WebGLRenderer.js 137 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. // By default you can use just up to 4 directional / point lights total.
  9. // ANGLE implementation (Chrome/Firefox on Windows) is bound to
  10. // 10 varying vectors due to DirectX9 limitation.
  11. var _this = this,
  12. _gl, _programs = [],
  13. _currentProgram = null,
  14. _currentFramebuffer = null,
  15. _currentMaterialId = -1,
  16. _currentGeometryGroupHash = null,
  17. _geometryGroupCounter = 0,
  18. // gl state cache
  19. _oldDoubleSided = null,
  20. _oldFlipSided = null,
  21. _oldBlending = null,
  22. _oldDepthTest = null,
  23. _oldDepthWrite = null,
  24. _oldPolygonOffset = null,
  25. _oldPolygonOffsetFactor = null,
  26. _oldPolygonOffsetUnits = null,
  27. _cullEnabled = true,
  28. _viewportX = 0,
  29. _viewportY = 0,
  30. _viewportWidth = 0,
  31. _viewportHeight = 0,
  32. // camera matrices caches
  33. _frustum = [
  34. new THREE.Vector4(),
  35. new THREE.Vector4(),
  36. new THREE.Vector4(),
  37. new THREE.Vector4(),
  38. new THREE.Vector4(),
  39. new THREE.Vector4()
  40. ],
  41. _projScreenMatrix = new THREE.Matrix4(),
  42. _projectionMatrixArray = new Float32Array( 16 ),
  43. _viewMatrixArray = new Float32Array( 16 ),
  44. _vector3 = new THREE.Vector4(),
  45. // light arrays cache
  46. _lights = {
  47. ambient: [ 0, 0, 0 ],
  48. directional: { length: 0, colors: new Array(), positions: new Array() },
  49. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  50. },
  51. // parameters
  52. parameters = parameters || {},
  53. _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  54. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  55. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  56. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  57. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  58. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
  59. _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
  60. this.info = {
  61. memory: {
  62. programs: 0,
  63. geometries: 0,
  64. textures: 0
  65. },
  66. render: {
  67. calls: 0,
  68. vertices: 0,
  69. faces: 0
  70. }
  71. };
  72. this.maxMorphTargets = 8;
  73. this.domElement = _canvas;
  74. this.autoClear = true;
  75. this.autoClearColor = true;
  76. this.autoClearDepth = true;
  77. this.autoClearStencil = true;
  78. this.sortObjects = true;
  79. // shadow map
  80. this.shadowMapBias = 0.0039;
  81. this.shadowMapDarkness = 0.5;
  82. this.shadowMapWidth = 512;
  83. this.shadowMapHeight = 512;
  84. this.shadowCameraNear = 1;
  85. this.shadowCameraFar = 5000;
  86. this.shadowCameraFov = 50;
  87. this.shadowMap = [];
  88. this.shadowMapEnabled = false;
  89. this.shadowMapSoft = true;
  90. var _cameraLight, _shadowMatrix = [];
  91. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  92. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  93. var _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  94. var _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  95. _depthMaterial._shadowPass = true;
  96. _depthMaterialMorph._shadowPass = true;
  97. // Init GL
  98. try {
  99. if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
  100. throw 'Error creating WebGL context.';
  101. }
  102. console.log(
  103. navigator.userAgent + " | " +
  104. _gl.getParameter( _gl.VERSION ) + " | " +
  105. _gl.getParameter( _gl.VENDOR ) + " | " +
  106. _gl.getParameter( _gl.RENDERER ) + " | " +
  107. _gl.getParameter( _gl.SHADING_LANGUAGE_VERSION )
  108. );
  109. } catch ( error ) {
  110. console.error( error );
  111. }
  112. _gl.clearColor( 0, 0, 0, 1 );
  113. _gl.clearDepth( 1 );
  114. _gl.clearStencil( 0 );
  115. _gl.enable( _gl.DEPTH_TEST );
  116. _gl.depthFunc( _gl.LEQUAL );
  117. _gl.frontFace( _gl.CCW );
  118. _gl.cullFace( _gl.BACK );
  119. _gl.enable( _gl.CULL_FACE );
  120. _gl.enable( _gl.BLEND );
  121. _gl.blendEquation( _gl.FUNC_ADD );
  122. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  123. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  124. _cullEnabled = true;
  125. //
  126. this.context = _gl;
  127. var _supportsVertexTextures = ( maxVertexTextures() > 0 );
  128. // prepare sprites
  129. var _sprite = {};
  130. _sprite.vertices = new Float32Array( 8 + 8 );
  131. _sprite.faces = new Uint16Array( 6 );
  132. var i = 0;
  133. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0
  134. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1; // uv 0
  135. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1; // vertex 1
  136. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // uv 1
  137. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // vertex 2
  138. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0; // uv 2
  139. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1; // vertex 3
  140. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv 3
  141. i = 0;
  142. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
  143. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
  144. _sprite.vertexBuffer = _gl.createBuffer();
  145. _sprite.elementBuffer = _gl.createBuffer();
  146. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  147. _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
  148. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  149. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
  150. _sprite.program = _gl.createProgram();
  151. _gl.attachShader( _sprite.program, getShader( "fragment", THREE.ShaderLib.sprite.fragmentShader ) );
  152. _gl.attachShader( _sprite.program, getShader( "vertex", THREE.ShaderLib.sprite.vertexShader ) );
  153. _gl.linkProgram( _sprite.program );
  154. _sprite.attributes = {};
  155. _sprite.uniforms = {};
  156. _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
  157. _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
  158. _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
  159. _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
  160. _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
  161. _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
  162. _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
  163. _sprite.uniforms.color = _gl.getUniformLocation( _sprite.program, "color" );
  164. _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
  165. _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
  166. _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
  167. _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
  168. _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
  169. _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
  170. _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
  171. //_gl.enableVertexAttribArray( _sprite.attributes.position );
  172. //_gl.enableVertexAttribArray( _sprite.attributes.uv );
  173. var _spriteAttributesEnabled = false;
  174. this.setSize = function ( width, height ) {
  175. _canvas.width = width;
  176. _canvas.height = height;
  177. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  178. };
  179. this.setViewport = function ( x, y, width, height ) {
  180. _viewportX = x;
  181. _viewportY = y;
  182. _viewportWidth = width;
  183. _viewportHeight = height;
  184. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  185. };
  186. this.setScissor = function ( x, y, width, height ) {
  187. _gl.scissor( x, y, width, height );
  188. };
  189. this.enableScissorTest = function ( enable ) {
  190. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  191. };
  192. this.setClearColorHex = function ( hex, alpha ) {
  193. _clearColor.setHex( hex );
  194. _clearAlpha = alpha;
  195. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  196. };
  197. this.setClearColor = function ( color, alpha ) {
  198. _clearColor.copy( color );
  199. _clearAlpha = alpha;
  200. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  201. };
  202. this.getClearColor = function () {
  203. return _clearColor;
  204. };
  205. this.getClearAlpha = function () {
  206. return _clearAlpha;
  207. };
  208. this.clear = function ( color, depth, stencil ) {
  209. var bits = 0;
  210. if ( color == undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  211. if ( depth == undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  212. if ( stencil == undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  213. _gl.clear( bits );
  214. };
  215. this.getContext = function () {
  216. return _gl;
  217. };
  218. this.deallocateObject = function ( object ) {
  219. if ( ! object.__webglInit ) return;
  220. object.__webglInit = false;
  221. delete object._modelViewMatrix;
  222. delete object._normalMatrixArray;
  223. delete object._modelViewMatrixArray;
  224. delete object._objectMatrixArray;
  225. if ( object instanceof THREE.Mesh ) {
  226. for ( g in object.geometry.geometryGroups ) {
  227. deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
  228. }
  229. } else if ( object instanceof THREE.Ribbon ) {
  230. deleteRibbonBuffers( object.geometry );
  231. } else if ( object instanceof THREE.Line ) {
  232. deleteLineBuffers( object.geometry );
  233. } else if ( object instanceof THREE.ParticleSystem ) {
  234. deleteParticleBuffers( object.geometry );
  235. }
  236. };
  237. this.deallocateTexture = function ( texture ) {
  238. if ( ! texture.__webglInit ) return;
  239. texture.__webglInit = false;
  240. _gl.deleteTexture( texture.__webglTexture );
  241. _this.info.memory.textures --;
  242. };
  243. //
  244. function setupLights( program, lights ) {
  245. var l, ll, light, n,
  246. r = 0, g = 0, b = 0,
  247. color, position, intensity, distance,
  248. zlights = _lights,
  249. dcolors = zlights.directional.colors,
  250. dpositions = zlights.directional.positions,
  251. pcolors = zlights.point.colors,
  252. ppositions = zlights.point.positions,
  253. pdistances = zlights.point.distances,
  254. dlength = 0,
  255. plength = 0,
  256. doffset = 0,
  257. poffset = 0;
  258. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  259. light = lights[ l ];
  260. color = light.color;
  261. position = light.position;
  262. intensity = light.intensity;
  263. distance = light.distance;
  264. if ( light instanceof THREE.AmbientLight ) {
  265. r += color.r;
  266. g += color.g;
  267. b += color.b;
  268. } else if ( light instanceof THREE.DirectionalLight ) {
  269. doffset = dlength * 3;
  270. dcolors[ doffset ] = color.r * intensity;
  271. dcolors[ doffset + 1 ] = color.g * intensity;
  272. dcolors[ doffset + 2 ] = color.b * intensity;
  273. dpositions[ doffset ] = position.x;
  274. dpositions[ doffset + 1 ] = position.y;
  275. dpositions[ doffset + 2 ] = position.z;
  276. dlength += 1;
  277. } else if ( light instanceof THREE.SpotLight ) { // hack, not a proper spotlight
  278. doffset = dlength * 3;
  279. dcolors[ doffset ] = color.r * intensity;
  280. dcolors[ doffset + 1 ] = color.g * intensity;
  281. dcolors[ doffset + 2 ] = color.b * intensity;
  282. n = 1 / position.length();
  283. dpositions[ doffset ] = position.x * n;
  284. dpositions[ doffset + 1 ] = position.y * n;
  285. dpositions[ doffset + 2 ] = position.z * n;
  286. dlength += 1;
  287. } else if( light instanceof THREE.PointLight ) {
  288. poffset = plength * 3;
  289. pcolors[ poffset ] = color.r * intensity;
  290. pcolors[ poffset + 1 ] = color.g * intensity;
  291. pcolors[ poffset + 2 ] = color.b * intensity;
  292. ppositions[ poffset ] = position.x;
  293. ppositions[ poffset + 1 ] = position.y;
  294. ppositions[ poffset + 2 ] = position.z;
  295. pdistances[ plength ] = distance;
  296. plength += 1;
  297. }
  298. }
  299. // null eventual remains from removed lights
  300. // (this is to avoid if in shader)
  301. for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
  302. for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
  303. zlights.point.length = plength;
  304. zlights.directional.length = dlength;
  305. zlights.ambient[ 0 ] = r;
  306. zlights.ambient[ 1 ] = g;
  307. zlights.ambient[ 2 ] = b;
  308. };
  309. // Buffer allocation
  310. function createParticleBuffers( geometry ) {
  311. geometry.__webglVertexBuffer = _gl.createBuffer();
  312. geometry.__webglColorBuffer = _gl.createBuffer();
  313. _this.info.geometries ++;
  314. };
  315. function createLineBuffers( geometry ) {
  316. geometry.__webglVertexBuffer = _gl.createBuffer();
  317. geometry.__webglColorBuffer = _gl.createBuffer();
  318. _this.info.memory.geometries ++;
  319. };
  320. function createRibbonBuffers( geometry ) {
  321. geometry.__webglVertexBuffer = _gl.createBuffer();
  322. geometry.__webglColorBuffer = _gl.createBuffer();
  323. _this.info.memory.geometries ++;
  324. };
  325. function createMeshBuffers( geometryGroup ) {
  326. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  327. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  328. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  329. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  330. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  331. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  332. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  333. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  334. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  335. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  336. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  337. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  338. if ( geometryGroup.numMorphTargets ) {
  339. var m, ml;
  340. geometryGroup.__webglMorphTargetsBuffers = [];
  341. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  342. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  343. }
  344. }
  345. _this.info.memory.geometries ++;
  346. };
  347. // Buffer deallocation
  348. function deleteParticleBuffers( geometry ) {
  349. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  350. _gl.deleteBuffer( geometry.__webglColorBuffer );
  351. _this.info.memory.geometries --;
  352. };
  353. function deleteLineBuffers( geometry ) {
  354. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  355. _gl.deleteBuffer( geometry.__webglColorBuffer );
  356. _this.info.memory.geometries --;
  357. };
  358. function deleteRibbonBuffers( geometry ) {
  359. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  360. _gl.deleteBuffer( geometry.__webglColorBuffer );
  361. _this.info.memory.geometries --;
  362. };
  363. function deleteMeshBuffers( geometryGroup ) {
  364. _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
  365. _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
  366. _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
  367. _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
  368. _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
  369. _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
  370. _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer );
  371. _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
  372. _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
  373. _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
  374. _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
  375. _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
  376. if ( geometryGroup.numMorphTargets ) {
  377. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  378. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  379. }
  380. }
  381. _this.info.memory.geometries --;
  382. };
  383. //
  384. function initLineBuffers ( geometry ) {
  385. var nvertices = geometry.vertices.length;
  386. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  387. geometry.__colorArray = new Float32Array( nvertices * 3 );
  388. geometry.__webglLineCount = nvertices;
  389. };
  390. function initRibbonBuffers ( geometry ) {
  391. var nvertices = geometry.vertices.length;
  392. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  393. geometry.__colorArray = new Float32Array( nvertices * 3 );
  394. geometry.__webglVertexCount = nvertices;
  395. };
  396. function initParticleBuffers ( geometry, object ) {
  397. var nvertices = geometry.vertices.length;
  398. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  399. geometry.__colorArray = new Float32Array( nvertices * 3 );
  400. geometry.__sortArray = [];
  401. geometry.__webglParticleCount = nvertices;
  402. geometry.__materials = object.materials;
  403. // custom attributes
  404. var m, ml, material;
  405. for ( m = 0, ml = object.materials.length; m < ml; m ++ ) {
  406. material = object.materials[ m ];
  407. if ( material.attributes ) {
  408. if ( geometry.__webglCustomAttributes === undefined ) {
  409. geometry.__webglCustomAttributes = {};
  410. }
  411. for ( a in material.attributes ) {
  412. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  413. // attribute buffers which are correctly indexed in the setMeshBuffers function
  414. // Not sure how to best translate this into non-indexed arrays
  415. // used for particles, as there are no geometry chunks here
  416. // Probably could be simplified
  417. originalAttribute = material.attributes[ a ];
  418. attribute = {};
  419. for ( property in originalAttribute ) {
  420. attribute[ property ] = originalAttribute[ property ];
  421. }
  422. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  423. attribute.__webglInitialized = true;
  424. size = 1; // "f" and "i"
  425. if ( attribute.type === "v2" ) size = 2;
  426. else if ( attribute.type === "v3" ) size = 3;
  427. else if ( attribute.type === "v4" ) size = 4;
  428. else if ( attribute.type === "c" ) size = 3;
  429. attribute.size = size;
  430. attribute.array = new Float32Array( nvertices * size );
  431. attribute.buffer = _gl.createBuffer();
  432. attribute.buffer.belongsToAttribute = a;
  433. originalAttribute.needsUpdate = true;
  434. attribute.__original = originalAttribute;
  435. }
  436. geometry.__webglCustomAttributes[ a ] = attribute;
  437. }
  438. }
  439. }
  440. };
  441. function initMeshBuffers ( geometryGroup, object ) {
  442. var f, fl, fi, face,
  443. m, ml, size,
  444. nvertices = 0, ntris = 0, nlines = 0,
  445. uvType,
  446. vertexColorType,
  447. normalType,
  448. materials, material,
