WebGLRenderer2.js 80 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. * @author gero3 / https://github.com/gero3/
  7. */
  8. THREE.WebGLRenderer = function ( parameters ) {
  9. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  10. parameters = parameters || {};
  11. var info = {
  12. memory: {
  13. programs: 0,
  14. geometries: 0,
  15. textures: 0
  16. },
  17. render: {
  18. calls: 0,
  19. vertices: 0,
  20. faces: 0,
  21. points: 0
  22. }
  23. };
  24. var renderer = new THREE.WebGLRenderer.LowLevelRenderer(parameters);
  25. var meshRenderer = new THREE.WebGLRenderer.MeshRenderer(renderer, info);
  26. var particleRenderer = new THREE.WebGLRenderer.ParticleRenderer(renderer, info);
  27. var lineRenderer = new THREE.WebGLRenderer.LineRenderer(renderer, info);
  28. var ribbonRenderer = new THREE.WebGLRenderer.RibbonRenderer(renderer, info);
  29. var shaderBuilder = new THREE.WebGLRenderer.ShaderBuilder(renderer, info);
  30. // clearing
  31. this.autoClear = true;
  32. this.autoClearColor = true;
  33. this.autoClearDepth = true;
  34. this.autoClearStencil = true;
  35. // scene graph
  36. this.sortObjects = true;
  37. this.autoUpdateObjects = true;
  38. this.autoUpdateScene = true;
  39. // physically based shading
  40. this.gammaInput = false;
  41. this.gammaOutput = false;
  42. this.physicallyBasedShading = false;
  43. // shadow map
  44. this.shadowMapEnabled = false;
  45. this.shadowMapAutoUpdate = true;
  46. this.shadowMapType = THREE.PCFShadowMap;
  47. this.shadowMapCullFace = THREE.CullFaceFront;
  48. this.shadowMapDebug = false;
  49. this.shadowMapCascade = false;
  50. // morphs
  51. this.maxMorphTargets = 8;
  52. this.maxMorphNormals = 4;
  53. // flags
  54. this.autoScaleCubemaps = true;
  55. // custom render plugins
  56. this.renderPluginsPre = [];
  57. this.renderPluginsPost = [];
  58. // info
  59. this.info = info;
  60. // internal properties
  61. var _this = this,
  62. // internal state cache
  63. _currentProgram = null,
  64. _currentFramebuffer = null,
  65. _currentMaterialId = -1,
  66. _currentGeometryGroupHash = null,
  67. _currentCamera = null,
  68. _geometryGroupCounter = 0,
  69. _usedTextureUnits = 0,
  70. // GL state
  71. _viewportX = 0,
  72. _viewportY = 0,
  73. _viewportWidth = 0,
  74. _viewportHeight = 0,
  75. _currentWidth = 0,
  76. _currentHeight = 0,
  77. _enabledAttributes = {},
  78. // frustum
  79. _frustum = new THREE.Frustum(),
  80. // camera matrices cache
  81. _projScreenMatrix = new THREE.Matrix4(),
  82. _projScreenMatrixPS = new THREE.Matrix4(),
  83. _vector3 = new THREE.Vector3(),
  84. // light arrays cache
  85. _direction = new THREE.Vector3(),
  86. _lightsNeedUpdate = true,
  87. _lights = {
  88. ambient: [ 0, 0, 0 ],
  89. directional: { length: 0, colors: [], positions: [] },
  90. point: { length: 0, colors: [], positions: [], distances: [] },
  91. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] },
  92. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  93. };
  94. // initialize
  95. this.context = renderer.getContext();
  96. this.domElement = renderer.getDomElement();
  97. this.getPrecision = renderer.getPrecision;
  98. // low level API
  99. this.getPrecision = renderer.getPrecision;
  100. this.getContext = renderer.getContext;
  101. this.supportsVertexTextures = renderer.supportsVertexTextures;
  102. this.supportsFloatTextures = renderer.supportsFloatTextures;
  103. this.supportsStandardDerivatives = renderer.supportsStandardDerivatives;
  104. this.supportsCompressedTextureS3TC = renderer.supportsCompressedTextureS3TC;
  105. this.getMaxAnisotropy = renderer.getMaxAnisotropy;
  106. this.setSize = renderer.setSize;
  107. this.setViewport = renderer.setViewport;
  108. this.setScissor = renderer.setScissor;
  109. this.enableScissorTest = renderer.enableScissorTest;
  110. this.setDepthWrite = renderer.setDepthWrite;
  111. this.setDepthTest = renderer.setDepthTest;
  112. this.setRenderTarget = renderer.setRenderTarget;
  113. this.setBlending = renderer.setBlending;
  114. this.setTexture = renderer.setTexture;
  115. this.setMaterialFaces = renderer.setMaterialFaces;
  116. this.setFaceCulling = renderer.setFaceCulling;
  117. // Clearing
  118. this.setClearColorHex = renderer.setClearColorHex;
  119. this.setClearColor = renderer.setClearColor;
  120. this.getClearColor = renderer.getClearColor;
  121. this.getClearAlpha = renderer.getClearAlpha;
  122. this.clear = renderer.clear;
  123. this.clearTarget = renderer.clearTarget;
  124. // Plugins
  125. this.addPostPlugin = function ( plugin ) {
  126. plugin.init( this );
  127. this.renderPluginsPost.push( plugin );
  128. };
  129. this.addPrePlugin = function ( plugin ) {
  130. plugin.init( this );
  131. this.renderPluginsPre.push( plugin );
  132. };
  133. // Rendering
  134. this.updateShadowMap = function ( scene, camera ) {
  135. _currentProgram = null;
  136. _currentGeometryGroupHash = -1;
  137. _currentMaterialId = -1;
  138. _lightsNeedUpdate = true;
  139. renderer.resetState();
  140. this.shadowMapPlugin.update( scene, camera );
  141. };
  142. // Events
  143. var onGeometryDispose = function ( event ) {
  144. var geometry = event.target;
  145. geometry.removeEventListener( 'dispose', onGeometryDispose );
  146. deallocateGeometry( geometry );
  147. _this.info.memory.geometries --;
  148. };
  149. var onTextureDispose = function ( event ) {
  150. var texture = event.target;
  151. texture.removeEventListener( 'dispose', onTextureDispose );
  152. deallocateTexture( texture );
  153. _this.info.memory.textures --;
  154. };
  155. var onRenderTargetDispose = function ( event ) {
  156. var renderTarget = event.target;
  157. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  158. deallocateRenderTarget( renderTarget );
  159. _this.info.memory.textures --;
  160. };
  161. var onMaterialDispose = function ( event ) {
  162. var material = event.target;
  163. material.removeEventListener( 'dispose', onMaterialDispose );
  164. deallocateMaterial( material );
  165. };
  166. // Buffer deallocation
  167. var deallocateGeometry = function ( geometry ) {
  168. var m,ml;
  169. geometry.__webglInit = undefined;
  170. if ( geometry.__webglVertexBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglVertexBuffer );
  171. if ( geometry.__webglNormalBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglNormalBuffer );
  172. if ( geometry.__webglTangentBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglTangentBuffer );
  173. if ( geometry.__webglColorBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglColorBuffer );
  174. if ( geometry.__webglUVBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglUVBuffer );
  175. if ( geometry.__webglUV2Buffer !== undefined ) renderer.deleteBuffer( geometry.__webglUV2Buffer );
  176. if ( geometry.__webglSkinIndicesBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglSkinIndicesBuffer );
  177. if ( geometry.__webglSkinWeightsBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglSkinWeightsBuffer );
  178. if ( geometry.__webglFaceBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglFaceBuffer );
  179. if ( geometry.__webglLineBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglLineBuffer );
  180. if ( geometry.__webglLineDistanceBuffer !== undefined ) renderer.deleteBuffer( geometry.__webglLineDistanceBuffer );
  181. // geometry groups
  182. if ( geometry.geometryGroups !== undefined ) {
  183. for ( var g in geometry.geometryGroups ) {
  184. var geometryGroup = geometry.geometryGroups[ g ];
  185. if ( geometryGroup.numMorphTargets !== undefined ) {
  186. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  187. renderer.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  188. }
  189. }
  190. if ( geometryGroup.numMorphNormals !== undefined ) {
  191. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  192. renderer.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  193. }
  194. }
  195. deleteCustomAttributesBuffers( geometryGroup );
  196. }
  197. }
  198. deleteCustomAttributesBuffers( geometry );
  199. };
  200. var deallocateTexture = function ( texture ) {
  201. if ( texture.image && texture.image.__webglTextureCube ) {
  202. // cube texture
  203. renderer.deleteTexture( texture.image.__webglTextureCube );
  204. } else {
  205. // 2D texture
  206. if ( ! texture.__webglInit ) return;
  207. texture.__webglInit = false;
  208. renderer.deleteTexture( texture.__webglTexture );
  209. }
  210. };
  211. var deallocateRenderTarget = function ( renderTarget ) {
  212. if ( !renderTarget || ! renderTarget.__webglTexture ) return;
  213. renderer.deleteTexture( renderTarget.__webglTexture );
  214. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  215. for ( var i = 0; i < 6; i ++ ) {
  216. renderer.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  217. renderer.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  218. }
  219. } else {
  220. renderer.deleteFramebuffer( renderTarget.__webglFramebuffer );
  221. renderer.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  222. }
  223. };
  224. var deallocateMaterial = function ( material ) {
  225. var program = material.program;
  226. if ( program === undefined ) return;
  227. material.program = undefined;
  228. // only deallocate GL program if this was the last use of shared program
  229. // assumed there is only single copy of any program in the _programs list
  230. // (that's how it's constructed)
  231. shaderBuilder.removeProgram(program)
  232. };
  233. function deleteCustomAttributesBuffers( geometry ) {
  234. if ( geometry.__webglCustomAttributesList ) {
  235. for ( var id in geometry.__webglCustomAttributesList ) {
  236. renderer.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
  237. }
  238. }
  239. };
  240. // Buffer initialization
  241. function initCustomAttributes ( geometry, object ) {
  242. var nvertices = geometry.vertices.length;
  243. var material = object.material;
  244. if ( material.attributes ) {
  245. if ( geometry.__webglCustomAttributesList === undefined ) {
  246. geometry.__webglCustomAttributesList = [];
  247. }
  248. for ( var a in material.attributes ) {
  249. var attribute = material.attributes[ a ];
