WebGLRenderer.js 95 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. // Currently you can use just up to 4 directional / point lights total.
  9. // Chrome barfs on shader linking when there are more than 4 lights :(
  10. // The problem comes from shader using too many varying vectors.
  11. // This is not GPU limitation as the same shader works ok in Firefox
  12. // and Chrome with "--use-gl=desktop" flag.
  13. // Difference comes from Chrome on Windows using by default ANGLE,
  14. // thus going DirectX9 route (while FF uses OpenGL).
  15. // See http://code.google.com/p/chromium/issues/detail?id=63491
  16. var _canvas = document.createElement( 'canvas' ), _gl,
  17. _oldProgram = null,
  18. _oldFramebuffer = null,
  19. _this = this,
  20. // gl state cache
  21. _oldDoubleSided = null,
  22. _oldFlipSided = null,
  23. _oldBlending = null,
  24. _oldDepth = null,
  25. _cullEnabled = true,
  26. _viewportX = 0,
  27. _viewportY = 0,
  28. _viewportWidth = 0,
  29. _viewportHeight = 0,
  30. // camera matrices caches
  31. _frustum = [
  32. new THREE.Vector4(),
  33. new THREE.Vector4(),
  34. new THREE.Vector4(),
  35. new THREE.Vector4(),
  36. new THREE.Vector4(),
  37. new THREE.Vector4()
  38. ],
  39. _projScreenMatrix = new THREE.Matrix4(),
  40. _projectionMatrixArray = new Float32Array( 16 ),
  41. _viewMatrixArray = new Float32Array( 16 ),
  42. _vector3 = new THREE.Vector4(),
  43. // light arrays cache
  44. _lights = {
  45. ambient: [ 0, 0, 0 ],
  46. directional: { length: 0, colors: new Array(), positions: new Array() },
  47. point: { length: 0, colors: new Array(), positions: new Array() }
  48. },
  49. // parameters defaults
  50. antialias = true,
  51. clearColor = new THREE.Color( 0x000000 ),
  52. clearAlpha = 0;
  53. if ( parameters ) {
  54. if ( parameters.antialias !== undefined ) antialias = parameters.antialias;
  55. if ( parameters.clearColor !== undefined ) clearColor.setHex( parameters.clearColor );
  56. if ( parameters.clearAlpha !== undefined ) clearAlpha = parameters.clearAlpha;
  57. }
  58. this.maxMorphTargets = 8;
  59. this.domElement = _canvas;
  60. this.autoClear = true;
  61. this.sortObjects = true;
  62. initGL( antialias, clearColor, clearAlpha );
  63. this.context = _gl;
  64. // create shadow polygons
  65. var _shadow = {};
  66. var vertices = [];
  67. var faces = [];
  68. vertices[ 0 * 3 + 0 ] = -2; vertices[ 0 * 3 + 1 ] = -1; vertices[ 0 * 3 + 2 ] = -1;
  69. vertices[ 1 * 3 + 0 ] = 2; vertices[ 1 * 3 + 1 ] = -1; vertices[ 1 * 3 + 2 ] = -1;
  70. vertices[ 2 * 3 + 0 ] = 2; vertices[ 2 * 3 + 1 ] = 1; vertices[ 2 * 3 + 2 ] = -1;
  71. vertices[ 3 * 3 + 0 ] = -2; vertices[ 3 * 3 + 1 ] = 1; vertices[ 3 * 3 + 2 ] = -1;
  72. faces[ 0 ] = 0; faces[ 1 ] = 1; faces[ 2 ] = 2;
  73. faces[ 3 ] = 0; faces[ 4 ] = 2; faces[ 5 ] = 3;
  74. _shadow.vertexBuffer = _gl.createBuffer();
  75. _shadow.elementBuffer = _gl.createBuffer();
  76. _gl.bindBuffer( _gl.ARRAY_BUFFER, _shadow.vertexBuffer );
  77. _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( vertices ), _gl.STATIC_DRAW );
  78. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _shadow.elementBuffer );
  79. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( faces ), _gl.STATIC_DRAW );
  80. _shadow.program = _gl.createProgram();
  81. _gl.attachShader( _shadow.program, getShader( "fragment", THREE.ShaderLib.shadowPost.fragmentShader ));
  82. _gl.attachShader( _shadow.program, getShader( "vertex", THREE.ShaderLib.shadowPost.vertexShader ));
  83. _gl.linkProgram( _shadow.program );
  84. _shadow.vertexLocation = _gl.getAttribLocation ( _shadow.program, "position" );
  85. _shadow.projectionLocation = _gl.getUniformLocation( _shadow.program, "projectionMatrix" );
  86. this.setSize = function ( width, height ) {
  87. _canvas.width = width;
  88. _canvas.height = height;
  89. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  90. };
  91. this.setViewport = function ( x, y, width, height ) {
  92. _viewportX = x;
  93. _viewportY = y;
  94. _viewportWidth = width;
  95. _viewportHeight = height;
  96. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  97. };
  98. this.setScissor = function ( x, y, width, height ) {
  99. _gl.scissor( x, y, width, height );
  100. };
  101. this.enableScissorTest = function ( enable ) {
  102. if ( enable )
  103. _gl.enable( _gl.SCISSOR_TEST );
  104. else
  105. _gl.disable( _gl.SCISSOR_TEST );
  106. };
  107. this.enableDepthBufferWrite = function ( enable ) {
  108. _gl.depthMask( enable );
  109. };
  110. this.setClearColorHex = function ( hex, alpha ) {
  111. var color = new THREE.Color( hex );
  112. _gl.clearColor( color.r, color.g, color.b, alpha );
  113. };
  114. this.setClearColor = function ( color, alpha ) {
  115. _gl.clearColor( color.r, color.g, color.b, alpha );
  116. };
  117. this.clear = function () {
  118. _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT | _gl.STENCIL_BUFFER_BIT );
  119. };
  120. function setupLights ( program, lights ) {
  121. var l, ll, light, r = 0, g = 0, b = 0,
  122. color, position, intensity,
  123. zlights = _lights,
  124. dcolors = zlights.directional.colors,
  125. dpositions = zlights.directional.positions,
  126. pcolors = zlights.point.colors,
  127. ppositions = zlights.point.positions,
  128. dlength = 0,
  129. plength = 0,
  130. doffset = 0,
  131. poffset = 0;
  132. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  133. light = lights[ l ];
  134. color = light.color;
  135. position = light.position;
  136. intensity = light.intensity;
  137. if ( light instanceof THREE.AmbientLight ) {
  138. r += color.r;
  139. g += color.g;
  140. b += color.b;
  141. } else if ( light instanceof THREE.DirectionalLight ) {
  142. doffset = dlength * 3;
  143. dcolors[ doffset ] = color.r * intensity;
  144. dcolors[ doffset + 1 ] = color.g * intensity;
  145. dcolors[ doffset + 2 ] = color.b * intensity;
  146. dpositions[ doffset ] = position.x;
  147. dpositions[ doffset + 1 ] = position.y;
  148. dpositions[ doffset + 2 ] = position.z;
  149. dlength += 1;
  150. } else if( light instanceof THREE.PointLight ) {
  151. poffset = plength * 3;
  152. pcolors[ poffset ] = color.r * intensity;
  153. pcolors[ poffset + 1 ] = color.g * intensity;
  154. pcolors[ poffset + 2 ] = color.b * intensity;
  155. ppositions[ poffset ] = position.x;
  156. ppositions[ poffset + 1 ] = position.y;
  157. ppositions[ poffset + 2 ] = position.z;
  158. plength += 1;
  159. }
  160. }
  161. // null eventual remains from removed lights
  162. // (this is to avoid if in shader)
  163. for( l = dlength * 3; l < dcolors.length; l++ ) dcolors[ l ] = 0.0;
  164. for( l = plength * 3; l < pcolors.length; l++ ) pcolors[ l ] = 0.0;
  165. zlights.point.length = plength;
  166. zlights.directional.length = dlength;
  167. zlights.ambient[ 0 ] = r;
  168. zlights.ambient[ 1 ] = g;
  169. zlights.ambient[ 2 ] = b;
  170. };
  171. function createParticleBuffers ( geometry ) {
  172. geometry.__webGLVertexBuffer = _gl.createBuffer();
  173. geometry.__webGLColorBuffer = _gl.createBuffer();
  174. };
  175. function createLineBuffers ( geometry ) {
  176. geometry.__webGLVertexBuffer = _gl.createBuffer();
  177. geometry.__webGLColorBuffer = _gl.createBuffer();
  178. };
  179. function createRibbonBuffers ( geometry ) {
  180. geometry.__webGLVertexBuffer = _gl.createBuffer();
  181. geometry.__webGLColorBuffer = _gl.createBuffer();
  182. };
  183. function createMeshBuffers ( geometryGroup ) {
  184. geometryGroup.__webGLVertexBuffer = _gl.createBuffer();
  185. geometryGroup.__webGLNormalBuffer = _gl.createBuffer();
  186. geometryGroup.__webGLTangentBuffer = _gl.createBuffer();
  187. geometryGroup.__webGLColorBuffer = _gl.createBuffer();
  188. geometryGroup.__webGLUVBuffer = _gl.createBuffer();
  189. geometryGroup.__webGLUV2Buffer = _gl.createBuffer();
  190. geometryGroup.__webGLSkinVertexABuffer = _gl.createBuffer();
  191. geometryGroup.__webGLSkinVertexBBuffer = _gl.createBuffer();
  192. geometryGroup.__webGLSkinIndicesBuffer = _gl.createBuffer();
  193. geometryGroup.__webGLSkinWeightsBuffer = _gl.createBuffer();
  194. geometryGroup.__webGLFaceBuffer = _gl.createBuffer();
  195. geometryGroup.__webGLLineBuffer = _gl.createBuffer();
  196. if( geometryGroup.numMorphTargets ) {
  197. var m, ml;
  198. geometryGroup.__webGLMorphTargetsBuffers = [];
  199. for( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  200. geometryGroup.__webGLMorphTargetsBuffers.push( _gl.createBuffer());
  201. }
  202. }
  203. };
  204. function initLineBuffers ( geometry ) {
  205. var nvertices = geometry.vertices.length;
  206. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  207. geometry.__colorArray = new Float32Array( nvertices * 3 );
  208. geometry.__webGLLineCount = nvertices;
  209. };
  210. function initRibbonBuffers ( geometry ) {
  211. var nvertices = geometry.vertices.length;
  212. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  213. geometry.__colorArray = new Float32Array( nvertices * 3 );
  214. geometry.__webGLVertexCount = nvertices;
  215. };
  216. function initParticleBuffers ( geometry ) {
  217. var nvertices = geometry.vertices.length;
  218. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  219. geometry.__colorArray = new Float32Array( nvertices * 3 );
  220. geometry.__sortArray = [];
  221. geometry.__webGLParticleCount = nvertices;
  222. };
  223. function initMeshBuffers ( geometryGroup, object ) {
  224. var f, fl, fi, face,
  225. nvertices = 0, ntris = 0, nlines = 0,
  226. uvType,
  227. vertexColorType,
  228. normalType,
  229. materials,
  230. geometry = object.geometry,
  231. obj_faces = geometry.faces,
  232. chunk_faces = geometryGroup.faces;
  233. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  234. fi = chunk_faces[ f ];
  235. face = obj_faces[ fi ];
  236. if ( face instanceof THREE.Face3 ) {
  237. nvertices += 3;
  238. ntris += 1;
  239. nlines += 3;
  240. } else if ( face instanceof THREE.Face4 ) {
  241. nvertices += 4;
  242. ntris += 2;
  243. nlines += 4;
  244. }
  245. }
  246. materials = unrollGroupMaterials( geometryGroup, object );
  247. uvType = bufferGuessUVType( materials, geometryGroup, object );
  248. normalType = bufferGuessNormalType( materials, geometryGroup, object );
  249. vertexColorType = bufferGuessVertexColorType( materials, geometryGroup, object );
  250. //console.log("uvType",uvType, "normalType",normalType, "vertexColorType",vertexColorType, object, geometryGroup, materials );
  251. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  252. if ( normalType ) {
  253. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  254. }
  255. if ( geometry.hasTangents ) {
  256. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  257. }
  258. if ( vertexColorType ) {
  259. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  260. }
  261. if ( uvType ) {
  262. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  263. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  264. }
  265. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  266. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  267. }
  268. }
  269. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  270. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  271. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  272. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  273. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  274. }
  275. geometryGroup.__faceArray = new Uint16Array( ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 ));
  276. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  277. if( geometryGroup.numMorphTargets ) {
  278. var m, ml;
  279. geometryGroup.__morphTargetsArrays = [];
  280. for( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  281. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ));
  282. }
  283. }
  284. geometryGroup.__needsSmoothNormals = ( normalType == THREE.SmoothShading );
  285. geometryGroup.__uvType = uvType;
  286. geometryGroup.__vertexColorType = vertexColorType;
  287. geometryGroup.__normalType = normalType;
  288. geometryGroup.__webGLFaceCount = ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 );
  289. geometryGroup.__webGLLineCount = nlines * 2;
  290. };
  291. function setMeshBuffers ( geometryGroup, object, hint ) {
  292. var f, fl, fi, face,
  293. vertexNormals, faceNormal, normal,
  294. vertexColors, faceColor,
  295. vertexTangents,
