WebGLRenderer.js 128 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. // Currently you can use just up to 4 directional / point lights total.
  9. // Chrome barfs on shader linking when there are more than 4 lights :(
  10. // The problem comes from shader using too many varying vectors.
  11. // This is not GPU limitation as the same shader works ok in Firefox
  12. // and Chrome with "--use-gl=desktop" flag.
  13. // Difference comes from Chrome on Windows using by default ANGLE,
  14. // thus going DirectX9 route (while FF uses OpenGL).
  15. // See http://code.google.com/p/chromium/issues/detail?id=63491
  16. var _gl,
  17. _canvas = document.createElement( 'canvas' ),
  18. _programs = [],
  19. _currentProgram = null,
  20. _currentFramebuffer = null,
  21. _currentDepthMask = true,
  22. _this = this,
  23. // gl state cache
  24. _oldDoubleSided = null,
  25. _oldFlipSided = null,
  26. _oldBlending = null,
  27. _oldDepth = null,
  28. _cullEnabled = true,
  29. _viewportX = 0,
  30. _viewportY = 0,
  31. _viewportWidth = 0,
  32. _viewportHeight = 0,
  33. // camera matrices caches
  34. _frustum = [
  35. new THREE.Vector4(),
  36. new THREE.Vector4(),
  37. new THREE.Vector4(),
  38. new THREE.Vector4(),
  39. new THREE.Vector4(),
  40. new THREE.Vector4()
  41. ],
  42. _projScreenMatrix = new THREE.Matrix4(),
  43. _projectionMatrixArray = new Float32Array( 16 ),
  44. _viewMatrixArray = new Float32Array( 16 ),
  45. _vector3 = new THREE.Vector4(),
  46. // light arrays cache
  47. _lights = {
  48. ambient: [ 0, 0, 0 ],
  49. directional: { length: 0, colors: new Array(), positions: new Array() },
  50. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  51. },
  52. // parameters defaults
  53. stencil = true,
  54. antialias = true,
  55. clearColor = new THREE.Color( 0x000000 ),
  56. clearAlpha = 0;
  57. if ( parameters ) {
  58. if ( parameters.stencil != undefined ) stencil = parameters.stencil;
  59. if ( parameters.antialias !== undefined ) antialias = parameters.antialias;
  60. if ( parameters.clearColor !== undefined ) clearColor.setHex( parameters.clearColor );
  61. if ( parameters.clearAlpha !== undefined ) clearAlpha = parameters.clearAlpha;
  62. }
  63. this.maxMorphTargets = 8;
  64. this.domElement = _canvas;
  65. this.autoClear = true;
  66. this.sortObjects = true;
  67. initGL( antialias, clearColor, clearAlpha, stencil );
  68. this.context = _gl;
  69. // prepare stencil shadow polygon
  70. if ( stencil ) {
  71. var _stencilShadow = {};
  72. _stencilShadow.vertices = new Float32Array( 12 );
  73. _stencilShadow.faces = new Uint16Array( 6 );
  74. _stencilShadow.darkness = 0.5;
  75. _stencilShadow.vertices[ 0 * 3 + 0 ] = -20; _stencilShadow.vertices[ 0 * 3 + 1 ] = -20; _stencilShadow.vertices[ 0 * 3 + 2 ] = -1;
  76. _stencilShadow.vertices[ 1 * 3 + 0 ] = 20; _stencilShadow.vertices[ 1 * 3 + 1 ] = -20; _stencilShadow.vertices[ 1 * 3 + 2 ] = -1;
  77. _stencilShadow.vertices[ 2 * 3 + 0 ] = 20; _stencilShadow.vertices[ 2 * 3 + 1 ] = 20; _stencilShadow.vertices[ 2 * 3 + 2 ] = -1;
  78. _stencilShadow.vertices[ 3 * 3 + 0 ] = -20; _stencilShadow.vertices[ 3 * 3 + 1 ] = 20; _stencilShadow.vertices[ 3 * 3 + 2 ] = -1;
  79. _stencilShadow.faces[ 0 ] = 0; _stencilShadow.faces[ 1 ] = 1; _stencilShadow.faces[ 2 ] = 2;
  80. _stencilShadow.faces[ 3 ] = 0; _stencilShadow.faces[ 4 ] = 2; _stencilShadow.faces[ 5 ] = 3;
  81. _stencilShadow.vertexBuffer = _gl.createBuffer();
  82. _stencilShadow.elementBuffer = _gl.createBuffer();
  83. _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
  84. _gl.bufferData( _gl.ARRAY_BUFFER, _stencilShadow.vertices, _gl.STATIC_DRAW );
  85. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
  86. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.faces, _gl.STATIC_DRAW );
  87. _stencilShadow.program = _gl.createProgram();
  88. _gl.attachShader( _stencilShadow.program, getShader( "fragment", THREE.ShaderLib.shadowPost.fragmentShader ));
  89. _gl.attachShader( _stencilShadow.program, getShader( "vertex", THREE.ShaderLib.shadowPost.vertexShader ));
  90. _gl.linkProgram( _stencilShadow.program );
  91. _stencilShadow.vertexLocation = _gl.getAttribLocation ( _stencilShadow.program, "position" );
  92. _stencilShadow.projectionLocation = _gl.getUniformLocation( _stencilShadow.program, "projectionMatrix" );
  93. _stencilShadow.darknessLocation = _gl.getUniformLocation( _stencilShadow.program, "darkness" );
  94. }
  95. // prepare lens flare
  96. var _lensFlare = {};
  97. var i;
  98. _lensFlare.vertices = new Float32Array( 8 + 8 );
  99. _lensFlare.faces = new Uint16Array( 6 );
  100. i = 0;
  101. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
  102. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
  103. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
  104. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
  105. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  106. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  107. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
  108. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
  109. i = 0;
  110. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
  111. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
  112. _lensFlare.vertexBuffer = _gl.createBuffer();
  113. _lensFlare.elementBuffer = _gl.createBuffer();
  114. _lensFlare.tempTexture = _gl.createTexture();
  115. _lensFlare.occlusionTexture = _gl.createTexture();
  116. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  117. _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
  118. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  119. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
  120. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  121. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
  122. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  123. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  124. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  125. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  126. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  127. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  128. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  129. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  130. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  131. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  132. if( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
  133. _lensFlare.hasVertexTexture = false;
  134. _lensFlare.program = _gl.createProgram();
  135. _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlare.fragmentShader ));
  136. _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlare.vertexShader ));
  137. _gl.linkProgram( _lensFlare.program );
  138. } else {
  139. _lensFlare.hasVertexTexture = true;
  140. _lensFlare.program = _gl.createProgram();
  141. _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlareVertexTexture.fragmentShader ));
  142. _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlareVertexTexture.vertexShader ));
  143. _gl.linkProgram( _lensFlare.program );
  144. }
  145. _lensFlare.attributes = {};
  146. _lensFlare.uniforms = {};
  147. _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
  148. _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "UV" );
  149. _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
  150. _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
  151. _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
  152. _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
  153. _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
  154. _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
  155. _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
  156. _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  157. _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  158. // prepare sprites
  159. _sprite = {};
  160. _sprite.vertices = new Float32Array( 8 + 8 );
  161. _sprite.faces = new Uint16Array( 6 );
  162. i = 0;
  163. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex
  164. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv... etc.
  165. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1;
  166. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0;
  167. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1;
  168. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1;
  169. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;
  170. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1;
  171. i = 0;
  172. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
  173. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
  174. _sprite.vertexBuffer = _gl.createBuffer();
  175. _sprite.elementBuffer = _gl.createBuffer();
  176. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  177. _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
  178. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  179. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
  180. _sprite.program = _gl.createProgram();
  181. _gl.attachShader( _sprite.program, getShader( "fragment", THREE.ShaderLib.sprite.fragmentShader ));
  182. _gl.attachShader( _sprite.program, getShader( "vertex", THREE.ShaderLib.sprite.vertexShader ));
  183. _gl.linkProgram( _sprite.program );
  184. _sprite.attributes = {};
  185. _sprite.uniforms = {};
  186. _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
  187. _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
  188. _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
  189. _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
  190. _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
  191. _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
  192. _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
  193. _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
  194. _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
  195. _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
  196. _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
  197. _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
  198. _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
  199. _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
  200. _gl.enableVertexAttribArray( _sprite.attributes.position );
  201. _gl.enableVertexAttribArray( _sprite.attributes.uv );
  202. this.setSize = function ( width, height ) {
  203. _canvas.width = width;
  204. _canvas.height = height;
  205. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  206. };
  207. this.setViewport = function ( x, y, width, height ) {
  208. _viewportX = x;
  209. _viewportY = y;
  210. _viewportWidth = width;
  211. _viewportHeight = height;
  212. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  213. };
  214. this.setScissor = function ( x, y, width, height ) {
  215. _gl.scissor( x, y, width, height );
  216. };
  217. this.enableScissorTest = function ( enable ) {
  218. if ( enable )
  219. _gl.enable( _gl.SCISSOR_TEST );
  220. else
  221. _gl.disable( _gl.SCISSOR_TEST );
  222. };
  223. this.enableDepthBufferWrite = function ( enable ) {
  224. _currentDepthMask = enable;
  225. _gl.depthMask( enable );
  226. };
  227. this.setClearColorHex = function ( hex, alpha ) {
  228. var color = new THREE.Color( hex );
  229. _gl.clearColor( color.r, color.g, color.b, alpha );
  230. };
  231. this.setClearColor = function ( color, alpha ) {
  232. _gl.clearColor( color.r, color.g, color.b, alpha );
  233. };
  234. this.clear = function () {
  235. _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT | _gl.STENCIL_BUFFER_BIT );
  236. };
  237. this.setStencilShadowDarkness = function( value ) {
  238. _stencilShadow.darkness = value;
  239. };
  240. function setupLights ( program, lights ) {
  241. var l, ll, light, r = 0, g = 0, b = 0,
  242. color, position, intensity, distance,
  243. zlights = _lights,
  244. dcolors = zlights.directional.colors,
  245. dpositions = zlights.directional.positions,
  246. pcolors = zlights.point.colors,
  247. ppositions = zlights.point.positions,
  248. pdistances = zlights.point.distances,
  249. dlength = 0,
  250. plength = 0,
  251. doffset = 0,
  252. poffset = 0;
  253. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  254. light = lights[ l ];
  255. color = light.color;
  256. position = light.position;
  257. intensity = light.intensity;
  258. distance = light.distance;
  259. if ( light instanceof THREE.AmbientLight ) {
  260. r += color.r;
  261. g += color.g;
  262. b += color.b;
  263. } else if ( light instanceof THREE.DirectionalLight ) {
  264. doffset = dlength * 3;
  265. dcolors[ doffset ] = color.r * intensity;
  266. dcolors[ doffset + 1 ] = color.g * intensity;
  267. dcolors[ doffset + 2 ] = color.b * intensity;
  268. dpositions[ doffset ] = position.x;
  269. dpositions[ doffset + 1 ] = position.y;
  270. dpositions[ doffset + 2 ] = position.z;
  271. dlength += 1;
  272. } else if( light instanceof THREE.PointLight ) {
  273. poffset = plength * 3;
  274. pcolors[ poffset ] = color.r * intensity;
  275. pcolors[ poffset + 1 ] = color.g * intensity;
  276. pcolors[ poffset + 2 ] = color.b * intensity;
  277. ppositions[ poffset ] = position.x;
  278. ppositions[ poffset + 1 ] = position.y;
  279. ppositions[ poffset + 2 ] = position.z;
  280. pdistances[ plength ] = distance;
  281. plength += 1;
  282. }
  283. }
  284. // null eventual remains from removed lights
  285. // (this is to avoid if in shader)
  286. for( l = dlength * 3; l < dcolors.length; l++ ) dcolors[ l ] = 0.0;
  287. for( l = plength * 3; l < pcolors.length; l++ ) pcolors[ l ] = 0.0;
  288. zlights.point.length = plength;
  289. zlights.directional.length = dlength;
  290. zlights.ambient[ 0 ] = r;
  291. zlights.ambient[ 1 ] = g;
  292. zlights.ambient[ 2 ] = b;
  293. };
  294. function createParticleBuffers ( geometry ) {
  295. geometry.__webglVertexBuffer = _gl.createBuffer();
  296. geometry.__webglColorBuffer = _gl.createBuffer();
  297. };
  298. function createLineBuffers( geometry ) {
  299. geometry.__webglVertexBuffer = _gl.createBuffer();
  300. geometry.__webglColorBuffer = _gl.createBuffer();
  301. };
  302. function createRibbonBuffers( geometry ) {
  303. geometry.__webglVertexBuffer = _gl.createBuffer();
  304. geometry.__webglColorBuffer = _gl.createBuffer();
  305. };
  306. function createMeshBuffers( geometryGroup ) {
  307. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  308. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  309. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  310. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  311. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  312. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  313. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  314. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  315. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  316. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  317. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  318. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  319. if ( geometryGroup.numMorphTargets ) {
  320. var m, ml;
  321. geometryGroup.__webglMorphTargetsBuffers = [];
  322. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  323. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  324. }
  325. }
  326. };
  327. function initLineBuffers ( geometry ) {
  328. var nvertices = geometry.vertices.length;