  250. if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  251. attribute.__webglInitialized = true;
  252. var size = 1; // "f" and "i"
  253. if ( attribute.type === "v2" ) size = 2;
  254. else if ( attribute.type === "v3" ) size = 3;
  255. else if ( attribute.type === "v4" ) size = 4;
  256. else if ( attribute.type === "c" ) size = 3;
  257. attribute.size = size;
  258. attribute.array = new Float32Array( nvertices * size );
  259. attribute.buffer = renderer.createBuffer();
  260. attribute.buffer.belongsToAttribute = a;
  261. attribute.needsUpdate = true;
  262. }
  263. geometry.__webglCustomAttributesList.push( attribute );
  264. }
  265. }
  266. };
  267. function getBufferMaterial( object, geometryGroup ) {
  268. return object.material instanceof THREE.MeshFaceMaterial
  269. ? object.material.materials[ geometryGroup.materialIndex ]
  270. : object.material;
  271. };
  272. //
  273. function initDirectBuffers( geometry ) {
  274. var a, attribute;
  275. for ( a in geometry.attributes ) {
  276. attribute = geometry.attributes[ a ];
  277. attribute.buffer = renderer.createBuffer();
  278. if ( a === "index" ) {
  279. renderer.setStaticIndexBuffer(attribute.buffer,attribute.array);
  280. } else {
  281. renderer.setStaticArrayBuffer(attribute.buffer,attribute.array);
  282. }
  283. }
  284. };
  285. // Buffer setting
  286. function setDirectBuffers ( geometry, dispose ) {
  287. var attributes = geometry.attributes;
  288. var index = attributes[ "index" ];
  289. var position = attributes[ "position" ];
  290. var normal = attributes[ "normal" ];
  291. var uv = attributes[ "uv" ];
  292. var color = attributes[ "color" ];
  293. var tangent = attributes[ "tangent" ];
  294. if ( geometry.elementsNeedUpdate && index !== undefined ) {
  295. renderer.setDynamicIndexBuffer( index.buffer, index.array);
  296. }
  297. if ( geometry.verticesNeedUpdate && position !== undefined ) {
  298. renderer.setDynamicArrayBuffer( position.buffer, position.array);
  299. }
  300. if ( geometry.normalsNeedUpdate && normal !== undefined ) {
  301. renderer.setDynamicArrayBuffer( normal.buffer, normal.array);
  302. }
  303. if ( geometry.uvsNeedUpdate && uv !== undefined ) {
  304. renderer.setDynamicArrayBuffer( uv.buffer, uv.array);
  305. }
  306. if ( geometry.colorsNeedUpdate && color !== undefined ) {
  307. renderer.setDynamicArrayBuffer( color.buffer, color.array);
  308. }
  309. if ( geometry.tangentsNeedUpdate && tangent !== undefined ) {
  310. renderer.setDynamicArrayBuffer( tangent.buffer, tangent.array);
  311. }
  312. if ( dispose ) {
  313. for ( var i in geometry.attributes ) {
  314. delete geometry.attributes[ i ].array;
  315. }
  316. }
  317. };
  318. // Buffer rendering
  319. this.renderBufferImmediate = function ( object, program, material ) {
  320. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = renderer.createBuffer();
  321. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = renderer.createBuffer();
  322. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = renderer.createBuffer();
  323. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = renderer.createBuffer();
  324. if ( object.hasPositions ) {
  325. renderer.setDynamicArrayBuffer( object.__webglVertexBuffer, object.positionArray);
  326. renderer.setFloatAttribute(program.attributes.position, object.__webglVertexBuffer, 3, 0);
  327. }
  328. if ( object.hasNormals ) {
  329. if ( material.shading === THREE.FlatShading ) {
  330. var nx, ny, nz,
  331. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  332. normalArray,
  333. i, il = object.count * 3;
  334. for( i = 0; i < il; i += 9 ) {
  335. normalArray = object.normalArray;
  336. nax = normalArray[ i ];
  337. nay = normalArray[ i + 1 ];
  338. naz = normalArray[ i + 2 ];
  339. nbx = normalArray[ i + 3 ];
  340. nby = normalArray[ i + 4 ];
  341. nbz = normalArray[ i + 5 ];
  342. ncx = normalArray[ i + 6 ];
  343. ncy = normalArray[ i + 7 ];
  344. ncz = normalArray[ i + 8 ];
  345. nx = ( nax + nbx + ncx ) / 3;
  346. ny = ( nay + nby + ncy ) / 3;
  347. nz = ( naz + nbz + ncz ) / 3;
  348. normalArray[ i ] = nx;
  349. normalArray[ i + 1 ] = ny;
  350. normalArray[ i + 2 ] = nz;
  351. normalArray[ i + 3 ] = nx;
  352. normalArray[ i + 4 ] = ny;
  353. normalArray[ i + 5 ] = nz;
  354. normalArray[ i + 6 ] = nx;
  355. normalArray[ i + 7 ] = ny;
  356. normalArray[ i + 8 ] = nz;
  357. }
  358. }
  359. renderer.setDynamicArrayBuffer( object.__webglNormalBuffer, object.normalArray);
  360. renderer.setFloatAttribute(program.attributes.normal, object.__webglNormalBuffer, 3, 0);
  361. }
  362. if ( object.hasUvs && material.map ) {
  363. renderer.setDynamicArrayBuffer( object.__webglUvBuffer, object.uvArray);
  364. renderer.setFloatAttribute(program.attributes.uv, object.__webglUvBuffer, 2, 0);
  365. }
  366. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  367. renderer.setDynamicArrayBuffer( object.__webglColorBuffer, object.colorArray);
  368. renderer.setFloatAttribute(program.attributes.color, object.__webglColorBuffer, 3, 0);
  369. }
  370. renderer.drawTriangles(object.count );
  371. object.count = 0;
  372. };
  373. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  374. if ( material.visible === false ) return;
  375. var program, attributes, linewidth, primitives, a, attribute;
  376. program = setProgram( camera, lights, fog, material, object );
  377. attributes = program.attributes;
  378. var updateBuffers = false,
  379. wireframeBit = material.wireframe ? 1 : 0,
  380. geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  381. if ( geometryHash !== _currentGeometryGroupHash ) {
  382. _currentGeometryGroupHash = geometryHash;
  383. updateBuffers = true;
  384. }
  385. if ( updateBuffers ) {
  386. renderer.disableAttributes();
  387. }
  388. // render mesh
  389. if ( object instanceof THREE.Mesh ) {
  390. var index = geometry.attributes[ "index" ];
  391. // indexed triangles
  392. if ( index ) {
  393. var offsets = geometry.offsets;
  394. // if there is more than 1 chunk
  395. // must set attribute pointers to use new offsets for each chunk
  396. // even if geometry and materials didn't change
  397. if ( offsets.length > 1 ) updateBuffers = true;
  398. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  399. var startIndex = offsets[ i ].index;
  400. if ( updateBuffers ) {
  401. // vertices
  402. var position = geometry.attributes[ "position" ];
  403. var positionSize = position.itemSize;
  404. renderer.setFloatAttribute(attributes.position , position.buffer, positionSize, startIndex * positionSize * 4);
  405. // normals
  406. var normal = geometry.attributes[ "normal" ];
  407. if ( attributes.normal >= 0 && normal ) {
  408. var normalSize = normal.itemSize;
  409. renderer.setFloatAttribute(attributes.normal , normal.buffer, normalSize, startIndex * normalSize * 4);
  410. }
  411. // uvs
  412. var uv = geometry.attributes[ "uv" ];
  413. if ( attributes.uv >= 0 && uv ) {
  414. var uvSize = uv.itemSize;
  415. renderer.setFloatAttribute(attributes.uv , uv.buffer, uvSize, startIndex * uvSize * 4);
  416. }
  417. // colors
  418. var color = geometry.attributes[ "color" ];
  419. if ( attributes.color >= 0 && color ) {
  420. var colorSize = color.itemSize;
  421. renderer.setFloatAttribute(attributes.color , color.buffer, colorSize, startIndex * colorSize * 4);
  422. }
  423. // tangents
  424. var tangent = geometry.attributes[ "tangent" ];
  425. if ( attributes.tangent >= 0 && tangent ) {
  426. var tangentSize = tangent.itemSize;
  427. renderer.setFloatAttribute(attributes.tangent , tangent.buffer, tangentSize, startIndex * tangentSize * 4);
  428. }
  429. }
  430. // render indexed triangles
  431. renderer.drawTriangleElements(index.buffer, offsets[ i ].count, offsets[ i ].start * 2);
  432. _this.info.render.calls ++;
  433. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  434. _this.info.render.faces += offsets[ i ].count / 3;
  435. }
  436. // non-indexed triangles
  437. } else {
  438. if ( updateBuffers ) {
  439. // vertices
  440. var position = geometry.attributes[ "position" ];
  441. var positionSize = position.itemSize;
  442. renderer.setFloatAttribute(attributes.position , position.buffer, positionSize, 0);
  443. // normals
  444. var normal = geometry.attributes[ "normal" ];
  445. if ( attributes.normal >= 0 && normal ) {
  446. var normalSize = normal.itemSize;
  447. renderer.setFloatAttribute(attributes.normal , normal.buffer, normalSize, 0);
  448. }
  449. // uvs
  450. var uv = geometry.attributes[ "uv" ];
  451. if ( attributes.uv >= 0 && uv ) {
  452. var uvSize = uv.itemSize;
  453. renderer.setFloatAttribute(attributes.uv , uv.buffer, uvSize, 0);
  454. }
  455. // colors
  456. var color = geometry.attributes[ "color" ];
  457. if ( attributes.color >= 0 && color ) {
  458. var colorSize = color.itemSize;
  459. renderer.setFloatAttribute(attributes.color , color.buffer, colorSize, 0);
  460. }
  461. // tangents
  462. var tangent = geometry.attributes[ "tangent" ];
  463. if ( attributes.tangent >= 0 && tangent ) {
  464. var tangentSize = tangent.itemSize;
  465. renderer.setFloatAttribute(attributes.tangent , tangent.buffer, tangentSize, 0);
  466. }
  467. }
  468. // render non-indexed triangles
  469. renderer.drawTriangles( position.numItems / 3)
  470. _this.info.render.calls ++;
  471. _this.info.render.vertices += position.numItems / 3;
  472. _this.info.render.faces += position.numItems / 3 / 3;
  473. }
  474. // render particles
  475. } else if ( object instanceof THREE.ParticleSystem ) {
  476. if ( updateBuffers ) {
  477. // vertices
  478. var position = geometry.attributes[ "position" ];
  479. var positionSize = position.itemSize;
  480. renderer.setFloatAttribute(attributes.position , position.buffer, positionSize, 0);
  481. // colors
  482. var color = geometry.attributes[ "color" ];
  483. if ( attributes.color >= 0 && color ) {
  484. var colorSize = color.itemSize;
  485. renderer.setFloatAttribute(attributes.color , color.buffer, colorSize, 0);
  486. }
  487. // render particles
  488. renderer.drawPoints(position.numItems / 3);
  489. _this.info.render.calls ++;
  490. _this.info.render.points += position.numItems / 3;
  491. }
  492. } else if ( object instanceof THREE.Line ) {
  493. if ( updateBuffers ) {
  494. // vertices
