WebGLRenderer.js 145 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. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _context = parameters.context !== undefined ? parameters.context : null,
  12. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  13. _buffers = {},
  14. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  15. _depth = parameters.depth !== undefined ? parameters.depth : true,
  16. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  17. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  18. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  19. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  20. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  21. _clearColor = new THREE.Color( 0x000000 ),
  22. _clearAlpha = 0;
  23. // public properties
  24. this.domElement = _canvas;
  25. this.context = null;
  26. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  27. ? parameters.devicePixelRatio
  28. : self.devicePixelRatio !== undefined
  29. ? self.devicePixelRatio
  30. : 1;
  31. // clearing
  32. this.autoClear = true;
  33. this.autoClearColor = true;
  34. this.autoClearDepth = true;
  35. this.autoClearStencil = true;
  36. // scene graph
  37. this.sortObjects = true;
  38. this.autoUpdateObjects = true;
  39. // physically based shading
  40. this.gammaInput = false;
  41. this.gammaOutput = false;
  42. // shadow map
  43. this.shadowMapEnabled = false;
  44. this.shadowMapAutoUpdate = true;
  45. this.shadowMapType = THREE.PCFShadowMap;
  46. this.shadowMapCullFace = THREE.CullFaceFront;
  47. this.shadowMapDebug = false;
  48. this.shadowMapCascade = false;
  49. // morphs
  50. this.maxMorphTargets = 8;
  51. this.maxMorphNormals = 4;
  52. // flags
  53. this.autoScaleCubemaps = true;
  54. // custom render plugins
  55. this.renderPluginsPre = [];
  56. this.renderPluginsPost = [];
  57. // info
  58. this.info = {
  59. memory: {
  60. programs: 0,
  61. geometries: 0,
  62. textures: 0
  63. },
  64. render: {
  65. calls: 0,
  66. vertices: 0,
  67. faces: 0,
  68. points: 0
  69. }
  70. };
  71. // internal properties
  72. var _this = this,
  73. _programs = [],
  74. // internal state cache
  75. _currentProgram = null,
  76. _currentFramebuffer = null,
  77. _currentMaterialId = - 1,
  78. _currentGeometryGroupHash = null,
  79. _currentCamera = null,
  80. _usedTextureUnits = 0,
  81. // GL state cache
  82. _oldDoubleSided = - 1,
  83. _oldFlipSided = - 1,
  84. _oldBlending = - 1,
  85. _oldBlendEquation = - 1,
  86. _oldBlendSrc = - 1,
  87. _oldBlendDst = - 1,
  88. _oldDepthTest = - 1,
  89. _oldDepthWrite = - 1,
  90. _oldPolygonOffset = null,
  91. _oldPolygonOffsetFactor = null,
  92. _oldPolygonOffsetUnits = null,
  93. _oldLineWidth = null,
  94. _viewportX = 0,
  95. _viewportY = 0,
  96. _viewportWidth = _canvas.width,
  97. _viewportHeight = _canvas.height,
  98. _currentWidth = 0,
  99. _currentHeight = 0,
  100. _newAttributes = new Uint8Array( 16 ),
  101. _enabledAttributes = new Uint8Array( 16 ),
  102. // frustum
  103. _frustum = new THREE.Frustum(),
  104. // camera matrices cache
  105. _projScreenMatrix = new THREE.Matrix4(),
  106. _projScreenMatrixPS = new THREE.Matrix4(),
  107. _vector3 = new THREE.Vector3(),
  108. // light arrays cache
  109. _direction = new THREE.Vector3(),
  110. _lightsNeedUpdate = true,
  111. _lights = {
  112. ambient: [ 0, 0, 0 ],
  113. directional: { length: 0, colors: new Array(), positions: new Array() },
  114. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
  115. spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
  116. hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
  117. };
  118. // initialize
  119. var _gl;
  120. var _glExtensionTextureFloat;
  121. var _glExtensionTextureFloatLinear;
  122. var _glExtensionStandardDerivatives;
  123. var _glExtensionTextureFilterAnisotropic;
  124. var _glExtensionCompressedTextureS3TC;
  125. var _glExtensionElementIndexUint;
  126. var _glExtensionFragDepth;
  127. initGL();
  128. setDefaultGLState();
  129. this.context = _gl;
  130. // GPU capabilities
  131. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  132. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  133. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  134. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  135. var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  136. var _supportsVertexTextures = ( _maxVertexTextures > 0 );
  137. var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
  138. var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
  139. //
  140. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  141. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  142. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  143. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  144. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  145. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  146. /*
  147. var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
  148. var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
  149. var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
  150. var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
  151. var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
  152. var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
  153. */
  154. // clamp precision to maximum available
  155. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  156. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  157. if ( _precision === 'highp' && ! highpAvailable ) {
  158. if ( mediumpAvailable ) {
  159. _precision = 'mediump';
  160. console.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
  161. } else {
  162. _precision = 'lowp';
  163. console.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
  164. }
  165. }
  166. if ( _precision === 'mediump' && ! mediumpAvailable ) {
  167. _precision = 'lowp';
  168. console.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
  169. }
  170. // API
  171. this.getContext = function () {
  172. return _gl;
  173. };
  174. this.supportsVertexTextures = function () {
  175. return _supportsVertexTextures;
  176. };
  177. this.supportsFloatTextures = function () {
  178. return _glExtensionTextureFloat;
  179. };
  180. this.supportsStandardDerivatives = function () {
  181. return _glExtensionStandardDerivatives;
  182. };
  183. this.supportsCompressedTextureS3TC = function () {
  184. return _glExtensionCompressedTextureS3TC;
  185. };
  186. this.getMaxAnisotropy = function () {
  187. return _maxAnisotropy;
  188. };
  189. this.getPrecision = function () {
  190. return _precision;
  191. };
  192. this.setSize = function ( width, height, updateStyle ) {
  193. _canvas.width = width * this.devicePixelRatio;
  194. _canvas.height = height * this.devicePixelRatio;
  195. if ( updateStyle !== false ) {
  196. _canvas.style.width = width + 'px';
  197. _canvas.style.height = height + 'px';
  198. }
  199. this.setViewport( 0, 0, width, height );
  200. };
  201. this.setViewport = function ( x, y, width, height ) {
  202. _viewportX = x * this.devicePixelRatio;
  203. _viewportY = y * this.devicePixelRatio;
  204. _viewportWidth = width * this.devicePixelRatio;
  205. _viewportHeight = height * this.devicePixelRatio;
  206. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  207. };
  208. this.setScissor = function ( x, y, width, height ) {
  209. _gl.scissor(
  210. x * this.devicePixelRatio,
  211. y * this.devicePixelRatio,
  212. width * this.devicePixelRatio,
  213. height * this.devicePixelRatio
  214. );
  215. };
  216. this.enableScissorTest = function ( enable ) {
  217. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  218. };
  219. // Clearing
  220. this.setClearColor = function ( color, alpha ) {
  221. _clearColor.set( color );
  222. _clearAlpha = alpha !== undefined ? alpha : 1;
  223. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  224. };
  225. this.setClearColorHex = function ( hex, alpha ) {
  226. console.warn( 'THREE.WebGLRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  227. this.setClearColor( hex, alpha );
  228. };
  229. this.getClearColor = function () {
  230. return _clearColor;
  231. };
  232. this.getClearAlpha = function () {
  233. return _clearAlpha;
  234. };
  235. this.clear = function ( color, depth, stencil ) {
  236. var bits = 0;
  237. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  238. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  239. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  240. _gl.clear( bits );
  241. };
  242. this.clearColor = function () {
  243. _gl.clear( _gl.COLOR_BUFFER_BIT );
  244. };
  245. this.clearDepth = function () {
  246. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  247. };
  248. this.clearStencil = function () {
  249. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  250. };
  251. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  252. this.setRenderTarget( renderTarget );
  253. this.clear( color, depth, stencil );
  254. };
  255. // Plugins
  256. this.addPostPlugin = function ( plugin ) {
  257. plugin.init( this );
  258. this.renderPluginsPost.push( plugin );
  259. };
  260. this.addPrePlugin = function ( plugin ) {
  261. plugin.init( this );
  262. this.renderPluginsPre.push( plugin );
  263. };
  264. // Rendering
  265. this.updateShadowMap = function ( scene, camera ) {
  266. _currentProgram = null;
  267. _oldBlending = - 1;
  268. _oldDepthTest = - 1;
  269. _oldDepthWrite = - 1;
  270. _currentGeometryGroupHash = - 1;
  271. _currentMaterialId = - 1;
  272. _lightsNeedUpdate = true;
  273. _oldDoubleSided = - 1;
  274. _oldFlipSided = - 1;
  275. this.shadowMapPlugin.update( scene, camera );
  276. };
  277. // Internal functions
  278. // Buffer allocation
  279. function createParticleBuffers ( geometry ) {
  280. geometry.__webglVertexBuffer = _gl.createBuffer();
  281. geometry.__webglColorBuffer = _gl.createBuffer();
  282. _this.info.memory.geometries ++;
  283. };
  284. function createLineBuffers ( geometry ) {
  285. geometry.__webglVertexBuffer = _gl.createBuffer();
  286. geometry.__webglColorBuffer = _gl.createBuffer();
  287. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  288. _this.info.memory.geometries ++;
  289. };
  290. function createMeshBuffers ( geometryGroup ) {
  291. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  292. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  293. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  294. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  295. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  296. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  297. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  298. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  299. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  300. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  301. var m, ml;
  302. if ( geometryGroup.numMorphTargets ) {
  303. geometryGroup.__webglMorphTargetsBuffers = [];
  304. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  305. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  306. }
  307. }
  308. if ( geometryGroup.numMorphNormals ) {
  309. geometryGroup.__webglMorphNormalsBuffers = [];
  310. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  311. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  312. }
  313. }
  314. _this.info.memory.geometries ++;
  315. };
  316. // Events
  317. var onGeometryDispose = function ( event ) {
  318. var geometry = event.target;
  319. geometry.removeEventListener( 'dispose', onGeometryDispose );
  320. deallocateGeometry( geometry );
  321. };
  322. var onTextureDispose = function ( event ) {
  323. var texture = event.target;
  324. texture.removeEventListener( 'dispose', onTextureDispose );
  325. deallocateTexture( texture );
  326. _this.info.memory.textures --;
  327. };
  328. var onRenderTargetDispose = function ( event ) {
  329. var renderTarget = event.target;
  330. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  331. deallocateRenderTarget( renderTarget );
  332. _this.info.memory.textures --;
  333. };
  334. var onMaterialDispose = function ( event ) {
  335. var material = event.target;
  336. material.removeEventListener( 'dispose', onMaterialDispose );
  337. deallocateMaterial( material );
  338. };
  339. // Buffer deallocation
  340. var deleteBuffers = function ( geometry ) {
  341. if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
  342. if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
  343. if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
  344. if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
  345. if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
  346. if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
  347. if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
  348. if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
  349. if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
  350. if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
  351. if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
  352. // custom attributes
  353. if ( geometry.__webglCustomAttributesList !== undefined ) {
  354. for ( var id in geometry.__webglCustomAttributesList ) {
  355. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
  356. }
  357. }
  358. _this.info.memory.geometries --;
  359. };
  360. var deallocateGeometry = function ( geometry ) {
  361. geometry.__webglInit = undefined;
  362. if ( geometry instanceof THREE.BufferGeometry ) {
  363. var attributes = geometry.attributes;
  364. for ( var key in attributes ) {
  365. if ( attributes[ key ].buffer !== undefined ) {
  366. _gl.deleteBuffer( attributes[ key ].buffer );
  367. }
  368. }
  369. _this.info.memory.geometries --;
  370. } else {
  371. if ( geometry.geometryGroups !== undefined ) {
  372. for ( var g in geometry.geometryGroups ) {
  373. var geometryGroup = geometry.geometryGroups[ g ];
  374. if ( geometryGroup.numMorphTargets !== undefined ) {
  375. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  376. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  377. }
  378. }
  379. if ( geometryGroup.numMorphNormals !== undefined ) {
  380. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  381. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  382. }
  383. }
  384. deleteBuffers( geometryGroup );
  385. }
  386. } else {
  387. deleteBuffers( geometry );
  388. }
  389. }
  390. };
  391. var deallocateTexture = function ( texture ) {
  392. if ( texture.image && texture.image.__webglTextureCube ) {
  393. // cube texture
  394. _gl.deleteTexture( texture.image.__webglTextureCube );
  395. } else {
  396. // 2D texture
  397. if ( ! texture.__webglInit ) return;
  398. texture.__webglInit = false;
  399. _gl.deleteTexture( texture.__webglTexture );
  400. }
  401. };
  402. var deallocateRenderTarget = function ( renderTarget ) {
  403. if ( ! renderTarget || ! renderTarget.__webglTexture ) return;
  404. _gl.deleteTexture( renderTarget.__webglTexture );
  405. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  406. for ( var i = 0; i < 6; i ++ ) {
  407. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  408. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  409. }
  410. } else {
  411. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  412. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  413. }
  414. };
  415. var deallocateMaterial = function ( material ) {
  416. var program = material.program.program;
  417. if ( program === undefined ) return;
  418. material.program = undefined;
  419. // only deallocate GL program if this was the last use of shared program
  420. // assumed there is only single copy of any program in the _programs list
  421. // (that's how it's constructed)
  422. var i, il, programInfo;
  423. var deleteProgram = false;
  424. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  425. programInfo = _programs[ i ];
  426. if ( programInfo.program === program ) {
  427. programInfo.usedTimes --;
  428. if ( programInfo.usedTimes === 0 ) {
  429. deleteProgram = true;
  430. }
  431. break;
  432. }
  433. }
  434. if ( deleteProgram === true ) {
  435. // avoid using array.splice, this is costlier than creating new array from scratch
  436. var newPrograms = [];
  437. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  438. programInfo = _programs[ i ];
  439. if ( programInfo.program !== program ) {
  440. newPrograms.push( programInfo );
  441. }
  442. }
  443. _programs = newPrograms;
  444. _gl.deleteProgram( program );
  445. _this.info.memory.programs --;
  446. }
  447. };
  448. // Buffer initialization
  449. function initCustomAttributes ( geometry, object ) {
  450. var nvertices = geometry.vertices.length;
  451. var material = object.material;
  452. if ( material.attributes ) {
  453. if ( geometry.__webglCustomAttributesList === undefined ) {
  454. geometry.__webglCustomAttributesList = [];
  455. }
  456. for ( var a in material.attributes ) {
  457. var attribute = material.attributes[ a ];
  458. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  459. attribute.__webglInitialized = true;
  460. var size = 1; // "f" and "i"
  461. if ( attribute.type === 'v2' ) size = 2;
  462. else if ( attribute.type === 'v3' ) size = 3;
  463. else if ( attribute.type === 'v4' ) size = 4;
  464. else if ( attribute.type === 'c' ) size = 3;
  465. attribute.size = size;
  466. attribute.array = new Float32Array( nvertices * size );
  467. attribute.buffer = _gl.createBuffer();
  468. attribute.buffer.belongsToAttribute = a;
  469. attribute.needsUpdate = true;
  470. }
  471. geometry.__webglCustomAttributesList.push( attribute );
  472. }
  473. }
  474. };
  475. function initParticleBuffers ( geometry, object ) {
  476. var nvertices = geometry.vertices.length;
  477. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  478. geometry.__colorArray = new Float32Array( nvertices * 3 );
  479. geometry.__sortArray = [];
