WebGLRenderer.js 155 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. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  12. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  15. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  16. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  17. _clearColor = new THREE.Color( 0x000000 ),
  18. _clearAlpha = 0;
  19. // public properties
  20. this.domElement = _canvas;
  21. this.context = null;
  22. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  23. ? parameters.devicePixelRatio
  24. : self.devicePixelRatio !== undefined
  25. ? self.devicePixelRatio
  26. : 1;
  27. // clearing
  28. this.autoClear = true;
  29. this.autoClearColor = true;
  30. this.autoClearDepth = true;
  31. this.autoClearStencil = true;
  32. // scene graph
  33. this.sortObjects = true;
  34. this.autoUpdateObjects = true;
  35. // physically based shading
  36. this.gammaInput = false;
  37. this.gammaOutput = false;
  38. // shadow map
  39. this.shadowMapEnabled = false;
  40. this.shadowMapAutoUpdate = true;
  41. this.shadowMapType = THREE.PCFShadowMap;
  42. this.shadowMapCullFace = THREE.CullFaceFront;
  43. this.shadowMapDebug = false;
  44. this.shadowMapCascade = false;
  45. // morphs
  46. this.maxMorphTargets = 8;
  47. this.maxMorphNormals = 4;
  48. // flags
  49. this.autoScaleCubemaps = true;
  50. // custom render plugins
  51. this.renderPluginsPre = [];
  52. this.renderPluginsPost = [];
  53. // info
  54. this.info = {
  55. memory: {
  56. programs: 0,
  57. geometries: 0,
  58. textures: 0
  59. },
  60. render: {
  61. calls: 0,
  62. vertices: 0,
  63. faces: 0,
  64. points: 0
  65. }
  66. };
  67. // internal properties
  68. var _this = this,
  69. _programs = [],
  70. _programs_counter = 0,
  71. // internal state cache
  72. _currentProgram = null,
  73. _currentFramebuffer = null,
  74. _currentMaterialId = -1,
  75. _currentGeometryGroupHash = null,
  76. _currentCamera = null,
  77. _geometryGroupCounter = 0,
  78. _usedTextureUnits = 0,
  79. // GL state cache
  80. _oldDoubleSided = -1,
  81. _oldFlipSided = -1,
  82. _oldBlending = -1,
  83. _oldBlendEquation = -1,
  84. _oldBlendSrc = -1,
  85. _oldBlendDst = -1,
  86. _oldDepthTest = -1,
  87. _oldDepthWrite = -1,
  88. _oldPolygonOffset = null,
  89. _oldPolygonOffsetFactor = null,
  90. _oldPolygonOffsetUnits = null,
  91. _oldLineWidth = null,
  92. _viewportX = 0,
  93. _viewportY = 0,
  94. _viewportWidth = _canvas.width,
  95. _viewportHeight = _canvas.height,
  96. _currentWidth = 0,
  97. _currentHeight = 0,
  98. _enabledAttributes = {},
  99. // frustum
  100. _frustum = new THREE.Frustum(),
  101. // camera matrices cache
  102. _projScreenMatrix = new THREE.Matrix4(),
  103. _projScreenMatrixPS = new THREE.Matrix4(),
  104. _vector3 = new THREE.Vector3(),
  105. // light arrays cache
  106. _direction = new THREE.Vector3(),
  107. _lightsNeedUpdate = true,
  108. _lights = {
  109. ambient: [ 0, 0, 0 ],
  110. directional: { length: 0, colors: new Array(), positions: new Array() },
  111. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
  112. spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
  113. hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
  114. };
  115. // initialize
  116. var _gl;
  117. var _glExtensionTextureFloat;
  118. var _glExtensionTextureFloatLinear;
  119. var _glExtensionStandardDerivatives;
  120. var _glExtensionTextureFilterAnisotropic;
  121. var _glExtensionCompressedTextureS3TC;
  122. initGL();
  123. setDefaultGLState();
  124. this.context = _gl;
  125. // GPU capabilities
  126. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  127. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  128. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  129. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  130. var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  131. var _supportsVertexTextures = ( _maxVertexTextures > 0 );
  132. var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
  133. var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
  134. //
  135. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  136. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  137. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  138. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  139. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  140. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  141. var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
