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- /**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- */
- THREE.WebGLRenderer = function ( parameters ) {
- // Currently you can use just up to 4 directional / point lights total.
- // Chrome barfs on shader linking when there are more than 4 lights :(
- // The problem comes from shader using too many varying vectors.
- // This is not GPU limitation as the same shader works ok in Firefox
- // and Chrome with "--use-gl=desktop" flag.
- // Difference comes from Chrome on Windows using by default ANGLE,
- // thus going DirectX9 route (while FF uses OpenGL).
- // See http://code.google.com/p/chromium/issues/detail?id=63491
- var _canvas = document.createElement( 'canvas' ), _gl,
- _oldProgram = null,
- _oldFramebuffer = null,
- _this = this,
- // gl state cache
- _oldDoubleSided = null,
- _oldFlipSided = null,
- _oldBlending = null,
- _oldDepth = null,
- _cullEnabled = true,
- _viewportX = 0,
- _viewportY = 0,
- _viewportWidth = 0,
- _viewportHeight = 0,
- // camera matrices caches
- _frustum = [
- new THREE.Vector4(),
- new THREE.Vector4(),
- new THREE.Vector4(),
- new THREE.Vector4(),
- new THREE.Vector4(),
- new THREE.Vector4()
- ],
- _projScreenMatrix = new THREE.Matrix4(),
- _projectionMatrixArray = new Float32Array( 16 ),
- _viewMatrixArray = new Float32Array( 16 ),
- _vector3 = new THREE.Vector4(),
- // light arrays cache
-
- _lights = {
- ambient: [ 0, 0, 0 ],
- directional: { length: 0, colors: new Array(), positions: new Array() },
- point: { length: 0, colors: new Array(), positions: new Array() }
- },
- // parameters defaults
- antialias = true,
- clearColor = new THREE.Color( 0x000000 ),
- clearAlpha = 0;
- if ( parameters ) {
- if ( parameters.antialias !== undefined ) antialias = parameters.antialias;
- if ( parameters.clearColor !== undefined ) clearColor.setHex( parameters.clearColor );
- if ( parameters.clearAlpha !== undefined ) clearAlpha = parameters.clearAlpha;
- }
- this.maxMorphTargets = 8;
- this.domElement = _canvas;
- this.autoClear = true;
- this.sortObjects = true;
- initGL( antialias, clearColor, clearAlpha );
- this.context = _gl;
- // create shadow polygons
- var _shadow = {};
- var vertices = [];
- var faces = [];
-
- vertices[ 0 * 3 + 0 ] = -2; vertices[ 0 * 3 + 1 ] = -1; vertices[ 0 * 3 + 2 ] = -1;
- vertices[ 1 * 3 + 0 ] = 2; vertices[ 1 * 3 + 1 ] = -1; vertices[ 1 * 3 + 2 ] = -1;
- vertices[ 2 * 3 + 0 ] = 2; vertices[ 2 * 3 + 1 ] = 1; vertices[ 2 * 3 + 2 ] = -1;
- vertices[ 3 * 3 + 0 ] = -2; vertices[ 3 * 3 + 1 ] = 1; vertices[ 3 * 3 + 2 ] = -1;
-
- faces[ 0 ] = 0; faces[ 1 ] = 1; faces[ 2 ] = 2;
- faces[ 3 ] = 0; faces[ 4 ] = 2; faces[ 5 ] = 3;
- _shadow.vertexBuffer = _gl.createBuffer();
- _shadow.elementBuffer = _gl.createBuffer();
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, _shadow.vertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( vertices ), _gl.STATIC_DRAW );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _shadow.elementBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( faces ), _gl.STATIC_DRAW );
-
- _shadow.program = _gl.createProgram();
- _gl.attachShader( _shadow.program, getShader( "fragment", THREE.ShaderLib.shadowPost.fragmentShader ));
- _gl.attachShader( _shadow.program, getShader( "vertex", THREE.ShaderLib.shadowPost.vertexShader ));
- _gl.linkProgram( _shadow.program );
- _shadow.vertexLocation = _gl.getAttribLocation ( _shadow.program, "position" );
- _shadow.projectionLocation = _gl.getUniformLocation( _shadow.program, "projectionMatrix" );
- this.setSize = function ( width, height ) {
- _canvas.width = width;
- _canvas.height = height;
- this.setViewport( 0, 0, _canvas.width, _canvas.height );
- };
- this.setViewport = function ( x, y, width, height ) {
- _viewportX = x;
- _viewportY = y;
- _viewportWidth = width;
- _viewportHeight = height;
- _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
- };
- this.setScissor = function ( x, y, width, height ) {
- _gl.scissor( x, y, width, height );
- };
- this.enableScissorTest = function ( enable ) {
- if ( enable )
- _gl.enable( _gl.SCISSOR_TEST );
- else
- _gl.disable( _gl.SCISSOR_TEST );
- };
- this.enableDepthBufferWrite = function ( enable ) {
- _gl.depthMask( enable );
- };
- this.setClearColorHex = function ( hex, alpha ) {
- var color = new THREE.Color( hex );
- _gl.clearColor( color.r, color.g, color.b, alpha );
- };
- this.setClearColor = function ( color, alpha ) {
- _gl.clearColor( color.r, color.g, color.b, alpha );
- };
- this.clear = function () {
- _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT | _gl.STENCIL_BUFFER_BIT );
- };
- function setupLights ( program, lights ) {
- var l, ll, light, r = 0, g = 0, b = 0,
- color, position, intensity,
- zlights = _lights,
- dcolors = zlights.directional.colors,
- dpositions = zlights.directional.positions,
- pcolors = zlights.point.colors,
- ppositions = zlights.point.positions,
- dlength = 0,
- plength = 0,
- doffset = 0,
- poffset = 0;
- for ( l = 0, ll = lights.length; l < ll; l++ ) {
- light = lights[ l ];
- color = light.color;
- position = light.position;
- intensity = light.intensity;
- if ( light instanceof THREE.AmbientLight ) {
- r += color.r;
- g += color.g;
- b += color.b;
- } else if ( light instanceof THREE.DirectionalLight ) {
- doffset = dlength * 3;
- dcolors[ doffset ] = color.r * intensity;
- dcolors[ doffset + 1 ] = color.g * intensity;
- dcolors[ doffset + 2 ] = color.b * intensity;
- dpositions[ doffset ] = position.x;
- dpositions[ doffset + 1 ] = position.y;
- dpositions[ doffset + 2 ] = position.z;
- dlength += 1;
- } else if( light instanceof THREE.PointLight ) {
- poffset = plength * 3;
- pcolors[ poffset ] = color.r * intensity;
- pcolors[ poffset + 1 ] = color.g * intensity;
- pcolors[ poffset + 2 ] = color.b * intensity;
- ppositions[ poffset ] = position.x;
- ppositions[ poffset + 1 ] = position.y;
- ppositions[ poffset + 2 ] = position.z;
- plength += 1;
- }
- }
- // null eventual remains from removed lights
- // (this is to avoid if in shader)
- for( l = dlength * 3; l < dcolors.length; l++ ) dcolors[ l ] = 0.0;
- for( l = plength * 3; l < pcolors.length; l++ ) pcolors[ l ] = 0.0;
- zlights.point.length = plength;
- zlights.directional.length = dlength;
- zlights.ambient[ 0 ] = r;
- zlights.ambient[ 1 ] = g;
- zlights.ambient[ 2 ] = b;
- };
- function createParticleBuffers ( geometry ) {
- geometry.__webGLVertexBuffer = _gl.createBuffer();
- geometry.__webGLColorBuffer = _gl.createBuffer();
- };
- function createLineBuffers ( geometry ) {
- geometry.__webGLVertexBuffer = _gl.createBuffer();
- geometry.__webGLColorBuffer = _gl.createBuffer();
- };
- function createRibbonBuffers ( geometry ) {
- geometry.__webGLVertexBuffer = _gl.createBuffer();
- geometry.__webGLColorBuffer = _gl.createBuffer();
- };
- function createMeshBuffers ( geometryGroup ) {
- geometryGroup.__webGLVertexBuffer = _gl.createBuffer();
- geometryGroup.__webGLNormalBuffer = _gl.createBuffer();
- geometryGroup.__webGLTangentBuffer = _gl.createBuffer();
- geometryGroup.__webGLColorBuffer = _gl.createBuffer();
- geometryGroup.__webGLUVBuffer = _gl.createBuffer();
- geometryGroup.__webGLUV2Buffer = _gl.createBuffer();
- geometryGroup.__webGLSkinVertexABuffer = _gl.createBuffer();
- geometryGroup.__webGLSkinVertexBBuffer = _gl.createBuffer();
- geometryGroup.__webGLSkinIndicesBuffer = _gl.createBuffer();
- geometryGroup.__webGLSkinWeightsBuffer = _gl.createBuffer();
- geometryGroup.__webGLFaceBuffer = _gl.createBuffer();
- geometryGroup.__webGLLineBuffer = _gl.createBuffer();
-
-
- if( geometryGroup.numMorphTargets ) {
-
- var m, ml;
- geometryGroup.__webGLMorphTargetsBuffers = [];
-
- for( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
-
- geometryGroup.__webGLMorphTargetsBuffers.push( _gl.createBuffer());
- }
- }
- };
- function initLineBuffers ( geometry ) {
- var nvertices = geometry.vertices.length;
- geometry.__vertexArray = new Float32Array( nvertices * 3 );
- geometry.__colorArray = new Float32Array( nvertices * 3 );
- geometry.__webGLLineCount = nvertices;
- };
- function initRibbonBuffers ( geometry ) {
- var nvertices = geometry.vertices.length;
- geometry.__vertexArray = new Float32Array( nvertices * 3 );
- geometry.__colorArray = new Float32Array( nvertices * 3 );
- geometry.__webGLVertexCount = nvertices;
- };
- function initParticleBuffers ( geometry ) {
- var nvertices = geometry.vertices.length;
- geometry.__vertexArray = new Float32Array( nvertices * 3 );
- geometry.__colorArray = new Float32Array( nvertices * 3 );
- geometry.__sortArray = [];
- geometry.__webGLParticleCount = nvertices;
- };
- function initMeshBuffers ( geometryGroup, object ) {
- var f, fl, fi, face,
-
- nvertices = 0, ntris = 0, nlines = 0,
-
- uvType,
- vertexColorType,
- normalType,
- materials,
-
- geometry = object.geometry,
- obj_faces = geometry.faces,
- chunk_faces = geometryGroup.faces;
- for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
- fi = chunk_faces[ f ];
- face = obj_faces[ fi ];
- if ( face instanceof THREE.Face3 ) {
- nvertices += 3;
- ntris += 1;
- nlines += 3;
- } else if ( face instanceof THREE.Face4 ) {
- nvertices += 4;
- ntris += 2;
- nlines += 4;
- }
- }
-
- materials = unrollGroupMaterials( geometryGroup, object );
-
- uvType = bufferGuessUVType( materials, geometryGroup, object );
- normalType = bufferGuessNormalType( materials, geometryGroup, object );
- vertexColorType = bufferGuessVertexColorType( materials, geometryGroup, object );
- //console.log("uvType",uvType, "normalType",normalType, "vertexColorType",vertexColorType, object, geometryGroup, materials );
- geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
-
- if ( normalType ) {
- geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
- }
-
- if ( geometry.hasTangents ) {
-
- geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
- }
-
- if ( vertexColorType ) {
-
- geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
- }
- if ( uvType ) {
-
- if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
-
- geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
- }
- if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
-
- geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
- }
- }
- if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
- geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
- geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
- geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
- geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
- }
- geometryGroup.__faceArray = new Uint16Array( ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 ));
- geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
- if( geometryGroup.numMorphTargets ) {
-
- var m, ml;
- geometryGroup.__morphTargetsArrays = [];
-
- for( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
-
- geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ));
- }
- }
-
- geometryGroup.__needsSmoothNormals = ( normalType == THREE.SmoothShading );
-
- geometryGroup.__uvType = uvType;
- geometryGroup.__vertexColorType = vertexColorType;
- geometryGroup.__normalType = normalType;
- geometryGroup.__webGLFaceCount = ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 );
- geometryGroup.__webGLLineCount = nlines * 2;
- };
- function setMeshBuffers ( geometryGroup, object, hint ) {
- var f, fl, fi, face,
- vertexNormals, faceNormal, normal,
- vertexColors, faceColor,
- vertexTangents,
- uvType, vertexColorType, normalType,
- uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
- c1, c2, c3, c4,
- sw1, sw2, sw3, sw4,
- si1, si2, si3, si4,
- sa1, sa2, sa3, sa4,
- sb1, sb2, sb3, sb4,
- m, ml, i,
- vn, uvi, uv2i,
- vk, vkl, vka,
- vertexIndex = 0,
- offset = 0,
- offset_uv = 0,
- offset_uv2 = 0,
- offset_face = 0,
- offset_normal = 0,
- offset_tangent = 0,
- offset_line = 0,
- offset_color = 0,
- offset_skin = 0,
- offset_morphTarget = 0,
- vertexArray = geometryGroup.__vertexArray,
- uvArray = geometryGroup.__uvArray,
- uv2Array = geometryGroup.__uv2Array,
- normalArray = geometryGroup.__normalArray,
- tangentArray = geometryGroup.__tangentArray,
- colorArray = geometryGroup.__colorArray,
- skinVertexAArray = geometryGroup.__skinVertexAArray,
- skinVertexBArray = geometryGroup.__skinVertexBArray,
- skinIndexArray = geometryGroup.__skinIndexArray,
- skinWeightArray = geometryGroup.__skinWeightArray,
- morphTargetsArrays = geometryGroup.__morphTargetsArrays,
- faceArray = geometryGroup.__faceArray,
- lineArray = geometryGroup.__lineArray,
- needsSmoothNormals = geometryGroup.__needsSmoothNormals,
-
- vertexColorType = geometryGroup.__vertexColorType,
- uvType = geometryGroup.__uvType,
- normalType = geometryGroup.__normalType,
- geometry = object.geometry, // this is shared for all chunks
- dirtyVertices = geometry.__dirtyVertices,
- dirtyElements = geometry.__dirtyElements,
- dirtyUvs = geometry.__dirtyUvs,
- dirtyNormals = geometry.__dirtyNormals,
- dirtyTangents = geometry.__dirtyTangents,
- dirtyColors = geometry.__dirtyColors,
- dirtyMorphTargets = geometry.__dirtyMorphTargets,
- vertices = geometry.vertices,
- chunk_faces = geometryGroup.faces,
- obj_faces = geometry.faces,
-
- obj_uvs = geometry.faceVertexUvs[ 0 ],
- obj_uvs2 = geometry.faceVertexUvs[ 1 ],
-
- obj_colors = geometry.colors,
- obj_skinVerticesA = geometry.skinVerticesA,
- obj_skinVerticesB = geometry.skinVerticesB,
- obj_skinIndices = geometry.skinIndices,
- obj_skinWeights = geometry.skinWeights,
- obj_edgeFaces = geometry.edgeFaces,
- morphTargets = geometry.morphTargets;
-
- for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
- fi = chunk_faces[ f ];
- face = obj_faces[ fi ];
-
- if( obj_uvs ) {
- uv = obj_uvs[ fi ];
- }
-
- if( obj_uvs2 ) {
-
- uv2 = obj_uvs2[ fi ];
- }
- vertexNormals = face.vertexNormals;
- faceNormal = face.normal;
-
- vertexColors = face.vertexColors;
- faceColor = face.color;
-
- vertexTangents = face.vertexTangents;
- if ( face instanceof THREE.Face3 ) {
- if ( dirtyVertices ) {
- v1 = vertices[ face.a ].position;
- v2 = vertices[ face.b ].position;
- v3 = vertices[ face.c ].position;
- vertexArray[ offset ] = v1.x;
- vertexArray[ offset + 1 ] = v1.y;
- vertexArray[ offset + 2 ] = v1.z;
- vertexArray[ offset + 3 ] = v2.x;
- vertexArray[ offset + 4 ] = v2.y;
- vertexArray[ offset + 5 ] = v2.z;
- vertexArray[ offset + 6 ] = v3.x;
- vertexArray[ offset + 7 ] = v3.y;
- vertexArray[ offset + 8 ] = v3.z;
- offset += 9;
- }
- if ( dirtyMorphTargets ) {
-
- for( vk = 0, vkl = morphTargets.length; vk < vkl; vk++ ) {
-
- v1 = morphTargets[ vk ].vertices[ face.a ].position;
- v2 = morphTargets[ vk ].vertices[ face.b ].position;
- v3 = morphTargets[ vk ].vertices[ face.c ].position;
- vka = morphTargetsArrays[ vk ];
-
- vka[ offset_morphTarget + 0 ] = v1.x;
- vka[ offset_morphTarget + 1 ] = v1.y;
- vka[ offset_morphTarget + 2 ] = v1.z;
-
- vka[ offset_morphTarget + 3 ] = v2.x;
- vka[ offset_morphTarget + 4 ] = v2.y;
- vka[ offset_morphTarget + 5 ] = v2.z;
-
- vka[ offset_morphTarget + 6 ] = v3.x;
- vka[ offset_morphTarget + 7 ] = v3.y;
- vka[ offset_morphTarget + 8 ] = v3.z;
- }
- offset_morphTarget += 9;
-
- }
- if ( obj_skinWeights.length ) {
- // weights
- sw1 = obj_skinWeights[ face.a ];
- sw2 = obj_skinWeights[ face.b ];
- sw3 = obj_skinWeights[ face.c ];
- skinWeightArray[ offset_skin ] = sw1.x;
- skinWeightArray[ offset_skin + 1 ] = sw1.y;
- skinWeightArray[ offset_skin + 2 ] = sw1.z;
- skinWeightArray[ offset_skin + 3 ] = sw1.w;
- skinWeightArray[ offset_skin + 4 ] = sw2.x;
- skinWeightArray[ offset_skin + 5 ] = sw2.y;
- skinWeightArray[ offset_skin + 6 ] = sw2.z;
- skinWeightArray[ offset_skin + 7 ] = sw2.w;
- skinWeightArray[ offset_skin + 8 ] = sw3.x;
- skinWeightArray[ offset_skin + 9 ] = sw3.y;
- skinWeightArray[ offset_skin + 10 ] = sw3.z;
- skinWeightArray[ offset_skin + 11 ] = sw3.w;
- // indices
- si1 = obj_skinIndices[ face.a ];
- si2 = obj_skinIndices[ face.b ];
- si3 = obj_skinIndices[ face.c ];
- skinIndexArray[ offset_skin ] = si1.x;
- skinIndexArray[ offset_skin + 1 ] = si1.y;
- skinIndexArray[ offset_skin + 2 ] = si1.z;
- skinIndexArray[ offset_skin + 3 ] = si1.w;
- skinIndexArray[ offset_skin + 4 ] = si2.x;
- skinIndexArray[ offset_skin + 5 ] = si2.y;
- skinIndexArray[ offset_skin + 6 ] = si2.z;
- skinIndexArray[ offset_skin + 7 ] = si2.w;
- skinIndexArray[ offset_skin + 8 ] = si3.x;
- skinIndexArray[ offset_skin + 9 ] = si3.y;
- skinIndexArray[ offset_skin + 10 ] = si3.z;
- skinIndexArray[ offset_skin + 11 ] = si3.w;
- // vertices A
- sa1 = obj_skinVerticesA[ face.a ];
- sa2 = obj_skinVerticesA[ face.b ];
- sa3 = obj_skinVerticesA[ face.c ];
- skinVertexAArray[ offset_skin ] = sa1.x;
- skinVertexAArray[ offset_skin + 1 ] = sa1.y;
- skinVertexAArray[ offset_skin + 2 ] = sa1.z;
- skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
- skinVertexAArray[ offset_skin + 4 ] = sa2.x;
- skinVertexAArray[ offset_skin + 5 ] = sa2.y;
- skinVertexAArray[ offset_skin + 6 ] = sa2.z;
- skinVertexAArray[ offset_skin + 7 ] = 1;
- skinVertexAArray[ offset_skin + 8 ] = sa3.x;
- skinVertexAArray[ offset_skin + 9 ] = sa3.y;
- skinVertexAArray[ offset_skin + 10 ] = sa3.z;
- skinVertexAArray[ offset_skin + 11 ] = 1;
- // vertices B
- sb1 = obj_skinVerticesB[ face.a ];
- sb2 = obj_skinVerticesB[ face.b ];
- sb3 = obj_skinVerticesB[ face.c ];
- skinVertexBArray[ offset_skin ] = sb1.x;
- skinVertexBArray[ offset_skin + 1 ] = sb1.y;
- skinVertexBArray[ offset_skin + 2 ] = sb1.z;
- skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
- skinVertexBArray[ offset_skin + 4 ] = sb2.x;
- skinVertexBArray[ offset_skin + 5 ] = sb2.y;
- skinVertexBArray[ offset_skin + 6 ] = sb2.z;
- skinVertexBArray[ offset_skin + 7 ] = 1;
- skinVertexBArray[ offset_skin + 8 ] = sb3.x;
- skinVertexBArray[ offset_skin + 9 ] = sb3.y;
- skinVertexBArray[ offset_skin + 10 ] = sb3.z;
- skinVertexBArray[ offset_skin + 11 ] = 1;
- offset_skin += 12;
- }
- if ( dirtyColors && vertexColorType ) {
- if ( vertexColors.length == 3 && vertexColorType == THREE.VertexColors ) {
- c1 = vertexColors[ 0 ];
- c2 = vertexColors[ 1 ];
- c3 = vertexColors[ 2 ];
- } else {
-
- c1 = faceColor;
- c2 = faceColor;
- c3 = faceColor;
- }
- colorArray[ offset_color ] = c1.r;
- colorArray[ offset_color + 1 ] = c1.g;
- colorArray[ offset_color + 2 ] = c1.b;
- colorArray[ offset_color + 3 ] = c2.r;
- colorArray[ offset_color + 4 ] = c2.g;
- colorArray[ offset_color + 5 ] = c2.b;
- colorArray[ offset_color + 6 ] = c3.r;
- colorArray[ offset_color + 7 ] = c3.g;
- colorArray[ offset_color + 8 ] = c3.b;
- offset_color += 9;
- }
- if ( dirtyTangents && geometry.hasTangents ) {
- t1 = vertexTangents[ 0 ];
- t2 = vertexTangents[ 1 ];
- t3 = vertexTangents[ 2 ];
- tangentArray[ offset_tangent ] = t1.x;
- tangentArray[ offset_tangent + 1 ] = t1.y;
- tangentArray[ offset_tangent + 2 ] = t1.z;
- tangentArray[ offset_tangent + 3 ] = t1.w;
- tangentArray[ offset_tangent + 4 ] = t2.x;
- tangentArray[ offset_tangent + 5 ] = t2.y;
- tangentArray[ offset_tangent + 6 ] = t2.z;
- tangentArray[ offset_tangent + 7 ] = t2.w;
- tangentArray[ offset_tangent + 8 ] = t3.x;
- tangentArray[ offset_tangent + 9 ] = t3.y;
- tangentArray[ offset_tangent + 10 ] = t3.z;
- tangentArray[ offset_tangent + 11 ] = t3.w;
- offset_tangent += 12;
- }
- if ( dirtyNormals && normalType ) {
- if ( vertexNormals.length == 3 && needsSmoothNormals ) {
- for ( i = 0; i < 3; i ++ ) {
- vn = vertexNormals[ i ];
- normalArray[ offset_normal ] = vn.x;
- normalArray[ offset_normal + 1 ] = vn.y;
- normalArray[ offset_normal + 2 ] = vn.z;
- offset_normal += 3;
- }
- } else {
- for ( i = 0; i < 3; i ++ ) {
- normalArray[ offset_normal ] = faceNormal.x;
- normalArray[ offset_normal + 1 ] = faceNormal.y;
- normalArray[ offset_normal + 2 ] = faceNormal.z;
- offset_normal += 3;
- }
- }
- }
- if ( dirtyUvs && uv !== undefined && uvType ) {
- for ( i = 0; i < 3; i ++ ) {
- uvi = uv[ i ];
- uvArray[ offset_uv ] = uvi.u;
- uvArray[ offset_uv + 1 ] = uvi.v;
- offset_uv += 2;
- }
- }
- if ( dirtyUvs && uv2 !== undefined && uvType ) {
- for ( i = 0; i < 3; i ++ ) {
- uv2i = uv2[ i ];
- uv2Array[ offset_uv2 ] = uv2i.u;
- uv2Array[ offset_uv2 + 1 ] = uv2i.v;
- offset_uv2 += 2;
- }
- }
- if( dirtyElements ) {
- faceArray[ offset_face ] = vertexIndex;
- faceArray[ offset_face + 1 ] = vertexIndex + 1;
- faceArray[ offset_face + 2 ] = vertexIndex + 2;
- offset_face += 3;
- lineArray[ offset_line ] = vertexIndex;
- lineArray[ offset_line + 1 ] = vertexIndex + 1;
- lineArray[ offset_line + 2 ] = vertexIndex;
- lineArray[ offset_line + 3 ] = vertexIndex + 2;
- lineArray[ offset_line + 4 ] = vertexIndex + 1;
- lineArray[ offset_line + 5 ] = vertexIndex + 2;
- offset_line += 6;
- vertexIndex += 3;
- }
- } else if ( face instanceof THREE.Face4 ) {
- if ( dirtyVertices ) {
- v1 = vertices[ face.a ].position;
- v2 = vertices[ face.b ].position;
- v3 = vertices[ face.c ].position;
- v4 = vertices[ face.d ].position;
- vertexArray[ offset ] = v1.x;
- vertexArray[ offset + 1 ] = v1.y;
- vertexArray[ offset + 2 ] = v1.z;
- vertexArray[ offset + 3 ] = v2.x;
- vertexArray[ offset + 4 ] = v2.y;
- vertexArray[ offset + 5 ] = v2.z;
- vertexArray[ offset + 6 ] = v3.x;
- vertexArray[ offset + 7 ] = v3.y;
- vertexArray[ offset + 8 ] = v3.z;
- vertexArray[ offset + 9 ] = v4.x;