  480. geometry.__webglParticleCount = nvertices;
  481. initCustomAttributes ( geometry, object );
  482. };
  483. function initLineBuffers ( geometry, object ) {
  484. var nvertices = geometry.vertices.length;
  485. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  486. geometry.__colorArray = new Float32Array( nvertices * 3 );
  487. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  488. geometry.__webglLineCount = nvertices;
  489. initCustomAttributes ( geometry, object );
  490. };
  491. function initMeshBuffers ( geometryGroup, object ) {
  492. var geometry = object.geometry,
  493. faces3 = geometryGroup.faces3,
  494. nvertices = faces3.length * 3,
  495. ntris = faces3.length * 1,
  496. nlines = faces3.length * 3,
  497. material = getBufferMaterial( object, geometryGroup ),
  498. uvType = bufferGuessUVType( material ),
  499. normalType = bufferGuessNormalType( material ),
  500. vertexColorType = bufferGuessVertexColorType( material );
  501. // console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  502. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  503. if ( normalType ) {
  504. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  505. }
  506. if ( geometry.hasTangents ) {
  507. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  508. }
  509. if ( vertexColorType ) {
  510. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  511. }
  512. if ( uvType ) {
  513. if ( geometry.faceVertexUvs.length > 0 ) {
  514. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  515. }
  516. if ( geometry.faceVertexUvs.length > 1 ) {
  517. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  518. }
  519. }
  520. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  521. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  522. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  523. }
  524. var UintArray = _glExtensionElementIndexUint !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
  525. geometryGroup.__typeArray = UintArray;
  526. geometryGroup.__faceArray = new UintArray( ntris * 3 );
  527. geometryGroup.__lineArray = new UintArray( nlines * 2 );
  528. var m, ml;
  529. if ( geometryGroup.numMorphTargets ) {
  530. geometryGroup.__morphTargetsArrays = [];
  531. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  532. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  533. }
  534. }
  535. if ( geometryGroup.numMorphNormals ) {
  536. geometryGroup.__morphNormalsArrays = [];
  537. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  538. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  539. }
  540. }
  541. geometryGroup.__webglFaceCount = ntris * 3;
  542. geometryGroup.__webglLineCount = nlines * 2;
  543. // custom attributes
  544. if ( material.attributes ) {
  545. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  546. geometryGroup.__webglCustomAttributesList = [];
  547. }
  548. for ( var a in material.attributes ) {
  549. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  550. // attribute buffers which are correctly indexed in the setMeshBuffers function
  551. var originalAttribute = material.attributes[ a ];
  552. var attribute = {};
  553. for ( var property in originalAttribute ) {
  554. attribute[ property ] = originalAttribute[ property ];
  555. }
  556. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  557. attribute.__webglInitialized = true;
  558. var size = 1; // "f" and "i"
  559. if ( attribute.type === 'v2' ) size = 2;
  560. else if ( attribute.type === 'v3' ) size = 3;
  561. else if ( attribute.type === 'v4' ) size = 4;
  562. else if ( attribute.type === 'c' ) size = 3;
  563. attribute.size = size;
  564. attribute.array = new Float32Array( nvertices * size );
  565. attribute.buffer = _gl.createBuffer();
  566. attribute.buffer.belongsToAttribute = a;
  567. originalAttribute.needsUpdate = true;
  568. attribute.__original = originalAttribute;
  569. }
  570. geometryGroup.__webglCustomAttributesList.push( attribute );
  571. }
  572. }
  573. geometryGroup.__inittedArrays = true;
  574. };
  575. function getBufferMaterial( object, geometryGroup ) {
  576. return object.material instanceof THREE.MeshFaceMaterial
  577. ? object.material.materials[ geometryGroup.materialIndex ]
  578. : object.material;
  579. };
  580. function materialNeedsSmoothNormals ( material ) {
  581. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  582. };
  583. function bufferGuessNormalType ( material ) {
  584. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  585. if ( ( material instanceof THREE.MeshBasicMaterial && ! material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  586. return false;
  587. }
  588. if ( materialNeedsSmoothNormals( material ) ) {
  589. return THREE.SmoothShading;
  590. } else {
  591. return THREE.FlatShading;
  592. }
  593. };
  594. function bufferGuessVertexColorType( material ) {
  595. if ( material.vertexColors ) {
  596. return material.vertexColors;
  597. }
  598. return false;
  599. };
  600. function bufferGuessUVType( material ) {
  601. // material must use some texture to require uvs
  602. if ( material.map ||
  603. material.lightMap ||
  604. material.bumpMap ||
  605. material.normalMap ||
  606. material.specularMap ||
  607. material instanceof THREE.ShaderMaterial ) {
  608. return true;
  609. }
  610. return false;
  611. };
  612. //
  613. function initDirectBuffers( geometry ) {
  614. for ( var name in geometry.attributes ) {
  615. var bufferType = ( name === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  616. var attribute = geometry.attributes[ name ];
  617. attribute.buffer = _gl.createBuffer();
  618. _gl.bindBuffer( bufferType, attribute.buffer );
  619. _gl.bufferData( bufferType, attribute.array, _gl.STATIC_DRAW );
  620. }
  621. }
  622. // Buffer setting
  623. function setParticleBuffers ( geometry, hint, object ) {
  624. var v, c, vertex, offset, index, color,
  625. vertices = geometry.vertices,
  626. vl = vertices.length,
  627. colors = geometry.colors,
  628. cl = colors.length,
  629. vertexArray = geometry.__vertexArray,
  630. colorArray = geometry.__colorArray,
  631. sortArray = geometry.__sortArray,
  632. dirtyVertices = geometry.verticesNeedUpdate,
  633. dirtyElements = geometry.elementsNeedUpdate,
  634. dirtyColors = geometry.colorsNeedUpdate,
  635. customAttributes = geometry.__webglCustomAttributesList,
  636. i, il,
  637. a, ca, cal, value,
  638. customAttribute;
  639. if ( object.sortParticles ) {
  640. _projScreenMatrixPS.copy( _projScreenMatrix );
  641. _projScreenMatrixPS.multiply( object.matrixWorld );
  642. for ( v = 0; v < vl; v ++ ) {
  643. vertex = vertices[ v ];
  644. _vector3.copy( vertex );
  645. _vector3.applyProjection( _projScreenMatrixPS );
  646. sortArray[ v ] = [ _vector3.z, v ];
  647. }
  648. sortArray.sort( numericalSort );
  649. for ( v = 0; v < vl; v ++ ) {
  650. vertex = vertices[ sortArray[ v ][ 1 ] ];
  651. offset = v * 3;
  652. vertexArray[ offset ] = vertex.x;
  653. vertexArray[ offset + 1 ] = vertex.y;
  654. vertexArray[ offset + 2 ] = vertex.z;
  655. }
  656. for ( c = 0; c < cl; c ++ ) {
  657. offset = c * 3;
  658. color = colors[ sortArray[ c ][ 1 ] ];
  659. colorArray[ offset ] = color.r;
  660. colorArray[ offset + 1 ] = color.g;
  661. colorArray[ offset + 2 ] = color.b;
  662. }
  663. if ( customAttributes ) {
  664. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  665. customAttribute = customAttributes[ i ];
  666. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) continue;
  667. offset = 0;
  668. cal = customAttribute.value.length;
  669. if ( customAttribute.size === 1 ) {
  670. for ( ca = 0; ca < cal; ca ++ ) {
  671. index = sortArray[ ca ][ 1 ];
  672. customAttribute.array[ ca ] = customAttribute.value[ index ];
  673. }
  674. } else if ( customAttribute.size === 2 ) {
  675. for ( ca = 0; ca < cal; ca ++ ) {
  676. index = sortArray[ ca ][ 1 ];
  677. value = customAttribute.value[ index ];
  678. customAttribute.array[ offset ] = value.x;
  679. customAttribute.array[ offset + 1 ] = value.y;
  680. offset += 2;
  681. }
  682. } else if ( customAttribute.size === 3 ) {
  683. if ( customAttribute.type === 'c' ) {
  684. for ( ca = 0; ca < cal; ca ++ ) {
  685. index = sortArray[ ca ][ 1 ];
  686. value = customAttribute.value[ index ];
  687. customAttribute.array[ offset ] = value.r;
  688. customAttribute.array[ offset + 1 ] = value.g;
  689. customAttribute.array[ offset + 2 ] = value.b;
  690. offset += 3;
  691. }
  692. } else {
  693. for ( ca = 0; ca < cal; ca ++ ) {
  694. index = sortArray[ ca ][ 1 ];
  695. value = customAttribute.value[ index ];
  696. customAttribute.array[ offset ] = value.x;
  697. customAttribute.array[ offset + 1 ] = value.y;
  698. customAttribute.array[ offset + 2 ] = value.z;
  699. offset += 3;
  700. }
  701. }
  702. } else if ( customAttribute.size === 4 ) {
  703. for ( ca = 0; ca < cal; ca ++ ) {
  704. index = sortArray[ ca ][ 1 ];
  705. value = customAttribute.value[ index ];
  706. customAttribute.array[ offset ] = value.x;
  707. customAttribute.array[ offset + 1 ] = value.y;
  708. customAttribute.array[ offset + 2 ] = value.z;
  709. customAttribute.array[ offset + 3 ] = value.w;
  710. offset += 4;
  711. }
  712. }
  713. }
  714. }
  715. } else {
  716. if ( dirtyVertices ) {
  717. for ( v = 0; v < vl; v ++ ) {
  718. vertex = vertices[ v ];
  719. offset = v * 3;
  720. vertexArray[ offset ] = vertex.x;
  721. vertexArray[ offset + 1 ] = vertex.y;
  722. vertexArray[ offset + 2 ] = vertex.z;
  723. }
  724. }
  725. if ( dirtyColors ) {
  726. for ( c = 0; c < cl; c ++ ) {
  727. color = colors[ c ];
  728. offset = c * 3;
  729. colorArray[ offset ] = color.r;
  730. colorArray[ offset + 1 ] = color.g;
  731. colorArray[ offset + 2 ] = color.b;
  732. }
  733. }
  734. if ( customAttributes ) {
  735. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  736. customAttribute = customAttributes[ i ];
  737. if ( customAttribute.needsUpdate &&
  738. ( customAttribute.boundTo === undefined ||
  739. customAttribute.boundTo === 'vertices' ) ) {
  740. cal = customAttribute.value.length;
  741. offset = 0;
  742. if ( customAttribute.size === 1 ) {
  743. for ( ca = 0; ca < cal; ca ++ ) {
  744. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  745. }
  746. } else if ( customAttribute.size === 2 ) {
  747. for ( ca = 0; ca < cal; ca ++ ) {
  748. value = customAttribute.value[ ca ];
  749. customAttribute.array[ offset ] = value.x;
  750. customAttribute.array[ offset + 1 ] = value.y;
  751. offset += 2;
  752. }
  753. } else if ( customAttribute.size === 3 ) {
  754. if ( customAttribute.type === 'c' ) {
  755. for ( ca = 0; ca < cal; ca ++ ) {
  756. value = customAttribute.value[ ca ];
  757. customAttribute.array[ offset ] = value.r;
  758. customAttribute.array[ offset + 1 ] = value.g;
  759. customAttribute.array[ offset + 2 ] = value.b;
  760. offset += 3;
  761. }
  762. } else {
  763. for ( ca = 0; ca < cal; ca ++ ) {
  764. value = customAttribute.value[ ca ];
  765. customAttribute.array[ offset ] = value.x;
  766. customAttribute.array[ offset + 1 ] = value.y;
  767. customAttribute.array[ offset + 2 ] = value.z;
  768. offset += 3;
  769. }
  770. }
  771. } else if ( customAttribute.size === 4 ) {
  772. for ( ca = 0; ca < cal; ca ++ ) {
  773. value = customAttribute.value[ ca ];
  774. customAttribute.array[ offset ] = value.x;
  775. customAttribute.array[ offset + 1 ] = value.y;
  776. customAttribute.array[ offset + 2 ] = value.z;
  777. customAttribute.array[ offset + 3 ] = value.w;
  778. offset += 4;
  779. }
  780. }
  781. }
  782. }
  783. }
  784. }
  785. if ( dirtyVertices || object.sortParticles ) {
  786. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  787. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  788. }
  789. if ( dirtyColors || object.sortParticles ) {
  790. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  791. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  792. }
  793. if ( customAttributes ) {
  794. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  795. customAttribute = customAttributes[ i ];
  796. if ( customAttribute.needsUpdate || object.sortParticles ) {
  797. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  798. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  799. }
  800. }
  801. }
  802. }
  803. function setLineBuffers ( geometry, hint ) {
  804. var v, c, d, vertex, offset, color,
  805. vertices = geometry.vertices,
  806. colors = geometry.colors,
  807. lineDistances = geometry.lineDistances,
  808. vl = vertices.length,
  809. cl = colors.length,
  810. dl = lineDistances.length,
  811. vertexArray = geometry.__vertexArray,
  812. colorArray = geometry.__colorArray,
  813. lineDistanceArray = geometry.__lineDistanceArray,
  814. dirtyVertices = geometry.verticesNeedUpdate,
  815. dirtyColors = geometry.colorsNeedUpdate,
  816. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  817. customAttributes = geometry.__webglCustomAttributesList,
  818. i, il,
  819. a, ca, cal, value,
  820. customAttribute;
  821. if ( dirtyVertices ) {
  822. for ( v = 0; v < vl; v ++ ) {
  823. vertex = vertices[ v ];
  824. offset = v * 3;
  825. vertexArray[ offset ] = vertex.x;
  826. vertexArray[ offset + 1 ] = vertex.y;
  827. vertexArray[ offset + 2 ] = vertex.z;
  828. }
  829. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  830. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  831. }
  832. if ( dirtyColors ) {
  833. for ( c = 0; c < cl; c ++ ) {
  834. color = colors[ c ];
  835. offset = c * 3;
  836. colorArray[ offset ] = color.r;
  837. colorArray[ offset + 1 ] = color.g;
  838. colorArray[ offset + 2 ] = color.b;
  839. }
  840. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  841. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  842. }
  843. if ( dirtyLineDistances ) {
  844. for ( d = 0; d < dl; d ++ ) {
  845. lineDistanceArray[ d ] = lineDistances[ d ];
  846. }
  847. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  848. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  849. }
  850. if ( customAttributes ) {
  851. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  852. customAttribute = customAttributes[ i ];
  853. if ( customAttribute.needsUpdate &&
  854. ( customAttribute.boundTo === undefined ||
  855. customAttribute.boundTo === 'vertices' ) ) {
  856. offset = 0;
  857. cal = customAttribute.value.length;
  858. if ( customAttribute.size === 1 ) {
  859. for ( ca = 0; ca < cal; ca ++ ) {
  860. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  861. }
  862. } else if ( customAttribute.size === 2 ) {
  863. for ( ca = 0; ca < cal; ca ++ ) {
  864. value = customAttribute.value[ ca ];
  865. customAttribute.array[ offset ] = value.x;
  866. customAttribute.array[ offset + 1 ] = value.y;
  867. offset += 2;
  868. }
  869. } else if ( customAttribute.size === 3 ) {
  870. if ( customAttribute.type === 'c' ) {
  871. for ( ca = 0; ca < cal; ca ++ ) {
  872. value = customAttribute.value[ ca ];
  873. customAttribute.array[ offset ] = value.r;
  874. customAttribute.array[ offset + 1 ] = value.g;
  875. customAttribute.array[ offset + 2 ] = value.b;
  876. offset += 3;
  877. }
  878. } else {
  879. for ( ca = 0; ca < cal; ca ++ ) {
  880. value = customAttribute.value[ ca ];
  881. customAttribute.array[ offset ] = value.x;
  882. customAttribute.array[ offset + 1 ] = value.y;
  883. customAttribute.array[ offset + 2 ] = value.z;
  884. offset += 3;
  885. }
  886. }
  887. } else if ( customAttribute.size === 4 ) {
  888. for ( ca = 0; ca < cal; ca ++ ) {
  889. value = customAttribute.value[ ca ];
  890. customAttribute.array[ offset ] = value.x;
  891. customAttribute.array[ offset + 1 ] = value.y;
  892. customAttribute.array[ offset + 2 ] = value.z;
  893. customAttribute.array[ offset + 3 ] = value.w;
  894. offset += 4;
  895. }
  896. }
  897. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  898. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  899. }
  900. }
  901. }
  902. }
  903. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  904. if ( ! geometryGroup.__inittedArrays ) {
  905. return;
  906. }
  907. var normalType = bufferGuessNormalType( material ),
  908. vertexColorType = bufferGuessVertexColorType( material ),
  909. uvType = bufferGuessUVType( material ),
  910. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  911. var f, fl, fi, face,
  912. vertexNormals, faceNormal, normal,
  913. vertexColors, faceColor,
  914. vertexTangents,
  915. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  916. c1, c2, c3,
  917. sw1, sw2, sw3, sw4,
  918. si1, si2, si3, si4,
  919. sa1, sa2, sa3, sa4,
  920. sb1, sb2, sb3, sb4,
  921. m, ml, i, il,
  922. vn, uvi, uv2i,
  923. vk, vkl, vka,
  924. nka, chf, faceVertexNormals,
  925. a,
  926. vertexIndex = 0,
  927. offset = 0,
  928. offset_uv = 0,
  929. offset_uv2 = 0,
  930. offset_face = 0,
  931. offset_normal = 0,
  932. offset_tangent = 0,
  933. offset_line = 0,
  934. offset_color = 0,
  935. offset_skin = 0,
  936. offset_morphTarget = 0,
  937. offset_custom = 0,
  938. offset_customSrc = 0,
  939. value,
  940. vertexArray = geometryGroup.__vertexArray,
  941. uvArray = geometryGroup.__uvArray,
  942. uv2Array = geometryGroup.__uv2Array,
  943. normalArray = geometryGroup.__normalArray,
  944. tangentArray = geometryGroup.__tangentArray,
  945. colorArray = geometryGroup.__colorArray,
  946. skinIndexArray = geometryGroup.__skinIndexArray,
  947. skinWeightArray = geometryGroup.__skinWeightArray,
  948. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  949. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  950. customAttributes = geometryGroup.__webglCustomAttributesList,
  951. customAttribute,
  952. faceArray = geometryGroup.__faceArray,
  953. lineArray = geometryGroup.__lineArray,
  954. geometry = object.geometry, // this is shared for all chunks
  955. dirtyVertices = geometry.verticesNeedUpdate,
  956. dirtyElements = geometry.elementsNeedUpdate,