  449. attribute, property, originalAttribute,
  450. geometry = object.geometry,
  451. obj_faces = geometry.faces,
  452. chunk_faces = geometryGroup.faces;
  453. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  454. fi = chunk_faces[ f ];
  455. face = obj_faces[ fi ];
  456. if ( face instanceof THREE.Face3 ) {
  457. nvertices += 3;
  458. ntris += 1;
  459. nlines += 3;
  460. } else if ( face instanceof THREE.Face4 ) {
  461. nvertices += 4;
  462. ntris += 2;
  463. nlines += 4;
  464. }
  465. }
  466. materials = unrollGroupMaterials( geometryGroup, object );
  467. // this will not work if materials would change in run-time
  468. // it should be refreshed every frame
  469. // but need to do unrollGroupMaterials
  470. // more properly without push to array
  471. // like unrollBufferMaterials
  472. geometryGroup.__materials = materials;
  473. uvType = bufferGuessUVType( materials, geometryGroup, object );
  474. normalType = bufferGuessNormalType( materials, geometryGroup, object );
  475. vertexColorType = bufferGuessVertexColorType( materials, geometryGroup, object );
  476. //console.log("uvType",uvType, "normalType",normalType, "vertexColorType",vertexColorType, object, geometryGroup, materials );
  477. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  478. if ( normalType ) {
  479. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  480. }
  481. if ( geometry.hasTangents ) {
  482. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  483. }
  484. if ( vertexColorType ) {
  485. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  486. }
  487. if ( uvType ) {
  488. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  489. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  490. }
  491. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  492. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  493. }
  494. }
  495. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  496. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  497. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  498. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  499. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  500. }
  501. geometryGroup.__faceArray = new Uint16Array( ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 ));
  502. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  503. if ( geometryGroup.numMorphTargets ) {
  504. geometryGroup.__morphTargetsArrays = [];
  505. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  506. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  507. }
  508. }
  509. geometryGroup.__needsSmoothNormals = ( normalType == THREE.SmoothShading );
  510. geometryGroup.__uvType = uvType;
  511. geometryGroup.__vertexColorType = vertexColorType;
  512. geometryGroup.__normalType = normalType;
  513. geometryGroup.__webglFaceCount = ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 );
  514. geometryGroup.__webglLineCount = nlines * 2;
  515. // custom attributes
  516. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  517. material = materials[ m ];
  518. if ( material.attributes ) {
  519. if ( geometryGroup.__webglCustomAttributes === undefined ) {
  520. geometryGroup.__webglCustomAttributes = {};
  521. }
  522. for ( a in material.attributes ) {
  523. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  524. // attribute buffers which are correctly indexed in the setMeshBuffers function
  525. originalAttribute = material.attributes[ a ];
  526. attribute = {};
  527. for ( property in originalAttribute ) {
  528. attribute[ property ] = originalAttribute[ property ];
  529. }
  530. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  531. attribute.__webglInitialized = true;
  532. size = 1; // "f" and "i"
  533. if( attribute.type === "v2" ) size = 2;
  534. else if( attribute.type === "v3" ) size = 3;
  535. else if( attribute.type === "v4" ) size = 4;
  536. else if( attribute.type === "c" ) size = 3;
  537. attribute.size = size;
  538. attribute.array = new Float32Array( nvertices * size );
  539. attribute.buffer = _gl.createBuffer();
  540. attribute.buffer.belongsToAttribute = a;
  541. originalAttribute.needsUpdate = true;
  542. attribute.__original = originalAttribute;
  543. }
  544. geometryGroup.__webglCustomAttributes[ a ] = attribute;
  545. }
  546. }
  547. }
  548. geometryGroup.__inittedArrays = true;
  549. };
  550. function setMeshBuffers( geometryGroup, object, hint, dispose ) {
  551. if ( ! geometryGroup.__inittedArrays ) {
  552. // console.log( object );
  553. return;
  554. }
  555. var f, fl, fi, face,
  556. vertexNormals, faceNormal, normal,
  557. vertexColors, faceColor,
  558. vertexTangents,
  559. uvType, vertexColorType, normalType,
  560. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  561. c1, c2, c3, c4,
  562. sw1, sw2, sw3, sw4,
  563. si1, si2, si3, si4,
  564. sa1, sa2, sa3, sa4,
  565. sb1, sb2, sb3, sb4,
  566. m, ml, i,
  567. vn, uvi, uv2i,
  568. vk, vkl, vka,
  569. a,
  570. vertexIndex = 0,
  571. offset = 0,
  572. offset_uv = 0,
  573. offset_uv2 = 0,
  574. offset_face = 0,
  575. offset_normal = 0,
  576. offset_tangent = 0,
  577. offset_line = 0,
  578. offset_color = 0,
  579. offset_skin = 0,
  580. offset_morphTarget = 0,
  581. offset_custom = 0,
  582. offset_customSrc = 0,
  583. value,
  584. vertexArray = geometryGroup.__vertexArray,
  585. uvArray = geometryGroup.__uvArray,
  586. uv2Array = geometryGroup.__uv2Array,
  587. normalArray = geometryGroup.__normalArray,
  588. tangentArray = geometryGroup.__tangentArray,
  589. colorArray = geometryGroup.__colorArray,
  590. skinVertexAArray = geometryGroup.__skinVertexAArray,
  591. skinVertexBArray = geometryGroup.__skinVertexBArray,
  592. skinIndexArray = geometryGroup.__skinIndexArray,
  593. skinWeightArray = geometryGroup.__skinWeightArray,
  594. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  595. customAttributes = geometryGroup.__webglCustomAttributes,
  596. customAttribute,
  597. faceArray = geometryGroup.__faceArray,
  598. lineArray = geometryGroup.__lineArray,
  599. needsSmoothNormals = geometryGroup.__needsSmoothNormals,
  600. vertexColorType = geometryGroup.__vertexColorType,
  601. uvType = geometryGroup.__uvType,
  602. normalType = geometryGroup.__normalType,
  603. geometry = object.geometry, // this is shared for all chunks
  604. dirtyVertices = geometry.__dirtyVertices,
  605. dirtyElements = geometry.__dirtyElements,
  606. dirtyUvs = geometry.__dirtyUvs,
  607. dirtyNormals = geometry.__dirtyNormals,
  608. dirtyTangents = geometry.__dirtyTangents,
  609. dirtyColors = geometry.__dirtyColors,
  610. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  611. vertices = geometry.vertices,
  612. chunk_faces = geometryGroup.faces,
  613. obj_faces = geometry.faces,
  614. obj_uvs = geometry.faceVertexUvs[ 0 ],
  615. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  616. obj_colors = geometry.colors,
  617. obj_skinVerticesA = geometry.skinVerticesA,
  618. obj_skinVerticesB = geometry.skinVerticesB,
  619. obj_skinIndices = geometry.skinIndices,
  620. obj_skinWeights = geometry.skinWeights,
  621. morphTargets = geometry.morphTargets;
  622. if ( customAttributes ) {
  623. for ( a in customAttributes ) {
  624. customAttributes[ a ].offset = 0;
  625. customAttributes[ a ].offsetSrc = 0;
  626. }
  627. }
  628. for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
  629. fi = chunk_faces[ f ];
  630. face = obj_faces[ fi ];
  631. if ( obj_uvs ) {
  632. uv = obj_uvs[ fi ];
  633. }
  634. if ( obj_uvs2 ) {
  635. uv2 = obj_uvs2[ fi ];
  636. }
  637. vertexNormals = face.vertexNormals;
  638. faceNormal = face.normal;
  639. vertexColors = face.vertexColors;
  640. faceColor = face.color;
  641. vertexTangents = face.vertexTangents;
  642. if ( face instanceof THREE.Face3 ) {
  643. if ( dirtyVertices ) {
  644. v1 = vertices[ face.a ].position;
  645. v2 = vertices[ face.b ].position;
  646. v3 = vertices[ face.c ].position;
  647. vertexArray[ offset ] = v1.x;
  648. vertexArray[ offset + 1 ] = v1.y;
  649. vertexArray[ offset + 2 ] = v1.z;
  650. vertexArray[ offset + 3 ] = v2.x;
  651. vertexArray[ offset + 4 ] = v2.y;
  652. vertexArray[ offset + 5 ] = v2.z;
  653. vertexArray[ offset + 6 ] = v3.x;
  654. vertexArray[ offset + 7 ] = v3.y;
  655. vertexArray[ offset + 8 ] = v3.z;
  656. offset += 9;
  657. }
  658. if ( customAttributes ) {
  659. for ( a in customAttributes ) {
  660. customAttribute = customAttributes[ a ];
  661. if ( customAttribute.__original.needsUpdate ) {
  662. offset_custom = customAttribute.offset;
  663. offset_customSrc = customAttribute.offsetSrc;
  664. if ( customAttribute.size === 1 ) {
  665. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  666. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  667. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  668. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  669. } else if ( customAttribute.boundTo === "faces" ) {
  670. value = customAttribute.value[ offset_customSrc ];
  671. customAttribute.array[ offset_custom ] = value;
  672. customAttribute.array[ offset_custom + 1 ] = value;
  673. customAttribute.array[ offset_custom + 2 ] = value;
  674. customAttribute.offsetSrc ++;
  675. } else if ( customAttribute.boundTo === "faceVertices" ) {
  676. customAttribute.array[ offset_custom ] = customAttribute.value[ offset_customSrc ];
  677. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  678. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  679. customAttribute.offsetSrc += 3;
  680. }
  681. customAttribute.offset += 3;
  682. } else {
  683. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  684. v1 = customAttribute.value[ face.a ];
  685. v2 = customAttribute.value[ face.b ];
  686. v3 = customAttribute.value[ face.c ];
  687. } else if ( customAttribute.boundTo === "faces" ) {
  688. value = customAttribute.value[ offset_customSrc ];
  689. v1 = value;
  690. v2 = value;
  691. v3 = value;
  692. customAttribute.offsetSrc ++;
  693. } else if ( customAttribute.boundTo === "faceVertices" ) {
  694. v1 = customAttribute.value[ offset_customSrc ];
  695. v2 = customAttribute.value[ offset_customSrc + 1 ];
  696. v3 = customAttribute.value[ offset_customSrc + 2 ];
  697. customAttribute.offsetSrc += 3;
  698. }
  699. if ( customAttribute.size === 2 ) {
  700. customAttribute.array[ offset_custom ] = v1.x;
  701. customAttribute.array[ offset_custom + 1 ] = v1.y;
  702. customAttribute.array[ offset_custom + 2 ] = v2.x;
  703. customAttribute.array[ offset_custom + 3 ] = v2.y;
  704. customAttribute.array[ offset_custom + 4 ] = v3.x;
  705. customAttribute.array[ offset_custom + 5 ] = v3.y;
  706. customAttribute.offset += 6;
  707. } else if ( customAttribute.size === 3 ) {
  708. if ( customAttribute.type === "c" ) {
  709. customAttribute.array[ offset_custom ] = v1.r;
  710. customAttribute.array[ offset_custom + 1 ] = v1.g;
  711. customAttribute.array[ offset_custom + 2 ] = v1.b;
  712. customAttribute.array[ offset_custom + 3 ] = v2.r;
  713. customAttribute.array[ offset_custom + 4 ] = v2.g;
  714. customAttribute.array[ offset_custom + 5 ] = v2.b;
  715. customAttribute.array[ offset_custom + 6 ] = v3.r;
  716. customAttribute.array[ offset_custom + 7 ] = v3.g;
  717. customAttribute.array[ offset_custom + 8 ] = v3.b;
  718. } else {
  719. customAttribute.array[ offset_custom ] = v1.x;
  720. customAttribute.array[ offset_custom + 1 ] = v1.y;
  721. customAttribute.array[ offset_custom + 2 ] = v1.z;
  722. customAttribute.array[ offset_custom + 3 ] = v2.x;
  723. customAttribute.array[ offset_custom + 4 ] = v2.y;
  724. customAttribute.array[ offset_custom + 5 ] = v2.z;
  725. customAttribute.array[ offset_custom + 6 ] = v3.x;
  726. customAttribute.array[ offset_custom + 7 ] = v3.y;
  727. customAttribute.array[ offset_custom + 8 ] = v3.z;
  728. }
  729. customAttribute.offset += 9;
  730. } else {
  731. customAttribute.array[ offset_custom ] = v1.x;
  732. customAttribute.array[ offset_custom + 1 ] = v1.y;
  733. customAttribute.array[ offset_custom + 2 ] = v1.z;
  734. customAttribute.array[ offset_custom + 3 ] = v1.w;
  735. customAttribute.array[ offset_custom + 4 ] = v2.x;
  736. customAttribute.array[ offset_custom + 5 ] = v2.y;
  737. customAttribute.array[ offset_custom + 6 ] = v2.z;
  738. customAttribute.array[ offset_custom + 7 ] = v2.w;
  739. customAttribute.array[ offset_custom + 8 ] = v3.x;
  740. customAttribute.array[ offset_custom + 9 ] = v3.y;
  741. customAttribute.array[ offset_custom + 10 ] = v3.z;
  742. customAttribute.array[ offset_custom + 11 ] = v3.w;
  743. customAttribute.offset += 12;
  744. }
  745. }
  746. }
  747. }
  748. }
  749. if ( dirtyMorphTargets ) {
  750. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  751. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  752. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  753. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  754. vka = morphTargetsArrays[ vk ];
  755. vka[ offset_morphTarget ] = v1.x;
  756. vka[ offset_morphTarget + 1 ] = v1.y;
  757. vka[ offset_morphTarget + 2 ] = v1.z;
  758. vka[ offset_morphTarget + 3 ] = v2.x;
  759. vka[ offset_morphTarget + 4 ] = v2.y;
  760. vka[ offset_morphTarget + 5 ] = v2.z;
  761. vka[ offset_morphTarget + 6 ] = v3.x;
  762. vka[ offset_morphTarget + 7 ] = v3.y;
  763. vka[ offset_morphTarget + 8 ] = v3.z;
  764. }
  765. offset_morphTarget += 9;
  766. }
  767. if ( obj_skinWeights.length ) {
  768. // weights
  769. sw1 = obj_skinWeights[ face.a ];
  770. sw2 = obj_skinWeights[ face.b ];
  771. sw3 = obj_skinWeights[ face.c ];
  772. skinWeightArray[ offset_skin ] = sw1.x;
  773. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  774. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  775. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  776. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  777. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  778. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  779. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  780. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  781. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  782. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  783. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  784. // indices
  785. si1 = obj_skinIndices[ face.a ];
  786. si2 = obj_skinIndices[ face.b ];
  787. si3 = obj_skinIndices[ face.c ];
  788. skinIndexArray[ offset_skin ] = si1.x;
  789. skinIndexArray[ offset_skin + 1 ] = si1.y;
  790. skinIndexArray[ offset_skin + 2 ] = si1.z;
  791. skinIndexArray[ offset_skin + 3 ] = si1.w;
  792. skinIndexArray[ offset_skin + 4 ] = si2.x;
  793. skinIndexArray[ offset_skin + 5 ] = si2.y;
  794. skinIndexArray[ offset_skin + 6 ] = si2.z;
  795. skinIndexArray[ offset_skin + 7 ] = si2.w;
  796. skinIndexArray[ offset_skin + 8 ] = si3.x;
  797. skinIndexArray[ offset_skin + 9 ] = si3.y;
  798. skinIndexArray[ offset_skin + 10 ] = si3.z;
  799. skinIndexArray[ offset_skin + 11 ] = si3.w;
  800. // vertices A
  801. sa1 = obj_skinVerticesA[ face.a ];
  802. sa2 = obj_skinVerticesA[ face.b ];
  803. sa3 = obj_skinVerticesA[ face.c ];
  804. skinVertexAArray[ offset_skin ] = sa1.x;
  805. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  806. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  807. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  808. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  809. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  810. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  811. skinVertexAArray[ offset_skin + 7 ] = 1;
  812. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  813. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  814. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  815. skinVertexAArray[ offset_skin + 11 ] = 1;
  816. // vertices B
  817. sb1 = obj_skinVerticesB[ face.a ];
  818. sb2 = obj_skinVerticesB[ face.b ];
  819. sb3 = obj_skinVerticesB[ face.c ];
  820. skinVertexBArray[ offset_skin ] = sb1.x;
  821. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  822. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  823. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  824. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  825. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  826. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  827. skinVertexBArray[ offset_skin + 7 ] = 1;
  828. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  829. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  830. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  831. skinVertexBArray[ offset_skin + 11 ] = 1;
  832. offset_skin += 12;
  833. }
  834. if ( dirtyColors && vertexColorType ) {
  835. if ( vertexColors.length == 3 && vertexColorType == THREE.VertexColors ) {
  836. c1 = vertexColors[ 0 ];
  837. c2 = vertexColors[ 1 ];
  838. c3 = vertexColors[ 2 ];
  839. } else {
  840. c1 = faceColor;
  841. c2 = faceColor;
  842. c3 = faceColor;
  843. }
  844. colorArray[ offset_color ] = c1.r;
  845. colorArray[ offset_color + 1 ] = c1.g;
  846. colorArray[ offset_color + 2 ] = c1.b;
  847. colorArray[ offset_color + 3 ] = c2.r;
  848. colorArray[ offset_color + 4 ] = c2.g;
  849. colorArray[ offset_color + 5 ] = c2.b;
  850. colorArray[ offset_color + 6 ] = c3.r;
  851. colorArray[ offset_color + 7 ] = c3.g;
  852. colorArray[ offset_color + 8 ] = c3.b;
  853. offset_color += 9;
  854. }
  855. if ( dirtyTangents && geometry.hasTangents ) {
  856. t1 = vertexTangents[ 0 ];
  857. t2 = vertexTangents[ 1 ];
  858. t3 = vertexTangents[ 2 ];
  859. tangentArray[ offset_tangent ] = t1.x;
  860. tangentArray[ offset_tangent + 1 ] = t1.y;
  861. tangentArray[ offset_tangent + 2 ] = t1.z;
  862. tangentArray[ offset_tangent + 3 ] = t1.w;
  863. tangentArray[ offset_tangent + 4 ] = t2.x;
  864. tangentArray[ offset_tangent + 5 ] = t2.y;
  865. tangentArray[ offset_tangent + 6 ] = t2.z;
  866. tangentArray[ offset_tangent + 7 ] = t2.w;
  867. tangentArray[ offset_tangent + 8 ] = t3.x;
  868. tangentArray[ offset_tangent + 9 ] = t3.y;
  869. tangentArray[ offset_tangent + 10 ] = t3.z;
  870. tangentArray[ offset_tangent + 11 ] = t3.w;
  871. offset_tangent += 12;
