WebGLRenderer.js 142 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. // constructor parameters
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _precision = parameters.precision !== undefined ? parameters.precision : 'mediump',
  12. _alpha = parameters.alpha !== undefined ? parameters.alpha : true,
  13. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  15. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  16. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  17. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  18. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
  19. _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
  20. // public properties
  21. this.domElement = _canvas;
  22. this.context = null;
  23. // clearing
  24. this.autoClear = true;
  25. this.autoClearColor = true;
  26. this.autoClearDepth = true;
  27. this.autoClearStencil = true;
  28. // scene graph
  29. this.sortObjects = true;
  30. this.autoUpdateObjects = true;
  31. this.autoUpdateScene = true;
  32. // physically based shading
  33. this.gammaInput = false;
  34. this.gammaOutput = false;
  35. this.physicallyBasedShading = false;
  36. // shadow map
  37. this.shadowMapEnabled = false;
  38. this.shadowMapAutoUpdate = true;
  39. this.shadowMapSoft = true;
  40. this.shadowMapCullFrontFaces = true;
  41. this.shadowMapDebug = false;
  42. this.shadowMapCascade = false;
  43. // morphs
  44. this.maxMorphTargets = 8;
  45. this.maxMorphNormals = 4;
  46. // flags
  47. this.autoScaleCubemaps = true;
  48. // custom render plugins
  49. this.renderPluginsPre = [];
  50. this.renderPluginsPost = [];
  51. // info
  52. this.info = {
  53. memory: {
  54. programs: 0,
  55. geometries: 0,
  56. textures: 0
  57. },
  58. render: {
  59. calls: 0,
  60. vertices: 0,
  61. faces: 0,
  62. points: 0
  63. }
  64. };
  65. // internal properties
  66. var _this = this,
  67. _gl,
  68. _programs = [],
  69. // internal state cache
  70. _currentProgram = null,
  71. _currentFramebuffer = null,
  72. _currentMaterialId = -1,
  73. _currentGeometryGroupHash = null,
  74. _currentCamera = null,
  75. _geometryGroupCounter = 0,
  76. // GL state cache
  77. _oldDoubleSided = null,
  78. _oldFlipSided = null,
  79. _oldBlending = null,
  80. _oldDepthTest = null,
  81. _oldDepthWrite = null,
  82. _oldPolygonOffset = null,
  83. _oldPolygonOffsetFactor = null,
  84. _oldPolygonOffsetUnits = null,
  85. _oldLineWidth = null,
  86. _viewportX = 0,
  87. _viewportY = 0,
  88. _viewportWidth = 0,
  89. _viewportHeight = 0,
  90. _currentWidth = 0,
  91. _currentHeight = 0,
  92. // frustum
  93. _frustum = new THREE.Frustum(),
  94. // camera matrices cache
  95. _projScreenMatrix = new THREE.Matrix4(),
  96. _vector3 = new THREE.Vector4(),
  97. // light arrays cache
  98. _direction = new THREE.Vector3(),
  99. _lights = {
  100. ambient: [ 0, 0, 0 ],
  101. directional: { length: 0, colors: new Array(), positions: new Array() },
  102. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  103. };
  104. // initialize
  105. _gl = initGL();
  106. setDefaultGLState();
  107. this.context = _gl;
  108. // GPU capabilities
  109. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  110. _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE ),
  111. _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  112. // API
  113. this.getContext = function () {
  114. return _gl;
  115. };
  116. this.supportsVertexTextures = function () {
  117. return _maxVertexTextures > 0;
  118. };
  119. this.setSize = function ( width, height ) {
  120. _canvas.width = width;
  121. _canvas.height = height;
  122. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  123. };
  124. this.setViewport = function ( x, y, width, height ) {
  125. _viewportX = x;
  126. _viewportY = y;
  127. _viewportWidth = width;
  128. _viewportHeight = height;
  129. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  130. };
  131. this.setScissor = function ( x, y, width, height ) {
  132. _gl.scissor( x, y, width, height );
  133. };
  134. this.enableScissorTest = function ( enable ) {
  135. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  136. };
  137. // Clearing
  138. this.setClearColorHex = function ( hex, alpha ) {
  139. _clearColor.setHex( hex );
  140. _clearAlpha = alpha;
  141. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  142. };
  143. this.setClearColor = function ( color, alpha ) {
  144. _clearColor.copy( color );
  145. _clearAlpha = alpha;
  146. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  147. };
  148. this.getClearColor = function () {
  149. return _clearColor;
  150. };
  151. this.getClearAlpha = function () {
  152. return _clearAlpha;
  153. };
  154. this.clear = function ( color, depth, stencil ) {
  155. var bits = 0;
  156. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  157. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  158. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  159. _gl.clear( bits );
  160. };
  161. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  162. this.setRenderTarget( renderTarget );
  163. this.clear( color, depth, stencil );
  164. };
  165. // Plugins
  166. this.addPostPlugin = function ( plugin ) {
  167. plugin.init( this );
  168. this.renderPluginsPost.push( plugin );
  169. };
  170. this.addPrePlugin = function ( plugin ) {
  171. plugin.init( this );
  172. this.renderPluginsPre.push( plugin );
  173. };
  174. // Deallocation
  175. this.deallocateObject = function ( object ) {
  176. if ( ! object.__webglInit ) return;
  177. object.__webglInit = false;
  178. delete object._modelViewMatrix;
  179. delete object._normalMatrixArray;
  180. delete object._modelViewMatrixArray;
  181. delete object._objectMatrixArray;
  182. if ( object instanceof THREE.Mesh ) {
  183. for ( var g in object.geometry.geometryGroups ) {
  184. deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
  185. }
  186. } else if ( object instanceof THREE.Ribbon ) {
  187. deleteRibbonBuffers( object.geometry );
  188. } else if ( object instanceof THREE.Line ) {
  189. deleteLineBuffers( object.geometry );
  190. } else if ( object instanceof THREE.ParticleSystem ) {
  191. deleteParticleBuffers( object.geometry );
  192. }
  193. };
  194. this.deallocateTexture = function ( texture ) {
  195. if ( ! texture.__webglInit ) return;
  196. texture.__webglInit = false;
  197. _gl.deleteTexture( texture.__webglTexture );
  198. _this.info.memory.textures --;
  199. };
  200. // Rendering
  201. this.updateShadowMap = function ( scene, camera ) {
  202. _currentProgram = null;
  203. _oldBlending = -1;
  204. _oldDepthTest = -1;
  205. _oldDepthWrite = -1;
  206. _currentGeometryGroupHash = -1;
  207. _currentMaterialId = -1;
  208. this.shadowMapPlugin.update( scene, camera );
  209. };
  210. // Internal functions
  211. // Buffer allocation
  212. function createParticleBuffers ( geometry ) {
  213. geometry.__webglVertexBuffer = _gl.createBuffer();
  214. geometry.__webglColorBuffer = _gl.createBuffer();
  215. _this.info.geometries ++;
  216. };
  217. function createLineBuffers ( geometry ) {
  218. geometry.__webglVertexBuffer = _gl.createBuffer();
  219. geometry.__webglColorBuffer = _gl.createBuffer();
  220. _this.info.memory.geometries ++;
  221. };
  222. function createRibbonBuffers ( geometry ) {
  223. geometry.__webglVertexBuffer = _gl.createBuffer();
  224. geometry.__webglColorBuffer = _gl.createBuffer();
  225. _this.info.memory.geometries ++;
  226. };
  227. function createMeshBuffers ( geometryGroup ) {
  228. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  229. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  230. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  231. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  232. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  233. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  234. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  235. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  236. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  237. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  238. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  239. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  240. var m, ml;
  241. if ( geometryGroup.numMorphTargets ) {
  242. geometryGroup.__webglMorphTargetsBuffers = [];
  243. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  244. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  245. }
  246. }
  247. if ( geometryGroup.numMorphNormals ) {
  248. geometryGroup.__webglMorphNormalsBuffers = [];
  249. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  250. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  251. }
  252. }
  253. _this.info.memory.geometries ++;
  254. };
  255. // Buffer deallocation
  256. function deleteParticleBuffers ( geometry ) {
  257. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  258. _gl.deleteBuffer( geometry.__webglColorBuffer );
  259. _this.info.memory.geometries --;
  260. };
  261. function deleteLineBuffers ( geometry ) {
  262. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  263. _gl.deleteBuffer( geometry.__webglColorBuffer );
  264. _this.info.memory.geometries --;
  265. };
  266. function deleteRibbonBuffers ( geometry ) {
  267. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  268. _gl.deleteBuffer( geometry.__webglColorBuffer );
  269. _this.info.memory.geometries --;
  270. };
  271. function deleteMeshBuffers ( geometryGroup ) {
  272. _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
  273. _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
  274. _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
  275. _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
  276. _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
  277. _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
  278. _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer );
  279. _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
  280. _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
  281. _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
  282. _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
  283. _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
  284. var m, ml;
  285. if ( geometryGroup.numMorphTargets ) {
  286. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  287. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  288. }
  289. }
  290. if ( geometryGroup.numMorphNormals ) {
  291. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  292. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  293. }
  294. }
  295. if ( geometryGroup.__webglCustomAttributesList ) {
  296. for ( var id in geometryGroup.__webglCustomAttributesList ) {
  297. _gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer );
  298. }
  299. }
  300. _this.info.memory.geometries --;
  301. };
  302. // Buffer initialization
  303. function initCustomAttributes ( geometry, object ) {
  304. var nvertices = geometry.vertices.length;
  305. var material = object.material;
  306. if ( material.attributes ) {
  307. if ( geometry.__webglCustomAttributesList === undefined ) {
  308. geometry.__webglCustomAttributesList = [];
  309. }
  310. for ( var a in material.attributes ) {
  311. var attribute = material.attributes[ a ];
  312. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  313. attribute.__webglInitialized = true;
  314. var size = 1; // "f" and "i"
  315. if ( attribute.type === "v2" ) size = 2;
  316. else if ( attribute.type === "v3" ) size = 3;
  317. else if ( attribute.type === "v4" ) size = 4;
  318. else if ( attribute.type === "c" ) size = 3;
  319. attribute.size = size;
  320. attribute.array = new Float32Array( nvertices * size );
  321. attribute.buffer = _gl.createBuffer();
  322. attribute.buffer.belongsToAttribute = a;
  323. attribute.needsUpdate = true;
  324. }
  325. geometry.__webglCustomAttributesList.push( attribute );
  326. }
  327. }
  328. };
  329. function initParticleBuffers ( geometry, object ) {
  330. var nvertices = geometry.vertices.length;
  331. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  332. geometry.__colorArray = new Float32Array( nvertices * 3 );
  333. geometry.__sortArray = [];
  334. geometry.__webglParticleCount = nvertices;
  335. initCustomAttributes ( geometry, object );
  336. };
  337. function initLineBuffers ( geometry, object ) {
  338. var nvertices = geometry.vertices.length;
  339. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  340. geometry.__colorArray = new Float32Array( nvertices * 3 );
  341. geometry.__webglLineCount = nvertices;
  342. initCustomAttributes ( geometry, object );
  343. };
  344. function initRibbonBuffers ( geometry ) {
  345. var nvertices = geometry.vertices.length;
  346. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  347. geometry.__colorArray = new Float32Array( nvertices * 3 );
  348. geometry.__webglVertexCount = nvertices;
  349. };
  350. function initMeshBuffers ( geometryGroup, object ) {
  351. var geometry = object.geometry,
  352. faces3 = geometryGroup.faces3,
  353. faces4 = geometryGroup.faces4,
  354. nvertices = faces3.length * 3 + faces4.length * 4,
  355. ntris = faces3.length * 1 + faces4.length * 2,
  356. nlines = faces3.length * 3 + faces4.length * 4,
  357. material = getBufferMaterial( object, geometryGroup ),
  358. uvType = bufferGuessUVType( material ),
  359. normalType = bufferGuessNormalType( material ),
  360. vertexColorType = bufferGuessVertexColorType( material );
  361. //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  362. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  363. if ( normalType ) {
  364. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  365. }
  366. if ( geometry.hasTangents ) {
  367. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  368. }
  369. if ( vertexColorType ) {
  370. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  371. }
  372. if ( uvType ) {
  373. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  374. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  375. }
  376. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  377. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  378. }
  379. }
  380. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  381. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  382. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  383. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  384. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  385. }
  386. geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
  387. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  388. var m, ml;
  389. if ( geometryGroup.numMorphTargets ) {
  390. geometryGroup.__morphTargetsArrays = [];
  391. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  392. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  393. }
  394. }
  395. if ( geometryGroup.numMorphNormals ) {
  396. geometryGroup.__morphNormalsArrays = [];
  397. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  398. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  399. }
  400. }
  401. geometryGroup.__webglFaceCount = ntris * 3;
  402. geometryGroup.__webglLineCount = nlines * 2;
  403. // custom attributes
  404. if ( material.attributes ) {
  405. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  406. geometryGroup.__webglCustomAttributesList = [];
  407. }
  408. for ( var a in material.attributes ) {
  409. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  410. // attribute buffers which are correctly indexed in the setMeshBuffers function
  411. var originalAttribute = material.attributes[ a ];
  412. var attribute = {};
  413. for ( var property in originalAttribute ) {
  414. attribute[ property ] = originalAttribute[ property ];
  415. }
  416. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  417. attribute.__webglInitialized = true;
  418. var size = 1; // "f" and "i"
  419. if( attribute.type === "v2" ) size = 2;
  420. else if( attribute.type === "v3" ) size = 3;
  421. else if( attribute.type === "v4" ) size = 4;
  422. else if( attribute.type === "c" ) size = 3;
  423. attribute.size = size;
  424. attribute.array = new Float32Array( nvertices * size );
  425. attribute.buffer = _gl.createBuffer();
  426. attribute.buffer.belongsToAttribute = a;
  427. originalAttribute.needsUpdate = true;
  428. attribute.__original = originalAttribute;
  429. }
  430. geometryGroup.__webglCustomAttributesList.push( attribute );
  431. }
  432. }
  433. geometryGroup.__inittedArrays = true;
  434. };
  435. function getBufferMaterial( object, geometryGroup ) {
  436. if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
  437. return object.material;
  438. } else if ( geometryGroup.materialIndex >= 0 ) {
  439. return object.geometry.materials[ geometryGroup.materialIndex ];
  440. }
  441. };
  442. function materialNeedsSmoothNormals ( material ) {
  443. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  444. };
  445. function bufferGuessNormalType ( material ) {
  446. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  447. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  448. return false;
  449. }
  450. if ( materialNeedsSmoothNormals( material ) ) {
  451. return THREE.SmoothShading;
  452. } else {
  453. return THREE.FlatShading;
  454. }
  455. };
  456. function bufferGuessVertexColorType ( material ) {
  457. if ( material.vertexColors ) {
  458. return material.vertexColors;
  459. }
  460. return false;
  461. };
  462. function bufferGuessUVType ( material ) {
  463. // material must use some texture to require uvs
  464. if ( material.map || material.lightMap || material instanceof THREE.ShaderMaterial ) {
  465. return true;
  466. }
  467. return false;
  468. };
  469. // Buffer setting
  470. function setParticleBuffers ( geometry, hint, object ) {
  471. var v, c, vertex, offset, index, color,
  472. vertices = geometry.vertices,
  473. vl = vertices.length,
  474. colors = geometry.colors,
  475. cl = colors.length,