  957. dirtyUvs = geometry.uvsNeedUpdate,
  958. dirtyNormals = geometry.normalsNeedUpdate,
  959. dirtyTangents = geometry.tangentsNeedUpdate,
  960. dirtyColors = geometry.colorsNeedUpdate,
  961. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  962. vertices = geometry.vertices,
  963. chunk_faces3 = geometryGroup.faces3,
  964. obj_faces = geometry.faces,
  965. obj_uvs = geometry.faceVertexUvs[ 0 ],
  966. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  967. obj_colors = geometry.colors,
  968. obj_skinIndices = geometry.skinIndices,
  969. obj_skinWeights = geometry.skinWeights,
  970. morphTargets = geometry.morphTargets,
  971. morphNormals = geometry.morphNormals;
  972. if ( dirtyVertices ) {
  973. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  974. face = obj_faces[ chunk_faces3[ f ] ];
  975. v1 = vertices[ face.a ];
  976. v2 = vertices[ face.b ];
  977. v3 = vertices[ face.c ];
  978. vertexArray[ offset ] = v1.x;
  979. vertexArray[ offset + 1 ] = v1.y;
  980. vertexArray[ offset + 2 ] = v1.z;
  981. vertexArray[ offset + 3 ] = v2.x;
  982. vertexArray[ offset + 4 ] = v2.y;
  983. vertexArray[ offset + 5 ] = v2.z;
  984. vertexArray[ offset + 6 ] = v3.x;
  985. vertexArray[ offset + 7 ] = v3.y;
  986. vertexArray[ offset + 8 ] = v3.z;
  987. offset += 9;
  988. }
  989. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  990. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  991. }
  992. if ( dirtyMorphTargets ) {
  993. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  994. offset_morphTarget = 0;
  995. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  996. chf = chunk_faces3[ f ];
  997. face = obj_faces[ chf ];
  998. // morph positions
  999. v1 = morphTargets[ vk ].vertices[ face.a ];
  1000. v2 = morphTargets[ vk ].vertices[ face.b ];
  1001. v3 = morphTargets[ vk ].vertices[ face.c ];
  1002. vka = morphTargetsArrays[ vk ];
  1003. vka[ offset_morphTarget ] = v1.x;
  1004. vka[ offset_morphTarget + 1 ] = v1.y;
  1005. vka[ offset_morphTarget + 2 ] = v1.z;
  1006. vka[ offset_morphTarget + 3 ] = v2.x;
  1007. vka[ offset_morphTarget + 4 ] = v2.y;
  1008. vka[ offset_morphTarget + 5 ] = v2.z;
  1009. vka[ offset_morphTarget + 6 ] = v3.x;
  1010. vka[ offset_morphTarget + 7 ] = v3.y;
  1011. vka[ offset_morphTarget + 8 ] = v3.z;
  1012. // morph normals
  1013. if ( material.morphNormals ) {
  1014. if ( needsSmoothNormals ) {
  1015. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  1016. n1 = faceVertexNormals.a;
  1017. n2 = faceVertexNormals.b;
  1018. n3 = faceVertexNormals.c;
  1019. } else {
  1020. n1 = morphNormals[ vk ].faceNormals[ chf ];
  1021. n2 = n1;
  1022. n3 = n1;
  1023. }
  1024. nka = morphNormalsArrays[ vk ];
  1025. nka[ offset_morphTarget ] = n1.x;
  1026. nka[ offset_morphTarget + 1 ] = n1.y;
  1027. nka[ offset_morphTarget + 2 ] = n1.z;
  1028. nka[ offset_morphTarget + 3 ] = n2.x;
  1029. nka[ offset_morphTarget + 4 ] = n2.y;
  1030. nka[ offset_morphTarget + 5 ] = n2.z;
  1031. nka[ offset_morphTarget + 6 ] = n3.x;
  1032. nka[ offset_morphTarget + 7 ] = n3.y;
  1033. nka[ offset_morphTarget + 8 ] = n3.z;
  1034. }
  1035. //
  1036. offset_morphTarget += 9;
  1037. }
  1038. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1039. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1040. if ( material.morphNormals ) {
  1041. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  1042. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  1043. }
  1044. }
  1045. }
  1046. if ( obj_skinWeights.length ) {
  1047. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1048. face = obj_faces[ chunk_faces3[ f ] ];
  1049. // weights
  1050. sw1 = obj_skinWeights[ face.a ];
  1051. sw2 = obj_skinWeights[ face.b ];
  1052. sw3 = obj_skinWeights[ face.c ];
  1053. skinWeightArray[ offset_skin ] = sw1.x;
  1054. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1055. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1056. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1057. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1058. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1059. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1060. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1061. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1062. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1063. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1064. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1065. // indices
  1066. si1 = obj_skinIndices[ face.a ];
  1067. si2 = obj_skinIndices[ face.b ];
  1068. si3 = obj_skinIndices[ face.c ];
  1069. skinIndexArray[ offset_skin ] = si1.x;
  1070. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1071. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1072. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1073. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1074. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1075. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1076. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1077. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1078. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1079. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1080. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1081. offset_skin += 12;
  1082. }
  1083. if ( offset_skin > 0 ) {
  1084. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1085. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1086. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1087. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1088. }
  1089. }
  1090. if ( dirtyColors && vertexColorType ) {
  1091. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1092. face = obj_faces[ chunk_faces3[ f ] ];
  1093. vertexColors = face.vertexColors;
  1094. faceColor = face.color;
  1095. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  1096. c1 = vertexColors[ 0 ];
  1097. c2 = vertexColors[ 1 ];
  1098. c3 = vertexColors[ 2 ];
  1099. } else {
  1100. c1 = faceColor;
  1101. c2 = faceColor;
  1102. c3 = faceColor;
  1103. }
  1104. colorArray[ offset_color ] = c1.r;
  1105. colorArray[ offset_color + 1 ] = c1.g;
  1106. colorArray[ offset_color + 2 ] = c1.b;
  1107. colorArray[ offset_color + 3 ] = c2.r;
  1108. colorArray[ offset_color + 4 ] = c2.g;
  1109. colorArray[ offset_color + 5 ] = c2.b;
  1110. colorArray[ offset_color + 6 ] = c3.r;
  1111. colorArray[ offset_color + 7 ] = c3.g;
  1112. colorArray[ offset_color + 8 ] = c3.b;
  1113. offset_color += 9;
  1114. }
  1115. if ( offset_color > 0 ) {
  1116. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1117. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1118. }
  1119. }
  1120. if ( dirtyTangents && geometry.hasTangents ) {
  1121. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1122. face = obj_faces[ chunk_faces3[ f ] ];
  1123. vertexTangents = face.vertexTangents;
  1124. t1 = vertexTangents[ 0 ];
  1125. t2 = vertexTangents[ 1 ];
  1126. t3 = vertexTangents[ 2 ];
  1127. tangentArray[ offset_tangent ] = t1.x;
  1128. tangentArray[ offset_tangent + 1 ] = t1.y;
  1129. tangentArray[ offset_tangent + 2 ] = t1.z;
  1130. tangentArray[ offset_tangent + 3 ] = t1.w;
  1131. tangentArray[ offset_tangent + 4 ] = t2.x;
  1132. tangentArray[ offset_tangent + 5 ] = t2.y;
  1133. tangentArray[ offset_tangent + 6 ] = t2.z;
  1134. tangentArray[ offset_tangent + 7 ] = t2.w;
  1135. tangentArray[ offset_tangent + 8 ] = t3.x;
  1136. tangentArray[ offset_tangent + 9 ] = t3.y;
  1137. tangentArray[ offset_tangent + 10 ] = t3.z;
  1138. tangentArray[ offset_tangent + 11 ] = t3.w;
  1139. offset_tangent += 12;
  1140. }
  1141. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1142. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1143. }
  1144. if ( dirtyNormals && normalType ) {
  1145. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1146. face = obj_faces[ chunk_faces3[ f ] ];
  1147. vertexNormals = face.vertexNormals;
  1148. faceNormal = face.normal;
  1149. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1150. for ( i = 0; i < 3; i ++ ) {
  1151. vn = vertexNormals[ i ];
  1152. normalArray[ offset_normal ] = vn.x;
  1153. normalArray[ offset_normal + 1 ] = vn.y;
  1154. normalArray[ offset_normal + 2 ] = vn.z;
  1155. offset_normal += 3;
  1156. }
  1157. } else {
  1158. for ( i = 0; i < 3; i ++ ) {
  1159. normalArray[ offset_normal ] = faceNormal.x;
  1160. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1161. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1162. offset_normal += 3;
  1163. }
  1164. }
  1165. }
  1166. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1167. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1168. }
  1169. if ( dirtyUvs && obj_uvs && uvType ) {
  1170. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1171. fi = chunk_faces3[ f ];
  1172. uv = obj_uvs[ fi ];
  1173. if ( uv === undefined ) continue;
  1174. for ( i = 0; i < 3; i ++ ) {
  1175. uvi = uv[ i ];
  1176. uvArray[ offset_uv ] = uvi.x;
  1177. uvArray[ offset_uv + 1 ] = uvi.y;
  1178. offset_uv += 2;
  1179. }
  1180. }
  1181. if ( offset_uv > 0 ) {
  1182. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1183. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1184. }
  1185. }
  1186. if ( dirtyUvs && obj_uvs2 && uvType ) {
  1187. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1188. fi = chunk_faces3[ f ];
  1189. uv2 = obj_uvs2[ fi ];
  1190. if ( uv2 === undefined ) continue;
  1191. for ( i = 0; i < 3; i ++ ) {
  1192. uv2i = uv2[ i ];
  1193. uv2Array[ offset_uv2 ] = uv2i.x;
  1194. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  1195. offset_uv2 += 2;
  1196. }
  1197. }
  1198. if ( offset_uv2 > 0 ) {
  1199. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1200. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1201. }
  1202. }
  1203. if ( dirtyElements ) {
  1204. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1205. faceArray[ offset_face ] = vertexIndex;
  1206. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1207. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1208. offset_face += 3;
  1209. lineArray[ offset_line ] = vertexIndex;
  1210. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1211. lineArray[ offset_line + 2 ] = vertexIndex;
  1212. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1213. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1214. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1215. offset_line += 6;
  1216. vertexIndex += 3;
  1217. }
  1218. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1219. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1220. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1221. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1222. }
  1223. if ( customAttributes ) {
  1224. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1225. customAttribute = customAttributes[ i ];
  1226. if ( ! customAttribute.__original.needsUpdate ) continue;
  1227. offset_custom = 0;
  1228. offset_customSrc = 0;
  1229. if ( customAttribute.size === 1 ) {
  1230. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1231. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1232. face = obj_faces[ chunk_faces3[ f ] ];
  1233. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1234. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1235. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1236. offset_custom += 3;
  1237. }
  1238. } else if ( customAttribute.boundTo === 'faces' ) {
  1239. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1240. value = customAttribute.value[ chunk_faces3[ f ] ];
  1241. customAttribute.array[ offset_custom ] = value;
  1242. customAttribute.array[ offset_custom + 1 ] = value;
  1243. customAttribute.array[ offset_custom + 2 ] = value;
  1244. offset_custom += 3;
  1245. }
  1246. }
  1247. } else if ( customAttribute.size === 2 ) {
  1248. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1249. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1250. face = obj_faces[ chunk_faces3[ f ] ];
  1251. v1 = customAttribute.value[ face.a ];
  1252. v2 = customAttribute.value[ face.b ];
  1253. v3 = customAttribute.value[ face.c ];
  1254. customAttribute.array[ offset_custom ] = v1.x;
  1255. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1256. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1257. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1258. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1259. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1260. offset_custom += 6;
  1261. }
  1262. } else if ( customAttribute.boundTo === 'faces' ) {
  1263. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1264. value = customAttribute.value[ chunk_faces3[ f ] ];
  1265. v1 = value;
  1266. v2 = value;
  1267. v3 = value;
  1268. customAttribute.array[ offset_custom ] = v1.x;
  1269. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1270. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1271. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1272. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1273. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1274. offset_custom += 6;
  1275. }
  1276. }
  1277. } else if ( customAttribute.size === 3 ) {
  1278. var pp;
  1279. if ( customAttribute.type === 'c' ) {
  1280. pp = [ 'r', 'g', 'b' ];
  1281. } else {
  1282. pp = [ 'x', 'y', 'z' ];
  1283. }
  1284. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1285. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1286. face = obj_faces[ chunk_faces3[ f ] ];
  1287. v1 = customAttribute.value[ face.a ];
  1288. v2 = customAttribute.value[ face.b ];
  1289. v3 = customAttribute.value[ face.c ];
  1290. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1291. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1292. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1293. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1294. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1295. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1296. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1297. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1298. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1299. offset_custom += 9;
  1300. }
  1301. } else if ( customAttribute.boundTo === 'faces' ) {
  1302. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1303. value = customAttribute.value[ chunk_faces3[ f ] ];
  1304. v1 = value;
  1305. v2 = value;
  1306. v3 = value;
  1307. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1308. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1309. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1310. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1311. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1312. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1313. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1314. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1315. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1316. offset_custom += 9;
  1317. }
  1318. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  1319. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1320. value = customAttribute.value[ chunk_faces3[ f ] ];
  1321. v1 = value[ 0 ];
  1322. v2 = value[ 1 ];
  1323. v3 = value[ 2 ];
  1324. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1325. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1326. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1327. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1328. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1329. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1330. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1331. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1332. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1333. offset_custom += 9;
  1334. }
  1335. }
  1336. } else if ( customAttribute.size === 4 ) {
  1337. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1338. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1339. face = obj_faces[ chunk_faces3[ f ] ];
  1340. v1 = customAttribute.value[ face.a ];
  1341. v2 = customAttribute.value[ face.b ];
  1342. v3 = customAttribute.value[ face.c ];
  1343. customAttribute.array[ offset_custom ] = v1.x;
  1344. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1345. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1346. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1347. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1348. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1349. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1350. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1351. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1352. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1353. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1354. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1355. offset_custom += 12;
  1356. }
  1357. } else if ( customAttribute.boundTo === 'faces' ) {
  1358. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1359. value = customAttribute.value[ chunk_faces3[ f ] ];
  1360. v1 = value;
  1361. v2 = value;
  1362. v3 = value;
  1363. customAttribute.array[ offset_custom ] = v1.x;
  1364. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1365. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1366. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1367. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1368. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1369. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1370. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1371. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1372. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1373. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1374. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1375. offset_custom += 12;
  1376. }
  1377. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  1378. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1379. value = customAttribute.value[ chunk_faces3[ f ] ];