- vertexArray[ offset + 10 ] = v4.y;
- vertexArray[ offset + 11 ] = v4.z;
- offset += 12;
- }
- if ( dirtyMorphTargets ) {
-
- for( vk = 0, vkl = morphTargets.length; vk < vkl; vk++ ) {
-
- v1 = morphTargets[ vk ].vertices[ face.a ].position;
- v2 = morphTargets[ vk ].vertices[ face.b ].position;
- v3 = morphTargets[ vk ].vertices[ face.c ].position;
- v4 = morphTargets[ vk ].vertices[ face.d ].position;
-
- vka = morphTargetsArrays[ vk ];
-
- vka[ offset_morphTarget + 0 ] = v1.x;
- vka[ offset_morphTarget + 1 ] = v1.y;
- vka[ offset_morphTarget + 2 ] = v1.z;
-
- vka[ offset_morphTarget + 3 ] = v2.x;
- vka[ offset_morphTarget + 4 ] = v2.y;
- vka[ offset_morphTarget + 5 ] = v2.z;
-
- vka[ offset_morphTarget + 6 ] = v3.x;
- vka[ offset_morphTarget + 7 ] = v3.y;
- vka[ offset_morphTarget + 8 ] = v3.z;
-
- vka[ offset_morphTarget + 9 ] = v4.x;
- vka[ offset_morphTarget + 10 ] = v4.y;
- vka[ offset_morphTarget + 11 ] = v4.z;
- }
- offset_morphTarget += 12;
-
- }
- if ( obj_skinWeights.length ) {
- // weights
- sw1 = obj_skinWeights[ face.a ];
- sw2 = obj_skinWeights[ face.b ];
- sw3 = obj_skinWeights[ face.c ];
- sw4 = obj_skinWeights[ face.d ];
- skinWeightArray[ offset_skin ] = sw1.x;
- skinWeightArray[ offset_skin + 1 ] = sw1.y;
- skinWeightArray[ offset_skin + 2 ] = sw1.z;
- skinWeightArray[ offset_skin + 3 ] = sw1.w;
- skinWeightArray[ offset_skin + 4 ] = sw2.x;
- skinWeightArray[ offset_skin + 5 ] = sw2.y;
- skinWeightArray[ offset_skin + 6 ] = sw2.z;
- skinWeightArray[ offset_skin + 7 ] = sw2.w;
- skinWeightArray[ offset_skin + 8 ] = sw3.x;
- skinWeightArray[ offset_skin + 9 ] = sw3.y;
- skinWeightArray[ offset_skin + 10 ] = sw3.z;
- skinWeightArray[ offset_skin + 11 ] = sw3.w;
- skinWeightArray[ offset_skin + 12 ] = sw4.x;
- skinWeightArray[ offset_skin + 13 ] = sw4.y;
- skinWeightArray[ offset_skin + 14 ] = sw4.z;
- skinWeightArray[ offset_skin + 15 ] = sw4.w;
- // indices
- si1 = obj_skinIndices[ face.a ];
- si2 = obj_skinIndices[ face.b ];
- si3 = obj_skinIndices[ face.c ];
- si4 = obj_skinIndices[ face.d ];
- skinIndexArray[ offset_skin ] = si1.x;
- skinIndexArray[ offset_skin + 1 ] = si1.y;
- skinIndexArray[ offset_skin + 2 ] = si1.z;
- skinIndexArray[ offset_skin + 3 ] = si1.w;
- skinIndexArray[ offset_skin + 4 ] = si2.x;
- skinIndexArray[ offset_skin + 5 ] = si2.y;
- skinIndexArray[ offset_skin + 6 ] = si2.z;
- skinIndexArray[ offset_skin + 7 ] = si2.w;
- skinIndexArray[ offset_skin + 8 ] = si3.x;
- skinIndexArray[ offset_skin + 9 ] = si3.y;
- skinIndexArray[ offset_skin + 10 ] = si3.z;
- skinIndexArray[ offset_skin + 11 ] = si3.w;
- skinIndexArray[ offset_skin + 12 ] = si4.x;
- skinIndexArray[ offset_skin + 13 ] = si4.y;
- skinIndexArray[ offset_skin + 14 ] = si4.z;
- skinIndexArray[ offset_skin + 15 ] = si4.w;
- // vertices A
- sa1 = obj_skinVerticesA[ face.a ];
- sa2 = obj_skinVerticesA[ face.b ];
- sa3 = obj_skinVerticesA[ face.c ];
- sa4 = obj_skinVerticesA[ face.d ];
- skinVertexAArray[ offset_skin ] = sa1.x;
- skinVertexAArray[ offset_skin + 1 ] = sa1.y;
- skinVertexAArray[ offset_skin + 2 ] = sa1.z;
- skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
- skinVertexAArray[ offset_skin + 4 ] = sa2.x;
- skinVertexAArray[ offset_skin + 5 ] = sa2.y;
- skinVertexAArray[ offset_skin + 6 ] = sa2.z;
- skinVertexAArray[ offset_skin + 7 ] = 1;
- skinVertexAArray[ offset_skin + 8 ] = sa3.x;
- skinVertexAArray[ offset_skin + 9 ] = sa3.y;
- skinVertexAArray[ offset_skin + 10 ] = sa3.z;
- skinVertexAArray[ offset_skin + 11 ] = 1;
- skinVertexAArray[ offset_skin + 12 ] = sa4.x;
- skinVertexAArray[ offset_skin + 13 ] = sa4.y;
- skinVertexAArray[ offset_skin + 14 ] = sa4.z;
- skinVertexAArray[ offset_skin + 15 ] = 1;
- // vertices B
- sb1 = obj_skinVerticesB[ face.a ];
- sb2 = obj_skinVerticesB[ face.b ];
- sb3 = obj_skinVerticesB[ face.c ];
- sb4 = obj_skinVerticesB[ face.d ];
- skinVertexBArray[ offset_skin ] = sb1.x;
- skinVertexBArray[ offset_skin + 1 ] = sb1.y;
- skinVertexBArray[ offset_skin + 2 ] = sb1.z;
- skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
- skinVertexBArray[ offset_skin + 4 ] = sb2.x;
- skinVertexBArray[ offset_skin + 5 ] = sb2.y;
- skinVertexBArray[ offset_skin + 6 ] = sb2.z;
- skinVertexBArray[ offset_skin + 7 ] = 1;
- skinVertexBArray[ offset_skin + 8 ] = sb3.x;
- skinVertexBArray[ offset_skin + 9 ] = sb3.y;
- skinVertexBArray[ offset_skin + 10 ] = sb3.z;
- skinVertexBArray[ offset_skin + 11 ] = 1;
- skinVertexBArray[ offset_skin + 12 ] = sb4.x;
- skinVertexBArray[ offset_skin + 13 ] = sb4.y;
- skinVertexBArray[ offset_skin + 14 ] = sb4.z;
- skinVertexBArray[ offset_skin + 15 ] = 1;
- offset_skin += 16;
- }
- if ( dirtyColors && vertexColorType ) {
- if ( vertexColors.length == 4 && vertexColorType == THREE.VertexColors ) {
- c1 = vertexColors[ 0 ];
- c2 = vertexColors[ 1 ];
- c3 = vertexColors[ 2 ];
- c4 = vertexColors[ 3 ];
- } else {
-
- c1 = faceColor;
- c2 = faceColor;
- c3 = faceColor;
- c4 = faceColor;
- }
- colorArray[ offset_color ] = c1.r;
- colorArray[ offset_color + 1 ] = c1.g;
- colorArray[ offset_color + 2 ] = c1.b;
- colorArray[ offset_color + 3 ] = c2.r;
- colorArray[ offset_color + 4 ] = c2.g;
- colorArray[ offset_color + 5 ] = c2.b;
- colorArray[ offset_color + 6 ] = c3.r;
- colorArray[ offset_color + 7 ] = c3.g;
- colorArray[ offset_color + 8 ] = c3.b;
- colorArray[ offset_color + 9 ] = c4.r;
- colorArray[ offset_color + 10 ] = c4.g;
- colorArray[ offset_color + 11 ] = c4.b;
- offset_color += 12;
- }
- if ( dirtyTangents && geometry.hasTangents ) {
- t1 = vertexTangents[ 0 ];
- t2 = vertexTangents[ 1 ];
- t3 = vertexTangents[ 2 ];
- t4 = vertexTangents[ 3 ];
- tangentArray[ offset_tangent ] = t1.x;
- tangentArray[ offset_tangent + 1 ] = t1.y;
- tangentArray[ offset_tangent + 2 ] = t1.z;
- tangentArray[ offset_tangent + 3 ] = t1.w;
- tangentArray[ offset_tangent + 4 ] = t2.x;
- tangentArray[ offset_tangent + 5 ] = t2.y;
- tangentArray[ offset_tangent + 6 ] = t2.z;
- tangentArray[ offset_tangent + 7 ] = t2.w;
- tangentArray[ offset_tangent + 8 ] = t3.x;
- tangentArray[ offset_tangent + 9 ] = t3.y;
- tangentArray[ offset_tangent + 10 ] = t3.z;
- tangentArray[ offset_tangent + 11 ] = t3.w;
- tangentArray[ offset_tangent + 12 ] = t4.x;
- tangentArray[ offset_tangent + 13 ] = t4.y;
- tangentArray[ offset_tangent + 14 ] = t4.z;
- tangentArray[ offset_tangent + 15 ] = t4.w;
- offset_tangent += 16;
- }
- if( dirtyNormals && normalType ) {
- if ( vertexNormals.length == 4 && needsSmoothNormals ) {
- for ( i = 0; i < 4; i ++ ) {
- vn = vertexNormals[ i ];
- normalArray[ offset_normal ] = vn.x;
- normalArray[ offset_normal + 1 ] = vn.y;
- normalArray[ offset_normal + 2 ] = vn.z;
- offset_normal += 3;
- }
- } else {
- for ( i = 0; i < 4; i ++ ) {
- normalArray[ offset_normal ] = faceNormal.x;
- normalArray[ offset_normal + 1 ] = faceNormal.y;
- normalArray[ offset_normal + 2 ] = faceNormal.z;
- offset_normal += 3;
- }
- }
- }
- if ( dirtyUvs && uv !== undefined && uvType ) {
- for ( i = 0; i < 4; i ++ ) {
- uvi = uv[ i ];
- uvArray[ offset_uv ] = uvi.u;
- uvArray[ offset_uv + 1 ] = uvi.v;
- offset_uv += 2;
- }
- }
- if ( dirtyUvs && uv2 !== undefined && uvType ) {
- for ( i = 0; i < 4; i ++ ) {
- uv2i = uv2[ i ];
- uv2Array[ offset_uv2 ] = uv2i.u;
- uv2Array[ offset_uv2 + 1 ] = uv2i.v;
- offset_uv2 += 2;
- }
- }
- if ( dirtyElements ) {
- faceArray[ offset_face ] = vertexIndex;
- faceArray[ offset_face + 1 ] = vertexIndex + 1;
- faceArray[ offset_face + 2 ] = vertexIndex + 3;
- faceArray[ offset_face + 3 ] = vertexIndex + 1;
- faceArray[ offset_face + 4 ] = vertexIndex + 2;
- faceArray[ offset_face + 5 ] = vertexIndex + 3;
- offset_face += 6;
- lineArray[ offset_line ] = vertexIndex;
- lineArray[ offset_line + 1 ] = vertexIndex + 1;
- lineArray[ offset_line + 2 ] = vertexIndex;
- lineArray[ offset_line + 3 ] = vertexIndex + 3;
- lineArray[ offset_line + 4 ] = vertexIndex + 1;
- lineArray[ offset_line + 5 ] = vertexIndex + 2;
- lineArray[ offset_line + 6 ] = vertexIndex + 2;
- lineArray[ offset_line + 7 ] = vertexIndex + 3;
- offset_line += 8;
- vertexIndex += 4;
- }
- }
- }
- if( obj_edgeFaces ) {
-
- for( f = 0, fl = obj_edgeFaces.length; f < fl; f++ ) {
-
- faceArray[ offset_face ] = obj_edgeFaces[ f ].a;
- faceArray[ offset_face + 1 ] = obj_edgeFaces[ f ].b;
- faceArray[ offset_face + 2 ] = obj_edgeFaces[ f ].c;
- faceArray[ offset_face + 3 ] = obj_edgeFaces[ f ].a;
- faceArray[ offset_face + 4 ] = obj_edgeFaces[ f ].c;
- faceArray[ offset_face + 5 ] = obj_edgeFaces[ f ].d;
- offset_face += 6;
- }
-
- }
- if ( dirtyVertices ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
- }
- if ( dirtyMorphTargets ) {
-
- for( vk = 0, vkl = morphTargets.length; vk < vkl; vk++ ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLMorphTargetsBuffers[ vk ] );
- _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
-
- }
- }
- if ( dirtyColors && offset_color > 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
- }
- if ( dirtyNormals ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLNormalBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
- }
- if ( dirtyTangents && geometry.hasTangents ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLTangentBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
- }
- if ( dirtyUvs && offset_uv > 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLUVBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
- }
- if ( dirtyUvs && offset_uv2 > 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLUV2Buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
- }
- if ( dirtyElements ) {
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webGLFaceBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webGLLineBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
- }
- if ( offset_skin > 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinVertexABuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinVertexBBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinIndicesBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinWeightsBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
- }
- };
- function setLineBuffers ( geometry, hint ) {
- var v, c, vertex, offset,
- vertices = geometry.vertices,
- colors = geometry.colors,
- vl = vertices.length,
- cl = colors.length,
- vertexArray = geometry.__vertexArray,
- colorArray = geometry.__colorArray,
- dirtyVertices = geometry.__dirtyVertices,
- dirtyColors = geometry.__dirtyColors;
- if ( dirtyVertices ) {
- for ( v = 0; v < vl; v++ ) {
- vertex = vertices[ v ].position;
- offset = v * 3;
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
- }
- if ( dirtyColors ) {
- for ( c = 0; c < cl; c++ ) {
- color = colors[ c ];