  296. uvType, vertexColorType, normalType,
  297. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  298. c1, c2, c3, c4,
  299. sw1, sw2, sw3, sw4,
  300. si1, si2, si3, si4,
  301. sa1, sa2, sa3, sa4,
  302. sb1, sb2, sb3, sb4,
  303. m, ml, i,
  304. vn, uvi, uv2i,
  305. vk, vkl, vka,
  306. vertexIndex = 0,
  307. offset = 0,
  308. offset_uv = 0,
  309. offset_uv2 = 0,
  310. offset_face = 0,
  311. offset_normal = 0,
  312. offset_tangent = 0,
  313. offset_line = 0,
  314. offset_color = 0,
  315. offset_skin = 0,
  316. offset_morphTarget = 0,
  317. vertexArray = geometryGroup.__vertexArray,
  318. uvArray = geometryGroup.__uvArray,
  319. uv2Array = geometryGroup.__uv2Array,
  320. normalArray = geometryGroup.__normalArray,
  321. tangentArray = geometryGroup.__tangentArray,
  322. colorArray = geometryGroup.__colorArray,
  323. skinVertexAArray = geometryGroup.__skinVertexAArray,
  324. skinVertexBArray = geometryGroup.__skinVertexBArray,
  325. skinIndexArray = geometryGroup.__skinIndexArray,
  326. skinWeightArray = geometryGroup.__skinWeightArray,
  327. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  328. faceArray = geometryGroup.__faceArray,
  329. lineArray = geometryGroup.__lineArray,
  330. needsSmoothNormals = geometryGroup.__needsSmoothNormals,
  331. vertexColorType = geometryGroup.__vertexColorType,
  332. uvType = geometryGroup.__uvType,
  333. normalType = geometryGroup.__normalType,
  334. geometry = object.geometry, // this is shared for all chunks
  335. dirtyVertices = geometry.__dirtyVertices,
  336. dirtyElements = geometry.__dirtyElements,
  337. dirtyUvs = geometry.__dirtyUvs,
  338. dirtyNormals = geometry.__dirtyNormals,
  339. dirtyTangents = geometry.__dirtyTangents,
  340. dirtyColors = geometry.__dirtyColors,
  341. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  342. vertices = geometry.vertices,
  343. chunk_faces = geometryGroup.faces,
  344. obj_faces = geometry.faces,
  345. obj_uvs = geometry.faceVertexUvs[ 0 ],
  346. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  347. obj_colors = geometry.colors,
  348. obj_skinVerticesA = geometry.skinVerticesA,
  349. obj_skinVerticesB = geometry.skinVerticesB,
  350. obj_skinIndices = geometry.skinIndices,
  351. obj_skinWeights = geometry.skinWeights,
  352. obj_edgeFaces = geometry.edgeFaces,
  353. morphTargets = geometry.morphTargets;
  354. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  355. fi = chunk_faces[ f ];
  356. face = obj_faces[ fi ];
  357. if( obj_uvs ) {
  358. uv = obj_uvs[ fi ];
  359. }
  360. if( obj_uvs2 ) {
  361. uv2 = obj_uvs2[ fi ];
  362. }
  363. vertexNormals = face.vertexNormals;
  364. faceNormal = face.normal;
  365. vertexColors = face.vertexColors;
  366. faceColor = face.color;
  367. vertexTangents = face.vertexTangents;
  368. if ( face instanceof THREE.Face3 ) {
  369. if ( dirtyVertices ) {
  370. v1 = vertices[ face.a ].position;
  371. v2 = vertices[ face.b ].position;
  372. v3 = vertices[ face.c ].position;
  373. vertexArray[ offset ] = v1.x;
  374. vertexArray[ offset + 1 ] = v1.y;
  375. vertexArray[ offset + 2 ] = v1.z;
  376. vertexArray[ offset + 3 ] = v2.x;
  377. vertexArray[ offset + 4 ] = v2.y;
  378. vertexArray[ offset + 5 ] = v2.z;
  379. vertexArray[ offset + 6 ] = v3.x;
  380. vertexArray[ offset + 7 ] = v3.y;
  381. vertexArray[ offset + 8 ] = v3.z;
  382. offset += 9;
  383. }
  384. if ( dirtyMorphTargets ) {
  385. for( vk = 0, vkl = morphTargets.length; vk < vkl; vk++ ) {
  386. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  387. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  388. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  389. vka = morphTargetsArrays[ vk ];
  390. vka[ offset_morphTarget + 0 ] = v1.x;
  391. vka[ offset_morphTarget + 1 ] = v1.y;
  392. vka[ offset_morphTarget + 2 ] = v1.z;
  393. vka[ offset_morphTarget + 3 ] = v2.x;
  394. vka[ offset_morphTarget + 4 ] = v2.y;
  395. vka[ offset_morphTarget + 5 ] = v2.z;
  396. vka[ offset_morphTarget + 6 ] = v3.x;
  397. vka[ offset_morphTarget + 7 ] = v3.y;
  398. vka[ offset_morphTarget + 8 ] = v3.z;
  399. }
  400. offset_morphTarget += 9;
  401. }
  402. if ( obj_skinWeights.length ) {
  403. // weights
  404. sw1 = obj_skinWeights[ face.a ];
  405. sw2 = obj_skinWeights[ face.b ];
  406. sw3 = obj_skinWeights[ face.c ];
  407. skinWeightArray[ offset_skin ] = sw1.x;
  408. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  409. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  410. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  411. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  412. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  413. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  414. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  415. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  416. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  417. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  418. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  419. // indices
  420. si1 = obj_skinIndices[ face.a ];
  421. si2 = obj_skinIndices[ face.b ];
  422. si3 = obj_skinIndices[ face.c ];
  423. skinIndexArray[ offset_skin ] = si1.x;
  424. skinIndexArray[ offset_skin + 1 ] = si1.y;
  425. skinIndexArray[ offset_skin + 2 ] = si1.z;
  426. skinIndexArray[ offset_skin + 3 ] = si1.w;
  427. skinIndexArray[ offset_skin + 4 ] = si2.x;
  428. skinIndexArray[ offset_skin + 5 ] = si2.y;
  429. skinIndexArray[ offset_skin + 6 ] = si2.z;
  430. skinIndexArray[ offset_skin + 7 ] = si2.w;
  431. skinIndexArray[ offset_skin + 8 ] = si3.x;
  432. skinIndexArray[ offset_skin + 9 ] = si3.y;
  433. skinIndexArray[ offset_skin + 10 ] = si3.z;
  434. skinIndexArray[ offset_skin + 11 ] = si3.w;
  435. // vertices A
  436. sa1 = obj_skinVerticesA[ face.a ];
  437. sa2 = obj_skinVerticesA[ face.b ];
  438. sa3 = obj_skinVerticesA[ face.c ];
  439. skinVertexAArray[ offset_skin ] = sa1.x;
  440. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  441. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  442. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  443. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  444. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  445. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  446. skinVertexAArray[ offset_skin + 7 ] = 1;
  447. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  448. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  449. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  450. skinVertexAArray[ offset_skin + 11 ] = 1;
  451. // vertices B
  452. sb1 = obj_skinVerticesB[ face.a ];
  453. sb2 = obj_skinVerticesB[ face.b ];
  454. sb3 = obj_skinVerticesB[ face.c ];
  455. skinVertexBArray[ offset_skin ] = sb1.x;
  456. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  457. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  458. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  459. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  460. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  461. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  462. skinVertexBArray[ offset_skin + 7 ] = 1;
  463. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  464. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  465. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  466. skinVertexBArray[ offset_skin + 11 ] = 1;
  467. offset_skin += 12;
  468. }
  469. if ( dirtyColors && vertexColorType ) {
  470. if ( vertexColors.length == 3 && vertexColorType == THREE.VertexColors ) {
  471. c1 = vertexColors[ 0 ];
  472. c2 = vertexColors[ 1 ];
  473. c3 = vertexColors[ 2 ];
  474. } else {
  475. c1 = faceColor;
  476. c2 = faceColor;
  477. c3 = faceColor;
  478. }
  479. colorArray[ offset_color ] = c1.r;
  480. colorArray[ offset_color + 1 ] = c1.g;
  481. colorArray[ offset_color + 2 ] = c1.b;
  482. colorArray[ offset_color + 3 ] = c2.r;
  483. colorArray[ offset_color + 4 ] = c2.g;
  484. colorArray[ offset_color + 5 ] = c2.b;
  485. colorArray[ offset_color + 6 ] = c3.r;
  486. colorArray[ offset_color + 7 ] = c3.g;
  487. colorArray[ offset_color + 8 ] = c3.b;
  488. offset_color += 9;
  489. }
  490. if ( dirtyTangents && geometry.hasTangents ) {
  491. t1 = vertexTangents[ 0 ];
  492. t2 = vertexTangents[ 1 ];
  493. t3 = vertexTangents[ 2 ];
  494. tangentArray[ offset_tangent ] = t1.x;
  495. tangentArray[ offset_tangent + 1 ] = t1.y;
  496. tangentArray[ offset_tangent + 2 ] = t1.z;
  497. tangentArray[ offset_tangent + 3 ] = t1.w;
  498. tangentArray[ offset_tangent + 4 ] = t2.x;
  499. tangentArray[ offset_tangent + 5 ] = t2.y;
  500. tangentArray[ offset_tangent + 6 ] = t2.z;
  501. tangentArray[ offset_tangent + 7 ] = t2.w;
  502. tangentArray[ offset_tangent + 8 ] = t3.x;
  503. tangentArray[ offset_tangent + 9 ] = t3.y;
  504. tangentArray[ offset_tangent + 10 ] = t3.z;
  505. tangentArray[ offset_tangent + 11 ] = t3.w;
  506. offset_tangent += 12;
  507. }
  508. if ( dirtyNormals && normalType ) {
  509. if ( vertexNormals.length == 3 && needsSmoothNormals ) {
  510. for ( i = 0; i < 3; i ++ ) {
  511. vn = vertexNormals[ i ];
  512. normalArray[ offset_normal ] = vn.x;
  513. normalArray[ offset_normal + 1 ] = vn.y;
  514. normalArray[ offset_normal + 2 ] = vn.z;
  515. offset_normal += 3;
  516. }
  517. } else {
  518. for ( i = 0; i < 3; i ++ ) {
  519. normalArray[ offset_normal ] = faceNormal.x;
  520. normalArray[ offset_normal + 1 ] = faceNormal.y;
  521. normalArray[ offset_normal + 2 ] = faceNormal.z;
  522. offset_normal += 3;
  523. }
  524. }
  525. }
  526. if ( dirtyUvs && uv !== undefined && uvType ) {
  527. for ( i = 0; i < 3; i ++ ) {
  528. uvi = uv[ i ];
  529. uvArray[ offset_uv ] = uvi.u;
  530. uvArray[ offset_uv + 1 ] = uvi.v;
  531. offset_uv += 2;
  532. }
  533. }
  534. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  535. for ( i = 0; i < 3; i ++ ) {
  536. uv2i = uv2[ i ];
  537. uv2Array[ offset_uv2 ] = uv2i.u;
  538. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  539. offset_uv2 += 2;
  540. }
  541. }
  542. if( dirtyElements ) {
  543. faceArray[ offset_face ] = vertexIndex;
  544. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  545. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  546. offset_face += 3;
  547. lineArray[ offset_line ] = vertexIndex;
  548. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  549. lineArray[ offset_line + 2 ] = vertexIndex;
  550. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  551. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  552. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  553. offset_line += 6;
  554. vertexIndex += 3;
  555. }
  556. } else if ( face instanceof THREE.Face4 ) {
  557. if ( dirtyVertices ) {
  558. v1 = vertices[ face.a ].position;
  559. v2 = vertices[ face.b ].position;
  560. v3 = vertices[ face.c ].position;
  561. v4 = vertices[ face.d ].position;
  562. vertexArray[ offset ] = v1.x;
  563. vertexArray[ offset + 1 ] = v1.y;
  564. vertexArray[ offset + 2 ] = v1.z;
  565. vertexArray[ offset + 3 ] = v2.x;
  566. vertexArray[ offset + 4 ] = v2.y;
  567. vertexArray[ offset + 5 ] = v2.z;
  568. vertexArray[ offset + 6 ] = v3.x;
  569. vertexArray[ offset + 7 ] = v3.y;
  570. vertexArray[ offset + 8 ] = v3.z;
  571. vertexArray[ offset + 9 ] = v4.x;
  572. vertexArray[ offset + 10 ] = v4.y;
  573. vertexArray[ offset + 11 ] = v4.z;
  574. offset += 12;
  575. }
  576. if ( dirtyMorphTargets ) {
  577. for( vk = 0, vkl = morphTargets.length; vk < vkl; vk++ ) {
  578. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  579. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  580. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  581. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  582. vka = morphTargetsArrays[ vk ];
  583. vka[ offset_morphTarget + 0 ] = v1.x;
  584. vka[ offset_morphTarget + 1 ] = v1.y;
  585. vka[ offset_morphTarget + 2 ] = v1.z;
  586. vka[ offset_morphTarget + 3 ] = v2.x;
  587. vka[ offset_morphTarget + 4 ] = v2.y;
  588. vka[ offset_morphTarget + 5 ] = v2.z;
  589. vka[ offset_morphTarget + 6 ] = v3.x;
  590. vka[ offset_morphTarget + 7 ] = v3.y;
  591. vka[ offset_morphTarget + 8 ] = v3.z;
  592. vka[ offset_morphTarget + 9 ] = v4.x;
  593. vka[ offset_morphTarget + 10 ] = v4.y;
  594. vka[ offset_morphTarget + 11 ] = v4.z;
  595. }
  596. offset_morphTarget += 12;
  597. }
  598. if ( obj_skinWeights.length ) {