  872. }
  873. if ( dirtyNormals && normalType ) {
  874. if ( vertexNormals.length == 3 && needsSmoothNormals ) {
  875. for ( i = 0; i < 3; i ++ ) {
  876. vn = vertexNormals[ i ];
  877. normalArray[ offset_normal ] = vn.x;
  878. normalArray[ offset_normal + 1 ] = vn.y;
  879. normalArray[ offset_normal + 2 ] = vn.z;
  880. offset_normal += 3;
  881. }
  882. } else {
  883. for ( i = 0; i < 3; i ++ ) {
  884. normalArray[ offset_normal ] = faceNormal.x;
  885. normalArray[ offset_normal + 1 ] = faceNormal.y;
  886. normalArray[ offset_normal + 2 ] = faceNormal.z;
  887. offset_normal += 3;
  888. }
  889. }
  890. }
  891. if ( dirtyUvs && uv !== undefined && uvType ) {
  892. for ( i = 0; i < 3; i ++ ) {
  893. uvi = uv[ i ];
  894. uvArray[ offset_uv ] = uvi.u;
  895. uvArray[ offset_uv + 1 ] = uvi.v;
  896. offset_uv += 2;
  897. }
  898. }
  899. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  900. for ( i = 0; i < 3; i ++ ) {
  901. uv2i = uv2[ i ];
  902. uv2Array[ offset_uv2 ] = uv2i.u;
  903. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  904. offset_uv2 += 2;
  905. }
  906. }
  907. if ( dirtyElements ) {
  908. faceArray[ offset_face ] = vertexIndex;
  909. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  910. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  911. offset_face += 3;
  912. lineArray[ offset_line ] = vertexIndex;
  913. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  914. lineArray[ offset_line + 2 ] = vertexIndex;
  915. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  916. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  917. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  918. offset_line += 6;
  919. vertexIndex += 3;
  920. }
  921. } else if ( face instanceof THREE.Face4 ) {
  922. if ( dirtyVertices ) {
  923. v1 = vertices[ face.a ].position;
  924. v2 = vertices[ face.b ].position;
  925. v3 = vertices[ face.c ].position;
  926. v4 = vertices[ face.d ].position;
  927. vertexArray[ offset ] = v1.x;
  928. vertexArray[ offset + 1 ] = v1.y;
  929. vertexArray[ offset + 2 ] = v1.z;
  930. vertexArray[ offset + 3 ] = v2.x;
  931. vertexArray[ offset + 4 ] = v2.y;
  932. vertexArray[ offset + 5 ] = v2.z;
  933. vertexArray[ offset + 6 ] = v3.x;
  934. vertexArray[ offset + 7 ] = v3.y;
  935. vertexArray[ offset + 8 ] = v3.z;
  936. vertexArray[ offset + 9 ] = v4.x;
  937. vertexArray[ offset + 10 ] = v4.y;
  938. vertexArray[ offset + 11 ] = v4.z;
  939. offset += 12;
  940. }
  941. if ( customAttributes ) {
  942. for ( a in customAttributes ) {
  943. customAttribute = customAttributes[ a ];
  944. if ( customAttribute.__original.needsUpdate ) {
  945. offset_custom = customAttribute.offset;
  946. offset_customSrc = customAttribute.offsetSrc;
  947. if ( customAttribute.size === 1 ) {
  948. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  949. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  950. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  951. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  952. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  953. } else if ( customAttribute.boundTo === "faces" ) {
  954. value = customAttribute.value[ offset_customSrc ];
  955. customAttribute.array[ offset_custom ] = value;
  956. customAttribute.array[ offset_custom + 1 ] = value;
  957. customAttribute.array[ offset_custom + 2 ] = value;
  958. customAttribute.array[ offset_custom + 3 ] = value;
  959. customAttribute.offsetSrc ++;
  960. } else if ( customAttribute.boundTo === "faceVertices" ) {
  961. customAttribute.array[ offset_custom ] = customAttribute.value[ offset_customSrc ];
  962. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  963. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  964. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc + 3 ];
  965. customAttribute.offsetSrc += 4;
  966. }
  967. customAttribute.offset += 4;
  968. } else {
  969. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  970. v1 = customAttribute.value[ face.a ];
  971. v2 = customAttribute.value[ face.b ];
  972. v3 = customAttribute.value[ face.c ];
  973. v4 = customAttribute.value[ face.d ];
  974. } else if ( customAttribute.boundTo === "faces" ) {
  975. value = customAttribute.value[ offset_customSrc ];
  976. v1 = value;
  977. v2 = value;
  978. v3 = value;
  979. v4 = value;
  980. customAttribute.offsetSrc ++;
  981. } else if ( customAttribute.boundTo === "faceVertices" ) {
  982. v1 = customAttribute.value[ offset_customSrc ];
  983. v2 = customAttribute.value[ offset_customSrc + 1 ];
  984. v3 = customAttribute.value[ offset_customSrc + 2 ];
  985. v4 = customAttribute.value[ offset_customSrc + 3 ];
  986. customAttribute.offsetSrc += 4;
  987. }
  988. if ( customAttribute.size === 2 ) {
  989. customAttribute.array[ offset_custom ] = v1.x;
  990. customAttribute.array[ offset_custom + 1 ] = v1.y;
  991. customAttribute.array[ offset_custom + 2 ] = v2.x;
  992. customAttribute.array[ offset_custom + 3 ] = v2.y;
  993. customAttribute.array[ offset_custom + 4 ] = v3.x;
  994. customAttribute.array[ offset_custom + 5 ] = v3.y;
  995. customAttribute.array[ offset_custom + 6 ] = v4.x;
  996. customAttribute.array[ offset_custom + 7 ] = v4.y;
  997. customAttribute.offset += 8;
  998. } else if ( customAttribute.size === 3 ) {
  999. if ( customAttribute.type === "c" ) {
  1000. customAttribute.array[ offset_custom ] = v1.r;
  1001. customAttribute.array[ offset_custom + 1 ] = v1.g;
  1002. customAttribute.array[ offset_custom + 2 ] = v1.b;
  1003. customAttribute.array[ offset_custom + 3 ] = v2.r;
  1004. customAttribute.array[ offset_custom + 4 ] = v2.g;
  1005. customAttribute.array[ offset_custom + 5 ] = v2.b;
  1006. customAttribute.array[ offset_custom + 6 ] = v3.r;
  1007. customAttribute.array[ offset_custom + 7 ] = v3.g;
  1008. customAttribute.array[ offset_custom + 8 ] = v3.b;
  1009. customAttribute.array[ offset_custom + 9 ] = v4.r;
  1010. customAttribute.array[ offset_custom + 10 ] = v4.g;
  1011. customAttribute.array[ offset_custom + 11 ] = v4.b;
  1012. } else {
  1013. customAttribute.array[ offset_custom ] = v1.x;
  1014. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1015. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1016. customAttribute.array[ offset_custom + 3 ] = v2.x;
  1017. customAttribute.array[ offset_custom + 4 ] = v2.y;
  1018. customAttribute.array[ offset_custom + 5 ] = v2.z;
  1019. customAttribute.array[ offset_custom + 6 ] = v3.x;
  1020. customAttribute.array[ offset_custom + 7 ] = v3.y;
  1021. customAttribute.array[ offset_custom + 8 ] = v3.z;
  1022. customAttribute.array[ offset_custom + 9 ] = v4.x;
  1023. customAttribute.array[ offset_custom + 10 ] = v4.y;
  1024. customAttribute.array[ offset_custom + 11 ] = v4.z;
  1025. }
  1026. customAttribute.offset += 12;
  1027. } else {
  1028. customAttribute.array[ offset_custom ] = v1.x;
  1029. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1030. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1031. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1032. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1033. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1034. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1035. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1036. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1037. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1038. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1039. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1040. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1041. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1042. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1043. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1044. customAttribute.offset += 16;
  1045. }
  1046. }
  1047. }
  1048. }
  1049. }
  1050. if ( dirtyMorphTargets ) {
  1051. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  1052. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  1053. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  1054. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  1055. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  1056. vka = morphTargetsArrays[ vk ];
  1057. vka[ offset_morphTarget ] = v1.x;
  1058. vka[ offset_morphTarget + 1 ] = v1.y;
  1059. vka[ offset_morphTarget + 2 ] = v1.z;
  1060. vka[ offset_morphTarget + 3 ] = v2.x;
  1061. vka[ offset_morphTarget + 4 ] = v2.y;
  1062. vka[ offset_morphTarget + 5 ] = v2.z;
  1063. vka[ offset_morphTarget + 6 ] = v3.x;
  1064. vka[ offset_morphTarget + 7 ] = v3.y;
  1065. vka[ offset_morphTarget + 8 ] = v3.z;
  1066. vka[ offset_morphTarget + 9 ] = v4.x;
  1067. vka[ offset_morphTarget + 10 ] = v4.y;
  1068. vka[ offset_morphTarget + 11 ] = v4.z;
  1069. }
  1070. offset_morphTarget += 12;
  1071. }
  1072. if ( obj_skinWeights.length ) {
  1073. // weights
  1074. sw1 = obj_skinWeights[ face.a ];
  1075. sw2 = obj_skinWeights[ face.b ];
  1076. sw3 = obj_skinWeights[ face.c ];
  1077. sw4 = obj_skinWeights[ face.d ];
  1078. skinWeightArray[ offset_skin ] = sw1.x;
  1079. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1080. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1081. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1082. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1083. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1084. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1085. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1086. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1087. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1088. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1089. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1090. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  1091. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  1092. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  1093. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  1094. // indices
  1095. si1 = obj_skinIndices[ face.a ];
  1096. si2 = obj_skinIndices[ face.b ];
  1097. si3 = obj_skinIndices[ face.c ];
  1098. si4 = obj_skinIndices[ face.d ];
  1099. skinIndexArray[ offset_skin ] = si1.x;
  1100. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1101. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1102. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1103. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1104. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1105. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1106. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1107. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1108. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1109. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1110. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1111. skinIndexArray[ offset_skin + 12 ] = si4.x;
  1112. skinIndexArray[ offset_skin + 13 ] = si4.y;
  1113. skinIndexArray[ offset_skin + 14 ] = si4.z;
  1114. skinIndexArray[ offset_skin + 15 ] = si4.w;
  1115. // vertices A
  1116. sa1 = obj_skinVerticesA[ face.a ];
  1117. sa2 = obj_skinVerticesA[ face.b ];
  1118. sa3 = obj_skinVerticesA[ face.c ];
  1119. sa4 = obj_skinVerticesA[ face.d ];
  1120. skinVertexAArray[ offset_skin ] = sa1.x;
  1121. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1122. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1123. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1124. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1125. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1126. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1127. skinVertexAArray[ offset_skin + 7 ] = 1;
  1128. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1129. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1130. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1131. skinVertexAArray[ offset_skin + 11 ] = 1;
  1132. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1133. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1134. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1135. skinVertexAArray[ offset_skin + 15 ] = 1;
  1136. // vertices B
  1137. sb1 = obj_skinVerticesB[ face.a ];
  1138. sb2 = obj_skinVerticesB[ face.b ];
  1139. sb3 = obj_skinVerticesB[ face.c ];
  1140. sb4 = obj_skinVerticesB[ face.d ];
  1141. skinVertexBArray[ offset_skin ] = sb1.x;
  1142. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1143. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1144. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1145. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1146. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1147. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1148. skinVertexBArray[ offset_skin + 7 ] = 1;
  1149. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1150. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1151. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1152. skinVertexBArray[ offset_skin + 11 ] = 1;
  1153. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1154. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1155. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1156. skinVertexBArray[ offset_skin + 15 ] = 1;
  1157. offset_skin += 16;
  1158. }
  1159. if ( dirtyColors && vertexColorType ) {
  1160. if ( vertexColors.length == 4 && vertexColorType == THREE.VertexColors ) {
  1161. c1 = vertexColors[ 0 ];
  1162. c2 = vertexColors[ 1 ];
  1163. c3 = vertexColors[ 2 ];
  1164. c4 = vertexColors[ 3 ];
  1165. } else {
  1166. c1 = faceColor;
  1167. c2 = faceColor;
  1168. c3 = faceColor;
  1169. c4 = faceColor;
  1170. }
  1171. colorArray[ offset_color ] = c1.r;
  1172. colorArray[ offset_color + 1 ] = c1.g;
  1173. colorArray[ offset_color + 2 ] = c1.b;
  1174. colorArray[ offset_color + 3 ] = c2.r;
  1175. colorArray[ offset_color + 4 ] = c2.g;
  1176. colorArray[ offset_color + 5 ] = c2.b;
  1177. colorArray[ offset_color + 6 ] = c3.r;
  1178. colorArray[ offset_color + 7 ] = c3.g;
  1179. colorArray[ offset_color + 8 ] = c3.b;
  1180. colorArray[ offset_color + 9 ] = c4.r;
  1181. colorArray[ offset_color + 10 ] = c4.g;
  1182. colorArray[ offset_color + 11 ] = c4.b;
  1183. offset_color += 12;
  1184. }
  1185. if ( dirtyTangents && geometry.hasTangents ) {
  1186. t1 = vertexTangents[ 0 ];
  1187. t2 = vertexTangents[ 1 ];
  1188. t3 = vertexTangents[ 2 ];
  1189. t4 = vertexTangents[ 3 ];
  1190. tangentArray[ offset_tangent ] = t1.x;
  1191. tangentArray[ offset_tangent + 1 ] = t1.y;
  1192. tangentArray[ offset_tangent + 2 ] = t1.z;
  1193. tangentArray[ offset_tangent + 3 ] = t1.w;
  1194. tangentArray[ offset_tangent + 4 ] = t2.x;
  1195. tangentArray[ offset_tangent + 5 ] = t2.y;
  1196. tangentArray[ offset_tangent + 6 ] = t2.z;
  1197. tangentArray[ offset_tangent + 7 ] = t2.w;
  1198. tangentArray[ offset_tangent + 8 ] = t3.x;
  1199. tangentArray[ offset_tangent + 9 ] = t3.y;
  1200. tangentArray[ offset_tangent + 10 ] = t3.z;
  1201. tangentArray[ offset_tangent + 11 ] = t3.w;
  1202. tangentArray[ offset_tangent + 12 ] = t4.x;
  1203. tangentArray[ offset_tangent + 13 ] = t4.y;
  1204. tangentArray[ offset_tangent + 14 ] = t4.z;
  1205. tangentArray[ offset_tangent + 15 ] = t4.w;
  1206. offset_tangent += 16;
  1207. }
  1208. if ( dirtyNormals && normalType ) {
  1209. if ( vertexNormals.length == 4 && needsSmoothNormals ) {
  1210. for ( i = 0; i < 4; i ++ ) {
  1211. vn = vertexNormals[ i ];
  1212. normalArray[ offset_normal ] = vn.x;
  1213. normalArray[ offset_normal + 1 ] = vn.y;
  1214. normalArray[ offset_normal + 2 ] = vn.z;
  1215. offset_normal += 3;
  1216. }
  1217. } else {
  1218. for ( i = 0; i < 4; i ++ ) {
  1219. normalArray[ offset_normal ] = faceNormal.x;
  1220. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1221. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1222. offset_normal += 3;
  1223. }
  1224. }
  1225. }
  1226. if ( dirtyUvs && uv !== undefined && uvType ) {
  1227. for ( i = 0; i < 4; i ++ ) {
  1228. uvi = uv[ i ];
  1229. uvArray[ offset_uv ] = uvi.u;
  1230. uvArray[ offset_uv + 1 ] = uvi.v;
  1231. offset_uv += 2;
  1232. }
  1233. }
  1234. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  1235. for ( i = 0; i < 4; i ++ ) {
  1236. uv2i = uv2[ i ];
  1237. uv2Array[ offset_uv2 ] = uv2i.u;
  1238. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1239. offset_uv2 += 2;
  1240. }
  1241. }
  1242. if ( dirtyElements ) {
  1243. faceArray[ offset_face ] = vertexIndex;
  1244. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1245. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1246. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1247. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1248. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1249. offset_face += 6;
  1250. lineArray[ offset_line ] = vertexIndex;
  1251. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1252. lineArray[ offset_line + 2 ] = vertexIndex;
  1253. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1254. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1255. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1256. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1257. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1258. offset_line += 8;
  1259. vertexIndex += 4;
  1260. }
  1261. }
  1262. }
  1263. if ( dirtyVertices ) {
  1264. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1265. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1266. }
  1267. if ( customAttributes ) {
  1268. for ( a in customAttributes ) {
  1269. customAttribute = customAttributes[ a ];
  1270. if ( customAttribute.__original.needsUpdate ) {
  1271. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1272. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1273. }
  1274. }
  1275. }
  1276. if ( dirtyMorphTargets ) {
  1277. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  1278. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1279. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1280. }
  1281. }
  1282. if ( dirtyColors && offset_color > 0 ) {
  1283. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1284. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1285. }
  1286. if ( dirtyNormals ) {