- offset = c * 3;
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
- }
- };
- function setRibbonBuffers ( geometry, hint ) {
- var v, c, vertex, offset,
- vertices = geometry.vertices,
- colors = geometry.colors,
- vl = vertices.length,
- cl = colors.length,
- vertexArray = geometry.__vertexArray,
- colorArray = geometry.__colorArray,
- dirtyVertices = geometry.__dirtyVertices,
- dirtyColors = geometry.__dirtyColors;
- if ( dirtyVertices ) {
- for ( v = 0; v < vl; v++ ) {
- vertex = vertices[ v ].position;
- offset = v * 3;
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
- }
- if ( dirtyColors ) {
- for ( c = 0; c < cl; c++ ) {
- color = colors[ c ];
- offset = c * 3;
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
- }
- };
- function setParticleBuffers ( geometry, hint, object ) {
- var v, c, vertex, offset,
- vertices = geometry.vertices,
- vl = vertices.length,
- colors = geometry.colors,
- cl = colors.length,
- vertexArray = geometry.__vertexArray,
- colorArray = geometry.__colorArray,
- sortArray = geometry.__sortArray,
- dirtyVertices = geometry.__dirtyVertices,
- dirtyElements = geometry.__dirtyElements,
- dirtyColors = geometry.__dirtyColors;
- if ( object.sortParticles ) {
- _projScreenMatrix.multiplySelf( object.matrixWorld );
- for ( v = 0; v < vl; v++ ) {
- vertex = vertices[ v ].position;
- _vector3.copy( vertex );
- _projScreenMatrix.multiplyVector3( _vector3 );
- sortArray[ v ] = [ _vector3.z, v ];
- }
- sortArray.sort( function(a,b) { return b[0] - a[0]; } );
- for ( v = 0; v < vl; v++ ) {
- vertex = vertices[ sortArray[v][1] ].position;
- offset = v * 3;
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
- }
- for ( c = 0; c < cl; c++ ) {
- offset = c * 3;
- color = colors[ sortArray[c][1] ];
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
- }
- } else {
- if ( dirtyVertices ) {
- for ( v = 0; v < vl; v++ ) {
- vertex = vertices[ v ].position;
- offset = v * 3;
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
- }
- }
- if ( dirtyColors ) {
- for ( c = 0; c < cl; c++ ) {
- color = colors[ c ];
- offset = c * 3;
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
- }
- }
- }
- if ( dirtyVertices || object.sortParticles ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
- }
- if ( dirtyColors || object.sortParticles ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
- }
- };
- function setMaterialShaders ( material, shaders ) {
- material.fragmentShader = shaders.fragmentShader;
- material.vertexShader = shaders.vertexShader;
- material.uniforms = Uniforms.clone( shaders.uniforms );
- };
- function refreshUniformsCommon ( uniforms, material ) {
- // premultiply alpha
- uniforms.diffuse.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
- // pure color
- //uniforms.color.value.setHex( material.color.hex );
- uniforms.opacity.value = material.opacity;
- uniforms.map.texture = material.map;
- uniforms.lightMap.texture = material.lightMap;
- uniforms.envMap.texture = material.envMap;
- uniforms.reflectivity.value = material.reflectivity;
- uniforms.refractionRatio.value = material.refractionRatio;
- uniforms.combine.value = material.combine;
- uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
- };
- function refreshUniformsLine ( uniforms, material ) {
- uniforms.diffuse.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
- uniforms.opacity.value = material.opacity;
- };
- function refreshUniformsParticle ( uniforms, material ) {
- uniforms.psColor.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
- uniforms.opacity.value = material.opacity;
- uniforms.size.value = material.size;
- uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
- uniforms.map.texture = material.map;
- };
- function refreshUniformsFog ( uniforms, fog ) {
- uniforms.fogColor.value.setHex( fog.color.hex );
- if ( fog instanceof THREE.Fog ) {
- uniforms.fogNear.value = fog.near;
- uniforms.fogFar.value = fog.far;
- } else if ( fog instanceof THREE.FogExp2 ) {
- uniforms.fogDensity.value = fog.density;
- }
- };
- function refreshUniformsPhong ( uniforms, material ) {
- //uniforms.ambient.value.setHex( material.ambient.hex );
- //uniforms.specular.value.setHex( material.specular.hex );
- uniforms.ambient.value.setRGB( material.ambient.r, material.ambient.g, material.ambient.b );
- uniforms.specular.value.setRGB( material.specular.r, material.specular.g, material.specular.b );
- uniforms.shininess.value = material.shininess;
- };
- function refreshUniformsLights ( uniforms, lights ) {
- uniforms.enableLighting.value = lights.directional.length + lights.point.length;
- uniforms.ambientLightColor.value = lights.ambient;
- uniforms.directionalLightColor.value = lights.directional.colors;
- uniforms.directionalLightDirection.value = lights.directional.positions;
- uniforms.pointLightColor.value = lights.point.colors;
- uniforms.pointLightPosition.value = lights.point.positions;
- };
- this.initMaterial = function ( material, lights, fog, object ) {
- var u, a, identifiers, i, parameters, maxLightCount, maxBones;
- if ( material instanceof THREE.MeshDepthMaterial ) {
- setMaterialShaders( material, THREE.ShaderLib[ 'depth' ] );
- } else if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
- setMaterialShaders( material, THREE.ShaderLib[ 'shadowVolumeDynamic' ] );
- } else if ( material instanceof THREE.MeshNormalMaterial ) {
- setMaterialShaders( material, THREE.ShaderLib[ 'normal' ] );
- } else if ( material instanceof THREE.MeshBasicMaterial ) {
- setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );
- } else if ( material instanceof THREE.MeshLambertMaterial ) {
- setMaterialShaders( material, THREE.ShaderLib[ 'lambert' ] );
- } else if ( material instanceof THREE.MeshPhongMaterial ) {
- setMaterialShaders( material, THREE.ShaderLib[ 'phong' ] );
- } else if ( material instanceof THREE.LineBasicMaterial ) {
- setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );
- } else if ( material instanceof THREE.ParticleBasicMaterial ) {
- setMaterialShaders( material, THREE.ShaderLib[ 'particle_basic' ] );
- }
- // heuristics to create shader parameters according to lights in the scene
- // (not to blow over maxLights budget)
- maxLightCount = allocateLights( lights, 4 );
- maxBones = allocateBones( object );
-
- parameters = { fog: fog, map: material.map, envMap: material.envMap, lightMap: material.lightMap, vertexColors: material.vertexColors,
- sizeAttenuation: material.sizeAttenuation,
- skinning: material.skinning,
- morphTargets: material.morphTargets,
- maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
- maxBones: maxBones };
- material.program = buildProgram( material.fragmentShader, material.vertexShader, parameters );
- // load uniforms
- identifiers = [ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
- 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
- ];
- for( u in material.uniforms ) {
- identifiers.push(u);
- }
- cacheUniformLocations( material.program, identifiers );
-
- // load attributes
-
- identifiers = [ "position", "normal", "uv", "uv2", "tangent", "color",
- "skinVertexA", "skinVertexB", "skinIndex", "skinWeight" ];
-
- for( i = 0; i < this.maxMorphTargets; i++ ) {
-
- identifiers.push( "morphTarget" + i );
- }
-
- for( a in material.attributes ) {
-
- identifiers.push( a );
- }
-
- cacheAttributeLocations( material.program, identifiers );
- var attributes = material.program.attributes;
- _gl.enableVertexAttribArray( attributes.position );
- if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
- if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
- if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
- if ( material.skinning &&
- attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
- attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
- _gl.enableVertexAttribArray( attributes.skinVertexA );
- _gl.enableVertexAttribArray( attributes.skinVertexB );
- _gl.enableVertexAttribArray( attributes.skinIndex );
- _gl.enableVertexAttribArray( attributes.skinWeight );
- }
-
- if ( material.morphTargets ) {
-
- material.numSupportedMorphTargets = 0;
-
- if( attributes.morphTarget0 >= 0 ) { _gl.enableVertexAttribArray( attributes.morphTarget0 ); material.numSupportedMorphTargets++ }
- if( attributes.morphTarget1 >= 0 ) { _gl.enableVertexAttribArray( attributes.morphTarget1 ); material.numSupportedMorphTargets++ }
- if( attributes.morphTarget2 >= 0 ) { _gl.enableVertexAttribArray( attributes.morphTarget2 ); material.numSupportedMorphTargets++ }
- if( attributes.morphTarget3 >= 0 ) { _gl.enableVertexAttribArray( attributes.morphTarget3 ); material.numSupportedMorphTargets++ }
- if( attributes.morphTarget4 >= 0 ) { _gl.enableVertexAttribArray( attributes.morphTarget4 ); material.numSupportedMorphTargets++ }
- if( attributes.morphTarget5 >= 0 ) { _gl.enableVertexAttribArray( attributes.morphTarget5 ); material.numSupportedMorphTargets++ }
- if( attributes.morphTarget6 >= 0 ) { _gl.enableVertexAttribArray( attributes.morphTarget6 ); material.numSupportedMorphTargets++ }
- if( attributes.morphTarget7 >= 0 ) { _gl.enableVertexAttribArray( attributes.morphTarget7 ); material.numSupportedMorphTargets++ }
-
- object.__webGLMorphTargetInfluences = new Float32Array( this.maxMorphTargets );
-
- for( var i = 0; i < this.maxMorphTargets; i++ ) {
-
- object.__webGLMorphTargetInfluences[ i ] = 0;
-
- }
-
- }
- };
- function setProgram( camera, lights, fog, material, object ) {
- if ( !material.program ) _this.initMaterial( material, lights, fog, object );
- var program = material.program,
- p_uniforms = program.uniforms,
- m_uniforms = material.uniforms;
- if( program != _oldProgram ) {
- _gl.useProgram( program );
- _oldProgram = program;
- }
- _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
- // refresh uniforms common to several materials
- if ( fog && (
- material instanceof THREE.MeshBasicMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.LineBasicMaterial ||
- material instanceof THREE.ParticleBasicMaterial )
- ) {
- refreshUniformsFog( m_uniforms, fog );
- }
- if ( material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material.lights ) {
- setupLights( program, lights );
- refreshUniformsLights( m_uniforms, _lights );
- }
- if ( material instanceof THREE.MeshBasicMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.MeshPhongMaterial ) {
- refreshUniformsCommon( m_uniforms, material );
- }
- // refresh single material specific uniforms
- if ( material instanceof THREE.LineBasicMaterial ) {
- refreshUniformsLine( m_uniforms, material );
- } else if ( material instanceof THREE.ParticleBasicMaterial ) {
- refreshUniformsParticle( m_uniforms, material );