  599. // weights
  600. sw1 = obj_skinWeights[ face.a ];
  601. sw2 = obj_skinWeights[ face.b ];
  602. sw3 = obj_skinWeights[ face.c ];
  603. sw4 = obj_skinWeights[ face.d ];
  604. skinWeightArray[ offset_skin ] = sw1.x;
  605. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  606. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  607. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  608. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  609. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  610. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  611. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  612. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  613. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  614. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  615. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  616. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  617. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  618. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  619. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  620. // indices
  621. si1 = obj_skinIndices[ face.a ];
  622. si2 = obj_skinIndices[ face.b ];
  623. si3 = obj_skinIndices[ face.c ];
  624. si4 = obj_skinIndices[ face.d ];
  625. skinIndexArray[ offset_skin ] = si1.x;
  626. skinIndexArray[ offset_skin + 1 ] = si1.y;
  627. skinIndexArray[ offset_skin + 2 ] = si1.z;
  628. skinIndexArray[ offset_skin + 3 ] = si1.w;
  629. skinIndexArray[ offset_skin + 4 ] = si2.x;
  630. skinIndexArray[ offset_skin + 5 ] = si2.y;
  631. skinIndexArray[ offset_skin + 6 ] = si2.z;
  632. skinIndexArray[ offset_skin + 7 ] = si2.w;
  633. skinIndexArray[ offset_skin + 8 ] = si3.x;
  634. skinIndexArray[ offset_skin + 9 ] = si3.y;
  635. skinIndexArray[ offset_skin + 10 ] = si3.z;
  636. skinIndexArray[ offset_skin + 11 ] = si3.w;
  637. skinIndexArray[ offset_skin + 12 ] = si4.x;
  638. skinIndexArray[ offset_skin + 13 ] = si4.y;
  639. skinIndexArray[ offset_skin + 14 ] = si4.z;
  640. skinIndexArray[ offset_skin + 15 ] = si4.w;
  641. // vertices A
  642. sa1 = obj_skinVerticesA[ face.a ];
  643. sa2 = obj_skinVerticesA[ face.b ];
  644. sa3 = obj_skinVerticesA[ face.c ];
  645. sa4 = obj_skinVerticesA[ face.d ];
  646. skinVertexAArray[ offset_skin ] = sa1.x;
  647. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  648. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  649. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  650. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  651. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  652. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  653. skinVertexAArray[ offset_skin + 7 ] = 1;
  654. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  655. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  656. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  657. skinVertexAArray[ offset_skin + 11 ] = 1;
  658. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  659. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  660. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  661. skinVertexAArray[ offset_skin + 15 ] = 1;
  662. // vertices B
  663. sb1 = obj_skinVerticesB[ face.a ];
  664. sb2 = obj_skinVerticesB[ face.b ];
  665. sb3 = obj_skinVerticesB[ face.c ];
  666. sb4 = obj_skinVerticesB[ face.d ];
  667. skinVertexBArray[ offset_skin ] = sb1.x;
  668. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  669. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  670. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  671. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  672. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  673. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  674. skinVertexBArray[ offset_skin + 7 ] = 1;
  675. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  676. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  677. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  678. skinVertexBArray[ offset_skin + 11 ] = 1;
  679. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  680. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  681. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  682. skinVertexBArray[ offset_skin + 15 ] = 1;
  683. offset_skin += 16;
  684. }
  685. if ( dirtyColors && vertexColorType ) {
  686. if ( vertexColors.length == 4 && vertexColorType == THREE.VertexColors ) {
  687. c1 = vertexColors[ 0 ];
  688. c2 = vertexColors[ 1 ];
  689. c3 = vertexColors[ 2 ];
  690. c4 = vertexColors[ 3 ];
  691. } else {
  692. c1 = faceColor;
  693. c2 = faceColor;
  694. c3 = faceColor;
  695. c4 = faceColor;
  696. }
  697. colorArray[ offset_color ] = c1.r;
  698. colorArray[ offset_color + 1 ] = c1.g;
  699. colorArray[ offset_color + 2 ] = c1.b;
  700. colorArray[ offset_color + 3 ] = c2.r;
  701. colorArray[ offset_color + 4 ] = c2.g;
  702. colorArray[ offset_color + 5 ] = c2.b;
  703. colorArray[ offset_color + 6 ] = c3.r;
  704. colorArray[ offset_color + 7 ] = c3.g;
  705. colorArray[ offset_color + 8 ] = c3.b;
  706. colorArray[ offset_color + 9 ] = c4.r;
  707. colorArray[ offset_color + 10 ] = c4.g;
  708. colorArray[ offset_color + 11 ] = c4.b;
  709. offset_color += 12;
  710. }
  711. if ( dirtyTangents && geometry.hasTangents ) {
  712. t1 = vertexTangents[ 0 ];
  713. t2 = vertexTangents[ 1 ];
  714. t3 = vertexTangents[ 2 ];
  715. t4 = vertexTangents[ 3 ];
  716. tangentArray[ offset_tangent ] = t1.x;
  717. tangentArray[ offset_tangent + 1 ] = t1.y;
  718. tangentArray[ offset_tangent + 2 ] = t1.z;
  719. tangentArray[ offset_tangent + 3 ] = t1.w;
  720. tangentArray[ offset_tangent + 4 ] = t2.x;
  721. tangentArray[ offset_tangent + 5 ] = t2.y;
  722. tangentArray[ offset_tangent + 6 ] = t2.z;
  723. tangentArray[ offset_tangent + 7 ] = t2.w;
  724. tangentArray[ offset_tangent + 8 ] = t3.x;
  725. tangentArray[ offset_tangent + 9 ] = t3.y;
  726. tangentArray[ offset_tangent + 10 ] = t3.z;
  727. tangentArray[ offset_tangent + 11 ] = t3.w;
  728. tangentArray[ offset_tangent + 12 ] = t4.x;
  729. tangentArray[ offset_tangent + 13 ] = t4.y;
  730. tangentArray[ offset_tangent + 14 ] = t4.z;
  731. tangentArray[ offset_tangent + 15 ] = t4.w;
  732. offset_tangent += 16;
  733. }
  734. if( dirtyNormals && normalType ) {
  735. if ( vertexNormals.length == 4 && needsSmoothNormals ) {
  736. for ( i = 0; i < 4; i ++ ) {
  737. vn = vertexNormals[ i ];
  738. normalArray[ offset_normal ] = vn.x;
  739. normalArray[ offset_normal + 1 ] = vn.y;
  740. normalArray[ offset_normal + 2 ] = vn.z;
  741. offset_normal += 3;
  742. }
  743. } else {
  744. for ( i = 0; i < 4; i ++ ) {
  745. normalArray[ offset_normal ] = faceNormal.x;
  746. normalArray[ offset_normal + 1 ] = faceNormal.y;
  747. normalArray[ offset_normal + 2 ] = faceNormal.z;
  748. offset_normal += 3;
  749. }
  750. }
  751. }
  752. if ( dirtyUvs && uv !== undefined && uvType ) {
  753. for ( i = 0; i < 4; i ++ ) {
  754. uvi = uv[ i ];
  755. uvArray[ offset_uv ] = uvi.u;
  756. uvArray[ offset_uv + 1 ] = uvi.v;
  757. offset_uv += 2;
  758. }
  759. }
  760. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  761. for ( i = 0; i < 4; i ++ ) {
  762. uv2i = uv2[ i ];
  763. uv2Array[ offset_uv2 ] = uv2i.u;
  764. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  765. offset_uv2 += 2;
  766. }
  767. }
  768. if ( dirtyElements ) {
  769. faceArray[ offset_face ] = vertexIndex;
  770. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  771. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  772. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  773. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  774. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  775. offset_face += 6;
  776. lineArray[ offset_line ] = vertexIndex;
  777. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  778. lineArray[ offset_line + 2 ] = vertexIndex;
  779. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  780. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  781. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  782. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  783. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  784. offset_line += 8;
  785. vertexIndex += 4;
  786. }
  787. }
  788. }
  789. if( obj_edgeFaces ) {
  790. for( f = 0, fl = obj_edgeFaces.length; f < fl; f++ ) {
  791. faceArray[ offset_face ] = obj_edgeFaces[ f ].a;
  792. faceArray[ offset_face + 1 ] = obj_edgeFaces[ f ].b;
  793. faceArray[ offset_face + 2 ] = obj_edgeFaces[ f ].c;
  794. faceArray[ offset_face + 3 ] = obj_edgeFaces[ f ].a;
  795. faceArray[ offset_face + 4 ] = obj_edgeFaces[ f ].c;
  796. faceArray[ offset_face + 5 ] = obj_edgeFaces[ f ].d;
  797. offset_face += 6;
  798. }
  799. }
  800. if ( dirtyVertices ) {
  801. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLVertexBuffer );
  802. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  803. }
  804. if ( dirtyMorphTargets ) {
  805. for( vk = 0, vkl = morphTargets.length; vk < vkl; vk++ ) {
  806. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLMorphTargetsBuffers[ vk ] );
  807. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  808. }
  809. }
  810. if ( dirtyColors && offset_color > 0 ) {
  811. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLColorBuffer );
  812. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  813. }
  814. if ( dirtyNormals ) {
  815. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLNormalBuffer );
  816. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  817. }
  818. if ( dirtyTangents && geometry.hasTangents ) {
  819. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLTangentBuffer );
  820. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  821. }
  822. if ( dirtyUvs && offset_uv > 0 ) {
  823. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLUVBuffer );
  824. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  825. }
  826. if ( dirtyUvs && offset_uv2 > 0 ) {
  827. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLUV2Buffer );
  828. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  829. }
  830. if ( dirtyElements ) {
  831. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webGLFaceBuffer );
  832. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  833. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webGLLineBuffer );
  834. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  835. }
  836. if ( offset_skin > 0 ) {
  837. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinVertexABuffer );
  838. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  839. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinVertexBBuffer );
  840. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  841. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinIndicesBuffer );
  842. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  843. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinWeightsBuffer );
  844. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  845. }
  846. };
  847. function setLineBuffers ( geometry, hint ) {
  848. var v, c, vertex, offset,
  849. vertices = geometry.vertices,
  850. colors = geometry.colors,
  851. vl = vertices.length,
  852. cl = colors.length,
  853. vertexArray = geometry.__vertexArray,
  854. colorArray = geometry.__colorArray,
  855. dirtyVertices = geometry.__dirtyVertices,
  856. dirtyColors = geometry.__dirtyColors;
  857. if ( dirtyVertices ) {
  858. for ( v = 0; v < vl; v++ ) {
  859. vertex = vertices[ v ].position;
  860. offset = v * 3;
  861. vertexArray[ offset ] = vertex.x;
  862. vertexArray[ offset + 1 ] = vertex.y;
  863. vertexArray[ offset + 2 ] = vertex.z;
  864. }
  865. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
  866. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  867. }
  868. if ( dirtyColors ) {
  869. for ( c = 0; c < cl; c++ ) {
  870. color = colors[ c ];
  871. offset = c * 3;
  872. colorArray[ offset ] = color.r;
  873. colorArray[ offset + 1 ] = color.g;
  874. colorArray[ offset + 2 ] = color.b;
  875. }
  876. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLColorBuffer );
  877. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  878. }
  879. };
  880. function setRibbonBuffers ( geometry, hint ) {
  881. var v, c, vertex, offset,
  882. vertices = geometry.vertices,
  883. colors = geometry.colors,
  884. vl = vertices.length,
  885. cl = colors.length,
  886. vertexArray = geometry.__vertexArray,