  1287. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1288. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1289. }
  1290. if ( dirtyTangents && geometry.hasTangents ) {
  1291. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1292. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1293. }
  1294. if ( dirtyUvs && offset_uv > 0 ) {
  1295. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1296. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1297. }
  1298. if ( dirtyUvs && offset_uv2 > 0 ) {
  1299. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1300. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1301. }
  1302. if ( dirtyElements ) {
  1303. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1304. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1305. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1306. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1307. }
  1308. if ( offset_skin > 0 ) {
  1309. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1310. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1311. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1312. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1313. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1314. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1315. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1316. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1317. }
  1318. if ( dispose ) {
  1319. delete geometryGroup.__inittedArrays;
  1320. delete geometryGroup.__colorArray;
  1321. delete geometryGroup.__normalArray;
  1322. delete geometryGroup.__tangentArray;
  1323. delete geometryGroup.__uvArray;
  1324. delete geometryGroup.__uv2Array;
  1325. delete geometryGroup.__faceArray;
  1326. delete geometryGroup.__vertexArray;
  1327. delete geometryGroup.__lineArray;
  1328. delete geometryGroup.__skinVertexAArray;
  1329. delete geometryGroup.__skinVertexBArray;
  1330. delete geometryGroup.__skinIndexArray;
  1331. delete geometryGroup.__skinWeightArray;
  1332. }
  1333. };
  1334. function setLineBuffers ( geometry, hint ) {
  1335. var v, c, vertex, offset,
  1336. vertices = geometry.vertices,
  1337. colors = geometry.colors,
  1338. vl = vertices.length,
  1339. cl = colors.length,
  1340. vertexArray = geometry.__vertexArray,
  1341. colorArray = geometry.__colorArray,
  1342. dirtyVertices = geometry.__dirtyVertices,
  1343. dirtyColors = geometry.__dirtyColors;
  1344. if ( dirtyVertices ) {
  1345. for ( v = 0; v < vl; v ++ ) {
  1346. vertex = vertices[ v ].position;
  1347. offset = v * 3;
  1348. vertexArray[ offset ] = vertex.x;
  1349. vertexArray[ offset + 1 ] = vertex.y;
  1350. vertexArray[ offset + 2 ] = vertex.z;
  1351. }
  1352. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1353. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1354. }
  1355. if ( dirtyColors ) {
  1356. for ( c = 0; c < cl; c ++ ) {
  1357. color = colors[ c ];
  1358. offset = c * 3;
  1359. colorArray[ offset ] = color.r;
  1360. colorArray[ offset + 1 ] = color.g;
  1361. colorArray[ offset + 2 ] = color.b;
  1362. }
  1363. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1364. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1365. }
  1366. };
  1367. function setRibbonBuffers ( geometry, hint ) {
  1368. var v, c, vertex, offset,
  1369. vertices = geometry.vertices,
  1370. colors = geometry.colors,
  1371. vl = vertices.length,
  1372. cl = colors.length,
  1373. vertexArray = geometry.__vertexArray,
  1374. colorArray = geometry.__colorArray,
  1375. dirtyVertices = geometry.__dirtyVertices,
  1376. dirtyColors = geometry.__dirtyColors;
  1377. if ( dirtyVertices ) {
  1378. for ( v = 0; v < vl; v ++ ) {
  1379. vertex = vertices[ v ].position;
  1380. offset = v * 3;
  1381. vertexArray[ offset ] = vertex.x;
  1382. vertexArray[ offset + 1 ] = vertex.y;
  1383. vertexArray[ offset + 2 ] = vertex.z;
  1384. }
  1385. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1386. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1387. }
  1388. if ( dirtyColors ) {
  1389. for ( c = 0; c < cl; c ++ ) {
  1390. color = colors[ c ];
  1391. offset = c * 3;
  1392. colorArray[ offset ] = color.r;
  1393. colorArray[ offset + 1 ] = color.g;
  1394. colorArray[ offset + 2 ] = color.b;
  1395. }
  1396. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1397. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1398. }
  1399. };
  1400. function setParticleBuffers ( geometry, hint, object ) {
  1401. var v, c, vertex, offset,
  1402. vertices = geometry.vertices,
  1403. vl = vertices.length,
  1404. colors = geometry.colors,
  1405. cl = colors.length,
  1406. vertexArray = geometry.__vertexArray,
  1407. colorArray = geometry.__colorArray,
  1408. sortArray = geometry.__sortArray,
  1409. dirtyVertices = geometry.__dirtyVertices,
  1410. dirtyElements = geometry.__dirtyElements,
  1411. dirtyColors = geometry.__dirtyColors,
  1412. customAttributes = geometry.__webglCustomAttributes,
  1413. a, ca, cal, v1,
  1414. offset_custom,
  1415. customAttribute;
  1416. if ( customAttributes ) {
  1417. for ( a in customAttributes ) {
  1418. customAttributes[ a ].offset = 0;
  1419. }
  1420. }
  1421. if ( object.sortParticles ) {
  1422. _projScreenMatrix.multiplySelf( object.matrixWorld );
  1423. for ( v = 0; v < vl; v++ ) {
  1424. vertex = vertices[ v ].position;
  1425. _vector3.copy( vertex );
  1426. _projScreenMatrix.multiplyVector3( _vector3 );
  1427. sortArray[ v ] = [ _vector3.z, v ];
  1428. }
  1429. sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
  1430. for ( v = 0; v < vl; v++ ) {
  1431. vertex = vertices[ sortArray[v][1] ].position;
  1432. offset = v * 3;
  1433. vertexArray[ offset ] = vertex.x;
  1434. vertexArray[ offset + 1 ] = vertex.y;
  1435. vertexArray[ offset + 2 ] = vertex.z;
  1436. }
  1437. for ( c = 0; c < cl; c ++ ) {
  1438. offset = c * 3;
  1439. color = colors[ sortArray[c][1] ];
  1440. colorArray[ offset ] = color.r;
  1441. colorArray[ offset + 1 ] = color.g;
  1442. colorArray[ offset + 2 ] = color.b;
  1443. }
  1444. if ( customAttributes ) {
  1445. for ( a in customAttributes ) {
  1446. customAttribute = customAttributes[ a ];
  1447. cal = customAttribute.value.length;
  1448. for ( ca = 0; ca < cal; ca ++ ) {
  1449. index = sortArray[ca][1];
  1450. offset_custom = customAttribute.offset;
  1451. if ( customAttribute.size === 1 ) {
  1452. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1453. customAttribute.array[ offset_custom ] = customAttribute.value[ index ];
  1454. }
  1455. } else {
  1456. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1457. v1 = customAttribute.value[ index ];
  1458. }
  1459. if ( customAttribute.size === 2 ) {
  1460. customAttribute.array[ offset_custom ] = v1.x;
  1461. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1462. } else if ( customAttribute.size === 3 ) {
  1463. if ( customAttribute.type === "c" ) {
  1464. customAttribute.array[ offset_custom ] = v1.r;
  1465. customAttribute.array[ offset_custom + 1 ] = v1.g;
  1466. customAttribute.array[ offset_custom + 2 ] = v1.b;
  1467. } else {
  1468. customAttribute.array[ offset_custom ] = v1.x;
  1469. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1470. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1471. }
  1472. } else {
  1473. customAttribute.array[ offset_custom ] = v1.x;
  1474. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1475. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1476. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1477. }
  1478. }
  1479. customAttribute.offset += customAttribute.size;
  1480. }
  1481. }
  1482. }
  1483. } else {
  1484. if ( dirtyVertices ) {
  1485. for ( v = 0; v < vl; v++ ) {
  1486. vertex = vertices[ v ].position;
  1487. offset = v * 3;
  1488. vertexArray[ offset ] = vertex.x;
  1489. vertexArray[ offset + 1 ] = vertex.y;
  1490. vertexArray[ offset + 2 ] = vertex.z;
  1491. }
  1492. }
  1493. if ( dirtyColors ) {
  1494. for ( c = 0; c < cl; c ++ ) {
  1495. color = colors[ c ];
  1496. offset = c * 3;
  1497. colorArray[ offset ] = color.r;
  1498. colorArray[ offset + 1 ] = color.g;
  1499. colorArray[ offset + 2 ] = color.b;
  1500. }
  1501. }
  1502. if ( customAttributes ) {
  1503. for ( a in customAttributes ) {
  1504. customAttribute = customAttributes[ a ];
  1505. if ( customAttribute.__original.needsUpdate ) {
  1506. cal = customAttribute.value.length;
  1507. for ( ca = 0; ca < cal; ca ++ ) {
  1508. offset_custom = customAttribute.offset;
  1509. if ( customAttribute.size === 1 ) {
  1510. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1511. customAttribute.array[ offset_custom ] = customAttribute.value[ ca ];
  1512. }
  1513. } else {
  1514. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1515. v1 = customAttribute.value[ ca ];
  1516. }
  1517. if ( customAttribute.size === 2 ) {
  1518. customAttribute.array[ offset_custom ] = v1.x;
  1519. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1520. } else if ( customAttribute.size === 3 ) {
  1521. if ( customAttribute.type === "c" ) {
  1522. customAttribute.array[ offset_custom ] = v1.r;
  1523. customAttribute.array[ offset_custom + 1 ] = v1.g;
  1524. customAttribute.array[ offset_custom + 2 ] = v1.b;
  1525. } else {
  1526. customAttribute.array[ offset_custom ] = v1.x;
  1527. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1528. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1529. }
  1530. } else {
  1531. customAttribute.array[ offset_custom ] = v1.x;
  1532. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1533. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1534. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1535. }
  1536. }
  1537. customAttribute.offset += customAttribute.size;
  1538. }
  1539. }
  1540. }
  1541. }
  1542. }
  1543. if ( dirtyVertices || object.sortParticles ) {
  1544. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1545. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1546. }
  1547. if ( dirtyColors || object.sortParticles ) {
  1548. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1549. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1550. }
  1551. if ( customAttributes ) {
  1552. for ( a in customAttributes ) {
  1553. customAttribute = customAttributes[ a ];
  1554. if ( customAttribute.__original.needsUpdate || object.sortParticles ) {
  1555. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1556. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1557. }
  1558. }
  1559. }
  1560. };
  1561. function setMaterialShaders( material, shaders ) {
  1562. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  1563. material.vertexShader = shaders.vertexShader;
  1564. material.fragmentShader = shaders.fragmentShader;
  1565. };
  1566. function refreshUniformsCommon( uniforms, material ) {
  1567. uniforms.diffuse.value = material.color;
  1568. uniforms.opacity.value = material.opacity;
  1569. uniforms.map.texture = material.map;
  1570. if ( material.map ) {
  1571. uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
  1572. }
  1573. uniforms.lightMap.texture = material.lightMap;
  1574. uniforms.envMap.texture = material.envMap;
  1575. uniforms.reflectivity.value = material.reflectivity;
  1576. uniforms.refractionRatio.value = material.refractionRatio;
  1577. uniforms.combine.value = material.combine;
  1578. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  1579. };
  1580. function refreshUniformsLine( uniforms, material ) {
  1581. uniforms.diffuse.value = material.color;
  1582. uniforms.opacity.value = material.opacity;
  1583. };
  1584. function refreshUniformsParticle( uniforms, material ) {
  1585. uniforms.psColor.value = material.color;
  1586. uniforms.opacity.value = material.opacity;
  1587. uniforms.size.value = material.size;
  1588. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1589. uniforms.map.texture = material.map;
  1590. };
  1591. function refreshUniformsFog( uniforms, fog ) {
  1592. uniforms.fogColor.value = fog.color;
  1593. if ( fog instanceof THREE.Fog ) {
  1594. uniforms.fogNear.value = fog.near;
  1595. uniforms.fogFar.value = fog.far;
  1596. } else if ( fog instanceof THREE.FogExp2 ) {
  1597. uniforms.fogDensity.value = fog.density;
  1598. }
  1599. };
  1600. function refreshUniformsPhong( uniforms, material ) {
  1601. uniforms.ambient.value = material.ambient;
  1602. uniforms.specular.value = material.specular;
  1603. uniforms.shininess.value = material.shininess;
  1604. };
  1605. function refreshUniformsLights( uniforms, lights ) {
  1606. uniforms.enableLighting.value = lights.directional.length + lights.point.length;
  1607. uniforms.ambientLightColor.value = lights.ambient;
  1608. uniforms.directionalLightColor.value = lights.directional.colors;
  1609. uniforms.directionalLightDirection.value = lights.directional.positions;
  1610. uniforms.pointLightColor.value = lights.point.colors;
  1611. uniforms.pointLightPosition.value = lights.point.positions;
  1612. uniforms.pointLightDistance.value = lights.point.distances;
  1613. };
  1614. function refreshUniformsShadow( uniforms, material ) {
  1615. if ( uniforms.shadowMatrix ) {
  1616. for ( var i = 0; i < _shadowMatrix.length; i ++ ) {
  1617. uniforms.shadowMatrix.value[ i ] = _shadowMatrix[ i ];
  1618. uniforms.shadowMap.texture[ i ] = _this.shadowMap[ i ];
  1619. }
  1620. uniforms.shadowDarkness.value = _this.shadowMapDarkness;
  1621. uniforms.shadowBias.value = _this.shadowMapBias;
  1622. }
  1623. };
  1624. this.initMaterial = function ( material, lights, fog, object ) {
  1625. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  1626. if ( material instanceof THREE.MeshDepthMaterial ) {
  1627. shaderID = 'depth';
  1628. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1629. shaderID = 'normal';
  1630. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1631. shaderID = 'basic';
  1632. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1633. shaderID = 'lambert';
  1634. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1635. shaderID = 'phong';
  1636. } else if ( material instanceof THREE.LineBasicMaterial ) {
  1637. shaderID = 'basic';
  1638. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1639. shaderID = 'particle_basic';
  1640. }
  1641. if ( shaderID ) {
  1642. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  1643. }
  1644. // heuristics to create shader parameters according to lights in the scene
  1645. // (not to blow over maxLights budget)
  1646. maxLightCount = allocateLights( lights );
  1647. maxShadows = allocateShadows( lights );
  1648. maxBones = allocateBones( object );
  1649. parameters = {
  1650. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  1651. vertexColors: material.vertexColors,
  1652. fog: fog, useFog: material.fog,
  1653. sizeAttenuation: material.sizeAttenuation,
  1654. skinning: material.skinning,
  1655. morphTargets: material.morphTargets,
  1656. maxMorphTargets: this.maxMorphTargets,
  1657. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  1658. maxBones: maxBones,
  1659. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  1660. shadowMapSoft: this.shadowMapSoft,
  1661. shadowMapWidth: this.shadowMapWidth,
  1662. shadowMapHeight: this.shadowMapHeight,
  1663. maxShadows: maxShadows,
  1664. alphaTest: material.alphaTest
  1665. };
  1666. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  1667. var attributes = material.program.attributes;
  1668. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  1669. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  1670. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  1671. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  1672. if ( material.skinning &&
  1673. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  1674. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1675. _gl.enableVertexAttribArray( attributes.skinVertexA );
  1676. _gl.enableVertexAttribArray( attributes.skinVertexB );
  1677. _gl.enableVertexAttribArray( attributes.skinIndex );
  1678. _gl.enableVertexAttribArray( attributes.skinWeight );
  1679. }
  1680. if ( material.attributes ) {
  1681. for ( a in material.attributes ) {
  1682. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  1683. }
  1684. }
  1685. if ( material.morphTargets ) {
  1686. material.numSupportedMorphTargets = 0;
  1687. var id, base = "morphTarget";
  1688. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  1689. id = base + i;
  1690. if ( attributes[ id ] >= 0 ) {
  1691. _gl.enableVertexAttribArray( attributes[ id ] );
  1692. material.numSupportedMorphTargets ++;
  1693. }
  1694. }
  1695. }
  1696. material.uniformsList = [];
  1697. for ( u in material.uniforms ) {
  1698. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  1699. }
  1700. };
  1701. function setProgram( camera, lights, fog, material, object ) {
  1702. if ( ! material.program ) {
  1703. _this.initMaterial( material, lights, fog, object );
  1704. }
  1705. if ( material.morphTargets ) {
  1706. if ( ! object.__webglMorphTargetInfluences ) {
  1707. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  1708. for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
  1709. object.__webglMorphTargetInfluences[ i ] = 0;
  1710. }
  1711. }
  1712. }
  1713. var refreshMaterial = false;
  1714. var program = material.program,
  1715. p_uniforms = program.uniforms,
  1716. m_uniforms = material.uniforms;
  1717. if ( program != _currentProgram ) {
  1718. _gl.useProgram( program );
  1719. _currentProgram = program;
  1720. refreshMaterial = true;
  1721. }
  1722. if ( material.id != _currentMaterialId ) {
  1723. _currentMaterialId = material.id;
  1724. refreshMaterial = true;
  1725. }
  1726. if ( refreshMaterial ) {
  1727. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  1728. // refresh uniforms common to several materials
  1729. if ( fog && material.fog ) {
  1730. refreshUniformsFog( m_uniforms, fog );
  1731. }
  1732. if ( material instanceof THREE.MeshPhongMaterial ||
  1733. material instanceof THREE.MeshLambertMaterial ||
  1734. material.lights ) {
  1735. setupLights( program, lights );
  1736. refreshUniformsLights( m_uniforms, _lights );