  1380. v1 = value[ 0 ];
  1381. v2 = value[ 1 ];
  1382. v3 = value[ 2 ];
  1383. customAttribute.array[ offset_custom ] = v1.x;
  1384. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1385. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1386. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1387. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1388. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1389. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1390. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1391. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1392. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1393. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1394. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1395. offset_custom += 12;
  1396. }
  1397. }
  1398. }
  1399. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1400. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1401. }
  1402. }
  1403. if ( dispose ) {
  1404. delete geometryGroup.__inittedArrays;
  1405. delete geometryGroup.__colorArray;
  1406. delete geometryGroup.__normalArray;
  1407. delete geometryGroup.__tangentArray;
  1408. delete geometryGroup.__uvArray;
  1409. delete geometryGroup.__uv2Array;
  1410. delete geometryGroup.__faceArray;
  1411. delete geometryGroup.__vertexArray;
  1412. delete geometryGroup.__lineArray;
  1413. delete geometryGroup.__skinIndexArray;
  1414. delete geometryGroup.__skinWeightArray;
  1415. }
  1416. };
  1417. function setDirectBuffers( geometry, hint ) {
  1418. var attributes = geometry.attributes;
  1419. var attributeName, attributeItem;
  1420. for ( attributeName in attributes ) {
  1421. attributeItem = attributes[ attributeName ];
  1422. if ( attributeItem.needsUpdate ) {
  1423. if ( attributeName === 'index' ) {
  1424. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
  1425. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
  1426. } else {
  1427. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  1428. _gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
  1429. }
  1430. attributeItem.needsUpdate = false;
  1431. }
  1432. }
  1433. }
  1434. // Buffer rendering
  1435. this.renderBufferImmediate = function ( object, program, material ) {
  1436. initAttributes();
  1437. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1438. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1439. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  1440. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  1441. if ( object.hasPositions ) {
  1442. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1443. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1444. enableAttribute( program.attributes.position );
  1445. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1446. }
  1447. if ( object.hasNormals ) {
  1448. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1449. if ( material.shading === THREE.FlatShading ) {
  1450. var nx, ny, nz,
  1451. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1452. normalArray,
  1453. i, il = object.count * 3;
  1454. for ( i = 0; i < il; i += 9 ) {
  1455. normalArray = object.normalArray;
  1456. nax = normalArray[ i ];
  1457. nay = normalArray[ i + 1 ];
  1458. naz = normalArray[ i + 2 ];
  1459. nbx = normalArray[ i + 3 ];
  1460. nby = normalArray[ i + 4 ];
  1461. nbz = normalArray[ i + 5 ];
  1462. ncx = normalArray[ i + 6 ];
  1463. ncy = normalArray[ i + 7 ];
  1464. ncz = normalArray[ i + 8 ];
  1465. nx = ( nax + nbx + ncx ) / 3;
  1466. ny = ( nay + nby + ncy ) / 3;
  1467. nz = ( naz + nbz + ncz ) / 3;
  1468. normalArray[ i ] = nx;
  1469. normalArray[ i + 1 ] = ny;
  1470. normalArray[ i + 2 ] = nz;
  1471. normalArray[ i + 3 ] = nx;
  1472. normalArray[ i + 4 ] = ny;
  1473. normalArray[ i + 5 ] = nz;
  1474. normalArray[ i + 6 ] = nx;
  1475. normalArray[ i + 7 ] = ny;
  1476. normalArray[ i + 8 ] = nz;
  1477. }
  1478. }
  1479. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1480. enableAttribute( program.attributes.normal );
  1481. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1482. }
  1483. if ( object.hasUvs && material.map ) {
  1484. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  1485. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  1486. enableAttribute( program.attributes.uv );
  1487. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1488. }
  1489. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  1490. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  1491. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  1492. enableAttribute( program.attributes.color );
  1493. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1494. }
  1495. disableUnusedAttributes();
  1496. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1497. object.count = 0;
  1498. };
  1499. function setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex ) {
  1500. for ( var attributeName in programAttributes ) {
  1501. var attributePointer = programAttributes[ attributeName ];
  1502. var attributeItem = geometryAttributes[ attributeName ];
  1503. if ( attributePointer >= 0 ) {
  1504. if ( attributeItem ) {
  1505. var attributeSize = attributeItem.itemSize;
  1506. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  1507. enableAttribute( attributePointer );
  1508. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
  1509. } else if ( material.defaultAttributeValues ) {
  1510. if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
  1511. _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1512. } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
  1513. _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1514. }
  1515. }
  1516. }
  1517. }
  1518. disableUnusedAttributes();
  1519. }
  1520. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  1521. if ( material.visible === false ) return;
  1522. var linewidth, a, attribute;
  1523. var attributeItem, attributeName, attributePointer, attributeSize;
  1524. var program = setProgram( camera, lights, fog, material, object );
  1525. var programAttributes = program.attributes;
  1526. var geometryAttributes = geometry.attributes;
  1527. var updateBuffers = false,
  1528. wireframeBit = material.wireframe ? 1 : 0,
  1529. geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1530. if ( geometryHash !== _currentGeometryGroupHash ) {
  1531. _currentGeometryGroupHash = geometryHash;
  1532. updateBuffers = true;
  1533. }
  1534. if ( updateBuffers ) {
  1535. initAttributes();
  1536. }
  1537. // render mesh
  1538. if ( object instanceof THREE.Mesh ) {
  1539. var index = geometryAttributes[ 'index' ];
  1540. if ( index ) {
  1541. // indexed triangles
  1542. var type, size;
  1543. if ( index.array instanceof Uint32Array ) {
  1544. type = _gl.UNSIGNED_INT;
  1545. size = 4;
  1546. } else {
  1547. type = _gl.UNSIGNED_SHORT;
  1548. size = 2;
  1549. }
  1550. var offsets = geometry.offsets;
  1551. if ( offsets.length === 0 ) {
  1552. if ( updateBuffers ) {
  1553. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1554. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1555. }
  1556. _gl.drawElements( _gl.TRIANGLES, index.array.length, type, 0 );
  1557. _this.info.render.calls ++;
  1558. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1559. _this.info.render.faces += index.array.length / 3;
  1560. } else {
  1561. // if there is more than 1 chunk
  1562. // must set attribute pointers to use new offsets for each chunk
  1563. // even if geometry and materials didn't change
  1564. updateBuffers = true;
  1565. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1566. var startIndex = offsets[ i ].index;
  1567. if ( updateBuffers ) {
  1568. setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
  1569. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1570. }
  1571. // render indexed triangles
  1572. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, type, offsets[ i ].start * size );
  1573. _this.info.render.calls ++;
  1574. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1575. _this.info.render.faces += offsets[ i ].count / 3;
  1576. }
  1577. }
  1578. } else {
  1579. // non-indexed triangles
  1580. if ( updateBuffers ) {
  1581. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1582. }
  1583. var position = geometry.attributes[ 'position' ];
  1584. // render non-indexed triangles
  1585. _gl.drawArrays( _gl.TRIANGLES, 0, position.array.length / 3 );
  1586. _this.info.render.calls ++;
  1587. _this.info.render.vertices += position.array.length / 3;
  1588. _this.info.render.faces += position.array.length / 9;
  1589. }
  1590. } else if ( object instanceof THREE.PointCloud ) {
  1591. // render particles
  1592. if ( updateBuffers ) {
  1593. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1594. }
  1595. var position = geometryAttributes[ 'position' ];
  1596. // render particles
  1597. _gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
  1598. _this.info.render.calls ++;
  1599. _this.info.render.points += position.array.length / 3;
  1600. } else if ( object instanceof THREE.Line ) {
  1601. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1602. setLineWidth( material.linewidth );
  1603. var index = geometryAttributes[ 'index' ];
  1604. if ( index ) {
  1605. // indexed lines
  1606. var type, size;
  1607. if ( index.array instanceof Uint32Array ) {
  1608. type = _gl.UNSIGNED_INT;
  1609. size = 4;
  1610. } else {
  1611. type = _gl.UNSIGNED_SHORT;
  1612. size = 2;
  1613. }
  1614. var offsets = geometry.offsets;
  1615. if ( offsets.length === 0 ) {
  1616. if ( updateBuffers ) {
  1617. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1618. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1619. }
  1620. _gl.drawElements( _gl.LINES, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  1621. _this.info.render.calls ++;
  1622. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1623. } else {
  1624. // if there is more than 1 chunk
  1625. // must set attribute pointers to use new offsets for each chunk
  1626. // even if geometry and materials didn't change
  1627. if ( offsets.length > 1 ) updateBuffers = true;
  1628. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1629. var startIndex = offsets[ i ].index;
  1630. if ( updateBuffers ) {
  1631. setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
  1632. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1633. }
  1634. // render indexed lines
  1635. _gl.drawElements( _gl.LINES, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  1636. _this.info.render.calls ++;
  1637. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1638. }
  1639. }
  1640. } else {
  1641. // non-indexed lines
  1642. if ( updateBuffers ) {
  1643. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1644. }
  1645. var position = geometryAttributes[ 'position' ];
  1646. _gl.drawArrays( mode, 0, position.array.length / 3 );
  1647. _this.info.render.calls ++;
  1648. _this.info.render.points += position.array.length / 3;
  1649. }
  1650. }
  1651. };
  1652. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1653. if ( material.visible === false ) return;
  1654. var linewidth, a, attribute, i, il;
  1655. var program = setProgram( camera, lights, fog, material, object );
  1656. var attributes = program.attributes;
  1657. var updateBuffers = false,
  1658. wireframeBit = material.wireframe ? 1 : 0,
  1659. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1660. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1661. _currentGeometryGroupHash = geometryGroupHash;
  1662. updateBuffers = true;
  1663. }
  1664. if ( updateBuffers ) {
  1665. initAttributes();
  1666. }
  1667. // vertices
  1668. if ( ! material.morphTargets && attributes.position >= 0 ) {
  1669. if ( updateBuffers ) {
  1670. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1671. enableAttribute( attributes.position );
  1672. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1673. }
  1674. } else {
  1675. if ( object.morphTargetBase ) {
  1676. setupMorphTargets( material, geometryGroup, object );
  1677. }
  1678. }
  1679. if ( updateBuffers ) {
  1680. // custom attributes
  1681. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1682. if ( geometryGroup.__webglCustomAttributesList ) {
  1683. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1684. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1685. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1686. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1687. enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  1688. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1689. }
  1690. }
  1691. }
  1692. // colors
  1693. if ( attributes.color >= 0 ) {
  1694. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  1695. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1696. enableAttribute( attributes.color );
  1697. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1698. } else if ( material.defaultAttributeValues ) {
  1699. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  1700. }
  1701. }
  1702. // normals
  1703. if ( attributes.normal >= 0 ) {
  1704. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1705. enableAttribute( attributes.normal );
  1706. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1707. }
  1708. // tangents
  1709. if ( attributes.tangent >= 0 ) {
  1710. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1711. enableAttribute( attributes.tangent );
  1712. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1713. }
  1714. // uvs
  1715. if ( attributes.uv >= 0 ) {
  1716. if ( object.geometry.faceVertexUvs[ 0 ] ) {
  1717. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1718. enableAttribute( attributes.uv );
  1719. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1720. } else if ( material.defaultAttributeValues ) {
  1721. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  1722. }
  1723. }
  1724. if ( attributes.uv2 >= 0 ) {
  1725. if ( object.geometry.faceVertexUvs[ 1 ] ) {
  1726. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1727. enableAttribute( attributes.uv2 );
  1728. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1729. } else if ( material.defaultAttributeValues ) {
  1730. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  1731. }
  1732. }
  1733. if ( material.skinning &&
  1734. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1735. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1736. enableAttribute( attributes.skinIndex );
  1737. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1738. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1739. enableAttribute( attributes.skinWeight );
  1740. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1741. }
  1742. // line distances
  1743. if ( attributes.lineDistance >= 0 ) {
  1744. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  1745. enableAttribute( attributes.lineDistance );
  1746. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  1747. }
  1748. }
  1749. disableUnusedAttributes();
  1750. // render mesh
  1751. if ( object instanceof THREE.Mesh ) {
  1752. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  1753. // wireframe
  1754. if ( material.wireframe ) {
  1755. setLineWidth( material.wireframeLinewidth );
  1756. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1757. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  1758. // triangles
  1759. } else {
  1760. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1761. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  1762. }
  1763. _this.info.render.calls ++;
  1764. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1765. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1766. // render lines
  1767. } else if ( object instanceof THREE.Line ) {
  1768. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1769. setLineWidth( material.linewidth );
  1770. _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
  1771. _this.info.render.calls ++;
  1772. // render particles
  1773. } else if ( object instanceof THREE.PointCloud ) {
  1774. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1775. _this.info.render.calls ++;
  1776. _this.info.render.points += geometryGroup.__webglParticleCount;
  1777. }
  1778. };
  1779. function initAttributes() {
  1780. for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) {
  1781. _newAttributes[ i ] = 0;
  1782. }
  1783. }
  1784. function enableAttribute( attribute ) {
  1785. _newAttributes[ attribute ] = 1;
  1786. if ( _enabledAttributes[ attribute ] === 0 ) {
  1787. _gl.enableVertexAttribArray( attribute );
  1788. _enabledAttributes[ attribute ] = 1;
  1789. }
  1790. }
  1791. function disableUnusedAttributes() {
  1792. for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
  1793. if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
  1794. _gl.disableVertexAttribArray( i );
  1795. _enabledAttributes[ i ] = 0;
  1796. }
  1797. }
  1798. }
  1799. function setupMorphTargets ( material, geometryGroup, object ) {
  1800. // set base
  1801. var attributes = material.program.attributes;
  1802. if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
  1803. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1804. enableAttribute( attributes.position );
  1805. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1806. } else if ( attributes.position >= 0 ) {
  1807. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1808. enableAttribute( attributes.position );
  1809. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1810. }
  1811. if ( object.morphTargetForcedOrder.length ) {
  1812. // set forced order
  1813. var m = 0;
  1814. var order = object.morphTargetForcedOrder;
  1815. var influences = object.morphTargetInfluences;
  1816. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1817. if ( attributes[ 'morphTarget' + m ] >= 0 ) {
  1818. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1819. enableAttribute( attributes[ 'morphTarget' + m ] );
  1820. _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
  1821. }