- } else if ( material instanceof THREE.MeshPhongMaterial ) {
- refreshUniformsPhong( m_uniforms, material );
- } else if ( material instanceof THREE.MeshDepthMaterial ) {
- m_uniforms.mNear.value = camera.near;
- m_uniforms.mFar.value = camera.far;
- m_uniforms.opacity.value = material.opacity;
- } else if ( material instanceof THREE.MeshNormalMaterial ) {
- m_uniforms.opacity.value = material.opacity;
- }
- // load common uniforms
- loadUniformsGeneric( program, m_uniforms );
- loadUniformsMatrices( p_uniforms, object );
- // load material specific uniforms
- // (shader material also gets them for the sake of genericity)
- if ( material instanceof THREE.MeshShaderMaterial ||
- material instanceof THREE.MeshPhongMaterial ||
- material.envMap ) {
- _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
- }
- if ( material instanceof THREE.MeshShaderMaterial ||
- material.envMap ||
- material.skinning ) {
- _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
- }
- if ( material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.MeshShaderMaterial ||
- material.skinning ) {
- _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
- }
- if( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
-
- var dirLight = m_uniforms.directionalLightDirection.value;
-
- dirLight[ 0 ] = -lights.position.x;
- dirLight[ 1 ] = -lights.position.y;
- dirLight[ 2 ] = -lights.position.z;
-
- _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
- _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
- _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
- }
- if ( material.skinning ) {
- loadUniformsSkinning( p_uniforms, object );
- }
-
- return program;
- };
- function renderBuffer ( camera, lights, fog, material, geometryGroup, object ) {
- if ( material.opacity == 0 ) return;
- var program, attributes, linewidth, primitives;
- program = setProgram( camera, lights, fog, material, object );
- attributes = program.attributes;
- // vertices
- if ( !material.morphTargets ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLVertexBuffer );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
- } else {
-
- setupMorphTargets( material, geometryGroup, object );
-
- }
- // colors
- if ( attributes.color >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLColorBuffer );
- _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
- }
- // normals
- if ( attributes.normal >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLNormalBuffer );
- _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
- }
- // tangents
- if ( attributes.tangent >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLTangentBuffer );
- _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
- }
- // uvs
- if ( attributes.uv >= 0 ) {
- if ( geometryGroup.__webGLUVBuffer ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLUVBuffer );
- _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
- _gl.enableVertexAttribArray( attributes.uv );
- } else {
- _gl.disableVertexAttribArray( attributes.uv );
- }
- }
- if ( attributes.uv2 >= 0 ) {
- if ( geometryGroup.__webGLUV2Buffer ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLUV2Buffer );
- _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
- _gl.enableVertexAttribArray( attributes.uv2 );
- } else {
- _gl.disableVertexAttribArray( attributes.uv2 );
- }
- }
- if ( material.skinning &&
- attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
- attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinVertexABuffer );
- _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinVertexBBuffer );
- _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinIndicesBuffer );
- _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLSkinWeightsBuffer );
- _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
- }
- // render mesh
- if ( object instanceof THREE.Mesh ) {
- // wireframe
- if ( material.wireframe ) {
- _gl.lineWidth( material.wireframeLinewidth );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webGLLineBuffer );
- _gl.drawElements( _gl.LINES, geometryGroup.__webGLLineCount, _gl.UNSIGNED_SHORT, 0 );
- // triangles
- } else {
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webGLFaceBuffer );
- _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
- }
- // render lines
- } else if ( object instanceof THREE.Line ) {
- primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
- _gl.lineWidth( material.linewidth );
- _gl.drawArrays( primitives, 0, geometryGroup.__webGLLineCount );
- // render particles
- } else if ( object instanceof THREE.ParticleSystem ) {
- _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webGLParticleCount );
- // render ribbon
- } else if ( object instanceof THREE.Ribbon ) {
- _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webGLVertexCount );
- }
- };
- function setupMorphTargets( material, geometryGroup, object ) {
-
- // set base
-
- var attributes = material.program.attributes;
-
- if( object.morphTargetBase !== -1 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLMorphTargetsBuffers[ object.morphTargetBase ] );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
- } else {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLVertexBuffer );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
- }
-
-
- if( object.morphTargetForcedOrder.length ) {
- // set forced order
-
- var m = 0;
- var order = object.morphTargetForcedOrder;
- var influences = object.morphTargetInfluences;
-
- while( m < material.numSupportedMorphTargets && m < order.length ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLMorphTargetsBuffers[ order[ m ] ] );
- _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
-
- object.__webGLMorphTargetInfluences[ m ] = influences[ order[ m ]];
- m++;
- }
-
- } else {
-
- // find most influencing
-
- var used = [];
- var candidateInfluence = -1;
- var candidate = 0;
- var influences = object.morphTargetInfluences;
- var i, il = influences.length;
- var m = 0;
-
- if( object.morphTargetBase !== -1 ) {
-
- used[ object.morphTargetBase ] = true;
-
- }
-
- while( m < material.numSupportedMorphTargets ) {
-
- for( i = 0; i < il; i++ ) {
-
- if( !used[ i ] && influences[ i ] > candidateInfluence ) {
-
- candidate = i;
- candidateInfluence = influences[ candidate ];
- }
- }
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLMorphTargetsBuffers[ candidate ] );
- _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
-
- object.__webGLMorphTargetInfluences[ m ] = candidateInfluence;
-
- used[ candidate ] = 1;
- candidateInfluence = -1;
- m++;
- }
- }
- // load updated influences uniform
-
- _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webGLMorphTargetInfluences );
- }
- function renderBufferImmediate ( object, program ) {
- if ( ! object.__webGLVertexBuffer ) object.__webGLVertexBuffer = _gl.createBuffer();
- if ( ! object.__webGLNormalBuffer ) object.__webGLNormalBuffer = _gl.createBuffer();
- if ( object.hasPos ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
- _gl.enableVertexAttribArray( program.attributes.position );
- _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.hasNormal ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLNormalBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
- _gl.enableVertexAttribArray( program.attributes.normal );
- _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
- }
- _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
- object.count = 0;
- };
- function setObjectFaces ( object ) {
- if ( _oldDoubleSided != object.doubleSided ) {
- if( object.doubleSided ) {
- _gl.disable( _gl.CULL_FACE );
- } else {
- _gl.enable( _gl.CULL_FACE );
- }
- _oldDoubleSided = object.doubleSided;
- }
- if ( _oldFlipSided != object.flipSided ) {
- if( object.flipSided ) {
- _gl.frontFace( _gl.CW );
- } else {
- _gl.frontFace( _gl.CCW );
- }
- _oldFlipSided = object.flipSided;
- }
- };
- function setDepthTest ( test ) {
- if ( _oldDepth != test ) {
- if( test ) {
- _gl.enable( _gl.DEPTH_TEST );
- } else {
- _gl.disable( _gl.DEPTH_TEST );
- }
- _oldDepth = test;
- }
- };
- function computeFrustum ( m ) {
- _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
- _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
- _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
- _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
- _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
- _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
- var i, plane;
- for ( i = 0; i < 6; i ++ ) {
- plane = _frustum[ i ];
- plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
- }
- };
- function isInFrustum ( object ) {
- var distance, matrix = object.matrixWorld,
- radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
- for ( var i = 0; i < 6; i ++ ) {
- distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
- if ( distance <= radius ) return false;
- }
- return true;
- };
- function addToFixedArray ( where, what ) {
- where.list[ where.count ] = what;
- where.count += 1;
- };
- function unrollImmediateBufferMaterials ( globject ) {
- var i, l, m, ml, material,
- object = globject.object,
- opaque = globject.opaque,
- transparent = globject.transparent;
- transparent.count = 0;
- opaque.count = 0;
- for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
- material = object.materials[ m ];
- if ( ( material.opacity && material.opacity < 1.0 ) || material.blending != THREE.NormalBlending )
- addToFixedArray( transparent, material );
- else
- addToFixedArray( opaque, material );
- }
- };
- function unrollBufferMaterials ( globject ) {
- var i, l, m, ml, material, meshMaterial,
- object = globject.object,
- buffer = globject.buffer,
- opaque = globject.opaque,
- transparent = globject.transparent;
- transparent.count = 0;
- opaque.count = 0;
- for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
- meshMaterial = object.materials[ m ];
- if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
- for ( i = 0, l = buffer.materials.length; i < l; i++ ) {
- material = buffer.materials[ i ];
- if ( material ) {
- if ( ( material.opacity && material.opacity < 1.0 ) || material.blending != THREE.NormalBlending )
- addToFixedArray( transparent, material );
- else
- addToFixedArray( opaque, material );
- }
- }
- } else {
- material = meshMaterial;
- if ( ( material.opacity && material.opacity < 1.0 ) || material.blending != THREE.NormalBlending ) {
- addToFixedArray( transparent, material );
- } else {
- addToFixedArray( opaque, material );
- }
- }
- }
- };
- function painterSort ( a, b ) {
- return b.z - a.z;
- };
- this.render = function ( scene, camera, renderTarget, forceClear ) {
- var i, program, opaque, transparent, material,
