" ) {
  3205. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3206. }
  3207. _gl.shaderSource( shader, string );
  3208. _gl.compileShader( shader );
  3209. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3210. console.error( _gl.getShaderInfoLog( shader ) );
  3211. console.error( string );
  3212. return null;
  3213. }
  3214. return shader;
  3215. };
  3216. // Textures
  3217. function setTextureParameters ( textureType, texture, image ) {
  3218. if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
  3219. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3220. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3221. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3222. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3223. _gl.generateMipmap( textureType );
  3224. } else {
  3225. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3226. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3227. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3228. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3229. }
  3230. };
  3231. function setTexture ( texture, slot ) {
  3232. if ( texture.needsUpdate ) {
  3233. if ( ! texture.__webglInit ) {
  3234. texture.__webglInit = true;
  3235. texture.__webglTexture = _gl.createTexture();
  3236. _this.info.memory.textures ++;
  3237. }
  3238. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3239. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3240. if ( texture instanceof THREE.DataTexture ) {
  3241. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( texture.format ), texture.image.width, texture.image.height, 0, paramThreeToGL( texture.format ), _gl.UNSIGNED_BYTE, texture.image.data );
  3242. } else {
  3243. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  3244. }
  3245. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  3246. texture.needsUpdate = false;
  3247. if ( texture.onUpdated ) texture.onUpdated();
  3248. } else {
  3249. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3250. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3251. }
  3252. };
  3253. function setCubeTexture ( texture, slot ) {
  3254. if ( texture.image.length === 6 ) {
  3255. if ( texture.needsUpdate ) {
  3256. if ( ! texture.image.__webglTextureCube ) {
  3257. texture.image.__webglTextureCube = _gl.createTexture();
  3258. }
  3259. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3260. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3261. for ( var i = 0; i < 6; i ++ ) {
  3262. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  3263. }
  3264. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[ 0 ] );
  3265. texture.needsUpdate = false;
  3266. } else {
  3267. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3268. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3269. }
  3270. }
  3271. };
  3272. function setCubeTextureDynamic ( texture, slot ) {
  3273. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3274. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3275. };
  3276. // Render targets
  3277. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3278. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3279. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3280. };
  3281. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3282. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3283. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3284. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3285. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3286. /* For some reason this is not working. Defaulting to RGBA4.
  3287. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3288. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3289. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3290. */
  3291. } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3292. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3293. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3294. } else {
  3295. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3296. }
  3297. };
  3298. function setRenderTarget ( renderTarget ) {
  3299. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3300. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3301. if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3302. if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3303. renderTarget.__webglTexture = _gl.createTexture();
  3304. // Setup texture, create render and frame buffers
  3305. if ( isCube ) {
  3306. renderTarget.__webglFramebuffer = [];
  3307. renderTarget.__webglRenderbuffer = [];
  3308. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3309. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, renderTarget );
  3310. for ( var i = 0; i < 6; i ++ ) {
  3311. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3312. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3313. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, paramThreeToGL( renderTarget.format ), renderTarget.width, renderTarget.height, 0, paramThreeToGL( renderTarget.format ), paramThreeToGL( renderTarget.type ), null );
  3314. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3315. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3316. }
  3317. } else {
  3318. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3319. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3320. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3321. setTextureParameters( _gl.TEXTURE_2D, renderTarget, renderTarget );
  3322. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTarget.format ), renderTarget.width, renderTarget.height, 0, paramThreeToGL( renderTarget.format ), paramThreeToGL( renderTarget.type ), null );
  3323. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3324. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3325. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3326. }
  3327. // Release everything
  3328. if ( isCube ) {
  3329. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3330. } else {
  3331. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3332. }
  3333. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3334. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  3335. }
  3336. var framebuffer, width, height, vx, vy;
  3337. if ( renderTarget ) {
  3338. if ( isCube ) {
  3339. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3340. } else {
  3341. framebuffer = renderTarget.__webglFramebuffer;
  3342. }
  3343. width = renderTarget.width;
  3344. height = renderTarget.height;
  3345. vx = 0;
  3346. vy = 0;
  3347. } else {
  3348. framebuffer = null;
  3349. width = _viewportWidth;
  3350. height = _viewportHeight;
  3351. vx = _viewportX;
  3352. vy = _viewportY;
  3353. }
  3354. if ( framebuffer !== _currentFramebuffer ) {
  3355. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3356. _gl.viewport( vx, vy, width, height );
  3357. _currentFramebuffer = framebuffer;
  3358. }
  3359. };
  3360. function updateRenderTargetMipmap ( renderTarget ) {
  3361. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3362. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3363. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3364. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3365. } else {
  3366. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3367. _gl.generateMipmap( _gl.TEXTURE_2D );
  3368. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3369. }
  3370. };
  3371. // fallback filters for non-power-of-2 textures
  3372. function filterFallback ( f ) {
  3373. switch ( f ) {
  3374. case THREE.NearestFilter:
  3375. case THREE.NearestMipMapNearestFilter:
