WebGLRenderer2.js 79 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. * @author gero3 / https://github.com/gero3/
  7. */
  8. THREE.WebGLRenderer = THREE.WebGLRenderer2 = function ( parameters ) {
  9. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  10. parameters = parameters || {};
  11. var info = {
  12. memory: {
  13. programs: 0,
  14. geometries: 0,
  15. textures: 0
  16. },
  17. render: {
  18. calls: 0,
  19. vertices: 0,
  20. faces: 0,
  21. points: 0
  22. }
  23. };
  24. var renderer = new THREE.WebGLRenderer2.LowLevelRenderer(parameters);
  25. var meshRenderer = new THREE.WebGLRenderer2.MeshRenderer(renderer, info);
  26. var particleRenderer = new THREE.WebGLRenderer2.ParticleRenderer(renderer, info);
  27. var lineRenderer = new THREE.WebGLRenderer2.LineRenderer(renderer, info);
  28. var ribbonRenderer = new THREE.WebGLRenderer2.RibbonRenderer(renderer, info);
  29. var shaderBuilder = new THREE.WebGLRenderer2.ShaderBuilder(renderer, info);
  30. // clearing
  31. this.autoClear = true;
  32. this.autoClearColor = true;
  33. this.autoClearDepth = true;
  34. this.autoClearStencil = true;
  35. // scene graph
  36. this.sortObjects = true;
  37. this.autoUpdateObjects = true;
  38. this.autoUpdateScene = true;
  39. // physically based shading
  40. this.gammaInput = false;
  41. this.gammaOutput = false;
  42. this.physicallyBasedShading = false;
  43. // shadow map
  44. this.shadowMapEnabled = false;
  45. this.shadowMapAutoUpdate = true;
  46. this.shadowMapType = THREE.PCFShadowMap;
  47. this.shadowMapCullFace = THREE.CullFaceFront;
  48. this.shadowMapDebug = false;
  49. this.shadowMapCascade = false;
  50. // morphs
  51. this.maxMorphTargets = 8;
  52. this.maxMorphNormals = 4;
  53. // flags
  54. this.autoScaleCubemaps = true;
  55. // custom render plugins
  56. this.renderPluginsPre = [];
  57. this.renderPluginsPost = [];
  58. // info
  59. this.info = info;
  60. // internal properties
  61. var _this = this,
  62. // internal state cache
  63. _currentProgram = null,
  64. _currentFramebuffer = null,
  65. _currentMaterialId = -1,
  66. _currentGeometryGroupHash = null,
  67. _currentCamera = null,
  68. _geometryGroupCounter = 0,
  69. _usedTextureUnits = 0,
  70. // GL state
  71. _viewportX = 0,
  72. _viewportY = 0,
  73. _viewportWidth = 0,
  74. _viewportHeight = 0,
  75. _currentWidth = 0,
  76. _currentHeight = 0,
  77. _enabledAttributes = {},
  78. // frustum
  79. _frustum = new THREE.Frustum(),
  80. // camera matrices cache
  81. _projScreenMatrix = new THREE.Matrix4(),
  82. _projScreenMatrixPS = new THREE.Matrix4(),
  83. _vector3 = new THREE.Vector3(),
  84. // light arrays cache
  85. _direction = new THREE.Vector3(),
  86. _lightsNeedUpdate = true,
  87. _lights = {
  88. ambient: [ 0, 0, 0 ],
  89. directional: { length: 0, colors: [], positions: [] },
  90. point: { length: 0, colors: [], positions: [], distances: [] },
  91. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] },
  92. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  93. };
  94. // initialize
  95. this.context = renderer.getContext();
  96. this.domElement = renderer.getDomElement();
  97. this.getPrecision = renderer.getPrecision;
  98. // low level API
  99. this.getPrecision = renderer.getPrecision;
  100. this.getContext = renderer.getContext;
  101. this.supportsVertexTextures = renderer.supportsVertexTextures;
  102. this.supportsFloatTextures = renderer.supportsFloatTextures;
  103. this.supportsStandardDerivatives = renderer.supportsStandardDerivatives;
  104. this.supportsCompressedTextureS3TC = renderer.supportsCompressedTextureS3TC;
  105. this.getMaxAnisotropy = renderer.getMaxAnisotropy;
  106. this.setSize = renderer.setSize;
  107. this.setViewport = renderer.setViewport;
  108. this.setScissor = renderer.setScissor;
  109. this.enableScissorTest = renderer.enableScissorTest;
  110. this.setDepthTest = renderer.setDepthTest;
  111. this.setRenderTarget = renderer.setRenderTarget;
  112. this.setBlending = renderer.setBlending;
  113. this.setTexture = renderer.setTexture;
  114. // Clearing
  115. this.setClearColorHex = renderer.setClearColorHex;
  116. this.setClearColor = renderer.setClearColor;
  117. this.getClearColor = renderer.getClearColor;
  118. this.getClearAlpha = renderer.getClearAlpha;
  119. this.clear = renderer.clear;
  120. this.clearTarget = renderer.clearTarget;
  121. // Plugins
  122. this.addPostPlugin = function ( plugin ) {
  123. plugin.init( this );
  124. this.renderPluginsPost.push( plugin );
  125. };
  126. this.addPrePlugin = function ( plugin ) {
  127. plugin.init( this );
  128. this.renderPluginsPre.push( plugin );
  129. };
  130. // Rendering
  131. this.updateShadowMap = function ( scene, camera ) {
  132. _currentProgram = null;
  133. _currentGeometryGroupHash = -1;
  134. _currentMaterialId = -1;
  135. _lightsNeedUpdate = true;
  136. renderer.resetState();
  137. this.shadowMapPlugin.update( scene, camera );
  138. };
  139. // Events
  140. var onGeometryDispose = function ( event ) {
  141. var geometry = event.target;
  142. geometry.removeEventListener( 'dispose', onGeometryDispose );
  143. deallocateGeometry( geometry );
  144. _this.info.memory.geometries --;
  145. };
  146. var onTextureDispose = function ( event ) {
  147. var texture = event.target;
  148. texture.removeEventListener( 'dispose', onTextureDispose );
  149. deallocateTexture( texture );
  150. _this.info.memory.textures --;
  151. };
  152. var onRenderTargetDispose = function ( event ) {
  153. var renderTarget = event.target;
  154. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  155. deallocateRenderTarget( renderTarget );
  156. _this.info.memory.textures --;
  157. };
  158. var onMaterialDispose = function ( event ) {
  159. var material = event.target;
  160. material.removeEventListener( 'dispose', onMaterialDispose );
  161. deallocateMaterial( material );
  162. };
  163. // Buffer deallocation
  164. var deallocateGeometry = function ( geometry ) {
  165. var m,ml;
  166. geometry.__webglInit = undefined;
  167. if ( geometry.__webglVertexBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglVertexBuffer );
  168. if ( geometry.__webglNormalBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglNormalBuffer );
  169. if ( geometry.__webglTangentBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglTangentBuffer );
  170. if ( geometry.__webglColorBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglColorBuffer );
  171. if ( geometry.__webglUVBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglUVBuffer );
  172. if ( geometry.__webglUV2Buffer !== undefined ) renderer.deleteBuffer( geometry.__webglUV2Buffer );
  173. if ( geometry.__webglSkinIndicesBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglSkinIndicesBuffer );
  174. if ( geometry.__webglSkinWeightsBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglSkinWeightsBuffer );
  175. if ( geometry.__webglFaceBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglFaceBuffer );
  176. if ( geometry.__webglLineBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglLineBuffer );
  177. if ( geometry.__webglLineDistanceBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglLineDistanceBuffer );
  178. // geometry groups
  179. if ( geometry.geometryGroups !== undefined ) {
  180. for ( var g in geometry.geometryGroups ) {
  181. var geometryGroup = geometry.geometryGroups[ g ];
  182. if ( geometryGroup.numMorphTargets !== undefined ) {
  183. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  184. renderer.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  185. }
  186. }
  187. if ( geometryGroup.numMorphNormals !== undefined ) {
  188. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  189. renderer.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  190. }
  191. }
  192. deleteCustomAttributesBuffers( geometryGroup );
  193. }
  194. }
  195. deleteCustomAttributesBuffers( geometry );
  196. };
  197. var deallocateTexture = function ( texture ) {
  198. if ( texture.image && texture.image.__webglTextureCube ) {
  199. // cube texture
  200. renderer.deleteTexture( texture.image.__webglTextureCube );
  201. } else {
  202. // 2D texture
  203. if ( ! texture.__webglInit ) return;
  204. texture.__webglInit = false;
  205. renderer.deleteTexture( texture.__webglTexture );
  206. }
  207. };
  208. var deallocateRenderTarget = function ( renderTarget ) {
  209. if ( !renderTarget || ! renderTarget.__webglTexture ) return;
  210. renderer.deleteTexture( renderTarget.__webglTexture );
  211. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  212. for ( var i = 0; i < 6; i ++ ) {
  213. renderer.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  214. renderer.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  215. }
  216. } else {
  217. renderer.deleteFramebuffer( renderTarget.__webglFramebuffer );
  218. renderer.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  219. }
  220. };
  221. var deallocateMaterial = function ( material ) {
  222. var program = material.program;
  223. if ( program === undefined ) return;
  224. material.program = undefined;
  225. // only deallocate GL program if this was the last use of shared program
  226. // assumed there is only single copy of any program in the _programs list
  227. // (that's how it's constructed)
  228. shaderBuilder.removeProgram(program)
  229. };
  230. function deleteCustomAttributesBuffers( geometry ) {
  231. if ( geometry.__webglCustomAttributesList ) {
  232. for ( var id in geometry.__webglCustomAttributesList ) {
  233. renderer.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
  234. }
  235. }
  236. };
  237. // Buffer initialization
  238. function initCustomAttributes ( geometry, object ) {
  239. var nvertices = geometry.vertices.length;
  240. var material = object.material;
  241. if ( material.attributes ) {
  242. if ( geometry.__webglCustomAttributesList === undefined ) {
  243. geometry.__webglCustomAttributesList = [];
  244. }
  245. for ( var a in material.attributes ) {
  246. var attribute = material.attributes[ a ];
  247. if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  248. attribute.__webglInitialized = true;
  249. var size = 1; // "f" and "i"