  1822. if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
  1823. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  1824. enableAttribute( attributes[ 'morphNormal' + m ] );
  1825. _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
  1826. }
  1827. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1828. m ++;
  1829. }
  1830. } else {
  1831. // find the most influencing
  1832. var influence, activeInfluenceIndices = [];
  1833. var influences = object.morphTargetInfluences;
  1834. var i, il = influences.length;
  1835. for ( i = 0; i < il; i ++ ) {
  1836. influence = influences[ i ];
  1837. if ( influence > 0 ) {
  1838. activeInfluenceIndices.push( [ influence, i ] );
  1839. }
  1840. }
  1841. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  1842. activeInfluenceIndices.sort( numericalSort );
  1843. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  1844. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  1845. activeInfluenceIndices.sort( numericalSort );
  1846. } else if ( activeInfluenceIndices.length === 0 ) {
  1847. activeInfluenceIndices.push( [ 0, 0 ] );
  1848. };
  1849. var influenceIndex, m = 0;
  1850. while ( m < material.numSupportedMorphTargets ) {
  1851. if ( activeInfluenceIndices[ m ] ) {
  1852. influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  1853. if ( attributes[ 'morphTarget' + m ] >= 0 ) {
  1854. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  1855. enableAttribute( attributes[ 'morphTarget' + m ] );
  1856. _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
  1857. }
  1858. if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
  1859. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  1860. enableAttribute( attributes[ 'morphNormal' + m ] );
  1861. _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
  1862. }
  1863. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  1864. } else {
  1865. /*
  1866. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1867. if ( material.morphNormals ) {
  1868. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1869. }
  1870. */
  1871. object.__webglMorphTargetInfluences[ m ] = 0;
  1872. }
  1873. m ++;
  1874. }
  1875. }
  1876. // load updated influences uniform
  1877. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  1878. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1879. }
  1880. };
  1881. // Sorting
  1882. function painterSortStable ( a, b ) {
  1883. if ( a.z !== b.z ) {
  1884. return b.z - a.z;
  1885. } else {
  1886. return a.id - b.id;
  1887. }
  1888. };
  1889. function numericalSort ( a, b ) {
  1890. return b[ 0 ] - a[ 0 ];
  1891. };
  1892. // Rendering
  1893. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1894. if ( camera instanceof THREE.Camera === false ) {
  1895. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  1896. return;
  1897. }
  1898. var i, il,
  1899. webglObject, object,
  1900. renderList,
  1901. lights = scene.__lights,
  1902. fog = scene.fog;
  1903. // reset caching for this frame
  1904. _currentMaterialId = - 1;
  1905. _lightsNeedUpdate = true;
  1906. // update scene graph
  1907. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  1908. // update camera matrices and frustum
  1909. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  1910. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1911. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  1912. _frustum.setFromMatrix( _projScreenMatrix );
  1913. // update WebGL objects
  1914. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  1915. // custom render plugins (pre pass)
  1916. renderPlugins( this.renderPluginsPre, scene, camera );
  1917. //
  1918. _this.info.render.calls = 0;
  1919. _this.info.render.vertices = 0;
  1920. _this.info.render.faces = 0;
  1921. _this.info.render.points = 0;
  1922. this.setRenderTarget( renderTarget );
  1923. if ( this.autoClear || forceClear ) {
  1924. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1925. }
  1926. // set matrices for regular objects (frustum culled)
  1927. renderList = scene.__webglObjects;
  1928. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1929. webglObject = renderList[ i ];
  1930. object = webglObject.object;
  1931. webglObject.id = i;
  1932. webglObject.render = false;
  1933. if ( object.visible ) {
  1934. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  1935. setupMatrices( object, camera );
  1936. unrollBufferMaterial( webglObject );
  1937. webglObject.render = true;
  1938. if ( this.sortObjects === true ) {
  1939. if ( object.renderDepth !== null ) {
  1940. webglObject.z = object.renderDepth;
  1941. } else {
  1942. _vector3.setFromMatrixPosition( object.matrixWorld );
  1943. _vector3.applyProjection( _projScreenMatrix );
  1944. webglObject.z = _vector3.z;
  1945. }
  1946. }
  1947. }
  1948. }
  1949. }
  1950. if ( this.sortObjects ) {
  1951. renderList.sort( painterSortStable );
  1952. }
  1953. // set matrices for immediate objects
  1954. renderList = scene.__webglObjectsImmediate;
  1955. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1956. webglObject = renderList[ i ];
  1957. object = webglObject.object;
  1958. if ( object.visible ) {
  1959. setupMatrices( object, camera );
  1960. unrollImmediateBufferMaterial( webglObject );
  1961. }
  1962. }
  1963. if ( scene.overrideMaterial ) {
  1964. var material = scene.overrideMaterial;
  1965. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  1966. this.setDepthTest( material.depthTest );
  1967. this.setDepthWrite( material.depthWrite );
  1968. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  1969. renderObjects( scene.__webglObjects, false, '', camera, lights, fog, true, material );
  1970. renderObjectsImmediate( scene.__webglObjectsImmediate, '', camera, lights, fog, false, material );
  1971. } else {
  1972. var material = null;
  1973. // opaque pass (front-to-back order)
  1974. this.setBlending( THREE.NoBlending );
  1975. renderObjects( scene.__webglObjects, true, 'opaque', camera, lights, fog, false, material );
  1976. renderObjectsImmediate( scene.__webglObjectsImmediate, 'opaque', camera, lights, fog, false, material );
  1977. // transparent pass (back-to-front order)
  1978. renderObjects( scene.__webglObjects, false, 'transparent', camera, lights, fog, true, material );
  1979. renderObjectsImmediate( scene.__webglObjectsImmediate, 'transparent', camera, lights, fog, true, material );
  1980. }
  1981. // custom render plugins (post pass)
  1982. renderPlugins( this.renderPluginsPost, scene, camera );
  1983. // Generate mipmap if we're using any kind of mipmap filtering
  1984. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1985. updateRenderTargetMipmap( renderTarget );
  1986. }
  1987. // Ensure depth buffer writing is enabled so it can be cleared on next render
  1988. this.setDepthTest( true );
  1989. this.setDepthWrite( true );
  1990. // _gl.finish();
  1991. };
  1992. function renderPlugins( plugins, scene, camera ) {
  1993. if ( ! plugins.length ) return;
  1994. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  1995. // reset state for plugin (to start from clean slate)
  1996. _currentProgram = null;
  1997. _currentCamera = null;
  1998. _oldBlending = - 1;
  1999. _oldDepthTest = - 1;
  2000. _oldDepthWrite = - 1;
  2001. _oldDoubleSided = - 1;
  2002. _oldFlipSided = - 1;
  2003. _currentGeometryGroupHash = - 1;
  2004. _currentMaterialId = - 1;
  2005. _lightsNeedUpdate = true;
  2006. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  2007. // reset state after plugin (anything could have changed)
  2008. _currentProgram = null;
  2009. _currentCamera = null;
  2010. _oldBlending = - 1;
  2011. _oldDepthTest = - 1;
  2012. _oldDepthWrite = - 1;
  2013. _oldDoubleSided = - 1;
  2014. _oldFlipSided = - 1;
  2015. _currentGeometryGroupHash = - 1;
  2016. _currentMaterialId = - 1;
  2017. _lightsNeedUpdate = true;
  2018. }
  2019. };
  2020. function renderObjects( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2021. var webglObject, object, buffer, material, start, end, delta;
  2022. if ( reverse ) {
  2023. start = renderList.length - 1;
  2024. end = - 1;
  2025. delta = - 1;
  2026. } else {
  2027. start = 0;
  2028. end = renderList.length;
  2029. delta = 1;
  2030. }
  2031. for ( var i = start; i !== end; i += delta ) {
  2032. webglObject = renderList[ i ];
  2033. if ( webglObject.render ) {
  2034. object = webglObject.object;
  2035. buffer = webglObject.buffer;
  2036. if ( overrideMaterial ) {
  2037. material = overrideMaterial;
  2038. } else {
  2039. material = webglObject[ materialType ];
  2040. if ( ! material ) continue;
  2041. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2042. _this.setDepthTest( material.depthTest );
  2043. _this.setDepthWrite( material.depthWrite );
  2044. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2045. }
  2046. _this.setMaterialFaces( material );
  2047. if ( buffer instanceof THREE.BufferGeometry ) {
  2048. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2049. } else {
  2050. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2051. }
  2052. }
  2053. }
  2054. };
  2055. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2056. var webglObject, object, material, program;
  2057. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  2058. webglObject = renderList[ i ];
  2059. object = webglObject.object;
  2060. if ( object.visible ) {
  2061. if ( overrideMaterial ) {
  2062. material = overrideMaterial;
  2063. } else {
  2064. material = webglObject[ materialType ];
  2065. if ( ! material ) continue;
  2066. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2067. _this.setDepthTest( material.depthTest );
  2068. _this.setDepthWrite( material.depthWrite );
  2069. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2070. }
  2071. _this.renderImmediateObject( camera, lights, fog, material, object );
  2072. }
  2073. }
  2074. };
  2075. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2076. var program = setProgram( camera, lights, fog, material, object );
  2077. _currentGeometryGroupHash = - 1;
  2078. _this.setMaterialFaces( material );
  2079. if ( object.immediateRenderCallback ) {
  2080. object.immediateRenderCallback( program, _gl, _frustum );
  2081. } else {
  2082. object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
  2083. }
  2084. };
  2085. function unrollImmediateBufferMaterial ( globject ) {
  2086. var object = globject.object,
  2087. material = object.material;
  2088. if ( material.transparent ) {
  2089. globject.transparent = material;
  2090. globject.opaque = null;
  2091. } else {
  2092. globject.opaque = material;
  2093. globject.transparent = null;
  2094. }
  2095. };
  2096. function unrollBufferMaterial ( globject ) {
  2097. var object = globject.object;
  2098. var buffer = globject.buffer;
  2099. var geometry = object.geometry;
  2100. var material = object.material;
  2101. if ( material instanceof THREE.MeshFaceMaterial ) {
  2102. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  2103. material = material.materials[ materialIndex ];
  2104. if ( material.transparent ) {
  2105. globject.transparent = material;
  2106. globject.opaque = null;
  2107. } else {
  2108. globject.opaque = material;
  2109. globject.transparent = null;
  2110. }
  2111. } else {
  2112. if ( material ) {
  2113. if ( material.transparent ) {
  2114. globject.transparent = material;
  2115. globject.opaque = null;
  2116. } else {
  2117. globject.opaque = material;
  2118. globject.transparent = null;
  2119. }
  2120. }
  2121. }
  2122. };
  2123. // Objects refresh
  2124. this.initWebGLObjects = function ( scene ) {
  2125. if ( ! scene.__webglObjects ) {
  2126. scene.__webglObjects = [];
  2127. scene.__webglObjectsImmediate = [];
  2128. scene.__webglSprites = [];
  2129. scene.__webglFlares = [];
  2130. }
  2131. while ( scene.__objectsAdded.length ) {
  2132. addObject( scene.__objectsAdded[ 0 ], scene );
  2133. scene.__objectsAdded.splice( 0, 1 );
  2134. }
  2135. while ( scene.__objectsRemoved.length ) {
  2136. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2137. scene.__objectsRemoved.splice( 0, 1 );
  2138. }
  2139. // update must be called after objects adding / removal
  2140. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2141. var object = scene.__webglObjects[ o ].object;
  2142. // TODO: Remove this hack (WebGLRenderer refactoring)
  2143. if ( object.__webglInit === undefined ) {
  2144. if ( object.__webglActive !== undefined ) {
  2145. removeObject( object, scene );
  2146. }
  2147. addObject( object, scene );
  2148. }
  2149. updateObject( object );
  2150. }
  2151. };
  2152. // Objects adding
  2153. function addObject( object, scene ) {
  2154. var g, geometry, material, geometryGroup;
  2155. if ( object.__webglInit === undefined ) {
  2156. object.__webglInit = true;
  2157. object._modelViewMatrix = new THREE.Matrix4();
  2158. object._normalMatrix = new THREE.Matrix3();
  2159. geometry = object.geometry;
  2160. if ( geometry === undefined ) {
  2161. // ImmediateRenderObject
  2162. } else if ( geometry.__webglInit === undefined ) {
  2163. geometry.__webglInit = true;
  2164. geometry.addEventListener( 'dispose', onGeometryDispose );
  2165. if ( geometry instanceof THREE.BufferGeometry ) {
  2166. initDirectBuffers( geometry );
  2167. } else if ( object instanceof THREE.Mesh ) {
  2168. material = object.material;
  2169. if ( geometry.geometryGroups === undefined ) {
  2170. geometry.makeGroups( material instanceof THREE.MeshFaceMaterial, _glExtensionElementIndexUint ? 4294967296 : 65535 );
  2171. }
  2172. // create separate VBOs per geometry chunk
  2173. for ( g in geometry.geometryGroups ) {
  2174. geometryGroup = geometry.geometryGroups[ g ];
  2175. // initialise VBO on the first access
  2176. if ( ! geometryGroup.__webglVertexBuffer ) {
  2177. createMeshBuffers( geometryGroup );
  2178. initMeshBuffers( geometryGroup, object );
  2179. geometry.verticesNeedUpdate = true;
  2180. geometry.morphTargetsNeedUpdate = true;
  2181. geometry.elementsNeedUpdate = true;
  2182. geometry.uvsNeedUpdate = true;
  2183. geometry.normalsNeedUpdate = true;
  2184. geometry.tangentsNeedUpdate = true;
  2185. geometry.colorsNeedUpdate = true;
  2186. }
  2187. }
  2188. } else if ( object instanceof THREE.Line ) {
  2189. if ( ! geometry.__webglVertexBuffer ) {
  2190. createLineBuffers( geometry );
  2191. initLineBuffers( geometry, object );
  2192. geometry.verticesNeedUpdate = true;
  2193. geometry.colorsNeedUpdate = true;
  2194. geometry.lineDistancesNeedUpdate = true;
  2195. }
  2196. } else if ( object instanceof THREE.PointCloud ) {
  2197. if ( ! geometry.__webglVertexBuffer ) {
  2198. createParticleBuffers( geometry );
  2199. initParticleBuffers( geometry, object );
  2200. geometry.verticesNeedUpdate = true;
  2201. geometry.colorsNeedUpdate = true;
  2202. }
  2203. }
  2204. }
  2205. }
  2206. if ( object.__webglActive === undefined ) {
  2207. if ( object instanceof THREE.Mesh ) {
  2208. geometry = object.geometry;
  2209. if ( geometry instanceof THREE.BufferGeometry ) {
  2210. addBuffer( scene.__webglObjects, geometry, object );
  2211. } else if ( geometry instanceof THREE.Geometry ) {
  2212. for ( g in geometry.geometryGroups ) {
  2213. geometryGroup = geometry.geometryGroups[ g ];
  2214. addBuffer( scene.__webglObjects, geometryGroup, object );
  2215. }
  2216. }
  2217. } else if ( object instanceof THREE.Line ||
  2218. object instanceof THREE.PointCloud ) {
  2219. geometry = object.geometry;
  2220. addBuffer( scene.__webglObjects, geometry, object );
  2221. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2222. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2223. } else if ( object instanceof THREE.Sprite ) {
  2224. scene.__webglSprites.push( object );
  2225. } else if ( object instanceof THREE.LensFlare ) {
  2226. scene.__webglFlares.push( object );
  2227. }
  2228. object.__webglActive = true;
  2229. }
  2230. };
  2231. function addBuffer( objlist, buffer, object ) {
  2232. objlist.push(
  2233. {
  2234. id: null,
  2235. buffer: buffer,
  2236. object: object,
  2237. opaque: null,
  2238. transparent: null,
  2239. z: 0
  2240. }
  2241. );
  2242. };
  2243. function addBufferImmediate( objlist, object ) {
  2244. objlist.push(
  2245. {
  2246. id: null,
  2247. object: object,
  2248. opaque: null,
  2249. transparent: null,
  2250. z: 0
  2251. }
  2252. );
  2253. };
  2254. // Objects updates
  2255. function updateObject( object ) {
  2256. var geometry = object.geometry,
  2257. geometryGroup, customAttributesDirty, material;
  2258. if ( geometry instanceof THREE.BufferGeometry ) {
  2259. setDirectBuffers( geometry, _gl.DYNAMIC_DRAW );
  2260. } else if ( object instanceof THREE.Mesh ) {
  2261. // check all geometry groups
  2262. for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2263. geometryGroup = geometry.geometryGroupsList[ i ];
  2264. material = getBufferMaterial( object, geometryGroup );
  2265. if ( geometry.buffersNeedUpdate ) {
  2266. initMeshBuffers( geometryGroup, object );
  2267. }
  2268. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2269. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  2270. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  2271. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  2272. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
  2273. }
  2274. }
  2275. geometry.verticesNeedUpdate = false;
  2276. geometry.morphTargetsNeedUpdate = false;
  2277. geometry.elementsNeedUpdate = false;
  2278. geometry.uvsNeedUpdate = false;
  2279. geometry.normalsNeedUpdate = false;
  2280. geometry.colorsNeedUpdate = false;
  2281. geometry.tangentsNeedUpdate = false;
  2282. geometry.buffersNeedUpdate = false;
  2283. material.attributes && clearCustomAttributes( material );
  2284. } else if ( object instanceof THREE.Line ) {
  2285. material = getBufferMaterial( object, geometry );
  2286. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2287. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  2288. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2289. }