  3376. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  3377. case THREE.LinearFilter:
  3378. case THREE.LinearMipMapNearestFilter:
  3379. case THREE.LinearMipMapLinearFilter:
  3380. default:
  3381. return _gl.LINEAR; break;
  3382. }
  3383. };
  3384. function paramThreeToGL ( p ) {
  3385. switch ( p ) {
  3386. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  3387. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  3388. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  3389. case THREE.NearestFilter: return _gl.NEAREST; break;
  3390. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  3391. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  3392. case THREE.LinearFilter: return _gl.LINEAR; break;
  3393. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  3394. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3395. case THREE.ByteType: return _gl.BYTE; break;
  3396. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3397. case THREE.ShortType: return _gl.SHORT; break;
  3398. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3399. case THREE.IntType: return _gl.INT; break;
  3400. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  3401. case THREE.FloatType: return _gl.FLOAT; break;
  3402. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3403. case THREE.RGBFormat: return _gl.RGB; break;
  3404. case THREE.RGBAFormat: return _gl.RGBA; break;
  3405. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3406. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3407. }
  3408. return 0;
  3409. };
  3410. function isPowerOfTwo ( value ) {
  3411. return ( value & ( value - 1 ) ) === 0;
  3412. };
  3413. // Allocations
  3414. function allocateBones ( object ) {
  3415. // default for when object is not specified
  3416. // ( for example when prebuilding shader
  3417. // to be used with multiple objects )
  3418. //
  3419. // - leave some extra space for other uniforms
  3420. // - limit here is ANGLE's 254 max uniform vectors
  3421. // (up to 54 should be safe)
  3422. var maxBones = 50;
  3423. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3424. maxBones = object.bones.length;
  3425. }
  3426. return maxBones;
  3427. };
  3428. function allocateLights ( lights ) {
  3429. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3430. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3431. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3432. light = lights[ l ];
  3433. if ( light instanceof THREE.SpotLight ) dirLights ++; // hack, not a proper spotlight
  3434. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3435. if ( light instanceof THREE.PointLight ) pointLights ++;
  3436. }
  3437. if ( ( pointLights + dirLights ) <= _maxLights ) {
  3438. maxDirLights = dirLights;
  3439. maxPointLights = pointLights;
  3440. } else {
  3441. maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
  3442. maxPointLights = _maxLights - maxDirLights;
  3443. }
  3444. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3445. };
  3446. function allocateShadows ( lights ) {
  3447. var l, ll, light, maxShadows = 0;
  3448. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3449. light = lights[ l ];
  3450. if ( light instanceof THREE.SpotLight && light.castShadow ) maxShadows ++;
  3451. }
  3452. return maxShadows;
  3453. };
  3454. function maxVertexTextures () {
  3455. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  3456. };
  3457. // Initialization
  3458. function initSprites () {
  3459. _sprite.vertices = new Float32Array( 8 + 8 );
  3460. _sprite.faces = new Uint16Array( 6 );
  3461. var i = 0;
  3462. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0
  3463. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1; // uv 0
  3464. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1; // vertex 1
  3465. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // uv 1
  3466. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // vertex 2
  3467. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0; // uv 2
  3468. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1; // vertex 3
  3469. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv 3
  3470. i = 0;
  3471. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
  3472. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
  3473. _sprite.vertexBuffer = _gl.createBuffer();
  3474. _sprite.elementBuffer = _gl.createBuffer();
  3475. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  3476. _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
  3477. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  3478. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
  3479. _sprite.program = _gl.createProgram();
  3480. _gl.attachShader( _sprite.program, getShader( "fragment", THREE.ShaderLib.sprite.fragmentShader ) );
  3481. _gl.attachShader( _sprite.program, getShader( "vertex", THREE.ShaderLib.sprite.vertexShader ) );
  3482. _gl.linkProgram( _sprite.program );
  3483. _sprite.attributes = {};
  3484. _sprite.uniforms = {};
  3485. _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
  3486. _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
  3487. _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
  3488. _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
  3489. _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
  3490. _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
  3491. _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
  3492. _sprite.uniforms.color = _gl.getUniformLocation( _sprite.program, "color" );
  3493. _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
  3494. _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
  3495. _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
  3496. _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
  3497. _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
  3498. _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
  3499. _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
  3500. //_gl.enableVertexAttribArray( _sprite.attributes.position );
  3501. //_gl.enableVertexAttribArray( _sprite.attributes.uv );
  3502. };
  3503. function initShadowmaps () {
  3504. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  3505. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  3506. _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  3507. _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  3508. _depthMaterial._shadowPass = true;
  3509. _depthMaterialMorph._shadowPass = true;
  3510. }
  3511. function initGL () {
  3512. var gl;
  3513. try {
  3514. if ( ! ( gl = _canvas.getContext( 'experimental-webgl', { antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
  3515. throw 'Error creating WebGL context.';
  3516. }
  3517. console.log(
  3518. navigator.userAgent + " | " +
  3519. gl.getParameter( gl.VERSION ) + " | " +
  3520. gl.getParameter( gl.VENDOR ) + " | " +
  3521. gl.getParameter( gl.RENDERER ) + " | " +
  3522. gl.getParameter( gl.SHADING_LANGUAGE_VERSION )
  3523. );
  3524. } catch ( error ) {
  3525. console.error( error );
  3526. }
  3527. return gl;
  3528. };
  3529. function setDefaultGLState () {
  3530. _gl.clearColor( 0, 0, 0, 1 );
  3531. _gl.clearDepth( 1 );
  3532. _gl.clearStencil( 0 );
  3533. _gl.enable( _gl.DEPTH_TEST );
  3534. _gl.depthFunc( _gl.LEQUAL );
  3535. _gl.frontFace( _gl.CCW );
  3536. _gl.cullFace( _gl.BACK );
  3537. _gl.enable( _gl.CULL_FACE );
  3538. _gl.enable( _gl.BLEND );
  3539. _gl.blendEquation( _gl.FUNC_ADD );
  3540. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  3541. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  3542. };
  3543. };