  1737. }
  1738. if ( material instanceof THREE.MeshBasicMaterial ||
  1739. material instanceof THREE.MeshLambertMaterial ||
  1740. material instanceof THREE.MeshPhongMaterial ) {
  1741. refreshUniformsCommon( m_uniforms, material );
  1742. }
  1743. // refresh single material specific uniforms
  1744. if ( material instanceof THREE.LineBasicMaterial ) {
  1745. refreshUniformsLine( m_uniforms, material );
  1746. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1747. refreshUniformsParticle( m_uniforms, material );
  1748. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1749. refreshUniformsPhong( m_uniforms, material );
  1750. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1751. m_uniforms.mNear.value = camera.near;
  1752. m_uniforms.mFar.value = camera.far;
  1753. m_uniforms.opacity.value = material.opacity;
  1754. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1755. m_uniforms.opacity.value = material.opacity;
  1756. }
  1757. if ( object.receiveShadow && ! material._shadowPass ) {
  1758. refreshUniformsShadow( m_uniforms, material );
  1759. }
  1760. // load common uniforms
  1761. loadUniformsGeneric( program, material.uniformsList );
  1762. // load material specific uniforms
  1763. // (shader material also gets them for the sake of genericity)
  1764. if ( material instanceof THREE.ShaderMaterial ||
  1765. material instanceof THREE.MeshPhongMaterial ||
  1766. material.envMap ) {
  1767. if( p_uniforms.cameraPosition !== null ) {
  1768. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  1769. }
  1770. }
  1771. if ( material instanceof THREE.MeshPhongMaterial ||
  1772. material instanceof THREE.MeshLambertMaterial ||
  1773. material instanceof THREE.ShaderMaterial ||
  1774. material.skinning ) {
  1775. if( p_uniforms.viewMatrix !== null ) {
  1776. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1777. }
  1778. }
  1779. if ( material.skinning ) {
  1780. loadUniformsSkinning( p_uniforms, object );
  1781. }
  1782. }
  1783. loadUniformsMatrices( p_uniforms, object );
  1784. if ( material instanceof THREE.ShaderMaterial ||
  1785. material.envMap ||
  1786. material.skinning ||
  1787. object.receiveShadow ) {
  1788. if ( p_uniforms.objectMatrix !== null ) {
  1789. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1790. }
  1791. }
  1792. return program;
  1793. };
  1794. function renderBuffer( camera, lights, fog, material, geometryGroup, object ) {
  1795. if ( material.opacity == 0 ) return;
  1796. var program, attributes, linewidth, primitives, a, attribute;
  1797. program = setProgram( camera, lights, fog, material, object );
  1798. attributes = program.attributes;
  1799. var updateBuffers = false,
  1800. wireframeBit = material.wireframe ? 1 : 0,
  1801. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1802. if ( geometryGroupHash != _currentGeometryGroupHash ) {
  1803. _currentGeometryGroupHash = geometryGroupHash;
  1804. updateBuffers = true;
  1805. }
  1806. // vertices
  1807. if ( !material.morphTargets && attributes.position >= 0 ) {
  1808. if ( updateBuffers ) {
  1809. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1810. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1811. }
  1812. } else {
  1813. if ( object.morphTargetBase ) {
  1814. setupMorphTargets( material, geometryGroup, object );
  1815. }
  1816. }
  1817. if ( updateBuffers ) {
  1818. // custom attributes
  1819. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1820. if ( geometryGroup.__webglCustomAttributes ) {
  1821. for( a in geometryGroup.__webglCustomAttributes ) {
  1822. if( attributes[ a ] >= 0 ) {
  1823. attribute = geometryGroup.__webglCustomAttributes[ a ];
  1824. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1825. _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1826. }
  1827. }
  1828. }
  1829. /* if ( material.attributes ) {
  1830. for( a in material.attributes ) {
  1831. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) {
  1832. attribute = material.attributes[ a ];
  1833. if( attribute.buffer ) {
  1834. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1835. _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1836. }
  1837. }
  1838. }
  1839. }*/
  1840. // colors
  1841. if ( attributes.color >= 0 ) {
  1842. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1843. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1844. }
  1845. // normals
  1846. if ( attributes.normal >= 0 ) {
  1847. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1848. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1849. }
  1850. // tangents
  1851. if ( attributes.tangent >= 0 ) {
  1852. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1853. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1854. }
  1855. // uvs
  1856. if ( attributes.uv >= 0 ) {
  1857. if ( geometryGroup.__webglUVBuffer ) {
  1858. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1859. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1860. _gl.enableVertexAttribArray( attributes.uv );
  1861. } else {
  1862. _gl.disableVertexAttribArray( attributes.uv );
  1863. }
  1864. }
  1865. if ( attributes.uv2 >= 0 ) {
  1866. if ( geometryGroup.__webglUV2Buffer ) {
  1867. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1868. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1869. _gl.enableVertexAttribArray( attributes.uv2 );
  1870. } else {
  1871. _gl.disableVertexAttribArray( attributes.uv2 );
  1872. }
  1873. }
  1874. if ( material.skinning &&
  1875. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1876. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1877. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1878. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1879. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1880. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1881. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1882. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1883. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1884. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1885. }
  1886. }
  1887. // render mesh
  1888. if ( object instanceof THREE.Mesh ) {
  1889. // wireframe
  1890. if ( material.wireframe ) {
  1891. _gl.lineWidth( material.wireframeLinewidth );
  1892. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1893. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1894. // triangles
  1895. } else {
  1896. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1897. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1898. }
  1899. _this.info.render.calls ++;
  1900. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1901. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1902. // render lines
  1903. } else if ( object instanceof THREE.Line ) {
  1904. primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1905. _gl.lineWidth( material.linewidth );
  1906. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1907. _this.info.render.calls ++;
  1908. // render particles
  1909. } else if ( object instanceof THREE.ParticleSystem ) {
  1910. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1911. _this.info.render.calls ++;
  1912. // render ribbon
  1913. } else if ( object instanceof THREE.Ribbon ) {
  1914. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1915. _this.info.render.calls ++;
  1916. }
  1917. };
  1918. function setupMorphTargets( material, geometryGroup, object ) {
  1919. // set base
  1920. var attributes = material.program.attributes;
  1921. if ( object.morphTargetBase !== - 1 ) {
  1922. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1923. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1924. } else if ( attributes.position >= 0 ) {
  1925. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1926. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1927. }
  1928. if ( object.morphTargetForcedOrder.length ) {
  1929. // set forced order
  1930. var m = 0;
  1931. var order = object.morphTargetForcedOrder;
  1932. var influences = object.morphTargetInfluences;
  1933. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1934. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1935. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1936. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1937. m ++;
  1938. }
  1939. } else {
  1940. // find most influencing
  1941. var used = [];
  1942. var candidateInfluence = - 1;
  1943. var candidate = 0;
  1944. var influences = object.morphTargetInfluences;
  1945. var i, il = influences.length;
  1946. var m = 0;
  1947. if ( object.morphTargetBase !== - 1 ) {
  1948. used[ object.morphTargetBase ] = true;
  1949. }
  1950. while ( m < material.numSupportedMorphTargets ) {
  1951. for ( i = 0; i < il; i ++ ) {
  1952. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1953. candidate = i;
  1954. candidateInfluence = influences[ candidate ];
  1955. }
  1956. }
  1957. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1958. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1959. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1960. used[ candidate ] = 1;
  1961. candidateInfluence = -1;
  1962. m ++;
  1963. }
  1964. }
  1965. // load updated influences uniform
  1966. if( material.program.uniforms.morphTargetInfluences !== null ) {
  1967. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1968. }
  1969. }
  1970. function renderBufferImmediate( object, program, shading ) {
  1971. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1972. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1973. if ( object.hasPos ) {
  1974. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1975. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1976. _gl.enableVertexAttribArray( program.attributes.position );
  1977. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1978. }
  1979. if ( object.hasNormal ) {
  1980. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1981. if ( shading == THREE.FlatShading ) {
  1982. var nx, ny, nz,
  1983. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1984. normalArray,
  1985. i, il = object.count * 3;
  1986. for( i = 0; i < il; i += 9 ) {
  1987. normalArray = object.normalArray;
  1988. nax = normalArray[ i ];
  1989. nay = normalArray[ i + 1 ];
  1990. naz = normalArray[ i + 2 ];
  1991. nbx = normalArray[ i + 3 ];
  1992. nby = normalArray[ i + 4 ];
  1993. nbz = normalArray[ i + 5 ];
  1994. ncx = normalArray[ i + 6 ];
  1995. ncy = normalArray[ i + 7 ];
  1996. ncz = normalArray[ i + 8 ];
  1997. nx = ( nax + nbx + ncx ) / 3;
  1998. ny = ( nay + nby + ncy ) / 3;
  1999. nz = ( naz + nbz + ncz ) / 3;
  2000. normalArray[ i ] = nx;
  2001. normalArray[ i + 1 ] = ny;
  2002. normalArray[ i + 2 ] = nz;
  2003. normalArray[ i + 3 ] = nx;
  2004. normalArray[ i + 4 ] = ny;
  2005. normalArray[ i + 5 ] = nz;
  2006. normalArray[ i + 6 ] = nx;
  2007. normalArray[ i + 7 ] = ny;
  2008. normalArray[ i + 8 ] = nz;
  2009. }
  2010. }
  2011. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  2012. _gl.enableVertexAttribArray( program.attributes.normal );
  2013. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  2014. }
  2015. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  2016. object.count = 0;
  2017. };
  2018. function setObjectFaces( object ) {
  2019. if ( _oldDoubleSided != object.doubleSided ) {
  2020. if( object.doubleSided ) {
  2021. _gl.disable( _gl.CULL_FACE );
  2022. } else {
  2023. _gl.enable( _gl.CULL_FACE );
  2024. }
  2025. _oldDoubleSided = object.doubleSided;
  2026. }
  2027. if ( _oldFlipSided != object.flipSided ) {
  2028. if( object.flipSided ) {
  2029. _gl.frontFace( _gl.CW );
  2030. } else {
  2031. _gl.frontFace( _gl.CCW );
  2032. }
  2033. _oldFlipSided = object.flipSided;
  2034. }
  2035. };
  2036. function setDepthTest( depthTest ) {
  2037. if ( _oldDepthTest != depthTest ) {
  2038. if( depthTest ) {
  2039. _gl.enable( _gl.DEPTH_TEST );
  2040. } else {
  2041. _gl.disable( _gl.DEPTH_TEST );
  2042. }
  2043. _oldDepthTest = depthTest;
  2044. }
  2045. };
  2046. function setDepthWrite( depthWrite ) {
  2047. if ( _oldDepthWrite != depthWrite ) {
  2048. _gl.depthMask( depthWrite );
  2049. _oldDepthWrite = depthWrite;
  2050. }
  2051. };
  2052. function setPolygonOffset ( polygonoffset, factor, units ) {
  2053. if ( _oldPolygonOffset != polygonoffset ) {
  2054. if ( polygonoffset ) {
  2055. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  2056. } else {
  2057. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  2058. }
  2059. _oldPolygonOffset = polygonoffset;
  2060. }
  2061. if ( polygonoffset && ( _oldPolygonOffsetFactor != factor || _oldPolygonOffsetUnits != units ) ) {
  2062. _gl.polygonOffset( factor, units );
  2063. _oldPolygonOffsetFactor = factor;
  2064. _oldPolygonOffsetUnits = units;
  2065. }
  2066. };
  2067. function computeFrustum( m ) {
  2068. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  2069. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  2070. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  2071. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  2072. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  2073. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  2074. var i, plane;
  2075. for ( i = 0; i < 6; i ++ ) {
  2076. plane = _frustum[ i ];
  2077. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  2078. }
  2079. };
  2080. function isInFrustum( object ) {
  2081. var distance, matrix = object.matrixWorld,
  2082. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  2083. for ( var i = 0; i < 6; i ++ ) {
  2084. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  2085. if ( distance <= radius ) return false;
  2086. }
  2087. return true;
  2088. };
  2089. function addToFixedArray( where, what ) {
  2090. where.list[ where.count ] = what;
  2091. where.count += 1;
  2092. };
  2093. function unrollImmediateBufferMaterials( globject ) {
  2094. var i, l, m, ml, material,
  2095. object = globject.object,
  2096. opaque = globject.opaque,
  2097. transparent = globject.transparent;
  2098. transparent.count = 0;
  2099. opaque.count = 0;
  2100. for ( m = 0, ml = object.materials.length; m < ml; m ++ ) {
  2101. material = object.materials[ m ];
  2102. material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  2103. }
  2104. };
  2105. function unrollBufferMaterials( globject ) {
  2106. var i, l, m, ml, material, meshMaterial,
  2107. object = globject.object,
  2108. buffer = globject.buffer,
  2109. opaque = globject.opaque,
  2110. transparent = globject.transparent;
  2111. transparent.count = 0;
  2112. opaque.count = 0;
  2113. for ( m = 0, ml = object.materials.length; m < ml; m ++ ) {
  2114. meshMaterial = object.materials[ m ];
  2115. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2116. for ( i = 0, l = buffer.materials.length; i < l; i ++ ) {
  2117. material = buffer.materials[ i ];
  2118. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  2119. }
  2120. } else {
  2121. material = meshMaterial;
  2122. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  2123. }
  2124. }
  2125. };
  2126. function painterSort( a, b ) {
  2127. return b.z - a.z;
  2128. };
  2129. function renderShadowMap( scene, camera ) {
  2130. var i, il, light,
  2131. j = 0,
  2132. shadowMap, shadowMatrix,
  2133. oil,
  2134. material,
  2135. o, ol, webglObject, object,
  2136. lights = scene.lights,
  2137. fog = null;
  2138. if ( ! _cameraLight ) {
  2139. _cameraLight = new THREE.PerspectiveCamera( _this.shadowCameraFov, _this.shadowMapWidth / _this.shadowMapHeight, _this.shadowCameraNear, _this.shadowCameraFar );
  2140. }
  2141. for ( i = 0, il = lights.length; i < il; i ++ ) {
  2142. light = lights[ i ];
  2143. if ( light instanceof THREE.SpotLight && light.castShadow ) {
  2144. _currentMaterialId = -1;
  2145. if ( ! _this.shadowMap[ j ] ) {
  2146. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
  2147. _this.shadowMap[ j ] = new THREE.WebGLRenderTarget( _this.shadowMapWidth, _this.shadowMapHeight, pars );
  2148. }
  2149. if ( ! _shadowMatrix[ j ] ) {
  2150. _shadowMatrix[ j ] = new THREE.Matrix4();
  2151. }
  2152. shadowMap = _this.shadowMap[ j ];
  2153. shadowMatrix = _shadowMatrix[ j ];
  2154. _cameraLight.position.copy( light.position );
  2155. _cameraLight.lookAt( light.target.position );
  2156. _cameraLight.update( undefined, true );
  2157. scene.update( undefined, false, _cameraLight );
  2158. // compute shadow matrix
  2159. shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
  2160. 0.0, 0.5, 0.0, 0.5,
  2161. 0.0, 0.0, 0.5, 0.5,
  2162. 0.0, 0.0, 0.0, 1.0 );
  2163. shadowMatrix.multiplySelf( _cameraLight.projectionMatrix );
  2164. shadowMatrix.multiplySelf( _cameraLight.matrixWorldInverse );
  2165. // render shadow map
  2166. _cameraLight.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  2167. _cameraLight.projectionMatrix.flattenToArray( _projectionMatrixArray );
  2168. _projScreenMatrix.multiply( _cameraLight.projectionMatrix, _cameraLight.matrixWorldInverse );
  2169. computeFrustum( _projScreenMatrix );
  2170. _this.initWebGLObjects( scene );
  2171. setRenderTarget( shadowMap );
  2172. // using arbitrary clear color in depth pass
  2173. // creates variance in shadows
  2174. _gl.clearColor( 1, 1, 1, 1 );
  2175. //_gl.clearColor( 0, 0, 0, 1 );
  2176. _this.clear();
  2177. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  2178. // set matrices & frustum culling
  2179. ol = scene.__webglObjects.length;
  2180. oil = scene.__webglObjectsImmediate.length;
  2181. for ( o = 0; o < ol; o ++ ) {
  2182. webglObject = scene.__webglObjects[ o ];
  2183. object = webglObject.object;
  2184. if ( object.visible && object.castShadow ) {
  2185. if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || isInFrustum( object ) ) {
  2186. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2187. setupMatrices( object, _cameraLight, false );
  2188. webglObject.render = true;
  2189. } else {
  2190. webglObject.render = false;
  2191. }
  2192. } else {
  2193. webglObject.render = false;
  2194. }
  2195. }
  2196. setDepthTest( true );
  2197. setBlending( THREE.NormalBlending ); // maybe blending should be just disabled?