  250. if ( attribute.type === "v2" ) size = 2;
  251. else if ( attribute.type === "v3" ) size = 3;
  252. else if ( attribute.type === "v4" ) size = 4;
  253. else if ( attribute.type === "c" ) size = 3;
  254. attribute.size = size;
  255. attribute.array = new Float32Array( nvertices * size );
  256. attribute.buffer = renderer.createBuffer();
  257. attribute.buffer.belongsToAttribute = a;
  258. attribute.needsUpdate = true;
  259. }
  260. geometry.__webglCustomAttributesList.push( attribute );
  261. }
  262. }
  263. };
  264. function getBufferMaterial( object, geometryGroup ) {
  265. return object.material instanceof THREE.MeshFaceMaterial
  266. ? object.material.materials[ geometryGroup.materialIndex ]
  267. : object.material;
  268. };
  269. //
  270. function initDirectBuffers( geometry ) {
  271. var a, attribute;
  272. for ( a in geometry.attributes ) {
  273. attribute = geometry.attributes[ a ];
  274. attribute.buffer = renderer.createBuffer();
  275. if ( a === "index" ) {
  276. renderer.setStaticIndexBuffer(attribute.buffer,attribute.array);
  277. } else {
  278. renderer.setStaticArrayBuffer(attribute.buffer,attribute.array);
  279. }
  280. }
  281. };
  282. // Buffer setting
  283. function setDirectBuffers ( geometry, dispose ) {
  284. var attributes = geometry.attributes;
  285. var index = attributes[ "index" ];
  286. var position = attributes[ "position" ];
  287. var normal = attributes[ "normal" ];
  288. var uv = attributes[ "uv" ];
  289. var color = attributes[ "color" ];
  290. var tangent = attributes[ "tangent" ];
  291. if ( geometry.elementsNeedUpdate && index !== undefined ) {
  292. renderer.setDynamicIndexBuffer( index.buffer, index.array);
  293. }
  294. if ( geometry.verticesNeedUpdate && position !== undefined ) {
  295. renderer.setDynamicArrayBuffer( position.buffer, position.array);
  296. }
  297. if ( geometry.normalsNeedUpdate && normal !== undefined ) {
  298. renderer.setDynamicArrayBuffer( normal.buffer, normal.array);
  299. }
  300. if ( geometry.uvsNeedUpdate && uv !== undefined ) {
  301. renderer.setDynamicArrayBuffer( uv.buffer, uv.array);
  302. }
  303. if ( geometry.colorsNeedUpdate && color !== undefined ) {
  304. renderer.setDynamicArrayBuffer( color.buffer, color.array);
  305. }
  306. if ( geometry.tangentsNeedUpdate && tangent !== undefined ) {
  307. renderer.setDynamicArrayBuffer( tangent.buffer, tangent.array);
  308. }
  309. if ( dispose ) {
  310. for ( var i in geometry.attributes ) {
  311. delete geometry.attributes[ i ].array;
  312. }
  313. }
  314. };
  315. // Buffer rendering
  316. this.renderBufferImmediate = function ( object, program, material ) {
  317. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = renderer.createBuffer();
  318. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = renderer.createBuffer();
  319. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = renderer.createBuffer();
  320. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = renderer.createBuffer();
  321. if ( object.hasPositions ) {
  322. renderer.setDynamicArrayBuffer( object.__webglVertexBuffer, object.positionArray);
  323. renderer.setFloatAttribute(program.attributes.position, object.__webglVertexBuffer, 3, 0);
  324. }
  325. if ( object.hasNormals ) {
  326. if ( material.shading === THREE.FlatShading ) {
  327. var nx, ny, nz,
  328. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  329. normalArray,
  330. i, il = object.count * 3;
  331. for( i = 0; i < il; i += 9 ) {
  332. normalArray = object.normalArray;
  333. nax = normalArray[ i ];
  334. nay = normalArray[ i + 1 ];
  335. naz = normalArray[ i + 2 ];
  336. nbx = normalArray[ i + 3 ];
  337. nby = normalArray[ i + 4 ];
  338. nbz = normalArray[ i + 5 ];
  339. ncx = normalArray[ i + 6 ];
  340. ncy = normalArray[ i + 7 ];
  341. ncz = normalArray[ i + 8 ];
  342. nx = ( nax + nbx + ncx ) / 3;
  343. ny = ( nay + nby + ncy ) / 3;
  344. nz = ( naz + nbz + ncz ) / 3;
  345. normalArray[ i ] = nx;
  346. normalArray[ i + 1 ] = ny;
  347. normalArray[ i + 2 ] = nz;
  348. normalArray[ i + 3 ] = nx;
  349. normalArray[ i + 4 ] = ny;
  350. normalArray[ i + 5 ] = nz;
  351. normalArray[ i + 6 ] = nx;
  352. normalArray[ i + 7 ] = ny;
  353. normalArray[ i + 8 ] = nz;
  354. }
  355. }
  356. renderer.setDynamicArrayBuffer( object.__webglNormalBuffer, object.normalArray);
  357. renderer.setFloatAttribute(program.attributes.normal, object.__webglNormalBuffer, 3, 0);
  358. }
  359. if ( object.hasUvs && material.map ) {
  360. renderer.setDynamicArrayBuffer( object.__webglUvBuffer, object.uvArray);
  361. renderer.setFloatAttribute(program.attributes.uv, object.__webglUvBuffer, 2, 0);
  362. }
  363. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  364. renderer.setDynamicArrayBuffer( object.__webglColorBuffer, object.colorArray);
  365. renderer.setFloatAttribute(program.attributes.color, object.__webglColorBuffer, 3, 0);
  366. }
  367. renderer.drawTriangles(object.count );
  368. object.count = 0;
  369. };
  370. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  371. if ( material.visible === false ) return;
  372. var program, attributes, linewidth, primitives, a, attribute;
  373. program = setProgram( camera, lights, fog, material, object );
  374. attributes = program.attributes;
  375. var updateBuffers = false,
  376. wireframeBit = material.wireframe ? 1 : 0,
  377. geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  378. if ( geometryHash !== _currentGeometryGroupHash ) {
  379. _currentGeometryGroupHash = geometryHash;
  380. updateBuffers = true;
  381. }
  382. if ( updateBuffers ) {
  383. renderer.disableAttributes();
  384. }
  385. // render mesh
  386. if ( object instanceof THREE.Mesh ) {
  387. var index = geometry.attributes[ "index" ];
  388. // indexed triangles
  389. if ( index ) {
  390. var offsets = geometry.offsets;
  391. // if there is more than 1 chunk
  392. // must set attribute pointers to use new offsets for each chunk
  393. // even if geometry and materials didn't change
  394. if ( offsets.length > 1 ) updateBuffers = true;
  395. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  396. var startIndex = offsets[ i ].index;
  397. if ( updateBuffers ) {
  398. // vertices
  399. var position = geometry.attributes[ "position" ];
  400. var positionSize = position.itemSize;
  401. renderer.setFloatAttribute(attributes.position , position.buffer, positionSize, startIndex * positionSize * 4);
  402. // normals
  403. var normal = geometry.attributes[ "normal" ];
  404. if ( attributes.normal >= 0 && normal ) {
  405. var normalSize = normal.itemSize;
  406. renderer.setFloatAttribute(attributes.normal , normal.buffer, normalSize, startIndex * normalSize * 4);
  407. }
  408. // uvs
  409. var uv = geometry.attributes[ "uv" ];
  410. if ( attributes.uv >= 0 && uv ) {
  411. var uvSize = uv.itemSize;
  412. renderer.setFloatAttribute(attributes.uv , uv.buffer, uvSize, startIndex * uvSize * 4);
  413. }
  414. // colors
  415. var color = geometry.attributes[ "color" ];
  416. if ( attributes.color >= 0 && color ) {
  417. var colorSize = color.itemSize;
  418. renderer.setFloatAttribute(attributes.color , color.buffer, colorSize, startIndex * colorSize * 4);
  419. }
  420. // tangents
  421. var tangent = geometry.attributes[ "tangent" ];
  422. if ( attributes.tangent >= 0 && tangent ) {
  423. var tangentSize = tangent.itemSize;
  424. renderer.setFloatAttribute(attributes.tangent , tangent.buffer, tangentSize, startIndex * tangentSize * 4);
  425. }
  426. }
  427. // render indexed triangles
  428. renderer.drawTriangleElements(index.buffer, offsets[ i ].count, offsets[ i ].start * 2);
  429. _this.info.render.calls ++;
  430. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  431. _this.info.render.faces += offsets[ i ].count / 3;
  432. }
  433. // non-indexed triangles
  434. } else {
  435. if ( updateBuffers ) {
  436. // vertices
  437. var position = geometry.attributes[ "position" ];
  438. var positionSize = position.itemSize;
  439. renderer.setFloatAttribute(attributes.position , position.buffer, positionSize, 0);
  440. // normals
  441. var normal = geometry.attributes[ "normal" ];
  442. if ( attributes.normal >= 0 && normal ) {
  443. var normalSize = normal.itemSize;
  444. renderer.setFloatAttribute(attributes.normal , normal.buffer, normalSize, 0);
  445. }
  446. // uvs
  447. var uv = geometry.attributes[ "uv" ];
  448. if ( attributes.uv >= 0 && uv ) {
  449. var uvSize = uv.itemSize;
  450. renderer.setFloatAttribute(attributes.uv , uv.buffer, uvSize, 0);
  451. }
  452. // colors
  453. var color = geometry.attributes[ "color" ];
  454. if ( attributes.color >= 0 && color ) {
  455. var colorSize = color.itemSize;
  456. renderer.setFloatAttribute(attributes.color , color.buffer, colorSize, 0);
  457. }
  458. // tangents
  459. var tangent = geometry.attributes[ "tangent" ];
  460. if ( attributes.tangent >= 0 && tangent ) {
  461. var tangentSize = tangent.itemSize;
  462. renderer.setFloatAttribute(attributes.tangent , tangent.buffer, tangentSize, 0);
  463. }
  464. }
  465. // render non-indexed triangles
  466. renderer.drawTriangles( position.numItems / 3)
  467. _this.info.render.calls ++;
  468. _this.info.render.vertices += position.numItems / 3;
  469. _this.info.render.faces += position.numItems / 3 / 3;
  470. }
  471. // render particles
  472. } else if ( object instanceof THREE.ParticleSystem ) {
  473. if ( updateBuffers ) {
  474. // vertices
  475. var position = geometry.attributes[ "position" ];
  476. var positionSize = position.itemSize;
  477. renderer.setFloatAttribute(attributes.position , position.buffer, positionSize, 0);
  478. // colors
  479. var color = geometry.attributes[ "color" ];
  480. if ( attributes.color >= 0 && color ) {
  481. var colorSize = color.itemSize;
  482. renderer.setFloatAttribute(attributes.color , color.buffer, colorSize, 0);
  483. }
  484. // render particles
  485. renderer.drawPoints(position.numItems / 3);
  486. _this.info.render.calls ++;
  487. _this.info.render.points += position.numItems / 3;
  488. }
  489. } else if ( object instanceof THREE.Line ) {
  490. if ( updateBuffers ) {
  491. // vertices
  492. var position = geometry.attributes[ "position" ];