  142. var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
  143. var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
  144. var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
  145. var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
  146. var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
  147. // clamp precision to maximum available
  148. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  149. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  150. if ( _precision === "highp" && ! highpAvailable ) {
  151. if ( mediumpAvailable ) {
  152. _precision = "mediump";
  153. console.warn( "WebGLRenderer: highp not supported, using mediump" );
  154. } else {
  155. _precision = "lowp";
  156. console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );
  157. }
  158. }
  159. if ( _precision === "mediump" && ! mediumpAvailable ) {
  160. _precision = "lowp";
  161. console.warn( "WebGLRenderer: mediump not supported, using lowp" );
  162. }
  163. // API
  164. this.getContext = function () {
  165. return _gl;
  166. };
  167. this.supportsVertexTextures = function () {
  168. return _supportsVertexTextures;
  169. };
  170. this.supportsFloatTextures = function () {
  171. return _glExtensionTextureFloat;
  172. };
  173. this.supportsStandardDerivatives = function () {
  174. return _glExtensionStandardDerivatives;
  175. };
  176. this.supportsCompressedTextureS3TC = function () {
  177. return _glExtensionCompressedTextureS3TC;
  178. };
  179. this.getMaxAnisotropy = function () {
  180. return _maxAnisotropy;
  181. };
  182. this.getPrecision = function () {
  183. return _precision;
  184. };
  185. this.setSize = function ( width, height, updateStyle ) {
  186. _canvas.width = width * this.devicePixelRatio;
  187. _canvas.height = height * this.devicePixelRatio;
  188. if ( this.devicePixelRatio !== 1 && updateStyle !== false ) {
  189. _canvas.style.width = width + 'px';
  190. _canvas.style.height = height + 'px';
  191. }
  192. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  193. };
  194. this.setViewport = function ( x, y, width, height ) {
  195. _viewportX = x !== undefined ? x : 0;
  196. _viewportY = y !== undefined ? y : 0;
  197. _viewportWidth = width !== undefined ? width : _canvas.width;
  198. _viewportHeight = height !== undefined ? height : _canvas.height;
  199. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  200. };
  201. this.setScissor = function ( x, y, width, height ) {
  202. _gl.scissor( x, y, width, height );
  203. };
  204. this.enableScissorTest = function ( enable ) {
  205. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  206. };
  207. // Clearing
  208. this.setClearColor = function ( color, alpha ) {
  209. _clearColor.set( color );
  210. _clearAlpha = alpha !== undefined ? alpha : 1;
  211. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  212. };
  213. this.setClearColorHex = function ( hex, alpha ) {
  214. console.warn( 'DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  215. this.setClearColor( hex, alpha );
  216. };
  217. this.getClearColor = function () {
  218. return _clearColor;
  219. };
  220. this.getClearAlpha = function () {
  221. return _clearAlpha;
  222. };
  223. this.clear = function ( color, depth, stencil ) {
  224. var bits = 0;
  225. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  226. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  227. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  228. _gl.clear( bits );
  229. };
  230. this.clearColor = function () {
  231. _gl.clear( _gl.COLOR_BUFFER_BIT );
  232. };
  233. this.clearDepth = function () {
  234. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  235. };
  236. this.clearStencil = function () {
  237. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  238. };
  239. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  240. this.setRenderTarget( renderTarget );
  241. this.clear( color, depth, stencil );
  242. };
  243. // Plugins
  244. this.addPostPlugin = function ( plugin ) {
  245. plugin.init( this );
  246. this.renderPluginsPost.push( plugin );
  247. };
  248. this.addPrePlugin = function ( plugin ) {
  249. plugin.init( this );
  250. this.renderPluginsPre.push( plugin );
  251. };
  252. // Rendering
  253. this.updateShadowMap = function ( scene, camera ) {
  254. _currentProgram = null;
  255. _oldBlending = -1;
  256. _oldDepthTest = -1;
  257. _oldDepthWrite = -1;