  476. vertexArray = geometry.__vertexArray,
  477. colorArray = geometry.__colorArray,
  478. sortArray = geometry.__sortArray,
  479. dirtyVertices = geometry.__dirtyVertices,
  480. dirtyElements = geometry.__dirtyElements,
  481. dirtyColors = geometry.__dirtyColors,
  482. customAttributes = geometry.__webglCustomAttributesList,
  483. i, il,
  484. a, ca, cal, value,
  485. customAttribute;
  486. if ( object.sortParticles ) {
  487. _projScreenMatrix.multiplySelf( object.matrixWorld );
  488. for ( v = 0; v < vl; v ++ ) {
  489. vertex = vertices[ v ].position;
  490. _vector3.copy( vertex );
  491. _projScreenMatrix.multiplyVector3( _vector3 );
  492. sortArray[ v ] = [ _vector3.z, v ];
  493. }
  494. sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
  495. for ( v = 0; v < vl; v ++ ) {
  496. vertex = vertices[ sortArray[v][1] ].position;
  497. offset = v * 3;
  498. vertexArray[ offset ] = vertex.x;
  499. vertexArray[ offset + 1 ] = vertex.y;
  500. vertexArray[ offset + 2 ] = vertex.z;
  501. }
  502. for ( c = 0; c < cl; c ++ ) {
  503. offset = c * 3;
  504. color = colors[ sortArray[c][1] ];
  505. colorArray[ offset ] = color.r;
  506. colorArray[ offset + 1 ] = color.g;
  507. colorArray[ offset + 2 ] = color.b;
  508. }
  509. if ( customAttributes ) {
  510. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  511. customAttribute = customAttributes[ i ];
  512. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
  513. offset = 0;
  514. cal = customAttribute.value.length;
  515. if ( customAttribute.size === 1 ) {
  516. for ( ca = 0; ca < cal; ca ++ ) {
  517. index = sortArray[ ca ][ 1 ];
  518. customAttribute.array[ ca ] = customAttribute.value[ index ];
  519. }
  520. } else if ( customAttribute.size === 2 ) {
  521. for ( ca = 0; ca < cal; ca ++ ) {
  522. index = sortArray[ ca ][ 1 ];
  523. value = customAttribute.value[ index ];
  524. customAttribute.array[ offset ] = value.x;
  525. customAttribute.array[ offset + 1 ] = value.y;
  526. offset += 2;
  527. }
  528. } else if ( customAttribute.size === 3 ) {
  529. if ( customAttribute.type === "c" ) {
  530. for ( ca = 0; ca < cal; ca ++ ) {
  531. index = sortArray[ ca ][ 1 ];
  532. value = customAttribute.value[ index ];
  533. customAttribute.array[ offset ] = value.r;
  534. customAttribute.array[ offset + 1 ] = value.g;
  535. customAttribute.array[ offset + 2 ] = value.b;
  536. offset += 3;
  537. }
  538. } else {
  539. for ( ca = 0; ca < cal; ca ++ ) {
  540. index = sortArray[ ca ][ 1 ];
  541. value = customAttribute.value[ index ];
  542. customAttribute.array[ offset ] = value.x;
  543. customAttribute.array[ offset + 1 ] = value.y;
  544. customAttribute.array[ offset + 2 ] = value.z;
  545. offset += 3;
  546. }
  547. }
  548. } else if ( customAttribute.size === 4 ) {
  549. for ( ca = 0; ca < cal; ca ++ ) {
  550. index = sortArray[ ca ][ 1 ];
  551. value = customAttribute.value[ index ];
  552. customAttribute.array[ offset ] = value.x;
  553. customAttribute.array[ offset + 1 ] = value.y;
  554. customAttribute.array[ offset + 2 ] = value.z;
  555. customAttribute.array[ offset + 3 ] = value.w;
  556. offset += 4;
  557. }
  558. }
  559. }
  560. }
  561. } else {
  562. if ( dirtyVertices ) {
  563. for ( v = 0; v < vl; v ++ ) {
  564. vertex = vertices[ v ].position;
  565. offset = v * 3;
  566. vertexArray[ offset ] = vertex.x;
  567. vertexArray[ offset + 1 ] = vertex.y;
  568. vertexArray[ offset + 2 ] = vertex.z;
  569. }
  570. }
  571. if ( dirtyColors ) {
  572. for ( c = 0; c < cl; c ++ ) {
  573. color = colors[ c ];
  574. offset = c * 3;
  575. colorArray[ offset ] = color.r;
  576. colorArray[ offset + 1 ] = color.g;
  577. colorArray[ offset + 2 ] = color.b;
  578. }
  579. }
  580. if ( customAttributes ) {
  581. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  582. customAttribute = customAttributes[ i ];
  583. if ( customAttribute.needsUpdate &&
  584. ( customAttribute.boundTo === undefined ||
  585. customAttribute.boundTo === "vertices") ) {
  586. cal = customAttribute.value.length;
  587. offset = 0;
  588. if ( customAttribute.size === 1 ) {
  589. for ( ca = 0; ca < cal; ca ++ ) {
  590. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  591. }
  592. } else if ( customAttribute.size === 2 ) {
  593. for ( ca = 0; ca < cal; ca ++ ) {
  594. value = customAttribute.value[ ca ];
  595. customAttribute.array[ offset ] = value.x;
  596. customAttribute.array[ offset + 1 ] = value.y;
  597. offset += 2;
  598. }
  599. } else if ( customAttribute.size === 3 ) {
  600. if ( customAttribute.type === "c" ) {
  601. for ( ca = 0; ca < cal; ca ++ ) {
  602. value = customAttribute.value[ ca ];
  603. customAttribute.array[ offset ] = value.r;
  604. customAttribute.array[ offset + 1 ] = value.g;
  605. customAttribute.array[ offset + 2 ] = value.b;
  606. offset += 3;
  607. }
  608. } else {
  609. for ( ca = 0; ca < cal; ca ++ ) {
  610. value = customAttribute.value[ ca ];
  611. customAttribute.array[ offset ] = value.x;
  612. customAttribute.array[ offset + 1 ] = value.y;
  613. customAttribute.array[ offset + 2 ] = value.z;
  614. offset += 3;
  615. }
  616. }
  617. } else if ( customAttribute.size === 4 ) {
  618. for ( ca = 0; ca < cal; ca ++ ) {
  619. value = customAttribute.value[ ca ];
  620. customAttribute.array[ offset ] = value.x;
  621. customAttribute.array[ offset + 1 ] = value.y;
  622. customAttribute.array[ offset + 2 ] = value.z;
  623. customAttribute.array[ offset + 3 ] = value.w;
  624. offset += 4;
  625. }
  626. }
  627. }
  628. }
  629. }
  630. }
  631. if ( dirtyVertices || object.sortParticles ) {
  632. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  633. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  634. }
  635. if ( dirtyColors || object.sortParticles ) {
  636. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  637. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  638. }
  639. if ( customAttributes ) {
  640. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  641. customAttribute = customAttributes[ i ];
  642. if ( customAttribute.needsUpdate || object.sortParticles ) {
  643. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  644. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  645. }
  646. }
  647. }
  648. };
  649. function setLineBuffers ( geometry, hint ) {
  650. var v, c, vertex, offset, color,
  651. vertices = geometry.vertices,
  652. colors = geometry.colors,
  653. vl = vertices.length,
  654. cl = colors.length,
  655. vertexArray = geometry.__vertexArray,
  656. colorArray = geometry.__colorArray,
  657. dirtyVertices = geometry.__dirtyVertices,
  658. dirtyColors = geometry.__dirtyColors,
  659. customAttributes = geometry.__webglCustomAttributesList,
  660. i, il,
  661. a, ca, cal, value,
  662. customAttribute;
  663. if ( dirtyVertices ) {
  664. for ( v = 0; v < vl; v ++ ) {
  665. vertex = vertices[ v ].position;
  666. offset = v * 3;
  667. vertexArray[ offset ] = vertex.x;
  668. vertexArray[ offset + 1 ] = vertex.y;
  669. vertexArray[ offset + 2 ] = vertex.z;
  670. }
  671. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  672. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  673. }
  674. if ( dirtyColors ) {
  675. for ( c = 0; c < cl; c ++ ) {
  676. color = colors[ c ];
  677. offset = c * 3;
  678. colorArray[ offset ] = color.r;
  679. colorArray[ offset + 1 ] = color.g;
  680. colorArray[ offset + 2 ] = color.b;
  681. }
  682. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  683. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  684. }
  685. if ( customAttributes ) {
  686. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  687. customAttribute = customAttributes[ i ];
  688. if ( customAttribute.needsUpdate &&
  689. ( customAttribute.boundTo === undefined ||
  690. customAttribute.boundTo === "vertices" ) ) {
  691. offset = 0;
  692. cal = customAttribute.value.length;
  693. if ( customAttribute.size === 1 ) {
  694. for ( ca = 0; ca < cal; ca ++ ) {
  695. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  696. }
  697. } else if ( customAttribute.size === 2 ) {
  698. for ( ca = 0; ca < cal; ca ++ ) {
  699. value = customAttribute.value[ ca ];
  700. customAttribute.array[ offset ] = value.x;
  701. customAttribute.array[ offset + 1 ] = value.y;
  702. offset += 2;
  703. }
  704. } else if ( customAttribute.size === 3 ) {
  705. if ( customAttribute.type === "c" ) {
  706. for ( ca = 0; ca < cal; ca ++ ) {
  707. value = customAttribute.value[ ca ];
  708. customAttribute.array[ offset ] = value.r;
  709. customAttribute.array[ offset + 1 ] = value.g;
  710. customAttribute.array[ offset + 2 ] = value.b;
  711. offset += 3;
  712. }
  713. } else {
  714. for ( ca = 0; ca < cal; ca ++ ) {
  715. value = customAttribute.value[ ca ];
  716. customAttribute.array[ offset ] = value.x;
  717. customAttribute.array[ offset + 1 ] = value.y;
  718. customAttribute.array[ offset + 2 ] = value.z;
  719. offset += 3;
  720. }
  721. }
  722. } else if ( customAttribute.size === 4 ) {
  723. for ( ca = 0; ca < cal; ca ++ ) {
  724. value = customAttribute.value[ ca ];
  725. customAttribute.array[ offset ] = value.x;
  726. customAttribute.array[ offset + 1 ] = value.y;
  727. customAttribute.array[ offset + 2 ] = value.z;
  728. customAttribute.array[ offset + 3 ] = value.w;
  729. offset += 4;
  730. }
  731. }
  732. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  733. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  734. }
  735. }
  736. }
  737. };
  738. function setRibbonBuffers ( geometry, hint ) {
  739. var v, c, vertex, offset, color,
  740. vertices = geometry.vertices,
  741. colors = geometry.colors,
  742. vl = vertices.length,
  743. cl = colors.length,
  744. vertexArray = geometry.__vertexArray,
  745. colorArray = geometry.__colorArray,
  746. dirtyVertices = geometry.__dirtyVertices,
  747. dirtyColors = geometry.__dirtyColors;
  748. if ( dirtyVertices ) {
  749. for ( v = 0; v < vl; v ++ ) {
  750. vertex = vertices[ v ].position;
  751. offset = v * 3;
  752. vertexArray[ offset ] = vertex.x;
  753. vertexArray[ offset + 1 ] = vertex.y;
  754. vertexArray[ offset + 2 ] = vertex.z;
  755. }
  756. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  757. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  758. }
  759. if ( dirtyColors ) {
  760. for ( c = 0; c < cl; c ++ ) {
  761. color = colors[ c ];
  762. offset = c * 3;
  763. colorArray[ offset ] = color.r;
  764. colorArray[ offset + 1 ] = color.g;
  765. colorArray[ offset + 2 ] = color.b;
  766. }
  767. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  768. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  769. }
  770. };
  771. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  772. if ( ! geometryGroup.__inittedArrays ) {
  773. // console.log( object );
  774. return;
  775. }
  776. var normalType = bufferGuessNormalType( material ),
  777. vertexColorType = bufferGuessVertexColorType( material ),
  778. uvType = bufferGuessUVType( material ),
  779. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  780. var f, fl, fi, face,
  781. vertexNormals, faceNormal, normal,
  782. vertexColors, faceColor,
  783. vertexTangents,
  784. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  785. c1, c2, c3, c4,
  786. sw1, sw2, sw3, sw4,
  787. si1, si2, si3, si4,
  788. sa1, sa2, sa3, sa4,
  789. sb1, sb2, sb3, sb4,
  790. m, ml, i, il,
  791. vn, uvi, uv2i,
  792. vk, vkl, vka,
  793. nka, chf, faceVertexNormals,
  794. a,
  795. vertexIndex = 0,
  796. offset = 0,
  797. offset_uv = 0,
  798. offset_uv2 = 0,
  799. offset_face = 0,
  800. offset_normal = 0,
  801. offset_tangent = 0,
  802. offset_line = 0,
  803. offset_color = 0,
  804. offset_skin = 0,
  805. offset_morphTarget = 0,
  806. offset_custom = 0,
  807. offset_customSrc = 0,
  808. value,
  809. vertexArray = geometryGroup.__vertexArray,
  810. uvArray = geometryGroup.__uvArray,
  811. uv2Array = geometryGroup.__uv2Array,
  812. normalArray = geometryGroup.__normalArray,
  813. tangentArray = geometryGroup.__tangentArray,
  814. colorArray = geometryGroup.__colorArray,
  815. skinVertexAArray = geometryGroup.__skinVertexAArray,
  816. skinVertexBArray = geometryGroup.__skinVertexBArray,
  817. skinIndexArray = geometryGroup.__skinIndexArray,
  818. skinWeightArray = geometryGroup.__skinWeightArray,
  819. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  820. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  821. customAttributes = geometryGroup.__webglCustomAttributesList,
  822. customAttribute,
  823. faceArray = geometryGroup.__faceArray,
  824. lineArray = geometryGroup.__lineArray,
  825. geometry = object.geometry, // this is shared for all chunks
  826. dirtyVertices = geometry.__dirtyVertices,
  827. dirtyElements = geometry.__dirtyElements,
  828. dirtyUvs = geometry.__dirtyUvs,
  829. dirtyNormals = geometry.__dirtyNormals,
  830. dirtyTangents = geometry.__dirtyTangents,
  831. dirtyColors = geometry.__dirtyColors,
  832. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  833. vertices = geometry.vertices,
  834. chunk_faces3 = geometryGroup.faces3,
  835. chunk_faces4 = geometryGroup.faces4,
  836. obj_faces = geometry.faces,
  837. obj_uvs = geometry.faceVertexUvs[ 0 ],
  838. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  839. obj_colors = geometry.colors,
  840. obj_skinVerticesA = geometry.skinVerticesA,
  841. obj_skinVerticesB = geometry.skinVerticesB,
  842. obj_skinIndices = geometry.skinIndices,
  843. obj_skinWeights = geometry.skinWeights,
  844. morphTargets = geometry.morphTargets,
  845. morphNormals = geometry.morphNormals;
  846. if ( dirtyVertices ) {
  847. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  848. face = obj_faces[ chunk_faces3[ f ] ];
  849. v1 = vertices[ face.a ].position;
  850. v2 = vertices[ face.b ].position;
  851. v3 = vertices[ face.c ].position;
  852. vertexArray[ offset ] = v1.x;
  853. vertexArray[ offset + 1 ] = v1.y;
  854. vertexArray[ offset + 2 ] = v1.z;
  855. vertexArray[ offset + 3 ] = v2.x;
  856. vertexArray[ offset + 4 ] = v2.y;
  857. vertexArray[ offset + 5 ] = v2.z;
  858. vertexArray[ offset + 6 ] = v3.x;
  859. vertexArray[ offset + 7 ] = v3.y;
  860. vertexArray[ offset + 8 ] = v3.z;
  861. offset += 9;
  862. }
  863. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  864. face = obj_faces[ chunk_faces4[ f ] ];
  865. v1 = vertices[ face.a ].position;
  866. v2 = vertices[ face.b ].position;
  867. v3 = vertices[ face.c ].position;
  868. v4 = vertices[ face.d ].position;
  869. vertexArray[ offset ] = v1.x;
  870. vertexArray[ offset + 1 ] = v1.y;
  871. vertexArray[ offset + 2 ] = v1.z;
  872. vertexArray[ offset + 3 ] = v2.x;
  873. vertexArray[ offset + 4 ] = v2.y;
  874. vertexArray[ offset + 5 ] = v2.z;
  875. vertexArray[ offset + 6 ] = v3.x;
  876. vertexArray[ offset + 7 ] = v3.y;
  877. vertexArray[ offset + 8 ] = v3.z;
  878. vertexArray[ offset + 9 ] = v4.x;
  879. vertexArray[ offset + 10 ] = v4.y;
  880. vertexArray[ offset + 11 ] = v4.z;
  881. offset += 12;
  882. }
  883. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  884. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  885. }
  886. if ( dirtyMorphTargets ) {
  887. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  888. offset_morphTarget = 0;
  889. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  890. chf = chunk_faces3[ f ];
  891. face = obj_faces[ chf ];
  892. // morph positions
  893. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  894. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  895. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  896. vka = morphTargetsArrays[ vk ];
  897. vka[ offset_morphTarget ] = v1.x;
  898. vka[ offset_morphTarget + 1 ] = v1.y;
  899. vka[ offset_morphTarget + 2 ] = v1.z;
  900. vka[ offset_morphTarget + 3 ] = v2.x;
  901. vka[ offset_morphTarget + 4 ] = v2.y;
  902. vka[ offset_morphTarget + 5 ] = v2.z;
  903. vka[ offset_morphTarget + 6 ] = v3.x;
  904. vka[ offset_morphTarget + 7 ] = v3.y;
  905. vka[ offset_morphTarget + 8 ] = v3.z;
  906. // morph normals
  907. if ( material.morphNormals ) {
  908. if ( needsSmoothNormals ) {
  909. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  910. n1 = faceVertexNormals.a;
  911. n2 = faceVertexNormals.b;
  912. n3 = faceVertexNormals.c;
  913. } else {
  914. n1 = morphNormals[ vk ].faceNormals[ chf ];
  915. n2 = n1;
  916. n3 = n1;
  917. }
  918. nka = morphNormalsArrays[ vk ];
  919. nka[ offset_morphTarget ] = n1.x;
  920. nka[ offset_morphTarget + 1 ] = n1.y;
  921. nka[ offset_morphTarget + 2 ] = n1.z;
  922. nka[ offset_morphTarget + 3 ] = n2.x;
  923. nka[ offset_morphTarget + 4 ] = n2.y;
  924. nka[ offset_morphTarget + 5 ] = n2.z;
  925. nka[ offset_morphTarget + 6 ] = n3.x;
  926. nka[ offset_morphTarget + 7 ] = n3.y;
  927. nka[ offset_morphTarget + 8 ] = n3.z;
  928. }
  929. //
  930. offset_morphTarget += 9;
  931. }
  932. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  933. chf = chunk_faces4[ f ];
  934. face = obj_faces[ chf ];
  935. // morph positions
  936. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  937. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  938. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  939. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  940. vka = morphTargetsArrays[ vk ];
  941. vka[ offset_morphTarget ] = v1.x;
  942. vka[ offset_morphTarget + 1 ] = v1.y;
  943. vka[ offset_morphTarget + 2 ] = v1.z;
  944. vka[ offset_morphTarget + 3 ] = v2.x;
  945. vka[ offset_morphTarget + 4 ] = v2.y;
  946. vka[ offset_morphTarget + 5 ] = v2.z;
  947. vka[ offset_morphTarget + 6 ] = v3.x;
  948. vka[ offset_morphTarget + 7 ] = v3.y;
  949. vka[ offset_morphTarget + 8 ] = v3.z;
  950. vka[ offset_morphTarget + 9 ] = v4.x;
  951. vka[ offset_morphTarget + 10 ] = v4.y;
  952. vka[ offset_morphTarget + 11 ] = v4.z;
  953. // morph normals
  954. if ( material.morphNormals ) {
  955. if ( needsSmoothNormals ) {