  887. colorArray = geometry.__colorArray,
  888. dirtyVertices = geometry.__dirtyVertices,
  889. dirtyColors = geometry.__dirtyColors;
  890. if ( dirtyVertices ) {
  891. for ( v = 0; v < vl; v++ ) {
  892. vertex = vertices[ v ].position;
  893. offset = v * 3;
  894. vertexArray[ offset ] = vertex.x;
  895. vertexArray[ offset + 1 ] = vertex.y;
  896. vertexArray[ offset + 2 ] = vertex.z;
  897. }
  898. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
  899. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  900. }
  901. if ( dirtyColors ) {
  902. for ( c = 0; c < cl; c++ ) {
  903. color = colors[ c ];
  904. offset = c * 3;
  905. colorArray[ offset ] = color.r;
  906. colorArray[ offset + 1 ] = color.g;
  907. colorArray[ offset + 2 ] = color.b;
  908. }
  909. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLColorBuffer );
  910. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  911. }
  912. };
  913. function setParticleBuffers ( geometry, hint, object ) {
  914. var v, c, vertex, offset,
  915. vertices = geometry.vertices,
  916. vl = vertices.length,
  917. colors = geometry.colors,
  918. cl = colors.length,
  919. vertexArray = geometry.__vertexArray,
  920. colorArray = geometry.__colorArray,
  921. sortArray = geometry.__sortArray,
  922. dirtyVertices = geometry.__dirtyVertices,
  923. dirtyElements = geometry.__dirtyElements,
  924. dirtyColors = geometry.__dirtyColors;
  925. if ( object.sortParticles ) {
  926. _projScreenMatrix.multiplySelf( object.matrixWorld );
  927. for ( v = 0; v < vl; v++ ) {
  928. vertex = vertices[ v ].position;
  929. _vector3.copy( vertex );
  930. _projScreenMatrix.multiplyVector3( _vector3 );
  931. sortArray[ v ] = [ _vector3.z, v ];
  932. }
  933. sortArray.sort( function(a,b) { return b[0] - a[0]; } );
  934. for ( v = 0; v < vl; v++ ) {
  935. vertex = vertices[ sortArray[v][1] ].position;
  936. offset = v * 3;
  937. vertexArray[ offset ] = vertex.x;
  938. vertexArray[ offset + 1 ] = vertex.y;
  939. vertexArray[ offset + 2 ] = vertex.z;
  940. }
  941. for ( c = 0; c < cl; c++ ) {
  942. offset = c * 3;
  943. color = colors[ sortArray[c][1] ];
  944. colorArray[ offset ] = color.r;
  945. colorArray[ offset + 1 ] = color.g;
  946. colorArray[ offset + 2 ] = color.b;
  947. }
  948. } else {
  949. if ( dirtyVertices ) {
  950. for ( v = 0; v < vl; v++ ) {
  951. vertex = vertices[ v ].position;
  952. offset = v * 3;
  953. vertexArray[ offset ] = vertex.x;
  954. vertexArray[ offset + 1 ] = vertex.y;
  955. vertexArray[ offset + 2 ] = vertex.z;
  956. }
  957. }
  958. if ( dirtyColors ) {
  959. for ( c = 0; c < cl; c++ ) {
  960. color = colors[ c ];
  961. offset = c * 3;
  962. colorArray[ offset ] = color.r;
  963. colorArray[ offset + 1 ] = color.g;
  964. colorArray[ offset + 2 ] = color.b;
  965. }
  966. }
  967. }
  968. if ( dirtyVertices || object.sortParticles ) {
  969. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
  970. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  971. }
  972. if ( dirtyColors || object.sortParticles ) {
  973. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLColorBuffer );
  974. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  975. }
  976. };
  977. function setMaterialShaders ( material, shaders ) {
  978. material.fragmentShader = shaders.fragmentShader;
  979. material.vertexShader = shaders.vertexShader;
  980. material.uniforms = Uniforms.clone( shaders.uniforms );
  981. };
  982. function refreshUniformsCommon ( uniforms, material ) {
  983. // premultiply alpha
  984. uniforms.diffuse.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
  985. // pure color
  986. //uniforms.color.value.setHex( material.color.hex );
  987. uniforms.opacity.value = material.opacity;
  988. uniforms.map.texture = material.map;
  989. uniforms.lightMap.texture = material.lightMap;
  990. uniforms.envMap.texture = material.envMap;
  991. uniforms.reflectivity.value = material.reflectivity;
  992. uniforms.refractionRatio.value = material.refractionRatio;
  993. uniforms.combine.value = material.combine;
  994. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  995. };
  996. function refreshUniformsLine ( uniforms, material ) {
  997. uniforms.diffuse.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
  998. uniforms.opacity.value = material.opacity;
  999. };
  1000. function refreshUniformsParticle ( uniforms, material ) {
  1001. uniforms.psColor.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
  1002. uniforms.opacity.value = material.opacity;
  1003. uniforms.size.value = material.size;
  1004. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1005. uniforms.map.texture = material.map;
  1006. };
  1007. function refreshUniformsFog ( uniforms, fog ) {
  1008. uniforms.fogColor.value.setHex( fog.color.hex );
  1009. if ( fog instanceof THREE.Fog ) {
  1010. uniforms.fogNear.value = fog.near;
  1011. uniforms.fogFar.value = fog.far;
  1012. } else if ( fog instanceof THREE.FogExp2 ) {
  1013. uniforms.fogDensity.value = fog.density;
  1014. }
  1015. };
  1016. function refreshUniformsPhong ( uniforms, material ) {
  1017. //uniforms.ambient.value.setHex( material.ambient.hex );
  1018. //uniforms.specular.value.setHex( material.specular.hex );
  1019. uniforms.ambient.value.setRGB( material.ambient.r, material.ambient.g, material.ambient.b );
  1020. uniforms.specular.value.setRGB( material.specular.r, material.specular.g, material.specular.b );
  1021. uniforms.shininess.value = material.shininess;
  1022. };
  1023. function refreshUniformsLights ( uniforms, lights ) {
  1024. uniforms.enableLighting.value = lights.directional.length + lights.point.length;
  1025. uniforms.ambientLightColor.value = lights.ambient;
  1026. uniforms.directionalLightColor.value = lights.directional.colors;
  1027. uniforms.directionalLightDirection.value = lights.directional.positions;
  1028. uniforms.pointLightColor.value = lights.point.colors;
  1029. uniforms.pointLightPosition.value = lights.point.positions;
  1030. };
  1031. this.initMaterial = function ( material, lights, fog, object ) {
  1032. var u, a, identifiers, i, parameters, maxLightCount, maxBones;
  1033. if ( material instanceof THREE.MeshDepthMaterial ) {
  1034. setMaterialShaders( material, THREE.ShaderLib[ 'depth' ] );
  1035. } else if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1036. setMaterialShaders( material, THREE.ShaderLib[ 'shadowVolumeDynamic' ] );
  1037. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1038. setMaterialShaders( material, THREE.ShaderLib[ 'normal' ] );
  1039. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1040. setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );
  1041. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1042. setMaterialShaders( material, THREE.ShaderLib[ 'lambert' ] );
  1043. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1044. setMaterialShaders( material, THREE.ShaderLib[ 'phong' ] );
  1045. } else if ( material instanceof THREE.LineBasicMaterial ) {
  1046. setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );
  1047. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1048. setMaterialShaders( material, THREE.ShaderLib[ 'particle_basic' ] );
  1049. }
  1050. // heuristics to create shader parameters according to lights in the scene
  1051. // (not to blow over maxLights budget)
  1052. maxLightCount = allocateLights( lights, 4 );
  1053. maxBones = allocateBones( object );
  1054. parameters = { fog: fog, map: material.map, envMap: material.envMap, lightMap: material.lightMap, vertexColors: material.vertexColors,
  1055. sizeAttenuation: material.sizeAttenuation,
  1056. skinning: material.skinning,
  1057. morphTargets: material.morphTargets,
  1058. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  1059. maxBones: maxBones };
  1060. material.program = buildProgram( material.fragmentShader, material.vertexShader, parameters );
  1061. // load uniforms
  1062. identifiers = [ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  1063. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  1064. ];
  1065. for( u in material.uniforms ) {
  1066. identifiers.push(u);
  1067. }
  1068. cacheUniformLocations( material.program, identifiers );
  1069. // load attributes
  1070. identifiers = [ "position", "normal", "uv", "uv2", "tangent", "color",
  1071. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight" ];
  1072. for( i = 0; i < this.maxMorphTargets; i++ ) {
  1073. identifiers.push( "morphTarget" + i );
  1074. }
  1075. for( a in material.attributes ) {
  1076. identifiers.push( a );
  1077. }
  1078. cacheAttributeLocations( material.program, identifiers );
  1079. var attributes = material.program.attributes;
  1080. _gl.enableVertexAttribArray( attributes.position );
  1081. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  1082. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  1083. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  1084. if ( material.skinning &&
  1085. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  1086. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1087. _gl.enableVertexAttribArray( attributes.skinVertexA );
  1088. _gl.enableVertexAttribArray( attributes.skinVertexB );
  1089. _gl.enableVertexAttribArray( attributes.skinIndex );
  1090. _gl.enableVertexAttribArray( attributes.skinWeight );
  1091. }
  1092. if ( material.morphTargets ) {
  1093. material.numSupportedMorphTargets = 0;
  1094. if( attributes.morphTarget0 >= 0 ) { _gl.enableVertexAttribArray( attributes.morphTarget0 ); material.numSupportedMorphTargets++ }
  1095. if( attributes.morphTarget1 >= 0 ) { _gl.enableVertexAttribArray( attributes.morphTarget1 ); material.numSupportedMorphTargets++ }
  1096. if( attributes.morphTarget2 >= 0 ) { _gl.enableVertexAttribArray( attributes.morphTarget2 ); material.numSupportedMorphTargets++ }
  1097. if( attributes.morphTarget3 >= 0 ) { _gl.enableVertexAttribArray( attributes.morphTarget3 ); material.numSupportedMorphTargets++ }
  1098. if( attributes.morphTarget4 >= 0 ) { _gl.enableVertexAttribArray( attributes.morphTarget4 ); material.numSupportedMorphTargets++ }
  1099. if( attributes.morphTarget5 >= 0 ) { _gl.enableVertexAttribArray( attributes.morphTarget5 ); material.numSupportedMorphTargets++ }
  1100. if( attributes.morphTarget6 >= 0 ) { _gl.enableVertexAttribArray( attributes.morphTarget6 ); material.numSupportedMorphTargets++ }
  1101. if( attributes.morphTarget7 >= 0 ) { _gl.enableVertexAttribArray( attributes.morphTarget7 ); material.numSupportedMorphTargets++ }
  1102. object.__webGLMorphTargetInfluences = new Float32Array( this.maxMorphTargets );
  1103. for( var i = 0; i < this.maxMorphTargets; i++ ) {
  1104. object.__webGLMorphTargetInfluences[ i ] = 0;
  1105. }
  1106. }
  1107. };
  1108. function setProgram( camera, lights, fog, material, object ) {
  1109. if ( !material.program ) _this.initMaterial( material, lights, fog, object );
  1110. var program = material.program,
  1111. p_uniforms = program.uniforms,
  1112. m_uniforms = material.uniforms;
  1113. if( program != _oldProgram ) {
  1114. _gl.useProgram( program );
  1115. _oldProgram = program;
  1116. }
  1117. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  1118. // refresh uniforms common to several materials
  1119. if ( fog && (
  1120. material instanceof THREE.MeshBasicMaterial ||
  1121. material instanceof THREE.MeshLambertMaterial ||
  1122. material instanceof THREE.MeshPhongMaterial ||
  1123. material instanceof THREE.LineBasicMaterial ||
  1124. material instanceof THREE.ParticleBasicMaterial )
  1125. ) {
  1126. refreshUniformsFog( m_uniforms, fog );
  1127. }
  1128. if ( material instanceof THREE.MeshPhongMaterial ||
  1129. material instanceof THREE.MeshLambertMaterial ||
  1130. material.lights ) {
  1131. setupLights( program, lights );
  1132. refreshUniformsLights( m_uniforms, _lights );
  1133. }
  1134. if ( material instanceof THREE.MeshBasicMaterial ||
  1135. material instanceof THREE.MeshLambertMaterial ||
  1136. material instanceof THREE.MeshPhongMaterial ) {
  1137. refreshUniformsCommon( m_uniforms, material );
  1138. }
  1139. // refresh single material specific uniforms
  1140. if ( material instanceof THREE.LineBasicMaterial ) {
  1141. refreshUniformsLine( m_uniforms, material );
  1142. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1143. refreshUniformsParticle( m_uniforms, material );