  495. var position = geometry.attributes[ "position" ];
  496. var positionSize = position.itemSize;
  497. renderer.setFloatAttribute(attributes.position , position.buffer, positionSize, 0);
  498. // colors
  499. var color = geometry.attributes[ "color" ];
  500. if ( attributes.color >= 0 && color ) {
  501. var colorSize = color.itemSize;
  502. renderer.setFloatAttribute(attributes.color , color.buffer, colorSize, 0);
  503. }
  504. // render lines
  505. renderer.setLineWidth( material.linewidth );
  506. renderer.drawLineStrip(position.numItems / 3);
  507. _this.info.render.calls ++;
  508. _this.info.render.points += position.numItems;
  509. }
  510. }
  511. };
  512. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  513. if ( material.visible === false ) return;
  514. var program, attributes, linewidth, primitives, a, attribute, i, il;
  515. program = setProgram( camera, lights, fog, material, object );
  516. attributes = program.attributes;
  517. var updateBuffers = false,
  518. wireframeBit = material.wireframe ? 1 : 0,
  519. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  520. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  521. _currentGeometryGroupHash = geometryGroupHash;
  522. updateBuffers = true;
  523. }
  524. if ( updateBuffers ) {
  525. renderer.disableAttributes();
  526. }
  527. // vertices
  528. if ( !material.morphTargets && attributes.position >= 0 ) {
  529. if ( updateBuffers ) {
  530. renderer.setFloatAttribute(attributes.position , geometryGroup.__webglVertexBuffer, 3, 0);
  531. }
  532. } else {
  533. if ( object.morphTargetBase ) {
  534. setupMorphTargets( material, geometryGroup, object );
  535. }
  536. }
  537. if ( updateBuffers ) {
  538. // custom attributes
  539. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  540. if ( geometryGroup.__webglCustomAttributesList ) {
  541. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  542. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  543. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  544. renderer.setFloatAttribute(attributes[ attribute.buffer.belongsToAttribute ] , attribute.buffer, attribute.size, 0);
  545. }
  546. }
  547. }
  548. // colors
  549. if ( attributes.color >= 0 ) {
  550. renderer.setFloatAttribute(attributes.color , geometryGroup.__webglColorBuffer,3, 0);
  551. }
  552. // normals
  553. if ( attributes.normal >= 0 ) {
  554. renderer.setFloatAttribute(attributes.normal, geometryGroup.__webglNormalBuffer, 3, 0);
  555. }
  556. // tangents
  557. if ( attributes.tangent >= 0 ) {
  558. renderer.setFloatAttribute(attributes.tangent, geometryGroup.__webglTangentBuffer, 4, 0);
  559. }
  560. // uvs
  561. if ( attributes.uv >= 0 ) {
  562. renderer.setFloatAttribute(attributes.uv, geometryGroup.__webglUVBuffer, 2, 0);
  563. }
  564. if ( attributes.uv2 >= 0 ) {
  565. renderer.setFloatAttribute(attributes.uv2, geometryGroup.__webglUV2Buffer, 2, 0);
  566. }
  567. if ( material.skinning &&
  568. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  569. renderer.setFloatAttribute(attributes.skinIndex, geometryGroup.__webglSkinIndicesBuffer, 4, 0);
  570. renderer.setFloatAttribute(attributes.skinWeight, geometryGroup.__webglSkinWeightsBuffer, 4, 0);
  571. }
  572. // line distances
  573. if ( attributes.lineDistance >= 0 ) {
  574. renderer.setFloatAttribute(attributes.lineDistance, geometryGroup.__webglLineDistanceBuffer, 1, 0);
  575. }
  576. }
  577. // render mesh
  578. if ( object instanceof THREE.Mesh ) {
  579. // wireframe
  580. if ( material.wireframe ) {
  581. renderer.setLineWidth( material.wireframeLinewidth );
  582. renderer.drawLineElements(geometryGroup.__webglLineBuffer,geometryGroup.__webglLineCount,0);
  583. // triangles
  584. } else {
  585. renderer.drawTriangleElements( geometryGroup.__webglFaceBuffer, geometryGroup.__webglFaceCount, 0);
  586. }
  587. _this.info.render.calls ++;
  588. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  589. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  590. // render lines
  591. } else if ( object instanceof THREE.Line ) {
  592. renderer.setLineWidth( material.linewidth );
  593. if (object.type === THREE.LineStrip) {
  594. renderer.drawLineStrip(geometryGroup.__webglLineCount);
  595. } else {
  596. renderer.drawLines(geometryGroup.__webglLineCount);
  597. }
  598. _this.info.render.calls ++;
  599. // render particles
  600. } else if ( object instanceof THREE.ParticleSystem ) {
  601. renderer.drawPoints(geometryGroup.__webglParticleCount);
  602. _this.info.render.calls ++;
  603. _this.info.render.points += geometryGroup.__webglParticleCount;
  604. // render ribbon
  605. } else if ( object instanceof THREE.Ribbon ) {
  606. renderer.drawTriangleStrip(geometryGroup.__webglVertexCount);
  607. _this.info.render.calls ++;
  608. }
  609. };
  610. function setupMorphTargets ( material, geometryGroup, object ) {
  611. // set base
  612. var attributes = material.program.attributes;
  613. if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {
  614. renderer.setFloatAttribute(attributes.position, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ], 3, 0);
  615. } else if ( attributes.position >= 0 ) {
  616. renderer.setFloatAttribute(attributes.position, geometryGroup.__webglVertexBuffer, 3, 0);
  617. }
  618. if ( object.morphTargetForcedOrder.length ) {
  619. // set forced order
  620. var m = 0;
  621. var order = object.morphTargetForcedOrder;
  622. var influences = object.morphTargetInfluences;
  623. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  624. if ( attributes[ "morphTarget" + m ] >= 0 ) {
  625. renderer.setFloatAttribute(attributes[ "morphTarget" + m ], geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ], 3, 0);
  626. }
  627. if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
  628. renderer.setFloatAttribute(attributes[ "morphNormal" + m ], geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ], 3, 0);
  629. }
  630. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  631. m ++;
  632. }
  633. } else {
  634. // find the most influencing
  635. var influence, activeInfluenceIndices = [];
  636. var influences = object.morphTargetInfluences;
  637. var i, il = influences.length;
  638. for ( i = 0; i < il; i ++ ) {
  639. influence = influences[ i ];
  640. if ( influence > 0 ) {
  641. activeInfluenceIndices.push( [ influence, i ] );
  642. }
  643. }
  644. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  645. activeInfluenceIndices.sort( numericalSort );
  646. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  647. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  648. activeInfluenceIndices.sort( numericalSort );
  649. } else if ( activeInfluenceIndices.length === 0 ) {
  650. activeInfluenceIndices.push( [ 0, 0 ] );
  651. };
  652. var influenceIndex, m = 0;
  653. while ( m < material.numSupportedMorphTargets ) {
  654. if ( activeInfluenceIndices[ m ] ) {
  655. influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  656. if ( attributes[ "morphTarget" + m ] >= 0 ) {
  657. renderer.setFloatAttribute(attributes[ "morphTarget" + m ], geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ], 3, 0);
  658. }
  659. if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
  660. renderer.setFloatAttribute(attributes[ "morphNormal" + m ], geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ], 3, 0);
  661. }
  662. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  663. } else {
  664. /*
  665. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  666. if ( material.morphNormals ) {
  667. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  668. }
  669. */
  670. object.__webglMorphTargetInfluences[ m ] = 0;
  671. }
  672. m ++;
  673. }
  674. }
  675. // load updated influences uniform
  676. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  677. renderer.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  678. }
  679. };
  680. // Sorting
  681. function painterSortStable ( a, b ) {
  682. if ( a.z !== b.z ) {
  683. return b.z - a.z;
  684. } else {
  685. return a.id - b.id;
  686. }
  687. };
  688. function numericalSort ( a, b ) {
  689. return b[ 0 ] - a[ 0 ];
  690. };
  691. // Rendering
  692. this.render = function ( scene, camera, renderTarget, forceClear ) {
  693. if ( camera instanceof THREE.Camera === false ) {
  694. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  695. return;
  696. }
  697. var i, il,
  698. webglObject, object,
  699. renderList,
  700. lights = scene.__lights,
  701. fog = scene.fog;
  702. // reset caching for this frame
  703. _currentMaterialId = -1;
  704. _lightsNeedUpdate = true;
  705. // update scene graph
  706. if ( this.autoUpdateScene ) scene.updateMatrixWorld();
  707. // update camera matrices and frustum
  708. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  709. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  710. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  711. _frustum.setFromMatrix( _projScreenMatrix );
  712. // update WebGL objects
  713. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  714. // custom render plugins (pre pass)
  715. renderPlugins( this.renderPluginsPre, scene, camera );
  716. //
  717. _this.info.render.calls = 0;
  718. _this.info.render.vertices = 0;
  719. _this.info.render.faces = 0;
  720. _this.info.render.points = 0;
  721. renderer.setRenderTarget( renderTarget );
  722. if ( this.autoClear || forceClear ) {
  723. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  724. }
  725. // set matrices for regular objects (frustum culled)
  726. renderList = scene.__webglObjects;
  727. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  728. webglObject = renderList[ i ];
  729. object = webglObject.object;
  730. webglObject.id = i;
  731. webglObject.render = false;
  732. if ( object.visible ) {
  733. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
  734. setupMatrices( object, camera );
  735. unrollBufferMaterial( webglObject );
  736. webglObject.render = true;
  737. if ( this.sortObjects === true ) {
  738. if ( object.renderDepth !== null ) {
  739. webglObject.z = object.renderDepth;
  740. } else {
  741. _vector3.getPositionFromMatrix( object.matrixWorld );
  742. _vector3.applyProjection(_projScreenMatrix);