  258. _currentGeometryGroupHash = -1;
  259. _currentMaterialId = -1;
  260. _lightsNeedUpdate = true;
  261. _oldDoubleSided = -1;
  262. _oldFlipSided = -1;
  263. this.shadowMapPlugin.update( scene, camera );
  264. };
  265. // Internal functions
  266. // Buffer allocation
  267. function createParticleBuffers ( geometry ) {
  268. geometry.__webglVertexBuffer = _gl.createBuffer();
  269. geometry.__webglColorBuffer = _gl.createBuffer();
  270. _this.info.memory.geometries ++;
  271. };
  272. function createLineBuffers ( geometry ) {
  273. geometry.__webglVertexBuffer = _gl.createBuffer();
  274. geometry.__webglColorBuffer = _gl.createBuffer();
  275. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  276. _this.info.memory.geometries ++;
  277. };
  278. function createMeshBuffers ( geometryGroup ) {
  279. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  280. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  281. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  282. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  283. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  284. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  285. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  286. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  287. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  288. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  289. var m, ml;
  290. if ( geometryGroup.numMorphTargets ) {
  291. geometryGroup.__webglMorphTargetsBuffers = [];
  292. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  293. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  294. }
  295. }
  296. if ( geometryGroup.numMorphNormals ) {
  297. geometryGroup.__webglMorphNormalsBuffers = [];
  298. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  299. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  300. }
  301. }
  302. _this.info.memory.geometries ++;
  303. };
  304. // Events
  305. var onGeometryDispose = function ( event ) {
  306. var geometry = event.target;
  307. geometry.removeEventListener( 'dispose', onGeometryDispose );
  308. deallocateGeometry( geometry );
  309. };
  310. var onTextureDispose = function ( event ) {
  311. var texture = event.target;
  312. texture.removeEventListener( 'dispose', onTextureDispose );
  313. deallocateTexture( texture );
  314. _this.info.memory.textures --;
  315. };
  316. var onRenderTargetDispose = function ( event ) {
  317. var renderTarget = event.target;
  318. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  319. deallocateRenderTarget( renderTarget );
  320. _this.info.memory.textures --;
  321. };
  322. var onMaterialDispose = function ( event ) {
  323. var material = event.target;
  324. material.removeEventListener( 'dispose', onMaterialDispose );
  325. deallocateMaterial( material );
  326. };
  327. // Buffer deallocation
  328. var deleteBuffers = function ( geometry ) {
  329. if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
  330. if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
  331. if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
  332. if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
  333. if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
  334. if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
  335. if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
  336. if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
  337. if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
  338. if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
  339. if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
  340. // custom attributes
  341. if ( geometry.__webglCustomAttributesList !== undefined ) {
  342. for ( var id in geometry.__webglCustomAttributesList ) {
  343. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
  344. }
  345. }
  346. _this.info.memory.geometries --;
  347. };
  348. var deallocateGeometry = function ( geometry ) {
  349. geometry.__webglInit = undefined;
  350. if ( geometry instanceof THREE.BufferGeometry ) {
  351. var attributes = geometry.attributes;
  352. for ( var key in attributes ) {
  353. if ( attributes[ key ].buffer !== undefined ) {
  354. _gl.deleteBuffer( attributes[ key ].buffer );
  355. }
  356. }
  357. _this.info.memory.geometries --;
  358. } else {
  359. if ( geometry.geometryGroups !== undefined ) {
  360. for ( var g in geometry.geometryGroups ) {
  361. var geometryGroup = geometry.geometryGroups[ g ];