  1144. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1145. refreshUniformsPhong( m_uniforms, material );
  1146. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1147. m_uniforms.mNear.value = camera.near;
  1148. m_uniforms.mFar.value = camera.far;
  1149. m_uniforms.opacity.value = material.opacity;
  1150. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1151. m_uniforms.opacity.value = material.opacity;
  1152. }
  1153. // load common uniforms
  1154. loadUniformsGeneric( program, m_uniforms );
  1155. loadUniformsMatrices( p_uniforms, object );
  1156. // load material specific uniforms
  1157. // (shader material also gets them for the sake of genericity)
  1158. if ( material instanceof THREE.MeshShaderMaterial ||
  1159. material instanceof THREE.MeshPhongMaterial ||
  1160. material.envMap ) {
  1161. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  1162. }
  1163. if ( material instanceof THREE.MeshShaderMaterial ||
  1164. material.envMap ||
  1165. material.skinning ) {
  1166. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1167. }
  1168. if ( material instanceof THREE.MeshPhongMaterial ||
  1169. material instanceof THREE.MeshLambertMaterial ||
  1170. material instanceof THREE.MeshShaderMaterial ||
  1171. material.skinning ) {
  1172. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1173. }
  1174. if( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1175. var dirLight = m_uniforms.directionalLightDirection.value;
  1176. dirLight[ 0 ] = -lights.position.x;
  1177. dirLight[ 1 ] = -lights.position.y;
  1178. dirLight[ 2 ] = -lights.position.z;
  1179. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  1180. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1181. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1182. }
  1183. if ( material.skinning ) {
  1184. loadUniformsSkinning( p_uniforms, object );
  1185. }
  1186. return program;
  1187. };
  1188. function renderBuffer ( camera, lights, fog, material, geometryGroup, object ) {
  1189. if ( material.opacity == 0 ) return;
  1190. var program, attributes, linewidth, primitives;
  1191. program = setProgram( camera, lights, fog, material, object );
  1192. attributes = program.attributes;
  1193. // vertices
  1194. if ( !material.morphTargets ) {
  1195. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLVertexBuffer );
  1196. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1197. } else {
  1198. setupMorphTargets( material, geometryGroup, object );
  1199. }
  1200. // colors
  1201. if ( attributes.color >= 0 ) {
  1202. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLColorBuffer );
  1203. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1204. }
  1205. // normals
  1206. if ( attributes.normal >= 0 ) {
  1207. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLNormalBuffer );
  1208. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1209. }
  1210. // tangents
  1211. if ( attributes.tangent >= 0 ) {
  1212. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLTangentBuffer );
  1213. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1214. }
  1215. // uvs
  1216. if ( attributes.uv >= 0 ) {
  1217. if ( geometryGroup.__webGLUVBuffer ) {
  1218. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLUVBuffer );
  1219. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1220. _gl.enableVertexAttribArray( attributes.uv );
  1221. } else {
  1222. _gl.disableVertexAttribArray( attributes.uv );
  1223. }
  1224. }
  1225. if ( attributes.uv2 >= 0 ) {
  1226. if ( geometryGroup.__webGLUV2Buffer ) {
  1227. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLUV2Buffer );
  1228. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1229. _gl.enableVertexAttribArray( attributes.uv2 );
  1230. } else {
  1231. _gl.disableVertexAttribArray( attributes.uv2 );
  1232. }
  1233. }
  1234. if ( material.skinning &&
  1235. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1236. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1237. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinVertexABuffer );
  1238. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1239. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinVertexBBuffer );
  1240. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1241. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinIndicesBuffer );
  1242. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1243. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinWeightsBuffer );
  1244. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1245. }
  1246. // render mesh
  1247. if ( object instanceof THREE.Mesh ) {
  1248. // wireframe
  1249. if ( material.wireframe ) {
  1250. _gl.lineWidth( material.wireframeLinewidth );
  1251. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webGLLineBuffer );
  1252. _gl.drawElements( _gl.LINES, geometryGroup.__webGLLineCount, _gl.UNSIGNED_SHORT, 0 );
  1253. // triangles
  1254. } else {
  1255. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webGLFaceBuffer );
  1256. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1257. }
  1258. // render lines
  1259. } else if ( object instanceof THREE.Line ) {
  1260. primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1261. _gl.lineWidth( material.linewidth );
  1262. _gl.drawArrays( primitives, 0, geometryGroup.__webGLLineCount );
  1263. // render particles
  1264. } else if ( object instanceof THREE.ParticleSystem ) {
  1265. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webGLParticleCount );
  1266. // render ribbon
  1267. } else if ( object instanceof THREE.Ribbon ) {
  1268. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webGLVertexCount );
  1269. }
  1270. };
  1271. function setupMorphTargets( material, geometryGroup, object ) {
  1272. // set base
  1273. var attributes = material.program.attributes;
  1274. if( object.morphTargetBase !== -1 ) {
  1275. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLMorphTargetsBuffers[ object.morphTargetBase ] );
  1276. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1277. } else {
  1278. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLVertexBuffer );
  1279. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1280. }
  1281. if( object.morphTargetForcedOrder.length ) {
  1282. // set forced order
  1283. var m = 0;
  1284. var order = object.morphTargetForcedOrder;
  1285. var influences = object.morphTargetInfluences;
  1286. while( m < material.numSupportedMorphTargets && m < order.length ) {
  1287. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLMorphTargetsBuffers[ order[ m ] ] );
  1288. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1289. object.__webGLMorphTargetInfluences[ m ] = influences[ order[ m ]];
  1290. m++;
  1291. }
  1292. } else {
  1293. // find most influencing
  1294. var used = [];
  1295. var candidateInfluence = -1;
  1296. var candidate = 0;
  1297. var influences = object.morphTargetInfluences;
  1298. var i, il = influences.length;
  1299. var m = 0;
  1300. if( object.morphTargetBase !== -1 ) {
  1301. used[ object.morphTargetBase ] = true;
  1302. }
  1303. while( m < material.numSupportedMorphTargets ) {
  1304. for( i = 0; i < il; i++ ) {
  1305. if( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1306. candidate = i;
  1307. candidateInfluence = influences[ candidate ];
  1308. }
  1309. }
  1310. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLMorphTargetsBuffers[ candidate ] );
  1311. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1312. object.__webGLMorphTargetInfluences[ m ] = candidateInfluence;
  1313. used[ candidate ] = 1;
  1314. candidateInfluence = -1;
  1315. m++;
  1316. }
  1317. }
  1318. // load updated influences uniform
  1319. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webGLMorphTargetInfluences );
  1320. }
  1321. function renderBufferImmediate ( object, program ) {
  1322. if ( ! object.__webGLVertexBuffer ) object.__webGLVertexBuffer = _gl.createBuffer();
  1323. if ( ! object.__webGLNormalBuffer ) object.__webGLNormalBuffer = _gl.createBuffer();
  1324. if ( object.hasPos ) {
  1325. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLVertexBuffer );
  1326. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1327. _gl.enableVertexAttribArray( program.attributes.position );
  1328. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1329. }
  1330. if ( object.hasNormal ) {
  1331. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLNormalBuffer );
  1332. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1333. _gl.enableVertexAttribArray( program.attributes.normal );
  1334. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1335. }
  1336. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1337. object.count = 0;
  1338. };
  1339. function setObjectFaces ( object ) {
  1340. if ( _oldDoubleSided != object.doubleSided ) {
  1341. if( object.doubleSided ) {
  1342. _gl.disable( _gl.CULL_FACE );
  1343. } else {
  1344. _gl.enable( _gl.CULL_FACE );
  1345. }
  1346. _oldDoubleSided = object.doubleSided;
  1347. }
  1348. if ( _oldFlipSided != object.flipSided ) {
  1349. if( object.flipSided ) {
  1350. _gl.frontFace( _gl.CW );
  1351. } else {
  1352. _gl.frontFace( _gl.CCW );
  1353. }
  1354. _oldFlipSided = object.flipSided;
  1355. }
  1356. };
  1357. function setDepthTest ( test ) {
  1358. if ( _oldDepth != test ) {
  1359. if( test ) {
  1360. _gl.enable( _gl.DEPTH_TEST );
  1361. } else {
  1362. _gl.disable( _gl.DEPTH_TEST );
  1363. }
  1364. _oldDepth = test;
  1365. }
  1366. };
  1367. function computeFrustum ( m ) {
  1368. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  1369. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  1370. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  1371. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  1372. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  1373. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  1374. var i, plane;
  1375. for ( i = 0; i < 6; i ++ ) {
  1376. plane = _frustum[ i ];
  1377. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  1378. }
  1379. };
  1380. function isInFrustum ( object ) {
  1381. var distance, matrix = object.matrixWorld,
  1382. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  1383. for ( var i = 0; i < 6; i ++ ) {
  1384. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  1385. if ( distance <= radius ) return false;
  1386. }
  1387. return true;
  1388. };
  1389. function addToFixedArray ( where, what ) {
  1390. where.list[ where.count ] = what;
  1391. where.count += 1;
  1392. };
  1393. function unrollImmediateBufferMaterials ( globject ) {
  1394. var i, l, m, ml, material,
  1395. object = globject.object,
  1396. opaque = globject.opaque,
  1397. transparent = globject.transparent;
  1398. transparent.count = 0;
  1399. opaque.count = 0;
  1400. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1401. material = object.materials[ m ];
  1402. if ( ( material.opacity && material.opacity < 1.0 ) || material.blending != THREE.NormalBlending )
  1403. addToFixedArray( transparent, material );
  1404. else
  1405. addToFixedArray( opaque, material );
  1406. }
  1407. };
  1408. function unrollBufferMaterials ( globject ) {
  1409. var i, l, m, ml, material, meshMaterial,
  1410. object = globject.object,
  1411. buffer = globject.buffer,
  1412. opaque = globject.opaque,
  1413. transparent = globject.transparent;
  1414. transparent.count = 0;
  1415. opaque.count = 0;
  1416. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1417. meshMaterial = object.materials[ m ];
  1418. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  1419. for ( i = 0, l = buffer.materials.length; i < l; i++ ) {
  1420. material = buffer.materials[ i ];
  1421. if ( material ) {
  1422. if ( ( material.opacity && material.opacity < 1.0 ) || material.blending != THREE.NormalBlending )
  1423. addToFixedArray( transparent, material );
  1424. else
  1425. addToFixedArray( opaque, material );
  1426. }
  1427. }
  1428. } else {
  1429. material = meshMaterial;
  1430. if ( ( material.opacity && material.opacity < 1.0 ) || material.blending != THREE.NormalBlending ) {
  1431. addToFixedArray( transparent, material );
  1432. } else {
  1433. addToFixedArray( opaque, material );
  1434. }
  1435. }
  1436. }
  1437. };
  1438. function painterSort ( a, b ) {
  1439. return b.z - a.z;
  1440. };
  1441. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1442. var i, program, opaque, transparent, material,