  493. var positionSize = position.itemSize;
  494. renderer.setFloatAttribute(attributes.position , position.buffer, positionSize, 0);
  495. // colors
  496. var color = geometry.attributes[ "color" ];
  497. if ( attributes.color >= 0 && color ) {
  498. var colorSize = color.itemSize;
  499. renderer.setFloatAttribute(attributes.color , color.buffer, colorSize, 0);
  500. }
  501. // render lines
  502. renderer.drawLineStrip(position.numItems / 3);
  503. _this.info.render.calls ++;
  504. _this.info.render.points += position.numItems;
  505. }
  506. }
  507. };
  508. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  509. if ( material.visible === false ) return;
  510. var program, attributes, linewidth, primitives, a, attribute, i, il;
  511. program = setProgram( camera, lights, fog, material, object );
  512. attributes = program.attributes;
  513. var updateBuffers = false,
  514. wireframeBit = material.wireframe ? 1 : 0,
  515. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  516. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  517. _currentGeometryGroupHash = geometryGroupHash;
  518. updateBuffers = true;
  519. }
  520. if ( updateBuffers ) {
  521. renderer.disableAttributes();
  522. }
  523. // vertices
  524. if ( !material.morphTargets && attributes.position >= 0 ) {
  525. if ( updateBuffers ) {
  526. renderer.setFloatAttribute(attributes.position , geometryGroup.__webglVertexBuffer, 3, 0);
  527. }
  528. } else {
  529. if ( object.morphTargetBase ) {
  530. setupMorphTargets( material, geometryGroup, object );
  531. }
  532. }
  533. if ( updateBuffers ) {
  534. // custom attributes
  535. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  536. if ( geometryGroup.__webglCustomAttributesList ) {
  537. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  538. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  539. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  540. renderer.setFloatAttribute(attributes[ attribute.buffer.belongsToAttribute ] , attribute.buffer, attribute.size, 0);
  541. }
  542. }
  543. }
  544. // colors
  545. if ( attributes.color >= 0 ) {
  546. renderer.setFloatAttribute(attributes.color , geometryGroup.__webglColorBuffer,3, 0);
  547. }
  548. // normals
  549. if ( attributes.normal >= 0 ) {
  550. renderer.setFloatAttribute(attributes.normal, geometryGroup.__webglNormalBuffer, 3, 0);
  551. }
  552. // tangents
  553. if ( attributes.tangent >= 0 ) {
  554. renderer.setFloatAttribute(attributes.tangent, geometryGroup.__webglTangentBuffer, 4, 0);
  555. }
  556. // uvs
  557. if ( attributes.uv >= 0 ) {
  558. renderer.setFloatAttribute(attributes.uv, geometryGroup.__webglUVBuffer, 2, 0);
  559. }
  560. if ( attributes.uv2 >= 0 ) {
  561. renderer.setFloatAttribute(attributes.uv2, geometryGroup.__webglUV2Buffer, 2, 0);
  562. }
  563. if ( material.skinning &&
  564. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  565. renderer.setFloatAttribute(attributes.skinIndex, geometryGroup.__webglSkinIndicesBuffer, 4, 0);
  566. renderer.setFloatAttribute(attributes.skinWeight, geometryGroup.__webglSkinWeightsBuffer, 4, 0);
  567. }
  568. // line distances
  569. if ( attributes.lineDistance >= 0 ) {
  570. renderer.setFloatAttribute(attributes.lineDistance, geometryGroup.__webglLineDistanceBuffer, 1, 0);
  571. }
  572. }
  573. // render mesh
  574. if ( object instanceof THREE.Mesh ) {
  575. // wireframe
  576. if ( material.wireframe ) {
  577. renderer.setLineWidth( material.wireframeLinewidth );
  578. renderer.drawLineElements(geometryGroup.__webglLineBuffer,geometryGroup.__webglLineCount,0);
  579. // triangles
  580. } else {
  581. renderer.drawTriangleElements( geometryGroup.__webglFaceBuffer, geometryGroup.__webglFaceCount, 0);
  582. }
  583. _this.info.render.calls ++;
  584. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  585. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  586. // render lines
  587. } else if ( object instanceof THREE.Line ) {
  588. renderer.setLineWidth( material.linewidth );
  589. if (object.type === THREE.LineStrip) {
  590. renderer.drawLineStrip(geometryGroup.__webglLineCount);
  591. } else {
  592. renderer.drawLines(geometryGroup.__webglLineCount);
  593. }
  594. _this.info.render.calls ++;
  595. // render particles
  596. } else if ( object instanceof THREE.ParticleSystem ) {
  597. renderer.drawPoints(geometryGroup.__webglParticleCount);
  598. _this.info.render.calls ++;
  599. _this.info.render.points += geometryGroup.__webglParticleCount;
  600. // render ribbon
  601. } else if ( object instanceof THREE.Ribbon ) {
  602. renderer.drawTriangleStrip(geometryGroup.__webglVertexCount);
  603. _this.info.render.calls ++;
  604. }
  605. };
  606. function setupMorphTargets ( material, geometryGroup, object ) {
  607. // set base
  608. var attributes = material.program.attributes;
  609. if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {
  610. renderer.setFloatAttribute(attributes.position, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ], 3, 0);
  611. } else if ( attributes.position >= 0 ) {
  612. renderer.setFloatAttribute(attributes.position, geometryGroup.__webglVertexBuffer, 3, 0);
  613. }
  614. if ( object.morphTargetForcedOrder.length ) {
  615. // set forced order
  616. var m = 0;
  617. var order = object.morphTargetForcedOrder;
  618. var influences = object.morphTargetInfluences;
  619. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  620. if ( attributes[ "morphTarget" + m ] >= 0 ) {
  621. renderer.setFloatAttribute(attributes[ "morphTarget" + m ], geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ], 3, 0);
  622. }
  623. if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
  624. renderer.setFloatAttribute(attributes[ "morphNormal" + m ], geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ], 3, 0);
  625. }
  626. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  627. m ++;
  628. }
  629. } else {
  630. // find the most influencing
  631. var influence, activeInfluenceIndices = [];
  632. var influences = object.morphTargetInfluences;
  633. var i, il = influences.length;
  634. for ( i = 0; i < il; i ++ ) {
  635. influence = influences[ i ];
  636. if ( influence > 0 ) {
  637. activeInfluenceIndices.push( [ influence, i ] );
  638. }
  639. }
  640. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  641. activeInfluenceIndices.sort( numericalSort );
  642. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  643. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  644. activeInfluenceIndices.sort( numericalSort );
  645. } else if ( activeInfluenceIndices.length === 0 ) {
  646. activeInfluenceIndices.push( [ 0, 0 ] );
  647. };
  648. var influenceIndex, m = 0;
  649. while ( m < material.numSupportedMorphTargets ) {
  650. if ( activeInfluenceIndices[ m ] ) {
  651. influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  652. if ( attributes[ "morphTarget" + m ] >= 0 ) {
  653. renderer.setFloatAttribute(attributes[ "morphTarget" + m ], geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ], 3, 0);
  654. }
  655. if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
  656. renderer.setFloatAttribute(attributes[ "morphNormal" + m ], geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ], 3, 0);
  657. }
  658. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  659. } else {
  660. /*
  661. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  662. if ( material.morphNormals ) {
  663. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  664. }
  665. */
  666. object.__webglMorphTargetInfluences[ m ] = 0;
  667. }
  668. m ++;
  669. }
  670. }
  671. // load updated influences uniform
  672. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  673. renderer.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  674. }
  675. };
  676. // Sorting
  677. function painterSortStable ( a, b ) {
  678. if ( a.z !== b.z ) {
  679. return b.z - a.z;
  680. } else {
  681. return b.id - a.id;
  682. }
  683. };
  684. function numericalSort ( a, b ) {
  685. return b[ 0 ] - a[ 0 ];
  686. };
  687. // Rendering
  688. this.render = function ( scene, camera, renderTarget, forceClear ) {
  689. if ( camera instanceof THREE.Camera === false ) {
  690. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  691. return;
  692. }
  693. var i, il,
  694. webglObject, object,
  695. renderList,
  696. lights = scene.__lights,
  697. fog = scene.fog;
  698. // reset caching for this frame
  699. _currentMaterialId = -1;
  700. _lightsNeedUpdate = true;
  701. // update scene graph
  702. if ( this.autoUpdateScene ) scene.updateMatrixWorld();
  703. // update camera matrices and frustum
  704. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  705. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  706. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  707. _frustum.setFromMatrix( _projScreenMatrix );
  708. // update WebGL objects
  709. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  710. // custom render plugins (pre pass)
  711. renderPlugins( this.renderPluginsPre, scene, camera );
  712. //
  713. _this.info.render.calls = 0;
  714. _this.info.render.vertices = 0;
  715. _this.info.render.faces = 0;
  716. _this.info.render.points = 0;
  717. renderer.setRenderTarget( renderTarget );
  718. if ( this.autoClear || forceClear ) {
  719. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  720. }
  721. // set matrices for regular objects (frustum culled)
  722. renderList = scene.__webglObjects;
  723. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  724. webglObject = renderList[ i ];
  725. object = webglObject.object;
  726. webglObject.render = false;
  727. if ( object.visible ) {
  728. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
  729. setupMatrices( object, camera );
  730. unrollBufferMaterial( webglObject );
  731. webglObject.render = true;
  732. if ( this.sortObjects === true ) {
  733. if ( object.renderDepth !== null ) {
  734. webglObject.z = object.renderDepth;
  735. } else {
  736. _vector3.copy( object.matrixWorld.getPosition() );
  737. _vector3.projectPoint(_projScreenMatrix);
  738. webglObject.z = _vector3.z;
  739. }
  740. webglObject.id = object.id;
  741. }
  742. }
  743. }
  744. }