  956. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  957. n1 = faceVertexNormals.a;
  958. n2 = faceVertexNormals.b;
  959. n3 = faceVertexNormals.c;
  960. n4 = faceVertexNormals.d;
  961. } else {
  962. n1 = morphNormals[ vk ].faceNormals[ chf ];
  963. n2 = n1;
  964. n3 = n1;
  965. n4 = n1;
  966. }
  967. nka = morphNormalsArrays[ vk ];
  968. nka[ offset_morphTarget ] = n1.x;
  969. nka[ offset_morphTarget + 1 ] = n1.y;
  970. nka[ offset_morphTarget + 2 ] = n1.z;
  971. nka[ offset_morphTarget + 3 ] = n2.x;
  972. nka[ offset_morphTarget + 4 ] = n2.y;
  973. nka[ offset_morphTarget + 5 ] = n2.z;
  974. nka[ offset_morphTarget + 6 ] = n3.x;
  975. nka[ offset_morphTarget + 7 ] = n3.y;
  976. nka[ offset_morphTarget + 8 ] = n3.z;
  977. nka[ offset_morphTarget + 9 ] = n4.x;
  978. nka[ offset_morphTarget + 10 ] = n4.y;
  979. nka[ offset_morphTarget + 11 ] = n4.z;
  980. }
  981. //
  982. offset_morphTarget += 12;
  983. }
  984. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  985. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  986. if ( material.morphNormals ) {
  987. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  988. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  989. }
  990. }
  991. }
  992. if ( obj_skinWeights.length ) {
  993. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  994. face = obj_faces[ chunk_faces3[ f ] ];
  995. // weights
  996. sw1 = obj_skinWeights[ face.a ];
  997. sw2 = obj_skinWeights[ face.b ];
  998. sw3 = obj_skinWeights[ face.c ];
  999. skinWeightArray[ offset_skin ] = sw1.x;
  1000. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1001. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1002. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1003. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1004. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1005. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1006. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1007. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1008. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1009. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1010. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1011. // indices
  1012. si1 = obj_skinIndices[ face.a ];
  1013. si2 = obj_skinIndices[ face.b ];
  1014. si3 = obj_skinIndices[ face.c ];
  1015. skinIndexArray[ offset_skin ] = si1.x;
  1016. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1017. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1018. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1019. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1020. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1021. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1022. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1023. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1024. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1025. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1026. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1027. // vertices A
  1028. sa1 = obj_skinVerticesA[ face.a ];
  1029. sa2 = obj_skinVerticesA[ face.b ];
  1030. sa3 = obj_skinVerticesA[ face.c ];
  1031. skinVertexAArray[ offset_skin ] = sa1.x;
  1032. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1033. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1034. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1035. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1036. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1037. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1038. skinVertexAArray[ offset_skin + 7 ] = 1;
  1039. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1040. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1041. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1042. skinVertexAArray[ offset_skin + 11 ] = 1;
  1043. // vertices B
  1044. sb1 = obj_skinVerticesB[ face.a ];
  1045. sb2 = obj_skinVerticesB[ face.b ];
  1046. sb3 = obj_skinVerticesB[ face.c ];
  1047. skinVertexBArray[ offset_skin ] = sb1.x;
  1048. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1049. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1050. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1051. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1052. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1053. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1054. skinVertexBArray[ offset_skin + 7 ] = 1;
  1055. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1056. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1057. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1058. skinVertexBArray[ offset_skin + 11 ] = 1;
  1059. offset_skin += 12;
  1060. }
  1061. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1062. face = obj_faces[ chunk_faces4[ f ] ];
  1063. // weights
  1064. sw1 = obj_skinWeights[ face.a ];
  1065. sw2 = obj_skinWeights[ face.b ];
  1066. sw3 = obj_skinWeights[ face.c ];
  1067. sw4 = obj_skinWeights[ face.d ];
  1068. skinWeightArray[ offset_skin ] = sw1.x;
  1069. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1070. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1071. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1072. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1073. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1074. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1075. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1076. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1077. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1078. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1079. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1080. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  1081. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  1082. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  1083. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  1084. // indices
  1085. si1 = obj_skinIndices[ face.a ];
  1086. si2 = obj_skinIndices[ face.b ];
  1087. si3 = obj_skinIndices[ face.c ];
  1088. si4 = obj_skinIndices[ face.d ];
  1089. skinIndexArray[ offset_skin ] = si1.x;
  1090. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1091. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1092. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1093. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1094. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1095. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1096. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1097. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1098. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1099. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1100. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1101. skinIndexArray[ offset_skin + 12 ] = si4.x;
  1102. skinIndexArray[ offset_skin + 13 ] = si4.y;
  1103. skinIndexArray[ offset_skin + 14 ] = si4.z;
  1104. skinIndexArray[ offset_skin + 15 ] = si4.w;
  1105. // vertices A
  1106. sa1 = obj_skinVerticesA[ face.a ];
  1107. sa2 = obj_skinVerticesA[ face.b ];
  1108. sa3 = obj_skinVerticesA[ face.c ];
  1109. sa4 = obj_skinVerticesA[ face.d ];
  1110. skinVertexAArray[ offset_skin ] = sa1.x;
  1111. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1112. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1113. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1114. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1115. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1116. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1117. skinVertexAArray[ offset_skin + 7 ] = 1;
  1118. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1119. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1120. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1121. skinVertexAArray[ offset_skin + 11 ] = 1;
  1122. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1123. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1124. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1125. skinVertexAArray[ offset_skin + 15 ] = 1;
  1126. // vertices B
  1127. sb1 = obj_skinVerticesB[ face.a ];
  1128. sb2 = obj_skinVerticesB[ face.b ];
  1129. sb3 = obj_skinVerticesB[ face.c ];
  1130. sb4 = obj_skinVerticesB[ face.d ];
  1131. skinVertexBArray[ offset_skin ] = sb1.x;
  1132. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1133. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1134. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1135. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1136. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1137. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1138. skinVertexBArray[ offset_skin + 7 ] = 1;
  1139. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1140. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1141. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1142. skinVertexBArray[ offset_skin + 11 ] = 1;
  1143. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1144. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1145. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1146. skinVertexBArray[ offset_skin + 15 ] = 1;
  1147. offset_skin += 16;
  1148. }
  1149. if ( offset_skin > 0 ) {
  1150. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1151. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1152. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1153. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1154. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1155. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1156. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1157. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1158. }
  1159. }
  1160. if ( dirtyColors && vertexColorType ) {
  1161. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1162. face = obj_faces[ chunk_faces3[ f ] ];
  1163. vertexColors = face.vertexColors;
  1164. faceColor = face.color;
  1165. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  1166. c1 = vertexColors[ 0 ];
  1167. c2 = vertexColors[ 1 ];
  1168. c3 = vertexColors[ 2 ];
  1169. } else {
  1170. c1 = faceColor;
  1171. c2 = faceColor;
  1172. c3 = faceColor;
  1173. }
  1174. colorArray[ offset_color ] = c1.r;
  1175. colorArray[ offset_color + 1 ] = c1.g;
  1176. colorArray[ offset_color + 2 ] = c1.b;
  1177. colorArray[ offset_color + 3 ] = c2.r;
  1178. colorArray[ offset_color + 4 ] = c2.g;
  1179. colorArray[ offset_color + 5 ] = c2.b;
  1180. colorArray[ offset_color + 6 ] = c3.r;
  1181. colorArray[ offset_color + 7 ] = c3.g;
  1182. colorArray[ offset_color + 8 ] = c3.b;
  1183. offset_color += 9;
  1184. }
  1185. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1186. face = obj_faces[ chunk_faces4[ f ] ];
  1187. vertexColors = face.vertexColors;
  1188. faceColor = face.color;
  1189. if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
  1190. c1 = vertexColors[ 0 ];
  1191. c2 = vertexColors[ 1 ];
  1192. c3 = vertexColors[ 2 ];
  1193. c4 = vertexColors[ 3 ];
  1194. } else {
  1195. c1 = faceColor;
  1196. c2 = faceColor;
  1197. c3 = faceColor;
  1198. c4 = faceColor;
  1199. }
  1200. colorArray[ offset_color ] = c1.r;
  1201. colorArray[ offset_color + 1 ] = c1.g;
  1202. colorArray[ offset_color + 2 ] = c1.b;
  1203. colorArray[ offset_color + 3 ] = c2.r;
  1204. colorArray[ offset_color + 4 ] = c2.g;
  1205. colorArray[ offset_color + 5 ] = c2.b;
  1206. colorArray[ offset_color + 6 ] = c3.r;
  1207. colorArray[ offset_color + 7 ] = c3.g;
  1208. colorArray[ offset_color + 8 ] = c3.b;
  1209. colorArray[ offset_color + 9 ] = c4.r;
  1210. colorArray[ offset_color + 10 ] = c4.g;
  1211. colorArray[ offset_color + 11 ] = c4.b;
  1212. offset_color += 12;
  1213. }
  1214. if ( offset_color > 0 ) {
  1215. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1216. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1217. }
  1218. }
  1219. if ( dirtyTangents && geometry.hasTangents ) {
  1220. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1221. face = obj_faces[ chunk_faces3[ f ] ];
  1222. vertexTangents = face.vertexTangents;
  1223. t1 = vertexTangents[ 0 ];
  1224. t2 = vertexTangents[ 1 ];
  1225. t3 = vertexTangents[ 2 ];
  1226. tangentArray[ offset_tangent ] = t1.x;
  1227. tangentArray[ offset_tangent + 1 ] = t1.y;
  1228. tangentArray[ offset_tangent + 2 ] = t1.z;
  1229. tangentArray[ offset_tangent + 3 ] = t1.w;
  1230. tangentArray[ offset_tangent + 4 ] = t2.x;
  1231. tangentArray[ offset_tangent + 5 ] = t2.y;
  1232. tangentArray[ offset_tangent + 6 ] = t2.z;
  1233. tangentArray[ offset_tangent + 7 ] = t2.w;
  1234. tangentArray[ offset_tangent + 8 ] = t3.x;
  1235. tangentArray[ offset_tangent + 9 ] = t3.y;
  1236. tangentArray[ offset_tangent + 10 ] = t3.z;
  1237. tangentArray[ offset_tangent + 11 ] = t3.w;
  1238. offset_tangent += 12;
  1239. }
  1240. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1241. face = obj_faces[ chunk_faces4[ f ] ];
  1242. vertexTangents = face.vertexTangents;
  1243. t1 = vertexTangents[ 0 ];
  1244. t2 = vertexTangents[ 1 ];
  1245. t3 = vertexTangents[ 2 ];
  1246. t4 = vertexTangents[ 3 ];
  1247. tangentArray[ offset_tangent ] = t1.x;
  1248. tangentArray[ offset_tangent + 1 ] = t1.y;
  1249. tangentArray[ offset_tangent + 2 ] = t1.z;
  1250. tangentArray[ offset_tangent + 3 ] = t1.w;
  1251. tangentArray[ offset_tangent + 4 ] = t2.x;
  1252. tangentArray[ offset_tangent + 5 ] = t2.y;
  1253. tangentArray[ offset_tangent + 6 ] = t2.z;
  1254. tangentArray[ offset_tangent + 7 ] = t2.w;
  1255. tangentArray[ offset_tangent + 8 ] = t3.x;
  1256. tangentArray[ offset_tangent + 9 ] = t3.y;
  1257. tangentArray[ offset_tangent + 10 ] = t3.z;
  1258. tangentArray[ offset_tangent + 11 ] = t3.w;
  1259. tangentArray[ offset_tangent + 12 ] = t4.x;
  1260. tangentArray[ offset_tangent + 13 ] = t4.y;
  1261. tangentArray[ offset_tangent + 14 ] = t4.z;
  1262. tangentArray[ offset_tangent + 15 ] = t4.w;
  1263. offset_tangent += 16;
  1264. }
  1265. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1266. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1267. }
  1268. if ( dirtyNormals && normalType ) {
  1269. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1270. face = obj_faces[ chunk_faces3[ f ] ];
  1271. vertexNormals = face.vertexNormals;
  1272. faceNormal = face.normal;
  1273. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1274. for ( i = 0; i < 3; i ++ ) {
  1275. vn = vertexNormals[ i ];
  1276. normalArray[ offset_normal ] = vn.x;
  1277. normalArray[ offset_normal + 1 ] = vn.y;
  1278. normalArray[ offset_normal + 2 ] = vn.z;
  1279. offset_normal += 3;
  1280. }
  1281. } else {
  1282. for ( i = 0; i < 3; i ++ ) {
  1283. normalArray[ offset_normal ] = faceNormal.x;
  1284. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1285. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1286. offset_normal += 3;
  1287. }
  1288. }
  1289. }
  1290. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1291. face = obj_faces[ chunk_faces4[ f ] ];
  1292. vertexNormals = face.vertexNormals;
  1293. faceNormal = face.normal;
  1294. if ( vertexNormals.length === 4 && needsSmoothNormals ) {
  1295. for ( i = 0; i < 4; i ++ ) {
  1296. vn = vertexNormals[ i ];
  1297. normalArray[ offset_normal ] = vn.x;
  1298. normalArray[ offset_normal + 1 ] = vn.y;
  1299. normalArray[ offset_normal + 2 ] = vn.z;
  1300. offset_normal += 3;
  1301. }
  1302. } else {
  1303. for ( i = 0; i < 4; i ++ ) {
  1304. normalArray[ offset_normal ] = faceNormal.x;
  1305. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1306. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1307. offset_normal += 3;
  1308. }
  1309. }
  1310. }
  1311. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1312. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1313. }
  1314. if ( dirtyUvs && obj_uvs && uvType ) {
  1315. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1316. fi = chunk_faces3[ f ];
  1317. face = obj_faces[ fi ];
  1318. uv = obj_uvs[ fi ];
  1319. if ( uv === undefined ) continue;
  1320. for ( i = 0; i < 3; i ++ ) {
  1321. uvi = uv[ i ];
  1322. uvArray[ offset_uv ] = uvi.u;
  1323. uvArray[ offset_uv + 1 ] = uvi.v;
  1324. offset_uv += 2;
  1325. }
  1326. }
  1327. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1328. fi = chunk_faces4[ f ];
  1329. face = obj_faces[ fi ];
  1330. uv = obj_uvs[ fi ];
  1331. if ( uv === undefined ) continue;
  1332. for ( i = 0; i < 4; i ++ ) {
  1333. uvi = uv[ i ];
  1334. uvArray[ offset_uv ] = uvi.u;
  1335. uvArray[ offset_uv + 1 ] = uvi.v;
  1336. offset_uv += 2;
  1337. }
  1338. }
  1339. if ( offset_uv > 0 ) {
  1340. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1341. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1342. }
  1343. }
  1344. if ( dirtyUvs && obj_uvs2 && uvType ) {
  1345. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1346. fi = chunk_faces3[ f ];
  1347. face = obj_faces[ fi ];
  1348. uv2 = obj_uvs2[ fi ];
  1349. if ( uv2 === undefined ) continue;
  1350. for ( i = 0; i < 3; i ++ ) {
  1351. uv2i = uv2[ i ];
  1352. uv2Array[ offset_uv2 ] = uv2i.u;
  1353. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1354. offset_uv2 += 2;
  1355. }
  1356. }
  1357. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1358. fi = chunk_faces4[ f ];
  1359. face = obj_faces[ fi ];
  1360. uv2 = obj_uvs2[ fi ];
  1361. if ( uv2 === undefined ) continue;
  1362. for ( i = 0; i < 4; i ++ ) {
  1363. uv2i = uv2[ i ];
  1364. uv2Array[ offset_uv2 ] = uv2i.u;
  1365. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1366. offset_uv2 += 2;
  1367. }
  1368. }
  1369. if ( offset_uv2 > 0 ) {
  1370. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1371. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1372. }
  1373. }
  1374. if ( dirtyElements ) {
  1375. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1376. face = obj_faces[ chunk_faces3[ f ] ];
  1377. faceArray[ offset_face ] = vertexIndex;
  1378. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1379. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1380. offset_face += 3;
  1381. lineArray[ offset_line ] = vertexIndex;