  1443. o, ol, oil, webglObject, object, buffer,
  1444. lights = scene.lights,
  1445. fog = scene.fog;
  1446. camera.matrixAutoUpdate && camera.updateMatrix();
  1447. scene.update( undefined, false, camera );
  1448. camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  1449. camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
  1450. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  1451. computeFrustum( _projScreenMatrix );
  1452. this.initWebGLObjects( scene );
  1453. setRenderTarget( renderTarget );
  1454. if ( this.autoClear || forceClear ) {
  1455. this.clear();
  1456. }
  1457. // set matrices
  1458. ol = scene.__webglObjects.length;
  1459. for ( o = 0; o < ol; o++ ) {
  1460. webglObject = scene.__webglObjects[ o ];
  1461. object = webglObject.object;
  1462. if ( object.visible ) {
  1463. if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
  1464. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1465. setupMatrices( object, camera );
  1466. unrollBufferMaterials( webglObject );
  1467. webglObject.render = true;
  1468. if ( this.sortObjects ) {
  1469. _vector3.copy( object.position );
  1470. _projScreenMatrix.multiplyVector3( _vector3 );
  1471. webglObject.z = _vector3.z;
  1472. }
  1473. } else {
  1474. webglObject.render = false;
  1475. }
  1476. } else {
  1477. webglObject.render = false;
  1478. }
  1479. }
  1480. if ( this.sortObjects ) {
  1481. scene.__webglObjects.sort( painterSort );
  1482. }
  1483. oil = scene.__webglObjectsImmediate.length;
  1484. for ( o = 0; o < oil; o++ ) {
  1485. webglObject = scene.__webglObjectsImmediate[ o ];
  1486. object = webglObject.object;
  1487. if ( object.visible ) {
  1488. if( object.matrixAutoUpdate ) {
  1489. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1490. }
  1491. setupMatrices( object, camera );
  1492. unrollImmediateBufferMaterials( webglObject );
  1493. }
  1494. }
  1495. // opaque pass
  1496. setBlending( THREE.NormalBlending );
  1497. for ( o = 0; o < ol; o++ ) {
  1498. webglObject = scene.__webglObjects[ o ];
  1499. if ( webglObject.render ) {
  1500. object = webglObject.object;
  1501. buffer = webglObject.buffer;
  1502. opaque = webglObject.opaque;
  1503. setObjectFaces( object );
  1504. for( i = 0; i < opaque.count; i++ ) {
  1505. material = opaque.list[ i ];
  1506. setDepthTest( material.depthTest );
  1507. renderBuffer( camera, lights, fog, material, buffer, object );
  1508. }
  1509. }
  1510. }
  1511. // opaque pass (immediate simulator)
  1512. for ( o = 0; o < oil; o++ ) {
  1513. webglObject = scene.__webglObjectsImmediate[ o ];
  1514. object = webglObject.object;
  1515. if ( object.visible ) {
  1516. opaque = webglObject.opaque;
  1517. setObjectFaces( object );
  1518. for( i = 0; i < opaque.count; i++ ) {
  1519. material = opaque.list[ i ];
  1520. setDepthTest( material.depthTest );
  1521. program = setProgram( camera, lights, fog, material, object );
  1522. object.render( function( object ) { renderBufferImmediate( object, program ); } );
  1523. }
  1524. }
  1525. }
  1526. // transparent pass
  1527. for ( o = 0; o < ol; o++ ) {
  1528. webglObject = scene.__webglObjects[ o ];
  1529. if ( webglObject.render ) {
  1530. object = webglObject.object;
  1531. buffer = webglObject.buffer;
  1532. transparent = webglObject.transparent;
  1533. setObjectFaces( object );
  1534. for( i = 0; i < transparent.count; i++ ) {
  1535. material = transparent.list[ i ];
  1536. setBlending( material.blending );
  1537. setDepthTest( material.depthTest );
  1538. renderBuffer( camera, lights, fog, material, buffer, object );
  1539. }
  1540. }
  1541. }
  1542. // transparent pass (immediate simulator)
  1543. for ( o = 0; o < oil; o++ ) {
  1544. webglObject = scene.__webglObjectsImmediate[ o ];
  1545. object = webglObject.object;
  1546. if ( object.visible ) {
  1547. transparent = webglObject.transparent;
  1548. setObjectFaces( object );
  1549. for( i = 0; i < transparent.count; i++ ) {
  1550. material = transparent.list[ i ];
  1551. setBlending( material.blending );
  1552. setDepthTest( material.depthTest );
  1553. program = setProgram( camera, lights, fog, material, object );
  1554. object.render( function( object ) { renderBufferImmediate( object, program ); } );
  1555. }
  1556. }
  1557. }
  1558. // render flares
  1559. if( scene.__webglLensFlares.length ) {
  1560. renderLensFlares( scene, renderTarget );
  1561. }
  1562. // render stencil shadows
  1563. if( scene.__webglShadowVolumes.length && scene.lights.length ) {
  1564. renderStencilShadows( scene );
  1565. }
  1566. // Generate mipmap if we're using any kind of mipmap filtering
  1567. if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1568. updateRenderTargetMipmap( renderTarget );
  1569. }
  1570. };
  1571. /*
  1572. * Render lens flares
  1573. * Method: renders 9 0xff00ff-colored points scattered over the light source area,
  1574. * reads these back and calculates occlusion.
  1575. * Then LensFlare.updateLensFlares() is called to re-position and
  1576. * update transparency of flares. Then they are rendered.
  1577. *
  1578. */
  1579. function renderLensFlares() {
  1580. }
  1581. /*
  1582. * Stencil Shadows
  1583. * method: we're rendering the world in light, then the shadow
  1584. * volumes into the stencil and last a big darkening
  1585. * quad over the whole thing. This is not how "you're
  1586. * supposed to" do stencil shadows but is much faster
  1587. *
  1588. */
  1589. function renderStencilShadows( scene ) {
  1590. // setup stencil
  1591. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  1592. _gl.polygonOffset( 0.1, 1.0 );
  1593. _gl.enable( _gl.STENCIL_TEST );
  1594. _gl.depthMask( false );
  1595. _gl.colorMask( false, false, false, false );
  1596. _gl.stencilFunc( _gl.ALWAYS, 1, 0xFF );
  1597. _gl.stencilOpSeparate( _gl.BACK, _gl.KEEP, _gl.INCR, _gl.KEEP );
  1598. _gl.stencilOpSeparate( _gl.FRONT, _gl.KEEP, _gl.DECR, _gl.KEEP );
  1599. // loop through all directional lights
  1600. var l, ll = scene.lights.length;
  1601. var p;
  1602. var light, lights = scene.lights, geometryGroup;
  1603. var dirLight = [];
  1604. var program;
  1605. var p_uniforms;
  1606. var m_uniforms;
  1607. var attributes;
  1608. var o, ol = scene.__webglShadowVolumes.length;
  1609. for( l = 0; l < ll; l++ ) {
  1610. light = scene.lights[ l ];
  1611. if( light instanceof THREE.DirectionalLight ) {
  1612. dirLight[ 0 ] = -light.position.x;
  1613. dirLight[ 1 ] = -light.position.y;
  1614. dirLight[ 2 ] = -light.position.z;
  1615. // render all volumes
  1616. for( o = 0; o < ol; o++ ) {
  1617. object = scene.__webglShadowVolumes[ o ].object;
  1618. geometryGroup = scene.__webglShadowVolumes[ o ].buffer;
  1619. material = object.materials[ 0 ];
  1620. if ( !material.program ) _this.initMaterial( material, lights, undefined, object );
  1621. program = material.program,
  1622. p_uniforms = program.uniforms,
  1623. m_uniforms = material.uniforms,
  1624. attributes = program.attributes;
  1625. if( _oldProgram !== program ) {
  1626. _gl.useProgram( program );
  1627. _oldProgram = program;
  1628. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  1629. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1630. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  1631. }
  1632. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1633. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1634. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLVertexBuffer );
  1635. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1636. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLNormalBuffer );
  1637. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1638. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webGLFaceBuffer );
  1639. _gl.cullFace( _gl.FRONT );
  1640. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1641. _gl.cullFace( _gl.BACK );
  1642. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1643. }
  1644. }
  1645. }
  1646. // setup color+stencil
  1647. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  1648. _gl.colorMask( true, true, true, true );
  1649. _gl.stencilFunc( _gl.NOTEQUAL, 0, 0xFF );
  1650. _gl.stencilOp( _gl.KEEP, _gl.KEEP, _gl.KEEP );
  1651. _gl.disable( _gl.DEPTH_TEST );
  1652. // draw darkening polygon
  1653. _oldBlending = "";
  1654. _oldProgram = _shadow.program;
  1655. _gl.useProgram( _shadow.program );
  1656. _gl.uniformMatrix4fv( _shadow.projectionLocation, false, _projectionMatrixArray );
  1657. _gl.bindBuffer( _gl.ARRAY_BUFFER, _shadow.vertexBuffer );
  1658. _gl.vertexAttribPointer( _shadow.vertexLocation, 3, _gl.FLOAT, false, 0, 0 );
  1659. _gl.enableVertexAttribArray( _shadow.vertexLocation );
  1660. _gl.enable( _gl.BLEND );
  1661. _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  1662. _gl.blendEquation( _gl.FUNC_ADD );
  1663. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _shadow.elementBuffer );
  1664. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  1665. // disable stencil
  1666. _gl.disable ( _gl.STENCIL_TEST );
  1667. _gl.enable ( _gl.DEPTH_TEST );
  1668. _gl.disable ( _gl.BLEND );
  1669. _gl.depthMask( true );
  1670. }
  1671. function setupMatrices ( object, camera ) {
  1672. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  1673. THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  1674. };
  1675. this.initWebGLObjects = function ( scene ) {
  1676. if ( !scene.__webglObjects ) {
  1677. scene.__webglObjects = [];
  1678. scene.__webglObjectsImmediate = [];
  1679. scene.__webglShadowVolumes = [];
  1680. scene.__webglLensFlares = [];
  1681. }
  1682. while ( scene.__objectsAdded.length ) {
  1683. addObject( scene.__objectsAdded[ 0 ], scene );
  1684. scene.__objectsAdded.splice( 0, 1 );
  1685. }
  1686. while ( scene.__objectsRemoved.length ) {
  1687. removeObject( scene.__objectsRemoved[ 0 ], scene );
  1688. scene.__objectsRemoved.splice( 0, 1 );
  1689. }
  1690. // update must be called after objects adding / removal
  1691. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  1692. updateObject( scene.__webglObjects[ o ].object, scene );
  1693. }
  1694. for ( var o = 0, ol = scene.__webglShadowVolumes.length; o < ol; o ++ ) {
  1695. updateObject( scene.__webglShadowVolumes[ o ].object, scene );
  1696. }
  1697. for ( var o = 0, ol = scene.__webglLensFlares.length; o < ol; o ++ ) {
  1698. updateObject( scene.__webglLensFlares[ o ].object, scene );
  1699. }
  1700. };
  1701. function addObject ( object, scene ) {
  1702. var g, geometry, geometryGroup;
  1703. if ( object._modelViewMatrix == undefined ) {
  1704. object._modelViewMatrix = new THREE.Matrix4();
  1705. object._normalMatrixArray = new Float32Array( 9 );
  1706. object._modelViewMatrixArray = new Float32Array( 16 );
  1707. object._objectMatrixArray = new Float32Array( 16 );
  1708. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1709. }
  1710. if ( object instanceof THREE.Mesh ) {
  1711. geometry = object.geometry;
  1712. if ( geometry.geometryGroups == undefined ) {
  1713. sortFacesByMaterial( geometry );
  1714. }
  1715. // create separate VBOs per geometry chunk
  1716. for ( g in geometry.geometryGroups ) {
  1717. geometryGroup = geometry.geometryGroups[ g ];
  1718. // initialise VBO on the first access
  1719. if ( ! geometryGroup.__webGLVertexBuffer ) {
  1720. createMeshBuffers( geometryGroup );
  1721. initMeshBuffers( geometryGroup, object );
  1722. geometry.__dirtyVertices = true;
  1723. geometry.__dirtyMorphTargets = true;
  1724. geometry.__dirtyElements = true;
  1725. geometry.__dirtyUvs = true;
  1726. geometry.__dirtyNormals = true;
  1727. geometry.__dirtyTangents = true;
  1728. geometry.__dirtyColors = true;
  1729. }
  1730. // create separate wrapper per each use of VBO
  1731. if( object instanceof THREE.ShadowVolume ) {
  1732. addBuffer( scene.__webglShadowVolumes, geometryGroup, object );
  1733. } else {
  1734. addBuffer( scene.__webglObjects, geometryGroup, object );
  1735. }
  1736. }
  1737. } else if ( object instanceof THREE.Ribbon ) {
  1738. geometry = object.geometry;
  1739. if( ! geometry.__webGLVertexBuffer ) {
  1740. createRibbonBuffers( geometry );
  1741. initRibbonBuffers( geometry );
  1742. geometry.__dirtyVertices = true;
  1743. geometry.__dirtyColors = true;
  1744. }
  1745. addBuffer( scene.__webglObjects, geometry, object );