  2290. geometry.verticesNeedUpdate = false;
  2291. geometry.colorsNeedUpdate = false;
  2292. geometry.lineDistancesNeedUpdate = false;
  2293. material.attributes && clearCustomAttributes( material );
  2294. } else if ( object instanceof THREE.PointCloud ) {
  2295. material = getBufferMaterial( object, geometry );
  2296. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2297. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
  2298. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2299. }
  2300. geometry.verticesNeedUpdate = false;
  2301. geometry.colorsNeedUpdate = false;
  2302. material.attributes && clearCustomAttributes( material );
  2303. }
  2304. };
  2305. // Objects updates - custom attributes check
  2306. function areCustomAttributesDirty( material ) {
  2307. for ( var a in material.attributes ) {
  2308. if ( material.attributes[ a ].needsUpdate ) return true;
  2309. }
  2310. return false;
  2311. };
  2312. function clearCustomAttributes( material ) {
  2313. for ( var a in material.attributes ) {
  2314. material.attributes[ a ].needsUpdate = false;
  2315. }
  2316. };
  2317. // Objects removal
  2318. function removeObject( object, scene ) {
  2319. if ( object instanceof THREE.Mesh ||
  2320. object instanceof THREE.PointCloud ||
  2321. object instanceof THREE.Line ) {
  2322. removeInstances( scene.__webglObjects, object );
  2323. } else if ( object instanceof THREE.Sprite ) {
  2324. removeInstancesDirect( scene.__webglSprites, object );
  2325. } else if ( object instanceof THREE.LensFlare ) {
  2326. removeInstancesDirect( scene.__webglFlares, object );
  2327. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2328. removeInstances( scene.__webglObjectsImmediate, object );
  2329. }
  2330. delete object.__webglActive;
  2331. };
  2332. function removeInstances( objlist, object ) {
  2333. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2334. if ( objlist[ o ].object === object ) {
  2335. objlist.splice( o, 1 );
  2336. }
  2337. }
  2338. };
  2339. function removeInstancesDirect( objlist, object ) {
  2340. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2341. if ( objlist[ o ] === object ) {
  2342. objlist.splice( o, 1 );
  2343. }
  2344. }
  2345. };
  2346. // Materials
  2347. this.initMaterial = function ( material, lights, fog, object ) {
  2348. material.addEventListener( 'dispose', onMaterialDispose );
  2349. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  2350. if ( material instanceof THREE.MeshDepthMaterial ) {
  2351. shaderID = 'depth';
  2352. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2353. shaderID = 'normal';
  2354. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  2355. shaderID = 'basic';
  2356. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2357. shaderID = 'lambert';
  2358. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2359. shaderID = 'phong';
  2360. } else if ( material instanceof THREE.LineBasicMaterial ) {
  2361. shaderID = 'basic';
  2362. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2363. shaderID = 'dashed';
  2364. } else if ( material instanceof THREE.PointCloudMaterial ) {
  2365. shaderID = 'particle_basic';
  2366. }
  2367. if ( shaderID ) {
  2368. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  2369. }
  2370. // heuristics to create shader parameters according to lights in the scene
  2371. // (not to blow over maxLights budget)
  2372. maxLightCount = allocateLights( lights );
  2373. maxShadows = allocateShadows( lights );
  2374. maxBones = allocateBones( object );
  2375. parameters = {
  2376. precision: _precision,
  2377. supportsVertexTextures: _supportsVertexTextures,
  2378. map: !! material.map,
  2379. envMap: !! material.envMap,
  2380. lightMap: !! material.lightMap,
  2381. bumpMap: !! material.bumpMap,
  2382. normalMap: !! material.normalMap,
  2383. specularMap: !! material.specularMap,
  2384. vertexColors: material.vertexColors,
  2385. fog: fog,
  2386. useFog: material.fog,
  2387. fogExp: fog instanceof THREE.FogExp2,
  2388. sizeAttenuation: material.sizeAttenuation,
  2389. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  2390. skinning: material.skinning,
  2391. maxBones: maxBones,
  2392. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  2393. morphTargets: material.morphTargets,
  2394. morphNormals: material.morphNormals,
  2395. maxMorphTargets: this.maxMorphTargets,
  2396. maxMorphNormals: this.maxMorphNormals,
  2397. maxDirLights: maxLightCount.directional,
  2398. maxPointLights: maxLightCount.point,
  2399. maxSpotLights: maxLightCount.spot,
  2400. maxHemiLights: maxLightCount.hemi,
  2401. maxShadows: maxShadows,
  2402. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
  2403. shadowMapType: this.shadowMapType,
  2404. shadowMapDebug: this.shadowMapDebug,
  2405. shadowMapCascade: this.shadowMapCascade,
  2406. alphaTest: material.alphaTest,
  2407. metal: material.metal,
  2408. wrapAround: material.wrapAround,
  2409. doubleSided: material.side === THREE.DoubleSide,
  2410. flipSided: material.side === THREE.BackSide
  2411. };
  2412. // Generate code
  2413. var chunks = [];
  2414. if ( shaderID ) {
  2415. chunks.push( shaderID );
  2416. } else {
  2417. chunks.push( material.fragmentShader );
  2418. chunks.push( material.vertexShader );
  2419. }
  2420. for ( var d in material.defines ) {
  2421. chunks.push( d );
  2422. chunks.push( material.defines[ d ] );
  2423. }
  2424. for ( var p in parameters ) {
  2425. chunks.push( p );
  2426. chunks.push( parameters[ p ] );
  2427. }
  2428. var code = chunks.join();
  2429. var program;
  2430. // Check if code has been already compiled
  2431. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  2432. var programInfo = _programs[ p ];
  2433. if ( programInfo.code === code ) {
  2434. program = programInfo;
  2435. program.usedTimes ++;
  2436. break;
  2437. }
  2438. }
  2439. if ( program === undefined ) {
  2440. program = new THREE.WebGLProgram( this, code, material, parameters );
  2441. _programs.push( program );
  2442. _this.info.memory.programs = _programs.length;
  2443. }
  2444. material.program = program;
  2445. var attributes = material.program.attributes;
  2446. if ( material.morphTargets ) {
  2447. material.numSupportedMorphTargets = 0;
  2448. var id, base = 'morphTarget';
  2449. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  2450. id = base + i;
  2451. if ( attributes[ id ] >= 0 ) {
  2452. material.numSupportedMorphTargets ++;
  2453. }
  2454. }
  2455. }
  2456. if ( material.morphNormals ) {
  2457. material.numSupportedMorphNormals = 0;
  2458. var id, base = 'morphNormal';
  2459. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  2460. id = base + i;
  2461. if ( attributes[ id ] >= 0 ) {
  2462. material.numSupportedMorphNormals ++;
  2463. }
  2464. }
  2465. }
  2466. material.uniformsList = [];
  2467. for ( u in material.uniforms ) {
  2468. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  2469. }
  2470. };
  2471. function setMaterialShaders( material, shaders ) {
  2472. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  2473. material.vertexShader = shaders.vertexShader;
  2474. material.fragmentShader = shaders.fragmentShader;
  2475. };
  2476. function setProgram( camera, lights, fog, material, object ) {
  2477. _usedTextureUnits = 0;
  2478. if ( material.needsUpdate ) {
  2479. if ( material.program ) deallocateMaterial( material );
  2480. _this.initMaterial( material, lights, fog, object );
  2481. material.needsUpdate = false;
  2482. }
  2483. if ( material.morphTargets ) {
  2484. if ( ! object.__webglMorphTargetInfluences ) {
  2485. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2486. }
  2487. }
  2488. var refreshMaterial = false;
  2489. var program = material.program,
  2490. p_uniforms = program.uniforms,
  2491. m_uniforms = material.uniforms;
  2492. if ( program.id !== _currentProgram ) {
  2493. _gl.useProgram( program.program );
  2494. _currentProgram = program.id;
  2495. refreshMaterial = true;
  2496. }
  2497. if ( material.id !== _currentMaterialId ) {
  2498. _currentMaterialId = material.id;
  2499. refreshMaterial = true;
  2500. }
  2501. if ( refreshMaterial || camera !== _currentCamera ) {
  2502. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  2503. if ( _logarithmicDepthBuffer ) {
  2504. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  2505. }
  2506. if ( camera !== _currentCamera ) _currentCamera = camera;
  2507. }
  2508. // skinning uniforms must be set even if material didn't change
  2509. // auto-setting of texture unit for bone texture must go before other textures
  2510. // not sure why, but otherwise weird things happen
  2511. if ( material.skinning ) {
  2512. if ( _supportsBoneTextures && object.skeleton.useVertexTexture ) {
  2513. if ( p_uniforms.boneTexture !== null ) {
  2514. var textureUnit = getTextureUnit();
  2515. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  2516. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  2517. }
  2518. if ( p_uniforms.boneTextureWidth !== null ) {
  2519. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  2520. }
  2521. if ( p_uniforms.boneTextureHeight !== null ) {
  2522. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  2523. }
  2524. } else {
  2525. if ( p_uniforms.boneGlobalMatrices !== null ) {
  2526. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  2527. }
  2528. }
  2529. }
  2530. if ( refreshMaterial ) {
  2531. // refresh uniforms common to several materials
  2532. if ( fog && material.fog ) {
  2533. refreshUniformsFog( m_uniforms, fog );
  2534. }
  2535. if ( material instanceof THREE.MeshPhongMaterial ||
  2536. material instanceof THREE.MeshLambertMaterial ||
  2537. material.lights ) {
  2538. if ( _lightsNeedUpdate ) {
  2539. setupLights( program, lights );
  2540. _lightsNeedUpdate = false;
  2541. }
  2542. refreshUniformsLights( m_uniforms, _lights );
  2543. }
  2544. if ( material instanceof THREE.MeshBasicMaterial ||
  2545. material instanceof THREE.MeshLambertMaterial ||
  2546. material instanceof THREE.MeshPhongMaterial ) {
  2547. refreshUniformsCommon( m_uniforms, material );
  2548. }
  2549. // refresh single material specific uniforms
  2550. if ( material instanceof THREE.LineBasicMaterial ) {
  2551. refreshUniformsLine( m_uniforms, material );
  2552. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2553. refreshUniformsLine( m_uniforms, material );
  2554. refreshUniformsDash( m_uniforms, material );
  2555. } else if ( material instanceof THREE.PointCloudMaterial ) {
  2556. refreshUniformsParticle( m_uniforms, material );
  2557. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2558. refreshUniformsPhong( m_uniforms, material );
  2559. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2560. refreshUniformsLambert( m_uniforms, material );
  2561. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2562. m_uniforms.mNear.value = camera.near;
  2563. m_uniforms.mFar.value = camera.far;
  2564. m_uniforms.opacity.value = material.opacity;
  2565. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2566. m_uniforms.opacity.value = material.opacity;
  2567. }
  2568. if ( object.receiveShadow && ! material._shadowPass ) {
  2569. refreshUniformsShadow( m_uniforms, lights );
  2570. }
  2571. // load common uniforms
  2572. loadUniformsGeneric( program, material.uniformsList );
  2573. // load material specific uniforms
  2574. // (shader material also gets them for the sake of genericity)
  2575. if ( material instanceof THREE.ShaderMaterial ||
  2576. material instanceof THREE.MeshPhongMaterial ||
  2577. material.envMap ) {
  2578. if ( p_uniforms.cameraPosition !== null ) {
  2579. _vector3.setFromMatrixPosition( camera.matrixWorld );
  2580. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  2581. }
  2582. }
  2583. if ( material instanceof THREE.MeshPhongMaterial ||
  2584. material instanceof THREE.MeshLambertMaterial ||
  2585. material instanceof THREE.ShaderMaterial ||
  2586. material.skinning ) {
  2587. if ( p_uniforms.viewMatrix !== null ) {
  2588. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  2589. }
  2590. }
  2591. }
  2592. loadUniformsMatrices( p_uniforms, object );
  2593. if ( p_uniforms.modelMatrix !== null ) {
  2594. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  2595. }
  2596. return program;
  2597. };
  2598. // Uniforms (refresh uniforms objects)
  2599. function refreshUniformsCommon ( uniforms, material ) {
  2600. uniforms.opacity.value = material.opacity;
  2601. if ( _this.gammaInput ) {
  2602. uniforms.diffuse.value.copyGammaToLinear( material.color );
  2603. } else {
  2604. uniforms.diffuse.value = material.color;
  2605. }
  2606. uniforms.map.value = material.map;
  2607. uniforms.lightMap.value = material.lightMap;
  2608. uniforms.specularMap.value = material.specularMap;
  2609. if ( material.bumpMap ) {
  2610. uniforms.bumpMap.value = material.bumpMap;
  2611. uniforms.bumpScale.value = material.bumpScale;
  2612. }
  2613. if ( material.normalMap ) {
  2614. uniforms.normalMap.value = material.normalMap;
  2615. uniforms.normalScale.value.copy( material.normalScale );
  2616. }
  2617. // uv repeat and offset setting priorities
  2618. // 1. color map
  2619. // 2. specular map
  2620. // 3. normal map
  2621. // 4. bump map
  2622. var uvScaleMap;
  2623. if ( material.map ) {
  2624. uvScaleMap = material.map;
  2625. } else if ( material.specularMap ) {
  2626. uvScaleMap = material.specularMap;
  2627. } else if ( material.normalMap ) {
  2628. uvScaleMap = material.normalMap;
  2629. } else if ( material.bumpMap ) {
  2630. uvScaleMap = material.bumpMap;
  2631. }
  2632. if ( uvScaleMap !== undefined ) {
  2633. var offset = uvScaleMap.offset;
  2634. var repeat = uvScaleMap.repeat;
  2635. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  2636. }
  2637. uniforms.envMap.value = material.envMap;
  2638. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  2639. if ( _this.gammaInput ) {
  2640. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  2641. uniforms.reflectivity.value = material.reflectivity;
  2642. } else {
  2643. uniforms.reflectivity.value = material.reflectivity;
  2644. }
  2645. uniforms.refractionRatio.value = material.refractionRatio;
  2646. uniforms.combine.value = material.combine;
  2647. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  2648. };
  2649. function refreshUniformsLine ( uniforms, material ) {
  2650. uniforms.diffuse.value = material.color;
  2651. uniforms.opacity.value = material.opacity;
  2652. };
  2653. function refreshUniformsDash ( uniforms, material ) {
  2654. uniforms.dashSize.value = material.dashSize;
  2655. uniforms.totalSize.value = material.dashSize + material.gapSize;
  2656. uniforms.scale.value = material.scale;
  2657. };
  2658. function refreshUniformsParticle ( uniforms, material ) {
  2659. uniforms.psColor.value = material.color;
  2660. uniforms.opacity.value = material.opacity;
  2661. uniforms.size.value = material.size;
  2662. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2663. uniforms.map.value = material.map;
  2664. };
  2665. function refreshUniformsFog ( uniforms, fog ) {
  2666. uniforms.fogColor.value = fog.color;
  2667. if ( fog instanceof THREE.Fog ) {
  2668. uniforms.fogNear.value = fog.near;
  2669. uniforms.fogFar.value = fog.far;
  2670. } else if ( fog instanceof THREE.FogExp2 ) {
  2671. uniforms.fogDensity.value = fog.density;
  2672. }
  2673. };
  2674. function refreshUniformsPhong ( uniforms, material ) {
  2675. uniforms.shininess.value = material.shininess;
  2676. if ( _this.gammaInput ) {
  2677. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2678. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2679. uniforms.specular.value.copyGammaToLinear( material.specular );
  2680. } else {
  2681. uniforms.ambient.value = material.ambient;
  2682. uniforms.emissive.value = material.emissive;
  2683. uniforms.specular.value = material.specular;
  2684. }
  2685. if ( material.wrapAround ) {
  2686. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2687. }
  2688. };
  2689. function refreshUniformsLambert ( uniforms, material ) {
  2690. if ( _this.gammaInput ) {
  2691. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2692. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2693. } else {
  2694. uniforms.ambient.value = material.ambient;
  2695. uniforms.emissive.value = material.emissive;
  2696. }
  2697. if ( material.wrapAround ) {
  2698. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2699. }
  2700. };
  2701. function refreshUniformsLights ( uniforms, lights ) {
  2702. uniforms.ambientLightColor.value = lights.ambient;
  2703. uniforms.directionalLightColor.value = lights.directional.colors;
  2704. uniforms.directionalLightDirection.value = lights.directional.positions;
  2705. uniforms.pointLightColor.value = lights.point.colors;
  2706. uniforms.pointLightPosition.value = lights.point.positions;
  2707. uniforms.pointLightDistance.value = lights.point.distances;
  2708. uniforms.spotLightColor.value = lights.spot.colors;
  2709. uniforms.spotLightPosition.value = lights.spot.positions;
  2710. uniforms.spotLightDistance.value = lights.spot.distances;
  2711. uniforms.spotLightDirection.value = lights.spot.directions;
  2712. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  2713. uniforms.spotLightExponent.value = lights.spot.exponents;
  2714. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  2715. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  2716. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  2717. };
  2718. function refreshUniformsShadow ( uniforms, lights ) {
  2719. if ( uniforms.shadowMatrix ) {
  2720. var j = 0;
  2721. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2722. var light = lights[ i ];
  2723. if ( ! light.castShadow ) continue;
  2724. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  2725. uniforms.shadowMap.value[ j ] = light.shadowMap;