  2198. //_gl.cullFace( _gl.FRONT );
  2199. for ( o = 0; o < ol; o ++ ) {
  2200. webglObject = scene.__webglObjects[ o ];
  2201. if ( webglObject.render ) {
  2202. object = webglObject.object;
  2203. buffer = webglObject.buffer;
  2204. setObjectFaces( object );
  2205. if ( object.customDepthMaterial ) {
  2206. material = object.customDepthMaterial;
  2207. } else if ( object.geometry.morphTargets.length ) {
  2208. material = _depthMaterialMorph;
  2209. } else {
  2210. material = _depthMaterial;
  2211. }
  2212. renderBuffer( _cameraLight, lights, fog, material, buffer, object );
  2213. }
  2214. }
  2215. for ( o = 0; o < oil; o ++ ) {
  2216. webglObject = scene.__webglObjectsImmediate[ o ];
  2217. object = webglObject.object;
  2218. if ( object.visible && object.castShadow ) {
  2219. if( object.matrixAutoUpdate ) {
  2220. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2221. }
  2222. _currentGeometryGroupHash = -1;
  2223. setupMatrices( object, _cameraLight, false );
  2224. setObjectFaces( object );
  2225. program = setProgram( _cameraLight, lights, fog, _depthMaterial, object );
  2226. if ( object.immediateRenderCallback ) {
  2227. object.immediateRenderCallback( program, _gl, _frustum );
  2228. } else {
  2229. object.render( function( object ) { renderBufferImmediate( object, program, _depthMaterial.shading ); } );
  2230. }
  2231. }
  2232. }
  2233. //_gl.cullFace( _gl.BACK );
  2234. j ++;
  2235. }
  2236. }
  2237. };
  2238. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  2239. setRenderTarget( renderTarget );
  2240. this.clear( color, depth, stencil );
  2241. };
  2242. this.render = function( scene, camera, renderTarget, forceClear ) {
  2243. var i, program, opaque, transparent, material,
  2244. o, ol, oil, webglObject, object, buffer,
  2245. lights = scene.lights,
  2246. fog = scene.fog;
  2247. _currentMaterialId = -1;
  2248. if ( this.shadowMapEnabled ) renderShadowMap( scene, camera );
  2249. _this.info.render.calls = 0;
  2250. _this.info.render.vertices = 0;
  2251. _this.info.render.faces = 0;
  2252. // hack: find parent of camera.
  2253. if ( camera.matrixAutoUpdate ) {
  2254. var parent = camera;
  2255. while ( parent.parent ) {
  2256. parent = parent.parent;
  2257. }
  2258. parent.update( undefined, true );
  2259. }
  2260. scene.update( undefined, false, camera );
  2261. camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  2262. camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
  2263. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  2264. computeFrustum( _projScreenMatrix );
  2265. this.initWebGLObjects( scene );
  2266. setRenderTarget( renderTarget );
  2267. if ( this.autoClear || forceClear ) {
  2268. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  2269. }
  2270. // set matrices
  2271. ol = scene.__webglObjects.length;
  2272. for ( o = 0; o < ol; o ++ ) {
  2273. webglObject = scene.__webglObjects[ o ];
  2274. object = webglObject.object;
  2275. if ( object.visible ) {
  2276. if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || isInFrustum( object ) ) {
  2277. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2278. setupMatrices( object, camera, true );
  2279. unrollBufferMaterials( webglObject );
  2280. webglObject.render = true;
  2281. if ( this.sortObjects ) {
  2282. if ( webglObject.object.renderDepth ) {
  2283. webglObject.z = webglObject.object.renderDepth;
  2284. } else {
  2285. _vector3.copy( object.position );
  2286. _projScreenMatrix.multiplyVector3( _vector3 );
  2287. webglObject.z = _vector3.z;
  2288. }
  2289. }
  2290. } else {
  2291. webglObject.render = false;
  2292. }
  2293. } else {
  2294. webglObject.render = false;
  2295. }
  2296. }
  2297. if ( this.sortObjects ) {
  2298. scene.__webglObjects.sort( painterSort );
  2299. }
  2300. oil = scene.__webglObjectsImmediate.length;
  2301. for ( o = 0; o < oil; o ++ ) {
  2302. webglObject = scene.__webglObjectsImmediate[ o ];
  2303. object = webglObject.object;
  2304. if ( object.visible ) {
  2305. if( object.matrixAutoUpdate ) {
  2306. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2307. }
  2308. setupMatrices( object, camera, true );
  2309. unrollImmediateBufferMaterials( webglObject );
  2310. }
  2311. }
  2312. if ( scene.overrideMaterial ) {
  2313. setDepthTest( scene.overrideMaterial.depthTest );
  2314. setBlending( scene.overrideMaterial.blending );
  2315. for ( o = 0; o < ol; o ++ ) {
  2316. webglObject = scene.__webglObjects[ o ];
  2317. if ( webglObject.render ) {
  2318. object = webglObject.object;
  2319. buffer = webglObject.buffer;
  2320. setObjectFaces( object );
  2321. renderBuffer( camera, lights, fog, scene.overrideMaterial, buffer, object );
  2322. }
  2323. }
  2324. for ( o = 0; o < oil; o ++ ) {
  2325. webglObject = scene.__webglObjectsImmediate[ o ];
  2326. object = webglObject.object;
  2327. if ( object.visible ) {
  2328. _currentGeometryGroupHash = -1;
  2329. setObjectFaces( object );
  2330. program = setProgram( camera, lights, fog, scene.overrideMaterial, object );
  2331. if ( object.immediateRenderCallback ) {
  2332. object.immediateRenderCallback( program, _gl, _frustum );
  2333. } else {
  2334. object.render( function( object ) { renderBufferImmediate( object, program, scene.overrideMaterial.shading ); } );
  2335. }
  2336. }
  2337. }
  2338. } else {
  2339. // opaque pass
  2340. // (front-to-back order)
  2341. setBlending( THREE.NormalBlending );
  2342. for ( o = ol - 1; o >= 0; o -- ) {
  2343. webglObject = scene.__webglObjects[ o ];
  2344. if ( webglObject.render ) {
  2345. object = webglObject.object;
  2346. buffer = webglObject.buffer;
  2347. opaque = webglObject.opaque;
  2348. setObjectFaces( object );
  2349. for ( i = 0; i < opaque.count; i ++ ) {
  2350. material = opaque.list[ i ];
  2351. setDepthTest( material.depthTest );
  2352. setDepthWrite( material.depthWrite );
  2353. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2354. renderBuffer( camera, lights, fog, material, buffer, object );
  2355. }
  2356. }
  2357. }
  2358. // opaque pass (immediate simulator)
  2359. for ( o = 0; o < oil; o++ ) {
  2360. webglObject = scene.__webglObjectsImmediate[ o ];
  2361. object = webglObject.object;
  2362. if ( object.visible ) {
  2363. _currentGeometryGroupHash = -1;
  2364. opaque = webglObject.opaque;
  2365. setObjectFaces( object );
  2366. for( i = 0; i < opaque.count; i++ ) {
  2367. material = opaque.list[ i ];
  2368. setDepthTest( material.depthTest );
  2369. setDepthWrite( material.depthWrite );
  2370. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2371. program = setProgram( camera, lights, fog, material, object );
  2372. if ( object.immediateRenderCallback ) {
  2373. object.immediateRenderCallback( program, _gl, _frustum );
  2374. } else {
  2375. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  2376. }
  2377. }
  2378. }
  2379. }
  2380. // transparent pass
  2381. // (back-to-front order)
  2382. for ( o = 0; o < ol; o ++ ) {
  2383. webglObject = scene.__webglObjects[ o ];
  2384. if ( webglObject.render ) {
  2385. object = webglObject.object;
  2386. buffer = webglObject.buffer;
  2387. transparent = webglObject.transparent;
  2388. setObjectFaces( object );
  2389. for ( i = 0; i < transparent.count; i ++ ) {
  2390. material = transparent.list[ i ];
  2391. setBlending( material.blending );
  2392. setDepthTest( material.depthTest );
  2393. setDepthWrite( material.depthWrite );
  2394. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2395. renderBuffer( camera, lights, fog, material, buffer, object );
  2396. }
  2397. }
  2398. }
  2399. // transparent pass (immediate simulator)
  2400. for ( o = 0; o < oil; o++ ) {
  2401. webglObject = scene.__webglObjectsImmediate[ o ];
  2402. object = webglObject.object;
  2403. if ( object.visible ) {
  2404. _currentGeometryGroupHash = -1;
  2405. transparent = webglObject.transparent;
  2406. setObjectFaces( object );
  2407. for ( i = 0; i < transparent.count; i ++ ) {
  2408. material = transparent.list[ i ];
  2409. setBlending( material.blending );
  2410. setDepthTest( material.depthTest );
  2411. setDepthWrite( material.depthWrite );
  2412. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2413. program = setProgram( camera, lights, fog, material, object );
  2414. if ( object.immediateRenderCallback ) {
  2415. object.immediateRenderCallback( program, _gl, _frustum );
  2416. } else {
  2417. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  2418. }
  2419. }
  2420. }
  2421. }
  2422. }
  2423. // render 2d
  2424. if ( scene.__webglSprites.length ) {
  2425. renderSprites( scene, camera );
  2426. }
  2427. // Generate mipmap if we're using any kind of mipmap filtering
  2428. if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  2429. updateRenderTargetMipmap( renderTarget );
  2430. }
  2431. //_gl.finish();
  2432. };
  2433. /*
  2434. * Render sprites
  2435. *
  2436. */
  2437. function renderSprites( scene, camera ) {
  2438. var o, ol, object;
  2439. var attributes = _sprite.attributes;
  2440. var uniforms = _sprite.uniforms;
  2441. var invAspect = _viewportHeight / _viewportWidth;
  2442. var size, scale = [];
  2443. var screenPosition;
  2444. var halfViewportWidth = _viewportWidth * 0.5;
  2445. var halfViewportHeight = _viewportHeight * 0.5;
  2446. var mergeWith3D = true;
  2447. // setup gl
  2448. _gl.useProgram( _sprite.program );
  2449. _currentProgram = _sprite.program;
  2450. _oldBlending = -1;
  2451. _oldDepthTest = -1;
  2452. _currentGeometryGroupHash = -1;
  2453. if ( !_spriteAttributesEnabled ) {
  2454. _gl.enableVertexAttribArray( _sprite.attributes.position );
  2455. _gl.enableVertexAttribArray( _sprite.attributes.uv );
  2456. _spriteAttributesEnabled = true;
  2457. }
  2458. _gl.disable( _gl.CULL_FACE );
  2459. _gl.enable( _gl.BLEND );
  2460. _gl.depthMask( true );
  2461. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  2462. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2463. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2464. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  2465. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, _projectionMatrixArray );
  2466. _gl.activeTexture( _gl.TEXTURE0 );
  2467. _gl.uniform1i( uniforms.map, 0 );
  2468. // update positions and sort
  2469. for( o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2470. object = scene.__webglSprites[ o ];
  2471. if ( !object.visible || object.opacity == 0 ) continue;
  2472. if( !object.useScreenCoordinates ) {
  2473. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2474. object.z = -object._modelViewMatrix.n34;
  2475. } else {
  2476. object.z = -object.position.z;
  2477. }
  2478. }
  2479. scene.__webglSprites.sort( painterSort );
  2480. // render all sprites
  2481. for ( o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2482. object = scene.__webglSprites[ o ];
  2483. if ( !object.visible || object.opacity == 0 ) continue;
  2484. if ( object.map && object.map.image && object.map.image.width ) {
  2485. if ( object.useScreenCoordinates ) {
  2486. _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
  2487. _gl.uniform3f( uniforms.screenPosition, ( object.position.x - halfViewportWidth ) / halfViewportWidth,
  2488. ( halfViewportHeight - object.position.y ) / halfViewportHeight,
  2489. Math.max( 0, Math.min( 1, object.position.z )));
  2490. } else {
  2491. _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
  2492. _gl.uniform1i( uniforms.affectedByDistance, object.affectedByDistance ? 1 : 0 );
  2493. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2494. }
  2495. size = object.map.image.width / ( object.scaleByViewport ? _viewportHeight : 1 );
  2496. scale[ 0 ] = size * invAspect * object.scale.x;
  2497. scale[ 1 ] = size * object.scale.y;
  2498. _gl.uniform2f( uniforms.uvScale, object.uvScale.x, object.uvScale.y );
  2499. _gl.uniform2f( uniforms.uvOffset, object.uvOffset.x, object.uvOffset.y );
  2500. _gl.uniform2f( uniforms.alignment, object.alignment.x, object.alignment.y );
  2501. _gl.uniform1f( uniforms.opacity, object.opacity );
  2502. _gl.uniform3f( uniforms.color, object.color.r, object.color.g, object.color.b );
  2503. _gl.uniform1f( uniforms.rotation, object.rotation );
  2504. _gl.uniform2fv( uniforms.scale, scale );
  2505. if ( object.mergeWith3D && !mergeWith3D ) {
  2506. _gl.enable( _gl.DEPTH_TEST );
  2507. mergeWith3D = true;
  2508. } else if ( !object.mergeWith3D && mergeWith3D ) {
  2509. _gl.disable( _gl.DEPTH_TEST );
  2510. mergeWith3D = false;
  2511. }
  2512. setBlending( object.blending );
  2513. setTexture( object.map, 0 );
  2514. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2515. }
  2516. }
  2517. // restore gl
  2518. _gl.enable( _gl.CULL_FACE );
  2519. _gl.enable( _gl.DEPTH_TEST );
  2520. _gl.depthMask( _oldDepthWrite );
  2521. }
  2522. function setupMatrices( object, camera, computeNormalMatrix ) {
  2523. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2524. if ( computeNormalMatrix ) {
  2525. THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  2526. }
  2527. }
  2528. this.initWebGLObjects = function ( scene ) {
  2529. if ( !scene.__webglObjects ) {
  2530. scene.__webglObjects = [];
  2531. scene.__webglObjectsImmediate = [];
  2532. scene.__webglSprites = [];
  2533. }
  2534. while ( scene.__objectsAdded.length ) {
  2535. addObject( scene.__objectsAdded[ 0 ], scene );
  2536. scene.__objectsAdded.splice( 0, 1 );
  2537. }
  2538. while ( scene.__objectsRemoved.length ) {
  2539. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2540. scene.__objectsRemoved.splice( 0, 1 );
  2541. }
  2542. // update must be called after objects adding / removal
  2543. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2544. updateObject( scene.__webglObjects[ o ].object, scene );
  2545. }
  2546. };
  2547. function addObject( object, scene ) {
  2548. var g, geometry, geometryGroup;
  2549. if ( ! object.__webglInit ) {
  2550. object.__webglInit = true;
  2551. object._modelViewMatrix = new THREE.Matrix4();
  2552. object._normalMatrixArray = new Float32Array( 9 );
  2553. object._modelViewMatrixArray = new Float32Array( 16 );
  2554. object._objectMatrixArray = new Float32Array( 16 );
  2555. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2556. if ( object instanceof THREE.Mesh ) {
  2557. geometry = object.geometry;
  2558. if ( geometry.geometryGroups == undefined ) {
  2559. sortFacesByMaterial( geometry );
  2560. }
  2561. // create separate VBOs per geometry chunk
  2562. for ( g in geometry.geometryGroups ) {
  2563. geometryGroup = geometry.geometryGroups[ g ];
  2564. // initialise VBO on the first access
  2565. if ( ! geometryGroup.__webglVertexBuffer ) {
  2566. createMeshBuffers( geometryGroup );
  2567. initMeshBuffers( geometryGroup, object );
  2568. geometry.__dirtyVertices = true;
  2569. geometry.__dirtyMorphTargets = true;
  2570. geometry.__dirtyElements = true;
  2571. geometry.__dirtyUvs = true;
  2572. geometry.__dirtyNormals = true;
  2573. geometry.__dirtyTangents = true;
  2574. geometry.__dirtyColors = true;
  2575. }
  2576. }
  2577. } else if ( object instanceof THREE.Ribbon ) {
  2578. geometry = object.geometry;
  2579. if( ! geometry.__webglVertexBuffer ) {
  2580. createRibbonBuffers( geometry );
  2581. initRibbonBuffers( geometry );
  2582. geometry.__dirtyVertices = true;
  2583. geometry.__dirtyColors = true;
  2584. }
  2585. } else if ( object instanceof THREE.Line ) {
  2586. geometry = object.geometry;
  2587. if( ! geometry.__webglVertexBuffer ) {
  2588. createLineBuffers( geometry );
  2589. initLineBuffers( geometry );
  2590. geometry.__dirtyVertices = true;
  2591. geometry.__dirtyColors = true;
  2592. }
  2593. } else if ( object instanceof THREE.ParticleSystem ) {
  2594. geometry = object.geometry;
  2595. if ( ! geometry.__webglVertexBuffer ) {
  2596. createParticleBuffers( geometry );
  2597. initParticleBuffers( geometry, object );
  2598. geometry.__dirtyVertices = true;
  2599. geometry.__dirtyColors = true;
  2600. }
  2601. }
  2602. }
  2603. if ( ! object.__webglActive ) {
  2604. if ( object instanceof THREE.Mesh ) {
  2605. geometry = object.geometry;
  2606. for ( g in geometry.geometryGroups ) {
  2607. geometryGroup = geometry.geometryGroups[ g ];
  2608. addBuffer( scene.__webglObjects, geometryGroup, object );
  2609. }
  2610. } else if ( object instanceof THREE.Ribbon ||