- o, ol, oil, webglObject, object, buffer,
- lights = scene.lights,
- fog = scene.fog;
- camera.matrixAutoUpdate && camera.updateMatrix();
- scene.update( undefined, false, camera );
- camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
- camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
- _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
- computeFrustum( _projScreenMatrix );
- this.initWebGLObjects( scene );
- setRenderTarget( renderTarget );
- if ( this.autoClear || forceClear ) {
- this.clear();
- }
-
- // set matrices
- ol = scene.__webglObjects.length;
- for ( o = 0; o < ol; o++ ) {
- webglObject = scene.__webglObjects[ o ];
- object = webglObject.object;
- if ( object.visible ) {
- if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
- object.matrixWorld.flattenToArray( object._objectMatrixArray );
- setupMatrices( object, camera );
- unrollBufferMaterials( webglObject );
- webglObject.render = true;
- if ( this.sortObjects ) {
- _vector3.copy( object.position );
- _projScreenMatrix.multiplyVector3( _vector3 );
- webglObject.z = _vector3.z;
- }
- } else {
- webglObject.render = false;
- }
- } else {
- webglObject.render = false;
- }
- }
- if ( this.sortObjects ) {
- scene.__webglObjects.sort( painterSort );
- }
- oil = scene.__webglObjectsImmediate.length;
- for ( o = 0; o < oil; o++ ) {
- webglObject = scene.__webglObjectsImmediate[ o ];
- object = webglObject.object;
- if ( object.visible ) {
- if( object.matrixAutoUpdate ) {
- object.matrixWorld.flattenToArray( object._objectMatrixArray );
- }
- setupMatrices( object, camera );
- unrollImmediateBufferMaterials( webglObject );
- }
- }
- // opaque pass
- setBlending( THREE.NormalBlending );
- for ( o = 0; o < ol; o++ ) {
- webglObject = scene.__webglObjects[ o ];
- if ( webglObject.render ) {
- object = webglObject.object;
- buffer = webglObject.buffer;
- opaque = webglObject.opaque;
- setObjectFaces( object );
- for( i = 0; i < opaque.count; i++ ) {
- material = opaque.list[ i ];
- setDepthTest( material.depthTest );
- renderBuffer( camera, lights, fog, material, buffer, object );
- }
- }
- }
- // opaque pass (immediate simulator)
- for ( o = 0; o < oil; o++ ) {
- webglObject = scene.__webglObjectsImmediate[ o ];
- object = webglObject.object;
- if ( object.visible ) {
- opaque = webglObject.opaque;
- setObjectFaces( object );
- for( i = 0; i < opaque.count; i++ ) {
- material = opaque.list[ i ];
- setDepthTest( material.depthTest );
- program = setProgram( camera, lights, fog, material, object );
- object.render( function( object ) { renderBufferImmediate( object, program ); } );
- }
- }
- }
- // transparent pass
- for ( o = 0; o < ol; o++ ) {
- webglObject = scene.__webglObjects[ o ];
- if ( webglObject.render ) {
- object = webglObject.object;
- buffer = webglObject.buffer;
- transparent = webglObject.transparent;
- setObjectFaces( object );
- for( i = 0; i < transparent.count; i++ ) {
- material = transparent.list[ i ];
- setBlending( material.blending );
- setDepthTest( material.depthTest );
- renderBuffer( camera, lights, fog, material, buffer, object );
- }
- }
- }
- // transparent pass (immediate simulator)
- for ( o = 0; o < oil; o++ ) {
- webglObject = scene.__webglObjectsImmediate[ o ];
- object = webglObject.object;
- if ( object.visible ) {
- transparent = webglObject.transparent;
- setObjectFaces( object );
- for( i = 0; i < transparent.count; i++ ) {
- material = transparent.list[ i ];
- setBlending( material.blending );
- setDepthTest( material.depthTest );
- program = setProgram( camera, lights, fog, material, object );
- object.render( function( object ) { renderBufferImmediate( object, program ); } );
- }
- }
- }
- // render flares
-
- if( scene.__webglLensFlares.length ) {
-
- renderLensFlares( scene, renderTarget );
-
- }
- // render stencil shadows
- if( scene.__webglShadowVolumes.length && scene.lights.length ) {
- renderStencilShadows( scene );
-
- }
- // Generate mipmap if we're using any kind of mipmap filtering
- if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
- updateRenderTargetMipmap( renderTarget );
- }
- };
- /*
- * Render lens flares
- * Method: renders 9 0xff00ff-colored points scattered over the light source area,
- * reads these back and calculates occlusion.
- * Then LensFlare.updateLensFlares() is called to re-position and
- * update transparency of flares. Then they are rendered.
- *
- */
- function renderLensFlares() {
-
-
- }
- /*
- * Stencil Shadows
- * method: we're rendering the world in light, then the shadow
- * volumes into the stencil and last a big darkening
- * quad over the whole thing. This is not how "you're
- * supposed to" do stencil shadows but is much faster
- *
- */
- function renderStencilShadows( scene ) {
-
- // setup stencil
- _gl.enable( _gl.POLYGON_OFFSET_FILL );
- _gl.polygonOffset( 0.1, 1.0 );
- _gl.enable( _gl.STENCIL_TEST );
- _gl.depthMask( false );
- _gl.colorMask( false, false, false, false );
-
- _gl.stencilFunc( _gl.ALWAYS, 1, 0xFF );
- _gl.stencilOpSeparate( _gl.BACK, _gl.KEEP, _gl.INCR, _gl.KEEP );
- _gl.stencilOpSeparate( _gl.FRONT, _gl.KEEP, _gl.DECR, _gl.KEEP );
-
- // loop through all directional lights
-
- var l, ll = scene.lights.length;
- var p;
- var light, lights = scene.lights, geometryGroup;
- var dirLight = [];
- var program;
- var p_uniforms;
- var m_uniforms;
- var attributes;
- var o, ol = scene.__webglShadowVolumes.length;
-
- for( l = 0; l < ll; l++ ) {
-
- light = scene.lights[ l ];
-
- if( light instanceof THREE.DirectionalLight ) {
- dirLight[ 0 ] = -light.position.x;
- dirLight[ 1 ] = -light.position.y;
- dirLight[ 2 ] = -light.position.z;
-
- // render all volumes
-
- for( o = 0; o < ol; o++ ) {
-
- object = scene.__webglShadowVolumes[ o ].object;
- geometryGroup = scene.__webglShadowVolumes[ o ].buffer;
- material = object.materials[ 0 ];
- if ( !material.program ) _this.initMaterial( material, lights, undefined, object );
- program = material.program,
- p_uniforms = program.uniforms,
- m_uniforms = material.uniforms,
- attributes = program.attributes;
- if( _oldProgram !== program ) {
-
- _gl.useProgram( program );
- _oldProgram = program;
- _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
- _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
- _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
- }
- object.matrixWorld.flattenToArray( object._objectMatrixArray );
- _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLVertexBuffer );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webGLNormalBuffer );
- _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webGLFaceBuffer );
- _gl.cullFace( _gl.FRONT );
- _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
- _gl.cullFace( _gl.BACK );
- _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
-
- }
- }
- }
- // setup color+stencil
- _gl.disable( _gl.POLYGON_OFFSET_FILL );
- _gl.colorMask( true, true, true, true );
- _gl.stencilFunc( _gl.NOTEQUAL, 0, 0xFF );
- _gl.stencilOp( _gl.KEEP, _gl.KEEP, _gl.KEEP );
- _gl.disable( _gl.DEPTH_TEST );
- // draw darkening polygon
- _oldBlending = "";
- _oldProgram = _shadow.program;
- _gl.useProgram( _shadow.program );
- _gl.uniformMatrix4fv( _shadow.projectionLocation, false, _projectionMatrixArray );
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, _shadow.vertexBuffer );
- _gl.vertexAttribPointer( _shadow.vertexLocation, 3, _gl.FLOAT, false, 0, 0 );
- _gl.enableVertexAttribArray( _shadow.vertexLocation );
- _gl.enable( _gl.BLEND );
- _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
- _gl.blendEquation( _gl.FUNC_ADD );
-
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _shadow.elementBuffer );
- _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
- // disable stencil
- _gl.disable ( _gl.STENCIL_TEST );
- _gl.enable ( _gl.DEPTH_TEST );
- _gl.disable ( _gl.BLEND );
- _gl.depthMask( true );
- }
- function setupMatrices ( object, camera ) {
- object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
- THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
- };
- this.initWebGLObjects = function ( scene ) {
- if ( !scene.__webglObjects ) {
- scene.__webglObjects = [];
- scene.__webglObjectsImmediate = [];
- scene.__webglShadowVolumes = [];
- scene.__webglLensFlares = [];
- }
- while ( scene.__objectsAdded.length ) {
- addObject( scene.__objectsAdded[ 0 ], scene );
- scene.__objectsAdded.splice( 0, 1 );
- }
- while ( scene.__objectsRemoved.length ) {
- removeObject( scene.__objectsRemoved[ 0 ], scene );
- scene.__objectsRemoved.splice( 0, 1 );
- }
- // update must be called after objects adding / removal
- for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
- updateObject( scene.__webglObjects[ o ].object, scene );
- }
-
- for ( var o = 0, ol = scene.__webglShadowVolumes.length; o < ol; o ++ ) {
- updateObject( scene.__webglShadowVolumes[ o ].object, scene );
- }
-
- for ( var o = 0, ol = scene.__webglLensFlares.length; o < ol; o ++ ) {
- updateObject( scene.__webglLensFlares[ o ].object, scene );
- }
- };
- function addObject ( object, scene ) {
- var g, geometry, geometryGroup;
- if ( object._modelViewMatrix == undefined ) {
- object._modelViewMatrix = new THREE.Matrix4();
- object._normalMatrixArray = new Float32Array( 9 );
- object._modelViewMatrixArray = new Float32Array( 16 );
- object._objectMatrixArray = new Float32Array( 16 );
- object.matrixWorld.flattenToArray( object._objectMatrixArray );
- }
- if ( object instanceof THREE.Mesh ) {
- geometry = object.geometry;
- if ( geometry.geometryGroups == undefined ) {
- sortFacesByMaterial( geometry );
- }
- // create separate VBOs per geometry chunk
- for ( g in geometry.geometryGroups ) {
- geometryGroup = geometry.geometryGroups[ g ];
- // initialise VBO on the first access
- if ( ! geometryGroup.__webGLVertexBuffer ) {
- createMeshBuffers( geometryGroup );
- initMeshBuffers( geometryGroup, object );
- geometry.__dirtyVertices = true;
- geometry.__dirtyMorphTargets = true;
- geometry.__dirtyElements = true;
- geometry.__dirtyUvs = true;
- geometry.__dirtyNormals = true;
- geometry.__dirtyTangents = true;
- geometry.__dirtyColors = true;
- }
- // create separate wrapper per each use of VBO
- if( object instanceof THREE.ShadowVolume ) {
-
- addBuffer( scene.__webglShadowVolumes, geometryGroup, object );
-
- } else {
-
- addBuffer( scene.__webglObjects, geometryGroup, object );
-
- }
- }
- } else if ( object instanceof THREE.Ribbon ) {
- geometry = object.geometry;
- if( ! geometry.__webGLVertexBuffer ) {
- createRibbonBuffers( geometry );
- initRibbonBuffers( geometry );
- geometry.__dirtyVertices = true;
- geometry.__dirtyColors = true;
- }