  329. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  330. geometry.__colorArray = new Float32Array( nvertices * 3 );
  331. geometry.__webglLineCount = nvertices;
  332. };
  333. function initRibbonBuffers ( geometry ) {
  334. var nvertices = geometry.vertices.length;
  335. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  336. geometry.__colorArray = new Float32Array( nvertices * 3 );
  337. geometry.__webglVertexCount = nvertices;
  338. };
  339. function initParticleBuffers ( geometry ) {
  340. var nvertices = geometry.vertices.length;
  341. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  342. geometry.__colorArray = new Float32Array( nvertices * 3 );
  343. geometry.__sortArray = [];
  344. geometry.__webglParticleCount = nvertices;
  345. };
  346. function initMeshBuffers ( geometryGroup, object ) {
  347. var f, fl, fi, face,
  348. m, ml, size,
  349. nvertices = 0, ntris = 0, nlines = 0,
  350. uvType,
  351. vertexColorType,
  352. normalType,
  353. materials,
  354. attribute,
  355. geometry = object.geometry,
  356. obj_faces = geometry.faces,
  357. chunk_faces = geometryGroup.faces;
  358. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  359. fi = chunk_faces[ f ];
  360. face = obj_faces[ fi ];
  361. if ( face instanceof THREE.Face3 ) {
  362. nvertices += 3;
  363. ntris += 1;
  364. nlines += 3;
  365. } else if ( face instanceof THREE.Face4 ) {
  366. nvertices += 4;
  367. ntris += 2;
  368. nlines += 4;
  369. }
  370. }
  371. materials = unrollGroupMaterials( geometryGroup, object );
  372. uvType = bufferGuessUVType( materials, geometryGroup, object );
  373. normalType = bufferGuessNormalType( materials, geometryGroup, object );
  374. vertexColorType = bufferGuessVertexColorType( materials, geometryGroup, object );
  375. //console.log("uvType",uvType, "normalType",normalType, "vertexColorType",vertexColorType, object, geometryGroup, materials );
  376. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  377. if ( normalType ) {
  378. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  379. }
  380. if ( geometry.hasTangents ) {
  381. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  382. }
  383. if ( vertexColorType ) {
  384. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  385. }
  386. if ( uvType ) {
  387. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  388. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  389. }
  390. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  391. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  392. }
  393. }
  394. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  395. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  396. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  397. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  398. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  399. }
  400. geometryGroup.__faceArray = new Uint16Array( ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 ));
  401. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  402. if ( geometryGroup.numMorphTargets ) {
  403. geometryGroup.__morphTargetsArrays = [];
  404. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  405. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  406. }
  407. }
  408. geometryGroup.__needsSmoothNormals = ( normalType == THREE.SmoothShading );
  409. geometryGroup.__uvType = uvType;
  410. geometryGroup.__vertexColorType = vertexColorType;
  411. geometryGroup.__normalType = normalType;
  412. geometryGroup.__webglFaceCount = ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 );
  413. geometryGroup.__webglLineCount = nlines * 2;
  414. // custom attributes
  415. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  416. if ( materials[ m ].attributes ) {
  417. geometryGroup.__webglCustomAttributes = {};
  418. for ( a in materials[ m ].attributes ) {
  419. attribute = materials[ m ].attributes[ a ];
  420. size = 1; // "f" and "i"
  421. if( attribute.type === "v2" ) size = 2;
  422. else if( attribute.type === "v3" ) size = 3;
  423. else if( attribute.type === "v4" ) size = 4;
  424. else if( attribute.type === "c" ) size = 3;
  425. attribute.size = size;
  426. attribute.needsUpdate = true;
  427. attribute.array = new Float32Array( nvertices * size );
  428. attribute.buffer = _gl.createBuffer();
  429. geometryGroup.__webglCustomAttributes[ a ] = attribute;
  430. }
  431. }
  432. }
  433. };
  434. function setMeshBuffers ( geometryGroup, object, hint ) {
  435. var f, fl, fi, face,
  436. vertexNormals, faceNormal, normal,
  437. vertexColors, faceColor,
  438. vertexTangents,
  439. uvType, vertexColorType, normalType,
  440. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  441. c1, c2, c3, c4,
  442. sw1, sw2, sw3, sw4,
  443. si1, si2, si3, si4,
  444. sa1, sa2, sa3, sa4,
  445. sb1, sb2, sb3, sb4,
  446. m, ml, i,
  447. vn, uvi, uv2i,
  448. vk, vkl, vka,
  449. a,
  450. vertexIndex = 0,
  451. offset = 0,
  452. offset_uv = 0,
  453. offset_uv2 = 0,
  454. offset_face = 0,
  455. offset_normal = 0,
  456. offset_tangent = 0,
  457. offset_line = 0,
  458. offset_color = 0,
  459. offset_skin = 0,
  460. offset_morphTarget = 0,
  461. offset_custom = 0,
  462. offset_customSrc = 0,
  463. vertexArray = geometryGroup.__vertexArray,
  464. uvArray = geometryGroup.__uvArray,
  465. uv2Array = geometryGroup.__uv2Array,
  466. normalArray = geometryGroup.__normalArray,
  467. tangentArray = geometryGroup.__tangentArray,
  468. colorArray = geometryGroup.__colorArray,
  469. skinVertexAArray = geometryGroup.__skinVertexAArray,
  470. skinVertexBArray = geometryGroup.__skinVertexBArray,
  471. skinIndexArray = geometryGroup.__skinIndexArray,
  472. skinWeightArray = geometryGroup.__skinWeightArray,
  473. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  474. customAttributes = geometryGroup.__webglCustomAttributes,
  475. customAttribute,
  476. faceArray = geometryGroup.__faceArray,
  477. lineArray = geometryGroup.__lineArray,
  478. needsSmoothNormals = geometryGroup.__needsSmoothNormals,
  479. vertexColorType = geometryGroup.__vertexColorType,
  480. uvType = geometryGroup.__uvType,
  481. normalType = geometryGroup.__normalType,
  482. geometry = object.geometry, // this is shared for all chunks
  483. dirtyVertices = geometry.__dirtyVertices,
  484. dirtyElements = geometry.__dirtyElements,
  485. dirtyUvs = geometry.__dirtyUvs,
  486. dirtyNormals = geometry.__dirtyNormals,
  487. dirtyTangents = geometry.__dirtyTangents,
  488. dirtyColors = geometry.__dirtyColors,
  489. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  490. vertices = geometry.vertices,
  491. chunk_faces = geometryGroup.faces,
  492. obj_faces = geometry.faces,
  493. obj_uvs = geometry.faceVertexUvs[ 0 ],
  494. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  495. obj_colors = geometry.colors,
  496. obj_skinVerticesA = geometry.skinVerticesA,
  497. obj_skinVerticesB = geometry.skinVerticesB,
  498. obj_skinIndices = geometry.skinIndices,
  499. obj_skinWeights = geometry.skinWeights,
  500. obj_edgeFaces = object instanceof THREE.ShadowVolume ? geometry.edgeFaces : undefined;
  501. morphTargets = geometry.morphTargets;
  502. if ( customAttributes ) {
  503. for ( a in customAttributes ) {
  504. customAttributes[ a ].offset = 0;
  505. customAttributes[ a ].offsetSrc = 0;
  506. }
  507. }
  508. for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
  509. fi = chunk_faces[ f ];
  510. face = obj_faces[ fi ];
  511. if ( obj_uvs ) {
  512. uv = obj_uvs[ fi ];
  513. }
  514. if ( obj_uvs2 ) {
  515. uv2 = obj_uvs2[ fi ];
  516. }
  517. vertexNormals = face.vertexNormals;
  518. faceNormal = face.normal;
  519. vertexColors = face.vertexColors;
  520. faceColor = face.color;
  521. vertexTangents = face.vertexTangents;
  522. if ( face instanceof THREE.Face3 ) {
  523. if ( dirtyVertices ) {
  524. v1 = vertices[ face.a ].position;
  525. v2 = vertices[ face.b ].position;
  526. v3 = vertices[ face.c ].position;
  527. vertexArray[ offset ] = v1.x;
  528. vertexArray[ offset + 1 ] = v1.y;
  529. vertexArray[ offset + 2 ] = v1.z;
  530. vertexArray[ offset + 3 ] = v2.x;
  531. vertexArray[ offset + 4 ] = v2.y;
  532. vertexArray[ offset + 5 ] = v2.z;
  533. vertexArray[ offset + 6 ] = v3.x;
  534. vertexArray[ offset + 7 ] = v3.y;
  535. vertexArray[ offset + 8 ] = v3.z;
  536. offset += 9;
  537. }
  538. if ( customAttributes ) {
  539. for ( a in customAttributes ) {
  540. customAttribute = customAttributes[ a ];
  541. if ( customAttribute.needsUpdate ) {
  542. offset_custom = customAttribute.offset;
  543. offset_customSrc = customAttribute.offsetSrc;
  544. if( customAttribute.size === 1 ) {
  545. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  546. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
  547. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  548. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  549. } else if( customAttribute.boundTo === "faces" ) {
  550. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
  551. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
  552. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  553. customAttribute.offsetSrc++;
  554. } else if( customAttribute.boundTo === "faceVertices" ) {
  555. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
  556. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  557. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  558. customAttribute.offsetSrc += 3;
  559. }
  560. customAttribute.offset += 3;
  561. } else {
  562. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  563. v1 = customAttribute.value[ face.a ];
  564. v2 = customAttribute.value[ face.b ];
  565. v3 = customAttribute.value[ face.c ];
  566. } else if( customAttribute.boundTo === "faces" ) {
  567. v1 = customAttribute.value[ offset_customSrc ];
  568. v2 = customAttribute.value[ offset_customSrc ];
  569. v3 = customAttribute.value[ offset_customSrc ];
  570. customAttribute.offsetSrc++;
  571. } else if( customAttribute.boundTo === "faceVertices" ) {
  572. v1 = customAttribute.value[ offset_customSrc + 0 ];
  573. v2 = customAttribute.value[ offset_customSrc + 1 ];
  574. v3 = customAttribute.value[ offset_customSrc + 2 ];
  575. customAttribute.offsetSrc += 3;
  576. }
  577. if( customAttribute.size === 2 ) {
  578. customAttribute.array[ offset_custom + 0 ] = v1.x;
  579. customAttribute.array[ offset_custom + 1 ] = v1.y;
  580. customAttribute.array[ offset_custom + 2 ] = v2.x;
  581. customAttribute.array[ offset_custom + 3 ] = v2.y;
  582. customAttribute.array[ offset_custom + 4 ] = v3.x;
  583. customAttribute.array[ offset_custom + 5 ] = v3.y;
  584. customAttribute.offset += 6;
  585. } else if( customAttribute.size === 3 ) {
  586. if( customAttribute.type === "c" ) {
  587. customAttribute.array[ offset_custom + 0 ] = v1.r;
  588. customAttribute.array[ offset_custom + 1 ] = v1.g;
  589. customAttribute.array[ offset_custom + 2 ] = v1.b;
  590. customAttribute.array[ offset_custom + 3 ] = v2.r;
  591. customAttribute.array[ offset_custom + 4 ] = v2.g;
  592. customAttribute.array[ offset_custom + 5 ] = v2.b;
  593. customAttribute.array[ offset_custom + 6 ] = v3.r;
  594. customAttribute.array[ offset_custom + 7 ] = v3.g;
  595. customAttribute.array[ offset_custom + 8 ] = v3.b;
  596. } else {
  597. customAttribute.array[ offset_custom + 0 ] = v1.x;
  598. customAttribute.array[ offset_custom + 1 ] = v1.y;
  599. customAttribute.array[ offset_custom + 2 ] = v1.z;
  600. customAttribute.array[ offset_custom + 3 ] = v2.x;
  601. customAttribute.array[ offset_custom + 4 ] = v2.y;
  602. customAttribute.array[ offset_custom + 5 ] = v2.z;
  603. customAttribute.array[ offset_custom + 6 ] = v3.x;
  604. customAttribute.array[ offset_custom + 7 ] = v3.y;
  605. customAttribute.array[ offset_custom + 8 ] = v3.z;
  606. }
  607. customAttribute.offset += 9;
  608. } else {
  609. customAttribute.array[ offset_custom + 0 ] = v1.x;
  610. customAttribute.array[ offset_custom + 1 ] = v1.y;
  611. customAttribute.array[ offset_custom + 2 ] = v1.z;
  612. customAttribute.array[ offset_custom + 3 ] = v1.w;
  613. customAttribute.array[ offset_custom + 4 ] = v2.x;
  614. customAttribute.array[ offset_custom + 5 ] = v2.y;
  615. customAttribute.array[ offset_custom + 6 ] = v2.z;
  616. customAttribute.array[ offset_custom + 7 ] = v2.w;
  617. customAttribute.array[ offset_custom + 8 ] = v3.x;
  618. customAttribute.array[ offset_custom + 9 ] = v3.y;
  619. customAttribute.array[ offset_custom + 10 ] = v3.z;
  620. customAttribute.array[ offset_custom + 11 ] = v3.w;
  621. customAttribute.offset += 12;
  622. }
  623. }
  624. }
  625. }
  626. }
  627. if ( dirtyMorphTargets ) {
  628. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  629. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  630. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  631. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  632. vka = morphTargetsArrays[ vk ];
  633. vka[ offset_morphTarget + 0 ] = v1.x;
  634. vka[ offset_morphTarget + 1 ] = v1.y;
  635. vka[ offset_morphTarget + 2 ] = v1.z;
  636. vka[ offset_morphTarget + 3 ] = v2.x;
  637. vka[ offset_morphTarget + 4 ] = v2.y;
  638. vka[ offset_morphTarget + 5 ] = v2.z;
  639. vka[ offset_morphTarget + 6 ] = v3.x;
  640. vka[ offset_morphTarget + 7 ] = v3.y;
  641. vka[ offset_morphTarget + 8 ] = v3.z;
  642. }
  643. offset_morphTarget += 9;
  644. }
  645. if ( obj_skinWeights.length ) {
  646. // weights
  647. sw1 = obj_skinWeights[ face.a ];
  648. sw2 = obj_skinWeights[ face.b ];
  649. sw3 = obj_skinWeights[ face.c ];
  650. skinWeightArray[ offset_skin ] = sw1.x;
  651. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  652. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  653. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  654. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  655. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  656. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  657. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  658. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  659. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  660. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  661. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  662. // indices
  663. si1 = obj_skinIndices[ face.a ];
  664. si2 = obj_skinIndices[ face.b ];
  665. si3 = obj_skinIndices[ face.c ];
  666. skinIndexArray[ offset_skin ] = si1.x;
  667. skinIndexArray[ offset_skin + 1 ] = si1.y;
  668. skinIndexArray[ offset_skin + 2 ] = si1.z;
  669. skinIndexArray[ offset_skin + 3 ] = si1.w;
  670. skinIndexArray[ offset_skin + 4 ] = si2.x;
  671. skinIndexArray[ offset_skin + 5 ] = si2.y;
  672. skinIndexArray[ offset_skin + 6 ] = si2.z;
  673. skinIndexArray[ offset_skin + 7 ] = si2.w;
  674. skinIndexArray[ offset_skin + 8 ] = si3.x;
  675. skinIndexArray[ offset_skin + 9 ] = si3.y;
  676. skinIndexArray[ offset_skin + 10 ] = si3.z;
  677. skinIndexArray[ offset_skin + 11 ] = si3.w;
  678. // vertices A
  679. sa1 = obj_skinVerticesA[ face.a ];
  680. sa2 = obj_skinVerticesA[ face.b ];
  681. sa3 = obj_skinVerticesA[ face.c ];
  682. skinVertexAArray[ offset_skin ] = sa1.x;
  683. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  684. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  685. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  686. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  687. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  688. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  689. skinVertexAArray[ offset_skin + 7 ] = 1;