  2611. object instanceof THREE.Line ||
  2612. object instanceof THREE.ParticleSystem ) {
  2613. geometry = object.geometry;
  2614. addBuffer( scene.__webglObjects, geometry, object );
  2615. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2616. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2617. } else if ( object instanceof THREE.Sprite ) {
  2618. scene.__webglSprites.push( object );
  2619. }
  2620. object.__webglActive = true;
  2621. }
  2622. };
  2623. function areCustomAttributesDirty( geometryGroup ) {
  2624. var a, m, ml, material, materials;
  2625. materials = geometryGroup.__materials;
  2626. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  2627. material = materials[ m ];
  2628. if ( material.attributes ) {
  2629. for ( a in material.attributes ) {
  2630. if ( material.attributes[ a ].needsUpdate ) return true;
  2631. }
  2632. }
  2633. }
  2634. return false;
  2635. };
  2636. function clearCustomAttributes( geometryGroup ) {
  2637. var a, m, ml, material, materials;
  2638. materials = geometryGroup.__materials;
  2639. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  2640. material = materials[ m ];
  2641. if ( material.attributes ) {
  2642. for ( a in material.attributes ) {
  2643. material.attributes[ a ].needsUpdate = false;
  2644. }
  2645. }
  2646. }
  2647. };
  2648. function updateObject( object, scene ) {
  2649. var g, geometry, geometryGroup, a, customAttributeDirty;
  2650. if ( object instanceof THREE.Mesh ) {
  2651. geometry = object.geometry;
  2652. // check all geometry groups
  2653. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2654. geometryGroup = geometry.geometryGroupsList[ i ];
  2655. customAttributeDirty = areCustomAttributesDirty( geometryGroup );
  2656. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2657. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2658. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributeDirty ) {
  2659. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic );
  2660. }
  2661. }
  2662. geometry.__dirtyVertices = false;
  2663. geometry.__dirtyMorphTargets = false;
  2664. geometry.__dirtyElements = false;
  2665. geometry.__dirtyUvs = false;
  2666. geometry.__dirtyNormals = false;
  2667. geometry.__dirtyTangents = false;
  2668. geometry.__dirtyColors = false;
  2669. clearCustomAttributes( geometryGroup );
  2670. } else if ( object instanceof THREE.Ribbon ) {
  2671. geometry = object.geometry;
  2672. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2673. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2674. }
  2675. geometry.__dirtyVertices = false;
  2676. geometry.__dirtyColors = false;
  2677. } else if ( object instanceof THREE.Line ) {
  2678. geometry = object.geometry;
  2679. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2680. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2681. }
  2682. geometry.__dirtyVertices = false;
  2683. geometry.__dirtyColors = false;
  2684. } else if ( object instanceof THREE.ParticleSystem ) {
  2685. geometry = object.geometry;
  2686. customAttributeDirty = areCustomAttributesDirty( geometry );
  2687. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributeDirty ) {
  2688. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2689. }
  2690. geometry.__dirtyVertices = false;
  2691. geometry.__dirtyColors = false;
  2692. clearCustomAttributes( geometry );
  2693. }/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2694. // it updates itself in render callback
  2695. }
  2696. */
  2697. /*
  2698. delete geometry.vertices;
  2699. delete geometry.faces;
  2700. delete geometryGroup.faces;
  2701. */
  2702. };
  2703. function removeInstances( objlist, object ) {
  2704. var o, ol;
  2705. for ( o = objlist.length - 1; o >= 0; o -- ) {
  2706. if ( objlist[ o ].object == object ) {
  2707. objlist.splice( o, 1 );
  2708. }
  2709. }
  2710. };
  2711. function removeInstancesDirect( objlist, object ) {
  2712. var o, ol;
  2713. for ( o = objlist.length - 1; o >= 0; o -- ) {
  2714. if ( objlist[ o ] == object ) {
  2715. objlist.splice( o, 1 );
  2716. }
  2717. }
  2718. };
  2719. function removeObject( object, scene ) {
  2720. if ( object instanceof THREE.Mesh ||
  2721. object instanceof THREE.ParticleSystem ||
  2722. object instanceof THREE.Ribbon ||
  2723. object instanceof THREE.Line ) {
  2724. removeInstances( scene.__webglObjects, object );
  2725. } else if ( object instanceof THREE.Sprite ) {
  2726. removeInstancesDirect( scene.__webglSprites, object );
  2727. } else if ( object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2728. removeInstances( scene.__webglObjectsImmediate, object );
  2729. }
  2730. object.__webglActive = false;
  2731. };
  2732. function sortFacesByMaterial( geometry ) {
  2733. // TODO
  2734. // Should optimize by grouping faces with ColorFill / ColorStroke materials
  2735. // which could then use vertex color attributes instead of each being
  2736. // in its separate VBO
  2737. var i, l, f, fl, face, material, materials, vertices, mhash, ghash, hash_map = {};
  2738. var numMorphTargets = geometry.morphTargets !== undefined ? geometry.morphTargets.length : 0;
  2739. geometry.geometryGroups = {};
  2740. function materialHash( material ) {
  2741. var hash_array = [];
  2742. for ( i = 0, l = material.length; i < l; i ++ ) {
  2743. if ( material[ i ] == undefined ) {
  2744. hash_array.push( "undefined" );
  2745. } else {
  2746. hash_array.push( material[ i ].id );
  2747. }
  2748. }
  2749. return hash_array.join( '_' );
  2750. }
  2751. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2752. face = geometry.faces[ f ];
  2753. materials = face.materials;
  2754. mhash = materialHash( materials );
  2755. if ( hash_map[ mhash ] == undefined ) {
  2756. hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };
  2757. }
  2758. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2759. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2760. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2761. }
  2762. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2763. if ( geometry.geometryGroups[ ghash ].vertices + vertices > 65535 ) {
  2764. hash_map[ mhash ].counter += 1;
  2765. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2766. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2767. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2768. }
  2769. }
  2770. geometry.geometryGroups[ ghash ].faces.push( f );
  2771. geometry.geometryGroups[ ghash ].vertices += vertices;
  2772. }
  2773. geometry.geometryGroupsList = [];
  2774. for ( var g in geometry.geometryGroups ) {
  2775. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  2776. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  2777. }
  2778. };
  2779. function addBuffer( objlist, buffer, object ) {
  2780. objlist.push( {
  2781. buffer: buffer, object: object,
  2782. opaque: { list: [], count: 0 },
  2783. transparent: { list: [], count: 0 }
  2784. } );
  2785. };
  2786. function addBufferImmediate( objlist, object ) {
  2787. objlist.push( {
  2788. object: object,
  2789. opaque: { list: [], count: 0 },
  2790. transparent: { list: [], count: 0 }
  2791. } );
  2792. };
  2793. this.setFaceCulling = function ( cullFace, frontFace ) {
  2794. if ( cullFace ) {
  2795. if ( !frontFace || frontFace == "ccw" ) {
  2796. _gl.frontFace( _gl.CCW );
  2797. } else {
  2798. _gl.frontFace( _gl.CW );
  2799. }
  2800. if( cullFace == "back" ) {
  2801. _gl.cullFace( _gl.BACK );
  2802. } else if( cullFace == "front" ) {
  2803. _gl.cullFace( _gl.FRONT );
  2804. } else {
  2805. _gl.cullFace( _gl.FRONT_AND_BACK );
  2806. }
  2807. _gl.enable( _gl.CULL_FACE );
  2808. } else {
  2809. _gl.disable( _gl.CULL_FACE );
  2810. }
  2811. };
  2812. this.supportsVertexTextures = function () {
  2813. return _supportsVertexTextures;
  2814. };
  2815. function maxVertexTextures() {
  2816. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  2817. };
  2818. function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  2819. var p, pl, program, code;
  2820. var chunks = [];
  2821. // Generate code
  2822. if ( shaderID ) {
  2823. chunks.push( shaderID );
  2824. } else {
  2825. chunks.push( fragmentShader );
  2826. chunks.push( vertexShader );
  2827. }
  2828. for ( p in parameters ) {
  2829. chunks.push( p );
  2830. chunks.push( parameters[ p ] );
  2831. }
  2832. code = chunks.join();
  2833. // Check if code has been already compiled
  2834. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  2835. if ( _programs[ p ].code == code ) {
  2836. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  2837. return _programs[ p ].program;
  2838. }
  2839. }
  2840. //console.log( "building new program " );
  2841. //
  2842. program = _gl.createProgram();
  2843. var prefix_vertex = [
  2844. _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  2845. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2846. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2847. "#define MAX_SHADOWS " + parameters.maxShadows,
  2848. "#define MAX_BONES " + parameters.maxBones,
  2849. parameters.map ? "#define USE_MAP" : "",
  2850. parameters.envMap ? "#define USE_ENVMAP" : "",
  2851. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2852. parameters.vertexColors ? "#define USE_COLOR" : "",
  2853. parameters.skinning ? "#define USE_SKINNING" : "",
  2854. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  2855. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  2856. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  2857. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  2858. "uniform mat4 objectMatrix;",
  2859. "uniform mat4 modelViewMatrix;",
  2860. "uniform mat4 projectionMatrix;",
  2861. "uniform mat4 viewMatrix;",
  2862. "uniform mat3 normalMatrix;",
  2863. "uniform vec3 cameraPosition;",
  2864. "uniform mat4 cameraInverseMatrix;",
  2865. "attribute vec3 position;",
  2866. "attribute vec3 normal;",
  2867. "attribute vec2 uv;",
  2868. "attribute vec2 uv2;",
  2869. "#ifdef USE_COLOR",
  2870. "attribute vec3 color;",
  2871. "#endif",
  2872. "#ifdef USE_MORPHTARGETS",
  2873. "attribute vec3 morphTarget0;",
  2874. "attribute vec3 morphTarget1;",
  2875. "attribute vec3 morphTarget2;",
  2876. "attribute vec3 morphTarget3;",
  2877. "attribute vec3 morphTarget4;",
  2878. "attribute vec3 morphTarget5;",
  2879. "attribute vec3 morphTarget6;",
  2880. "attribute vec3 morphTarget7;",
  2881. "#endif",
  2882. "#ifdef USE_SKINNING",
  2883. "attribute vec4 skinVertexA;",
  2884. "attribute vec4 skinVertexB;",
  2885. "attribute vec4 skinIndex;",
  2886. "attribute vec4 skinWeight;",
  2887. "#endif",
  2888. ""
  2889. ].join("\n");
  2890. var prefix_fragment = [
  2891. "#ifdef GL_ES",
  2892. "precision highp float;",
  2893. "#endif",
  2894. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2895. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2896. "#define MAX_SHADOWS " + parameters.maxShadows,
  2897. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  2898. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  2899. ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
  2900. parameters.map ? "#define USE_MAP" : "",
  2901. parameters.envMap ? "#define USE_ENVMAP" : "",
  2902. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2903. parameters.vertexColors ? "#define USE_COLOR" : "",
  2904. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  2905. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  2906. parameters.shadowMapSoft ? "#define SHADOWMAP_WIDTH " + parameters.shadowMapWidth.toFixed( 1 ) : "",
  2907. parameters.shadowMapSoft ? "#define SHADOWMAP_HEIGHT " + parameters.shadowMapHeight.toFixed( 1 ) : "",
  2908. "uniform mat4 viewMatrix;",
  2909. "uniform vec3 cameraPosition;",
  2910. ""
  2911. ].join("\n");
  2912. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  2913. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  2914. _gl.linkProgram( program );
  2915. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  2916. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  2917. }
  2918. //console.log( prefix_fragment + fragmentShader );
  2919. //console.log( prefix_vertex + vertexShader );
  2920. program.uniforms = {};
  2921. program.attributes = {};
  2922. var identifiers, u, a, i;
  2923. // cache uniform locations
  2924. identifiers = [
  2925. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  2926. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  2927. ];
  2928. for ( u in uniforms ) {
  2929. identifiers.push( u );
  2930. }
  2931. cacheUniformLocations( program, identifiers );
  2932. // cache attributes locations
  2933. identifiers = [
  2934. "position", "normal", "uv", "uv2", "tangent", "color",
  2935. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  2936. ];
  2937. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  2938. identifiers.push( "morphTarget" + i );
  2939. }
  2940. for ( a in attributes ) {
  2941. identifiers.push( a );
  2942. }
  2943. cacheAttributeLocations( program, identifiers );
  2944. program.id = _programs.length;
  2945. _programs.push( { program: program, code: code } );
  2946. _this.info.memory.programs = _programs.length;
  2947. return program;
  2948. };
  2949. function loadUniformsSkinning( uniforms, object ) {
  2950. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
  2951. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2952. };
  2953. function loadUniformsMatrices( uniforms, object ) {
  2954. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2955. if ( uniforms.normalMatrix ) {
  2956. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2957. }
  2958. };
  2959. function loadUniformsGeneric( program, uniforms ) {
  2960. var uniform, value, type, location, texture, i, il, j, jl, offset;
  2961. for( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2962. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  2963. if ( !location ) continue;
  2964. uniform = uniforms[ j ][ 0 ];
  2965. type = uniform.type;
  2966. value = uniform.value;
  2967. // single integer
  2968. if( type == "i" ) {
  2969. _gl.uniform1i( location, value );
  2970. // single float
  2971. } else if( type == "f" ) {
  2972. _gl.uniform1f( location, value );
  2973. // single THREE.Vector2
  2974. } else if( type == "v2" ) {
  2975. _gl.uniform2f( location, value.x, value.y );
  2976. // single THREE.Vector3
  2977. } else if( type == "v3" ) {
  2978. _gl.uniform3f( location, value.x, value.y, value.z );
  2979. // single THREE.Vector4
  2980. } else if( type == "v4" ) {
  2981. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2982. // single THREE.Color
  2983. } else if( type == "c" ) {
  2984. _gl.uniform3f( location, value.r, value.g, value.b );
  2985. // flat array of floats (JS or typed array)
  2986. } else if( type == "fv1" ) {
  2987. _gl.uniform1fv( location, value );
  2988. // flat array of floats with 3 x N size (JS or typed array)
  2989. } else if( type == "fv" ) {
  2990. _gl.uniform3fv( location, value );
  2991. // array of THREE.Vector3
  2992. } else if( type == "v3v" ) {
  2993. if ( ! uniform._array ) {
  2994. uniform._array = new Float32Array( 3 * value.length );
  2995. }
  2996. for ( i = 0, il = value.length; i < il; i ++ ) {
  2997. offset = i * 3;
  2998. uniform._array[ offset ] = value[ i ].x;
  2999. uniform._array[ offset + 1 ] = value[ i ].y;
  3000. uniform._array[ offset + 2 ] = value[ i ].z;
  3001. }
  3002. _gl.uniform3fv( location, uniform._array );
  3003. // single THREE.Matrix4
  3004. } else if( type == "m4" ) {
  3005. if ( ! uniform._array ) {
  3006. uniform._array = new Float32Array( 16 );
  3007. }
  3008. value.flattenToArray( uniform._array );
  3009. _gl.uniformMatrix4fv( location, false, uniform._array );
  3010. // array of THREE.Matrix4
  3011. } else if( type == "m4v" ) {
  3012. if ( ! uniform._array ) {
  3013. uniform._array = new Float32Array( 16 * value.length );
  3014. }
  3015. for ( i = 0, il = value.length; i < il; i ++ ) {
  3016. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  3017. }
  3018. _gl.uniformMatrix4fv( location, false, uniform._array );
  3019. // single THREE.Texture (2d or cube)
  3020. } else if( type == "t" ) {
  3021. _gl.uniform1i( location, value );
  3022. texture = uniform.texture;
  3023. if ( !texture ) continue;
  3024. if ( texture.image instanceof Array && texture.image.length == 6 ) {
  3025. setCubeTexture( texture, value );