  362. if ( geometryGroup.numMorphTargets !== undefined ) {
  363. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  364. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  365. }
  366. }
  367. if ( geometryGroup.numMorphNormals !== undefined ) {
  368. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  369. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  370. }
  371. }
  372. deleteBuffers( geometryGroup );
  373. }
  374. } else {
  375. deleteBuffers( geometry );
  376. }
  377. }
  378. };
  379. var deallocateTexture = function ( texture ) {
  380. if ( texture.image && texture.image.__webglTextureCube ) {
  381. // cube texture
  382. _gl.deleteTexture( texture.image.__webglTextureCube );
  383. } else {
  384. // 2D texture
  385. if ( ! texture.__webglInit ) return;
  386. texture.__webglInit = false;
  387. _gl.deleteTexture( texture.__webglTexture );
  388. }
  389. };
  390. var deallocateRenderTarget = function ( renderTarget ) {
  391. if ( !renderTarget || ! renderTarget.__webglTexture ) return;
  392. _gl.deleteTexture( renderTarget.__webglTexture );
  393. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  394. for ( var i = 0; i < 6; i ++ ) {
  395. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  396. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  397. }
  398. } else {
  399. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  400. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  401. }
  402. };
  403. var deallocateMaterial = function ( material ) {
  404. var program = material.program;
  405. if ( program === undefined ) return;
  406. material.program = undefined;
  407. // only deallocate GL program if this was the last use of shared program
  408. // assumed there is only single copy of any program in the _programs list
  409. // (that's how it's constructed)
  410. var i, il, programInfo;
  411. var deleteProgram = false;
  412. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  413. programInfo = _programs[ i ];
  414. if ( programInfo.program === program ) {
  415. programInfo.usedTimes --;
  416. if ( programInfo.usedTimes === 0 ) {
  417. deleteProgram = true;
  418. }
  419. break;
  420. }
  421. }
  422. if ( deleteProgram === true ) {
  423. // avoid using array.splice, this is costlier than creating new array from scratch
  424. var newPrograms = [];
  425. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  426. programInfo = _programs[ i ];
  427. if ( programInfo.program !== program ) {
  428. newPrograms.push( programInfo );
  429. }
  430. }
  431. _programs = newPrograms;
  432. _gl.deleteProgram( program );
  433. _this.info.memory.programs --;
  434. }
  435. };
  436. // Buffer initialization
  437. function initCustomAttributes ( geometry, object ) {
  438. var nvertices = geometry.vertices.length;
  439. var material = object.material;
  440. if ( material.attributes ) {
  441. if ( geometry.__webglCustomAttributesList === undefined ) {
  442. geometry.__webglCustomAttributesList = [];
  443. }
  444. for ( var a in material.attributes ) {
  445. var attribute = material.attributes[ a ];
  446. if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  447. attribute.__webglInitialized = true;
  448. var size = 1; // "f" and "i"
  449. if ( attribute.type === "v2" ) size = 2;
  450. else if ( attribute.type === "v3" ) size = 3;
  451. else if ( attribute.type === "v4" ) size = 4;
  452. else if ( attribute.type === "c" ) size = 3;
  453. attribute.size = size;
  454. attribute.array = new Float32Array( nvertices * size );
  455. attribute.buffer = _gl.createBuffer();
  456. attribute.buffer.belongsToAttribute = a;
  457. attribute.needsUpdate = true;
  458. }
  459. geometry.__webglCustomAttributesList.push( attribute );
  460. }
  461. }
  462. };
  463. function initParticleBuffers ( geometry, object ) {
  464. var nvertices = geometry.vertices.length;
  465. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  466. geometry.__colorArray = new Float32Array( nvertices * 3 );
  467. geometry.__sortArray = [];
  468. geometry.__webglParticleCount = nvertices;
  469. initCustomAttributes ( geometry, object );
  470. };
  471. function initLineBuffers ( geometry, object ) {
  472. var nvertices = geometry.vertices.length;
  473. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  474. geometry.__colorArray = new Float32Array( nvertices * 3 );
  475. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  476. geometry.__webglLineCount = nvertices;