  690. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  691. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  692. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  693. skinVertexAArray[ offset_skin + 11 ] = 1;
  694. // vertices B
  695. sb1 = obj_skinVerticesB[ face.a ];
  696. sb2 = obj_skinVerticesB[ face.b ];
  697. sb3 = obj_skinVerticesB[ face.c ];
  698. skinVertexBArray[ offset_skin ] = sb1.x;
  699. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  700. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  701. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  702. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  703. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  704. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  705. skinVertexBArray[ offset_skin + 7 ] = 1;
  706. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  707. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  708. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  709. skinVertexBArray[ offset_skin + 11 ] = 1;
  710. offset_skin += 12;
  711. }
  712. if ( dirtyColors && vertexColorType ) {
  713. if ( vertexColors.length == 3 && vertexColorType == THREE.VertexColors ) {
  714. c1 = vertexColors[ 0 ];
  715. c2 = vertexColors[ 1 ];
  716. c3 = vertexColors[ 2 ];
  717. } else {
  718. c1 = faceColor;
  719. c2 = faceColor;
  720. c3 = faceColor;
  721. }
  722. colorArray[ offset_color ] = c1.r;
  723. colorArray[ offset_color + 1 ] = c1.g;
  724. colorArray[ offset_color + 2 ] = c1.b;
  725. colorArray[ offset_color + 3 ] = c2.r;
  726. colorArray[ offset_color + 4 ] = c2.g;
  727. colorArray[ offset_color + 5 ] = c2.b;
  728. colorArray[ offset_color + 6 ] = c3.r;
  729. colorArray[ offset_color + 7 ] = c3.g;
  730. colorArray[ offset_color + 8 ] = c3.b;
  731. offset_color += 9;
  732. }
  733. if ( dirtyTangents && geometry.hasTangents ) {
  734. t1 = vertexTangents[ 0 ];
  735. t2 = vertexTangents[ 1 ];
  736. t3 = vertexTangents[ 2 ];
  737. tangentArray[ offset_tangent ] = t1.x;
  738. tangentArray[ offset_tangent + 1 ] = t1.y;
  739. tangentArray[ offset_tangent + 2 ] = t1.z;
  740. tangentArray[ offset_tangent + 3 ] = t1.w;
  741. tangentArray[ offset_tangent + 4 ] = t2.x;
  742. tangentArray[ offset_tangent + 5 ] = t2.y;
  743. tangentArray[ offset_tangent + 6 ] = t2.z;
  744. tangentArray[ offset_tangent + 7 ] = t2.w;
  745. tangentArray[ offset_tangent + 8 ] = t3.x;
  746. tangentArray[ offset_tangent + 9 ] = t3.y;
  747. tangentArray[ offset_tangent + 10 ] = t3.z;
  748. tangentArray[ offset_tangent + 11 ] = t3.w;
  749. offset_tangent += 12;
  750. }
  751. if ( dirtyNormals && normalType ) {
  752. if ( vertexNormals.length == 3 && needsSmoothNormals ) {
  753. for ( i = 0; i < 3; i ++ ) {
  754. vn = vertexNormals[ i ];
  755. normalArray[ offset_normal ] = vn.x;
  756. normalArray[ offset_normal + 1 ] = vn.y;
  757. normalArray[ offset_normal + 2 ] = vn.z;
  758. offset_normal += 3;
  759. }
  760. } else {
  761. for ( i = 0; i < 3; i ++ ) {
  762. normalArray[ offset_normal ] = faceNormal.x;
  763. normalArray[ offset_normal + 1 ] = faceNormal.y;
  764. normalArray[ offset_normal + 2 ] = faceNormal.z;
  765. offset_normal += 3;
  766. }
  767. }
  768. }
  769. if ( dirtyUvs && uv !== undefined && uvType ) {
  770. for ( i = 0; i < 3; i ++ ) {
  771. uvi = uv[ i ];
  772. uvArray[ offset_uv ] = uvi.u;
  773. uvArray[ offset_uv + 1 ] = uvi.v;
  774. offset_uv += 2;
  775. }
  776. }
  777. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  778. for ( i = 0; i < 3; i ++ ) {
  779. uv2i = uv2[ i ];
  780. uv2Array[ offset_uv2 ] = uv2i.u;
  781. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  782. offset_uv2 += 2;
  783. }
  784. }
  785. if ( dirtyElements ) {
  786. faceArray[ offset_face ] = vertexIndex;
  787. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  788. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  789. offset_face += 3;
  790. lineArray[ offset_line ] = vertexIndex;
  791. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  792. lineArray[ offset_line + 2 ] = vertexIndex;
  793. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  794. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  795. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  796. offset_line += 6;
  797. vertexIndex += 3;
  798. }
  799. } else if ( face instanceof THREE.Face4 ) {
  800. if ( dirtyVertices ) {
  801. v1 = vertices[ face.a ].position;
  802. v2 = vertices[ face.b ].position;
  803. v3 = vertices[ face.c ].position;
  804. v4 = vertices[ face.d ].position;
  805. vertexArray[ offset ] = v1.x;
  806. vertexArray[ offset + 1 ] = v1.y;
  807. vertexArray[ offset + 2 ] = v1.z;
  808. vertexArray[ offset + 3 ] = v2.x;
  809. vertexArray[ offset + 4 ] = v2.y;
  810. vertexArray[ offset + 5 ] = v2.z;
  811. vertexArray[ offset + 6 ] = v3.x;
  812. vertexArray[ offset + 7 ] = v3.y;
  813. vertexArray[ offset + 8 ] = v3.z;
  814. vertexArray[ offset + 9 ] = v4.x;
  815. vertexArray[ offset + 10 ] = v4.y;
  816. vertexArray[ offset + 11 ] = v4.z;
  817. offset += 12;
  818. }
  819. if ( customAttributes ) {
  820. for ( a in customAttributes ) {
  821. customAttribute = customAttributes[ a ];
  822. if ( customAttribute.needsUpdate ) {
  823. offset_custom = customAttribute.offset;
  824. offset_customSrc = customAttribute.offsetSrc;
  825. if( customAttribute.size === 1 ) {
  826. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  827. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
  828. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  829. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  830. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.d ];
  831. } else if( customAttribute.boundTo === "faces" ) {
  832. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
  833. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
  834. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  835. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  836. customAttribute.offsetSrc++;
  837. } else if( customAttribute.boundTo === "faceVertices" ) {
  838. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
  839. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  840. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  841. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 3 ];
  842. customAttribute.offsetSrc += 4;
  843. }
  844. customAttribute.offset += 4;
  845. } else {
  846. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  847. v1 = customAttribute.value[ face.a ];
  848. v2 = customAttribute.value[ face.b ];
  849. v3 = customAttribute.value[ face.c ];
  850. v4 = customAttribute.value[ face.d ];
  851. } else if( customAttribute.boundTo === "faces" ) {
  852. v1 = customAttribute.value[ offset_customSrc ];
  853. v2 = customAttribute.value[ offset_customSrc ];
  854. v3 = customAttribute.value[ offset_customSrc ];
  855. v4 = customAttribute.value[ offset_customSrc ];
  856. customAttribute.offsetSrc++;
  857. } else if( customAttribute.boundTo === "faceVertices" ) {
  858. v1 = customAttribute.value[ offset_customSrc + 0 ];
  859. v2 = customAttribute.value[ offset_customSrc + 1 ];
  860. v3 = customAttribute.value[ offset_customSrc + 2 ];
  861. v4 = customAttribute.value[ offset_customSrc + 3 ];
  862. customAttribute.offsetSrc += 4;
  863. }
  864. if( customAttribute.size === 2 ) {
  865. customAttribute.array[ offset_custom + 0 ] = v1.x;
  866. customAttribute.array[ offset_custom + 1 ] = v1.y;
  867. customAttribute.array[ offset_custom + 2 ] = v2.x;
  868. customAttribute.array[ offset_custom + 3 ] = v2.y;
  869. customAttribute.array[ offset_custom + 4 ] = v3.x;
  870. customAttribute.array[ offset_custom + 5 ] = v3.y;
  871. customAttribute.array[ offset_custom + 6 ] = v4.x;
  872. customAttribute.array[ offset_custom + 7 ] = v4.y;
  873. customAttribute.offset += 8;
  874. } else if( customAttribute.size === 3 ) {
  875. if( customAttribute.type === "c" ) {
  876. customAttribute.array[ offset_custom + 0 ] = v1.r;
  877. customAttribute.array[ offset_custom + 1 ] = v1.g;
  878. customAttribute.array[ offset_custom + 2 ] = v1.b;
  879. customAttribute.array[ offset_custom + 3 ] = v2.r;
  880. customAttribute.array[ offset_custom + 4 ] = v2.g;
  881. customAttribute.array[ offset_custom + 5 ] = v2.b;
  882. customAttribute.array[ offset_custom + 6 ] = v3.r;
  883. customAttribute.array[ offset_custom + 7 ] = v3.g;
  884. customAttribute.array[ offset_custom + 8 ] = v3.b;
  885. customAttribute.array[ offset_custom + 9 ] = v4.r;
  886. customAttribute.array[ offset_custom + 10 ] = v4.g;
  887. customAttribute.array[ offset_custom + 11 ] = v4.b;
  888. } else {
  889. customAttribute.array[ offset_custom + 0 ] = v1.x;
  890. customAttribute.array[ offset_custom + 1 ] = v1.y;
  891. customAttribute.array[ offset_custom + 2 ] = v1.z;
  892. customAttribute.array[ offset_custom + 3 ] = v2.x;
  893. customAttribute.array[ offset_custom + 4 ] = v2.y;
  894. customAttribute.array[ offset_custom + 5 ] = v2.z;
  895. customAttribute.array[ offset_custom + 6 ] = v3.x;
  896. customAttribute.array[ offset_custom + 7 ] = v3.y;
  897. customAttribute.array[ offset_custom + 8 ] = v3.z;
  898. customAttribute.array[ offset_custom + 9 ] = v4.x;
  899. customAttribute.array[ offset_custom + 10 ] = v4.y;
  900. customAttribute.array[ offset_custom + 11 ] = v4.z;
  901. }
  902. customAttribute.offset += 12;
  903. } else {
  904. customAttribute.array[ offset_custom + 0 ] = v1.x;
  905. customAttribute.array[ offset_custom + 1 ] = v1.y;
  906. customAttribute.array[ offset_custom + 2 ] = v1.z;
  907. customAttribute.array[ offset_custom + 3 ] = v1.w;
  908. customAttribute.array[ offset_custom + 4 ] = v2.x;
  909. customAttribute.array[ offset_custom + 5 ] = v2.y;
  910. customAttribute.array[ offset_custom + 6 ] = v2.z;
  911. customAttribute.array[ offset_custom + 7 ] = v2.w;
  912. customAttribute.array[ offset_custom + 8 ] = v3.x;
  913. customAttribute.array[ offset_custom + 9 ] = v3.y;
  914. customAttribute.array[ offset_custom + 10 ] = v3.z;
  915. customAttribute.array[ offset_custom + 11 ] = v3.w;
  916. customAttribute.array[ offset_custom + 12 ] = v4.x;
  917. customAttribute.array[ offset_custom + 13 ] = v4.y;
  918. customAttribute.array[ offset_custom + 14 ] = v4.z;
  919. customAttribute.array[ offset_custom + 15 ] = v4.w;
  920. customAttribute.offset += 16;
  921. }
  922. }
  923. }
  924. }
  925. }
  926. if ( dirtyMorphTargets ) {
  927. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk++ ) {
  928. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  929. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  930. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  931. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  932. vka = morphTargetsArrays[ vk ];
  933. vka[ offset_morphTarget + 0 ] = v1.x;
  934. vka[ offset_morphTarget + 1 ] = v1.y;
  935. vka[ offset_morphTarget + 2 ] = v1.z;
  936. vka[ offset_morphTarget + 3 ] = v2.x;
  937. vka[ offset_morphTarget + 4 ] = v2.y;
  938. vka[ offset_morphTarget + 5 ] = v2.z;
  939. vka[ offset_morphTarget + 6 ] = v3.x;
  940. vka[ offset_morphTarget + 7 ] = v3.y;
  941. vka[ offset_morphTarget + 8 ] = v3.z;
  942. vka[ offset_morphTarget + 9 ] = v4.x;
  943. vka[ offset_morphTarget + 10 ] = v4.y;
  944. vka[ offset_morphTarget + 11 ] = v4.z;
  945. }
  946. offset_morphTarget += 12;
  947. }
  948. if ( obj_skinWeights.length ) {
  949. // weights
  950. sw1 = obj_skinWeights[ face.a ];
  951. sw2 = obj_skinWeights[ face.b ];
  952. sw3 = obj_skinWeights[ face.c ];
  953. sw4 = obj_skinWeights[ face.d ];
  954. skinWeightArray[ offset_skin ] = sw1.x;
  955. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  956. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  957. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  958. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  959. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  960. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  961. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  962. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  963. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  964. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  965. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  966. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  967. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  968. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  969. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  970. // indices
  971. si1 = obj_skinIndices[ face.a ];
  972. si2 = obj_skinIndices[ face.b ];
  973. si3 = obj_skinIndices[ face.c ];
  974. si4 = obj_skinIndices[ face.d ];
  975. skinIndexArray[ offset_skin ] = si1.x;
  976. skinIndexArray[ offset_skin + 1 ] = si1.y;
  977. skinIndexArray[ offset_skin + 2 ] = si1.z;
  978. skinIndexArray[ offset_skin + 3 ] = si1.w;
  979. skinIndexArray[ offset_skin + 4 ] = si2.x;
  980. skinIndexArray[ offset_skin + 5 ] = si2.y;
  981. skinIndexArray[ offset_skin + 6 ] = si2.z;
  982. skinIndexArray[ offset_skin + 7 ] = si2.w;
  983. skinIndexArray[ offset_skin + 8 ] = si3.x;
  984. skinIndexArray[ offset_skin + 9 ] = si3.y;
  985. skinIndexArray[ offset_skin + 10 ] = si3.z;
  986. skinIndexArray[ offset_skin + 11 ] = si3.w;
  987. skinIndexArray[ offset_skin + 12 ] = si4.x;
  988. skinIndexArray[ offset_skin + 13 ] = si4.y;
  989. skinIndexArray[ offset_skin + 14 ] = si4.z;
  990. skinIndexArray[ offset_skin + 15 ] = si4.w;
  991. // vertices A
  992. sa1 = obj_skinVerticesA[ face.a ];
  993. sa2 = obj_skinVerticesA[ face.b ];
  994. sa3 = obj_skinVerticesA[ face.c ];
  995. sa4 = obj_skinVerticesA[ face.d ];
  996. skinVertexAArray[ offset_skin ] = sa1.x;
  997. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  998. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  999. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1000. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1001. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1002. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1003. skinVertexAArray[ offset_skin + 7 ] = 1;
  1004. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1005. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1006. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1007. skinVertexAArray[ offset_skin + 11 ] = 1;
  1008. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1009. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1010. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1011. skinVertexAArray[ offset_skin + 15 ] = 1;
  1012. // vertices B
  1013. sb1 = obj_skinVerticesB[ face.a ];
  1014. sb2 = obj_skinVerticesB[ face.b ];
  1015. sb3 = obj_skinVerticesB[ face.c ];
  1016. sb4 = obj_skinVerticesB[ face.d ];
  1017. skinVertexBArray[ offset_skin ] = sb1.x;
  1018. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1019. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1020. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1021. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1022. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1023. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1024. skinVertexBArray[ offset_skin + 7 ] = 1;
  1025. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1026. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1027. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1028. skinVertexBArray[ offset_skin + 11 ] = 1;