  743. webglObject.z = _vector3.z;
  744. }
  745. }
  746. }
  747. }
  748. }
  749. if ( this.sortObjects ) {
  750. renderList.sort( painterSortStable );
  751. }
  752. // set matrices for immediate objects
  753. renderList = scene.__webglObjectsImmediate;
  754. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  755. webglObject = renderList[ i ];
  756. object = webglObject.object;
  757. if ( object.visible ) {
  758. setupMatrices( object, camera );
  759. unrollImmediateBufferMaterial( webglObject );
  760. }
  761. }
  762. if ( scene.overrideMaterial ) {
  763. var material = scene.overrideMaterial;
  764. renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  765. renderer.setDepthTest( material.depthTest );
  766. renderer.setDepthWrite( material.depthWrite );
  767. renderer.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  768. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
  769. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
  770. } else {
  771. var material = null;
  772. // opaque pass (front-to-back order)
  773. renderer.setBlending( THREE.NoBlending );
  774. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
  775. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
  776. // transparent pass (back-to-front order)
  777. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
  778. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
  779. }
  780. // custom render plugins (post pass)
  781. renderPlugins( this.renderPluginsPost, scene, camera );
  782. // Generate mipmap if we're using any kind of mipmap filtering
  783. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  784. renderer.updateRenderTargetMipmap( renderTarget );
  785. }
  786. // Ensure depth buffer writing is enabled so it can be cleared on next render
  787. renderer.setDepthTest( true );
  788. renderer.setDepthWrite( true );
  789. // _gl.finish();
  790. };
  791. function renderPlugins( plugins, scene, camera ) {
  792. if ( ! plugins.length ) return;
  793. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  794. // reset state for plugin (to start from clean slate)
  795. _currentProgram = null;
  796. _currentCamera = null;
  797. _currentGeometryGroupHash = -1;
  798. _currentMaterialId = -1;
  799. _lightsNeedUpdate = true;
  800. renderer.resetState();
  801. plugins[ i ].render( scene, camera, renderer.getCurrentWidth(), renderer.getCurrentWidth() );
  802. // reset state after plugin (anything could have changed)
  803. _currentProgram = null;
  804. _currentCamera = null;
  805. _currentGeometryGroupHash = -1;
  806. _currentMaterialId = -1;
  807. _lightsNeedUpdate = true;
  808. renderer.resetState();
  809. }
  810. };
  811. function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  812. var webglObject, object, buffer, material, start, end, delta;
  813. if ( reverse ) {
  814. start = renderList.length - 1;
  815. end = -1;
  816. delta = -1;
  817. } else {
  818. start = 0;
  819. end = renderList.length;
  820. delta = 1;
  821. }
  822. for ( var i = start; i !== end; i += delta ) {
  823. webglObject = renderList[ i ];
  824. if ( webglObject.render ) {
  825. object = webglObject.object;
  826. buffer = webglObject.buffer;
  827. if ( overrideMaterial ) {
  828. material = overrideMaterial;
  829. } else {
  830. material = webglObject[ materialType ];
  831. if ( ! material ) continue;
  832. if ( useBlending ) renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  833. renderer.setDepthTest( material.depthTest );
  834. renderer.setDepthWrite( material.depthWrite );
  835. renderer.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  836. }
  837. renderer.setMaterialFaces( material );
  838. if ( buffer instanceof THREE.BufferGeometry ) {
  839. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  840. } else {
  841. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  842. }
  843. }
  844. }
  845. };
  846. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  847. var webglObject, object, material, program;
  848. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  849. webglObject = renderList[ i ];
  850. object = webglObject.object;
  851. if ( object.visible ) {
  852. if ( overrideMaterial ) {
  853. material = overrideMaterial;
  854. } else {
  855. material = webglObject[ materialType ];
  856. if ( ! material ) continue;
  857. if ( useBlending ) renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  858. renderer.setDepthTest( material.depthTest );
  859. renderer.setDepthWrite( material.depthWrite );
  860. renderer.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  861. }
  862. _this.renderImmediateObject( camera, lights, fog, material, object );
  863. }
  864. }
  865. };
  866. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  867. var program = setProgram( camera, lights, fog, material, object );
  868. _currentGeometryGroupHash = -1;
  869. renderer.setMaterialFaces( material );
  870. if ( object.immediateRenderCallback ) {
  871. object.immediateRenderCallback( program, renderer.getContext(), _frustum );
  872. } else {
  873. object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
  874. }
  875. };
  876. function unrollImmediateBufferMaterial ( globject ) {
  877. var object = globject.object,
  878. material = object.material;
  879. if ( material.transparent ) {
  880. globject.transparent = material;
  881. globject.opaque = null;
  882. } else {
  883. globject.opaque = material;
  884. globject.transparent = null;
  885. }
  886. };
  887. function unrollBufferMaterial ( globject ) {
  888. var object = globject.object,
  889. buffer = globject.buffer,
  890. material, materialIndex, meshMaterial;
  891. meshMaterial = object.material;
  892. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  893. materialIndex = buffer.materialIndex;
  894. material = meshMaterial.materials[ materialIndex ];
  895. if ( material.transparent ) {
  896. globject.transparent = material;
  897. globject.opaque = null;
  898. } else {
  899. globject.opaque = material;
  900. globject.transparent = null;
  901. }
  902. } else {
  903. material = meshMaterial;
  904. if ( material ) {
  905. if ( material.transparent ) {
  906. globject.transparent = material;
  907. globject.opaque = null;
  908. } else {
  909. globject.opaque = material;
  910. globject.transparent = null;
  911. }
  912. }
  913. }
  914. };
  915. // Geometry splitting
  916. function sortFacesByMaterial ( geometry, material ) {
  917. var f, fl, face, materialIndex, vertices,
  918. groupHash, hash_map = {};
  919. var numMorphTargets = geometry.morphTargets.length;
  920. var numMorphNormals = geometry.morphNormals.length;
  921. var usesFaceMaterial = material instanceof THREE.MeshFaceMaterial;
  922. geometry.geometryGroups = {};
  923. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  924. face = geometry.faces[ f ];
  925. materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  926. if ( hash_map[ materialIndex ] === undefined ) {
  927. hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
  928. }
  929. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  930. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  931. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  932. }
  933. vertices = face instanceof THREE.Face3 ? 3 : 4;
  934. if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
  935. hash_map[ materialIndex ].counter += 1;
  936. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  937. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  938. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  939. }
  940. }
  941. if ( face instanceof THREE.Face3 ) {
  942. geometry.geometryGroups[ groupHash ].faces3.push( f );
  943. } else {
  944. geometry.geometryGroups[ groupHash ].faces4.push( f );
  945. }
  946. geometry.geometryGroups[ groupHash ].vertices += vertices;
  947. }
  948. geometry.geometryGroupsList = [];
  949. for ( var g in geometry.geometryGroups ) {
  950. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  951. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  952. }
  953. };
  954. // Objects refresh
  955. this.initWebGLObjects = function ( scene ) {
  956. if ( !scene.__webglObjects ) {
  957. scene.__webglObjects = [];
  958. scene.__webglObjectsImmediate = [];
  959. scene.__webglSprites = [];
  960. scene.__webglFlares = [];
  961. }
  962. while ( scene.__objectsAdded.length ) {
  963. addObject( scene.__objectsAdded[ 0 ], scene );
  964. scene.__objectsAdded.splice( 0, 1 );
  965. }
  966. while ( scene.__objectsRemoved.length ) {
  967. removeObject( scene.__objectsRemoved[ 0 ], scene );
  968. scene.__objectsRemoved.splice( 0, 1 );
  969. }
  970. // update must be called after objects adding / removal
  971. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  972. updateObject( scene.__webglObjects[ o ].object );
  973. }
  974. };
  975. // Objects adding
  976. function addObject ( object, scene ) {
  977. var g, geometry, material, geometryGroup;
  978. if ( ! object.__webglInit ) {
  979. object.__webglInit = true;
  980. object._modelViewMatrix = new THREE.Matrix4();
  981. object._normalMatrix = new THREE.Matrix3();
  982. if ( object.geometry !== undefined && object.geometry.__webglInit === undefined ) {
  983. object.geometry.__webglInit = true;
  984. object.geometry.addEventListener( 'dispose', onGeometryDispose );
  985. }
  986. if ( object instanceof THREE.Mesh ) {
  987. geometry = object.geometry;
  988. material = object.material;
  989. if ( geometry instanceof THREE.Geometry ) {
  990. if ( geometry.geometryGroups === undefined ) {
  991. sortFacesByMaterial( geometry, material );
  992. }
  993. // create separate VBOs per geometry chunk
  994. for ( g in geometry.geometryGroups ) {
  995. geometryGroup = geometry.geometryGroups[ g ];
  996. // initialise VBO on the first access
  997. if ( ! geometryGroup.__webglVertexBuffer ) {
  998. meshRenderer.createBuffers( geometryGroup );
  999. meshRenderer.initBuffers( geometryGroup, object );
  1000. geometry.verticesNeedUpdate = true;
  1001. geometry.morphTargetsNeedUpdate = true;
  1002. geometry.elementsNeedUpdate = true;
  1003. geometry.uvsNeedUpdate = true;
  1004. geometry.normalsNeedUpdate = true;
  1005. geometry.tangentsNeedUpdate = true;
  1006. geometry.colorsNeedUpdate = true;