  477. initCustomAttributes ( geometry, object );
  478. };
  479. function initMeshBuffers ( geometryGroup, object ) {
  480. var geometry = object.geometry,
  481. faces3 = geometryGroup.faces3,
  482. nvertices = faces3.length * 3,
  483. ntris = faces3.length * 1,
  484. nlines = faces3.length * 3,
  485. material = getBufferMaterial( object, geometryGroup ),
  486. uvType = bufferGuessUVType( material ),
  487. normalType = bufferGuessNormalType( material ),
  488. vertexColorType = bufferGuessVertexColorType( material );
  489. // console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  490. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  491. if ( normalType ) {
  492. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  493. }
  494. if ( geometry.hasTangents ) {
  495. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  496. }
  497. if ( vertexColorType ) {
  498. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  499. }
  500. if ( uvType ) {
  501. if ( geometry.faceVertexUvs.length > 0 ) {
  502. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  503. }
  504. if ( geometry.faceVertexUvs.length > 1 ) {
  505. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  506. }
  507. }
  508. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  509. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  510. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  511. }
  512. geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
  513. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  514. var m, ml;
  515. if ( geometryGroup.numMorphTargets ) {
  516. geometryGroup.__morphTargetsArrays = [];
  517. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  518. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  519. }
  520. }
  521. if ( geometryGroup.numMorphNormals ) {
  522. geometryGroup.__morphNormalsArrays = [];
  523. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  524. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  525. }
  526. }
  527. geometryGroup.__webglFaceCount = ntris * 3;
  528. geometryGroup.__webglLineCount = nlines * 2;
  529. // custom attributes
  530. if ( material.attributes ) {
  531. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  532. geometryGroup.__webglCustomAttributesList = [];
  533. }
  534. for ( var a in material.attributes ) {
  535. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  536. // attribute buffers which are correctly indexed in the setMeshBuffers function
  537. var originalAttribute = material.attributes[ a ];
  538. var attribute = {};
  539. for ( var property in originalAttribute ) {
  540. attribute[ property ] = originalAttribute[ property ];
  541. }
  542. if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  543. attribute.__webglInitialized = true;
  544. var size = 1; // "f" and "i"
  545. if( attribute.type === "v2" ) size = 2;
  546. else if( attribute.type === "v3" ) size = 3;
  547. else if( attribute.type === "v4" ) size = 4;
  548. else if( attribute.type === "c" ) size = 3;
  549. attribute.size = size;
  550. attribute.array = new Float32Array( nvertices * size );
  551. attribute.buffer = _gl.createBuffer();
  552. attribute.buffer.belongsToAttribute = a;
  553. originalAttribute.needsUpdate = true;
  554. attribute.__original = originalAttribute;
  555. }
  556. geometryGroup.__webglCustomAttributesList.push( attribute );
  557. }
  558. }
  559. geometryGroup.__inittedArrays = true;
  560. };
  561. function getBufferMaterial( object, geometryGroup ) {
  562. return object.material instanceof THREE.MeshFaceMaterial
  563. ? object.material.materials[ geometryGroup.materialIndex ]
  564. : object.material;
  565. };
  566. function materialNeedsSmoothNormals ( material ) {
  567. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  568. };
  569. function bufferGuessNormalType ( material ) {
  570. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  571. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  572. return false;
  573. }
  574. if ( materialNeedsSmoothNormals( material ) ) {
  575. return THREE.SmoothShading;
  576. } else {
  577. return THREE.FlatShading;
  578. }
  579. };
  580. function bufferGuessVertexColorType( material ) {
  581. if ( material.vertexColors ) {
  582. return material.vertexColors;
  583. }
  584. return false;
  585. };
  586. function bufferGuessUVType( material ) {
  587. // material must use some texture to require uvs
  588. if ( material.map ||
  589. material.lightMap ||