- addBuffer( scene.__webglObjects, geometry, object );
- } else if ( object instanceof THREE.Line ) {
- geometry = object.geometry;
- if( ! geometry.__webGLVertexBuffer ) {
- createLineBuffers( geometry );
- initLineBuffers( geometry );
- geometry.__dirtyVertices = true;
- geometry.__dirtyColors = true;
- }
- addBuffer( scene.__webglObjects, geometry, object );
- } else if ( object instanceof THREE.ParticleSystem ) {
- geometry = object.geometry;
- if ( ! geometry.__webGLVertexBuffer ) {
- createParticleBuffers( geometry );
- initParticleBuffers( geometry );
- geometry.__dirtyVertices = true;
- geometry.__dirtyColors = true;
- }
- addBuffer( scene.__webglObjects, geometry, object );
- } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
- addBufferImmediate( scene.__webglObjectsImmediate, object );
- }/*else if ( object instanceof THREE.Particle ) {
- }*/
- };
- function updateObject ( object, scene ) {
- var g, geometry, geometryGroup;
- if ( object instanceof THREE.Mesh ) {
- geometry = object.geometry;
- // check all geometry groups
- for ( g in geometry.geometryGroups ) {
- geometryGroup = geometry.geometryGroups[ g ];
- if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
- geometry.__dirtyUvs || geometry.__dirtyNormals ||
- geometry.__dirtyColors || geometry.__dirtyTangents ) {
- setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW );
- }
- }
- geometry.__dirtyVertices = false;
- geometry.__dirtyMorphTargets = false;
- geometry.__dirtyElements = false;
- geometry.__dirtyUvs = false;
- geometry.__dirtyNormals = false;
- geometry.__dirtyTangents = false;
- geometry.__dirtyColors = false;
- } else if ( object instanceof THREE.Ribbon ) {
- geometry = object.geometry;
- if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
- setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
- }
- geometry.__dirtyVertices = false;
- geometry.__dirtyColors = false;
- } else if ( object instanceof THREE.Line ) {
- geometry = object.geometry;
- if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
- setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
- }
- geometry.__dirtyVertices = false;
- geometry.__dirtyColors = false;
- } else if ( object instanceof THREE.ParticleSystem ) {
- geometry = object.geometry;
- if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
- setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
- }
- geometry.__dirtyVertices = false;
- geometry.__dirtyColors = false;
- }/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
- // it updates itself in render callback
- } else if ( object instanceof THREE.Particle ) {
- }*/
- };
- function removeObject ( object, scene ) {
- var o, ol, zobject;
- for ( o = scene.__webglObjects.length - 1; o >= 0; o-- ) {
- zobject = scene.__webglObjects[ o ].object;
- if ( object == zobject ) {
- scene.__webglObjects.splice( o, 1 );
- }
- }
- };
- function sortFacesByMaterial ( geometry ) {
- // TODO
- // Should optimize by grouping faces with ColorFill / ColorStroke materials
- // which could then use vertex color attributes instead of each being
- // in its separate VBO
- var i, l, f, fl, face, material, materials, vertices, mhash, ghash, hash_map = {};
- var numMorphTargets = geometry.morphTargets !== undefined ? geometry.morphTargets.length : 0;
- geometry.geometryGroups = {};
- function materialHash( material ) {
- var hash_array = [];
- for ( i = 0, l = material.length; i < l; i++ ) {
- if ( material[ i ] == undefined ) {
- hash_array.push( "undefined" );
- } else {
- hash_array.push( material[ i ].id );
- }
- }
- return hash_array.join( '_' );
- }
- for ( f = 0, fl = geometry.faces.length; f < fl; f++ ) {
- face = geometry.faces[ f ];
- materials = face.materials;
- mhash = materialHash( materials );
- if ( hash_map[ mhash ] == undefined ) {
- hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };
- }
- ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
- if ( geometry.geometryGroups[ ghash ] == undefined ) {
- geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
- }
- vertices = face instanceof THREE.Face3 ? 3 : 4;
- if ( geometry.geometryGroups[ ghash ].vertices + vertices > 65535 ) {
- hash_map[ mhash ].counter += 1;
- ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
- if ( geometry.geometryGroups[ ghash ] == undefined ) {
- geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
- }
- }
- geometry.geometryGroups[ ghash ].faces.push( f );
- geometry.geometryGroups[ ghash ].vertices += vertices;
- }
- };
- function addBuffer ( objlist, buffer, object ) {
- objlist.push( { buffer: buffer, object: object,
- opaque: { list: [], count: 0 },
- transparent: { list: [], count: 0 }
- } );
- };
- function addBufferImmediate ( objlist, object ) {
- objlist.push( { object: object,
- opaque: { list: [], count: 0 },
- transparent: { list: [], count: 0 }
- } );
- };
- this.setFaceCulling = function ( cullFace, frontFace ) {
- if ( cullFace ) {
- if ( !frontFace || frontFace == "ccw" ) {
- _gl.frontFace( _gl.CCW );
- } else {
- _gl.frontFace( _gl.CW );
- }
- if( cullFace == "back" ) {
- _gl.cullFace( _gl.BACK );
- } else if( cullFace == "front" ) {
- _gl.cullFace( _gl.FRONT );
- } else {
- _gl.cullFace( _gl.FRONT_AND_BACK );
- }
- _gl.enable( _gl.CULL_FACE );
- } else {
- _gl.disable( _gl.CULL_FACE );
- }
- };
- this.supportsVertexTextures = function () {
- return maxVertexTextures() > 0;
- };
- function maxVertexTextures () {
- return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
- };
- function initGL ( antialias, clearColor, clearAlpha ) {
- try {
- if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: antialias, stencil:true } ) ) ) {
- throw 'Error creating WebGL context.';
- }
- } catch ( e ) {
- console.error( e );
- }
- _gl.clearColor( 0, 0, 0, 1 );
- _gl.clearDepth( 1 );
- _gl.enable( _gl.DEPTH_TEST );
- _gl.depthFunc( _gl.LEQUAL );
- _gl.frontFace( _gl.CCW );
- _gl.cullFace( _gl.BACK );
- _gl.enable( _gl.CULL_FACE );
- _gl.enable( _gl.BLEND );
- _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
- _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
- _cullEnabled = true;
- };
- function buildProgram ( fragmentShader, vertexShader, parameters ) {
-
- var program = _gl.createProgram(),
- prefix_fragment = [
- "#ifdef GL_ES",
- "precision highp float;",
- "#endif",
- "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
- "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
- parameters.fog ? "#define USE_FOG" : "",
- parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
- parameters.map ? "#define USE_MAP" : "",
- parameters.envMap ? "#define USE_ENVMAP" : "",
- parameters.lightMap ? "#define USE_LIGHTMAP" : "",
- parameters.vertexColors ? "#define USE_COLOR" : "",
- "uniform mat4 viewMatrix;",
- "uniform vec3 cameraPosition;",
- ""
- ].join("\n"),
- prefix_vertex = [
- maxVertexTextures() > 0 ? "#define VERTEX_TEXTURES" : "",
- "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
- "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
- "#define MAX_BONES " + parameters.maxBones,
- parameters.map ? "#define USE_MAP" : "",
- parameters.envMap ? "#define USE_ENVMAP" : "",
- parameters.lightMap ? "#define USE_LIGHTMAP" : "",
- parameters.vertexColors ? "#define USE_COLOR" : "",
- parameters.skinning ? "#define USE_SKINNING" : "",
- parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
- parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
- "uniform mat4 objectMatrix;",
- "uniform mat4 modelViewMatrix;",
- "uniform mat4 projectionMatrix;",
- "uniform mat4 viewMatrix;",
- "uniform mat3 normalMatrix;",
- "uniform vec3 cameraPosition;",
- "uniform mat4 cameraInverseMatrix;",
- "attribute vec3 position;",
- "attribute vec3 morphTarget0;",
- "attribute vec3 morphTarget1;",
- "attribute vec3 morphTarget2;",
- "attribute vec3 morphTarget3;",
- "attribute vec3 morphTarget4;",
- "attribute vec3 morphTarget5;",
- "attribute vec3 morphTarget6;",
- "attribute vec3 morphTarget7;",
- "attribute vec3 normal;",
- "attribute vec3 color;",
- "attribute vec2 uv;",
- "attribute vec2 uv2;",
- "attribute vec4 skinVertexA;",
- "attribute vec4 skinVertexB;",
- "attribute vec4 skinIndex;",
- "attribute vec4 skinWeight;",
- ""
- ].join("\n");
- _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
- _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
- _gl.linkProgram( program );
- if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
- console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
- }
- //console.log( prefix_fragment + fragmentShader );
- //console.log( prefix_vertex + vertexShader );
- program.uniforms = {};
- program.attributes = {};
- return program;
- };
- function loadUniformsSkinning ( uniforms, object ) {
- _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
- _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
- };
-
- function loadUniformsMatrices ( uniforms, object ) {
- _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
- _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
- };
- function loadUniformsGeneric ( program, uniforms ) {
- var u, uniform, value, type, location, texture;
- for( u in uniforms ) {
- location = program.uniforms[u];
- if ( !location ) continue;
- uniform = uniforms[u];
- type = uniform.type;
- value = uniform.value;
- if( type == "i" ) {
- _gl.uniform1i( location, value );
- } else if( type == "f" ) {
- _gl.uniform1f( location, value );
- } else if( type == "fv1" ) {
- _gl.uniform1fv( location, value );
- } else if( type == "fv" ) {
- _gl.uniform3fv( location, value );
- } else if( type == "v2" ) {
- _gl.uniform2f( location, value.x, value.y );
- } else if( type == "v3" ) {
- _gl.uniform3f( location, value.x, value.y, value.z );
- } else if( type == "c" ) {
- _gl.uniform3f( location, value.r, value.g, value.b );
- } else if( type == "t" ) {
- _gl.uniform1i( location, value );
- texture = uniform.texture;
- if ( !texture ) continue;
- if ( texture.image instanceof Array && texture.image.length == 6 ) {
- setCubeTexture( texture, value );
- } else {
- setTexture( texture, value );
- }
- }
- }
- };
- function setBlending ( blending ) {
- if ( blending != _oldBlending ) {
- switch ( blending ) {
- case THREE.AdditiveBlending:
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.ONE, _gl.ONE );
- break;
- case THREE.SubtractiveBlending:
- //_gl.blendEquation( _gl.FUNC_SUBTRACT );
- _gl.blendFunc( _gl.DST_COLOR, _gl.ZERO );
- break;
- case THREE.BillboardBlending:
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA);
- break;
- case THREE.ReverseSubtractiveBlending:
- _gl.blendEquation( _gl.FUNC_REVERSE_SUBTRACT );
- _gl.blendFunc( _gl.ONE, _gl.ONE );
- break;
- default:
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