  1007. }
  1008. }
  1009. } else if ( geometry instanceof THREE.BufferGeometry ) {
  1010. initDirectBuffers( geometry );
  1011. }
  1012. } else if ( object instanceof THREE.Ribbon ) {
  1013. geometry = object.geometry;
  1014. if ( ! geometry.__webglVertexBuffer ) {
  1015. ribbonRenderer.createBuffers( geometry );
  1016. ribbonRenderer.initBuffers( geometry, object );
  1017. geometry.verticesNeedUpdate = true;
  1018. geometry.colorsNeedUpdate = true;
  1019. geometry.normalsNeedUpdate = true;
  1020. }
  1021. } else if ( object instanceof THREE.Line ) {
  1022. geometry = object.geometry;
  1023. if ( ! geometry.__webglVertexBuffer ) {
  1024. if ( geometry instanceof THREE.Geometry ) {
  1025. lineRenderer.createBuffers( geometry );
  1026. lineRenderer.initBuffers( geometry, object );
  1027. geometry.verticesNeedUpdate = true;
  1028. geometry.colorsNeedUpdate = true;
  1029. geometry.lineDistancesNeedUpdate = true;
  1030. } else if ( geometry instanceof THREE.BufferGeometry ) {
  1031. initDirectBuffers( geometry );
  1032. }
  1033. }
  1034. } else if ( object instanceof THREE.ParticleSystem ) {
  1035. geometry = object.geometry;
  1036. if ( ! geometry.__webglVertexBuffer ) {
  1037. if ( geometry instanceof THREE.Geometry ) {
  1038. particleRenderer.createBuffers( geometry );
  1039. particleRenderer.initBuffers( geometry, object );
  1040. geometry.verticesNeedUpdate = true;
  1041. geometry.colorsNeedUpdate = true;
  1042. } else if ( geometry instanceof THREE.BufferGeometry ) {
  1043. initDirectBuffers( geometry );
  1044. }
  1045. }
  1046. }
  1047. }
  1048. if ( ! object.__webglActive ) {
  1049. if ( object instanceof THREE.Mesh ) {
  1050. geometry = object.geometry;
  1051. if ( geometry instanceof THREE.BufferGeometry ) {
  1052. addBuffer( scene.__webglObjects, geometry, object );
  1053. } else if ( geometry instanceof THREE.Geometry ) {
  1054. for ( g in geometry.geometryGroups ) {
  1055. geometryGroup = geometry.geometryGroups[ g ];
  1056. addBuffer( scene.__webglObjects, geometryGroup, object );
  1057. }
  1058. }
  1059. } else if ( object instanceof THREE.Ribbon ||
  1060. object instanceof THREE.Line ||
  1061. object instanceof THREE.ParticleSystem ) {
  1062. geometry = object.geometry;
  1063. addBuffer( scene.__webglObjects, geometry, object );
  1064. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  1065. addBufferImmediate( scene.__webglObjectsImmediate, object );
  1066. } else if ( object instanceof THREE.Sprite ) {
  1067. scene.__webglSprites.push( object );
  1068. } else if ( object instanceof THREE.LensFlare ) {
  1069. scene.__webglFlares.push( object );
  1070. }
  1071. object.__webglActive = true;
  1072. }
  1073. };
  1074. function addBuffer ( objlist, buffer, object ) {
  1075. objlist.push(
  1076. {
  1077. buffer: buffer,
  1078. object: object,
  1079. opaque: null,
  1080. transparent: null
  1081. }
  1082. );
  1083. };
  1084. function addBufferImmediate ( objlist, object ) {
  1085. objlist.push(
  1086. {
  1087. object: object,
  1088. opaque: null,
  1089. transparent: null
  1090. }
  1091. );
  1092. };
  1093. // Objects updates
  1094. function updateObject ( object ) {
  1095. var geometry = object.geometry,
  1096. geometryGroup, customAttributesDirty, material;
  1097. if ( object instanceof THREE.Mesh ) {
  1098. if ( geometry instanceof THREE.BufferGeometry ) {
  1099. if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
  1100. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  1101. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {
  1102. setDirectBuffers( geometry, !geometry.dynamic );
  1103. }
  1104. geometry.verticesNeedUpdate = false;
  1105. geometry.elementsNeedUpdate = false;
  1106. geometry.uvsNeedUpdate = false;
  1107. geometry.normalsNeedUpdate = false;
  1108. geometry.colorsNeedUpdate = false;
  1109. geometry.tangentsNeedUpdate = false;
  1110. } else {
  1111. // check all geometry groups
  1112. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  1113. geometryGroup = geometry.geometryGroupsList[ i ];
  1114. material = getBufferMaterial( object, geometryGroup );
  1115. if ( geometry.buffersNeedUpdate ) {
  1116. meshRenderer.initBuffers( geometryGroup, object );
  1117. }
  1118. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  1119. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  1120. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  1121. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  1122. meshRenderer.setBuffers( geometryGroup, object, !geometry.dynamic, material );
  1123. }
  1124. }
  1125. geometry.verticesNeedUpdate = false;
  1126. geometry.morphTargetsNeedUpdate = false;
  1127. geometry.elementsNeedUpdate = false;
  1128. geometry.uvsNeedUpdate = false;
  1129. geometry.normalsNeedUpdate = false;
  1130. geometry.colorsNeedUpdate = false;
  1131. geometry.tangentsNeedUpdate = false;
  1132. geometry.buffersNeedUpdate = false;
  1133. material.attributes && clearCustomAttributes( material );
  1134. }
  1135. } else if ( object instanceof THREE.Ribbon ) {
  1136. material = getBufferMaterial( object, geometry );
  1137. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  1138. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {
  1139. ribbonRenderer.setBuffers( geometry);
  1140. }
  1141. geometry.verticesNeedUpdate = false;
  1142. geometry.colorsNeedUpdate = false;
  1143. geometry.normalsNeedUpdate = false;
  1144. material.attributes && clearCustomAttributes( material );
  1145. } else if ( object instanceof THREE.Line ) {
  1146. if ( geometry instanceof THREE.BufferGeometry ) {
  1147. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
  1148. setDirectBuffers( geometry, !geometry.dynamic );
  1149. }
  1150. geometry.verticesNeedUpdate = false;
  1151. geometry.colorsNeedUpdate = false;
  1152. } else {
  1153. material = getBufferMaterial( object, geometry );
  1154. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  1155. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  1156. lineRenderer.setBuffers( geometry);
  1157. }
  1158. geometry.verticesNeedUpdate = false;
  1159. geometry.colorsNeedUpdate = false;
  1160. geometry.lineDistancesNeedUpdate = false;
  1161. material.attributes && clearCustomAttributes( material );
  1162. }
  1163. } else if ( object instanceof THREE.ParticleSystem ) {
  1164. if ( geometry instanceof THREE.BufferGeometry ) {
  1165. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
  1166. setDirectBuffers( geometry, !geometry.dynamic );
  1167. }
  1168. geometry.verticesNeedUpdate = false;
  1169. geometry.colorsNeedUpdate = false;
  1170. } else {
  1171. material = getBufferMaterial( object, geometry );
  1172. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  1173. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
  1174. particleRenderer.setBuffers( geometry, object, _projScreenMatrix);
  1175. }
  1176. geometry.verticesNeedUpdate = false;
  1177. geometry.colorsNeedUpdate = false;
  1178. material.attributes && clearCustomAttributes( material );
  1179. }
  1180. }
  1181. };
  1182. // Objects updates - custom attributes check
  1183. function areCustomAttributesDirty ( material ) {
  1184. for ( var a in material.attributes ) {
  1185. if ( material.attributes[ a ].needsUpdate ) return true;
  1186. }
  1187. return false;
  1188. };
  1189. function clearCustomAttributes ( material ) {
  1190. for ( var a in material.attributes ) {
  1191. material.attributes[ a ].needsUpdate = false;
  1192. }
  1193. };
  1194. // Objects removal
  1195. function removeObject ( object, scene ) {
  1196. if ( object instanceof THREE.Mesh ||
  1197. object instanceof THREE.ParticleSystem ||
  1198. object instanceof THREE.Ribbon ||
  1199. object instanceof THREE.Line ) {
  1200. removeInstances( scene.__webglObjects, object );
  1201. } else if ( object instanceof THREE.Sprite ) {
  1202. removeInstancesDirect( scene.__webglSprites, object );
  1203. } else if ( object instanceof THREE.LensFlare ) {
  1204. removeInstancesDirect( scene.__webglFlares, object );
  1205. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  1206. removeInstances( scene.__webglObjectsImmediate, object );
  1207. }
  1208. object.__webglActive = false;
  1209. };
  1210. function removeInstances ( objlist, object ) {
  1211. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  1212. if ( objlist[ o ].object === object ) {
  1213. objlist.splice( o, 1 );
  1214. }
  1215. }
  1216. };
  1217. function removeInstancesDirect ( objlist, object ) {
  1218. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  1219. if ( objlist[ o ] === object ) {
  1220. objlist.splice( o, 1 );
  1221. }
  1222. }
  1223. };
  1224. // Materials
  1225. this.initMaterial = function ( material, lights, fog, object ) {
  1226. material.addEventListener( 'dispose', onMaterialDispose );
  1227. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  1228. if ( material instanceof THREE.MeshDepthMaterial ) {
  1229. shaderID = 'depth';
  1230. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1231. shaderID = 'normal';
  1232. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1233. shaderID = 'basic';
  1234. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1235. shaderID = 'lambert';
  1236. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1237. shaderID = 'phong';
  1238. } else if ( material instanceof THREE.LineBasicMaterial ) {
  1239. shaderID = 'basic';
  1240. } else if ( material instanceof THREE.LineDashedMaterial ) {
  1241. shaderID = 'dashed';
  1242. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1243. shaderID = 'particle_basic';
  1244. }
  1245. if ( shaderID ) {
  1246. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  1247. }
  1248. // heuristics to create shader parameters according to lights in the scene
  1249. // (not to blow over maxLights budget)
  1250. maxLightCount = allocateLights( lights );
  1251. maxShadows = allocateShadows( lights );
  1252. maxBones = allocateBones( object );
  1253. parameters = {
  1254. map: !!material.map,
  1255. envMap: !!material.envMap,
  1256. lightMap: !!material.lightMap,
  1257. bumpMap: !!material.bumpMap,
  1258. normalMap: !!material.normalMap,
  1259. specularMap: !!material.specularMap,
  1260. vertexColors: material.vertexColors,