  590. material.bumpMap ||
  591. material.normalMap ||
  592. material.specularMap ||
  593. material instanceof THREE.ShaderMaterial ) {
  594. return true;
  595. }
  596. return false;
  597. };
  598. //
  599. function initDirectBuffers( geometry ) {
  600. var a, attribute, type;
  601. for ( a in geometry.attributes ) {
  602. if ( a === "index" ) {
  603. type = _gl.ELEMENT_ARRAY_BUFFER;
  604. } else {
  605. type = _gl.ARRAY_BUFFER;
  606. }
  607. attribute = geometry.attributes[ a ];
  608. if ( attribute.numItems === undefined ) {
  609. attribute.numItems = attribute.array.length;
  610. }
  611. attribute.buffer = _gl.createBuffer();
  612. _gl.bindBuffer( type, attribute.buffer );
  613. _gl.bufferData( type, attribute.array, _gl.STATIC_DRAW );
  614. }
  615. };
  616. // Buffer setting
  617. function setParticleBuffers ( geometry, hint, object ) {
  618. var v, c, vertex, offset, index, color,
  619. vertices = geometry.vertices,
  620. vl = vertices.length,
  621. colors = geometry.colors,
  622. cl = colors.length,
  623. vertexArray = geometry.__vertexArray,
  624. colorArray = geometry.__colorArray,
  625. sortArray = geometry.__sortArray,
  626. dirtyVertices = geometry.verticesNeedUpdate,
  627. dirtyElements = geometry.elementsNeedUpdate,
  628. dirtyColors = geometry.colorsNeedUpdate,
  629. customAttributes = geometry.__webglCustomAttributesList,
  630. i, il,
  631. a, ca, cal, value,
  632. customAttribute;
  633. if ( object.sortParticles ) {
  634. _projScreenMatrixPS.copy( _projScreenMatrix );
  635. _projScreenMatrixPS.multiply( object.matrixWorld );
  636. for ( v = 0; v < vl; v ++ ) {
  637. vertex = vertices[ v ];
  638. _vector3.copy( vertex );
  639. _vector3.applyProjection( _projScreenMatrixPS );
  640. sortArray[ v ] = [ _vector3.z, v ];
  641. }
  642. sortArray.sort( numericalSort );
  643. for ( v = 0; v < vl; v ++ ) {
  644. vertex = vertices[ sortArray[v][1] ];
  645. offset = v * 3;
  646. vertexArray[ offset ] = vertex.x;
  647. vertexArray[ offset + 1 ] = vertex.y;
  648. vertexArray[ offset + 2 ] = vertex.z;
  649. }
  650. for ( c = 0; c < cl; c ++ ) {
  651. offset = c * 3;
  652. color = colors[ sortArray[c][1] ];
  653. colorArray[ offset ] = color.r;
  654. colorArray[ offset + 1 ] = color.g;
  655. colorArray[ offset + 2 ] = color.b;
  656. }
  657. if ( customAttributes ) {
  658. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  659. customAttribute = customAttributes[ i ];
  660. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
  661. offset = 0;
  662. cal = customAttribute.value.length;
  663. if ( customAttribute.size === 1 ) {
  664. for ( ca = 0; ca < cal; ca ++ ) {
  665. index = sortArray[ ca ][ 1 ];
  666. customAttribute.array[ ca ] = customAttribute.value[ index ];
  667. }
  668. } else if ( customAttribute.size === 2 ) {
  669. for ( ca = 0; ca < cal; ca ++ ) {
  670. index = sortArray[ ca ][ 1 ];
  671. value = customAttribute.value[ index ];
  672. customAttribute.array[ offset ] = value.x;
  673. customAttribute.array[ offset + 1 ] = value.y;
  674. offset += 2;
  675. }
  676. } else if ( customAttribute.size === 3 ) {
  677. if ( customAttribute.type === "c" ) {
  678. for ( ca = 0; ca < cal; ca ++ ) {
  679. index = sortArray[ ca ][ 1 ];
  680. value = customAttribute.value[ index ];
  681. customAttribute.array[ offset ] = value.r;
  682. customAttribute.array[ offset + 1 ] = value.g;
  683. customAttribute.array[ offset + 2 ] = value.b;
  684. offset += 3;
  685. }
  686. } else {
  687. for ( ca = 0; ca < cal; ca ++ ) {
  688. index = sortArray[ ca ][ 1 ];
  689. value = customAttribute.value[ index ];
  690. customAttribute.array[ offset ] = value.x;
  691. customAttribute.array[ offset + 1 ] = value.y;
  692. customAttribute.array[ offset + 2 ] = value.z;
  693. offset += 3;
  694. }
  695. }
  696. } else if ( customAttribute.size === 4 ) {
  697. for ( ca = 0; ca < cal; ca ++ ) {
  698. index = sortArray[ ca ][ 1 ];
  699. value = customAttribute.value[ index ];
  700. customAttribute.array[ offset ] = value.x;
  701. customAttribute.array[ offset + 1 ] = value.y;
  702. customAttribute.array[ offset + 2 ] = value.z;
  703. customAttribute.array[ offset + 3 ] = value.w;
  704. offset += 4;
  705. }
  706. }
  707. }
  708. }
  709. } else {
  710. if ( dirtyVertices ) {
  711. for ( v = 0; v < vl; v ++ ) {
  712. vertex = vertices[ v ];
  713. offset = v * 3;
  714. vertexArray[ offset ] = vertex.x;
  715. vertexArray[ offset + 1 ] = vertex.y;