  1382. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1383. lineArray[ offset_line + 2 ] = vertexIndex;
  1384. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1385. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1386. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1387. offset_line += 6;
  1388. vertexIndex += 3;
  1389. }
  1390. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1391. face = obj_faces[ chunk_faces4[ f ] ];
  1392. faceArray[ offset_face ] = vertexIndex;
  1393. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1394. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1395. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1396. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1397. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1398. offset_face += 6;
  1399. lineArray[ offset_line ] = vertexIndex;
  1400. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1401. lineArray[ offset_line + 2 ] = vertexIndex;
  1402. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1403. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1404. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1405. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1406. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1407. offset_line += 8;
  1408. vertexIndex += 4;
  1409. }
  1410. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1411. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1412. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1413. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1414. }
  1415. if ( customAttributes ) {
  1416. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1417. customAttribute = customAttributes[ i ];
  1418. if ( ! customAttribute.__original.needsUpdate ) continue;
  1419. offset_custom = 0;
  1420. offset_customSrc = 0;
  1421. if ( customAttribute.size === 1 ) {
  1422. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1423. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1424. face = obj_faces[ chunk_faces3[ f ] ];
  1425. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1426. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1427. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1428. offset_custom += 3;
  1429. }
  1430. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1431. face = obj_faces[ chunk_faces4[ f ] ];
  1432. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1433. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1434. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1435. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  1436. offset_custom += 4;
  1437. }
  1438. } else if ( customAttribute.boundTo === "faces" ) {
  1439. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1440. value = customAttribute.value[ chunk_faces3[ f ] ];
  1441. customAttribute.array[ offset_custom ] = value;
  1442. customAttribute.array[ offset_custom + 1 ] = value;
  1443. customAttribute.array[ offset_custom + 2 ] = value;
  1444. offset_custom += 3;
  1445. }
  1446. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1447. value = customAttribute.value[ chunk_faces4[ f ] ];
  1448. customAttribute.array[ offset_custom ] = value;
  1449. customAttribute.array[ offset_custom + 1 ] = value;
  1450. customAttribute.array[ offset_custom + 2 ] = value;
  1451. customAttribute.array[ offset_custom + 3 ] = value;
  1452. offset_custom += 4;
  1453. }
  1454. }
  1455. } else if ( customAttribute.size === 2 ) {
  1456. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1457. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1458. face = obj_faces[ chunk_faces3[ f ] ];
  1459. v1 = customAttribute.value[ face.a ];
  1460. v2 = customAttribute.value[ face.b ];
  1461. v3 = customAttribute.value[ face.c ];
  1462. customAttribute.array[ offset_custom ] = v1.x;
  1463. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1464. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1465. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1466. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1467. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1468. offset_custom += 6;
  1469. }
  1470. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1471. face = obj_faces[ chunk_faces4[ f ] ];
  1472. v1 = customAttribute.value[ face.a ];
  1473. v2 = customAttribute.value[ face.b ];
  1474. v3 = customAttribute.value[ face.c ];
  1475. v4 = customAttribute.value[ face.d ];
  1476. customAttribute.array[ offset_custom ] = v1.x;
  1477. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1478. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1479. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1480. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1481. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1482. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1483. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1484. offset_custom += 8;
  1485. }
  1486. } else if ( customAttribute.boundTo === "faces" ) {
  1487. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1488. value = customAttribute.value[ chunk_faces3[ f ] ];
  1489. v1 = value;
  1490. v2 = value;
  1491. v3 = value;
  1492. customAttribute.array[ offset_custom ] = v1.x;
  1493. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1494. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1495. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1496. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1497. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1498. offset_custom += 6;
  1499. }
  1500. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1501. value = customAttribute.value[ chunk_faces4[ f ] ];
  1502. v1 = value;
  1503. v2 = value;
  1504. v3 = value;
  1505. v4 = value;
  1506. customAttribute.array[ offset_custom ] = v1.x;
  1507. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1508. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1509. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1510. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1511. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1512. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1513. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1514. offset_custom += 8;
  1515. }
  1516. }
  1517. } else if ( customAttribute.size === 3 ) {
  1518. var pp;
  1519. if ( customAttribute.type === "c" ) {
  1520. pp = [ "r", "g", "b" ];
  1521. } else {
  1522. pp = [ "x", "y", "z" ];
  1523. }
  1524. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1525. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1526. face = obj_faces[ chunk_faces3[ f ] ];
  1527. v1 = customAttribute.value[ face.a ];
  1528. v2 = customAttribute.value[ face.b ];
  1529. v3 = customAttribute.value[ face.c ];
  1530. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1531. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1532. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1533. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1534. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1535. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1536. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1537. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1538. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1539. offset_custom += 9;
  1540. }
  1541. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1542. face = obj_faces[ chunk_faces4[ f ] ];
  1543. v1 = customAttribute.value[ face.a ];
  1544. v2 = customAttribute.value[ face.b ];
  1545. v3 = customAttribute.value[ face.c ];
  1546. v4 = customAttribute.value[ face.d ];
  1547. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1548. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1549. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1550. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1551. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1552. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1553. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1554. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1555. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1556. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1557. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1558. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1559. offset_custom += 12;
  1560. }
  1561. } else if ( customAttribute.boundTo === "faces" ) {
  1562. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1563. value = customAttribute.value[ chunk_faces3[ f ] ];
  1564. v1 = value;
  1565. v2 = value;
  1566. v3 = value;
  1567. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1568. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1569. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1570. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1571. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1572. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1573. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1574. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1575. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1576. offset_custom += 9;
  1577. }
  1578. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1579. value = customAttribute.value[ chunk_faces4[ f ] ];
  1580. v1 = value;
  1581. v2 = value;
  1582. v3 = value;
  1583. v4 = value;
  1584. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1585. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1586. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1587. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1588. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1589. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1590. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1591. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1592. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1593. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1594. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1595. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1596. offset_custom += 12;
  1597. }
  1598. }
  1599. } else if ( customAttribute.size === 4 ) {
  1600. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1601. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1602. face = obj_faces[ chunk_faces3[ f ] ];
  1603. v1 = customAttribute.value[ face.a ];
  1604. v2 = customAttribute.value[ face.b ];
  1605. v3 = customAttribute.value[ face.c ];
  1606. customAttribute.array[ offset_custom ] = v1.x;
  1607. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1608. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1609. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1610. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1611. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1612. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1613. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1614. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1615. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1616. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1617. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1618. offset_custom += 12;
  1619. }
  1620. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1621. face = obj_faces[ chunk_faces4[ f ] ];
  1622. v1 = customAttribute.value[ face.a ];
  1623. v2 = customAttribute.value[ face.b ];
  1624. v3 = customAttribute.value[ face.c ];
  1625. v4 = customAttribute.value[ face.d ];
  1626. customAttribute.array[ offset_custom ] = v1.x;
  1627. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1628. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1629. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1630. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1631. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1632. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1633. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1634. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1635. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1636. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1637. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1638. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1639. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1640. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1641. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1642. offset_custom += 16;
  1643. }
  1644. } else if ( customAttribute.boundTo === "faces" ) {
  1645. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1646. value = customAttribute.value[ chunk_faces3[ f ] ];
  1647. v1 = value;
  1648. v2 = value;
  1649. v3 = value;
  1650. customAttribute.array[ offset_custom ] = v1.x;
  1651. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1652. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1653. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1654. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1655. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1656. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1657. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1658. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1659. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1660. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1661. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1662. offset_custom += 12;
  1663. }
  1664. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1665. value = customAttribute.value[ chunk_faces4[ f ] ];
  1666. v1 = value;
  1667. v2 = value;
  1668. v3 = value;
  1669. v4 = value;
  1670. customAttribute.array[ offset_custom ] = v1.x;
  1671. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1672. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1673. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1674. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1675. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1676. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1677. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1678. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1679. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1680. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1681. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1682. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1683. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1684. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1685. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1686. offset_custom += 16;
  1687. }
  1688. }
  1689. }
  1690. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1691. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1692. }
  1693. }
  1694. if ( dispose ) {
  1695. delete geometryGroup.__inittedArrays;
  1696. delete geometryGroup.__colorArray;
  1697. delete geometryGroup.__normalArray;
  1698. delete geometryGroup.__tangentArray;
  1699. delete geometryGroup.__uvArray;
  1700. delete geometryGroup.__uv2Array;
  1701. delete geometryGroup.__faceArray;
  1702. delete geometryGroup.__vertexArray;
  1703. delete geometryGroup.__lineArray;
  1704. delete geometryGroup.__skinVertexAArray;
  1705. delete geometryGroup.__skinVertexBArray;
  1706. delete geometryGroup.__skinIndexArray;
  1707. delete geometryGroup.__skinWeightArray;
  1708. }
  1709. };
  1710. // Buffer rendering
  1711. this.renderBufferImmediate = function ( object, program, shading ) {
  1712. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1713. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1714. if ( object.hasPos ) {
  1715. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1716. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1717. _gl.enableVertexAttribArray( program.attributes.position );
  1718. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1719. }
  1720. if ( object.hasNormal ) {
  1721. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1722. if ( shading === THREE.FlatShading ) {
  1723. var nx, ny, nz,
  1724. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1725. normalArray,
  1726. i, il = object.count * 3;
  1727. for( i = 0; i < il; i += 9 ) {
  1728. normalArray = object.normalArray;
  1729. nax = normalArray[ i ];
  1730. nay = normalArray[ i + 1 ];
  1731. naz = normalArray[ i + 2 ];
  1732. nbx = normalArray[ i + 3 ];
  1733. nby = normalArray[ i + 4 ];
  1734. nbz = normalArray[ i + 5 ];
  1735. ncx = normalArray[ i + 6 ];
  1736. ncy = normalArray[ i + 7 ];
  1737. ncz = normalArray[ i + 8 ];
  1738. nx = ( nax + nbx + ncx ) / 3;
  1739. ny = ( nay + nby + ncy ) / 3;
  1740. nz = ( naz + nbz + ncz ) / 3;
  1741. normalArray[ i ] = nx;
  1742. normalArray[ i + 1 ] = ny;
  1743. normalArray[ i + 2 ] = nz;
  1744. normalArray[ i + 3 ] = nx;
  1745. normalArray[ i + 4 ] = ny;
  1746. normalArray[ i + 5 ] = nz;
  1747. normalArray[ i + 6 ] = nx;
  1748. normalArray[ i + 7 ] = ny;
  1749. normalArray[ i + 8 ] = nz;
  1750. }
  1751. }
  1752. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1753. _gl.enableVertexAttribArray( program.attributes.normal );
  1754. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1755. }
  1756. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1757. object.count = 0;
  1758. };
  1759. this.renderBufferDirect = function ( camera, lights, fog, material, geometryGroup, object ) {
  1760. if ( material.opacity === 0 ) return;
  1761. var program, attributes, linewidth, primitives, a, attribute;
  1762. program = setProgram( camera, lights, fog, material, object );
  1763. attributes = program.attributes;
  1764. var updateBuffers = false,
  1765. wireframeBit = material.wireframe ? 1 : 0,
  1766. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1767. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1768. _currentGeometryGroupHash = geometryGroupHash;
  1769. updateBuffers = true;
  1770. }
  1771. // render mesh
  1772. if ( object instanceof THREE.Mesh ) {
  1773. var offsets = geometryGroup.offsets;
  1774. for ( var i = 0, il = offsets.length; i < il; ++ i ) {
  1775. if ( updateBuffers ) {
  1776. // vertices
  1777. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexPositionBuffer );
  1778. _gl.vertexAttribPointer( attributes.position, geometryGroup.vertexPositionBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
  1779. // normals
  1780. if ( attributes.normal >= 0 && geometryGroup.vertexNormalBuffer ) {
  1781. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexNormalBuffer );
  1782. _gl.vertexAttribPointer( attributes.normal, geometryGroup.vertexNormalBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
  1783. }
  1784. // uvs
  1785. if ( attributes.uv >= 0 && geometryGroup.vertexUvBuffer ) {
  1786. if ( geometryGroup.vertexUvBuffer ) {
  1787. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexUvBuffer );
  1788. _gl.vertexAttribPointer( attributes.uv, geometryGroup.vertexUvBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 2 );
  1789. _gl.enableVertexAttribArray( attributes.uv );
  1790. } else {
  1791. _gl.disableVertexAttribArray( attributes.uv );
  1792. }
  1793. }
  1794. // colors
  1795. if ( attributes.color >= 0 && geometryGroup.vertexColorBuffer ) {
  1796. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexColorBuffer );
  1797. _gl.vertexAttribPointer( attributes.color, geometryGroup.vertexColorBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 4 );
  1798. }
  1799. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.vertexIndexBuffer );
  1800. }
  1801. // render indexed triangles
  1802. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 = Uint16
  1803. _this.info.render.calls ++;
  1804. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1805. _this.info.render.faces += offsets[ i ].count / 3;
  1806. }
  1807. }
  1808. };
  1809. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1810. if ( material.opacity === 0 ) return;
  1811. var program, attributes, linewidth, primitives, a, attribute, i, il;
  1812. program = setProgram( camera, lights, fog, material, object );
  1813. attributes = program.attributes;
  1814. var updateBuffers = false,
  1815. wireframeBit = material.wireframe ? 1 : 0,
  1816. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1817. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1818. _currentGeometryGroupHash = geometryGroupHash;
  1819. updateBuffers = true;
  1820. }
  1821. // vertices
  1822. if ( !material.morphTargets && attributes.position >= 0 ) {
  1823. if ( updateBuffers ) {
  1824. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1825. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1826. }
  1827. } else {
  1828. if ( object.morphTargetBase ) {
  1829. setupMorphTargets( material, geometryGroup, object );
  1830. }
  1831. }
  1832. if ( updateBuffers ) {
  1833. // custom attributes
  1834. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1835. if ( geometryGroup.__webglCustomAttributesList ) {
  1836. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1837. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1838. if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1839. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1840. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1841. }
  1842. }
  1843. }
  1844. // colors
  1845. if ( attributes.color >= 0 ) {
  1846. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1847. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1848. }
  1849. // normals
  1850. if ( attributes.normal >= 0 ) {
  1851. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1852. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1853. }
  1854. // tangents
  1855. if ( attributes.tangent >= 0 ) {
  1856. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1857. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1858. }
  1859. // uvs
  1860. if ( attributes.uv >= 0 ) {
  1861. if ( geometryGroup.__webglUVBuffer ) {
  1862. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1863. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1864. _gl.enableVertexAttribArray( attributes.uv );
  1865. } else {
  1866. _gl.disableVertexAttribArray( attributes.uv );
  1867. }
  1868. }
  1869. if ( attributes.uv2 >= 0 ) {
  1870. if ( geometryGroup.__webglUV2Buffer ) {
  1871. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1872. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1873. _gl.enableVertexAttribArray( attributes.uv2 );
  1874. } else {
  1875. _gl.disableVertexAttribArray( attributes.uv2 );
  1876. }
  1877. }
  1878. if ( material.skinning &&
  1879. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1880. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1881. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1882. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1883. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1884. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1885. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1886. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1887. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1888. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1889. }
  1890. }
  1891. // render mesh
  1892. if ( object instanceof THREE.Mesh ) {
  1893. // wireframe
  1894. if ( material.wireframe ) {
  1895. setLineWidth( material.wireframeLinewidth );
  1896. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1897. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1898. // triangles
  1899. } else {
  1900. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1901. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1902. }
  1903. _this.info.render.calls ++;
  1904. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1905. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1906. // render lines
  1907. } else if ( object instanceof THREE.Line ) {
  1908. primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1909. setLineWidth( material.linewidth );
  1910. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1911. _this.info.render.calls ++;
  1912. // render particles
  1913. } else if ( object instanceof THREE.ParticleSystem ) {
  1914. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1915. _this.info.render.calls ++;
  1916. _this.info.render.points += geometryGroup.__webglParticleCount;
  1917. // render ribbon
  1918. } else if ( object instanceof THREE.Ribbon ) {
  1919. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1920. _this.info.render.calls ++;
  1921. }
  1922. };
  1923. function setupMorphTargets ( material, geometryGroup, object ) {
  1924. // set base
  1925. var attributes = material.program.attributes;
  1926. if ( object.morphTargetBase !== - 1 ) {
  1927. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1928. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1929. } else if ( attributes.position >= 0 ) {
  1930. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1931. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1932. }
  1933. if ( object.morphTargetForcedOrder.length ) {
  1934. // set forced order
  1935. var m = 0;
  1936. var order = object.morphTargetForcedOrder;
  1937. var influences = object.morphTargetInfluences;
  1938. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1939. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1940. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1941. if ( material.morphNormals ) {
  1942. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  1943. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1944. }
  1945. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1946. m ++;
  1947. }
  1948. } else {
  1949. // find most influencing
  1950. var used = [];
  1951. var candidateInfluence = - 1;
  1952. var candidate = 0;
  1953. var influences = object.morphTargetInfluences;
  1954. var i, il = influences.length;
  1955. var m = 0;
  1956. if ( object.morphTargetBase !== - 1 ) {
  1957. used[ object.morphTargetBase ] = true;
  1958. }
  1959. while ( m < material.numSupportedMorphTargets ) {
  1960. for ( i = 0; i < il; i ++ ) {
  1961. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1962. candidate = i;
  1963. candidateInfluence = influences[ candidate ];
  1964. }
  1965. }
  1966. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1967. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1968. if ( material.morphNormals ) {
  1969. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ candidate ] );
  1970. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1971. }
  1972. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1973. used[ candidate ] = 1;
  1974. candidateInfluence = -1;
  1975. m ++;
  1976. }
  1977. }
  1978. // load updated influences uniform
  1979. if( material.program.uniforms.morphTargetInfluences !== null ) {
  1980. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1981. }
  1982. };
  1983. function painterSort ( a, b ) {
  1984. return b.z - a.z;
  1985. };
  1986. // Rendering
  1987. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1988. var i, il,
  1989. program, material,
  1990. webglObject, object,
  1991. renderList,
  1992. lights = scene.lights,
  1993. fog = scene.fog;
  1994. _currentMaterialId = -1;
  1995. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  1996. if ( camera.parent === undefined ) {
  1997. console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' );
  1998. scene.add( camera );
  1999. }
  2000. if ( this.autoUpdateScene ) scene.updateMatrixWorld();
  2001. // custom render plugins (pre pass)
  2002. renderPlugins( this.renderPluginsPre, scene, camera );
  2003. _this.info.render.calls = 0;
  2004. _this.info.render.vertices = 0;
  2005. _this.info.render.faces = 0;
  2006. _this.info.render.points = 0;
  2007. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  2008. if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
  2009. camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
  2010. if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
  2011. camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
  2012. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  2013. _frustum.setFromMatrix( _projScreenMatrix );
  2014. this.setRenderTarget( renderTarget );
  2015. if ( this.autoClear || forceClear ) {
  2016. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  2017. }
  2018. // set matrices for regular objects (frustum culled)
  2019. renderList = scene.__webglObjects;
  2020. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  2021. webglObject = renderList[ i ];
  2022. object = webglObject.object;
  2023. webglObject.render = false;
  2024. if ( object.visible ) {
  2025. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
  2026. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2027. setupMatrices( object, camera );
  2028. unrollBufferMaterial( webglObject );
  2029. webglObject.render = true;
  2030. if ( this.sortObjects ) {
  2031. if ( object.renderDepth ) {
  2032. webglObject.z = object.renderDepth;
  2033. } else {
  2034. _vector3.copy( object.position );
  2035. _projScreenMatrix.multiplyVector3( _vector3 );
  2036. webglObject.z = _vector3.z;
  2037. }
  2038. }
  2039. }
  2040. }
  2041. }
  2042. if ( this.sortObjects ) {
  2043. renderList.sort( painterSort );
  2044. }
  2045. // set matrices for immediate objects
  2046. renderList = scene.__webglObjectsImmediate;
  2047. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  2048. webglObject = renderList[ i ];
  2049. object = webglObject.object;
  2050. if ( object.visible ) {
  2051. if( object.matrixAutoUpdate ) {
  2052. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2053. }
  2054. setupMatrices( object, camera );
  2055. unrollImmediateBufferMaterial( webglObject );
  2056. }
  2057. }
  2058. if ( scene.overrideMaterial ) {
  2059. this.setBlending( scene.overrideMaterial.blending );
  2060. this.setDepthTest( scene.overrideMaterial.depthTest );
  2061. this.setDepthWrite( scene.overrideMaterial.depthWrite );
  2062. setPolygonOffset( scene.overrideMaterial.polygonOffset, scene.overrideMaterial.polygonOffsetFactor, scene.overrideMaterial.polygonOffsetUnits );
  2063. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, scene.overrideMaterial );
  2064. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, scene.overrideMaterial );
  2065. } else {
  2066. // opaque pass (front-to-back order)
  2067. this.setBlending( THREE.NormalBlending );
  2068. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
  2069. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
  2070. // transparent pass (back-to-front order)
  2071. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
  2072. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
  2073. }
  2074. // custom render plugins (post pass)
  2075. renderPlugins( this.renderPluginsPost, scene, camera );
  2076. // Generate mipmap if we're using any kind of mipmap filtering
  2077. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  2078. updateRenderTargetMipmap( renderTarget );
  2079. }
  2080. // Ensure depth buffer writing is enabled so it can be cleared on next render
  2081. this.setDepthTest( true );
  2082. this.setDepthWrite( true );
  2083. // _gl.finish();
  2084. };
  2085. function renderPlugins( plugins, scene, camera ) {
  2086. if ( ! plugins.length ) return;
  2087. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  2088. _currentProgram = null;
  2089. _currentCamera = null;
  2090. _oldBlending = -1;
  2091. _oldDepthTest = -1;
  2092. _oldDepthWrite = -1;
  2093. _currentGeometryGroupHash = -1;
  2094. _currentMaterialId = -1;
  2095. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  2096. _currentProgram = null;
  2097. _currentCamera = null;
  2098. _oldBlending = -1;
  2099. _oldDepthTest = -1;
  2100. _oldDepthWrite = -1;
  2101. _currentGeometryGroupHash = -1;
  2102. _currentMaterialId = -1;
  2103. }
  2104. };
  2105. function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2106. var webglObject, object, buffer, material, start, end, delta;
  2107. if ( reverse ) {
  2108. start = renderList.length - 1;
  2109. end = -1;
  2110. delta = -1;
  2111. } else {
  2112. start = 0;
  2113. end = renderList.length;
  2114. delta = 1;
  2115. }
  2116. for ( var i = start; i !== end; i += delta ) {
  2117. webglObject = renderList[ i ];
  2118. if ( webglObject.render ) {
  2119. object = webglObject.object;
  2120. buffer = webglObject.buffer;
  2121. if ( overrideMaterial ) {
  2122. material = overrideMaterial;
  2123. } else {
  2124. material = webglObject[ materialType ];
  2125. if ( ! material ) continue;
  2126. if ( useBlending ) _this.setBlending( material.blending );
  2127. _this.setDepthTest( material.depthTest );
  2128. _this.setDepthWrite( material.depthWrite );
  2129. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2130. }
  2131. _this.setObjectFaces( object );
  2132. if ( buffer instanceof THREE.BufferGeometry ) {
  2133. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2134. } else {
  2135. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2136. }
  2137. }
  2138. }
  2139. };
  2140. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2141. var webglObject, object, material, program;
  2142. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  2143. webglObject = renderList[ i ];
  2144. object = webglObject.object;
  2145. if ( object.visible ) {
  2146. if ( overrideMaterial ) {
  2147. material = overrideMaterial;
  2148. } else {
  2149. material = webglObject[ materialType ];
  2150. if ( ! material ) continue;
  2151. if ( useBlending ) _this.setBlending( material.blending );
  2152. _this.setDepthTest( material.depthTest );
  2153. _this.setDepthWrite( material.depthWrite );
  2154. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2155. }
  2156. _this.renderImmediateObject( camera, lights, fog, material, object );
  2157. }
  2158. }
  2159. };
  2160. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2161. var program = setProgram( camera, lights, fog, material, object );
  2162. _currentGeometryGroupHash = -1;
  2163. _this.setObjectFaces( object );
  2164. if ( object.immediateRenderCallback ) {
  2165. object.immediateRenderCallback( program, _gl, _frustum );
  2166. } else {
  2167. object.render( function( object ) { _this.renderBufferImmediate( object, program, material.shading ); } );
  2168. }
  2169. };
  2170. function unrollImmediateBufferMaterial ( globject ) {
  2171. var object = globject.object,
  2172. material = object.material;
  2173. if ( material.transparent ) {
  2174. globject.transparent = material;
  2175. globject.opaque = null;
  2176. } else {
  2177. globject.opaque = material;
  2178. globject.transparent = null;
  2179. }
  2180. };
  2181. function unrollBufferMaterial ( globject ) {
  2182. var object = globject.object,
  2183. buffer = globject.buffer,
  2184. material, materialIndex, meshMaterial;
  2185. meshMaterial = object.material;
  2186. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2187. materialIndex = buffer.materialIndex;
  2188. if ( materialIndex >= 0 ) {
  2189. material = object.geometry.materials[ materialIndex ];
  2190. if ( material.transparent ) {
  2191. globject.transparent = material;
  2192. globject.opaque = null;
  2193. } else {
  2194. globject.opaque = material;
  2195. globject.transparent = null;
  2196. }
  2197. }
  2198. } else {
  2199. material = meshMaterial;
  2200. if ( material ) {
  2201. if ( material.transparent ) {
  2202. globject.transparent = material;
  2203. globject.opaque = null;
  2204. } else {
  2205. globject.opaque = material;
  2206. globject.transparent = null;
  2207. }
  2208. }
  2209. }
  2210. };
  2211. // Geometry splitting
  2212. function sortFacesByMaterial ( geometry ) {
  2213. var f, fl, face, materialIndex, vertices,
  2214. materialHash, groupHash,
  2215. hash_map = {};
  2216. var numMorphTargets = geometry.morphTargets.length;
  2217. var numMorphNormals = geometry.morphNormals.length;
  2218. geometry.geometryGroups = {};
  2219. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2220. face = geometry.faces[ f ];
  2221. materialIndex = face.materialIndex;
  2222. materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
  2223. if ( hash_map[ materialHash ] === undefined ) {
  2224. hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