  745. if ( this.sortObjects ) {
  746. renderList.sort( painterSortStable );
  747. }
  748. // set matrices for immediate objects
  749. renderList = scene.__webglObjectsImmediate;
  750. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  751. webglObject = renderList[ i ];
  752. object = webglObject.object;
  753. if ( object.visible ) {
  754. setupMatrices( object, camera );
  755. unrollImmediateBufferMaterial( webglObject );
  756. }
  757. }
  758. if ( scene.overrideMaterial ) {
  759. var material = scene.overrideMaterial;
  760. renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  761. renderer.setDepthTest( material.depthTest );
  762. renderer.setDepthWrite( material.depthWrite );
  763. renderer.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  764. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
  765. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
  766. } else {
  767. var material = null;
  768. // opaque pass (front-to-back order)
  769. renderer.setBlending( THREE.NoBlending );
  770. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
  771. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
  772. // transparent pass (back-to-front order)
  773. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
  774. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
  775. }
  776. // custom render plugins (post pass)
  777. renderPlugins( this.renderPluginsPost, scene, camera );
  778. // Generate mipmap if we're using any kind of mipmap filtering
  779. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  780. renderer.updateRenderTargetMipmap( renderTarget );
  781. }
  782. // Ensure depth buffer writing is enabled so it can be cleared on next render
  783. renderer.setDepthTest( true );
  784. renderer.setDepthWrite( true );
  785. // _gl.finish();
  786. };
  787. function renderPlugins( plugins, scene, camera ) {
  788. if ( ! plugins.length ) return;
  789. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  790. // reset state for plugin (to start from clean slate)
  791. _currentProgram = null;
  792. _currentCamera = null;
  793. _currentGeometryGroupHash = -1;
  794. _currentMaterialId = -1;
  795. _lightsNeedUpdate = true;
  796. renderer.resetState();
  797. plugins[ i ].render( scene, camera, renderer.getCurrentWidth(), renderer.getCurrentWidth() );
  798. // reset state after plugin (anything could have changed)
  799. _currentProgram = null;
  800. _currentCamera = null;
  801. _currentGeometryGroupHash = -1;
  802. _currentMaterialId = -1;
  803. _lightsNeedUpdate = true;
  804. renderer.resetState();
  805. }
  806. };
  807. function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  808. var webglObject, object, buffer, material, start, end, delta;
  809. if ( reverse ) {
  810. start = renderList.length - 1;
  811. end = -1;
  812. delta = -1;
  813. } else {
  814. start = 0;
  815. end = renderList.length;
  816. delta = 1;
  817. }
  818. for ( var i = start; i !== end; i += delta ) {
  819. webglObject = renderList[ i ];
  820. if ( webglObject.render ) {
  821. object = webglObject.object;
  822. buffer = webglObject.buffer;
  823. if ( overrideMaterial ) {
  824. material = overrideMaterial;
  825. } else {
  826. material = webglObject[ materialType ];
  827. if ( ! material ) continue;
  828. if ( useBlending ) renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  829. renderer.setDepthTest( material.depthTest );
  830. renderer.setDepthWrite( material.depthWrite );
  831. renderer.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  832. }
  833. renderer.setMaterialFaces( material );
  834. if ( buffer instanceof THREE.BufferGeometry ) {
  835. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  836. } else {
  837. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  838. }
  839. }
  840. }
  841. };
  842. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  843. var webglObject, object, material, program;
  844. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  845. webglObject = renderList[ i ];
  846. object = webglObject.object;
  847. if ( object.visible ) {
  848. if ( overrideMaterial ) {
  849. material = overrideMaterial;
  850. } else {
  851. material = webglObject[ materialType ];
  852. if ( ! material ) continue;
  853. if ( useBlending ) renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  854. renderer.setDepthTest( material.depthTest );
  855. renderer.setDepthWrite( material.depthWrite );
  856. renderer.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  857. }
  858. _this.renderImmediateObject( camera, lights, fog, material, object );
  859. }
  860. }
  861. };
  862. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  863. var program = setProgram( camera, lights, fog, material, object );
  864. _currentGeometryGroupHash = -1;
  865. renderer.setMaterialFaces( material );
  866. if ( object.immediateRenderCallback ) {
  867. object.immediateRenderCallback( program, renderer.getContext(), _frustum );
  868. } else {
  869. object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
  870. }
  871. };
  872. function unrollImmediateBufferMaterial ( globject ) {
  873. var object = globject.object,
  874. material = object.material;
  875. if ( material.transparent ) {
  876. globject.transparent = material;
  877. globject.opaque = null;
  878. } else {
  879. globject.opaque = material;
  880. globject.transparent = null;
  881. }
  882. };
  883. function unrollBufferMaterial ( globject ) {
  884. var object = globject.object,
  885. buffer = globject.buffer,
  886. material, materialIndex, meshMaterial;
  887. meshMaterial = object.material;
  888. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  889. materialIndex = buffer.materialIndex;
  890. material = meshMaterial.materials[ materialIndex ];
  891. if ( material.transparent ) {
  892. globject.transparent = material;
  893. globject.opaque = null;
  894. } else {
  895. globject.opaque = material;
  896. globject.transparent = null;
  897. }
  898. } else {
  899. material = meshMaterial;
  900. if ( material ) {
  901. if ( material.transparent ) {
  902. globject.transparent = material;
  903. globject.opaque = null;
  904. } else {
  905. globject.opaque = material;
  906. globject.transparent = null;
  907. }
  908. }
  909. }
  910. };
  911. // Geometry splitting
  912. function sortFacesByMaterial ( geometry, material ) {
  913. var f, fl, face, materialIndex, vertices,
  914. groupHash, hash_map = {};
  915. var numMorphTargets = geometry.morphTargets.length;
  916. var numMorphNormals = geometry.morphNormals.length;
  917. var usesFaceMaterial = material instanceof THREE.MeshFaceMaterial;
  918. geometry.geometryGroups = {};
  919. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  920. face = geometry.faces[ f ];
  921. materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  922. if ( hash_map[ materialIndex ] === undefined ) {
  923. hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
  924. }
  925. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  926. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  927. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  928. }
  929. vertices = face instanceof THREE.Face3 ? 3 : 4;
  930. if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
  931. hash_map[ materialIndex ].counter += 1;
  932. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  933. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  934. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  935. }
  936. }
  937. if ( face instanceof THREE.Face3 ) {
  938. geometry.geometryGroups[ groupHash ].faces3.push( f );
  939. } else {
  940. geometry.geometryGroups[ groupHash ].faces4.push( f );
  941. }
  942. geometry.geometryGroups[ groupHash ].vertices += vertices;
  943. }
  944. geometry.geometryGroupsList = [];
  945. for ( var g in geometry.geometryGroups ) {
  946. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  947. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  948. }
  949. };
  950. // Objects refresh
  951. this.initWebGLObjects = function ( scene ) {
  952. if ( !scene.__webglObjects ) {
  953. scene.__webglObjects = [];
  954. scene.__webglObjectsImmediate = [];
  955. scene.__webglSprites = [];
  956. scene.__webglFlares = [];
  957. }
  958. while ( scene.__objectsAdded.length ) {
  959. addObject( scene.__objectsAdded[ 0 ], scene );
  960. scene.__objectsAdded.splice( 0, 1 );
  961. }
  962. while ( scene.__objectsRemoved.length ) {
  963. removeObject( scene.__objectsRemoved[ 0 ], scene );
  964. scene.__objectsRemoved.splice( 0, 1 );
  965. }
  966. // update must be called after objects adding / removal
  967. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  968. updateObject( scene.__webglObjects[ o ].object );
  969. }
  970. };
  971. // Objects adding
  972. function addObject ( object, scene ) {
  973. var g, geometry, material, geometryGroup;
  974. if ( ! object.__webglInit ) {
  975. object.__webglInit = true;
  976. object._modelViewMatrix = new THREE.Matrix4();
  977. object._normalMatrix = new THREE.Matrix3();
  978. if ( object.geometry !== undefined && object.geometry.__webglInit === undefined ) {
  979. object.geometry.__webglInit = true;
  980. object.geometry.addEventListener( 'dispose', onGeometryDispose );
  981. }
  982. if ( object instanceof THREE.Mesh ) {
  983. geometry = object.geometry;
  984. material = object.material;
  985. if ( geometry instanceof THREE.Geometry ) {
  986. if ( geometry.geometryGroups === undefined ) {
  987. sortFacesByMaterial( geometry, material );
  988. }
  989. // create separate VBOs per geometry chunk
  990. for ( g in geometry.geometryGroups ) {
  991. geometryGroup = geometry.geometryGroups[ g ];
  992. // initialise VBO on the first access
  993. if ( ! geometryGroup.__webglVertexBuffer ) {
  994. meshRenderer.createBuffers( geometryGroup );
  995. meshRenderer.initBuffers( geometryGroup, object );
  996. geometry.verticesNeedUpdate = true;
  997. geometry.morphTargetsNeedUpdate = true;
  998. geometry.elementsNeedUpdate = true;
  999. geometry.uvsNeedUpdate = true;
  1000. geometry.normalsNeedUpdate = true;
  1001. geometry.tangentsNeedUpdate = true;
  1002. geometry.colorsNeedUpdate = true;
  1003. }
  1004. }