  716. vertexArray[ offset + 2 ] = vertex.z;
  717. }
  718. }
  719. if ( dirtyColors ) {
  720. for ( c = 0; c < cl; c ++ ) {
  721. color = colors[ c ];
  722. offset = c * 3;
  723. colorArray[ offset ] = color.r;
  724. colorArray[ offset + 1 ] = color.g;
  725. colorArray[ offset + 2 ] = color.b;
  726. }
  727. }
  728. if ( customAttributes ) {
  729. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  730. customAttribute = customAttributes[ i ];
  731. if ( customAttribute.needsUpdate &&
  732. ( customAttribute.boundTo === undefined ||
  733. customAttribute.boundTo === "vertices") ) {
  734. cal = customAttribute.value.length;
  735. offset = 0;
  736. if ( customAttribute.size === 1 ) {
  737. for ( ca = 0; ca < cal; ca ++ ) {
  738. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  739. }
  740. } else if ( customAttribute.size === 2 ) {
  741. for ( ca = 0; ca < cal; ca ++ ) {
  742. value = customAttribute.value[ ca ];
  743. customAttribute.array[ offset ] = value.x;
  744. customAttribute.array[ offset + 1 ] = value.y;
  745. offset += 2;
  746. }
  747. } else if ( customAttribute.size === 3 ) {
  748. if ( customAttribute.type === "c" ) {
  749. for ( ca = 0; ca < cal; ca ++ ) {
  750. value = customAttribute.value[ ca ];
  751. customAttribute.array[ offset ] = value.r;
  752. customAttribute.array[ offset + 1 ] = value.g;
  753. customAttribute.array[ offset + 2 ] = value.b;
  754. offset += 3;
  755. }
  756. } else {
  757. for ( ca = 0; ca < cal; ca ++ ) {
  758. value = customAttribute.value[ ca ];
  759. customAttribute.array[ offset ] = value.x;
  760. customAttribute.array[ offset + 1 ] = value.y;
  761. customAttribute.array[ offset + 2 ] = value.z;
  762. offset += 3;
  763. }
  764. }
  765. } else if ( customAttribute.size === 4 ) {
  766. for ( ca = 0; ca < cal; ca ++ ) {
  767. value = customAttribute.value[ ca ];
  768. customAttribute.array[ offset ] = value.x;
  769. customAttribute.array[ offset + 1 ] = value.y;
  770. customAttribute.array[ offset + 2 ] = value.z;
  771. customAttribute.array[ offset + 3 ] = value.w;
  772. offset += 4;
  773. }
  774. }
  775. }
  776. }
  777. }
  778. }
  779. if ( dirtyVertices || object.sortParticles ) {
  780. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  781. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  782. }
  783. if ( dirtyColors || object.sortParticles ) {
  784. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  785. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  786. }
  787. if ( customAttributes ) {
  788. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  789. customAttribute = customAttributes[ i ];
  790. if ( customAttribute.needsUpdate || object.sortParticles ) {
  791. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  792. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  793. }
  794. }
  795. }
  796. };
  797. function setLineBuffers ( geometry, hint ) {
  798. var v, c, d, vertex, offset, color,
  799. vertices = geometry.vertices,
  800. colors = geometry.colors,
  801. lineDistances = geometry.lineDistances,
  802. vl = vertices.length,
  803. cl = colors.length,
  804. dl = lineDistances.length,
  805. vertexArray = geometry.__vertexArray,
  806. colorArray = geometry.__colorArray,
  807. lineDistanceArray = geometry.__lineDistanceArray,
  808. dirtyVertices = geometry.verticesNeedUpdate,
  809. dirtyColors = geometry.colorsNeedUpdate,
  810. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  811. customAttributes = geometry.__webglCustomAttributesList,
  812. i, il,
  813. a, ca, cal, value,
  814. customAttribute;
  815. if ( dirtyVertices ) {
  816. for ( v = 0; v < vl; v ++ ) {
  817. vertex = vertices[ v ];
  818. offset = v * 3;
  819. vertexArray[ offset ] = vertex.x;
  820. vertexArray[ offset + 1 ] = vertex.y;
  821. vertexArray[ offset + 2 ] = vertex.z;
  822. }
  823. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  824. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  825. }
  826. if ( dirtyColors ) {
  827. for ( c = 0; c < cl; c ++ ) {
  828. color = colors[ c ];
  829. offset = c * 3;
  830. colorArray[ offset ] = color.r;
  831. colorArray[ offset + 1 ] = color.g;
  832. colorArray[ offset + 2 ] = color.b;
  833. }
  834. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  835. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  836. }
  837. if ( dirtyLineDistances ) {
  838. for ( d = 0; d < dl; d ++ ) {
  839. lineDistanceArray[ d ] = lineDistances[ d ];