  1261. fog: fog,
  1262. useFog: material.fog,
  1263. fogExp: fog instanceof THREE.FogExp2,
  1264. sizeAttenuation: material.sizeAttenuation,
  1265. skinning: material.skinning,
  1266. maxBones: maxBones,
  1267. useVertexTexture: renderer.supportsBoneTextures && object && object.useVertexTexture,
  1268. boneTextureWidth: object && object.boneTextureWidth,
  1269. boneTextureHeight: object && object.boneTextureHeight,
  1270. morphTargets: material.morphTargets,
  1271. morphNormals: material.morphNormals,
  1272. maxMorphTargets: this.maxMorphTargets,
  1273. maxMorphNormals: this.maxMorphNormals,
  1274. maxDirLights: maxLightCount.directional,
  1275. maxPointLights: maxLightCount.point,
  1276. maxSpotLights: maxLightCount.spot,
  1277. maxHemiLights: maxLightCount.hemi,
  1278. maxShadows: maxShadows,
  1279. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  1280. shadowMapType: this.shadowMapType,
  1281. shadowMapDebug: this.shadowMapDebug,
  1282. shadowMapCascade: this.shadowMapCascade,
  1283. alphaTest: material.alphaTest,
  1284. metal: material.metal,
  1285. perPixel: material.perPixel,
  1286. wrapAround: material.wrapAround,
  1287. doubleSided: material.side === THREE.DoubleSide,
  1288. flipSided: material.side === THREE.BackSide,
  1289. gammaInput : this.gammaInput,
  1290. gammaOutput : this.gammaOutput ,
  1291. physicallyBasedShading : this.physicallyBasedShading
  1292. };
  1293. material.program = shaderBuilder.buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );
  1294. var attributes = material.program.attributes;
  1295. if ( material.morphTargets ) {
  1296. material.numSupportedMorphTargets = 0;
  1297. var id, base = "morphTarget";
  1298. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  1299. id = base + i;
  1300. if ( attributes[ id ] >= 0 ) {
  1301. material.numSupportedMorphTargets ++;
  1302. }
  1303. }
  1304. }
  1305. if ( material.morphNormals ) {
  1306. material.numSupportedMorphNormals = 0;
  1307. var id, base = "morphNormal";
  1308. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  1309. id = base + i;
  1310. if ( attributes[ id ] >= 0 ) {
  1311. material.numSupportedMorphNormals ++;
  1312. }
  1313. }
  1314. }
  1315. material.uniformsList = [];
  1316. for ( u in material.uniforms ) {
  1317. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  1318. }
  1319. };
  1320. function setMaterialShaders( material, shaders ) {
  1321. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  1322. material.vertexShader = shaders.vertexShader;
  1323. material.fragmentShader = shaders.fragmentShader;
  1324. };
  1325. function setProgram( camera, lights, fog, material, object ) {
  1326. _usedTextureUnits = 0;
  1327. if ( material.needsUpdate ) {
  1328. if ( material.program ) deallocateMaterial( material );
  1329. _this.initMaterial( material, lights, fog, object );
  1330. material.needsUpdate = false;
  1331. }
  1332. if ( material.morphTargets ) {
  1333. if ( ! object.__webglMorphTargetInfluences ) {
  1334. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  1335. }
  1336. }
  1337. var refreshMaterial = false;
  1338. var program = material.program,
  1339. p_uniforms = program.uniforms,
  1340. m_uniforms = material.uniforms;
  1341. if ( program !== _currentProgram ) {
  1342. renderer.useProgram( program );
  1343. _currentProgram = program;
  1344. refreshMaterial = true;
  1345. }
  1346. if ( material.id !== _currentMaterialId ) {
  1347. _currentMaterialId = material.id;
  1348. refreshMaterial = true;
  1349. }
  1350. if ( refreshMaterial || camera !== _currentCamera ) {
  1351. renderer.uniformMatrix4fv( p_uniforms.projectionMatrix, camera.projectionMatrix.elements );
  1352. if ( camera !== _currentCamera ) _currentCamera = camera;
  1353. }
  1354. // skinning uniforms must be set even if material didn't change
  1355. // auto-setting of texture unit for bone texture must go before other textures
  1356. // not sure why, but otherwise weird things happen
  1357. if ( material.skinning ) {
  1358. if ( renderer.supportsBoneTextures && object.useVertexTexture ) {
  1359. if ( p_uniforms.boneTexture !== null ) {
  1360. var textureUnit = getTextureUnit();
  1361. renderer.uniform1i( p_uniforms.boneTexture, textureUnit );
  1362. renderer.setTexture( object.boneTexture, textureUnit );
  1363. }
  1364. } else {
  1365. if ( p_uniforms.boneGlobalMatrices !== null ) {
  1366. renderer.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, object.boneMatrices );
  1367. }
  1368. }
  1369. }
  1370. if ( refreshMaterial ) {
  1371. // refresh uniforms common to several materials
  1372. if ( fog && material.fog ) {
  1373. refreshUniformsFog( m_uniforms, fog );
  1374. }
  1375. if ( material instanceof THREE.MeshPhongMaterial ||
  1376. material instanceof THREE.MeshLambertMaterial ||
  1377. material.lights ) {
  1378. if ( _lightsNeedUpdate ) {
  1379. setupLights( program, lights );
  1380. _lightsNeedUpdate = false;
  1381. }
  1382. refreshUniformsLights( m_uniforms, _lights );
  1383. }
  1384. if ( material instanceof THREE.MeshBasicMaterial ||
  1385. material instanceof THREE.MeshLambertMaterial ||
  1386. material instanceof THREE.MeshPhongMaterial ) {
  1387. refreshUniformsCommon( m_uniforms, material );
  1388. }
  1389. // refresh single material specific uniforms
  1390. if ( material instanceof THREE.LineBasicMaterial ) {
  1391. refreshUniformsLine( m_uniforms, material );
  1392. } else if ( material instanceof THREE.LineDashedMaterial ) {
  1393. refreshUniformsLine( m_uniforms, material );
  1394. refreshUniformsDash( m_uniforms, material );
  1395. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1396. refreshUniformsParticle( m_uniforms, material );
  1397. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1398. refreshUniformsPhong( m_uniforms, material );
  1399. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1400. refreshUniformsLambert( m_uniforms, material );
  1401. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1402. m_uniforms.mNear.value = camera.near;
  1403. m_uniforms.mFar.value = camera.far;
  1404. m_uniforms.opacity.value = material.opacity;
  1405. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1406. m_uniforms.opacity.value = material.opacity;
  1407. }
  1408. if ( object.receiveShadow && ! material._shadowPass ) {
  1409. refreshUniformsShadow( m_uniforms, lights );
  1410. }
  1411. // load common uniforms
  1412. loadUniformsGeneric( program, material.uniformsList );
  1413. // load material specific uniforms
  1414. // (shader material also gets them for the sake of genericity)
  1415. if ( material instanceof THREE.ShaderMaterial ||
  1416. material instanceof THREE.MeshPhongMaterial ||
  1417. material.envMap ) {
  1418. if ( p_uniforms.cameraPosition !== null ) {
  1419. _vector3.getPositionFromMatrix( camera.matrixWorld );
  1420. renderer.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  1421. }
  1422. }
  1423. if ( material instanceof THREE.MeshPhongMaterial ||
  1424. material instanceof THREE.MeshLambertMaterial ||
  1425. material instanceof THREE.ShaderMaterial ||
  1426. material.skinning ) {
  1427. if ( p_uniforms.viewMatrix !== null ) {
  1428. renderer.uniformMatrix4fv( p_uniforms.viewMatrix, camera.matrixWorldInverse.elements );
  1429. }
  1430. }
  1431. }
  1432. loadUniformsMatrices( p_uniforms, object );
  1433. if ( p_uniforms.modelMatrix !== null ) {
  1434. renderer.uniformMatrix4fv( p_uniforms.modelMatrix, object.matrixWorld.elements );
  1435. }
  1436. return program;
  1437. };
  1438. // Uniforms (refresh uniforms objects)
  1439. function refreshUniformsCommon ( uniforms, material ) {
  1440. uniforms.opacity.value = material.opacity;
  1441. if ( _this.gammaInput ) {
  1442. uniforms.diffuse.value.copyGammaToLinear( material.color );
  1443. } else {
  1444. uniforms.diffuse.value = material.color;
  1445. }
  1446. uniforms.map.value = material.map;
  1447. uniforms.lightMap.value = material.lightMap;
  1448. uniforms.specularMap.value = material.specularMap;
  1449. if ( material.bumpMap ) {
  1450. uniforms.bumpMap.value = material.bumpMap;
  1451. uniforms.bumpScale.value = material.bumpScale;
  1452. }
  1453. if ( material.normalMap ) {
  1454. uniforms.normalMap.value = material.normalMap;
  1455. uniforms.normalScale.value.copy( material.normalScale );
  1456. }
  1457. // uv repeat and offset setting priorities
  1458. // 1. color map
  1459. // 2. specular map
  1460. // 3. normal map
  1461. // 4. bump map
  1462. var uvScaleMap;
  1463. if ( material.map ) {
  1464. uvScaleMap = material.map;
  1465. } else if ( material.specularMap ) {
  1466. uvScaleMap = material.specularMap;
  1467. } else if ( material.normalMap ) {
  1468. uvScaleMap = material.normalMap;
  1469. } else if ( material.bumpMap ) {
  1470. uvScaleMap = material.bumpMap;
  1471. }
  1472. if ( uvScaleMap !== undefined ) {
  1473. var offset = uvScaleMap.offset;
  1474. var repeat = uvScaleMap.repeat;
  1475. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  1476. }
  1477. uniforms.envMap.value = material.envMap;
  1478. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  1479. if ( _this.gammaInput ) {
  1480. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  1481. uniforms.reflectivity.value = material.reflectivity;
  1482. } else {
  1483. uniforms.reflectivity.value = material.reflectivity;
  1484. }
  1485. uniforms.refractionRatio.value = material.refractionRatio;
  1486. uniforms.combine.value = material.combine;
  1487. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  1488. };
  1489. function refreshUniformsLine ( uniforms, material ) {
  1490. uniforms.diffuse.value = material.color;
  1491. uniforms.opacity.value = material.opacity;
  1492. };
  1493. function refreshUniformsDash ( uniforms, material ) {
  1494. uniforms.dashSize.value = material.dashSize;
  1495. uniforms.totalSize.value = material.dashSize + material.gapSize;
  1496. uniforms.scale.value = material.scale;
  1497. };
  1498. function refreshUniformsParticle ( uniforms, material ) {
  1499. uniforms.psColor.value = material.color;
  1500. uniforms.opacity.value = material.opacity;
  1501. uniforms.size.value = material.size;
  1502. uniforms.scale.value = renderer.getDomElement().height / 2.0; // TODO: Cache this.