  1005. } else if ( geometry instanceof THREE.BufferGeometry ) {
  1006. initDirectBuffers( geometry );
  1007. }
  1008. } else if ( object instanceof THREE.Ribbon ) {
  1009. geometry = object.geometry;
  1010. if ( ! geometry.__webglVertexBuffer ) {
  1011. ribbonRenderer.createBuffers( geometry );
  1012. ribbonRenderer.initBuffers( geometry, object );
  1013. geometry.verticesNeedUpdate = true;
  1014. geometry.colorsNeedUpdate = true;
  1015. geometry.normalsNeedUpdate = true;
  1016. }
  1017. } else if ( object instanceof THREE.Line ) {
  1018. geometry = object.geometry;
  1019. if ( ! geometry.__webglVertexBuffer ) {
  1020. if ( geometry instanceof THREE.Geometry ) {
  1021. lineRenderer.createBuffers( geometry );
  1022. lineRenderer.initBuffers( geometry, object );
  1023. geometry.verticesNeedUpdate = true;
  1024. geometry.colorsNeedUpdate = true;
  1025. geometry.lineDistancesNeedUpdate = true;
  1026. } else if ( geometry instanceof THREE.BufferGeometry ) {
  1027. initDirectBuffers( geometry );
  1028. }
  1029. }
  1030. } else if ( object instanceof THREE.ParticleSystem ) {
  1031. geometry = object.geometry;
  1032. if ( ! geometry.__webglVertexBuffer ) {
  1033. if ( geometry instanceof THREE.Geometry ) {
  1034. particleRenderer.createBuffers( geometry );
  1035. particleRenderer.initBuffers( geometry, object );
  1036. geometry.verticesNeedUpdate = true;
  1037. geometry.colorsNeedUpdate = true;
  1038. } else if ( geometry instanceof THREE.BufferGeometry ) {
  1039. initDirectBuffers( geometry );
  1040. }
  1041. }
  1042. }
  1043. }
  1044. if ( ! object.__webglActive ) {
  1045. if ( object instanceof THREE.Mesh ) {
  1046. geometry = object.geometry;
  1047. if ( geometry instanceof THREE.BufferGeometry ) {
  1048. addBuffer( scene.__webglObjects, geometry, object );
  1049. } else if ( geometry instanceof THREE.Geometry ) {
  1050. for ( g in geometry.geometryGroups ) {
  1051. geometryGroup = geometry.geometryGroups[ g ];
  1052. addBuffer( scene.__webglObjects, geometryGroup, object );
  1053. }
  1054. }
  1055. } else if ( object instanceof THREE.Ribbon ||
  1056. object instanceof THREE.Line ||
  1057. object instanceof THREE.ParticleSystem ) {
  1058. geometry = object.geometry;
  1059. addBuffer( scene.__webglObjects, geometry, object );
  1060. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  1061. addBufferImmediate( scene.__webglObjectsImmediate, object );
  1062. } else if ( object instanceof THREE.Sprite ) {
  1063. scene.__webglSprites.push( object );
  1064. } else if ( object instanceof THREE.LensFlare ) {
  1065. scene.__webglFlares.push( object );
  1066. }
  1067. object.__webglActive = true;
  1068. }
  1069. };
  1070. function addBuffer ( objlist, buffer, object ) {
  1071. objlist.push(
  1072. {
  1073. buffer: buffer,
  1074. object: object,
  1075. opaque: null,
  1076. transparent: null
  1077. }
  1078. );
  1079. };
  1080. function addBufferImmediate ( objlist, object ) {
  1081. objlist.push(
  1082. {
  1083. object: object,
  1084. opaque: null,
  1085. transparent: null
  1086. }
  1087. );
  1088. };
  1089. // Objects updates
  1090. function updateObject ( object ) {
  1091. var geometry = object.geometry,
  1092. geometryGroup, customAttributesDirty, material;
  1093. if ( object instanceof THREE.Mesh ) {
  1094. if ( geometry instanceof THREE.BufferGeometry ) {
  1095. if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
  1096. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  1097. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {
  1098. setDirectBuffers( geometry, !geometry.dynamic );
  1099. }
  1100. geometry.verticesNeedUpdate = false;
  1101. geometry.elementsNeedUpdate = false;
  1102. geometry.uvsNeedUpdate = false;
  1103. geometry.normalsNeedUpdate = false;
  1104. geometry.colorsNeedUpdate = false;
  1105. geometry.tangentsNeedUpdate = false;
  1106. } else {
  1107. // check all geometry groups
  1108. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  1109. geometryGroup = geometry.geometryGroupsList[ i ];
  1110. material = getBufferMaterial( object, geometryGroup );
  1111. if ( geometry.buffersNeedUpdate ) {
  1112. meshRenderer.initBuffers( geometryGroup, object );
  1113. }
  1114. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  1115. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  1116. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  1117. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  1118. meshRenderer.setBuffers( geometryGroup, object, !geometry.dynamic, material );
  1119. }
  1120. }
  1121. geometry.verticesNeedUpdate = false;
  1122. geometry.morphTargetsNeedUpdate = false;
  1123. geometry.elementsNeedUpdate = false;
  1124. geometry.uvsNeedUpdate = false;
  1125. geometry.normalsNeedUpdate = false;
  1126. geometry.colorsNeedUpdate = false;
  1127. geometry.tangentsNeedUpdate = false;
  1128. geometry.buffersNeedUpdate = false;
  1129. material.attributes && clearCustomAttributes( material );
  1130. }
  1131. } else if ( object instanceof THREE.Ribbon ) {
  1132. material = getBufferMaterial( object, geometry );
  1133. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  1134. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {
  1135. ribbonRenderer.setBuffers( geometry);
  1136. }
  1137. geometry.verticesNeedUpdate = false;
  1138. geometry.colorsNeedUpdate = false;
  1139. geometry.normalsNeedUpdate = false;
  1140. material.attributes && clearCustomAttributes( material );
  1141. } else if ( object instanceof THREE.Line ) {
  1142. if ( geometry instanceof THREE.BufferGeometry ) {
  1143. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
  1144. setDirectBuffers( geometry, !geometry.dynamic );
  1145. }
  1146. geometry.verticesNeedUpdate = false;
  1147. geometry.colorsNeedUpdate = false;
  1148. } else {
  1149. material = getBufferMaterial( object, geometry );
  1150. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  1151. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  1152. lineRenderer.setBuffers( geometry);
  1153. }
  1154. geometry.verticesNeedUpdate = false;
  1155. geometry.colorsNeedUpdate = false;
  1156. geometry.lineDistancesNeedUpdate = false;
  1157. material.attributes && clearCustomAttributes( material );
  1158. }
  1159. } else if ( object instanceof THREE.ParticleSystem ) {
  1160. if ( geometry instanceof THREE.BufferGeometry ) {
  1161. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
  1162. setDirectBuffers( geometry, !geometry.dynamic );
  1163. }
  1164. geometry.verticesNeedUpdate = false;
  1165. geometry.colorsNeedUpdate = false;
  1166. } else {
  1167. material = getBufferMaterial( object, geometry );
  1168. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  1169. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
  1170. particleRenderer.setBuffers( geometry, object, _projScreenMatrix);
  1171. }
  1172. geometry.verticesNeedUpdate = false;
  1173. geometry.colorsNeedUpdate = false;
  1174. material.attributes && clearCustomAttributes( material );
  1175. }
  1176. }
  1177. };
  1178. // Objects updates - custom attributes check
  1179. function areCustomAttributesDirty ( material ) {
  1180. for ( var a in material.attributes ) {
  1181. if ( material.attributes[ a ].needsUpdate ) return true;
  1182. }
  1183. return false;
  1184. };
  1185. function clearCustomAttributes ( material ) {
  1186. for ( var a in material.attributes ) {
  1187. material.attributes[ a ].needsUpdate = false;
  1188. }
  1189. };
  1190. // Objects removal
  1191. function removeObject ( object, scene ) {
  1192. if ( object instanceof THREE.Mesh ||
  1193. object instanceof THREE.ParticleSystem ||
  1194. object instanceof THREE.Ribbon ||
  1195. object instanceof THREE.Line ) {
  1196. removeInstances( scene.__webglObjects, object );
  1197. } else if ( object instanceof THREE.Sprite ) {
  1198. removeInstancesDirect( scene.__webglSprites, object );
  1199. } else if ( object instanceof THREE.LensFlare ) {
  1200. removeInstancesDirect( scene.__webglFlares, object );
  1201. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  1202. removeInstances( scene.__webglObjectsImmediate, object );
  1203. }
  1204. object.__webglActive = false;
  1205. };
  1206. function removeInstances ( objlist, object ) {
  1207. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  1208. if ( objlist[ o ].object === object ) {
  1209. objlist.splice( o, 1 );
  1210. }
  1211. }
  1212. };
  1213. function removeInstancesDirect ( objlist, object ) {
  1214. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  1215. if ( objlist[ o ] === object ) {
  1216. objlist.splice( o, 1 );
  1217. }
  1218. }
  1219. };
  1220. // Materials
  1221. this.initMaterial = function ( material, lights, fog, object ) {
  1222. material.addEventListener( 'dispose', onMaterialDispose );
  1223. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  1224. if ( material instanceof THREE.MeshDepthMaterial ) {
  1225. shaderID = 'depth';
  1226. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1227. shaderID = 'normal';
  1228. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1229. shaderID = 'basic';
  1230. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1231. shaderID = 'lambert';
  1232. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1233. shaderID = 'phong';
  1234. } else if ( material instanceof THREE.LineBasicMaterial ) {
  1235. shaderID = 'basic';
  1236. } else if ( material instanceof THREE.LineDashedMaterial ) {
  1237. shaderID = 'dashed';
  1238. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1239. shaderID = 'particle_basic';
  1240. }
  1241. if ( shaderID ) {
  1242. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  1243. }
  1244. // heuristics to create shader parameters according to lights in the scene
  1245. // (not to blow over maxLights budget)
  1246. maxLightCount = allocateLights( lights );
  1247. maxShadows = allocateShadows( lights );
  1248. maxBones = allocateBones( object );
  1249. parameters = {
  1250. map: !!material.map,
  1251. envMap: !!material.envMap,
  1252. lightMap: !!material.lightMap,
  1253. bumpMap: !!material.bumpMap,
  1254. normalMap: !!material.normalMap,
  1255. specularMap: !!material.specularMap,
  1256. vertexColors: material.vertexColors,