  2225. }
  2226. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2227. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2228. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  2229. }
  2230. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2231. if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
  2232. hash_map[ materialHash ].counter += 1;
  2233. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2234. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2235. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  2236. }
  2237. }
  2238. if ( face instanceof THREE.Face3 ) {
  2239. geometry.geometryGroups[ groupHash ].faces3.push( f );
  2240. } else {
  2241. geometry.geometryGroups[ groupHash ].faces4.push( f );
  2242. }
  2243. geometry.geometryGroups[ groupHash ].vertices += vertices;
  2244. }
  2245. geometry.geometryGroupsList = [];
  2246. for ( var g in geometry.geometryGroups ) {
  2247. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  2248. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  2249. }
  2250. };
  2251. // Objects refresh
  2252. this.initWebGLObjects = function ( scene ) {
  2253. if ( !scene.__webglObjects ) {
  2254. scene.__webglObjects = [];
  2255. scene.__webglObjectsImmediate = [];
  2256. scene.__webglSprites = [];
  2257. scene.__webglFlares = [];
  2258. }
  2259. while ( scene.__objectsAdded.length ) {
  2260. addObject( scene.__objectsAdded[ 0 ], scene );
  2261. scene.__objectsAdded.splice( 0, 1 );
  2262. }
  2263. while ( scene.__objectsRemoved.length ) {
  2264. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2265. scene.__objectsRemoved.splice( 0, 1 );
  2266. }
  2267. // update must be called after objects adding / removal
  2268. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2269. updateObject( scene.__webglObjects[ o ].object );
  2270. }
  2271. };
  2272. // Objects adding
  2273. function addObject ( object, scene ) {
  2274. var g, geometry, geometryGroup;
  2275. if ( ! object.__webglInit ) {
  2276. object.__webglInit = true;
  2277. object._modelViewMatrix = new THREE.Matrix4();
  2278. object._normalMatrixArray = new Float32Array( 9 );
  2279. object._modelViewMatrixArray = new Float32Array( 16 );
  2280. object._objectMatrixArray = new Float32Array( 16 );
  2281. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2282. if ( object instanceof THREE.Mesh ) {
  2283. geometry = object.geometry;
  2284. if ( geometry instanceof THREE.Geometry ) {
  2285. if ( geometry.geometryGroups === undefined ) {
  2286. sortFacesByMaterial( geometry );
  2287. }
  2288. // create separate VBOs per geometry chunk
  2289. for ( g in geometry.geometryGroups ) {
  2290. geometryGroup = geometry.geometryGroups[ g ];
  2291. // initialise VBO on the first access
  2292. if ( ! geometryGroup.__webglVertexBuffer ) {
  2293. createMeshBuffers( geometryGroup );
  2294. initMeshBuffers( geometryGroup, object );
  2295. geometry.__dirtyVertices = true;
  2296. geometry.__dirtyMorphTargets = true;
  2297. geometry.__dirtyElements = true;
  2298. geometry.__dirtyUvs = true;
  2299. geometry.__dirtyNormals = true;
  2300. geometry.__dirtyTangents = true;
  2301. geometry.__dirtyColors = true;
  2302. }
  2303. }
  2304. }
  2305. } else if ( object instanceof THREE.Ribbon ) {
  2306. geometry = object.geometry;
  2307. if( ! geometry.__webglVertexBuffer ) {
  2308. createRibbonBuffers( geometry );
  2309. initRibbonBuffers( geometry );
  2310. geometry.__dirtyVertices = true;
  2311. geometry.__dirtyColors = true;
  2312. }
  2313. } else if ( object instanceof THREE.Line ) {
  2314. geometry = object.geometry;
  2315. if( ! geometry.__webglVertexBuffer ) {
  2316. createLineBuffers( geometry );
  2317. initLineBuffers( geometry, object );
  2318. geometry.__dirtyVertices = true;
  2319. geometry.__dirtyColors = true;
  2320. }
  2321. } else if ( object instanceof THREE.ParticleSystem ) {
  2322. geometry = object.geometry;
  2323. if ( ! geometry.__webglVertexBuffer ) {
  2324. createParticleBuffers( geometry );
  2325. initParticleBuffers( geometry, object );
  2326. geometry.__dirtyVertices = true;
  2327. geometry.__dirtyColors = true;
  2328. }
  2329. }
  2330. }
  2331. if ( ! object.__webglActive ) {
  2332. if ( object instanceof THREE.Mesh ) {
  2333. geometry = object.geometry;
  2334. if ( geometry instanceof THREE.BufferGeometry ) {
  2335. addBuffer( scene.__webglObjects, geometry, object );
  2336. } else {
  2337. for ( g in geometry.geometryGroups ) {
  2338. geometryGroup = geometry.geometryGroups[ g ];
  2339. addBuffer( scene.__webglObjects, geometryGroup, object );
  2340. }
  2341. }
  2342. } else if ( object instanceof THREE.Ribbon ||
  2343. object instanceof THREE.Line ||
  2344. object instanceof THREE.ParticleSystem ) {
  2345. geometry = object.geometry;
  2346. addBuffer( scene.__webglObjects, geometry, object );
  2347. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2348. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2349. } else if ( object instanceof THREE.Sprite ) {
  2350. scene.__webglSprites.push( object );
  2351. } else if ( object instanceof THREE.LensFlare ) {
  2352. scene.__webglFlares.push( object );
  2353. }
  2354. object.__webglActive = true;
  2355. }
  2356. };
  2357. function addBuffer ( objlist, buffer, object ) {
  2358. objlist.push(
  2359. {
  2360. buffer: buffer,
  2361. object: object,
  2362. opaque: null,
  2363. transparent: null
  2364. }
  2365. );
  2366. };
  2367. function addBufferImmediate ( objlist, object ) {
  2368. objlist.push(
  2369. {
  2370. object: object,
  2371. opaque: null,
  2372. transparent: null
  2373. }
  2374. );
  2375. };
  2376. // Objects updates
  2377. function updateObject ( object ) {
  2378. var geometry = object.geometry,
  2379. geometryGroup, customAttributesDirty, material;
  2380. if ( object instanceof THREE.Mesh ) {
  2381. if ( geometry instanceof THREE.BufferGeometry ) {
  2382. /*
  2383. if ( geometry.__dirtyVertices || geometry.__dirtyElements ||
  2384. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2385. geometry.__dirtyColors ) {
  2386. // TODO
  2387. // set buffers from typed arrays
  2388. }
  2389. */
  2390. geometry.__dirtyVertices = false;
  2391. geometry.__dirtyElements = false;
  2392. geometry.__dirtyUvs = false;
  2393. geometry.__dirtyNormals = false;
  2394. geometry.__dirtyColors = false;
  2395. } else {
  2396. // check all geometry groups
  2397. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2398. geometryGroup = geometry.geometryGroupsList[ i ];
  2399. material = getBufferMaterial( object, geometryGroup );
  2400. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2401. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2402. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2403. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributesDirty ) {
  2404. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
  2405. }
  2406. }
  2407. geometry.__dirtyVertices = false;
  2408. geometry.__dirtyMorphTargets = false;
  2409. geometry.__dirtyElements = false;
  2410. geometry.__dirtyUvs = false;
  2411. geometry.__dirtyNormals = false;
  2412. geometry.__dirtyColors = false;
  2413. geometry.__dirtyTangents = false;
  2414. material.attributes && clearCustomAttributes( material );
  2415. }
  2416. } else if ( object instanceof THREE.Ribbon ) {
  2417. if ( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2418. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2419. }
  2420. geometry.__dirtyVertices = false;
  2421. geometry.__dirtyColors = false;
  2422. } else if ( object instanceof THREE.Line ) {
  2423. material = getBufferMaterial( object, geometryGroup );
  2424. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2425. if ( geometry.__dirtyVertices || geometry.__dirtyColors || customAttributesDirty ) {
  2426. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2427. }
  2428. geometry.__dirtyVertices = false;
  2429. geometry.__dirtyColors = false;
  2430. material.attributes && clearCustomAttributes( material );
  2431. } else if ( object instanceof THREE.ParticleSystem ) {
  2432. material = getBufferMaterial( object, geometryGroup );
  2433. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2434. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributesDirty ) {
  2435. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2436. }
  2437. geometry.__dirtyVertices = false;
  2438. geometry.__dirtyColors = false;
  2439. material.attributes && clearCustomAttributes( material );
  2440. }
  2441. };
  2442. // Objects updates - custom attributes check
  2443. function areCustomAttributesDirty ( material ) {
  2444. for ( var a in material.attributes ) {
  2445. if ( material.attributes[ a ].needsUpdate ) return true;
  2446. }
  2447. return false;
  2448. };
  2449. function clearCustomAttributes ( material ) {
  2450. for ( var a in material.attributes ) {
  2451. material.attributes[ a ].needsUpdate = false;
  2452. }
  2453. };
  2454. // Objects removal
  2455. function removeObject ( object, scene ) {
  2456. if ( object instanceof THREE.Mesh ||
  2457. object instanceof THREE.ParticleSystem ||
  2458. object instanceof THREE.Ribbon ||
  2459. object instanceof THREE.Line ) {
  2460. removeInstances( scene.__webglObjects, object );
  2461. } else if ( object instanceof THREE.Sprite ) {
  2462. removeInstancesDirect( scene.__webglSprites, object );
  2463. } else if ( object instanceof THREE.LensFlare ) {
  2464. removeInstancesDirect( scene.__webglFlares, object );
  2465. } else if ( object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2466. removeInstances( scene.__webglObjectsImmediate, object );
  2467. }
  2468. object.__webglActive = false;
  2469. };
  2470. function removeInstances ( objlist, object ) {
  2471. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2472. if ( objlist[ o ].object === object ) {
  2473. objlist.splice( o, 1 );
  2474. }
  2475. }
  2476. };
  2477. function removeInstancesDirect ( objlist, object ) {
  2478. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2479. if ( objlist[ o ] === object ) {
  2480. objlist.splice( o, 1 );
  2481. }
  2482. }
  2483. };
  2484. // Materials
  2485. this.initMaterial = function ( material, lights, fog, object ) {
  2486. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  2487. if ( material instanceof THREE.MeshDepthMaterial ) {
  2488. shaderID = 'depth';
  2489. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2490. shaderID = 'normal';
  2491. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  2492. shaderID = 'basic';
  2493. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2494. shaderID = 'lambert';
  2495. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2496. shaderID = 'phong';
  2497. } else if ( material instanceof THREE.LineBasicMaterial ) {
  2498. shaderID = 'basic';
  2499. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2500. shaderID = 'particle_basic';
  2501. }
  2502. if ( shaderID ) {
  2503. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  2504. }
  2505. // heuristics to create shader parameters according to lights in the scene
  2506. // (not to blow over maxLights budget)
  2507. maxLightCount = allocateLights( lights );
  2508. maxShadows = allocateShadows( lights );
  2509. maxBones = allocateBones( object );
  2510. parameters = {
  2511. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  2512. vertexColors: material.vertexColors,
  2513. fog: fog, useFog: material.fog,
  2514. sizeAttenuation: material.sizeAttenuation,
  2515. skinning: material.skinning,
  2516. morphTargets: material.morphTargets,
  2517. morphNormals: material.morphNormals,
  2518. maxMorphTargets: this.maxMorphTargets,
  2519. maxMorphNormals: this.maxMorphNormals,
  2520. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  2521. maxBones: maxBones,
  2522. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  2523. shadowMapSoft: this.shadowMapSoft,
  2524. shadowMapDebug: this.shadowMapDebug,
  2525. shadowMapCascade: this.shadowMapCascade,
  2526. maxShadows: maxShadows,
  2527. alphaTest: material.alphaTest,
  2528. metal: material.metal,
  2529. perPixel: material.perPixel,
  2530. wrapAround: material.wrapAround
  2531. };
  2532. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  2533. var attributes = material.program.attributes;
  2534. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  2535. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  2536. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  2537. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  2538. if ( material.skinning &&
  2539. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  2540. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  2541. _gl.enableVertexAttribArray( attributes.skinVertexA );
  2542. _gl.enableVertexAttribArray( attributes.skinVertexB );
  2543. _gl.enableVertexAttribArray( attributes.skinIndex );
  2544. _gl.enableVertexAttribArray( attributes.skinWeight );
  2545. }
  2546. if ( material.attributes ) {
  2547. for ( a in material.attributes ) {
  2548. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  2549. }
  2550. }
  2551. if ( material.morphTargets ) {
  2552. material.numSupportedMorphTargets = 0;
  2553. var id, base = "morphTarget";
  2554. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  2555. id = base + i;
  2556. if ( attributes[ id ] >= 0 ) {
  2557. _gl.enableVertexAttribArray( attributes[ id ] );
  2558. material.numSupportedMorphTargets ++;
  2559. }
  2560. }
  2561. }
  2562. if ( material.morphNormals ) {
  2563. material.numSupportedMorphNormals = 0;
  2564. var id, base = "morphNormal";
  2565. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  2566. id = base + i;
  2567. if ( attributes[ id ] >= 0 ) {
  2568. _gl.enableVertexAttribArray( attributes[ id ] );
  2569. material.numSupportedMorphNormals ++;
  2570. }
  2571. }
  2572. }
  2573. material.uniformsList = [];
  2574. for ( u in material.uniforms ) {
  2575. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  2576. }
  2577. };
  2578. function setMaterialShaders ( material, shaders ) {
  2579. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  2580. material.vertexShader = shaders.vertexShader;
  2581. material.fragmentShader = shaders.fragmentShader;
  2582. };
  2583. function setProgram ( camera, lights, fog, material, object ) {
  2584. if ( ! material.program ) {
  2585. _this.initMaterial( material, lights, fog, object );
  2586. }
  2587. if ( material.morphTargets ) {
  2588. if ( ! object.__webglMorphTargetInfluences ) {
  2589. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2590. for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
  2591. object.__webglMorphTargetInfluences[ i ] = 0;
  2592. }
  2593. }
  2594. }
  2595. var refreshMaterial = false;
  2596. var program = material.program,
  2597. p_uniforms = program.uniforms,
  2598. m_uniforms = material.uniforms;
  2599. if ( program !== _currentProgram ) {
  2600. _gl.useProgram( program );
  2601. _currentProgram = program;
  2602. refreshMaterial = true;
  2603. }
  2604. if ( material.id !== _currentMaterialId ) {
  2605. _currentMaterialId = material.id;
  2606. refreshMaterial = true;
  2607. }
  2608. if ( refreshMaterial || camera !== _currentCamera ) {
  2609. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );
  2610. if ( camera !== _currentCamera ) _currentCamera = camera;
  2611. }
  2612. if ( refreshMaterial ) {
  2613. // refresh uniforms common to several materials
  2614. if ( fog && material.fog ) {
  2615. refreshUniformsFog( m_uniforms, fog );
  2616. }
  2617. if ( material instanceof THREE.MeshPhongMaterial ||
  2618. material instanceof THREE.MeshLambertMaterial ||
  2619. material.lights ) {
  2620. setupLights( program, lights );
  2621. refreshUniformsLights( m_uniforms, _lights );
  2622. }
  2623. if ( material instanceof THREE.MeshBasicMaterial ||
  2624. material instanceof THREE.MeshLambertMaterial ||
  2625. material instanceof THREE.MeshPhongMaterial ) {
  2626. refreshUniformsCommon( m_uniforms, material );
  2627. }
  2628. // refresh single material specific uniforms
  2629. if ( material instanceof THREE.LineBasicMaterial ) {
  2630. refreshUniformsLine( m_uniforms, material );
  2631. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2632. refreshUniformsParticle( m_uniforms, material );
  2633. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2634. refreshUniformsPhong( m_uniforms, material );
  2635. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2636. refreshUniformsLambert( m_uniforms, material );
  2637. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2638. m_uniforms.mNear.value = camera.near;
  2639. m_uniforms.mFar.value = camera.far;
  2640. m_uniforms.opacity.value = material.opacity;
  2641. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2642. m_uniforms.opacity.value = material.opacity;
  2643. }
  2644. if ( object.receiveShadow && ! material._shadowPass ) {
  2645. refreshUniformsShadow( m_uniforms, lights );
  2646. }
  2647. // load common uniforms
  2648. loadUniformsGeneric( program, material.uniformsList );
  2649. // load material specific uniforms
  2650. // (shader material also gets them for the sake of genericity)
  2651. if ( material instanceof THREE.ShaderMaterial ||
  2652. material instanceof THREE.MeshPhongMaterial ||
  2653. material.envMap ) {
  2654. if ( p_uniforms.cameraPosition !== null ) {
  2655. var position = camera.matrixWorld.getPosition();
  2656. _gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
  2657. }
  2658. }
  2659. if ( material instanceof THREE.MeshPhongMaterial ||
  2660. material instanceof THREE.MeshLambertMaterial ||
  2661. material instanceof THREE.ShaderMaterial ||
  2662. material.skinning ) {
  2663. if ( p_uniforms.viewMatrix !== null ) {
  2664. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray );
  2665. }
  2666. }
  2667. if ( material.skinning ) {
  2668. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2669. }
  2670. }
  2671. loadUniformsMatrices( p_uniforms, object );