  1029. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1030. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1031. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1032. skinVertexBArray[ offset_skin + 15 ] = 1;
  1033. offset_skin += 16;
  1034. }
  1035. if ( dirtyColors && vertexColorType ) {
  1036. if ( vertexColors.length == 4 && vertexColorType == THREE.VertexColors ) {
  1037. c1 = vertexColors[ 0 ];
  1038. c2 = vertexColors[ 1 ];
  1039. c3 = vertexColors[ 2 ];
  1040. c4 = vertexColors[ 3 ];
  1041. } else {
  1042. c1 = faceColor;
  1043. c2 = faceColor;
  1044. c3 = faceColor;
  1045. c4 = faceColor;
  1046. }
  1047. colorArray[ offset_color ] = c1.r;
  1048. colorArray[ offset_color + 1 ] = c1.g;
  1049. colorArray[ offset_color + 2 ] = c1.b;
  1050. colorArray[ offset_color + 3 ] = c2.r;
  1051. colorArray[ offset_color + 4 ] = c2.g;
  1052. colorArray[ offset_color + 5 ] = c2.b;
  1053. colorArray[ offset_color + 6 ] = c3.r;
  1054. colorArray[ offset_color + 7 ] = c3.g;
  1055. colorArray[ offset_color + 8 ] = c3.b;
  1056. colorArray[ offset_color + 9 ] = c4.r;
  1057. colorArray[ offset_color + 10 ] = c4.g;
  1058. colorArray[ offset_color + 11 ] = c4.b;
  1059. offset_color += 12;
  1060. }
  1061. if ( dirtyTangents && geometry.hasTangents ) {
  1062. t1 = vertexTangents[ 0 ];
  1063. t2 = vertexTangents[ 1 ];
  1064. t3 = vertexTangents[ 2 ];
  1065. t4 = vertexTangents[ 3 ];
  1066. tangentArray[ offset_tangent ] = t1.x;
  1067. tangentArray[ offset_tangent + 1 ] = t1.y;
  1068. tangentArray[ offset_tangent + 2 ] = t1.z;
  1069. tangentArray[ offset_tangent + 3 ] = t1.w;
  1070. tangentArray[ offset_tangent + 4 ] = t2.x;
  1071. tangentArray[ offset_tangent + 5 ] = t2.y;
  1072. tangentArray[ offset_tangent + 6 ] = t2.z;
  1073. tangentArray[ offset_tangent + 7 ] = t2.w;
  1074. tangentArray[ offset_tangent + 8 ] = t3.x;
  1075. tangentArray[ offset_tangent + 9 ] = t3.y;
  1076. tangentArray[ offset_tangent + 10 ] = t3.z;
  1077. tangentArray[ offset_tangent + 11 ] = t3.w;
  1078. tangentArray[ offset_tangent + 12 ] = t4.x;
  1079. tangentArray[ offset_tangent + 13 ] = t4.y;
  1080. tangentArray[ offset_tangent + 14 ] = t4.z;
  1081. tangentArray[ offset_tangent + 15 ] = t4.w;
  1082. offset_tangent += 16;
  1083. }
  1084. if ( dirtyNormals && normalType ) {
  1085. if ( vertexNormals.length == 4 && needsSmoothNormals ) {
  1086. for ( i = 0; i < 4; i ++ ) {
  1087. vn = vertexNormals[ i ];
  1088. normalArray[ offset_normal ] = vn.x;
  1089. normalArray[ offset_normal + 1 ] = vn.y;
  1090. normalArray[ offset_normal + 2 ] = vn.z;
  1091. offset_normal += 3;
  1092. }
  1093. } else {
  1094. for ( i = 0; i < 4; i ++ ) {
  1095. normalArray[ offset_normal ] = faceNormal.x;
  1096. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1097. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1098. offset_normal += 3;
  1099. }
  1100. }
  1101. }
  1102. if ( dirtyUvs && uv !== undefined && uvType ) {
  1103. for ( i = 0; i < 4; i ++ ) {
  1104. uvi = uv[ i ];
  1105. uvArray[ offset_uv ] = uvi.u;
  1106. uvArray[ offset_uv + 1 ] = uvi.v;
  1107. offset_uv += 2;
  1108. }
  1109. }
  1110. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  1111. for ( i = 0; i < 4; i ++ ) {
  1112. uv2i = uv2[ i ];
  1113. uv2Array[ offset_uv2 ] = uv2i.u;
  1114. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1115. offset_uv2 += 2;
  1116. }
  1117. }
  1118. if ( dirtyElements ) {
  1119. faceArray[ offset_face ] = vertexIndex;
  1120. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1121. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1122. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1123. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1124. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1125. offset_face += 6;
  1126. lineArray[ offset_line ] = vertexIndex;
  1127. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1128. lineArray[ offset_line + 2 ] = vertexIndex;
  1129. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1130. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1131. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1132. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1133. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1134. offset_line += 8;
  1135. vertexIndex += 4;
  1136. }
  1137. }
  1138. }
  1139. if ( obj_edgeFaces ) {
  1140. for ( f = 0, fl = obj_edgeFaces.length; f < fl; f ++ ) {
  1141. faceArray[ offset_face ] = obj_edgeFaces[ f ].a;
  1142. faceArray[ offset_face + 1 ] = obj_edgeFaces[ f ].b;
  1143. faceArray[ offset_face + 2 ] = obj_edgeFaces[ f ].c;
  1144. faceArray[ offset_face + 3 ] = obj_edgeFaces[ f ].a;
  1145. faceArray[ offset_face + 4 ] = obj_edgeFaces[ f ].c;
  1146. faceArray[ offset_face + 5 ] = obj_edgeFaces[ f ].d;
  1147. offset_face += 6;
  1148. }
  1149. }
  1150. if ( dirtyVertices ) {
  1151. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1152. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1153. }
  1154. if ( customAttributes ) {
  1155. for ( a in customAttributes ) {
  1156. customAttribute = customAttributes[ a ];
  1157. if ( customAttribute.needsUpdate ) {
  1158. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1159. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1160. customAttribute.needsUpdate = false;
  1161. }
  1162. }
  1163. }
  1164. if ( dirtyMorphTargets ) {
  1165. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  1166. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1167. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1168. }
  1169. }
  1170. if ( dirtyColors && offset_color > 0 ) {
  1171. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1172. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1173. }
  1174. if ( dirtyNormals ) {
  1175. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1176. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1177. }
  1178. if ( dirtyTangents && geometry.hasTangents ) {
  1179. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1180. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1181. }
  1182. if ( dirtyUvs && offset_uv > 0 ) {
  1183. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1184. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1185. }
  1186. if ( dirtyUvs && offset_uv2 > 0 ) {
  1187. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1188. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1189. }
  1190. if ( dirtyElements ) {
  1191. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1192. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1193. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1194. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1195. }
  1196. if ( offset_skin > 0 ) {
  1197. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1198. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1199. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1200. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1201. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1202. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1203. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1204. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1205. }
  1206. };
  1207. function setLineBuffers ( geometry, hint ) {
  1208. var v, c, vertex, offset,
  1209. vertices = geometry.vertices,
  1210. colors = geometry.colors,
  1211. vl = vertices.length,
  1212. cl = colors.length,
  1213. vertexArray = geometry.__vertexArray,
  1214. colorArray = geometry.__colorArray,
  1215. dirtyVertices = geometry.__dirtyVertices,
  1216. dirtyColors = geometry.__dirtyColors;
  1217. if ( dirtyVertices ) {
  1218. for ( v = 0; v < vl; v++ ) {
  1219. vertex = vertices[ v ].position;
  1220. offset = v * 3;
  1221. vertexArray[ offset ] = vertex.x;
  1222. vertexArray[ offset + 1 ] = vertex.y;
  1223. vertexArray[ offset + 2 ] = vertex.z;
  1224. }
  1225. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1226. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1227. }
  1228. if ( dirtyColors ) {
  1229. for ( c = 0; c < cl; c++ ) {
  1230. color = colors[ c ];
  1231. offset = c * 3;
  1232. colorArray[ offset ] = color.r;
  1233. colorArray[ offset + 1 ] = color.g;
  1234. colorArray[ offset + 2 ] = color.b;
  1235. }
  1236. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1237. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1238. }
  1239. };
  1240. function setRibbonBuffers ( geometry, hint ) {
  1241. var v, c, vertex, offset,
  1242. vertices = geometry.vertices,
  1243. colors = geometry.colors,
  1244. vl = vertices.length,
  1245. cl = colors.length,
  1246. vertexArray = geometry.__vertexArray,
  1247. colorArray = geometry.__colorArray,
  1248. dirtyVertices = geometry.__dirtyVertices,
  1249. dirtyColors = geometry.__dirtyColors;
  1250. if ( dirtyVertices ) {
  1251. for ( v = 0; v < vl; v++ ) {
  1252. vertex = vertices[ v ].position;
  1253. offset = v * 3;
  1254. vertexArray[ offset ] = vertex.x;
  1255. vertexArray[ offset + 1 ] = vertex.y;
  1256. vertexArray[ offset + 2 ] = vertex.z;
  1257. }
  1258. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1259. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1260. }
  1261. if ( dirtyColors ) {
  1262. for ( c = 0; c < cl; c++ ) {
  1263. color = colors[ c ];
  1264. offset = c * 3;
  1265. colorArray[ offset ] = color.r;
  1266. colorArray[ offset + 1 ] = color.g;
  1267. colorArray[ offset + 2 ] = color.b;
  1268. }
  1269. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1270. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1271. }
  1272. };
  1273. function setParticleBuffers ( geometry, hint, object ) {
  1274. var v, c, vertex, offset,
  1275. vertices = geometry.vertices,
  1276. vl = vertices.length,
  1277. colors = geometry.colors,
  1278. cl = colors.length,
  1279. vertexArray = geometry.__vertexArray,
  1280. colorArray = geometry.__colorArray,
  1281. sortArray = geometry.__sortArray,
  1282. dirtyVertices = geometry.__dirtyVertices,
  1283. dirtyElements = geometry.__dirtyElements,
  1284. dirtyColors = geometry.__dirtyColors;
  1285. if ( object.sortParticles ) {
  1286. _projScreenMatrix.multiplySelf( object.matrixWorld );
  1287. for ( v = 0; v < vl; v++ ) {
  1288. vertex = vertices[ v ].position;
  1289. _vector3.copy( vertex );
  1290. _projScreenMatrix.multiplyVector3( _vector3 );
  1291. sortArray[ v ] = [ _vector3.z, v ];
  1292. }
  1293. sortArray.sort( function(a,b) { return b[0] - a[0]; } );
  1294. for ( v = 0; v < vl; v++ ) {
  1295. vertex = vertices[ sortArray[v][1] ].position;
  1296. offset = v * 3;
  1297. vertexArray[ offset ] = vertex.x;
  1298. vertexArray[ offset + 1 ] = vertex.y;
  1299. vertexArray[ offset + 2 ] = vertex.z;
  1300. }
  1301. for ( c = 0; c < cl; c++ ) {
  1302. offset = c * 3;
  1303. color = colors[ sortArray[c][1] ];
  1304. colorArray[ offset ] = color.r;
  1305. colorArray[ offset + 1 ] = color.g;
  1306. colorArray[ offset + 2 ] = color.b;
  1307. }
  1308. } else {
  1309. if ( dirtyVertices ) {
  1310. for ( v = 0; v < vl; v++ ) {
  1311. vertex = vertices[ v ].position;
  1312. offset = v * 3;
  1313. vertexArray[ offset ] = vertex.x;
  1314. vertexArray[ offset + 1 ] = vertex.y;
  1315. vertexArray[ offset + 2 ] = vertex.z;
  1316. }
  1317. }
  1318. if ( dirtyColors ) {
  1319. for ( c = 0; c < cl; c++ ) {
  1320. color = colors[ c ];
  1321. offset = c * 3;
  1322. colorArray[ offset ] = color.r;
  1323. colorArray[ offset + 1 ] = color.g;
  1324. colorArray[ offset + 2 ] = color.b;
  1325. }
  1326. }
  1327. }
  1328. if ( dirtyVertices || object.sortParticles ) {
  1329. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1330. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1331. }
  1332. if ( dirtyColors || object.sortParticles ) {
  1333. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1334. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1335. }
  1336. };
  1337. function setMaterialShaders( material, shaders ) {
  1338. material.uniforms = Uniforms.clone( shaders.uniforms );
  1339. material.vertexShader = shaders.vertexShader;
  1340. material.fragmentShader = shaders.fragmentShader;
  1341. };
  1342. function refreshUniformsCommon( uniforms, material ) {
  1343. uniforms.diffuse.value.setRGB( material.color.r, material.color.g, material.color.b );
  1344. uniforms.opacity.value = material.opacity;
  1345. uniforms.map.texture = material.map;
  1346. uniforms.lightMap.texture = material.lightMap;
  1347. uniforms.envMap.texture = material.envMap;
  1348. uniforms.reflectivity.value = material.reflectivity;
  1349. uniforms.refractionRatio.value = material.refractionRatio;
  1350. uniforms.combine.value = material.combine;
  1351. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  1352. };
  1353. function refreshUniformsLine( uniforms, material ) {
  1354. uniforms.diffuse.value.setRGB( material.color.r, material.color.g, material.color.b );
  1355. uniforms.opacity.value = material.opacity;
  1356. };
  1357. function refreshUniformsParticle( uniforms, material ) {
  1358. uniforms.psColor.value.setRGB( material.color.r, material.color.g, material.color.b );
  1359. uniforms.opacity.value = material.opacity;
  1360. uniforms.size.value = material.size;
  1361. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1362. uniforms.map.texture = material.map;
  1363. };
  1364. function refreshUniformsFog( uniforms, fog ) {
  1365. uniforms.fogColor.value.setHex( fog.color.hex );
  1366. if ( fog instanceof THREE.Fog ) {
  1367. uniforms.fogNear.value = fog.near;
  1368. uniforms.fogFar.value = fog.far;
  1369. } else if ( fog instanceof THREE.FogExp2 ) {
  1370. uniforms.fogDensity.value = fog.density;
  1371. }
  1372. };
  1373. function refreshUniformsPhong( uniforms, material ) {
  1374. //uniforms.ambient.value.setHex( material.ambient.hex );
  1375. //uniforms.specular.value.setHex( material.specular.hex );
  1376. uniforms.ambient.value.setRGB( material.ambient.r, material.ambient.g, material.ambient.b );
  1377. uniforms.specular.value.setRGB( material.specular.r, material.specular.g, material.specular.b );
  1378. uniforms.shininess.value = material.shininess;
  1379. };
  1380. function refreshUniformsLights( uniforms, lights ) {
  1381. uniforms.enableLighting.value = lights.directional.length + lights.point.length;
  1382. uniforms.ambientLightColor.value = lights.ambient;
  1383. uniforms.directionalLightColor.value = lights.directional.colors;
  1384. uniforms.directionalLightDirection.value = lights.directional.positions;
  1385. uniforms.pointLightColor.value = lights.point.colors;
  1386. uniforms.pointLightPosition.value = lights.point.positions;
  1387. uniforms.pointLightDistance.value = lights.point.distances;
  1388. };
  1389. this.initMaterial = function ( material, lights, fog, object ) {
  1390. var u, a, identifiers, i, parameters, maxLightCount, maxBones, shaderID;
  1391. if ( material instanceof THREE.MeshDepthMaterial ) {
  1392. shaderID = 'depth';
  1393. } else if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1394. shaderID = 'shadowVolumeDynamic';
  1395. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1396. shaderID = 'normal';
  1397. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1398. shaderID = 'basic';
  1399. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1400. shaderID = 'lambert';