  3026. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  3027. setCubeTextureDynamic( texture, value );
  3028. } else {
  3029. setTexture( texture, value );
  3030. }
  3031. // array of THREE.Texture (2d)
  3032. } else if( type == "tv" ) {
  3033. if ( ! uniform._array ) {
  3034. uniform._array = [];
  3035. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  3036. uniform._array[ i ] = value + i;
  3037. }
  3038. }
  3039. _gl.uniform1iv( location, uniform._array );
  3040. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  3041. texture = uniform.texture[ i ];
  3042. if ( !texture ) continue;
  3043. setTexture( texture, uniform._array[ i ] );
  3044. }
  3045. }
  3046. }
  3047. };
  3048. function setBlending( blending ) {
  3049. if ( blending != _oldBlending ) {
  3050. switch ( blending ) {
  3051. case THREE.AdditiveBlending:
  3052. _gl.blendEquation( _gl.FUNC_ADD );
  3053. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3054. break;
  3055. case THREE.SubtractiveBlending:
  3056. // TODO: Find blendFuncSeparate() combination
  3057. _gl.blendEquation( _gl.FUNC_ADD );
  3058. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3059. break;
  3060. case THREE.MultiplyBlending:
  3061. // TODO: Find blendFuncSeparate() combination
  3062. _gl.blendEquation( _gl.FUNC_ADD );
  3063. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3064. break;
  3065. default:
  3066. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3067. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3068. break;
  3069. }
  3070. _oldBlending = blending;
  3071. }
  3072. };
  3073. function setTextureParameters( textureType, texture, image ) {
  3074. if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
  3075. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3076. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3077. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3078. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3079. _gl.generateMipmap( textureType );
  3080. } else {
  3081. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3082. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3083. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3084. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3085. }
  3086. };
  3087. function setTexture( texture, slot ) {
  3088. if ( texture.needsUpdate ) {
  3089. if ( ! texture.__webglInit ) {
  3090. texture.__webglInit = true;
  3091. texture.__webglTexture = _gl.createTexture();
  3092. _this.info.memory.textures ++;
  3093. }
  3094. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3095. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3096. if ( texture instanceof THREE.DataTexture) {
  3097. _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 );
  3098. } else {
  3099. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  3100. }
  3101. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  3102. texture.needsUpdate = false;
  3103. } else {
  3104. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3105. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3106. }
  3107. };
  3108. function setCubeTexture( texture, slot ) {
  3109. if ( texture.image.length == 6 ) {
  3110. if ( texture.needsUpdate ) {
  3111. if ( ! texture.image.__webglTextureCube ) {
  3112. texture.image.__webglTextureCube = _gl.createTexture();
  3113. }
  3114. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3115. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3116. for ( var i = 0; i < 6; i ++ ) {
  3117. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  3118. }
  3119. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[ 0 ] );
  3120. texture.needsUpdate = false;
  3121. } else {
  3122. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3123. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3124. }
  3125. }
  3126. };
  3127. function setCubeTextureDynamic( texture, slot ) {
  3128. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3129. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3130. };
  3131. function setRenderTarget( renderTexture ) {
  3132. var isCube = ( renderTexture instanceof THREE.WebGLRenderTargetCube );
  3133. if ( renderTexture && !renderTexture.__webglFramebuffer ) {
  3134. if( renderTexture.depthBuffer === undefined ) renderTexture.depthBuffer = true;
  3135. if( renderTexture.stencilBuffer === undefined ) renderTexture.stencilBuffer = true;
  3136. renderTexture.__webglRenderbuffer = _gl.createRenderbuffer();
  3137. renderTexture.__webglTexture = _gl.createTexture();
  3138. // Setup texture
  3139. if ( isCube ) {
  3140. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTexture.__webglTexture );
  3141. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTexture, renderTexture );
  3142. renderTexture.__webglFramebuffer = [];
  3143. for ( var i = 0; i < 6; i ++ ) {
  3144. renderTexture.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3145. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
  3146. }
  3147. } else {
  3148. renderTexture.__webglFramebuffer = _gl.createFramebuffer();
  3149. _gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webglTexture );
  3150. setTextureParameters( _gl.TEXTURE_2D, renderTexture, renderTexture );
  3151. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
  3152. }
  3153. // Setup render and frame buffer
  3154. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  3155. if ( isCube ) {
  3156. for ( var i = 0; i < 6; ++ i ) {
  3157. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webglFramebuffer[ i ] );
  3158. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, renderTexture.__webglTexture, 0 );
  3159. }
  3160. } else {
  3161. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webglFramebuffer );
  3162. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webglTexture, 0 );
  3163. }
  3164. if ( renderTexture.depthBuffer && !renderTexture.stencilBuffer ) {
  3165. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
  3166. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  3167. /* For some reason this is not working. Defaulting to RGBA4.
  3168. } else if( !renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  3169. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTexture.width, renderTexture.height );
  3170. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  3171. */
  3172. } else if( renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  3173. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTexture.width, renderTexture.height );
  3174. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  3175. } else {
  3176. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTexture.width, renderTexture.height );
  3177. }
  3178. // Release everything
  3179. if ( isCube ) {
  3180. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3181. } else {
  3182. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3183. }
  3184. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3185. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  3186. }
  3187. var framebuffer, width, height, vx, vy;
  3188. if ( renderTexture ) {
  3189. if ( isCube ) {
  3190. framebuffer = renderTexture.__webglFramebuffer[ renderTexture.activeCubeFace ];
  3191. } else {
  3192. framebuffer = renderTexture.__webglFramebuffer;
  3193. }
  3194. width = renderTexture.width;
  3195. height = renderTexture.height;
  3196. vx = 0;
  3197. vy = 0;
  3198. } else {
  3199. framebuffer = null;
  3200. width = _viewportWidth;
  3201. height = _viewportHeight;
  3202. vx = _viewportX;
  3203. vy = _viewportY;
  3204. }
  3205. if ( framebuffer != _currentFramebuffer ) {
  3206. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3207. _gl.viewport( vx, vy, width, height );
  3208. _currentFramebuffer = framebuffer;
  3209. }
  3210. };
  3211. function updateRenderTargetMipmap( renderTarget ) {
  3212. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3213. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3214. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3215. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3216. } else {
  3217. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3218. _gl.generateMipmap( _gl.TEXTURE_2D );
  3219. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3220. }
  3221. };
  3222. function cacheUniformLocations( program, identifiers ) {
  3223. var i, l, id;
  3224. for( i = 0, l = identifiers.length; i < l; i++ ) {
  3225. id = identifiers[ i ];
  3226. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3227. }
  3228. };
  3229. function cacheAttributeLocations( program, identifiers ) {
  3230. var i, l, id;
  3231. for( i = 0, l = identifiers.length; i < l; i++ ) {
  3232. id = identifiers[ i ];
  3233. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3234. }
  3235. };
  3236. function getShader( type, string ) {
  3237. var shader;
  3238. if ( type == "fragment" ) {
  3239. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3240. } else if ( type == "vertex" ) {
  3241. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3242. }
  3243. _gl.shaderSource( shader, string );
  3244. _gl.compileShader( shader );
  3245. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3246. console.error( _gl.getShaderInfoLog( shader ) );
  3247. console.error( string );
  3248. return null;
  3249. }
  3250. return shader;
  3251. };
  3252. // fallback filters for non-power-of-2 textures
  3253. function filterFallback( f ) {
  3254. switch ( f ) {
  3255. case THREE.NearestFilter:
  3256. case THREE.NearestMipMapNearestFilter:
  3257. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  3258. case THREE.LinearFilter:
  3259. case THREE.LinearMipMapNearestFilter:
  3260. case THREE.LinearMipMapLinearFilter:
  3261. default:
  3262. return _gl.LINEAR; break;
  3263. }
  3264. };
  3265. function paramThreeToGL( p ) {
  3266. switch ( p ) {
  3267. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  3268. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  3269. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  3270. case THREE.NearestFilter: return _gl.NEAREST; break;
  3271. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  3272. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  3273. case THREE.LinearFilter: return _gl.LINEAR; break;
  3274. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  3275. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3276. case THREE.ByteType: return _gl.BYTE; break;
  3277. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3278. case THREE.ShortType: return _gl.SHORT; break;
  3279. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3280. case THREE.IntType: return _gl.INT; break;
  3281. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  3282. case THREE.FloatType: return _gl.FLOAT; break;
  3283. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3284. case THREE.RGBFormat: return _gl.RGB; break;
  3285. case THREE.RGBAFormat: return _gl.RGBA; break;
  3286. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3287. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3288. }
  3289. return 0;
  3290. };
  3291. function isPowerOfTwo( value ) {
  3292. return ( value & ( value - 1 ) ) == 0;
  3293. };
  3294. function materialNeedsSmoothNormals( material ) {
  3295. return material && material.shading != undefined && material.shading == THREE.SmoothShading;
  3296. };
  3297. function bufferNeedsSmoothNormals( geometryGroup, object ) {
  3298. var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
  3299. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  3300. meshMaterial = object.materials[ m ];
  3301. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  3302. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  3303. if ( materialNeedsSmoothNormals( geometryGroup.materials[ i ] ) ) {
  3304. needsSmoothNormals = true;
  3305. break;
  3306. }
  3307. }
  3308. } else {
  3309. if ( materialNeedsSmoothNormals( meshMaterial ) ) {
  3310. needsSmoothNormals = true;
  3311. break;
  3312. }
  3313. }
  3314. if ( needsSmoothNormals ) break;
  3315. }
  3316. return needsSmoothNormals;
  3317. };
  3318. function unrollGroupMaterials( geometryGroup, object ) {
  3319. var m, ml, i, il,
  3320. material, meshMaterial,
  3321. materials = [];
  3322. for ( m = 0, ml = object.materials.length; m < ml; m ++ ) {
  3323. meshMaterial = object.materials[ m ];
  3324. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  3325. for ( i = 0, l = geometryGroup.materials.length; i < l; i ++ ) {
  3326. material = geometryGroup.materials[ i ];
  3327. if ( material ) {
  3328. materials.push( material );
  3329. }
  3330. }
  3331. } else {
  3332. material = meshMaterial;
  3333. if ( material ) {
  3334. materials.push( material );
  3335. }
  3336. }
  3337. }
  3338. return materials;
  3339. };
  3340. function bufferGuessVertexColorType( materials, geometryGroup, object ) {
  3341. var i, m, ml = materials.length;
  3342. // use vertexColor type from the first material in unrolled materials
  3343. for ( i = 0; i < ml; i ++ ) {
  3344. m = materials[ i ];
  3345. if ( m.vertexColors ) {
  3346. return m.vertexColors;
  3347. }
  3348. }
  3349. return false;
  3350. };
  3351. function bufferGuessNormalType( materials, geometryGroup, object ) {
  3352. var i, m, ml = materials.length;
  3353. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  3354. for ( i = 0; i < ml; i ++ ) {
  3355. m = materials[ i ];
  3356. if ( ( m instanceof THREE.MeshBasicMaterial && !m.envMap ) || m instanceof THREE.MeshDepthMaterial ) continue;
  3357. if ( materialNeedsSmoothNormals( m ) ) {
  3358. return THREE.SmoothShading;
  3359. } else {
  3360. return THREE.FlatShading;
  3361. }
  3362. }
  3363. return false;
  3364. };
  3365. function bufferGuessUVType( materials, geometryGroup, object ) {
  3366. var i, m, ml = materials.length;
  3367. // material must use some texture to require uvs
  3368. for ( i = 0; i < ml; i++ ) {
  3369. m = materials[ i ];
  3370. if ( m.map || m.lightMap || m instanceof THREE.ShaderMaterial ) {
  3371. return true;
  3372. }
  3373. }
  3374. return false;
  3375. };
  3376. function allocateBones( object ) {
  3377. // default for when object is not specified
  3378. // ( for example when prebuilding shader
  3379. // to be used with multiple objects )
  3380. //
  3381. // - leave some extra space for other uniforms
  3382. // - limit here is ANGLE's 254 max uniform vectors
  3383. // (up to 54 should be safe)
  3384. var maxBones = 50;
  3385. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3386. maxBones = object.bones.length;
  3387. }
  3388. return maxBones;
  3389. };
  3390. function allocateLights( lights ) {
  3391. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3392. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3393. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3394. light = lights[ l ];
  3395. if ( light instanceof THREE.SpotLight ) dirLights ++; // hack, not a proper spotlight
  3396. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3397. if ( light instanceof THREE.PointLight ) pointLights ++;
  3398. }
  3399. if ( ( pointLights + dirLights ) <= _maxLights ) {
  3400. maxDirLights = dirLights;
  3401. maxPointLights = pointLights;
  3402. } else {
  3403. maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
  3404. maxPointLights = _maxLights - maxDirLights;
  3405. }
  3406. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3407. };
  3408. function allocateShadows( lights ) {
  3409. var l, ll, light, maxShadows = 0;
  3410. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3411. light = lights[ l ];
  3412. if ( light instanceof THREE.SpotLight && light.castShadow ) maxShadows ++;
  3413. }
  3414. return maxShadows;
  3415. };
  3416. /* DEBUG
  3417. function getGLParams() {
  3418. var params = {
  3419. 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
  3420. 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
  3421. 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
  3422. 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  3423. 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
  3424. 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
  3425. 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
  3426. }
  3427. return params;
  3428. };
  3429. function dumpObject( obj ) {
  3430. var p, str = "";
  3431. for ( p in obj ) {
  3432. str += p + ": " + obj[p] + "\n";
  3433. }
  3434. return str;
  3435. }
  3436. */
  3437. };