  2726. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2727. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2728. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2729. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2730. j ++;
  2731. }
  2732. }
  2733. }
  2734. };
  2735. // Uniforms (load to GPU)
  2736. function loadUniformsMatrices ( uniforms, object ) {
  2737. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  2738. if ( uniforms.normalMatrix ) {
  2739. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  2740. }
  2741. };
  2742. function getTextureUnit() {
  2743. var textureUnit = _usedTextureUnits;
  2744. if ( textureUnit >= _maxTextures ) {
  2745. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  2746. }
  2747. _usedTextureUnits += 1;
  2748. return textureUnit;
  2749. };
  2750. function loadUniformsGeneric ( program, uniforms ) {
  2751. var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
  2752. for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2753. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  2754. if ( ! location ) continue;
  2755. uniform = uniforms[ j ][ 0 ];
  2756. type = uniform.type;
  2757. value = uniform.value;
  2758. if ( type === 'i' ) { // single integer
  2759. _gl.uniform1i( location, value );
  2760. } else if ( type === 'f' ) { // single float
  2761. _gl.uniform1f( location, value );
  2762. } else if ( type === 'v2' ) { // single THREE.Vector2
  2763. _gl.uniform2f( location, value.x, value.y );
  2764. } else if ( type === 'v3' ) { // single THREE.Vector3
  2765. _gl.uniform3f( location, value.x, value.y, value.z );
  2766. } else if ( type === 'v4' ) { // single THREE.Vector4
  2767. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2768. } else if ( type === 'c' ) { // single THREE.Color
  2769. _gl.uniform3f( location, value.r, value.g, value.b );
  2770. } else if ( type === 'iv1' ) { // flat array of integers (JS or typed array)
  2771. _gl.uniform1iv( location, value );
  2772. } else if ( type === 'iv' ) { // flat array of integers with 3 x N size (JS or typed array)
  2773. _gl.uniform3iv( location, value );
  2774. } else if ( type === 'fv1' ) { // flat array of floats (JS or typed array)
  2775. _gl.uniform1fv( location, value );
  2776. } else if ( type === 'fv' ) { // flat array of floats with 3 x N size (JS or typed array)
  2777. _gl.uniform3fv( location, value );
  2778. } else if ( type === 'v2v' ) { // array of THREE.Vector2
  2779. if ( uniform._array === undefined ) {
  2780. uniform._array = new Float32Array( 2 * value.length );
  2781. }
  2782. for ( i = 0, il = value.length; i < il; i ++ ) {
  2783. offset = i * 2;
  2784. uniform._array[ offset ] = value[ i ].x;
  2785. uniform._array[ offset + 1 ] = value[ i ].y;
  2786. }
  2787. _gl.uniform2fv( location, uniform._array );
  2788. } else if ( type === 'v3v' ) { // array of THREE.Vector3
  2789. if ( uniform._array === undefined ) {
  2790. uniform._array = new Float32Array( 3 * value.length );
  2791. }
  2792. for ( i = 0, il = value.length; i < il; i ++ ) {
  2793. offset = i * 3;
  2794. uniform._array[ offset ] = value[ i ].x;
  2795. uniform._array[ offset + 1 ] = value[ i ].y;
  2796. uniform._array[ offset + 2 ] = value[ i ].z;
  2797. }
  2798. _gl.uniform3fv( location, uniform._array );
  2799. } else if ( type === 'v4v' ) { // array of THREE.Vector4
  2800. if ( uniform._array === undefined ) {
  2801. uniform._array = new Float32Array( 4 * value.length );
  2802. }
  2803. for ( i = 0, il = value.length; i < il; i ++ ) {
  2804. offset = i * 4;
  2805. uniform._array[ offset ] = value[ i ].x;
  2806. uniform._array[ offset + 1 ] = value[ i ].y;
  2807. uniform._array[ offset + 2 ] = value[ i ].z;
  2808. uniform._array[ offset + 3 ] = value[ i ].w;
  2809. }
  2810. _gl.uniform4fv( location, uniform._array );
  2811. } else if ( type === 'm3' ) { // single THREE.Matrix3
  2812. _gl.uniformMatrix3fv( location, false, value.elements );
  2813. } else if ( type === 'm3v' ) { // array of THREE.Matrix3
  2814. if ( uniform._array === undefined ) {
  2815. uniform._array = new Float32Array( 9 * value.length );
  2816. }
  2817. for ( i = 0, il = value.length; i < il; i ++ ) {
  2818. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  2819. }
  2820. _gl.uniformMatrix3fv( location, false, uniform._array );
  2821. } else if ( type === 'm4' ) { // single THREE.Matrix4
  2822. _gl.uniformMatrix4fv( location, false, value.elements );
  2823. } else if ( type === 'm4v' ) { // array of THREE.Matrix4
  2824. if ( uniform._array === undefined ) {
  2825. uniform._array = new Float32Array( 16 * value.length );
  2826. }
  2827. for ( i = 0, il = value.length; i < il; i ++ ) {
  2828. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2829. }
  2830. _gl.uniformMatrix4fv( location, false, uniform._array );
  2831. } else if ( type === 't' ) { // single THREE.Texture (2d or cube)
  2832. texture = value;
  2833. textureUnit = getTextureUnit();
  2834. _gl.uniform1i( location, textureUnit );
  2835. if ( ! texture ) continue;
  2836. if ( texture instanceof THREE.CubeTexture ||
  2837. ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
  2838. setCubeTexture( texture, textureUnit );
  2839. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2840. setCubeTextureDynamic( texture, textureUnit );
  2841. } else {
  2842. _this.setTexture( texture, textureUnit );
  2843. }
  2844. } else if ( type === 'tv' ) { // array of THREE.Texture (2d)
  2845. if ( uniform._array === undefined ) {
  2846. uniform._array = [];
  2847. }
  2848. for ( i = 0, il = uniform.value.length; i < il; i ++ ) {
  2849. uniform._array[ i ] = getTextureUnit();
  2850. }
  2851. _gl.uniform1iv( location, uniform._array );
  2852. for ( i = 0, il = uniform.value.length; i < il; i ++ ) {
  2853. texture = uniform.value[ i ];
  2854. textureUnit = uniform._array[ i ];
  2855. if ( ! texture ) continue;
  2856. _this.setTexture( texture, textureUnit );
  2857. }
  2858. } else {
  2859. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  2860. }
  2861. }
  2862. };
  2863. function setupMatrices ( object, camera ) {
  2864. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  2865. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  2866. };
  2867. //
  2868. function setColorGamma( array, offset, color, intensitySq ) {
  2869. array[ offset ] = color.r * color.r * intensitySq;
  2870. array[ offset + 1 ] = color.g * color.g * intensitySq;
  2871. array[ offset + 2 ] = color.b * color.b * intensitySq;
  2872. };
  2873. function setColorLinear( array, offset, color, intensity ) {
  2874. array[ offset ] = color.r * intensity;
  2875. array[ offset + 1 ] = color.g * intensity;
  2876. array[ offset + 2 ] = color.b * intensity;
  2877. };
  2878. function setupLights ( program, lights ) {
  2879. var l, ll, light, n,
  2880. r = 0, g = 0, b = 0,
  2881. color, skyColor, groundColor,
  2882. intensity, intensitySq,
  2883. position,
  2884. distance,
  2885. zlights = _lights,
  2886. dirColors = zlights.directional.colors,
  2887. dirPositions = zlights.directional.positions,
  2888. pointColors = zlights.point.colors,
  2889. pointPositions = zlights.point.positions,
  2890. pointDistances = zlights.point.distances,
  2891. spotColors = zlights.spot.colors,
  2892. spotPositions = zlights.spot.positions,
  2893. spotDistances = zlights.spot.distances,
  2894. spotDirections = zlights.spot.directions,
  2895. spotAnglesCos = zlights.spot.anglesCos,
  2896. spotExponents = zlights.spot.exponents,
  2897. hemiSkyColors = zlights.hemi.skyColors,
  2898. hemiGroundColors = zlights.hemi.groundColors,
  2899. hemiPositions = zlights.hemi.positions,
  2900. dirLength = 0,
  2901. pointLength = 0,
  2902. spotLength = 0,
  2903. hemiLength = 0,
  2904. dirCount = 0,
  2905. pointCount = 0,
  2906. spotCount = 0,
  2907. hemiCount = 0,
  2908. dirOffset = 0,
  2909. pointOffset = 0,
  2910. spotOffset = 0,
  2911. hemiOffset = 0;
  2912. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  2913. light = lights[ l ];
  2914. if ( light.onlyShadow ) continue;
  2915. color = light.color;
  2916. intensity = light.intensity;
  2917. distance = light.distance;
  2918. if ( light instanceof THREE.AmbientLight ) {
  2919. if ( ! light.visible ) continue;
  2920. if ( _this.gammaInput ) {
  2921. r += color.r * color.r;
  2922. g += color.g * color.g;
  2923. b += color.b * color.b;
  2924. } else {
  2925. r += color.r;
  2926. g += color.g;
  2927. b += color.b;
  2928. }
  2929. } else if ( light instanceof THREE.DirectionalLight ) {
  2930. dirCount += 1;
  2931. if ( ! light.visible ) continue;
  2932. _direction.setFromMatrixPosition( light.matrixWorld );
  2933. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  2934. _direction.sub( _vector3 );
  2935. _direction.normalize();
  2936. // skip lights with undefined direction
  2937. // these create troubles in OpenGL (making pixel black)
  2938. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  2939. dirOffset = dirLength * 3;
  2940. dirPositions[ dirOffset ] = _direction.x;
  2941. dirPositions[ dirOffset + 1 ] = _direction.y;
  2942. dirPositions[ dirOffset + 2 ] = _direction.z;
  2943. if ( _this.gammaInput ) {
  2944. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  2945. } else {
  2946. setColorLinear( dirColors, dirOffset, color, intensity );
  2947. }
  2948. dirLength += 1;
  2949. } else if ( light instanceof THREE.PointLight ) {
  2950. pointCount += 1;
  2951. if ( ! light.visible ) continue;
  2952. pointOffset = pointLength * 3;
  2953. if ( _this.gammaInput ) {
  2954. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  2955. } else {
  2956. setColorLinear( pointColors, pointOffset, color, intensity );
  2957. }
  2958. _vector3.setFromMatrixPosition( light.matrixWorld );
  2959. pointPositions[ pointOffset ] = _vector3.x;
  2960. pointPositions[ pointOffset + 1 ] = _vector3.y;
  2961. pointPositions[ pointOffset + 2 ] = _vector3.z;
  2962. pointDistances[ pointLength ] = distance;
  2963. pointLength += 1;
  2964. } else if ( light instanceof THREE.SpotLight ) {
  2965. spotCount += 1;
  2966. if ( ! light.visible ) continue;
  2967. spotOffset = spotLength * 3;
  2968. if ( _this.gammaInput ) {
  2969. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  2970. } else {
  2971. setColorLinear( spotColors, spotOffset, color, intensity );
  2972. }
  2973. _vector3.setFromMatrixPosition( light.matrixWorld );
  2974. spotPositions[ spotOffset ] = _vector3.x;
  2975. spotPositions[ spotOffset + 1 ] = _vector3.y;
  2976. spotPositions[ spotOffset + 2 ] = _vector3.z;
  2977. spotDistances[ spotLength ] = distance;
  2978. _direction.copy( _vector3 );
  2979. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  2980. _direction.sub( _vector3 );
  2981. _direction.normalize();
  2982. spotDirections[ spotOffset ] = _direction.x;
  2983. spotDirections[ spotOffset + 1 ] = _direction.y;
  2984. spotDirections[ spotOffset + 2 ] = _direction.z;
  2985. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  2986. spotExponents[ spotLength ] = light.exponent;
  2987. spotLength += 1;
  2988. } else if ( light instanceof THREE.HemisphereLight ) {
  2989. hemiCount += 1;
  2990. if ( ! light.visible ) continue;
  2991. _direction.setFromMatrixPosition( light.matrixWorld );
  2992. _direction.normalize();
  2993. // skip lights with undefined direction
  2994. // these create troubles in OpenGL (making pixel black)
  2995. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  2996. hemiOffset = hemiLength * 3;
  2997. hemiPositions[ hemiOffset ] = _direction.x;
  2998. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  2999. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  3000. skyColor = light.color;
  3001. groundColor = light.groundColor;
  3002. if ( _this.gammaInput ) {
  3003. intensitySq = intensity * intensity;
  3004. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  3005. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  3006. } else {
  3007. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  3008. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  3009. }
  3010. hemiLength += 1;
  3011. }
  3012. }
  3013. // null eventual remains from removed lights
  3014. // (this is to avoid if in shader)
  3015. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  3016. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  3017. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  3018. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  3019. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  3020. zlights.directional.length = dirLength;
  3021. zlights.point.length = pointLength;
  3022. zlights.spot.length = spotLength;
  3023. zlights.hemi.length = hemiLength;
  3024. zlights.ambient[ 0 ] = r;
  3025. zlights.ambient[ 1 ] = g;
  3026. zlights.ambient[ 2 ] = b;
  3027. };
  3028. // GL state setting
  3029. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  3030. if ( cullFace === THREE.CullFaceNone ) {
  3031. _gl.disable( _gl.CULL_FACE );
  3032. } else {
  3033. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  3034. _gl.frontFace( _gl.CW );
  3035. } else {
  3036. _gl.frontFace( _gl.CCW );
  3037. }
  3038. if ( cullFace === THREE.CullFaceBack ) {
  3039. _gl.cullFace( _gl.BACK );
  3040. } else if ( cullFace === THREE.CullFaceFront ) {
  3041. _gl.cullFace( _gl.FRONT );
  3042. } else {
  3043. _gl.cullFace( _gl.FRONT_AND_BACK );
  3044. }
  3045. _gl.enable( _gl.CULL_FACE );
  3046. }
  3047. };
  3048. this.setMaterialFaces = function ( material ) {
  3049. var doubleSided = material.side === THREE.DoubleSide;
  3050. var flipSided = material.side === THREE.BackSide;
  3051. if ( _oldDoubleSided !== doubleSided ) {
  3052. if ( doubleSided ) {
  3053. _gl.disable( _gl.CULL_FACE );
  3054. } else {
  3055. _gl.enable( _gl.CULL_FACE );
  3056. }
  3057. _oldDoubleSided = doubleSided;
  3058. }
  3059. if ( _oldFlipSided !== flipSided ) {
  3060. if ( flipSided ) {
  3061. _gl.frontFace( _gl.CW );
  3062. } else {
  3063. _gl.frontFace( _gl.CCW );
  3064. }
  3065. _oldFlipSided = flipSided;
  3066. }
  3067. };
  3068. this.setDepthTest = function ( depthTest ) {
  3069. if ( _oldDepthTest !== depthTest ) {
  3070. if ( depthTest ) {
  3071. _gl.enable( _gl.DEPTH_TEST );
  3072. } else {
  3073. _gl.disable( _gl.DEPTH_TEST );
  3074. }
  3075. _oldDepthTest = depthTest;
  3076. }
  3077. };
  3078. this.setDepthWrite = function ( depthWrite ) {
  3079. if ( _oldDepthWrite !== depthWrite ) {
  3080. _gl.depthMask( depthWrite );
  3081. _oldDepthWrite = depthWrite;
  3082. }
  3083. };
  3084. function setLineWidth ( width ) {
  3085. if ( width !== _oldLineWidth ) {
  3086. _gl.lineWidth( width );
  3087. _oldLineWidth = width;
  3088. }
  3089. };
  3090. function setPolygonOffset ( polygonoffset, factor, units ) {
  3091. if ( _oldPolygonOffset !== polygonoffset ) {
  3092. if ( polygonoffset ) {
  3093. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  3094. } else {
  3095. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  3096. }
  3097. _oldPolygonOffset = polygonoffset;
  3098. }
  3099. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  3100. _gl.polygonOffset( factor, units );
  3101. _oldPolygonOffsetFactor = factor;
  3102. _oldPolygonOffsetUnits = units;
  3103. }
  3104. };
  3105. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  3106. if ( blending !== _oldBlending ) {
  3107. if ( blending === THREE.NoBlending ) {
  3108. _gl.disable( _gl.BLEND );
  3109. } else if ( blending === THREE.AdditiveBlending ) {
  3110. _gl.enable( _gl.BLEND );
  3111. _gl.blendEquation( _gl.FUNC_ADD );
  3112. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3113. } else if ( blending === THREE.SubtractiveBlending ) {
  3114. // TODO: Find blendFuncSeparate() combination
  3115. _gl.enable( _gl.BLEND );
  3116. _gl.blendEquation( _gl.FUNC_ADD );
  3117. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3118. } else if ( blending === THREE.MultiplyBlending ) {
  3119. // TODO: Find blendFuncSeparate() combination
  3120. _gl.enable( _gl.BLEND );
  3121. _gl.blendEquation( _gl.FUNC_ADD );
  3122. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3123. } else if ( blending === THREE.CustomBlending ) {
  3124. _gl.enable( _gl.BLEND );
  3125. } else {
  3126. _gl.enable( _gl.BLEND );
  3127. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3128. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3129. }
  3130. _oldBlending = blending;
  3131. }
  3132. if ( blending === THREE.CustomBlending ) {
  3133. if ( blendEquation !== _oldBlendEquation ) {
  3134. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  3135. _oldBlendEquation = blendEquation;
  3136. }
  3137. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  3138. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  3139. _oldBlendSrc = blendSrc;
  3140. _oldBlendDst = blendDst;
  3141. }
  3142. } else {
  3143. _oldBlendEquation = null;
  3144. _oldBlendSrc = null;
  3145. _oldBlendDst = null;
  3146. }
  3147. };
  3148. // Textures
  3149. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3150. if ( isImagePowerOfTwo ) {
  3151. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3152. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3153. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3154. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3155. } else {
  3156. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3157. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3158. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3159. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3160. }
  3161. if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
  3162. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  3163. _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
  3164. texture.__oldAnisotropy = texture.anisotropy;
  3165. }
  3166. }
  3167. };
  3168. this.setTexture = function ( texture, slot ) {
  3169. if ( texture.needsUpdate ) {
  3170. if ( ! texture.__webglInit ) {