- break;
- }
- _oldBlending = blending;
- }
- };
- function setTextureParameters ( textureType, texture, image ) {
- if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
- _gl.generateMipmap( textureType );
- } else {
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
-
- _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
- }
- };
-
- function setTexture ( texture, slot ) {
- if ( texture.needsUpdate ) {
- if ( !texture.__wasSetOnce ) {
- texture.__webGLTexture = _gl.createTexture();
- _gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
- _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
- texture.__wasSetOnce = true;
- } else {
- _gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
- _gl.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
- }
- setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
- _gl.bindTexture( _gl.TEXTURE_2D, null );
-
- texture.needsUpdate = false;
- }
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
- };
- function setCubeTexture ( texture, slot ) {
- if ( texture.image.length == 6 ) {
- if ( texture.needsUpdate ) {
-
- if ( !texture.__wasSetOnce ) {
- texture.image.__webGLTextureCube = _gl.createTexture();
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
- for ( var i = 0; i < 6; ++i ) {
- _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
- }
-
- texture.__wasSetOnce = true;
- } else {
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
- for ( var i = 0; i < 6; ++i ) {
- _gl.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
- }
- }
- setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[0] );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
- texture.needsUpdate = false;
-
- }
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
- }
- };
- function setRenderTarget ( renderTexture ) {
- if ( renderTexture && !renderTexture.__webGLFramebuffer ) {
- renderTexture.__webGLFramebuffer = _gl.createFramebuffer();
- renderTexture.__webGLRenderbuffer = _gl.createRenderbuffer();
- renderTexture.__webGLTexture = _gl.createTexture();
- // Setup renderbuffer
- _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webGLRenderbuffer );
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
- // Setup texture
- _gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webGLTexture );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrapS ) );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrapT ) );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.magFilter ) );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.minFilter ) );
- _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
- // Setup framebuffer
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webGLFramebuffer );
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webGLTexture, 0 );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webGLRenderbuffer );
- // Release everything
- _gl.bindTexture( _gl.TEXTURE_2D, null );
- _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
- }
- var framebuffer, width, height;
- if ( renderTexture ) {
- framebuffer = renderTexture.__webGLFramebuffer;
- width = renderTexture.width;
- height = renderTexture.height;
- } else {
- framebuffer = null;
- width = _viewportWidth;
- height = _viewportHeight;
- }
- if( framebuffer != _oldFramebuffer ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- _gl.viewport( _viewportX, _viewportY, width, height );
- _oldFramebuffer = framebuffer;
- }
- };
- function updateRenderTargetMipmap ( renderTarget ) {
- _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webGLTexture );
- _gl.generateMipmap( _gl.TEXTURE_2D );
- _gl.bindTexture( _gl.TEXTURE_2D, null );
- };
- function cacheUniformLocations ( program, identifiers ) {
- var i, l, id;
- for( i = 0, l = identifiers.length; i < l; i++ ) {
- id = identifiers[ i ];
- program.uniforms[ id ] = _gl.getUniformLocation( program, id );
- }
- };
- function cacheAttributeLocations ( program, identifiers ) {
- var i, l, id;
- for( i = 0, l = identifiers.length; i < l; i++ ) {
- id = identifiers[ i ];
- program.attributes[ id ] = _gl.getAttribLocation( program, id );
- }
- };
- function getShader ( type, string ) {
- var shader;
- if ( type == "fragment" ) {
- shader = _gl.createShader( _gl.FRAGMENT_SHADER );
- } else if ( type == "vertex" ) {
- shader = _gl.createShader( _gl.VERTEX_SHADER );
- }
- _gl.shaderSource( shader, string );
- _gl.compileShader( shader );
- if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
- console.error( _gl.getShaderInfoLog( shader ) );
- console.error( string );
- return null;
- }
- return shader;
- };
- // fallback filters for non-power-of-2 textures
- function filterFallback ( f ) {
- switch ( f ) {
- case THREE.NearestFilter:
- case THREE.NearestMipMapNearestFilter:
- case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
- case THREE.LinearFilter:
- case THREE.LinearMipMapNearestFilter:
- case THREE.LinearMipMapLinearFilter:
- default:
-
- return _gl.LINEAR; break;
- }
-
- };
-
- function paramThreeToGL ( p ) {
- switch ( p ) {
- case THREE.RepeatWrapping: return _gl.REPEAT; break;
- case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
- case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
- case THREE.NearestFilter: return _gl.NEAREST; break;
- case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
- case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
- case THREE.LinearFilter: return _gl.LINEAR; break;
- case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
- case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
- case THREE.ByteType: return _gl.BYTE; break;
- case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
- case THREE.ShortType: return _gl.SHORT; break;
- case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
- case THREE.IntType: return _gl.INT; break;
- case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
- case THREE.FloatType: return _gl.FLOAT; break;
- case THREE.AlphaFormat: return _gl.ALPHA; break;
- case THREE.RGBFormat: return _gl.RGB; break;
- case THREE.RGBAFormat: return _gl.RGBA; break;
- case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
- case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
- }
- return 0;
- };
- function isPowerOfTwo ( value ) {
- return ( value & ( value - 1 ) ) == 0;
- };
- function materialNeedsSmoothNormals ( material ) {
- return material && material.shading != undefined && material.shading == THREE.SmoothShading;
- };
- function bufferNeedsSmoothNormals ( geometryGroup, object ) {
- var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
- for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
- meshMaterial = object.materials[ m ];
- if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
- for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
- if ( materialNeedsSmoothNormals( geometryGroup.materials[ i ] ) ) {
- needsSmoothNormals = true;
- break;
- }
- }
- } else {
- if ( materialNeedsSmoothNormals( meshMaterial ) ) {
- needsSmoothNormals = true;
- break;
- }
- }
- if ( needsSmoothNormals ) break;
- }
- return needsSmoothNormals;
- };
- function unrollGroupMaterials( geometryGroup, object ) {
-
- var m, ml, i, il,
- material, meshMaterial,
- materials = [];
-
- for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
- meshMaterial = object.materials[ m ];
- if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
- for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
- material = geometryGroup.materials[ i ];
- if ( material ) {
-
- materials.push( material );
- }
- }
- } else {
- material = meshMaterial;
- if ( material ) {
- materials.push( material );
- }
- }
- }
-
- return materials;
- };
-
- function bufferGuessVertexColorType ( materials, geometryGroup, object ) {
-
- var i, m, ml = materials.length;
-
- // use vertexColor type from the first material in unrolled materials
-
- for ( i = 0; i < ml; i++ ) {
-
- m = materials[ i ];
-
- if ( m.vertexColors ) {
-
- return m.vertexColors;
- }
-
- }
-
- return false;
-
- };
- function bufferGuessNormalType ( materials, geometryGroup, object ) {
-
- var i, m, ml = materials.length;
-
- // only MeshBasicMaterial and MeshDepthMaterial don't need normals
-
- for ( i = 0; i < ml; i++ ) {
-
- m = materials[ i ];
-
- if ( ( m instanceof THREE.MeshBasicMaterial && !m.envMap ) || m instanceof THREE.MeshDepthMaterial ) continue;
-
- if ( materialNeedsSmoothNormals( m ) ) {
-
- return THREE.SmoothShading;
- } else {
- return THREE.FlatShading;
- }
- }
-
- return false;
-
- };
- function bufferGuessUVType ( materials, geometryGroup, object ) {
-
- var i, m, ml = materials.length;
-
- // material must use some texture to require uvs
-
- for ( i = 0; i < ml; i++ ) {
-
- m = materials[ i ];
-
- if ( m.map || m.lightMap || m instanceof THREE.MeshShaderMaterial ) {
-
- return true;
-
- }
-
- }
-
- return false;
-
- };
-
- function allocateBones ( object ) {
-
- // default for when object is not specified
- // ( for example when prebuilding shader
- // to be used with multiple objects )
- //
- // - leave some extra space for other uniforms
- // - limit here is ANGLE's 254 max uniform vectors
- // (up to 54 should be safe)
-
- var maxBones = 50;
-
- if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
-
- maxBones = object.bones.length;
- }
- return maxBones;
-
- };
-
- function allocateLights ( lights, maxLights ) {
- var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
- dirLights = pointLights = maxDirLights = maxPointLights = 0;
- for ( l = 0, ll = lights.length; l < ll; l++ ) {
- light = lights[ l ];
- if ( light instanceof THREE.DirectionalLight ) dirLights++;
- if ( light instanceof THREE.PointLight ) pointLights++;
- }
- if ( ( pointLights + dirLights ) <= maxLights ) {
- maxDirLights = dirLights;
- maxPointLights = pointLights;
- } else {
- maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
- maxPointLights = maxLights - maxDirLights;
- }
- return { 'directional' : maxDirLights, 'point' : maxPointLights };
- };
- /* DEBUG
- function getGLParams() {
- var params = {
- 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
- 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
- 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
- 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
- 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
- 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
- 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
- }
- return params;
- };
- function dumpObject( obj ) {
- var p, str = "";
- for ( p in obj ) {
- str += p + ": " + obj[p] + "\n";
- }
- return str;
- }
- */
- };
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