  1503. uniforms.map.value = material.map;
  1504. };
  1505. function refreshUniformsFog ( uniforms, fog ) {
  1506. uniforms.fogColor.value = fog.color;
  1507. if ( fog instanceof THREE.Fog ) {
  1508. uniforms.fogNear.value = fog.near;
  1509. uniforms.fogFar.value = fog.far;
  1510. } else if ( fog instanceof THREE.FogExp2 ) {
  1511. uniforms.fogDensity.value = fog.density;
  1512. }
  1513. };
  1514. function refreshUniformsPhong ( uniforms, material ) {
  1515. uniforms.shininess.value = material.shininess;
  1516. if ( _this.gammaInput ) {
  1517. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  1518. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  1519. uniforms.specular.value.copyGammaToLinear( material.specular );
  1520. } else {
  1521. uniforms.ambient.value = material.ambient;
  1522. uniforms.emissive.value = material.emissive;
  1523. uniforms.specular.value = material.specular;
  1524. }
  1525. if ( material.wrapAround ) {
  1526. uniforms.wrapRGB.value.copy( material.wrapRGB );
  1527. }
  1528. };
  1529. function refreshUniformsLambert ( uniforms, material ) {
  1530. if ( _this.gammaInput ) {
  1531. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  1532. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  1533. } else {
  1534. uniforms.ambient.value = material.ambient;
  1535. uniforms.emissive.value = material.emissive;
  1536. }
  1537. if ( material.wrapAround ) {
  1538. uniforms.wrapRGB.value.copy( material.wrapRGB );
  1539. }
  1540. };
  1541. function refreshUniformsLights ( uniforms, lights ) {
  1542. uniforms.ambientLightColor.value = lights.ambient;
  1543. uniforms.directionalLightColor.value = lights.directional.colors;
  1544. uniforms.directionalLightDirection.value = lights.directional.positions;
  1545. uniforms.pointLightColor.value = lights.point.colors;
  1546. uniforms.pointLightPosition.value = lights.point.positions;
  1547. uniforms.pointLightDistance.value = lights.point.distances;
  1548. uniforms.spotLightColor.value = lights.spot.colors;
  1549. uniforms.spotLightPosition.value = lights.spot.positions;
  1550. uniforms.spotLightDistance.value = lights.spot.distances;
  1551. uniforms.spotLightDirection.value = lights.spot.directions;
  1552. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  1553. uniforms.spotLightExponent.value = lights.spot.exponents;
  1554. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  1555. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  1556. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  1557. };
  1558. function refreshUniformsShadow ( uniforms, lights ) {
  1559. if ( uniforms.shadowMatrix ) {
  1560. var j = 0;
  1561. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  1562. var light = lights[ i ];
  1563. if ( ! light.castShadow ) continue;
  1564. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  1565. uniforms.shadowMap.value[ j ] = light.shadowMap;
  1566. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  1567. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  1568. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  1569. uniforms.shadowBias.value[ j ] = light.shadowBias;
  1570. j ++;
  1571. }
  1572. }
  1573. }
  1574. };
  1575. // Uniforms (load to GPU)
  1576. function loadUniformsMatrices ( uniforms, object ) {
  1577. renderer.uniformMatrix4fv( uniforms.modelViewMatrix, object._modelViewMatrix.elements );
  1578. if ( uniforms.normalMatrix ) {
  1579. renderer.uniformMatrix3fv( uniforms.normalMatrix, object._normalMatrix.elements );
  1580. }
  1581. };
  1582. function getTextureUnit() {
  1583. var textureUnit = _usedTextureUnits;
  1584. if ( textureUnit >= renderer.maxTextures ) {
  1585. console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + renderer.maxTextures );
  1586. }
  1587. _usedTextureUnits += 1;
  1588. return textureUnit;
  1589. };
  1590. function loadUniformsGeneric ( program, uniforms ) {
  1591. var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
  1592. for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  1593. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  1594. if ( !location ) continue;
  1595. uniform = uniforms[ j ][ 0 ];
  1596. type = uniform.type;
  1597. value = uniform.value;
  1598. if ( type === "i" ) { // single integer
  1599. renderer.uniform1i( location, value );
  1600. } else if ( type === "f" ) { // single float
  1601. renderer.uniform1f( location, value );
  1602. } else if ( type === "v2" ) { // single THREE.Vector2
  1603. renderer.uniform2f( location, value.x, value.y );
  1604. } else if ( type === "v3" ) { // single THREE.Vector3
  1605. renderer.uniform3f( location, value.x, value.y, value.z );
  1606. } else if ( type === "v4" ) { // single THREE.Vector4
  1607. renderer.uniform4f( location, value.x, value.y, value.z, value.w );
  1608. } else if ( type === "c" ) { // single THREE.Color
  1609. renderer.uniform3f( location, value.r, value.g, value.b );
  1610. } else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
  1611. renderer.uniform1iv( location, value );
  1612. } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
  1613. renderer.uniform3iv( location, value );
  1614. } else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
  1615. renderer.uniform1fv( location, value );
  1616. } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
  1617. renderer.uniform3fv( location, value );
  1618. } else if ( type === "v2v" ) { // array of THREE.Vector2
  1619. if ( uniform._array === undefined ) {
  1620. uniform._array = new Float32Array( 2 * value.length );
  1621. }
  1622. for ( i = 0, il = value.length; i < il; i ++ ) {
  1623. offset = i * 2;
  1624. uniform._array[ offset ] = value[ i ].x;
  1625. uniform._array[ offset + 1 ] = value[ i ].y;
  1626. }
  1627. renderer.uniform2fv( location, uniform._array );
  1628. } else if ( type === "v3v" ) { // array of THREE.Vector3
  1629. if ( uniform._array === undefined ) {
  1630. uniform._array = new Float32Array( 3 * value.length );
  1631. }
  1632. for ( i = 0, il = value.length; i < il; i ++ ) {
  1633. offset = i * 3;
  1634. uniform._array[ offset ] = value[ i ].x;
  1635. uniform._array[ offset + 1 ] = value[ i ].y;
  1636. uniform._array[ offset + 2 ] = value[ i ].z;
  1637. }
  1638. renderer.uniform3fv( location, uniform._array );
  1639. } else if ( type === "v4v" ) { // array of THREE.Vector4
  1640. if ( uniform._array === undefined ) {
  1641. uniform._array = new Float32Array( 4 * value.length );
  1642. }
  1643. for ( i = 0, il = value.length; i < il; i ++ ) {
  1644. offset = i * 4;
  1645. uniform._array[ offset ] = value[ i ].x;
  1646. uniform._array[ offset + 1 ] = value[ i ].y;
  1647. uniform._array[ offset + 2 ] = value[ i ].z;
  1648. uniform._array[ offset + 3 ] = value[ i ].w;
  1649. }
  1650. renderer.uniform4fv( location, uniform._array );
  1651. } else if ( type === "m4") { // single THREE.Matrix4
  1652. if ( uniform._array === undefined ) {
  1653. uniform._array = new Float32Array( 16 );
  1654. }
  1655. value.flattenToArray( uniform._array );
  1656. renderer.uniformMatrix4fv( location, uniform._array );
  1657. } else if ( type === "m4v" ) { // array of THREE.Matrix4
  1658. if ( uniform._array === undefined ) {
  1659. uniform._array = new Float32Array( 16 * value.length );
  1660. }
  1661. for ( i = 0, il = value.length; i < il; i ++ ) {
  1662. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  1663. }
  1664. renderer.uniformMatrix4fv( location, uniform._array );
  1665. } else if ( type === "t" ) { // single THREE.Texture (2d or cube)
  1666. texture = value;
  1667. textureUnit = getTextureUnit();
  1668. renderer.uniform1i( location, textureUnit );
  1669. if ( !texture ) continue;
  1670. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  1671. renderer.setCubeTexture( texture, textureUnit );
  1672. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  1673. renderer.setCubeTextureDynamic( texture, textureUnit );
  1674. } else {
  1675. renderer.setTexture( texture, textureUnit );
  1676. }
  1677. } else if ( type === "tv" ) { // array of THREE.Texture (2d)
  1678. if ( uniform._array === undefined ) {
  1679. uniform._array = [];
  1680. }
  1681. for( i = 0, il = uniform.value.length; i < il; i ++ ) {
  1682. uniform._array[ i ] = getTextureUnit();
  1683. }
  1684. renderer.uniform1iv( location, uniform._array );
  1685. for( i = 0, il = uniform.value.length; i < il; i ++ ) {
  1686. texture = uniform.value[ i ];
  1687. textureUnit = uniform._array[ i ];
  1688. if ( !texture ) continue;
  1689. renderer.setTexture( texture, textureUnit );
  1690. }
  1691. }
  1692. }
  1693. };
  1694. function setupMatrices ( object, camera ) {
  1695. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  1696. object._normalMatrix.getInverse( object._modelViewMatrix );
  1697. object._normalMatrix.transpose();
  1698. };
  1699. //