  3171. texture.__webglInit = true;
  3172. texture.addEventListener( 'dispose', onTextureDispose );
  3173. texture.__webglTexture = _gl.createTexture();
  3174. _this.info.memory.textures ++;
  3175. }
  3176. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3177. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3178. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3179. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  3180. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  3181. var image = texture.image,
  3182. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3183. glFormat = paramThreeToGL( texture.format ),
  3184. glType = paramThreeToGL( texture.type );
  3185. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3186. var mipmap, mipmaps = texture.mipmaps;
  3187. if ( texture instanceof THREE.DataTexture ) {
  3188. // use manually created mipmaps if available
  3189. // if there are no manual mipmaps
  3190. // set 0 level mipmap and then use GL to generate other mipmap levels
  3191. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3192. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3193. mipmap = mipmaps[ i ];
  3194. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3195. }
  3196. texture.generateMipmaps = false;
  3197. } else {
  3198. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3199. }
  3200. } else if ( texture instanceof THREE.CompressedTexture ) {
  3201. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3202. mipmap = mipmaps[ i ];
  3203. if ( texture.format !== THREE.RGBAFormat ) {
  3204. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3205. } else {
  3206. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3207. }
  3208. }
  3209. } else { // regular Texture (image, video, canvas)
  3210. // use manually created mipmaps if available
  3211. // if there are no manual mipmaps
  3212. // set 0 level mipmap and then use GL to generate other mipmap levels
  3213. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3214. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3215. mipmap = mipmaps[ i ];
  3216. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  3217. }
  3218. texture.generateMipmaps = false;
  3219. } else {
  3220. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3221. }
  3222. }
  3223. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3224. texture.needsUpdate = false;
  3225. if ( texture.onUpdate ) texture.onUpdate();
  3226. } else {
  3227. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3228. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3229. }
  3230. };
  3231. function clampToMaxSize ( image, maxSize ) {
  3232. if ( image.width <= maxSize && image.height <= maxSize ) {
  3233. return image;
  3234. }
  3235. // Warning: Scaling through the canvas will only work with images that use
  3236. // premultiplied alpha.
  3237. var maxDimension = Math.max( image.width, image.height );
  3238. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  3239. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  3240. var canvas = document.createElement( 'canvas' );
  3241. canvas.width = newWidth;
  3242. canvas.height = newHeight;
  3243. var ctx = canvas.getContext( '2d' );
  3244. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  3245. return canvas;
  3246. }
  3247. function setCubeTexture ( texture, slot ) {
  3248. if ( texture.image.length === 6 ) {
  3249. if ( texture.needsUpdate ) {
  3250. if ( ! texture.image.__webglTextureCube ) {
  3251. texture.addEventListener( 'dispose', onTextureDispose );
  3252. texture.image.__webglTextureCube = _gl.createTexture();
  3253. _this.info.memory.textures ++;
  3254. }
  3255. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3256. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3257. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3258. var isCompressed = texture instanceof THREE.CompressedTexture;
  3259. var cubeImage = [];
  3260. for ( var i = 0; i < 6; i ++ ) {
  3261. if ( _this.autoScaleCubemaps && ! isCompressed ) {
  3262. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3263. } else {
  3264. cubeImage[ i ] = texture.image[ i ];
  3265. }
  3266. }
  3267. var image = cubeImage[ 0 ],
  3268. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3269. glFormat = paramThreeToGL( texture.format ),
  3270. glType = paramThreeToGL( texture.type );
  3271. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3272. for ( var i = 0; i < 6; i ++ ) {
  3273. if ( ! isCompressed ) {
  3274. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3275. } else {
  3276. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  3277. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  3278. mipmap = mipmaps[ j ];
  3279. if ( texture.format !== THREE.RGBAFormat ) {
  3280. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3281. } else {
  3282. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3283. }
  3284. }
  3285. }
  3286. }
  3287. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  3288. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3289. }
  3290. texture.needsUpdate = false;
  3291. if ( texture.onUpdate ) texture.onUpdate();
  3292. } else {
  3293. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3294. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3295. }
  3296. }
  3297. };
  3298. function setCubeTextureDynamic ( texture, slot ) {
  3299. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3300. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3301. };
  3302. // Render targets
  3303. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3304. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3305. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3306. };
  3307. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3308. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3309. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3310. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3311. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3312. /* For some reason this is not working. Defaulting to RGBA4.
  3313. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3314. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3315. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3316. */
  3317. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3318. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3319. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3320. } else {
  3321. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3322. }
  3323. };
  3324. this.setRenderTarget = function ( renderTarget ) {
  3325. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3326. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3327. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3328. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3329. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  3330. renderTarget.__webglTexture = _gl.createTexture();
  3331. _this.info.memory.textures ++;
  3332. // Setup texture, create render and frame buffers
  3333. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  3334. glFormat = paramThreeToGL( renderTarget.format ),
  3335. glType = paramThreeToGL( renderTarget.type );
  3336. if ( isCube ) {
  3337. renderTarget.__webglFramebuffer = [];
  3338. renderTarget.__webglRenderbuffer = [];
  3339. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3340. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3341. for ( var i = 0; i < 6; i ++ ) {
  3342. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3343. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3344. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3345. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3346. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3347. }
  3348. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3349. } else {
  3350. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3351. if ( renderTarget.shareDepthFrom ) {
  3352. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  3353. } else {
  3354. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3355. }
  3356. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3357. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3358. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3359. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3360. if ( renderTarget.shareDepthFrom ) {
  3361. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3362. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3363. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3364. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3365. }
  3366. } else {
  3367. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3368. }
  3369. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3370. }
  3371. // Release everything
  3372. if ( isCube ) {
  3373. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3374. } else {
  3375. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3376. }
  3377. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3378. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  3379. }
  3380. var framebuffer, width, height, vx, vy;
  3381. if ( renderTarget ) {
  3382. if ( isCube ) {
  3383. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3384. } else {
  3385. framebuffer = renderTarget.__webglFramebuffer;
  3386. }
  3387. width = renderTarget.width;
  3388. height = renderTarget.height;
  3389. vx = 0;
  3390. vy = 0;
  3391. } else {
  3392. framebuffer = null;
  3393. width = _viewportWidth;
  3394. height = _viewportHeight;
  3395. vx = _viewportX;
  3396. vy = _viewportY;
  3397. }
  3398. if ( framebuffer !== _currentFramebuffer ) {
  3399. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3400. _gl.viewport( vx, vy, width, height );
  3401. _currentFramebuffer = framebuffer;
  3402. }
  3403. _currentWidth = width;
  3404. _currentHeight = height;
  3405. };
  3406. function updateRenderTargetMipmap ( renderTarget ) {
  3407. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3408. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3409. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3410. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3411. } else {
  3412. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3413. _gl.generateMipmap( _gl.TEXTURE_2D );
  3414. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3415. }
  3416. };
  3417. // Fallback filters for non-power-of-2 textures
  3418. function filterFallback ( f ) {
  3419. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  3420. return _gl.NEAREST;
  3421. }
  3422. return _gl.LINEAR;
  3423. };
  3424. // Map three.js constants to WebGL constants
  3425. function paramThreeToGL ( p ) {
  3426. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  3427. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  3428. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  3429. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  3430. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  3431. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  3432. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  3433. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  3434. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  3435. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  3436. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  3437. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  3438. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  3439. if ( p === THREE.ByteType ) return _gl.BYTE;
  3440. if ( p === THREE.ShortType ) return _gl.SHORT;
  3441. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  3442. if ( p === THREE.IntType ) return _gl.INT;
  3443. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  3444. if ( p === THREE.FloatType ) return _gl.FLOAT;
  3445. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  3446. if ( p === THREE.RGBFormat ) return _gl.RGB;
  3447. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  3448. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  3449. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  3450. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  3451. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  3452. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  3453. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  3454. if ( p === THREE.OneFactor ) return _gl.ONE;
  3455. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  3456. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  3457. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  3458. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  3459. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  3460. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  3461. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  3462. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  3463. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  3464. if ( _glExtensionCompressedTextureS3TC !== undefined ) {
  3465. if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
  3466. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  3467. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  3468. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  3469. }
  3470. return 0;
  3471. };
  3472. // Allocations
  3473. function allocateBones ( object ) {
  3474. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  3475. return 1024;
  3476. } else {
  3477. // default for when object is not specified
  3478. // ( for example when prebuilding shader
  3479. // to be used with multiple objects )
  3480. //
  3481. // - leave some extra space for other uniforms
  3482. // - limit here is ANGLE's 254 max uniform vectors
  3483. // (up to 54 should be safe)
  3484. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  3485. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  3486. var maxBones = nVertexMatrices;
  3487. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3488. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  3489. if ( maxBones < object.skeleton.bones.length ) {
  3490. console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  3491. }
  3492. }
  3493. return maxBones;
  3494. }
  3495. };
  3496. function allocateLights( lights ) {
  3497. var dirLights = 0;
  3498. var pointLights = 0;
  3499. var spotLights = 0;
  3500. var hemiLights = 0;
  3501. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3502. var light = lights[ l ];
  3503. if ( light.onlyShadow || light.visible === false ) continue;
  3504. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3505. if ( light instanceof THREE.PointLight ) pointLights ++;
  3506. if ( light instanceof THREE.SpotLight ) spotLights ++;
  3507. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  3508. }
  3509. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  3510. };
  3511. function allocateShadows( lights ) {
  3512. var maxShadows = 0;
  3513. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3514. var light = lights[ l ];
  3515. if ( ! light.castShadow ) continue;
  3516. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  3517. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  3518. }
  3519. return maxShadows;
  3520. };
  3521. // Initialization
  3522. function initGL() {
  3523. try {
  3524. var attributes = {
  3525. alpha: _alpha,
  3526. depth: _depth,
  3527. stencil: _stencil,
  3528. antialias: _antialias,
  3529. premultipliedAlpha: _premultipliedAlpha,
  3530. preserveDrawingBuffer: _preserveDrawingBuffer
  3531. };
  3532. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  3533. if ( _gl === null ) {
  3534. throw 'Error creating WebGL context.';
  3535. }
  3536. } catch ( error ) {
  3537. console.error( error );
  3538. }
  3539. _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
  3540. _glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
  3541. _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
  3542. _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  3543. _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  3544. _glExtensionElementIndexUint = _gl.getExtension( 'OES_element_index_uint' );
  3545. if ( _glExtensionTextureFloat === null ) {
  3546. console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
  3547. }
  3548. if ( _glExtensionStandardDerivatives === null ) {
  3549. console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
  3550. }
  3551. if ( _glExtensionTextureFilterAnisotropic === null ) {
  3552. console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
  3553. }
  3554. if ( _glExtensionCompressedTextureS3TC === null ) {
  3555. console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
  3556. }
  3557. if ( _glExtensionElementIndexUint === null ) {
  3558. console.log( 'THREE.WebGLRenderer: elementindex as unsigned integer not supported.' );
  3559. }
  3560. if ( _gl.getShaderPrecisionFormat === undefined ) {
  3561. _gl.getShaderPrecisionFormat = function () {
  3562. return {
  3563. 'rangeMin': 1,
  3564. 'rangeMax': 1,
  3565. 'precision': 1
  3566. };
  3567. }
  3568. }
  3569. if ( _logarithmicDepthBuffer ) {
  3570. _glExtensionFragDepth = _gl.getExtension( 'EXT_frag_depth' );
  3571. }
  3572. };
  3573. function setDefaultGLState () {
  3574. _gl.clearColor( 0, 0, 0, 1 );
  3575. _gl.clearDepth( 1 );
  3576. _gl.clearStencil( 0 );
  3577. _gl.enable( _gl.DEPTH_TEST );
  3578. _gl.depthFunc( _gl.LEQUAL );
  3579. _gl.frontFace( _gl.CCW );
  3580. _gl.cullFace( _gl.BACK );
  3581. _gl.enable( _gl.CULL_FACE );
  3582. _gl.enable( _gl.BLEND );
  3583. _gl.blendEquation( _gl.FUNC_ADD );
  3584. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  3585. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  3586. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  3587. };
  3588. // default plugins (order is important)
  3589. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  3590. this.addPrePlugin( this.shadowMapPlugin );
  3591. this.addPostPlugin( new THREE.SpritePlugin() );
  3592. this.addPostPlugin( new THREE.LensFlarePlugin() );
  3593. };