  2672. if ( material instanceof THREE.ShaderMaterial ||
  2673. material.envMap ||
  2674. material.skinning ||
  2675. object.receiveShadow ) {
  2676. if ( p_uniforms.objectMatrix !== null ) {
  2677. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  2678. }
  2679. }
  2680. return program;
  2681. };
  2682. // Uniforms (refresh uniforms objects)
  2683. function refreshUniformsCommon ( uniforms, material ) {
  2684. uniforms.opacity.value = material.opacity;
  2685. if ( _this.gammaInput ) {
  2686. uniforms.diffuse.value.copyGammaToLinear( material.color );
  2687. } else {
  2688. uniforms.diffuse.value = material.color;
  2689. }
  2690. uniforms.map.texture = material.map;
  2691. if ( material.map ) {
  2692. uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
  2693. }
  2694. uniforms.lightMap.texture = material.lightMap;
  2695. uniforms.envMap.texture = material.envMap;
  2696. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  2697. if ( _this.gammaInput ) {
  2698. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  2699. uniforms.reflectivity.value = material.reflectivity;
  2700. } else {
  2701. uniforms.reflectivity.value = material.reflectivity;
  2702. }
  2703. uniforms.refractionRatio.value = material.refractionRatio;
  2704. uniforms.combine.value = material.combine;
  2705. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  2706. };
  2707. function refreshUniformsLine ( uniforms, material ) {
  2708. uniforms.diffuse.value = material.color;
  2709. uniforms.opacity.value = material.opacity;
  2710. };
  2711. function refreshUniformsParticle ( uniforms, material ) {
  2712. uniforms.psColor.value = material.color;
  2713. uniforms.opacity.value = material.opacity;
  2714. uniforms.size.value = material.size;
  2715. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2716. uniforms.map.texture = material.map;
  2717. };
  2718. function refreshUniformsFog ( uniforms, fog ) {
  2719. uniforms.fogColor.value = fog.color;
  2720. if ( fog instanceof THREE.Fog ) {
  2721. uniforms.fogNear.value = fog.near;
  2722. uniforms.fogFar.value = fog.far;
  2723. } else if ( fog instanceof THREE.FogExp2 ) {
  2724. uniforms.fogDensity.value = fog.density;
  2725. }
  2726. };
  2727. function refreshUniformsPhong ( uniforms, material ) {
  2728. uniforms.shininess.value = material.shininess;
  2729. if ( _this.gammaInput ) {
  2730. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2731. uniforms.specular.value.copyGammaToLinear( material.specular );
  2732. } else {
  2733. uniforms.ambient.value = material.ambient;
  2734. uniforms.specular.value = material.specular;
  2735. }
  2736. if ( material.wrapAround ) {
  2737. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2738. }
  2739. };
  2740. function refreshUniformsLambert ( uniforms, material ) {
  2741. if ( _this.gammaInput ) {
  2742. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2743. } else {
  2744. uniforms.ambient.value = material.ambient;
  2745. }
  2746. if ( material.wrapAround ) {
  2747. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2748. }
  2749. };
  2750. function refreshUniformsLights ( uniforms, lights ) {
  2751. uniforms.ambientLightColor.value = lights.ambient;
  2752. uniforms.directionalLightColor.value = lights.directional.colors;
  2753. uniforms.directionalLightDirection.value = lights.directional.positions;
  2754. uniforms.pointLightColor.value = lights.point.colors;
  2755. uniforms.pointLightPosition.value = lights.point.positions;
  2756. uniforms.pointLightDistance.value = lights.point.distances;
  2757. };
  2758. function refreshUniformsShadow ( uniforms, lights ) {
  2759. if ( uniforms.shadowMatrix ) {
  2760. var j = 0;
  2761. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2762. var light = lights[ i ];
  2763. if ( ! light.castShadow ) continue;
  2764. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  2765. uniforms.shadowMap.texture[ j ] = light.shadowMap;
  2766. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2767. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2768. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2769. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2770. j ++;
  2771. }
  2772. }
  2773. }
  2774. };
  2775. // Uniforms (load to GPU)
  2776. function loadUniformsMatrices ( uniforms, object ) {
  2777. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2778. if ( uniforms.normalMatrix ) {
  2779. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2780. }
  2781. };
  2782. function loadUniformsGeneric ( program, uniforms ) {
  2783. var uniform, value, type, location, texture, i, il, j, jl, offset;
  2784. for( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2785. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  2786. if ( !location ) continue;
  2787. uniform = uniforms[ j ][ 0 ];
  2788. type = uniform.type;
  2789. value = uniform.value;
  2790. // single integer
  2791. if( type === "i" ) {
  2792. _gl.uniform1i( location, value );
  2793. // single float
  2794. } else if( type === "f" ) {
  2795. _gl.uniform1f( location, value );
  2796. // single THREE.Vector2
  2797. } else if( type === "v2" ) {
  2798. _gl.uniform2f( location, value.x, value.y );
  2799. // single THREE.Vector3
  2800. } else if( type === "v3" ) {
  2801. _gl.uniform3f( location, value.x, value.y, value.z );
  2802. // single THREE.Vector4
  2803. } else if( type === "v4" ) {
  2804. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2805. // single THREE.Color
  2806. } else if( type === "c" ) {
  2807. _gl.uniform3f( location, value.r, value.g, value.b );
  2808. // flat array of floats (JS or typed array)
  2809. } else if( type === "fv1" ) {
  2810. _gl.uniform1fv( location, value );
  2811. // flat array of floats with 3 x N size (JS or typed array)
  2812. } else if( type === "fv" ) {
  2813. _gl.uniform3fv( location, value );
  2814. // array of THREE.Vector2
  2815. } else if( type === "v2v" ) {
  2816. if ( ! uniform._array ) {
  2817. uniform._array = new Float32Array( 2 * value.length );
  2818. }
  2819. for ( i = 0, il = value.length; i < il; i ++ ) {
  2820. offset = i * 2;
  2821. uniform._array[ offset ] = value[ i ].x;
  2822. uniform._array[ offset + 1 ] = value[ i ].y;
  2823. }
  2824. _gl.uniform2fv( location, uniform._array );
  2825. // array of THREE.Vector3
  2826. } else if( type === "v3v" ) {
  2827. if ( ! uniform._array ) {
  2828. uniform._array = new Float32Array( 3 * value.length );
  2829. }
  2830. for ( i = 0, il = value.length; i < il; i ++ ) {
  2831. offset = i * 3;
  2832. uniform._array[ offset ] = value[ i ].x;
  2833. uniform._array[ offset + 1 ] = value[ i ].y;
  2834. uniform._array[ offset + 2 ] = value[ i ].z;
  2835. }
  2836. _gl.uniform3fv( location, uniform._array );
  2837. // array of THREE.Vector4
  2838. } else if( type == "v4v" ) {
  2839. if ( ! uniform._array ) {
  2840. uniform._array = new Float32Array( 4 * value.length );
  2841. }
  2842. for ( i = 0, il = value.length; i < il; i ++ ) {
  2843. offset = i * 4;
  2844. uniform._array[ offset ] = value[ i ].x;
  2845. uniform._array[ offset + 1 ] = value[ i ].y;
  2846. uniform._array[ offset + 2 ] = value[ i ].z;
  2847. uniform._array[ offset + 3 ] = value[ i ].w;
  2848. }
  2849. _gl.uniform4fv( location, uniform._array );
  2850. // single THREE.Matrix4
  2851. } else if( type === "m4" ) {
  2852. if ( ! uniform._array ) {
  2853. uniform._array = new Float32Array( 16 );
  2854. }
  2855. value.flattenToArray( uniform._array );
  2856. _gl.uniformMatrix4fv( location, false, uniform._array );
  2857. // array of THREE.Matrix4
  2858. } else if( type === "m4v" ) {
  2859. if ( ! uniform._array ) {
  2860. uniform._array = new Float32Array( 16 * value.length );
  2861. }
  2862. for ( i = 0, il = value.length; i < il; i ++ ) {
  2863. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2864. }
  2865. _gl.uniformMatrix4fv( location, false, uniform._array );
  2866. // single THREE.Texture (2d or cube)
  2867. } else if( type === "t" ) {
  2868. _gl.uniform1i( location, value );
  2869. texture = uniform.texture;
  2870. if ( !texture ) continue;
  2871. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  2872. setCubeTexture( texture, value );
  2873. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2874. setCubeTextureDynamic( texture, value );
  2875. } else {
  2876. _this.setTexture( texture, value );
  2877. }
  2878. // array of THREE.Texture (2d)
  2879. } else if( type === "tv" ) {
  2880. if ( ! uniform._array ) {
  2881. uniform._array = [];
  2882. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2883. uniform._array[ i ] = value + i;
  2884. }
  2885. }
  2886. _gl.uniform1iv( location, uniform._array );
  2887. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2888. texture = uniform.texture[ i ];
  2889. if ( !texture ) continue;
  2890. _this.setTexture( texture, uniform._array[ i ] );
  2891. }
  2892. }
  2893. }
  2894. };
  2895. function setupMatrices ( object, camera ) {
  2896. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2897. var inverseMatrix = THREE.Matrix4.makeInvert3x3( object._modelViewMatrix );
  2898. if ( inverseMatrix ) {
  2899. inverseMatrix.transposeIntoArray( object._normalMatrixArray );
  2900. }
  2901. };
  2902. function setupLights ( program, lights ) {
  2903. var l, ll, light, n,
  2904. r = 0, g = 0, b = 0,
  2905. color, position, intensity, distance,
  2906. zlights = _lights,
  2907. dcolors = zlights.directional.colors,
  2908. dpositions = zlights.directional.positions,
  2909. pcolors = zlights.point.colors,
  2910. ppositions = zlights.point.positions,
  2911. pdistances = zlights.point.distances,
  2912. dlength = 0,
  2913. plength = 0,
  2914. doffset = 0,
  2915. poffset = 0;
  2916. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  2917. light = lights[ l ];
  2918. if ( light.onlyShadow ) continue;
  2919. color = light.color;
  2920. intensity = light.intensity;
  2921. distance = light.distance;
  2922. if ( light instanceof THREE.AmbientLight ) {
  2923. if ( _this.gammaInput ) {
  2924. r += color.r * color.r;
  2925. g += color.g * color.g;
  2926. b += color.b * color.b;
  2927. } else {
  2928. r += color.r;
  2929. g += color.g;
  2930. b += color.b;
  2931. }
  2932. } else if ( light instanceof THREE.DirectionalLight ) {
  2933. doffset = dlength * 3;
  2934. if ( _this.gammaInput ) {
  2935. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  2936. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  2937. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  2938. } else {
  2939. dcolors[ doffset ] = color.r * intensity;
  2940. dcolors[ doffset + 1 ] = color.g * intensity;
  2941. dcolors[ doffset + 2 ] = color.b * intensity;
  2942. }
  2943. _direction.copy( light.matrixWorld.getPosition() );
  2944. _direction.subSelf( light.target.matrixWorld.getPosition() );
  2945. _direction.normalize();
  2946. dpositions[ doffset ] = _direction.x;
  2947. dpositions[ doffset + 1 ] = _direction.y;
  2948. dpositions[ doffset + 2 ] = _direction.z;
  2949. dlength += 1;
  2950. } else if( light instanceof THREE.PointLight || light instanceof THREE.SpotLight ) {
  2951. poffset = plength * 3;
  2952. if ( _this.gammaInput ) {
  2953. pcolors[ poffset ] = color.r * color.r * intensity * intensity;
  2954. pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity;
  2955. pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity;
  2956. } else {
  2957. pcolors[ poffset ] = color.r * intensity;
  2958. pcolors[ poffset + 1 ] = color.g * intensity;
  2959. pcolors[ poffset + 2 ] = color.b * intensity;
  2960. }
  2961. position = light.matrixWorld.getPosition();
  2962. ppositions[ poffset ] = position.x;
  2963. ppositions[ poffset + 1 ] = position.y;
  2964. ppositions[ poffset + 2 ] = position.z;
  2965. pdistances[ plength ] = distance;
  2966. plength += 1;
  2967. }
  2968. }
  2969. // null eventual remains from removed lights
  2970. // (this is to avoid if in shader)
  2971. for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
  2972. for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
  2973. zlights.point.length = plength;
  2974. zlights.directional.length = dlength;
  2975. zlights.ambient[ 0 ] = r;
  2976. zlights.ambient[ 1 ] = g;
  2977. zlights.ambient[ 2 ] = b;
  2978. };
  2979. // GL state setting
  2980. this.setFaceCulling = function ( cullFace, frontFace ) {
  2981. if ( cullFace ) {
  2982. if ( !frontFace || frontFace === "ccw" ) {
  2983. _gl.frontFace( _gl.CCW );
  2984. } else {
  2985. _gl.frontFace( _gl.CW );
  2986. }
  2987. if( cullFace === "back" ) {
  2988. _gl.cullFace( _gl.BACK );
  2989. } else if( cullFace === "front" ) {
  2990. _gl.cullFace( _gl.FRONT );
  2991. } else {
  2992. _gl.cullFace( _gl.FRONT_AND_BACK );
  2993. }
  2994. _gl.enable( _gl.CULL_FACE );
  2995. } else {
  2996. _gl.disable( _gl.CULL_FACE );
  2997. }
  2998. };
  2999. this.setObjectFaces = function ( object ) {
  3000. if ( _oldDoubleSided !== object.doubleSided ) {
  3001. if( object.doubleSided ) {
  3002. _gl.disable( _gl.CULL_FACE );
  3003. } else {
  3004. _gl.enable( _gl.CULL_FACE );
  3005. }
  3006. _oldDoubleSided = object.doubleSided;
  3007. }
  3008. if ( _oldFlipSided !== object.flipSided ) {
  3009. if( object.flipSided ) {
  3010. _gl.frontFace( _gl.CW );
  3011. } else {
  3012. _gl.frontFace( _gl.CCW );
  3013. }
  3014. _oldFlipSided = object.flipSided;
  3015. }
  3016. };
  3017. this.setDepthTest = function ( depthTest ) {
  3018. if ( _oldDepthTest !== depthTest ) {
  3019. if ( depthTest ) {
  3020. _gl.enable( _gl.DEPTH_TEST );
  3021. } else {
  3022. _gl.disable( _gl.DEPTH_TEST );
  3023. }
  3024. _oldDepthTest = depthTest;
  3025. }
  3026. };
  3027. this.setDepthWrite = function ( depthWrite ) {
  3028. if ( _oldDepthWrite !== depthWrite ) {
  3029. _gl.depthMask( depthWrite );
  3030. _oldDepthWrite = depthWrite;
  3031. }
  3032. };
  3033. function setLineWidth ( width ) {
  3034. if ( width !== _oldLineWidth ) {
  3035. _gl.lineWidth( width );
  3036. _oldLineWidth = width;
  3037. }
  3038. };
  3039. function setPolygonOffset ( polygonoffset, factor, units ) {
  3040. if ( _oldPolygonOffset !== polygonoffset ) {
  3041. if ( polygonoffset ) {
  3042. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  3043. } else {
  3044. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  3045. }
  3046. _oldPolygonOffset = polygonoffset;
  3047. }
  3048. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  3049. _gl.polygonOffset( factor, units );
  3050. _oldPolygonOffsetFactor = factor;
  3051. _oldPolygonOffsetUnits = units;
  3052. }
  3053. };
  3054. this.setBlending = function ( blending ) {
  3055. if ( blending !== _oldBlending ) {
  3056. switch ( blending ) {
  3057. case THREE.AdditiveBlending:
  3058. _gl.blendEquation( _gl.FUNC_ADD );
  3059. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3060. break;
  3061. case THREE.SubtractiveBlending:
  3062. // TODO: Find blendFuncSeparate() combination
  3063. _gl.blendEquation( _gl.FUNC_ADD );
  3064. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3065. break;
  3066. case THREE.MultiplyBlending:
  3067. // TODO: Find blendFuncSeparate() combination
  3068. _gl.blendEquation( _gl.FUNC_ADD );
  3069. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3070. break;
  3071. default:
  3072. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3073. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3074. break;
  3075. }
  3076. _oldBlending = blending;
  3077. }
  3078. };
  3079. // Shaders
  3080. function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  3081. var p, pl, program, code;
  3082. var chunks = [];
  3083. // Generate code
  3084. if ( shaderID ) {
  3085. chunks.push( shaderID );
  3086. } else {
  3087. chunks.push( fragmentShader );
  3088. chunks.push( vertexShader );
  3089. }
  3090. for ( p in parameters ) {
  3091. chunks.push( p );
  3092. chunks.push( parameters[ p ] );
  3093. }
  3094. code = chunks.join();
  3095. // Check if code has been already compiled
  3096. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  3097. if ( _programs[ p ].code === code ) {
  3098. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  3099. return _programs[ p ].program;
  3100. }
  3101. }
  3102. //console.log( "building new program " );
  3103. //
  3104. program = _gl.createProgram();
  3105. var prefix_vertex = [
  3106. ( _maxVertexTextures > 0 ) ? "#define VERTEX_TEXTURES" : "",
  3107. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3108. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3109. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3110. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3111. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3112. "#define MAX_SHADOWS " + parameters.maxShadows,
  3113. "#define MAX_BONES " + parameters.maxBones,
  3114. parameters.map ? "#define USE_MAP" : "",
  3115. parameters.envMap ? "#define USE_ENVMAP" : "",
  3116. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3117. parameters.vertexColors ? "#define USE_COLOR" : "",
  3118. parameters.skinning ? "#define USE_SKINNING" : "",
  3119. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  3120. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  3121. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3122. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3123. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3124. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3125. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  3126. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  3127. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  3128. "uniform mat4 objectMatrix;",
  3129. "uniform mat4 modelViewMatrix;",
  3130. "uniform mat4 projectionMatrix;",
  3131. "uniform mat4 viewMatrix;",
  3132. "uniform mat3 normalMatrix;",
  3133. "uniform vec3 cameraPosition;",
  3134. "attribute vec3 position;",
  3135. "attribute vec3 normal;",
  3136. "attribute vec2 uv;",
  3137. "attribute vec2 uv2;",