  1257. fog: fog,
  1258. useFog: material.fog,
  1259. fogExp: fog instanceof THREE.FogExp2,
  1260. sizeAttenuation: material.sizeAttenuation,
  1261. skinning: material.skinning,
  1262. maxBones: maxBones,
  1263. useVertexTexture: renderer.supportsBoneTextures && object && object.useVertexTexture,
  1264. boneTextureWidth: object && object.boneTextureWidth,
  1265. boneTextureHeight: object && object.boneTextureHeight,
  1266. morphTargets: material.morphTargets,
  1267. morphNormals: material.morphNormals,
  1268. maxMorphTargets: this.maxMorphTargets,
  1269. maxMorphNormals: this.maxMorphNormals,
  1270. maxDirLights: maxLightCount.directional,
  1271. maxPointLights: maxLightCount.point,
  1272. maxSpotLights: maxLightCount.spot,
  1273. maxHemiLights: maxLightCount.hemi,
  1274. maxShadows: maxShadows,
  1275. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  1276. shadowMapType: this.shadowMapType,
  1277. shadowMapDebug: this.shadowMapDebug,
  1278. shadowMapCascade: this.shadowMapCascade,
  1279. alphaTest: material.alphaTest,
  1280. metal: material.metal,
  1281. perPixel: material.perPixel,
  1282. wrapAround: material.wrapAround,
  1283. doubleSided: material.side === THREE.DoubleSide,
  1284. flipSided: material.side === THREE.BackSide,
  1285. gammaInput : this.gammaInput,
  1286. gammaOutput : this.gammaOutput ,
  1287. physicallyBasedShading : this.physicallyBasedShading
  1288. };
  1289. material.program = shaderBuilder.buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );
  1290. var attributes = material.program.attributes;
  1291. if ( material.morphTargets ) {
  1292. material.numSupportedMorphTargets = 0;
  1293. var id, base = "morphTarget";
  1294. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  1295. id = base + i;
  1296. if ( attributes[ id ] >= 0 ) {
  1297. material.numSupportedMorphTargets ++;
  1298. }
  1299. }
  1300. }
  1301. if ( material.morphNormals ) {
  1302. material.numSupportedMorphNormals = 0;
  1303. var id, base = "morphNormal";
  1304. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  1305. id = base + i;
  1306. if ( attributes[ id ] >= 0 ) {
  1307. material.numSupportedMorphNormals ++;
  1308. }
  1309. }
  1310. }
  1311. material.uniformsList = [];
  1312. for ( u in material.uniforms ) {
  1313. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  1314. }
  1315. };
  1316. function setMaterialShaders( material, shaders ) {
  1317. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  1318. material.vertexShader = shaders.vertexShader;
  1319. material.fragmentShader = shaders.fragmentShader;
  1320. };
  1321. function setProgram( camera, lights, fog, material, object ) {
  1322. _usedTextureUnits = 0;
  1323. if ( material.needsUpdate ) {
  1324. if ( material.program ) deallocateMaterial( material );
  1325. _this.initMaterial( material, lights, fog, object );
  1326. material.needsUpdate = false;
  1327. }
  1328. if ( material.morphTargets ) {
  1329. if ( ! object.__webglMorphTargetInfluences ) {
  1330. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  1331. }
  1332. }
  1333. var refreshMaterial = false;
  1334. var program = material.program,
  1335. p_uniforms = program.uniforms,
  1336. m_uniforms = material.uniforms;
  1337. if ( program !== _currentProgram ) {
  1338. renderer.useProgram( program );
  1339. _currentProgram = program;
  1340. refreshMaterial = true;
  1341. }
  1342. if ( material.id !== _currentMaterialId ) {
  1343. _currentMaterialId = material.id;
  1344. refreshMaterial = true;
  1345. }
  1346. if ( refreshMaterial || camera !== _currentCamera ) {
  1347. renderer.uniformMatrix4fv( p_uniforms.projectionMatrix, camera.projectionMatrix.elements );
  1348. if ( camera !== _currentCamera ) _currentCamera = camera;
  1349. }
  1350. // skinning uniforms must be set even if material didn't change
  1351. // auto-setting of texture unit for bone texture must go before other textures
  1352. // not sure why, but otherwise weird things happen
  1353. if ( material.skinning ) {
  1354. if ( renderer.supportsBoneTextures && object.useVertexTexture ) {
  1355. if ( p_uniforms.boneTexture !== null ) {
  1356. var textureUnit = getTextureUnit();
  1357. renderer.uniform1i( p_uniforms.boneTexture, textureUnit );
  1358. renderer.setTexture( object.boneTexture, textureUnit );
  1359. }
  1360. } else {
  1361. if ( p_uniforms.boneGlobalMatrices !== null ) {
  1362. renderer.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, object.boneMatrices );
  1363. }
  1364. }
  1365. }
  1366. if ( refreshMaterial ) {
  1367. // refresh uniforms common to several materials
  1368. if ( fog && material.fog ) {
  1369. refreshUniformsFog( m_uniforms, fog );
  1370. }
  1371. if ( material instanceof THREE.MeshPhongMaterial ||
  1372. material instanceof THREE.MeshLambertMaterial ||
  1373. material.lights ) {
  1374. if ( _lightsNeedUpdate ) {
  1375. setupLights( program, lights );
  1376. _lightsNeedUpdate = false;
  1377. }
  1378. refreshUniformsLights( m_uniforms, _lights );
  1379. }
  1380. if ( material instanceof THREE.MeshBasicMaterial ||
  1381. material instanceof THREE.MeshLambertMaterial ||
  1382. material instanceof THREE.MeshPhongMaterial ) {
  1383. refreshUniformsCommon( m_uniforms, material );
  1384. }
  1385. // refresh single material specific uniforms
  1386. if ( material instanceof THREE.LineBasicMaterial ) {
  1387. refreshUniformsLine( m_uniforms, material );
  1388. } else if ( material instanceof THREE.LineDashedMaterial ) {
  1389. refreshUniformsLine( m_uniforms, material );
  1390. refreshUniformsDash( m_uniforms, material );
  1391. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1392. refreshUniformsParticle( m_uniforms, material );
  1393. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1394. refreshUniformsPhong( m_uniforms, material );
  1395. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1396. refreshUniformsLambert( m_uniforms, material );
  1397. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1398. m_uniforms.mNear.value = camera.near;
  1399. m_uniforms.mFar.value = camera.far;
  1400. m_uniforms.opacity.value = material.opacity;
  1401. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1402. m_uniforms.opacity.value = material.opacity;
  1403. }
  1404. if ( object.receiveShadow && ! material._shadowPass ) {
  1405. refreshUniformsShadow( m_uniforms, lights );
  1406. }
  1407. // load common uniforms
  1408. loadUniformsGeneric( program, material.uniformsList );
  1409. // load material specific uniforms
  1410. // (shader material also gets them for the sake of genericity)
  1411. if ( material instanceof THREE.ShaderMaterial ||
  1412. material instanceof THREE.MeshPhongMaterial ||
  1413. material.envMap ) {
  1414. if ( p_uniforms.cameraPosition !== null ) {
  1415. var position = camera.matrixWorld.getPosition();
  1416. renderer.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
  1417. }
  1418. }
  1419. if ( material instanceof THREE.MeshPhongMaterial ||
  1420. material instanceof THREE.MeshLambertMaterial ||
  1421. material instanceof THREE.ShaderMaterial ||
  1422. material.skinning ) {
  1423. if ( p_uniforms.viewMatrix !== null ) {
  1424. renderer.uniformMatrix4fv( p_uniforms.viewMatrix, camera.matrixWorldInverse.elements );
  1425. }
  1426. }
  1427. }
  1428. loadUniformsMatrices( p_uniforms, object );
  1429. if ( p_uniforms.modelMatrix !== null ) {
  1430. renderer.uniformMatrix4fv( p_uniforms.modelMatrix, object.matrixWorld.elements );
  1431. }
  1432. return program;
  1433. };
  1434. // Uniforms (refresh uniforms objects)
  1435. function refreshUniformsCommon ( uniforms, material ) {
  1436. uniforms.opacity.value = material.opacity;
  1437. if ( _this.gammaInput ) {
  1438. uniforms.diffuse.value.copyGammaToLinear( material.color );
  1439. } else {
  1440. uniforms.diffuse.value = material.color;
  1441. }
  1442. uniforms.map.value = material.map;
  1443. uniforms.lightMap.value = material.lightMap;
  1444. uniforms.specularMap.value = material.specularMap;
  1445. if ( material.bumpMap ) {
  1446. uniforms.bumpMap.value = material.bumpMap;
  1447. uniforms.bumpScale.value = material.bumpScale;
  1448. }
  1449. if ( material.normalMap ) {
  1450. uniforms.normalMap.value = material.normalMap;
  1451. uniforms.normalScale.value.copy( material.normalScale );
  1452. }
  1453. // uv repeat and offset setting priorities
  1454. // 1. color map
  1455. // 2. specular map
  1456. // 3. normal map
  1457. // 4. bump map
  1458. var uvScaleMap;
  1459. if ( material.map ) {
  1460. uvScaleMap = material.map;
  1461. } else if ( material.specularMap ) {
  1462. uvScaleMap = material.specularMap;
  1463. } else if ( material.normalMap ) {
  1464. uvScaleMap = material.normalMap;
  1465. } else if ( material.bumpMap ) {
  1466. uvScaleMap = material.bumpMap;
  1467. }
  1468. if ( uvScaleMap !== undefined ) {
  1469. var offset = uvScaleMap.offset;
  1470. var repeat = uvScaleMap.repeat;
  1471. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1472. }
  1473. uniforms.envMap.value = material.envMap;
  1474. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  1475. if ( _this.gammaInput ) {
  1476. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  1477. uniforms.reflectivity.value = material.reflectivity;
  1478. } else {
  1479. uniforms.reflectivity.value = material.reflectivity;
  1480. }
  1481. uniforms.refractionRatio.value = material.refractionRatio;
  1482. uniforms.combine.value = material.combine;
  1483. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  1484. };
  1485. function refreshUniformsLine ( uniforms, material ) {
  1486. uniforms.diffuse.value = material.color;
  1487. uniforms.opacity.value = material.opacity;
  1488. };
  1489. function refreshUniformsDash ( uniforms, material ) {
  1490. uniforms.dashSize.value = material.dashSize;
  1491. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1492. uniforms.scale.value = material.scale;
  1493. };
  1494. function refreshUniformsParticle ( uniforms, material ) {
  1495. uniforms.psColor.value = material.color;
  1496. uniforms.opacity.value = material.opacity;
  1497. uniforms.size.value = material.size;
  1498. uniforms.scale.value = renderer.getDomElement().height / 2.0; // TODO: Cache this.