  1401. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1402. shaderID = 'phong';
  1403. } else if ( material instanceof THREE.LineBasicMaterial ) {
  1404. shaderID = 'basic';
  1405. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1406. shaderID = 'particle_basic';
  1407. }
  1408. if ( shaderID ) {
  1409. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  1410. }
  1411. // heuristics to create shader parameters according to lights in the scene
  1412. // (not to blow over maxLights budget)
  1413. maxLightCount = allocateLights( lights, 4 );
  1414. maxBones = allocateBones( object );
  1415. parameters = {
  1416. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  1417. vertexColors: material.vertexColors,
  1418. fog: fog, sizeAttenuation: material.sizeAttenuation,
  1419. skinning: material.skinning,
  1420. morphTargets: material.morphTargets,
  1421. maxMorphTargets: this.maxMorphTargets,
  1422. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  1423. maxBones: maxBones
  1424. };
  1425. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  1426. var attributes = material.program.attributes;
  1427. _gl.enableVertexAttribArray( attributes.position );
  1428. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  1429. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  1430. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  1431. if ( material.skinning &&
  1432. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  1433. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1434. _gl.enableVertexAttribArray( attributes.skinVertexA );
  1435. _gl.enableVertexAttribArray( attributes.skinVertexB );
  1436. _gl.enableVertexAttribArray( attributes.skinIndex );
  1437. _gl.enableVertexAttribArray( attributes.skinWeight );
  1438. }
  1439. for ( a in material.attributes ) {
  1440. if( attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  1441. }
  1442. if ( material.morphTargets ) {
  1443. material.numSupportedMorphTargets = 0;
  1444. if ( attributes.morphTarget0 >= 0 ) {
  1445. _gl.enableVertexAttribArray( attributes.morphTarget0 );
  1446. material.numSupportedMorphTargets ++;
  1447. }
  1448. if ( attributes.morphTarget1 >= 0 ) {
  1449. _gl.enableVertexAttribArray( attributes.morphTarget1 );
  1450. material.numSupportedMorphTargets ++;
  1451. }
  1452. if ( attributes.morphTarget2 >= 0 ) {
  1453. _gl.enableVertexAttribArray( attributes.morphTarget2 );
  1454. material.numSupportedMorphTargets ++;
  1455. }
  1456. if ( attributes.morphTarget3 >= 0 ) {
  1457. _gl.enableVertexAttribArray( attributes.morphTarget3 );
  1458. material.numSupportedMorphTargets ++;
  1459. }
  1460. if ( attributes.morphTarget4 >= 0 ) {
  1461. _gl.enableVertexAttribArray( attributes.morphTarget4 );
  1462. material.numSupportedMorphTargets ++;
  1463. }
  1464. if ( attributes.morphTarget5 >= 0 ) {
  1465. _gl.enableVertexAttribArray( attributes.morphTarget5 );
  1466. material.numSupportedMorphTargets ++;
  1467. }
  1468. if ( attributes.morphTarget6 >= 0 ) {
  1469. _gl.enableVertexAttribArray( attributes.morphTarget6 );
  1470. material.numSupportedMorphTargets ++;
  1471. }
  1472. if ( attributes.morphTarget7 >= 0 ) {
  1473. _gl.enableVertexAttribArray( attributes.morphTarget7 );
  1474. material.numSupportedMorphTargets ++;
  1475. }
  1476. object.__webglMorphTargetInfluences = new Float32Array( this.maxMorphTargets );
  1477. for ( var i = 0, il = this.maxMorphTargets; i < il; i ++ ) {
  1478. object.__webglMorphTargetInfluences[ i ] = 0;
  1479. }
  1480. }
  1481. };
  1482. function setProgram( camera, lights, fog, material, object ) {
  1483. if ( ! material.program ) {
  1484. _this.initMaterial( material, lights, fog, object );
  1485. }
  1486. var program = material.program,
  1487. p_uniforms = program.uniforms,
  1488. m_uniforms = material.uniforms;
  1489. if ( program != _currentProgram ) {
  1490. _gl.useProgram( program );
  1491. _currentProgram = program;
  1492. }
  1493. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  1494. // refresh uniforms common to several materials
  1495. if ( fog && (
  1496. material instanceof THREE.MeshBasicMaterial ||
  1497. material instanceof THREE.MeshLambertMaterial ||
  1498. material instanceof THREE.MeshPhongMaterial ||
  1499. material instanceof THREE.LineBasicMaterial ||
  1500. material instanceof THREE.ParticleBasicMaterial ||
  1501. material.fog )
  1502. ) {
  1503. refreshUniformsFog( m_uniforms, fog );
  1504. }
  1505. if ( material instanceof THREE.MeshPhongMaterial ||
  1506. material instanceof THREE.MeshLambertMaterial ||
  1507. material.lights ) {
  1508. setupLights( program, lights );
  1509. refreshUniformsLights( m_uniforms, _lights );
  1510. }
  1511. if ( material instanceof THREE.MeshBasicMaterial ||
  1512. material instanceof THREE.MeshLambertMaterial ||
  1513. material instanceof THREE.MeshPhongMaterial ) {
  1514. refreshUniformsCommon( m_uniforms, material );
  1515. }
  1516. // refresh single material specific uniforms
  1517. if ( material instanceof THREE.LineBasicMaterial ) {
  1518. refreshUniformsLine( m_uniforms, material );
  1519. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1520. refreshUniformsParticle( m_uniforms, material );
  1521. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1522. refreshUniformsPhong( m_uniforms, material );
  1523. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1524. m_uniforms.mNear.value = camera.near;
  1525. m_uniforms.mFar.value = camera.far;
  1526. m_uniforms.opacity.value = material.opacity;
  1527. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1528. m_uniforms.opacity.value = material.opacity;
  1529. }
  1530. // load common uniforms
  1531. loadUniformsGeneric( program, m_uniforms );
  1532. loadUniformsMatrices( p_uniforms, object );
  1533. // load material specific uniforms
  1534. // (shader material also gets them for the sake of genericity)
  1535. if ( material instanceof THREE.MeshShaderMaterial ||
  1536. material instanceof THREE.MeshPhongMaterial ||
  1537. material.envMap ) {
  1538. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  1539. }
  1540. if ( material instanceof THREE.MeshShaderMaterial ||
  1541. material.envMap ||
  1542. material.skinning ) {
  1543. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1544. }
  1545. if ( material instanceof THREE.MeshPhongMaterial ||
  1546. material instanceof THREE.MeshLambertMaterial ||
  1547. material instanceof THREE.MeshShaderMaterial ||
  1548. material.skinning ) {
  1549. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1550. }
  1551. if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1552. var dirLight = m_uniforms.directionalLightDirection.value;
  1553. dirLight[ 0 ] = -lights[ 1 ].position.x;
  1554. dirLight[ 1 ] = -lights[ 1 ].position.y;
  1555. dirLight[ 2 ] = -lights[ 1 ].position.z;
  1556. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  1557. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1558. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1559. }
  1560. if ( material.skinning ) {
  1561. loadUniformsSkinning( p_uniforms, object );
  1562. }
  1563. return program;
  1564. };
  1565. function renderBuffer( camera, lights, fog, material, geometryGroup, object ) {
  1566. if ( material.opacity == 0 ) return;
  1567. var program, attributes, linewidth, primitives, a, attribute;
  1568. program = setProgram( camera, lights, fog, material, object );
  1569. attributes = program.attributes;
  1570. // vertices
  1571. if ( !material.morphTargets ) {
  1572. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1573. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1574. } else {
  1575. setupMorphTargets( material, geometryGroup, object );
  1576. }
  1577. // custom attributes
  1578. if ( geometryGroup.__webglCustomAttributes ) {
  1579. for( a in geometryGroup.__webglCustomAttributes ) {
  1580. if( attributes[ a ] >= 0 ) {
  1581. attribute = geometryGroup.__webglCustomAttributes[ a ];
  1582. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1583. _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1584. }
  1585. }
  1586. }
  1587. // colors
  1588. if ( attributes.color >= 0 ) {
  1589. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1590. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1591. }
  1592. // normals
  1593. if ( attributes.normal >= 0 ) {
  1594. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1595. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1596. }
  1597. // tangents
  1598. if ( attributes.tangent >= 0 ) {
  1599. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1600. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1601. }
  1602. // uvs
  1603. if ( attributes.uv >= 0 ) {
  1604. if ( geometryGroup.__webglUVBuffer ) {
  1605. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1606. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1607. _gl.enableVertexAttribArray( attributes.uv );
  1608. } else {
  1609. _gl.disableVertexAttribArray( attributes.uv );
  1610. }
  1611. }
  1612. if ( attributes.uv2 >= 0 ) {
  1613. if ( geometryGroup.__webglUV2Buffer ) {
  1614. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1615. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1616. _gl.enableVertexAttribArray( attributes.uv2 );
  1617. } else {
  1618. _gl.disableVertexAttribArray( attributes.uv2 );
  1619. }
  1620. }
  1621. if ( material.skinning &&
  1622. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1623. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1624. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1625. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1626. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1627. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1628. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1629. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1630. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1631. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1632. }
  1633. // render mesh
  1634. if ( object instanceof THREE.Mesh ) {
  1635. // wireframe
  1636. if ( material.wireframe ) {
  1637. _gl.lineWidth( material.wireframeLinewidth );
  1638. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1639. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1640. // triangles
  1641. } else {
  1642. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1643. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1644. }
  1645. // render lines
  1646. } else if ( object instanceof THREE.Line ) {
  1647. primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1648. _gl.lineWidth( material.linewidth );
  1649. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1650. // render particles
  1651. } else if ( object instanceof THREE.ParticleSystem ) {
  1652. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1653. // render ribbon
  1654. } else if ( object instanceof THREE.Ribbon ) {
  1655. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1656. }
  1657. };
  1658. function setupMorphTargets( material, geometryGroup, object ) {
  1659. // set base
  1660. var attributes = material.program.attributes;
  1661. if ( object.morphTargetBase !== - 1 ) {
  1662. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1663. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1664. } else {
  1665. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1666. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1667. }
  1668. if ( object.morphTargetForcedOrder.length ) {
  1669. // set forced order
  1670. var m = 0;
  1671. var order = object.morphTargetForcedOrder;
  1672. var influences = object.morphTargetInfluences;
  1673. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1674. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1675. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1676. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ]];
  1677. m ++;
  1678. }
  1679. } else {
  1680. // find most influencing
  1681. var used = [];
  1682. var candidateInfluence = - 1;
  1683. var candidate = 0;
  1684. var influences = object.morphTargetInfluences;
  1685. var i, il = influences.length;
  1686. var m = 0;
  1687. if ( object.morphTargetBase !== - 1 ) {
  1688. used[ object.morphTargetBase ] = true;
  1689. }
  1690. while ( m < material.numSupportedMorphTargets ) {
  1691. for ( i = 0; i < il; i ++ ) {
  1692. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1693. candidate = i;
  1694. candidateInfluence = influences[ candidate ];
  1695. }
  1696. }
  1697. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1698. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1699. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1700. used[ candidate ] = 1;
  1701. candidateInfluence = -1;
  1702. m ++;
  1703. }
  1704. }
  1705. // load updated influences uniform
  1706. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1707. }
  1708. function renderBufferImmediate( object, program, shading ) {
  1709. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1710. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1711. if ( object.hasPos ) {
  1712. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1713. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1714. _gl.enableVertexAttribArray( program.attributes.position );
  1715. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1716. }
  1717. if ( object.hasNormal ) {
  1718. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1719. if ( shading == THREE.FlatShading ) {
  1720. var nx, ny, nz,
  1721. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1722. normalArray,
  1723. i, il = object.count * 3;
  1724. for( i = 0; i < il; i += 9 ) {
  1725. normalArray = object.normalArray;
  1726. nax = normalArray[ i ];
  1727. nay = normalArray[ i + 1 ];
  1728. naz = normalArray[ i + 2 ];
  1729. nbx = normalArray[ i + 3 ];
  1730. nby = normalArray[ i + 4 ];
  1731. nbz = normalArray[ i + 5 ];
  1732. ncx = normalArray[ i + 6 ];
  1733. ncy = normalArray[ i + 7 ];
  1734. ncz = normalArray[ i + 8 ];
  1735. nx = ( nax + nbx + ncx ) / 3;
  1736. ny = ( nay + nby + ncy ) / 3;
  1737. nz = ( naz + nbz + ncz ) / 3;
  1738. normalArray[ i ] = nx;
  1739. normalArray[ i + 1 ] = ny;
  1740. normalArray[ i + 2 ] = nz;
  1741. normalArray[ i + 3 ] = nx;
  1742. normalArray[ i + 4 ] = ny;
  1743. normalArray[ i + 5 ] = nz;
  1744. normalArray[ i + 6 ] = nx;
  1745. normalArray[ i + 7 ] = ny;
  1746. normalArray[ i + 8 ] = nz;
  1747. }
  1748. }
  1749. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1750. _gl.enableVertexAttribArray( program.attributes.normal );
  1751. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1752. }
  1753. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1754. object.count = 0;
  1755. };
  1756. function setObjectFaces( object ) {
  1757. if ( _oldDoubleSided != object.doubleSided ) {
  1758. if( object.doubleSided ) {
  1759. _gl.disable( _gl.CULL_FACE );
  1760. } else {
  1761. _gl.enable( _gl.CULL_FACE );
  1762. }
  1763. _oldDoubleSided = object.doubleSided;
  1764. }
  1765. if ( _oldFlipSided != object.flipSided ) {
  1766. if( object.flipSided ) {
  1767. _gl.frontFace( _gl.CW );
  1768. } else {
  1769. _gl.frontFace( _gl.CCW );
  1770. }
  1771. _oldFlipSided = object.flipSided;
  1772. }
  1773. };
  1774. function setDepthTest( test ) {
  1775. if ( _oldDepth != test ) {
  1776. if( test ) {
  1777. _gl.enable( _gl.DEPTH_TEST );
  1778. } else {
  1779. _gl.disable( _gl.DEPTH_TEST );
  1780. }
