WebGLRenderer.js 137 KB

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