  1499. uniforms.map.value = material.map;
  1500. };
  1501. function refreshUniformsFog ( uniforms, fog ) {
  1502. uniforms.fogColor.value = fog.color;
  1503. if ( fog instanceof THREE.Fog ) {
  1504. uniforms.fogNear.value = fog.near;
  1505. uniforms.fogFar.value = fog.far;
  1506. } else if ( fog instanceof THREE.FogExp2 ) {
  1507. uniforms.fogDensity.value = fog.density;
  1508. }
  1509. };
  1510. function refreshUniformsPhong ( uniforms, material ) {
  1511. uniforms.shininess.value = material.shininess;
  1512. if ( _this.gammaInput ) {
  1513. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  1514. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  1515. uniforms.specular.value.copyGammaToLinear( material.specular );
  1516. } else {
  1517. uniforms.ambient.value = material.ambient;
  1518. uniforms.emissive.value = material.emissive;
  1519. uniforms.specular.value = material.specular;
  1520. }
  1521. if ( material.wrapAround ) {
  1522. uniforms.wrapRGB.value.copy( material.wrapRGB );
  1523. }
  1524. };
  1525. function refreshUniformsLambert ( uniforms, material ) {
  1526. if ( _this.gammaInput ) {
  1527. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  1528. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  1529. } else {
  1530. uniforms.ambient.value = material.ambient;
  1531. uniforms.emissive.value = material.emissive;
  1532. }
  1533. if ( material.wrapAround ) {
  1534. uniforms.wrapRGB.value.copy( material.wrapRGB );
  1535. }
  1536. };
  1537. function refreshUniformsLights ( uniforms, lights ) {
  1538. uniforms.ambientLightColor.value = lights.ambient;
  1539. uniforms.directionalLightColor.value = lights.directional.colors;
  1540. uniforms.directionalLightDirection.value = lights.directional.positions;
  1541. uniforms.pointLightColor.value = lights.point.colors;
  1542. uniforms.pointLightPosition.value = lights.point.positions;
  1543. uniforms.pointLightDistance.value = lights.point.distances;
  1544. uniforms.spotLightColor.value = lights.spot.colors;
  1545. uniforms.spotLightPosition.value = lights.spot.positions;
  1546. uniforms.spotLightDistance.value = lights.spot.distances;
  1547. uniforms.spotLightDirection.value = lights.spot.directions;
  1548. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  1549. uniforms.spotLightExponent.value = lights.spot.exponents;
  1550. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  1551. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  1552. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  1553. };
  1554. function refreshUniformsShadow ( uniforms, lights ) {
  1555. if ( uniforms.shadowMatrix ) {
  1556. var j = 0;
  1557. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  1558. var light = lights[ i ];
  1559. if ( ! light.castShadow ) continue;
  1560. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  1561. uniforms.shadowMap.value[ j ] = light.shadowMap;
  1562. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  1563. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  1564. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  1565. uniforms.shadowBias.value[ j ] = light.shadowBias;
  1566. j ++;
  1567. }
  1568. }
  1569. }
  1570. };
  1571. // Uniforms (load to GPU)
  1572. function loadUniformsMatrices ( uniforms, object ) {
  1573. renderer.uniformMatrix4fv( uniforms.modelViewMatrix, object._modelViewMatrix.elements );
  1574. if ( uniforms.normalMatrix ) {
  1575. renderer.uniformMatrix3fv( uniforms.normalMatrix, object._normalMatrix.elements );
  1576. }
  1577. };
  1578. function getTextureUnit() {
  1579. var textureUnit = _usedTextureUnits;
  1580. if ( textureUnit >= renderer.maxTextures ) {
  1581. console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + renderer.maxTextures );
  1582. }
  1583. _usedTextureUnits += 1;
  1584. return textureUnit;
  1585. };
  1586. function loadUniformsGeneric ( program, uniforms ) {
  1587. var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
  1588. for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1589. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  1590. if ( !location ) continue;
  1591. uniform = uniforms[ j ][ 0 ];
  1592. type = uniform.type;
  1593. value = uniform.value;
  1594. if ( type === "i" ) { // single integer
  1595. renderer.uniform1i( location, value );
  1596. } else if ( type === "f" ) { // single float
  1597. renderer.uniform1f( location, value );
  1598. } else if ( type === "v2" ) { // single THREE.Vector2
  1599. renderer.uniform2f( location, value.x, value.y );
  1600. } else if ( type === "v3" ) { // single THREE.Vector3
  1601. renderer.uniform3f( location, value.x, value.y, value.z );
  1602. } else if ( type === "v4" ) { // single THREE.Vector4
  1603. renderer.uniform4f( location, value.x, value.y, value.z, value.w );
  1604. } else if ( type === "c" ) { // single THREE.Color
  1605. renderer.uniform3f( location, value.r, value.g, value.b );
  1606. } else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
  1607. renderer.uniform1iv( location, value );
  1608. } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
  1609. renderer.uniform3iv( location, value );
  1610. } else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
  1611. renderer.uniform1fv( location, value );
  1612. } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
  1613. renderer.uniform3fv( location, value );
  1614. } else if ( type === "v2v" ) { // array of THREE.Vector2
  1615. if ( uniform._array === undefined ) {
  1616. uniform._array = new Float32Array( 2 * value.length );
  1617. }
  1618. for ( i = 0, il = value.length; i < il; i ++ ) {
  1619. offset = i * 2;
  1620. uniform._array[ offset ] = value[ i ].x;
  1621. uniform._array[ offset + 1 ] = value[ i ].y;
  1622. }
  1623. renderer.uniform2fv( location, uniform._array );
  1624. } else if ( type === "v3v" ) { // array of THREE.Vector3
  1625. if ( uniform._array === undefined ) {
  1626. uniform._array = new Float32Array( 3 * value.length );
  1627. }
  1628. for ( i = 0, il = value.length; i < il; i ++ ) {
  1629. offset = i * 3;
  1630. uniform._array[ offset ] = value[ i ].x;
  1631. uniform._array[ offset + 1 ] = value[ i ].y;
  1632. uniform._array[ offset + 2 ] = value[ i ].z;
  1633. }
  1634. renderer.uniform3fv( location, uniform._array );
  1635. } else if ( type === "v4v" ) { // array of THREE.Vector4
  1636. if ( uniform._array === undefined ) {
  1637. uniform._array = new Float32Array( 4 * value.length );
  1638. }
  1639. for ( i = 0, il = value.length; i < il; i ++ ) {
  1640. offset = i * 4;
  1641. uniform._array[ offset ] = value[ i ].x;
  1642. uniform._array[ offset + 1 ] = value[ i ].y;
  1643. uniform._array[ offset + 2 ] = value[ i ].z;
  1644. uniform._array[ offset + 3 ] = value[ i ].w;
  1645. }
  1646. renderer.uniform4fv( location, uniform._array );
  1647. } else if ( type === "m4") { // single THREE.Matrix4
  1648. if ( uniform._array === undefined ) {
  1649. uniform._array = new Float32Array( 16 );
  1650. }
  1651. value.flattenToArray( uniform._array );
  1652. renderer.uniformMatrix4fv( location, uniform._array );
  1653. } else if ( type === "m4v" ) { // array of THREE.Matrix4
  1654. if ( uniform._array === undefined ) {
  1655. uniform._array = new Float32Array( 16 * value.length );
  1656. }
  1657. for ( i = 0, il = value.length; i < il; i ++ ) {
  1658. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  1659. }
  1660. renderer.uniformMatrix4fv( location, uniform._array );
  1661. } else if ( type === "t" ) { // single THREE.Texture (2d or cube)
  1662. texture = value;
  1663. textureUnit = getTextureUnit();
  1664. renderer.uniform1i( location, textureUnit );
  1665. if ( !texture ) continue;
  1666. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  1667. renderer.setCubeTexture( texture, textureUnit );
  1668. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1669. renderer.setCubeTextureDynamic( texture, textureUnit );
  1670. } else {
  1671. renderer.setTexture( texture, textureUnit );
  1672. }
  1673. } else if ( type === "tv" ) { // array of THREE.Texture (2d)
  1674. if ( uniform._array === undefined ) {
  1675. uniform._array = [];
  1676. }
  1677. for( i = 0, il = uniform.value.length; i < il; i ++ ) {
  1678. uniform._array[ i ] = getTextureUnit();
  1679. }
  1680. renderer.uniform1iv( location, uniform._array );
  1681. for( i = 0, il = uniform.value.length; i < il; i ++ ) {
  1682. texture = uniform.value[ i ];
  1683. textureUnit = uniform._array[ i ];
  1684. if ( !texture ) continue;
  1685. renderer.setTexture( texture, textureUnit );
  1686. }
  1687. }
  1688. }
  1689. };
  1690. function setupMatrices ( object, camera ) {
  1691. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  1692. object._normalMatrix.getInverse( object._modelViewMatrix );