  1781. _oldDepth = test;
  1782. }
  1783. };
  1784. function computeFrustum( m ) {
  1785. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  1786. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  1787. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  1788. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  1789. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  1790. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  1791. var i, plane;
  1792. for ( i = 0; i < 6; i ++ ) {
  1793. plane = _frustum[ i ];
  1794. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  1795. }
  1796. };
  1797. function isInFrustum( object ) {
  1798. var distance, matrix = object.matrixWorld,
  1799. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  1800. for ( var i = 0; i < 6; i ++ ) {
  1801. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  1802. if ( distance <= radius ) return false;
  1803. }
  1804. return true;
  1805. };
  1806. function addToFixedArray( where, what ) {
  1807. where.list[ where.count ] = what;
  1808. where.count += 1;
  1809. };
  1810. function unrollImmediateBufferMaterials( globject ) {
  1811. var i, l, m, ml, material,
  1812. object = globject.object,
  1813. opaque = globject.opaque,
  1814. transparent = globject.transparent;
  1815. transparent.count = 0;
  1816. opaque.count = 0;
  1817. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1818. material = object.materials[ m ];
  1819. material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1820. }
  1821. };
  1822. function unrollBufferMaterials( globject ) {
  1823. var i, l, m, ml, material, meshMaterial,
  1824. object = globject.object,
  1825. buffer = globject.buffer,
  1826. opaque = globject.opaque,
  1827. transparent = globject.transparent;
  1828. transparent.count = 0;
  1829. opaque.count = 0;
  1830. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1831. meshMaterial = object.materials[ m ];
  1832. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  1833. for ( i = 0, l = buffer.materials.length; i < l; i++ ) {
  1834. material = buffer.materials[ i ];
  1835. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1836. }
  1837. } else {
  1838. material = meshMaterial;
  1839. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1840. }
  1841. }
  1842. };
  1843. function painterSort( a, b ) {
  1844. return b.z - a.z;
  1845. };
  1846. this.render = function( scene, camera, renderTarget, forceClear ) {
  1847. var i, program, opaque, transparent, material,
  1848. o, ol, oil, webglObject, object, buffer,
  1849. lights = scene.lights,
  1850. fog = scene.fog;
  1851. camera.matrixAutoUpdate && camera.updateMatrix();
  1852. scene.update( undefined, false, camera );
  1853. camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  1854. camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
  1855. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  1856. computeFrustum( _projScreenMatrix );
  1857. this.initWebGLObjects( scene );
  1858. setRenderTarget( renderTarget );
  1859. if ( this.autoClear || forceClear ) {
  1860. this.clear();
  1861. }
  1862. // set matrices
  1863. ol = scene.__webglObjects.length;
  1864. for ( o = 0; o < ol; o++ ) {
  1865. webglObject = scene.__webglObjects[ o ];
  1866. object = webglObject.object;
  1867. if ( object.visible ) {
  1868. if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
  1869. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1870. setupMatrices( object, camera );
  1871. unrollBufferMaterials( webglObject );
  1872. webglObject.render = true;
  1873. if ( this.sortObjects ) {
  1874. _vector3.copy( object.position );
  1875. _projScreenMatrix.multiplyVector3( _vector3 );
  1876. webglObject.z = _vector3.z;
  1877. }
  1878. } else {
  1879. webglObject.render = false;
  1880. }
  1881. } else {
  1882. webglObject.render = false;
  1883. }
  1884. }
  1885. if ( this.sortObjects ) {
  1886. scene.__webglObjects.sort( painterSort );
  1887. }
  1888. oil = scene.__webglObjectsImmediate.length;
  1889. for ( o = 0; o < oil; o++ ) {
  1890. webglObject = scene.__webglObjectsImmediate[ o ];
  1891. object = webglObject.object;
  1892. if ( object.visible ) {
  1893. if( object.matrixAutoUpdate ) {
  1894. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1895. }
  1896. setupMatrices( object, camera );
  1897. unrollImmediateBufferMaterials( webglObject );
  1898. }
  1899. }
  1900. // opaque pass
  1901. setBlending( THREE.NormalBlending );
  1902. for ( o = 0; o < ol; o ++ ) {
  1903. webglObject = scene.__webglObjects[ o ];
  1904. if ( webglObject.render ) {
  1905. object = webglObject.object;
  1906. buffer = webglObject.buffer;
  1907. opaque = webglObject.opaque;
  1908. setObjectFaces( object );
  1909. for ( i = 0; i < opaque.count; i ++ ) {
  1910. material = opaque.list[ i ];
  1911. setDepthTest( material.depthTest );
  1912. renderBuffer( camera, lights, fog, material, buffer, object );
  1913. }
  1914. }
  1915. }
  1916. // opaque pass (immediate simulator)
  1917. for ( o = 0; o < oil; o++ ) {
  1918. webglObject = scene.__webglObjectsImmediate[ o ];
  1919. object = webglObject.object;
  1920. if ( object.visible ) {
  1921. opaque = webglObject.opaque;
  1922. setObjectFaces( object );
  1923. for( i = 0; i < opaque.count; i++ ) {
  1924. material = opaque.list[ i ];
  1925. setDepthTest( material.depthTest );
  1926. program = setProgram( camera, lights, fog, material, object );
  1927. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  1928. }
  1929. }
  1930. }
  1931. // transparent pass
  1932. for ( o = 0; o < ol; o ++ ) {
  1933. webglObject = scene.__webglObjects[ o ];
  1934. if ( webglObject.render ) {
  1935. object = webglObject.object;
  1936. buffer = webglObject.buffer;
  1937. transparent = webglObject.transparent;
  1938. setObjectFaces( object );
  1939. for ( i = 0; i < transparent.count; i ++ ) {
  1940. material = transparent.list[ i ];
  1941. setBlending( material.blending );
  1942. setDepthTest( material.depthTest );
  1943. renderBuffer( camera, lights, fog, material, buffer, object );
  1944. }
  1945. }
  1946. }
  1947. // transparent pass (immediate simulator)
  1948. for ( o = 0; o < oil; o++ ) {
  1949. webglObject = scene.__webglObjectsImmediate[ o ];
  1950. object = webglObject.object;
  1951. if ( object.visible ) {
  1952. transparent = webglObject.transparent;
  1953. setObjectFaces( object );
  1954. for ( i = 0; i < transparent.count; i ++ ) {
  1955. material = transparent.list[ i ];
  1956. setBlending( material.blending );
  1957. setDepthTest( material.depthTest );
  1958. program = setProgram( camera, lights, fog, material, object );
  1959. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  1960. }
  1961. }
  1962. }
  1963. // render 2d
  1964. if ( scene.__webglSprites.length ) {
  1965. renderSprites( scene, camera );
  1966. }
  1967. // render stencil shadows
  1968. if ( stencil && scene.__webglShadowVolumes.length && scene.lights.length ) {
  1969. renderStencilShadows( scene );
  1970. }
  1971. // render lens flares
  1972. if ( scene.__webglLensFlares.length ) {
  1973. renderLensFlares( scene, camera );
  1974. }
  1975. // Generate mipmap if we're using any kind of mipmap filtering
  1976. if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1977. updateRenderTargetMipmap( renderTarget );
  1978. }
  1979. };
  1980. /*
  1981. * Stencil Shadows
  1982. * method: we're rendering the world in light, then the shadow
  1983. * volumes into the stencil and last a big darkening
  1984. * quad over the whole thing. This is not how "you're
  1985. * supposed to" do stencil shadows but is much faster
  1986. *
  1987. */
  1988. function renderStencilShadows( scene ) {
  1989. // setup stencil
  1990. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  1991. _gl.polygonOffset( 0.1, 1.0 );
  1992. _gl.enable( _gl.STENCIL_TEST );
  1993. _gl.enable( _gl.DEPTH_TEST );
  1994. _gl.depthMask( false );
  1995. _gl.colorMask( false, false, false, false );
  1996. _gl.stencilFunc( _gl.ALWAYS, 1, 0xFF );
  1997. _gl.stencilOpSeparate( _gl.BACK, _gl.KEEP, _gl.INCR, _gl.KEEP );
  1998. _gl.stencilOpSeparate( _gl.FRONT, _gl.KEEP, _gl.DECR, _gl.KEEP );
  1999. // loop through all directional lights
  2000. var l, ll = scene.lights.length;
  2001. var p;
  2002. var light, lights = scene.lights;
  2003. var dirLight = [];
  2004. var object, geometryGroup, material;
  2005. var program;
  2006. var p_uniforms;
  2007. var m_uniforms;
  2008. var attributes;
  2009. var o, ol = scene.__webglShadowVolumes.length;
  2010. for ( l = 0; l < ll; l++ ) {
  2011. light = scene.lights[ l ];
  2012. if ( light instanceof THREE.DirectionalLight ) {
  2013. dirLight[ 0 ] = -light.position.x;
  2014. dirLight[ 1 ] = -light.position.y;
  2015. dirLight[ 2 ] = -light.position.z;
  2016. // render all volumes
  2017. for ( o = 0; o < ol; o++ ) {
  2018. object = scene.__webglShadowVolumes[ o ].object;
  2019. geometryGroup = scene.__webglShadowVolumes[ o ].buffer;
  2020. material = object.materials[ 0 ];
  2021. if ( !material.program ) _this.initMaterial( material, lights, undefined, object );
  2022. program = material.program,
  2023. p_uniforms = program.uniforms,
  2024. m_uniforms = material.uniforms,
  2025. attributes = program.attributes;
  2026. if ( _currentProgram !== program ) {
  2027. _gl.useProgram( program );
  2028. _currentProgram = program;
  2029. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  2030. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  2031. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  2032. }
  2033. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2034. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  2035. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  2036. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  2037. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  2038. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  2039. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  2040. _gl.cullFace( _gl.FRONT );
  2041. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  2042. _gl.cullFace( _gl.BACK );
  2043. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  2044. }
  2045. }
  2046. }
  2047. // setup color+stencil
  2048. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  2049. _gl.colorMask( true, true, true, true );
  2050. _gl.stencilFunc( _gl.NOTEQUAL, 0, 0xFF );
  2051. _gl.stencilOp( _gl.KEEP, _gl.KEEP, _gl.KEEP );
  2052. _gl.disable( _gl.DEPTH_TEST );
  2053. // draw darkening polygon
  2054. _oldBlending = "";
  2055. _currentProgram = _stencilShadow.program;
  2056. _gl.useProgram( _stencilShadow.program );
  2057. _gl.uniformMatrix4fv( _stencilShadow.projectionLocation, false, _projectionMatrixArray );
  2058. _gl.uniform1f( _stencilShadow.darknessLocation, _stencilShadow.darkness );
  2059. _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
  2060. _gl.vertexAttribPointer( _stencilShadow.vertexLocation, 3, _gl.FLOAT, false, 0, 0 );
  2061. _gl.enableVertexAttribArray( _stencilShadow.vertexLocation );
  2062. _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2063. _gl.blendEquation( _gl.FUNC_ADD );
  2064. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
  2065. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2066. // disable stencil
  2067. _gl.disable( _gl.STENCIL_TEST );
  2068. _gl.enable( _gl.DEPTH_TEST );
  2069. _gl.depthMask( _currentDepthMask );
  2070. }
  2071. /*
  2072. * Render sprites
  2073. *
  2074. */
  2075. function renderSprites( scene, camera ) {
  2076. var o, ol, object;
  2077. var attributes = _sprite.attributes;
  2078. var uniforms = _sprite.uniforms;
  2079. var anyCustom = false;
  2080. var invAspect = _viewportHeight / _viewportWidth;
  2081. var size, scale = [];
  2082. var screenPosition;
  2083. var halfViewportWidth = _viewportWidth * 0.5;
  2084. var halfViewportHeight = _viewportHeight * 0.5;
  2085. var mergeWith3D = true;
  2086. // setup gl
  2087. _gl.useProgram( _sprite.program );
  2088. _currentProgram = _sprite.program;
  2089. _oldBlending = "";
  2090. _gl.disable( _gl.CULL_FACE );
  2091. _gl.enable( _gl.BLEND );
  2092. _gl.depthMask( true );
  2093. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  2094. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2095. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2096. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  2097. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, _projectionMatrixArray );
  2098. _gl.activeTexture( _gl.TEXTURE0 );
  2099. _gl.uniform1i( uniforms.map, 0 );
  2100. // update positions and sort
  2101. for( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
  2102. object = scene.__webglSprites[ o ];
  2103. if( !object.useScreenCoordinates ) {
  2104. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2105. object.z = -object._modelViewMatrix.n34;
  2106. } else {
  2107. object.z = -object.position.z;
  2108. }
  2109. }
  2110. scene.__webglSprites.sort( painterSort );
  2111. // render all non-custom shader sprites
  2112. for( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
  2113. object = scene.__webglSprites[ o ];
  2114. if( object.material === undefined ) {
  2115. if( object.map && object.map.image && object.map.image.width ) {
  2116. if( object.useScreenCoordinates ) {
  2117. _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
  2118. _gl.uniform3f( uniforms.screenPosition, ( object.position.x - halfViewportWidth ) / halfViewportWidth,
  2119. ( halfViewportHeight - object.position.y ) / halfViewportHeight,
  2120. Math.max( 0, Math.min( 1, object.position.z )));
  2121. } else {
  2122. _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
  2123. _gl.uniform1i( uniforms.affectedByDistance, object.affectedByDistance ? 1 : 0 );
  2124. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2125. }
  2126. size = object.map.image.width / ( object.affectedByDistance ? 1 : _viewportHeight );
  2127. scale[ 0 ] = size * invAspect * object.scale.x;
  2128. scale[ 1 ] = size * object.scale.y;
  2129. _gl.uniform2f( uniforms.uvScale, object.uvScale.x, object.uvScale.y );
  2130. _gl.uniform2f( uniforms.uvOffset, object.uvOffset.x, object.uvOffset.y );
  2131. _gl.uniform2f( uniforms.alignment, object.alignment.x, object.alignment.y );
  2132. _gl.uniform1f( uniforms.opacity, object.opacity );
  2133. _gl.uniform1f( uniforms.rotation, object.rotation );
  2134. _gl.uniform2fv( uniforms.scale, scale );
  2135. if( object.mergeWith3D && !mergeWith3D ) {
  2136. _gl.enable( _gl.DEPTH_TEST );
  2137. mergeWith3D = true;
  2138. } else if( !object.mergeWith3D && mergeWith3D ) {
  2139. _gl.disable( _gl.DEPTH_TEST );
  2140. mergeWith3D = false;
  2141. }
  2142. setBlending( object.blending );
  2143. setTexture( object.map, 0 );
  2144. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2145. }
  2146. } else {
  2147. anyCustom = true;
  2148. }
  2149. }
  2150. // loop through all custom
  2151. /* if( anyCustom ) {
  2152. }
  2153. */
  2154. // restore gl
  2155. _gl.enable( _gl.CULL_FACE );
  2156. _gl.enable( _gl.DEPTH_TEST );
  2157. _gl.depthMask( _currentDepthMask );
  2158. }
  2159. /*
  2160. * Render lens flares
  2161. * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  2162. * reads these back and calculates occlusion.
  2163. * Then LensFlare.updateLensFlares() is called to re-position and
  2164. * update transparency of flares. Then they are rendered.