  3138. "#ifdef USE_COLOR",
  3139. "attribute vec3 color;",
  3140. "#endif",
  3141. "#ifdef USE_MORPHTARGETS",
  3142. "attribute vec3 morphTarget0;",
  3143. "attribute vec3 morphTarget1;",
  3144. "attribute vec3 morphTarget2;",
  3145. "attribute vec3 morphTarget3;",
  3146. "#ifdef USE_MORPHNORMALS",
  3147. "attribute vec3 morphNormal0;",
  3148. "attribute vec3 morphNormal1;",
  3149. "attribute vec3 morphNormal2;",
  3150. "attribute vec3 morphNormal3;",
  3151. "#else",
  3152. "attribute vec3 morphTarget4;",
  3153. "attribute vec3 morphTarget5;",
  3154. "attribute vec3 morphTarget6;",
  3155. "attribute vec3 morphTarget7;",
  3156. "#endif",
  3157. "#endif",
  3158. "#ifdef USE_SKINNING",
  3159. "attribute vec4 skinVertexA;",
  3160. "attribute vec4 skinVertexB;",
  3161. "attribute vec4 skinIndex;",
  3162. "attribute vec4 skinWeight;",
  3163. "#endif",
  3164. ""
  3165. ].join("\n");
  3166. var prefix_fragment = [
  3167. "precision " + _precision + " float;",
  3168. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3169. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3170. "#define MAX_SHADOWS " + parameters.maxShadows,
  3171. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  3172. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3173. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3174. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3175. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  3176. ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
  3177. parameters.map ? "#define USE_MAP" : "",
  3178. parameters.envMap ? "#define USE_ENVMAP" : "",
  3179. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3180. parameters.vertexColors ? "#define USE_COLOR" : "",
  3181. parameters.metal ? "#define METAL" : "",
  3182. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3183. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3184. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3185. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3186. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  3187. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  3188. "uniform mat4 viewMatrix;",
  3189. "uniform vec3 cameraPosition;",
  3190. ""
  3191. ].join("\n");
  3192. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  3193. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  3194. _gl.linkProgram( program );
  3195. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  3196. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  3197. }
  3198. //console.log( prefix_fragment + fragmentShader );
  3199. //console.log( prefix_vertex + vertexShader );
  3200. program.uniforms = {};
  3201. program.attributes = {};
  3202. var identifiers, u, a, i;
  3203. // cache uniform locations
  3204. identifiers = [
  3205. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  3206. 'boneGlobalMatrices', 'morphTargetInfluences'
  3207. ];
  3208. for ( u in uniforms ) {
  3209. identifiers.push( u );
  3210. }
  3211. cacheUniformLocations( program, identifiers );
  3212. // cache attributes locations
  3213. identifiers = [
  3214. "position", "normal", "uv", "uv2", "tangent", "color",
  3215. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  3216. ];
  3217. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  3218. identifiers.push( "morphTarget" + i );
  3219. }
  3220. for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
  3221. identifiers.push( "morphNormal" + i );
  3222. }
  3223. for ( a in attributes ) {
  3224. identifiers.push( a );
  3225. }
  3226. cacheAttributeLocations( program, identifiers );
  3227. program.id = _programs.length;
  3228. _programs.push( { program: program, code: code } );
  3229. _this.info.memory.programs = _programs.length;
  3230. return program;
  3231. };
  3232. // Shader parameters cache
  3233. function cacheUniformLocations ( program, identifiers ) {
  3234. var i, l, id;
  3235. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3236. id = identifiers[ i ];
  3237. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3238. }
  3239. };
  3240. function cacheAttributeLocations ( program, identifiers ) {
  3241. var i, l, id;
  3242. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3243. id = identifiers[ i ];
  3244. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3245. }
  3246. };
  3247. function getShader ( type, string ) {
  3248. var shader;
  3249. if ( type === "fragment" ) {
  3250. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3251. } else if ( type === "vertex" ) {
  3252. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3253. }
  3254. _gl.shaderSource( shader, string );
  3255. _gl.compileShader( shader );
  3256. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3257. console.error( _gl.getShaderInfoLog( shader ) );
  3258. console.error( string );
  3259. return null;
  3260. }
  3261. return shader;
  3262. };
  3263. // Textures
  3264. function isPowerOfTwo ( value ) {
  3265. return ( value & ( value - 1 ) ) === 0;
  3266. };
  3267. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3268. if ( isImagePowerOfTwo ) {
  3269. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3270. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3271. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3272. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3273. } else {
  3274. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3275. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3276. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3277. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3278. }
  3279. };
  3280. this.setTexture = function ( texture, slot ) {
  3281. if ( texture.needsUpdate ) {
  3282. if ( ! texture.__webglInit ) {
  3283. texture.__webglInit = true;
  3284. texture.__webglTexture = _gl.createTexture();
  3285. _this.info.memory.textures ++;
  3286. }
  3287. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3288. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3289. var image = texture.image,
  3290. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  3291. glFormat = paramThreeToGL( texture.format ),
  3292. glType = paramThreeToGL( texture.type );
  3293. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3294. if ( texture instanceof THREE.DataTexture ) {
  3295. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3296. } else {
  3297. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3298. }
  3299. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3300. texture.needsUpdate = false;
  3301. if ( texture.onUpdated ) texture.onUpdated();
  3302. } else {
  3303. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3304. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3305. }
  3306. };
  3307. function clampToMaxSize ( image, maxSize ) {
  3308. if ( image.width <= maxSize && image.height <= maxSize ) {
  3309. return image;
  3310. }
  3311. // Warning: Scaling through the canvas will only work with images that use
  3312. // premultiplied alpha.
  3313. var maxDimension = Math.max( image.width, image.height );
  3314. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  3315. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  3316. var canvas = document.createElement( 'canvas' );
  3317. canvas.width = newWidth;
  3318. canvas.height = newHeight;
  3319. var ctx = canvas.getContext( "2d" );
  3320. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  3321. return canvas;
  3322. }
  3323. function setCubeTexture ( texture, slot ) {
  3324. if ( texture.image.length === 6 ) {
  3325. if ( texture.needsUpdate ) {
  3326. if ( ! texture.image.__webglTextureCube ) {
  3327. texture.image.__webglTextureCube = _gl.createTexture();
  3328. }
  3329. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3330. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3331. var cubeImage = [];
  3332. for ( var i = 0; i < 6; i ++ ) {
  3333. if ( _this.autoScaleCubemaps ) {
  3334. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3335. } else {
  3336. cubeImage[ i ] = texture.image[ i ];
  3337. }
  3338. }
  3339. var image = cubeImage[ 0 ],
  3340. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  3341. glFormat = paramThreeToGL( texture.format ),
  3342. glType = paramThreeToGL( texture.type );
  3343. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3344. for ( var i = 0; i < 6; i ++ ) {
  3345. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3346. }
  3347. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3348. texture.needsUpdate = false;
  3349. if ( texture.onUpdated ) texture.onUpdated();
  3350. } else {
  3351. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3352. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3353. }
  3354. }
  3355. };
  3356. function setCubeTextureDynamic ( texture, slot ) {
  3357. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3358. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3359. };
  3360. // Render targets
  3361. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3362. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3363. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3364. };
  3365. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3366. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3367. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3368. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3369. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3370. /* For some reason this is not working. Defaulting to RGBA4.
  3371. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3372. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3373. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3374. */
  3375. } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3376. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3377. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3378. } else {
  3379. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3380. }
  3381. };
  3382. this.setRenderTarget = function ( renderTarget ) {
  3383. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3384. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3385. if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3386. if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3387. renderTarget.__webglTexture = _gl.createTexture();
  3388. // Setup texture, create render and frame buffers
  3389. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
  3390. glFormat = paramThreeToGL( renderTarget.format ),
  3391. glType = paramThreeToGL( renderTarget.type );
  3392. if ( isCube ) {
  3393. renderTarget.__webglFramebuffer = [];
  3394. renderTarget.__webglRenderbuffer = [];
  3395. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3396. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3397. for ( var i = 0; i < 6; i ++ ) {
  3398. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3399. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3400. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3401. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3402. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3403. }
  3404. } else {
  3405. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3406. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3407. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3408. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3409. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3410. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3411. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3412. }
  3413. // Release everything
  3414. if ( isCube ) {
  3415. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3416. } else {
  3417. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3418. }
  3419. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3420. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  3421. }
  3422. var framebuffer, width, height, vx, vy;
  3423. if ( renderTarget ) {
  3424. if ( isCube ) {
  3425. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3426. } else {
  3427. framebuffer = renderTarget.__webglFramebuffer;
  3428. }
  3429. width = renderTarget.width;
  3430. height = renderTarget.height;
  3431. vx = 0;
  3432. vy = 0;
  3433. } else {
  3434. framebuffer = null;
  3435. width = _viewportWidth;
  3436. height = _viewportHeight;
  3437. vx = _viewportX;
  3438. vy = _viewportY;
  3439. }
  3440. if ( framebuffer !== _currentFramebuffer ) {
  3441. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3442. _gl.viewport( vx, vy, width, height );
  3443. _currentFramebuffer = framebuffer;
  3444. }
  3445. _currentWidth = width;
  3446. _currentHeight = height;
  3447. };
  3448. function updateRenderTargetMipmap ( renderTarget ) {
  3449. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3450. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3451. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3452. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3453. } else {
  3454. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3455. _gl.generateMipmap( _gl.TEXTURE_2D );
  3456. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3457. }
  3458. };
  3459. // Fallback filters for non-power-of-2 textures
  3460. function filterFallback ( f ) {
  3461. switch ( f ) {
  3462. case THREE.NearestFilter:
  3463. case THREE.NearestMipMapNearestFilter:
  3464. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  3465. case THREE.LinearFilter:
  3466. case THREE.LinearMipMapNearestFilter:
  3467. case THREE.LinearMipMapLinearFilter:
  3468. default:
  3469. return _gl.LINEAR; break;
  3470. }
  3471. };
  3472. // Map three.js constants to WebGL constants
  3473. function paramThreeToGL ( p ) {
  3474. switch ( p ) {
  3475. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  3476. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  3477. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  3478. case THREE.NearestFilter: return _gl.NEAREST; break;
  3479. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  3480. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  3481. case THREE.LinearFilter: return _gl.LINEAR; break;
  3482. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  3483. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3484. case THREE.ByteType: return _gl.BYTE; break;
  3485. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3486. case THREE.ShortType: return _gl.SHORT; break;
  3487. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3488. case THREE.IntType: return _gl.INT; break;
  3489. case THREE.UnsignedIntType: return _gl.UNSIGNED_INT; break;
  3490. case THREE.FloatType: return _gl.FLOAT; break;
  3491. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3492. case THREE.RGBFormat: return _gl.RGB; break;
  3493. case THREE.RGBAFormat: return _gl.RGBA; break;
  3494. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3495. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3496. }
  3497. return 0;
  3498. };
  3499. // Allocations
  3500. function allocateBones ( object ) {
  3501. // default for when object is not specified
  3502. // ( for example when prebuilding shader
  3503. // to be used with multiple objects )
  3504. //
  3505. // - leave some extra space for other uniforms
  3506. // - limit here is ANGLE's 254 max uniform vectors
  3507. // (up to 54 should be safe)
  3508. var maxBones = 50;
  3509. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3510. maxBones = object.bones.length;
  3511. }
  3512. return maxBones;
  3513. };
  3514. function allocateLights ( lights ) {
  3515. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3516. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3517. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3518. light = lights[ l ];
  3519. if ( light.onlyShadow ) continue;
  3520. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3521. if ( light instanceof THREE.PointLight ) pointLights ++;
  3522. if ( light instanceof THREE.SpotLight ) pointLights ++;
  3523. }
  3524. if ( ( pointLights + dirLights ) <= _maxLights ) {
  3525. maxDirLights = dirLights;
  3526. maxPointLights = pointLights;
  3527. } else {
  3528. maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
  3529. maxPointLights = _maxLights - maxDirLights;
  3530. }
  3531. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3532. };
  3533. function allocateShadows ( lights ) {
  3534. var l, ll, light, maxShadows = 0;
  3535. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3536. light = lights[ l ];
  3537. if ( ! light.castShadow ) continue;
  3538. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  3539. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  3540. }
  3541. return maxShadows;
  3542. };
  3543. // Initialization
  3544. function initGL () {
  3545. var gl;
  3546. try {
  3547. if ( ! ( gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
  3548. throw 'Error creating WebGL context.';
  3549. }
  3550. console.log(
  3551. navigator.userAgent + " | " +
  3552. gl.getParameter( gl.VERSION ) + " | " +
  3553. gl.getParameter( gl.VENDOR ) + " | " +
  3554. gl.getParameter( gl.RENDERER ) + " | " +
  3555. gl.getParameter( gl.SHADING_LANGUAGE_VERSION )
  3556. );
  3557. } catch ( error ) {
  3558. console.error( error );
  3559. }
  3560. return gl;
  3561. };
  3562. function setDefaultGLState () {
  3563. _gl.clearColor( 0, 0, 0, 1 );
  3564. _gl.clearDepth( 1 );
  3565. _gl.clearStencil( 0 );
  3566. _gl.enable( _gl.DEPTH_TEST );
  3567. _gl.depthFunc( _gl.LEQUAL );
  3568. _gl.frontFace( _gl.CCW );
  3569. _gl.cullFace( _gl.BACK );
  3570. _gl.enable( _gl.CULL_FACE );
  3571. _gl.enable( _gl.BLEND );
  3572. _gl.blendEquation( _gl.FUNC_ADD );
  3573. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  3574. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  3575. };
  3576. // default plugins (order is important)
  3577. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  3578. this.addPrePlugin( this.shadowMapPlugin );
  3579. this.addPostPlugin( new THREE.SpritePlugin() );
  3580. this.addPostPlugin( new THREE.LensFlarePlugin() );
  3581. };