  1693. object._normalMatrix.transpose();
  1694. };
  1695. //
  1696. function setColorGamma( array, offset, color, intensitySq ) {
  1697. array[ offset ] = color.r * color.r * intensitySq;
  1698. array[ offset + 1 ] = color.g * color.g * intensitySq;
  1699. array[ offset + 2 ] = color.b * color.b * intensitySq;
  1700. };
  1701. function setColorLinear( array, offset, color, intensity ) {
  1702. array[ offset ] = color.r * intensity;
  1703. array[ offset + 1 ] = color.g * intensity;
  1704. array[ offset + 2 ] = color.b * intensity;
  1705. };
  1706. function setupLights ( program, lights ) {
  1707. var l, ll, light, n,
  1708. r = 0, g = 0, b = 0,
  1709. color, skyColor, groundColor,
  1710. intensity, intensitySq,
  1711. position,
  1712. distance,
  1713. zlights = _lights,
  1714. dirColors = zlights.directional.colors,
  1715. dirPositions = zlights.directional.positions,
  1716. pointColors = zlights.point.colors,
  1717. pointPositions = zlights.point.positions,
  1718. pointDistances = zlights.point.distances,
  1719. spotColors = zlights.spot.colors,
  1720. spotPositions = zlights.spot.positions,
  1721. spotDistances = zlights.spot.distances,
  1722. spotDirections = zlights.spot.directions,
  1723. spotAnglesCos = zlights.spot.anglesCos,
  1724. spotExponents = zlights.spot.exponents,
  1725. hemiSkyColors = zlights.hemi.skyColors,
  1726. hemiGroundColors = zlights.hemi.groundColors,
  1727. hemiPositions = zlights.hemi.positions,
  1728. dirLength = 0,
  1729. pointLength = 0,
  1730. spotLength = 0,
  1731. hemiLength = 0,
  1732. dirCount = 0,
  1733. pointCount = 0,
  1734. spotCount = 0,
  1735. hemiCount = 0,
  1736. dirOffset = 0,
  1737. pointOffset = 0,
  1738. spotOffset = 0,
  1739. hemiOffset = 0;
  1740. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1741. light = lights[ l ];
  1742. if ( light.onlyShadow ) continue;
  1743. color = light.color;
  1744. intensity = light.intensity;
  1745. distance = light.distance;
  1746. if ( light instanceof THREE.AmbientLight ) {
  1747. if ( ! light.visible ) continue;
  1748. if ( _this.gammaInput ) {
  1749. r += color.r * color.r;
  1750. g += color.g * color.g;
  1751. b += color.b * color.b;
  1752. } else {
  1753. r += color.r;
  1754. g += color.g;
  1755. b += color.b;
  1756. }
  1757. } else if ( light instanceof THREE.DirectionalLight ) {
  1758. dirCount += 1;
  1759. if ( ! light.visible ) continue;
  1760. _direction.copy( light.matrixWorld.getPosition() );
  1761. _direction.sub( light.target.matrixWorld.getPosition() );
  1762. _direction.normalize();
  1763. // skip lights with undefined direction
  1764. // these create troubles in OpenGL (making pixel black)
  1765. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  1766. dirOffset = dirLength * 3;
  1767. dirPositions[ dirOffset ] = _direction.x;
  1768. dirPositions[ dirOffset + 1 ] = _direction.y;
  1769. dirPositions[ dirOffset + 2 ] = _direction.z;
  1770. if ( _this.gammaInput ) {
  1771. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  1772. } else {
  1773. setColorLinear( dirColors, dirOffset, color, intensity );
  1774. }
  1775. dirLength += 1;
  1776. } else if ( light instanceof THREE.PointLight ) {
  1777. pointCount += 1;
  1778. if ( ! light.visible ) continue;
  1779. pointOffset = pointLength * 3;
  1780. if ( _this.gammaInput ) {
  1781. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  1782. } else {
  1783. setColorLinear( pointColors, pointOffset, color, intensity );
  1784. }
  1785. position = light.matrixWorld.getPosition();
  1786. pointPositions[ pointOffset ] = position.x;
  1787. pointPositions[ pointOffset + 1 ] = position.y;
  1788. pointPositions[ pointOffset + 2 ] = position.z;
  1789. pointDistances[ pointLength ] = distance;
  1790. pointLength += 1;
  1791. } else if ( light instanceof THREE.SpotLight ) {
  1792. spotCount += 1;
  1793. if ( ! light.visible ) continue;
  1794. spotOffset = spotLength * 3;
  1795. if ( _this.gammaInput ) {
  1796. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  1797. } else {
  1798. setColorLinear( spotColors, spotOffset, color, intensity );
  1799. }
  1800. position = light.matrixWorld.getPosition();
  1801. spotPositions[ spotOffset ] = position.x;
  1802. spotPositions[ spotOffset + 1 ] = position.y;
  1803. spotPositions[ spotOffset + 2 ] = position.z;
  1804. spotDistances[ spotLength ] = distance;
  1805. _direction.copy( position );
  1806. _direction.sub( light.target.matrixWorld.getPosition() );
  1807. _direction.normalize();
  1808. spotDirections[ spotOffset ] = _direction.x;
  1809. spotDirections[ spotOffset + 1 ] = _direction.y;
  1810. spotDirections[ spotOffset + 2 ] = _direction.z;
  1811. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  1812. spotExponents[ spotLength ] = light.exponent;
  1813. spotLength += 1;
  1814. } else if ( light instanceof THREE.HemisphereLight ) {
  1815. hemiCount += 1;
  1816. if ( ! light.visible ) continue;
  1817. _direction.copy( light.matrixWorld.getPosition() );
  1818. _direction.normalize();
  1819. // skip lights with undefined direction
  1820. // these create troubles in OpenGL (making pixel black)
  1821. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  1822. hemiOffset = hemiLength * 3;
  1823. hemiPositions[ hemiOffset ] = _direction.x;
  1824. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  1825. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  1826. skyColor = light.color;
  1827. groundColor = light.groundColor;
  1828. if ( _this.gammaInput ) {
  1829. intensitySq = intensity * intensity;
  1830. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  1831. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  1832. } else {
  1833. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  1834. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  1835. }
  1836. hemiLength += 1;
  1837. }
  1838. }
  1839. // null eventual remains from removed lights
  1840. // (this is to avoid if in shader)
  1841. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  1842. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  1843. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  1844. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  1845. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  1846. zlights.directional.length = dirLength;
  1847. zlights.point.length = pointLength;
  1848. zlights.spot.length = spotLength;
  1849. zlights.hemi.length = hemiLength;
  1850. zlights.ambient[ 0 ] = r;
  1851. zlights.ambient[ 1 ] = g;
  1852. zlights.ambient[ 2 ] = b;
  1853. };
  1854. // Allocations
  1855. function allocateBones ( object ) {
  1856. if ( renderer.supportsBoneTextures && object && object.useVertexTexture ) {
  1857. return 1024;
  1858. } else {
  1859. // default for when object is not specified
  1860. // ( for example when prebuilding shader
  1861. // to be used with multiple objects )
  1862. //
  1863. // - leave some extra space for other uniforms
  1864. // - limit here is ANGLE's 254 max uniform vectors
  1865. // (up to 54 should be safe)
  1866. var nVertexUniforms = renderer.maxVertexUniformVectors
  1867. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  1868. var maxBones = nVertexMatrices;
  1869. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  1870. maxBones = Math.min( object.bones.length, maxBones );
  1871. if ( maxBones < object.bones.length ) {
  1872. console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
  1873. }
  1874. }
  1875. return maxBones;
  1876. }
  1877. };
  1878. function allocateLights ( lights ) {
  1879. var l, ll, light, dirLights, pointLights, spotLights, hemiLights;
  1880. dirLights = pointLights = spotLights = hemiLights = 0;
  1881. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1882. light = lights[ l ];
  1883. if ( light.onlyShadow ) continue;
  1884. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  1885. if ( light instanceof THREE.PointLight ) pointLights ++;
  1886. if ( light instanceof THREE.SpotLight ) spotLights ++;
  1887. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  1888. }
  1889. return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
  1890. };
  1891. function allocateShadows ( lights ) {
  1892. var l, ll, light, maxShadows = 0;
  1893. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  1894. light = lights[ l ];
  1895. if ( ! light.castShadow ) continue;
  1896. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  1897. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  1898. }
  1899. return maxShadows;
  1900. };
  1901. // default plugins (order is important)
  1902. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  1903. this.addPrePlugin( this.shadowMapPlugin );
  1904. this.addPostPlugin( new THREE.SpritePlugin() );
  1905. this.addPostPlugin( new THREE.LensFlarePlugin() );
  1906. };