  2165. *
  2166. */
  2167. function renderLensFlares( scene, camera ) {
  2168. var object, objectZ, geometryGroup, material;
  2169. var o, ol = scene.__webglLensFlares.length;
  2170. var f, fl, flare;
  2171. var tempPosition = new THREE.Vector3();
  2172. var invAspect = _viewportHeight / _viewportWidth;
  2173. var halfViewportWidth = _viewportWidth * 0.5;
  2174. var halfViewportHeight = _viewportHeight * 0.5;
  2175. var size = 16 / _viewportHeight;
  2176. var scale = [ size * invAspect, size ];
  2177. var screenPosition = [ 1, 1, 0 ];
  2178. var screenPositionPixels = [ 1, 1 ];
  2179. var sampleX, sampleY, readBackPixels = _lensFlare.readBackPixels;
  2180. var sampleMidX = 7 * 4;
  2181. var sampleMidY = 7 * 16 * 4;
  2182. var sampleIndex, visibility;
  2183. var uniforms = _lensFlare.uniforms;
  2184. var attributes = _lensFlare.attributes;
  2185. // set lensflare program and reset blending
  2186. _gl.useProgram( _lensFlare.program );
  2187. _currentProgram = _lensFlare.program;
  2188. _oldBlending = "";
  2189. // loop through all lens flares to update their occlusion and positions
  2190. // setup gl and common used attribs/unforms
  2191. _gl.uniform1i( uniforms.occlusionMap, 0 );
  2192. _gl.uniform1i( uniforms.map, 1 );
  2193. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  2194. _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2195. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2196. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  2197. _gl.disable( _gl.CULL_FACE );
  2198. _gl.depthMask( false );
  2199. _gl.activeTexture( _gl.TEXTURE0 );
  2200. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  2201. _gl.activeTexture( _gl.TEXTURE1 );
  2202. for ( o = 0; o < ol; o ++ ) {
  2203. // calc object screen position
  2204. object = scene.__webglLensFlares[ o ].object;
  2205. tempPosition.set( object.matrixWorld.n14, object.matrixWorld.n24, object.matrixWorld.n34 );
  2206. camera.matrixWorldInverse.multiplyVector3( tempPosition );
  2207. objectZ = tempPosition.z;
  2208. camera.projectionMatrix.multiplyVector3( tempPosition );
  2209. // setup arrays for gl programs
  2210. screenPosition[ 0 ] = tempPosition.x;
  2211. screenPosition[ 1 ] = tempPosition.y;
  2212. screenPosition[ 2 ] = tempPosition.z;
  2213. screenPositionPixels[ 0 ] = screenPosition[ 0 ] * halfViewportWidth + halfViewportWidth;
  2214. screenPositionPixels[ 1 ] = screenPosition[ 1 ] * halfViewportHeight + halfViewportHeight;
  2215. // screen cull
  2216. if( _lensFlare.hasVertexTexture ||
  2217. ( screenPositionPixels[ 0 ] > 0 &&
  2218. screenPositionPixels[ 0 ] < _viewportWidth &&
  2219. screenPositionPixels[ 1 ] > 0 &&
  2220. screenPositionPixels[ 1 ] < _viewportHeight )) {
  2221. // save current RGB to temp texture
  2222. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2223. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
  2224. // render pink quad
  2225. _gl.uniform1i( uniforms.renderType, 0 );
  2226. _gl.uniform2fv( uniforms.scale, scale );
  2227. _gl.uniform3fv( uniforms.screenPosition, screenPosition );
  2228. _gl.disable( _gl.BLEND );
  2229. _gl.enable( _gl.DEPTH_TEST );
  2230. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2231. // copy result to occlusionMap
  2232. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  2233. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
  2234. // restore graphics
  2235. _gl.uniform1i( uniforms.renderType, 1 );
  2236. _gl.disable( _gl.DEPTH_TEST );
  2237. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2238. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2239. // update object positions
  2240. object.positionScreen.x = screenPosition[ 0 ];
  2241. object.positionScreen.y = screenPosition[ 1 ];
  2242. object.positionScreen.z = screenPosition[ 2 ];
  2243. if ( object.customUpdateCallback ) {
  2244. object.customUpdateCallback( object );
  2245. } else {
  2246. object.updateLensFlares();
  2247. }
  2248. // render flares
  2249. _gl.uniform1i( uniforms.renderType, 2 );
  2250. _gl.enable( _gl.BLEND );
  2251. for ( f = 0, fl = object.lensFlares.length; f < fl; f ++ ) {
  2252. flare = object.lensFlares[ f ];
  2253. if ( flare.opacity > 0.001 && flare.scale > 0.001 ) {
  2254. screenPosition[ 0 ] = flare.x;
  2255. screenPosition[ 1 ] = flare.y;
  2256. screenPosition[ 2 ] = flare.z;
  2257. size = flare.size * flare.scale / _viewportHeight;
  2258. scale[ 0 ] = size * invAspect;
  2259. scale[ 1 ] = size;
  2260. _gl.uniform3fv( uniforms.screenPosition, screenPosition );
  2261. _gl.uniform2fv( uniforms.scale, scale );
  2262. _gl.uniform1f( uniforms.rotation, flare.rotation );
  2263. _gl.uniform1f( uniforms.opacity, flare.opacity );
  2264. setBlending( flare.blending );
  2265. setTexture( flare.texture, 1 );
  2266. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2267. }
  2268. }
  2269. }
  2270. }
  2271. // restore gl
  2272. _gl.enable( _gl.CULL_FACE );
  2273. _gl.enable( _gl.DEPTH_TEST );
  2274. _gl.depthMask( _currentDepthMask );
  2275. }
  2276. function setupMatrices( object, camera ) {
  2277. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2278. THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  2279. }
  2280. this.initWebGLObjects = function ( scene ) {
  2281. if ( !scene.__webglObjects ) {
  2282. scene.__webglObjects = [];
  2283. scene.__webglObjectsImmediate = [];
  2284. scene.__webglShadowVolumes = [];
  2285. scene.__webglLensFlares = [];
  2286. scene.__webglSprites = [];
  2287. }
  2288. while ( scene.__objectsAdded.length ) {
  2289. addObject( scene.__objectsAdded[ 0 ], scene );
  2290. scene.__objectsAdded.splice( 0, 1 );
  2291. }
  2292. while ( scene.__objectsRemoved.length ) {
  2293. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2294. scene.__objectsRemoved.splice( 0, 1 );
  2295. }
  2296. // update must be called after objects adding / removal
  2297. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2298. updateObject( scene.__webglObjects[ o ].object, scene );
  2299. }
  2300. for ( var o = 0, ol = scene.__webglShadowVolumes.length; o < ol; o ++ ) {
  2301. updateObject( scene.__webglShadowVolumes[ o ].object, scene );
  2302. }
  2303. for ( var o = 0, ol = scene.__webglLensFlares.length; o < ol; o ++ ) {
  2304. updateObject( scene.__webglLensFlares[ o ].object, scene );
  2305. }
  2306. /* for ( var o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2307. updateObject( scene.__webglSprites[ o ].object, scene );
  2308. }*/
  2309. };
  2310. function addObject( object, scene ) {
  2311. var g, geometry, geometryGroup;
  2312. if ( object._modelViewMatrix == undefined ) {
  2313. object._modelViewMatrix = new THREE.Matrix4();
  2314. object._normalMatrixArray = new Float32Array( 9 );
  2315. object._modelViewMatrixArray = new Float32Array( 16 );
  2316. object._objectMatrixArray = new Float32Array( 16 );
  2317. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2318. }
  2319. if ( object instanceof THREE.Mesh ) {
  2320. geometry = object.geometry;
  2321. if ( geometry.geometryGroups == undefined ) {
  2322. sortFacesByMaterial( geometry );
  2323. }
  2324. // create separate VBOs per geometry chunk
  2325. for ( g in geometry.geometryGroups ) {
  2326. geometryGroup = geometry.geometryGroups[ g ];
  2327. // initialise VBO on the first access
  2328. if ( ! geometryGroup.__webglVertexBuffer ) {
  2329. createMeshBuffers( geometryGroup );
  2330. initMeshBuffers( geometryGroup, object );
  2331. geometry.__dirtyVertices = true;
  2332. geometry.__dirtyMorphTargets = true;
  2333. geometry.__dirtyElements = true;
  2334. geometry.__dirtyUvs = true;
  2335. geometry.__dirtyNormals = true;
  2336. geometry.__dirtyTangents = true;
  2337. geometry.__dirtyColors = true;
  2338. }
  2339. // create separate wrapper per each use of VBO
  2340. if ( object instanceof THREE.ShadowVolume ) {
  2341. addBuffer( scene.__webglShadowVolumes, geometryGroup, object );
  2342. } else {
  2343. addBuffer( scene.__webglObjects, geometryGroup, object );
  2344. }
  2345. }
  2346. } else if ( object instanceof THREE.LensFlare ) {
  2347. addBuffer( scene.__webglLensFlares, undefined, object );
  2348. } else if ( object instanceof THREE.Ribbon ) {
  2349. geometry = object.geometry;
  2350. if( ! geometry.__webglVertexBuffer ) {
  2351. createRibbonBuffers( geometry );
  2352. initRibbonBuffers( geometry );
  2353. geometry.__dirtyVertices = true;
  2354. geometry.__dirtyColors = true;
  2355. }
  2356. addBuffer( scene.__webglObjects, geometry, object );
  2357. } else if ( object instanceof THREE.Line ) {
  2358. geometry = object.geometry;
  2359. if( ! geometry.__webglVertexBuffer ) {
  2360. createLineBuffers( geometry );
  2361. initLineBuffers( geometry );
  2362. geometry.__dirtyVertices = true;
  2363. geometry.__dirtyColors = true;
  2364. }
  2365. addBuffer( scene.__webglObjects, geometry, object );
  2366. } else if ( object instanceof THREE.ParticleSystem ) {
  2367. geometry = object.geometry;
  2368. if ( ! geometry.__webglVertexBuffer ) {
  2369. createParticleBuffers( geometry );
  2370. initParticleBuffers( geometry );
  2371. geometry.__dirtyVertices = true;
  2372. geometry.__dirtyColors = true;
  2373. }
  2374. addBuffer( scene.__webglObjects, geometry, object );
  2375. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2376. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2377. } else if ( object instanceof THREE.Sprite ) {
  2378. scene.__webglSprites.push( object );
  2379. }
  2380. /*else if ( object instanceof THREE.Particle ) {
  2381. }*/
  2382. };
  2383. function updateObject( object, scene ) {
  2384. var g, geometry, geometryGroup, a, customAttributeDirty;
  2385. if ( object instanceof THREE.Mesh ) {
  2386. geometry = object.geometry;
  2387. // check all geometry groups
  2388. for ( g in geometry.geometryGroups ) {
  2389. geometryGroup = geometry.geometryGroups[ g ];
  2390. customAttributeDirty = false;
  2391. for ( a in geometryGroup.__webglCustomAttributes ) {
  2392. if( geometryGroup.__webglCustomAttributes[ a ].needsUpdate ) {
  2393. customAttributeDirty = true;
  2394. break;
  2395. }
  2396. }
  2397. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2398. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2399. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributeDirty ) {
  2400. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW );
  2401. }
  2402. }
  2403. geometry.__dirtyVertices = false;
  2404. geometry.__dirtyMorphTargets = false;
  2405. geometry.__dirtyElements = false;
  2406. geometry.__dirtyUvs = false;
  2407. geometry.__dirtyNormals = false;
  2408. geometry.__dirtyTangents = false;
  2409. geometry.__dirtyColors = false;
  2410. } else if ( object instanceof THREE.Ribbon ) {
  2411. geometry = object.geometry;
  2412. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2413. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2414. }
  2415. geometry.__dirtyVertices = false;
  2416. geometry.__dirtyColors = false;
  2417. } else if ( object instanceof THREE.Line ) {
  2418. geometry = object.geometry;
  2419. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2420. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2421. }
  2422. geometry.__dirtyVertices = false;
  2423. geometry.__dirtyColors = false;
  2424. } else if ( object instanceof THREE.ParticleSystem ) {
  2425. geometry = object.geometry;
  2426. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
  2427. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2428. }
  2429. geometry.__dirtyVertices = false;
  2430. geometry.__dirtyColors = false;
  2431. }/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2432. // it updates itself in render callback
  2433. } else if ( object instanceof THREE.Particle ) {
  2434. }*/
  2435. };
  2436. function removeObject( object, scene ) {
  2437. var o, ol, zobject;
  2438. for ( o = scene.__webglObjects.length - 1; o >= 0; o-- ) {
  2439. zobject = scene.__webglObjects[ o ].object;
  2440. if ( object == zobject ) {
  2441. scene.__webglObjects.splice( o, 1 );
  2442. return;
  2443. }
  2444. }
  2445. // add shadwos/sprites etc.
  2446. };
  2447. function sortFacesByMaterial( geometry ) {
  2448. // TODO
  2449. // Should optimize by grouping faces with ColorFill / ColorStroke materials
  2450. // which could then use vertex color attributes instead of each being
  2451. // in its separate VBO
  2452. var i, l, f, fl, face, material, materials, vertices, mhash, ghash, hash_map = {};
  2453. var numMorphTargets = geometry.morphTargets !== undefined ? geometry.morphTargets.length : 0;
  2454. geometry.geometryGroups = {};
  2455. function materialHash( material ) {
  2456. var hash_array = [];
  2457. for ( i = 0, l = material.length; i < l; i++ ) {
  2458. if ( material[ i ] == undefined ) {
  2459. hash_array.push( "undefined" );
  2460. } else {
  2461. hash_array.push( material[ i ].id );
  2462. }
  2463. }
  2464. return hash_array.join( '_' );
  2465. }
  2466. for ( f = 0, fl = geometry.faces.length; f < fl; f++ ) {
  2467. face = geometry.faces[ f ];
  2468. materials = face.materials;
  2469. mhash = materialHash( materials );
  2470. if ( hash_map[ mhash ] == undefined ) {
  2471. hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };
  2472. }
  2473. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2474. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2475. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2476. }
  2477. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2478. if ( geometry.geometryGroups[ ghash ].vertices + vertices > 65535 ) {
  2479. hash_map[ mhash ].counter += 1;
  2480. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2481. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2482. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2483. }
  2484. }
  2485. geometry.geometryGroups[ ghash ].faces.push( f );
  2486. geometry.geometryGroups[ ghash ].vertices += vertices;
  2487. }
  2488. };
  2489. function addBuffer( objlist, buffer, object ) {
  2490. objlist.push( {
  2491. buffer: buffer, object: object,
  2492. opaque: { list: [], count: 0 },
  2493. transparent: { list: [], count: 0 }
  2494. } );
  2495. };
  2496. function addBufferImmediate( objlist, object ) {
  2497. objlist.push( {
  2498. object: object,
  2499. opaque: { list: [], count: 0 },
  2500. transparent: { list: [], count: 0 }
  2501. } );
  2502. };
  2503. this.setFaceCulling = function ( cullFace, frontFace ) {
  2504. if ( cullFace ) {
  2505. if ( !frontFace || frontFace == "ccw" ) {
  2506. _gl.frontFace( _gl.CCW );
  2507. } else {
  2508. _gl.frontFace( _gl.CW );
  2509. }
  2510. if( cullFace == "back" ) {
  2511. _gl.cullFace( _gl.BACK );
  2512. } else if( cullFace == "front" ) {
  2513. _gl.cullFace( _gl.FRONT );
  2514. } else {
  2515. _gl.cullFace( _gl.FRONT_AND_BACK );
  2516. }
  2517. _gl.enable( _gl.CULL_FACE );
  2518. } else {
  2519. _gl.disable( _gl.CULL_FACE );
  2520. }
  2521. };
  2522. this.supportsVertexTextures = function () {
  2523. return maxVertexTextures() > 0;
  2524. };
  2525. function maxVertexTextures() {
  2526. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  2527. };
  2528. function initGL( antialias, clearColor, clearAlpha, stencil ) {
  2529. try {
  2530. if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: antialias, stencil: stencil } ) ) ) {
  2531. throw 'Error creating WebGL context.';
  2532. }
  2533. } catch ( e ) {
  2534. console.error( e );
  2535. }
  2536. console.log(
  2537. navigator.userAgent + " | " +
  2538. _gl.getParameter( _gl.VERSION ) + " | " +
  2539. _gl.getParameter( _gl.VENDOR ) + " | " +
  2540. _gl.getParameter( _gl.RENDERER ) + " | " +
  2541. _gl.getParameter( _gl.SHADING_LANGUAGE_VERSION )
  2542. );
  2543. _gl.clearColor( 0, 0, 0, 1 );
  2544. _gl.clearDepth( 1 );
  2545. _gl.enable( _gl.DEPTH_TEST );
  2546. _gl.depthFunc( _gl.LEQUAL );
  2547. _gl.frontFace( _gl.CCW );
  2548. _gl.cullFace( _gl.BACK );
  2549. _gl.enable( _gl.CULL_FACE );
  2550. _gl.enable( _gl.BLEND );
  2551. _gl.blendEquation( _gl.FUNC_ADD );
  2552. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  2553. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  2554. // _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, true );
  2555. _cullEnabled = true;
  2556. };
  2557. function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  2558. var p, pl, program, code;
  2559. var chunks = [];
  2560. // Generate code
  2561. if ( shaderID ) {
  2562. chunks.push( shaderID );
  2563. } else {
  2564. chunks.push( fragmentShader );
  2565. chunks.push( vertexShader );
  2566. }
  2567. for ( p in parameters ) {
  2568. chunks.push( p );
  2569. chunks.push( parameters[ p ] );
  2570. }
  2571. code = chunks.join();
  2572. // Check if code has been already compiled
  2573. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  2574. if ( _programs[ p ].code == code ) {
  2575. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  2576. return _programs[ p ].program;
  2577. }
  2578. }
  2579. //console.log( "building new program " );
  2580. //
  2581. program = _gl.createProgram(),
  2582. prefix_fragment = [
  2583. "#ifdef GL_ES",
  2584. "precision highp float;",
  2585. "#endif",
  2586. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2587. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2588. parameters.fog ? "#define USE_FOG" : "",
  2589. parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
  2590. parameters.map ? "#define USE_MAP" : "",
  2591. parameters.envMap ? "#define USE_ENVMAP" : "",
  2592. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2593. parameters.vertexColors ? "#define USE_COLOR" : "",
  2594. "uniform mat4 viewMatrix;",
  2595. "uniform vec3 cameraPosition;",
  2596. ""
  2597. ].join("\n"),
  2598. prefix_vertex = [
  2599. maxVertexTextures() > 0 ? "#define VERTEX_TEXTURES" : "",
  2600. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2601. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2602. "#define MAX_BONES " + parameters.maxBones,
  2603. parameters.map ? "#define USE_MAP" : "",
  2604. parameters.envMap ? "#define USE_ENVMAP" : "",
  2605. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2606. parameters.vertexColors ? "#define USE_COLOR" : "",
  2607. parameters.skinning ? "#define USE_SKINNING" : "",