  1746. } else if ( object instanceof THREE.Line ) {
  1747. geometry = object.geometry;
  1748. if( ! geometry.__webGLVertexBuffer ) {
  1749. createLineBuffers( geometry );
  1750. initLineBuffers( geometry );
  1751. geometry.__dirtyVertices = true;
  1752. geometry.__dirtyColors = true;
  1753. }
  1754. addBuffer( scene.__webglObjects, geometry, object );
  1755. } else if ( object instanceof THREE.ParticleSystem ) {
  1756. geometry = object.geometry;
  1757. if ( ! geometry.__webGLVertexBuffer ) {
  1758. createParticleBuffers( geometry );
  1759. initParticleBuffers( geometry );
  1760. geometry.__dirtyVertices = true;
  1761. geometry.__dirtyColors = true;
  1762. }
  1763. addBuffer( scene.__webglObjects, geometry, object );
  1764. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  1765. addBufferImmediate( scene.__webglObjectsImmediate, object );
  1766. }/*else if ( object instanceof THREE.Particle ) {
  1767. }*/
  1768. };
  1769. function updateObject ( object, scene ) {
  1770. var g, geometry, geometryGroup;
  1771. if ( object instanceof THREE.Mesh ) {
  1772. geometry = object.geometry;
  1773. // check all geometry groups
  1774. for ( g in geometry.geometryGroups ) {
  1775. geometryGroup = geometry.geometryGroups[ g ];
  1776. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  1777. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  1778. geometry.__dirtyColors || geometry.__dirtyTangents ) {
  1779. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW );
  1780. }
  1781. }
  1782. geometry.__dirtyVertices = false;
  1783. geometry.__dirtyMorphTargets = false;
  1784. geometry.__dirtyElements = false;
  1785. geometry.__dirtyUvs = false;
  1786. geometry.__dirtyNormals = false;
  1787. geometry.__dirtyTangents = false;
  1788. geometry.__dirtyColors = false;
  1789. } else if ( object instanceof THREE.Ribbon ) {
  1790. geometry = object.geometry;
  1791. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  1792. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  1793. }
  1794. geometry.__dirtyVertices = false;
  1795. geometry.__dirtyColors = false;
  1796. } else if ( object instanceof THREE.Line ) {
  1797. geometry = object.geometry;
  1798. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  1799. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  1800. }
  1801. geometry.__dirtyVertices = false;
  1802. geometry.__dirtyColors = false;
  1803. } else if ( object instanceof THREE.ParticleSystem ) {
  1804. geometry = object.geometry;
  1805. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
  1806. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  1807. }
  1808. geometry.__dirtyVertices = false;
  1809. geometry.__dirtyColors = false;
  1810. }/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  1811. // it updates itself in render callback
  1812. } else if ( object instanceof THREE.Particle ) {
  1813. }*/
  1814. };
  1815. function removeObject ( object, scene ) {
  1816. var o, ol, zobject;
  1817. for ( o = scene.__webglObjects.length - 1; o >= 0; o-- ) {
  1818. zobject = scene.__webglObjects[ o ].object;
  1819. if ( object == zobject ) {
  1820. scene.__webglObjects.splice( o, 1 );
  1821. }
  1822. }
  1823. };
  1824. function sortFacesByMaterial ( geometry ) {
  1825. // TODO
  1826. // Should optimize by grouping faces with ColorFill / ColorStroke materials
  1827. // which could then use vertex color attributes instead of each being
  1828. // in its separate VBO
  1829. var i, l, f, fl, face, material, materials, vertices, mhash, ghash, hash_map = {};
  1830. var numMorphTargets = geometry.morphTargets !== undefined ? geometry.morphTargets.length : 0;
  1831. geometry.geometryGroups = {};
  1832. function materialHash( material ) {
  1833. var hash_array = [];
  1834. for ( i = 0, l = material.length; i < l; i++ ) {
  1835. if ( material[ i ] == undefined ) {
  1836. hash_array.push( "undefined" );
  1837. } else {
  1838. hash_array.push( material[ i ].id );
  1839. }
  1840. }
  1841. return hash_array.join( '_' );
  1842. }
  1843. for ( f = 0, fl = geometry.faces.length; f < fl; f++ ) {
  1844. face = geometry.faces[ f ];
  1845. materials = face.materials;
  1846. mhash = materialHash( materials );
  1847. if ( hash_map[ mhash ] == undefined ) {
  1848. hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };
  1849. }
  1850. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  1851. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  1852. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  1853. }
  1854. vertices = face instanceof THREE.Face3 ? 3 : 4;
  1855. if ( geometry.geometryGroups[ ghash ].vertices + vertices > 65535 ) {
  1856. hash_map[ mhash ].counter += 1;
  1857. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  1858. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  1859. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  1860. }
  1861. }
  1862. geometry.geometryGroups[ ghash ].faces.push( f );
  1863. geometry.geometryGroups[ ghash ].vertices += vertices;
  1864. }
  1865. };
  1866. function addBuffer ( objlist, buffer, object ) {
  1867. objlist.push( { buffer: buffer, object: object,
  1868. opaque: { list: [], count: 0 },
  1869. transparent: { list: [], count: 0 }
  1870. } );
  1871. };
  1872. function addBufferImmediate ( objlist, object ) {
  1873. objlist.push( { object: object,
  1874. opaque: { list: [], count: 0 },
  1875. transparent: { list: [], count: 0 }
  1876. } );
  1877. };
  1878. this.setFaceCulling = function ( cullFace, frontFace ) {
  1879. if ( cullFace ) {
  1880. if ( !frontFace || frontFace == "ccw" ) {
  1881. _gl.frontFace( _gl.CCW );
  1882. } else {
  1883. _gl.frontFace( _gl.CW );
  1884. }
  1885. if( cullFace == "back" ) {
  1886. _gl.cullFace( _gl.BACK );
  1887. } else if( cullFace == "front" ) {
  1888. _gl.cullFace( _gl.FRONT );
  1889. } else {
  1890. _gl.cullFace( _gl.FRONT_AND_BACK );
  1891. }
  1892. _gl.enable( _gl.CULL_FACE );
  1893. } else {
  1894. _gl.disable( _gl.CULL_FACE );
  1895. }
  1896. };
  1897. this.supportsVertexTextures = function () {
  1898. return maxVertexTextures() > 0;
  1899. };
  1900. function maxVertexTextures () {
  1901. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  1902. };
  1903. function initGL ( antialias, clearColor, clearAlpha ) {
  1904. try {
  1905. if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: antialias, stencil:true } ) ) ) {
  1906. throw 'Error creating WebGL context.';
  1907. }
  1908. } catch ( e ) {
  1909. console.error( e );
  1910. }
  1911. _gl.clearColor( 0, 0, 0, 1 );
  1912. _gl.clearDepth( 1 );
  1913. _gl.enable( _gl.DEPTH_TEST );
  1914. _gl.depthFunc( _gl.LEQUAL );
  1915. _gl.frontFace( _gl.CCW );
  1916. _gl.cullFace( _gl.BACK );
  1917. _gl.enable( _gl.CULL_FACE );
  1918. _gl.enable( _gl.BLEND );
  1919. _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  1920. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  1921. _cullEnabled = true;
  1922. };
  1923. function buildProgram ( fragmentShader, vertexShader, parameters ) {
  1924. var program = _gl.createProgram(),
  1925. prefix_fragment = [
  1926. "#ifdef GL_ES",
  1927. "precision highp float;",
  1928. "#endif",
  1929. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  1930. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  1931. parameters.fog ? "#define USE_FOG" : "",
  1932. parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
  1933. parameters.map ? "#define USE_MAP" : "",
  1934. parameters.envMap ? "#define USE_ENVMAP" : "",
  1935. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  1936. parameters.vertexColors ? "#define USE_COLOR" : "",
  1937. "uniform mat4 viewMatrix;",
  1938. "uniform vec3 cameraPosition;",
  1939. ""
  1940. ].join("\n"),
  1941. prefix_vertex = [
  1942. maxVertexTextures() > 0 ? "#define VERTEX_TEXTURES" : "",
  1943. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  1944. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  1945. "#define MAX_BONES " + parameters.maxBones,
  1946. parameters.map ? "#define USE_MAP" : "",
  1947. parameters.envMap ? "#define USE_ENVMAP" : "",
  1948. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  1949. parameters.vertexColors ? "#define USE_COLOR" : "",
  1950. parameters.skinning ? "#define USE_SKINNING" : "",
  1951. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  1952. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  1953. "uniform mat4 objectMatrix;",
  1954. "uniform mat4 modelViewMatrix;",
  1955. "uniform mat4 projectionMatrix;",
  1956. "uniform mat4 viewMatrix;",
  1957. "uniform mat3 normalMatrix;",
  1958. "uniform vec3 cameraPosition;",
  1959. "uniform mat4 cameraInverseMatrix;",
  1960. "attribute vec3 position;",
  1961. "attribute vec3 morphTarget0;",
  1962. "attribute vec3 morphTarget1;",
  1963. "attribute vec3 morphTarget2;",
  1964. "attribute vec3 morphTarget3;",
  1965. "attribute vec3 morphTarget4;",
  1966. "attribute vec3 morphTarget5;",
  1967. "attribute vec3 morphTarget6;",
  1968. "attribute vec3 morphTarget7;",
  1969. "attribute vec3 normal;",
  1970. "attribute vec3 color;",
  1971. "attribute vec2 uv;",
  1972. "attribute vec2 uv2;",
  1973. "attribute vec4 skinVertexA;",
  1974. "attribute vec4 skinVertexB;",
  1975. "attribute vec4 skinIndex;",
  1976. "attribute vec4 skinWeight;",
  1977. ""
  1978. ].join("\n");
  1979. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  1980. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  1981. _gl.linkProgram( program );
  1982. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  1983. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  1984. }
  1985. //console.log( prefix_fragment + fragmentShader );
  1986. //console.log( prefix_vertex + vertexShader );
  1987. program.uniforms = {};
  1988. program.attributes = {};
  1989. return program;
  1990. };
  1991. function loadUniformsSkinning ( uniforms, object ) {
  1992. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
  1993. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  1994. };
  1995. function loadUniformsMatrices ( uniforms, object ) {
  1996. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  1997. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  1998. };
  1999. function loadUniformsGeneric ( program, uniforms ) {
  2000. var u, uniform, value, type, location, texture;
  2001. for( u in uniforms ) {
  2002. location = program.uniforms[u];
  2003. if ( !location ) continue;
  2004. uniform = uniforms[u];
  2005. type = uniform.type;
  2006. value = uniform.value;
  2007. if( type == "i" ) {
  2008. _gl.uniform1i( location, value );
  2009. } else if( type == "f" ) {
  2010. _gl.uniform1f( location, value );
  2011. } else if( type == "fv1" ) {
  2012. _gl.uniform1fv( location, value );
  2013. } else if( type == "fv" ) {
  2014. _gl.uniform3fv( location, value );
  2015. } else if( type == "v2" ) {
  2016. _gl.uniform2f( location, value.x, value.y );
  2017. } else if( type == "v3" ) {
  2018. _gl.uniform3f( location, value.x, value.y, value.z );
  2019. } else if( type == "c" ) {
  2020. _gl.uniform3f( location, value.r, value.g, value.b );
  2021. } else if( type == "t" ) {
  2022. _gl.uniform1i( location, value );
  2023. texture = uniform.texture;
  2024. if ( !texture ) continue;
  2025. if ( texture.image instanceof Array && texture.image.length == 6 ) {
  2026. setCubeTexture( texture, value );
  2027. } else {
  2028. setTexture( texture, value );
  2029. }
  2030. }
  2031. }
  2032. };
  2033. function setBlending ( blending ) {
  2034. if ( blending != _oldBlending ) {
  2035. switch ( blending ) {
  2036. case THREE.AdditiveBlending:
  2037. _gl.blendEquation( _gl.FUNC_ADD );
  2038. _gl.blendFunc( _gl.ONE, _gl.ONE );
  2039. break;
  2040. case THREE.SubtractiveBlending:
  2041. //_gl.blendEquation( _gl.FUNC_SUBTRACT );
  2042. _gl.blendFunc( _gl.DST_COLOR, _gl.ZERO );
  2043. break;
  2044. case THREE.BillboardBlending:
  2045. _gl.blendEquation( _gl.FUNC_ADD );
  2046. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA);
  2047. break;
  2048. case THREE.ReverseSubtractiveBlending:
  2049. _gl.blendEquation( _gl.FUNC_REVERSE_SUBTRACT );
  2050. _gl.blendFunc( _gl.ONE, _gl.ONE );
  2051. break;
  2052. default:
  2053. _gl.blendEquation( _gl.FUNC_ADD );
  2054. _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2055. break;
  2056. }
  2057. _oldBlending = blending;
  2058. }
  2059. };
  2060. function setTextureParameters ( textureType, texture, image ) {