  1700. function setColorGamma( array, offset, color, intensitySq ) {
  1701. array[ offset ] = color.r * color.r * intensitySq;
  1702. array[ offset + 1 ] = color.g * color.g * intensitySq;
  1703. array[ offset + 2 ] = color.b * color.b * intensitySq;
  1704. };
  1705. function setColorLinear( array, offset, color, intensity ) {
  1706. array[ offset ] = color.r * intensity;
  1707. array[ offset + 1 ] = color.g * intensity;
  1708. array[ offset + 2 ] = color.b * intensity;
  1709. };
  1710. function setupLights ( program, lights ) {
  1711. var l, ll, light, n,
  1712. r = 0, g = 0, b = 0,
  1713. color, skyColor, groundColor,
  1714. intensity, intensitySq,
  1715. position,
  1716. distance,
  1717. zlights = _lights,
  1718. dirColors = zlights.directional.colors,
  1719. dirPositions = zlights.directional.positions,
  1720. pointColors = zlights.point.colors,
  1721. pointPositions = zlights.point.positions,
  1722. pointDistances = zlights.point.distances,
  1723. spotColors = zlights.spot.colors,
  1724. spotPositions = zlights.spot.positions,
  1725. spotDistances = zlights.spot.distances,
  1726. spotDirections = zlights.spot.directions,
  1727. spotAnglesCos = zlights.spot.anglesCos,
  1728. spotExponents = zlights.spot.exponents,
  1729. hemiSkyColors = zlights.hemi.skyColors,
  1730. hemiGroundColors = zlights.hemi.groundColors,
  1731. hemiPositions = zlights.hemi.positions,
  1732. dirLength = 0,
  1733. pointLength = 0,
  1734. spotLength = 0,
  1735. hemiLength = 0,
  1736. dirCount = 0,
  1737. pointCount = 0,
  1738. spotCount = 0,
  1739. hemiCount = 0,
  1740. dirOffset = 0,
  1741. pointOffset = 0,
  1742. spotOffset = 0,
  1743. hemiOffset = 0;
  1744. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1745. light = lights[ l ];
  1746. if ( light.onlyShadow ) continue;
  1747. color = light.color;
  1748. intensity = light.intensity;
  1749. distance = light.distance;
  1750. if ( light instanceof THREE.AmbientLight ) {
  1751. if ( ! light.visible ) continue;
  1752. if ( _this.gammaInput ) {
  1753. r += color.r * color.r;
  1754. g += color.g * color.g;
  1755. b += color.b * color.b;
  1756. } else {
  1757. r += color.r;
  1758. g += color.g;
  1759. b += color.b;
  1760. }
  1761. } else if ( light instanceof THREE.DirectionalLight ) {
  1762. dirCount += 1;
  1763. if ( ! light.visible ) continue;
  1764. _direction.getPositionFromMatrix( light.matrixWorld );
  1765. _vector3.getPositionFromMatrix( light.target.matrixWorld );
  1766. _direction.sub( _vector3 );
  1767. _direction.normalize();
  1768. // skip lights with undefined direction
  1769. // these create troubles in OpenGL (making pixel black)
  1770. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  1771. dirOffset = dirLength * 3;
  1772. dirPositions[ dirOffset ] = _direction.x;
  1773. dirPositions[ dirOffset + 1 ] = _direction.y;
  1774. dirPositions[ dirOffset + 2 ] = _direction.z;
  1775. if ( _this.gammaInput ) {
  1776. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  1777. } else {
  1778. setColorLinear( dirColors, dirOffset, color, intensity );
  1779. }
  1780. dirLength += 1;
  1781. } else if ( light instanceof THREE.PointLight ) {
  1782. pointCount += 1;
  1783. if ( ! light.visible ) continue;
  1784. pointOffset = pointLength * 3;
  1785. if ( _this.gammaInput ) {
  1786. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  1787. } else {
  1788. setColorLinear( pointColors, pointOffset, color, intensity );
  1789. }
  1790. _vector3.getPositionFromMatrix( light.matrixWorld );
  1791. pointPositions[ pointOffset ] = _vector3.x;
  1792. pointPositions[ pointOffset + 1 ] = _vector3.y;
  1793. pointPositions[ pointOffset + 2 ] = _vector3.z;
  1794. pointDistances[ pointLength ] = distance;
  1795. pointLength += 1;
  1796. } else if ( light instanceof THREE.SpotLight ) {
  1797. spotCount += 1;
  1798. if ( ! light.visible ) continue;
  1799. spotOffset = spotLength * 3;
  1800. if ( _this.gammaInput ) {
  1801. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  1802. } else {
  1803. setColorLinear( spotColors, spotOffset, color, intensity );
  1804. }
  1805. _vector3.getPositionFromMatrix( light.matrixWorld );
  1806. spotPositions[ spotOffset ] = _vector3.x;
  1807. spotPositions[ spotOffset + 1 ] = _vector3.y;
  1808. spotPositions[ spotOffset + 2 ] = _vector3.z;
  1809. spotDistances[ spotLength ] = distance;
  1810. _direction.copy( _vector3 );
  1811. _vector3.getPositionFromMatrix( light.target.matrixWorld );
  1812. _direction.sub( _vector3 );
  1813. _direction.normalize();
  1814. spotDirections[ spotOffset ] = _direction.x;
  1815. spotDirections[ spotOffset + 1 ] = _direction.y;
  1816. spotDirections[ spotOffset + 2 ] = _direction.z;
  1817. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  1818. spotExponents[ spotLength ] = light.exponent;
  1819. spotLength += 1;
  1820. } else if ( light instanceof THREE.HemisphereLight ) {
  1821. hemiCount += 1;
  1822. if ( ! light.visible ) continue;
  1823. _direction.getPositionFromMatrix( light.matrixWorld );
  1824. _direction.normalize();
  1825. // skip lights with undefined direction
  1826. // these create troubles in OpenGL (making pixel black)
  1827. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  1828. hemiOffset = hemiLength * 3;
  1829. hemiPositions[ hemiOffset ] = _direction.x;
  1830. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  1831. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  1832. skyColor = light.color;
  1833. groundColor = light.groundColor;
  1834. if ( _this.gammaInput ) {
  1835. intensitySq = intensity * intensity;
  1836. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  1837. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  1838. } else {
  1839. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  1840. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  1841. }
  1842. hemiLength += 1;
  1843. }
  1844. }
  1845. // null eventual remains from removed lights
  1846. // (this is to avoid if in shader)
  1847. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  1848. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  1849. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  1850. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  1851. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  1852. zlights.directional.length = dirLength;
  1853. zlights.point.length = pointLength;
  1854. zlights.spot.length = spotLength;
  1855. zlights.hemi.length = hemiLength;
  1856. zlights.ambient[ 0 ] = r;
  1857. zlights.ambient[ 1 ] = g;
  1858. zlights.ambient[ 2 ] = b;
  1859. };
  1860. // Allocations
  1861. function allocateBones ( object ) {
  1862. if ( renderer.supportsBoneTextures && object && object.useVertexTexture ) {
  1863. return 1024;
  1864. } else {
  1865. // default for when object is not specified
  1866. // ( for example when prebuilding shader
  1867. // to be used with multiple objects )
  1868. //
  1869. // - leave some extra space for other uniforms
  1870. // - limit here is ANGLE's 254 max uniform vectors
  1871. // (up to 54 should be safe)
  1872. var nVertexUniforms = renderer.maxVertexUniformVectors
  1873. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  1874. var maxBones = nVertexMatrices;
  1875. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  1876. maxBones = Math.min( object.bones.length, maxBones );
  1877. if ( maxBones < object.bones.length ) {
  1878. console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
  1879. }
  1880. }
  1881. return maxBones;
  1882. }
  1883. };
  1884. function allocateLights ( lights ) {
  1885. var l, ll, light, dirLights, pointLights, spotLights, hemiLights;
  1886. dirLights = pointLights = spotLights = hemiLights = 0;
  1887. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  1888. light = lights[ l ];
  1889. if ( light.onlyShadow ) continue;
  1890. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  1891. if ( light instanceof THREE.PointLight ) pointLights ++;
  1892. if ( light instanceof THREE.SpotLight ) spotLights ++;
  1893. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  1894. }
  1895. return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
  1896. };
  1897. function allocateShadows ( lights ) {
  1898. var l, ll, light, maxShadows = 0;
  1899. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  1900. light = lights[ l ];
  1901. if ( ! light.castShadow ) continue;
  1902. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  1903. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  1904. }
  1905. return maxShadows;
  1906. };
  1907. // default plugins (order is important)
  1908. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  1909. this.addPrePlugin( this.shadowMapPlugin );
  1910. this.addPostPlugin( new THREE.SpritePlugin() );
  1911. this.addPostPlugin( new THREE.LensFlarePlugin() );
  1912. };