  2608. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  2609. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  2610. "uniform mat4 objectMatrix;",
  2611. "uniform mat4 modelViewMatrix;",
  2612. "uniform mat4 projectionMatrix;",
  2613. "uniform mat4 viewMatrix;",
  2614. "uniform mat3 normalMatrix;",
  2615. "uniform vec3 cameraPosition;",
  2616. "uniform mat4 cameraInverseMatrix;",
  2617. "attribute vec3 position;",
  2618. "attribute vec3 normal;",
  2619. "attribute vec2 uv;",
  2620. "attribute vec2 uv2;",
  2621. "#ifdef USE_COLOR",
  2622. "attribute vec3 color;",
  2623. "#endif",
  2624. "#ifdef USE_MORPHTARGETS",
  2625. "attribute vec3 morphTarget0;",
  2626. "attribute vec3 morphTarget1;",
  2627. "attribute vec3 morphTarget2;",
  2628. "attribute vec3 morphTarget3;",
  2629. "attribute vec3 morphTarget4;",
  2630. "attribute vec3 morphTarget5;",
  2631. "attribute vec3 morphTarget6;",
  2632. "attribute vec3 morphTarget7;",
  2633. "#endif",
  2634. "#ifdef USE_SKINNING",
  2635. "attribute vec4 skinVertexA;",
  2636. "attribute vec4 skinVertexB;",
  2637. "attribute vec4 skinIndex;",
  2638. "attribute vec4 skinWeight;",
  2639. "#endif",
  2640. ""
  2641. ].join("\n");
  2642. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  2643. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  2644. _gl.linkProgram( program );
  2645. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  2646. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  2647. }
  2648. //console.log( prefix_fragment + fragmentShader );
  2649. //console.log( prefix_vertex + vertexShader );
  2650. program.uniforms = {};
  2651. program.attributes = {};
  2652. var identifiers, u, a, i;
  2653. // cache uniform locations
  2654. identifiers = [
  2655. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  2656. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  2657. ];
  2658. for ( u in uniforms ) {
  2659. identifiers.push( u );
  2660. }
  2661. cacheUniformLocations( program, identifiers );
  2662. // cache attributes locations
  2663. identifiers = [
  2664. "position", "normal", "uv", "uv2", "tangent", "color",
  2665. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  2666. ];
  2667. for ( i = 0; i < parameters.maxMorphTargets; i++ ) {
  2668. identifiers.push( "morphTarget" + i );
  2669. }
  2670. for ( a in attributes ) {
  2671. identifiers.push( a );
  2672. }
  2673. cacheAttributeLocations( program, identifiers );
  2674. _programs.push( { program: program, code: code } );
  2675. return program;
  2676. };
  2677. function loadUniformsSkinning( uniforms, object ) {
  2678. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
  2679. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2680. };
  2681. function loadUniformsMatrices( uniforms, object ) {
  2682. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2683. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2684. };
  2685. function loadUniformsGeneric( program, uniforms ) {
  2686. var u, uniform, value, type, location, texture;
  2687. for( u in uniforms ) {
  2688. location = program.uniforms[u];
  2689. if ( !location ) continue;
  2690. uniform = uniforms[u];
  2691. type = uniform.type;
  2692. value = uniform.value;
  2693. if( type == "i" ) {
  2694. _gl.uniform1i( location, value );
  2695. } else if( type == "f" ) {
  2696. _gl.uniform1f( location, value );
  2697. } else if( type == "fv1" ) {
  2698. _gl.uniform1fv( location, value );
  2699. } else if( type == "fv" ) {
  2700. _gl.uniform3fv( location, value );
  2701. } else if( type == "v2" ) {
  2702. _gl.uniform2f( location, value.x, value.y );
  2703. } else if( type == "v3" ) {
  2704. _gl.uniform3f( location, value.x, value.y, value.z );
  2705. } else if( type == "v4" ) {
  2706. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2707. } else if( type == "c" ) {
  2708. _gl.uniform3f( location, value.r, value.g, value.b );
  2709. } else if( type == "t" ) {
  2710. _gl.uniform1i( location, value );
  2711. texture = uniform.texture;
  2712. if ( !texture ) continue;
  2713. if ( texture.image instanceof Array && texture.image.length == 6 ) {
  2714. setCubeTexture( texture, value );
  2715. } else {
  2716. setTexture( texture, value );
  2717. }
  2718. }
  2719. }
  2720. };
  2721. function setBlending( blending ) {
  2722. if ( blending != _oldBlending ) {
  2723. switch ( blending ) {
  2724. case THREE.AdditiveBlending:
  2725. _gl.blendEquation( _gl.FUNC_ADD );
  2726. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  2727. break;
  2728. case THREE.SubtractiveBlending:
  2729. // TODO: Find blendFuncSeparate() combination
  2730. _gl.blendEquation( _gl.FUNC_ADD );
  2731. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  2732. break;
  2733. case THREE.MultiplyBlending:
  2734. // TODO: Find blendFuncSeparate() combination
  2735. _gl.blendEquation( _gl.FUNC_ADD );
  2736. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  2737. break;
  2738. default:
  2739. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  2740. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2741. break;
  2742. }
  2743. _oldBlending = blending;
  2744. }
  2745. };
  2746. function setTextureParameters( textureType, texture, image ) {
  2747. if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
  2748. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  2749. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  2750. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  2751. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  2752. _gl.generateMipmap( textureType );
  2753. } else {
  2754. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  2755. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  2756. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  2757. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  2758. }
  2759. };
  2760. function setTexture( texture, slot ) {
  2761. if ( texture.needsUpdate ) {
  2762. if ( !texture.__webglInit ) {
  2763. texture.__webglTexture = _gl.createTexture();
  2764. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2765. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2766. texture.__webglInit = true;
  2767. } else {
  2768. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2769. _gl.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2770. }
  2771. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  2772. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2773. texture.needsUpdate = false;
  2774. }
  2775. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2776. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2777. };
  2778. function setCubeTexture( texture, slot ) {
  2779. if ( texture.image.length == 6 ) {
  2780. if ( texture.needsUpdate ) {
  2781. if ( !texture.__webglInit ) {
  2782. texture.image.__webglTextureCube = _gl.createTexture();
  2783. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2784. for ( var i = 0; i < 6; ++i ) {
  2785. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2786. }
  2787. texture.__webglInit = true;
  2788. } else {
  2789. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2790. for ( var i = 0; i < 6; ++i ) {
  2791. _gl.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2792. }
  2793. }
  2794. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[0] );
  2795. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2796. texture.needsUpdate = false;
  2797. }
  2798. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2799. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2800. }
  2801. };
  2802. function setRenderTarget( renderTexture ) {
  2803. if ( renderTexture && !renderTexture.__webglFramebuffer ) {
  2804. if( renderTexture.depthBuffer === undefined ) renderTexture.depthBuffer = true;
  2805. if( renderTexture.stencilBuffer === undefined ) renderTexture.stencilBuffer = true;
  2806. renderTexture.__webglFramebuffer = _gl.createFramebuffer();
  2807. renderTexture.__webglRenderbuffer = _gl.createRenderbuffer();
  2808. renderTexture.__webglTexture = _gl.createTexture();
  2809. // Setup texture
  2810. _gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webglTexture );
  2811. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrapS ) );
  2812. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrapT ) );
  2813. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.magFilter ) );
  2814. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.minFilter ) );
  2815. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
  2816. // Setup render and frame buffer
  2817. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2818. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webglFramebuffer );
  2819. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webglTexture, 0 );
  2820. if( renderTexture.depthBuffer && !renderTexture.stencilBuffer ) {
  2821. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
  2822. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2823. /* For some reason this is not working. Defaulting to RGBA4.
  2824. } else if( !renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  2825. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTexture.width, renderTexture.height );
  2826. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2827. */
  2828. } else if( renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  2829. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTexture.width, renderTexture.height );
  2830. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2831. } else {
  2832. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTexture.width, renderTexture.height );
  2833. }
  2834. // Release everything
  2835. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2836. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  2837. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  2838. }
  2839. var framebuffer, width, height;
  2840. if ( renderTexture ) {
  2841. framebuffer = renderTexture.__webglFramebuffer;
  2842. width = renderTexture.width;
  2843. height = renderTexture.height;
  2844. } else {
  2845. framebuffer = null;
  2846. width = _viewportWidth;
  2847. height = _viewportHeight;
  2848. }
  2849. if ( framebuffer != _currentFramebuffer ) {
  2850. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2851. _gl.viewport( _viewportX, _viewportY, width, height );
  2852. _currentFramebuffer = framebuffer;
  2853. }
  2854. };
  2855. function updateRenderTargetMipmap( renderTarget ) {
  2856. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  2857. _gl.generateMipmap( _gl.TEXTURE_2D );
  2858. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2859. };
  2860. function cacheUniformLocations( program, identifiers ) {
  2861. var i, l, id;
  2862. for( i = 0, l = identifiers.length; i < l; i++ ) {
  2863. id = identifiers[ i ];
  2864. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  2865. }
  2866. };
  2867. function cacheAttributeLocations( program, identifiers ) {
  2868. var i, l, id;
  2869. for( i = 0, l = identifiers.length; i < l; i++ ) {
  2870. id = identifiers[ i ];
  2871. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  2872. }
  2873. };
  2874. function getShader( type, string ) {
  2875. var shader;
  2876. if ( type == "fragment" ) {
  2877. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  2878. } else if ( type == "vertex" ) {
  2879. shader = _gl.createShader( _gl.VERTEX_SHADER );
  2880. }
  2881. _gl.shaderSource( shader, string );
  2882. _gl.compileShader( shader );
  2883. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  2884. console.error( _gl.getShaderInfoLog( shader ) );
  2885. console.error( string );
  2886. return null;
  2887. }
  2888. return shader;
  2889. };
  2890. // fallback filters for non-power-of-2 textures
  2891. function filterFallback( f ) {
  2892. switch ( f ) {
  2893. case THREE.NearestFilter:
  2894. case THREE.NearestMipMapNearestFilter:
  2895. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  2896. case THREE.LinearFilter:
  2897. case THREE.LinearMipMapNearestFilter:
  2898. case THREE.LinearMipMapLinearFilter:
  2899. default:
  2900. return _gl.LINEAR; break;
  2901. }
  2902. };
  2903. function paramThreeToGL( p ) {
  2904. switch ( p ) {
  2905. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  2906. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  2907. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  2908. case THREE.NearestFilter: return _gl.NEAREST; break;
  2909. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  2910. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  2911. case THREE.LinearFilter: return _gl.LINEAR; break;
  2912. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  2913. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  2914. case THREE.ByteType: return _gl.BYTE; break;
  2915. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  2916. case THREE.ShortType: return _gl.SHORT; break;
  2917. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  2918. case THREE.IntType: return _gl.INT; break;
  2919. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  2920. case THREE.FloatType: return _gl.FLOAT; break;
  2921. case THREE.AlphaFormat: return _gl.ALPHA; break;
  2922. case THREE.RGBFormat: return _gl.RGB; break;
  2923. case THREE.RGBAFormat: return _gl.RGBA; break;
  2924. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  2925. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  2926. }
  2927. return 0;
  2928. };
  2929. function isPowerOfTwo( value ) {
  2930. return ( value & ( value - 1 ) ) == 0;
  2931. };
  2932. function materialNeedsSmoothNormals( material ) {
  2933. return material && material.shading != undefined && material.shading == THREE.SmoothShading;
  2934. };
  2935. function bufferNeedsSmoothNormals( geometryGroup, object ) {
  2936. var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
  2937. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  2938. meshMaterial = object.materials[ m ];
  2939. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2940. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  2941. if ( materialNeedsSmoothNormals( geometryGroup.materials[ i ] ) ) {
  2942. needsSmoothNormals = true;
  2943. break;
  2944. }
  2945. }
  2946. } else {
  2947. if ( materialNeedsSmoothNormals( meshMaterial ) ) {
  2948. needsSmoothNormals = true;
  2949. break;
  2950. }
  2951. }
  2952. if ( needsSmoothNormals ) break;
  2953. }
  2954. return needsSmoothNormals;
  2955. };
  2956. function unrollGroupMaterials( geometryGroup, object ) {
  2957. var m, ml, i, il,
  2958. material, meshMaterial,
  2959. materials = [];
  2960. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  2961. meshMaterial = object.materials[ m ];
  2962. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2963. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  2964. material = geometryGroup.materials[ i ];
  2965. if ( material ) {
  2966. materials.push( material );
  2967. }
  2968. }
  2969. } else {
  2970. material = meshMaterial;
  2971. if ( material ) {
  2972. materials.push( material );
  2973. }
  2974. }
  2975. }
  2976. return materials;
  2977. };
  2978. function bufferGuessVertexColorType( materials, geometryGroup, object ) {
  2979. var i, m, ml = materials.length;
  2980. // use vertexColor type from the first material in unrolled materials
  2981. for ( i = 0; i < ml; i++ ) {
  2982. m = materials[ i ];
  2983. if ( m.vertexColors ) {
  2984. return m.vertexColors;
  2985. }
  2986. }
  2987. return false;
  2988. };
  2989. function bufferGuessNormalType( materials, geometryGroup, object ) {
  2990. var i, m, ml = materials.length;
  2991. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  2992. for ( i = 0; i < ml; i++ ) {
  2993. m = materials[ i ];
  2994. if ( ( m instanceof THREE.MeshBasicMaterial && !m.envMap ) || m instanceof THREE.MeshDepthMaterial ) continue;
  2995. if ( materialNeedsSmoothNormals( m ) ) {
  2996. return THREE.SmoothShading;
  2997. } else {
  2998. return THREE.FlatShading;
  2999. }
  3000. }
  3001. return false;
  3002. };
  3003. function bufferGuessUVType( materials, geometryGroup, object ) {
  3004. var i, m, ml = materials.length;
  3005. // material must use some texture to require uvs
  3006. for ( i = 0; i < ml; i++ ) {
  3007. m = materials[ i ];
  3008. if ( m.map || m.lightMap || m instanceof THREE.MeshShaderMaterial ) {
  3009. return true;
  3010. }
  3011. }
  3012. return false;
  3013. };
  3014. function allocateBones( object ) {
  3015. // default for when object is not specified
  3016. // ( for example when prebuilding shader
  3017. // to be used with multiple objects )
  3018. //
  3019. // - leave some extra space for other uniforms
  3020. // - limit here is ANGLE's 254 max uniform vectors
  3021. // (up to 54 should be safe)
  3022. var maxBones = 50;
  3023. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3024. maxBones = object.bones.length;
  3025. }
  3026. return maxBones;
  3027. };
  3028. function allocateLights( lights, maxLights ) {
  3029. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3030. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3031. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3032. light = lights[ l ];
  3033. if ( light instanceof THREE.DirectionalLight ) dirLights++;
  3034. if ( light instanceof THREE.PointLight ) pointLights++;
  3035. }
  3036. if ( ( pointLights + dirLights ) <= maxLights ) {
  3037. maxDirLights = dirLights;
  3038. maxPointLights = pointLights;
  3039. } else {
  3040. maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
  3041. maxPointLights = maxLights - maxDirLights;
  3042. }
  3043. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3044. };
  3045. /* DEBUG
  3046. function getGLParams() {
  3047. var params = {
  3048. 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
  3049. 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
  3050. 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
  3051. 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  3052. 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
  3053. 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
  3054. 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
  3055. }
  3056. return params;
  3057. };
  3058. function dumpObject( obj ) {
  3059. var p, str = "";
  3060. for ( p in obj ) {
  3061. str += p + ": " + obj[p] + "\n";
  3062. }
  3063. return str;
  3064. }
  3065. */
  3066. };