  2061. if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
  2062. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  2063. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  2064. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  2065. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  2066. _gl.generateMipmap( textureType );
  2067. } else {
  2068. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  2069. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  2070. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  2071. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  2072. }
  2073. };
  2074. function setTexture ( texture, slot ) {
  2075. if ( texture.needsUpdate ) {
  2076. if ( !texture.__wasSetOnce ) {
  2077. texture.__webGLTexture = _gl.createTexture();
  2078. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
  2079. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2080. texture.__wasSetOnce = true;
  2081. } else {
  2082. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
  2083. _gl.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2084. }
  2085. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  2086. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2087. texture.needsUpdate = false;
  2088. }
  2089. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2090. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
  2091. };
  2092. function setCubeTexture ( texture, slot ) {
  2093. if ( texture.image.length == 6 ) {
  2094. if ( texture.needsUpdate ) {
  2095. if ( !texture.__wasSetOnce ) {
  2096. texture.image.__webGLTextureCube = _gl.createTexture();
  2097. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
  2098. for ( var i = 0; i < 6; ++i ) {
  2099. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2100. }
  2101. texture.__wasSetOnce = true;
  2102. } else {
  2103. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
  2104. for ( var i = 0; i < 6; ++i ) {
  2105. _gl.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2106. }
  2107. }
  2108. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[0] );
  2109. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2110. texture.needsUpdate = false;
  2111. }
  2112. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2113. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
  2114. }
  2115. };
  2116. function setRenderTarget ( renderTexture ) {
  2117. if ( renderTexture && !renderTexture.__webGLFramebuffer ) {
  2118. renderTexture.__webGLFramebuffer = _gl.createFramebuffer();
  2119. renderTexture.__webGLRenderbuffer = _gl.createRenderbuffer();
  2120. renderTexture.__webGLTexture = _gl.createTexture();
  2121. // Setup renderbuffer
  2122. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webGLRenderbuffer );
  2123. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
  2124. // Setup texture
  2125. _gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webGLTexture );
  2126. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrapS ) );
  2127. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrapT ) );
  2128. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.magFilter ) );
  2129. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.minFilter ) );
  2130. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
  2131. // Setup framebuffer
  2132. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webGLFramebuffer );
  2133. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webGLTexture, 0 );
  2134. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webGLRenderbuffer );
  2135. // Release everything
  2136. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2137. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  2138. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  2139. }
  2140. var framebuffer, width, height;
  2141. if ( renderTexture ) {
  2142. framebuffer = renderTexture.__webGLFramebuffer;
  2143. width = renderTexture.width;
  2144. height = renderTexture.height;
  2145. } else {
  2146. framebuffer = null;
  2147. width = _viewportWidth;
  2148. height = _viewportHeight;
  2149. }
  2150. if( framebuffer != _oldFramebuffer ) {
  2151. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2152. _gl.viewport( _viewportX, _viewportY, width, height );
  2153. _oldFramebuffer = framebuffer;
  2154. }
  2155. };
  2156. function updateRenderTargetMipmap ( renderTarget ) {
  2157. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webGLTexture );
  2158. _gl.generateMipmap( _gl.TEXTURE_2D );
  2159. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2160. };
  2161. function cacheUniformLocations ( program, identifiers ) {
  2162. var i, l, id;
  2163. for( i = 0, l = identifiers.length; i < l; i++ ) {
  2164. id = identifiers[ i ];
  2165. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  2166. }
  2167. };
  2168. function cacheAttributeLocations ( program, identifiers ) {
  2169. var i, l, id;
  2170. for( i = 0, l = identifiers.length; i < l; i++ ) {
  2171. id = identifiers[ i ];
  2172. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  2173. }
  2174. };
  2175. function getShader ( type, string ) {
  2176. var shader;
  2177. if ( type == "fragment" ) {
  2178. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  2179. } else if ( type == "vertex" ) {
  2180. shader = _gl.createShader( _gl.VERTEX_SHADER );
  2181. }
  2182. _gl.shaderSource( shader, string );
  2183. _gl.compileShader( shader );
  2184. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  2185. console.error( _gl.getShaderInfoLog( shader ) );
  2186. console.error( string );
  2187. return null;
  2188. }
  2189. return shader;
  2190. };
  2191. // fallback filters for non-power-of-2 textures
  2192. function filterFallback ( f ) {
  2193. switch ( f ) {
  2194. case THREE.NearestFilter:
  2195. case THREE.NearestMipMapNearestFilter:
  2196. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  2197. case THREE.LinearFilter:
  2198. case THREE.LinearMipMapNearestFilter:
  2199. case THREE.LinearMipMapLinearFilter:
  2200. default:
  2201. return _gl.LINEAR; break;
  2202. }
  2203. };
  2204. function paramThreeToGL ( p ) {
  2205. switch ( p ) {
  2206. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  2207. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  2208. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  2209. case THREE.NearestFilter: return _gl.NEAREST; break;
  2210. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  2211. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  2212. case THREE.LinearFilter: return _gl.LINEAR; break;
  2213. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  2214. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  2215. case THREE.ByteType: return _gl.BYTE; break;
  2216. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  2217. case THREE.ShortType: return _gl.SHORT; break;
  2218. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  2219. case THREE.IntType: return _gl.INT; break;
  2220. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  2221. case THREE.FloatType: return _gl.FLOAT; break;
  2222. case THREE.AlphaFormat: return _gl.ALPHA; break;
  2223. case THREE.RGBFormat: return _gl.RGB; break;
  2224. case THREE.RGBAFormat: return _gl.RGBA; break;
  2225. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  2226. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  2227. }
  2228. return 0;
  2229. };
  2230. function isPowerOfTwo ( value ) {
  2231. return ( value & ( value - 1 ) ) == 0;
  2232. };
  2233. function materialNeedsSmoothNormals ( material ) {
  2234. return material && material.shading != undefined && material.shading == THREE.SmoothShading;
  2235. };
  2236. function bufferNeedsSmoothNormals ( geometryGroup, object ) {
  2237. var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
  2238. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  2239. meshMaterial = object.materials[ m ];
  2240. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2241. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  2242. if ( materialNeedsSmoothNormals( geometryGroup.materials[ i ] ) ) {
  2243. needsSmoothNormals = true;
  2244. break;
  2245. }
  2246. }
  2247. } else {
  2248. if ( materialNeedsSmoothNormals( meshMaterial ) ) {
  2249. needsSmoothNormals = true;
  2250. break;
  2251. }
  2252. }
  2253. if ( needsSmoothNormals ) break;
  2254. }
  2255. return needsSmoothNormals;
  2256. };
  2257. function unrollGroupMaterials( geometryGroup, object ) {
  2258. var m, ml, i, il,
  2259. material, meshMaterial,
  2260. materials = [];
  2261. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  2262. meshMaterial = object.materials[ m ];
  2263. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2264. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  2265. material = geometryGroup.materials[ i ];
  2266. if ( material ) {
  2267. materials.push( material );
  2268. }
  2269. }
  2270. } else {
  2271. material = meshMaterial;
  2272. if ( material ) {
  2273. materials.push( material );
  2274. }
  2275. }
  2276. }
  2277. return materials;
  2278. };
  2279. function bufferGuessVertexColorType ( materials, geometryGroup, object ) {
  2280. var i, m, ml = materials.length;
  2281. // use vertexColor type from the first material in unrolled materials
  2282. for ( i = 0; i < ml; i++ ) {
  2283. m = materials[ i ];
  2284. if ( m.vertexColors ) {
  2285. return m.vertexColors;
  2286. }
  2287. }
  2288. return false;
  2289. };
  2290. function bufferGuessNormalType ( materials, geometryGroup, object ) {
  2291. var i, m, ml = materials.length;
  2292. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  2293. for ( i = 0; i < ml; i++ ) {
  2294. m = materials[ i ];
  2295. if ( ( m instanceof THREE.MeshBasicMaterial && !m.envMap ) || m instanceof THREE.MeshDepthMaterial ) continue;
  2296. if ( materialNeedsSmoothNormals( m ) ) {
  2297. return THREE.SmoothShading;
  2298. } else {
  2299. return THREE.FlatShading;
  2300. }
  2301. }
  2302. return false;
  2303. };
  2304. function bufferGuessUVType ( materials, geometryGroup, object ) {
  2305. var i, m, ml = materials.length;
  2306. // material must use some texture to require uvs
  2307. for ( i = 0; i < ml; i++ ) {
  2308. m = materials[ i ];
  2309. if ( m.map || m.lightMap || m instanceof THREE.MeshShaderMaterial ) {
  2310. return true;
  2311. }
  2312. }
  2313. return false;
  2314. };
  2315. function allocateBones ( object ) {
  2316. // default for when object is not specified
  2317. // ( for example when prebuilding shader
  2318. // to be used with multiple objects )
  2319. //
  2320. // - leave some extra space for other uniforms
  2321. // - limit here is ANGLE's 254 max uniform vectors
  2322. // (up to 54 should be safe)
  2323. var maxBones = 50;
  2324. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  2325. maxBones = object.bones.length;
  2326. }
  2327. return maxBones;
  2328. };
  2329. function allocateLights ( lights, maxLights ) {
  2330. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  2331. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  2332. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  2333. light = lights[ l ];
  2334. if ( light instanceof THREE.DirectionalLight ) dirLights++;
  2335. if ( light instanceof THREE.PointLight ) pointLights++;
  2336. }
  2337. if ( ( pointLights + dirLights ) <= maxLights ) {
  2338. maxDirLights = dirLights;
  2339. maxPointLights = pointLights;
  2340. } else {
  2341. maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
  2342. maxPointLights = maxLights - maxDirLights;
  2343. }
  2344. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  2345. };
  2346. /* DEBUG
  2347. function getGLParams() {
  2348. var params = {
  2349. 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
  2350. 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
  2351. 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
  2352. 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  2353. 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
  2354. 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
  2355. 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
  2356. }
  2357. return params;
  2358. };
  2359. function dumpObject( obj ) {
  2360. var p, str = "";
  2361. for ( p in obj ) {
  2362. str += p + ": " + obj[p] + "\n";
  2363. }
  2364. return str;
  2365. }
  2366. */
  2367. };