  840. }
  841. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  842. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  843. }
  844. if ( customAttributes ) {
  845. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  846. customAttribute = customAttributes[ i ];
  847. if ( customAttribute.needsUpdate &&
  848. ( customAttribute.boundTo === undefined ||
  849. customAttribute.boundTo === "vertices" ) ) {
  850. offset = 0;
  851. cal = customAttribute.value.length;
  852. if ( customAttribute.size === 1 ) {
  853. for ( ca = 0; ca < cal; ca ++ ) {
  854. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  855. }
  856. } else if ( customAttribute.size === 2 ) {
  857. for ( ca = 0; ca < cal; ca ++ ) {
  858. value = customAttribute.value[ ca ];
  859. customAttribute.array[ offset ] = value.x;
  860. customAttribute.array[ offset + 1 ] = value.y;
  861. offset += 2;
  862. }
  863. } else if ( customAttribute.size === 3 ) {
  864. if ( customAttribute.type === "c" ) {
  865. for ( ca = 0; ca < cal; ca ++ ) {
  866. value = customAttribute.value[ ca ];
  867. customAttribute.array[ offset ] = value.r;
  868. customAttribute.array[ offset + 1 ] = value.g;
  869. customAttribute.array[ offset + 2 ] = value.b;
  870. offset += 3;
  871. }
  872. } else {
  873. for ( ca = 0; ca < cal; ca ++ ) {
  874. value = customAttribute.value[ ca ];
  875. customAttribute.array[ offset ] = value.x;
  876. customAttribute.array[ offset + 1 ] = value.y;
  877. customAttribute.array[ offset + 2 ] = value.z;
  878. offset += 3;
  879. }
  880. }
  881. } else if ( customAttribute.size === 4 ) {
  882. for ( ca = 0; ca < cal; ca ++ ) {
  883. value = customAttribute.value[ ca ];
  884. customAttribute.array[ offset ] = value.x;
  885. customAttribute.array[ offset + 1 ] = value.y;
  886. customAttribute.array[ offset + 2 ] = value.z;
  887. customAttribute.array[ offset + 3 ] = value.w;
  888. offset += 4;
  889. }
  890. }
  891. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  892. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  893. }
  894. }
  895. }
  896. };
  897. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  898. if ( ! geometryGroup.__inittedArrays ) {
  899. return;
  900. }
  901. var normalType = bufferGuessNormalType( material ),
  902. vertexColorType = bufferGuessVertexColorType( material ),
  903. uvType = bufferGuessUVType( material ),
  904. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  905. var f, fl, fi, face,
  906. vertexNormals, faceNormal, normal,
  907. vertexColors, faceColor,
  908. vertexTangents,
  909. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  910. c1, c2, c3, c4,
  911. sw1, sw2, sw3, sw4,
  912. si1, si2, si3, si4,
  913. sa1, sa2, sa3, sa4,
  914. sb1, sb2, sb3, sb4,
  915. m, ml, i, il,
  916. vn, uvi, uv2i,
  917. vk, vkl, vka,
  918. nka, chf, faceVertexNormals,
  919. a,
  920. vertexIndex = 0,
  921. offset = 0,
  922. offset_uv = 0,
  923. offset_uv2 = 0,
  924. offset_face = 0,
  925. offset_normal = 0,
  926. offset_tangent = 0,
  927. offset_line = 0,
  928. offset_color = 0,
  929. offset_skin = 0,
  930. offset_morphTarget = 0,
  931. offset_custom = 0,
  932. offset_customSrc = 0,
  933. value,
  934. vertexArray = geometryGroup.__vertexArray,
  935. uvArray = geometryGroup.__uvArray,
  936. uv2Array = geometryGroup.__uv2Array,
  937. normalArray = geometryGroup.__normalArray,
  938. tangentArray = geometryGroup.__tangentArray,
  939. colorArray = geometryGroup.__colorArray,
  940. skinIndexArray = geometryGroup.__skinIndexArray,
  941. skinWeightArray = geometryGroup.__skinWeightArray,
  942. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  943. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  944. customAttributes = geometryGroup.__webglCustomAttributesList,
  945. customAttribute,
  946. faceArray = geometryGroup.__faceArray,
  947. lineArray = geometryGroup.__lineArray,
  948. geometry = object.geometry, // this is shared for all chunks
  949. dirtyVertices = geometry.verticesNeedUpdate,
  950. dirtyElements = geometry.elementsNeedUpdate,
  951. dirtyUvs = geometry.uvsNeedUpdate,
  952. dirtyNormals = geometry.normalsNeedUpdate,
  953. dirtyTangents = geometry.tangentsNeedUpdate,
  954. dirtyColors = geometry.colorsNeedUpdate,
  955. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  956. vertices = geometry.vertices,
  957. chunk_faces3 = geometryGroup.faces3,
  958. obj_faces = geometry.faces,
  959. obj_uvs = geometry.faceVertexUvs[ 0 ],
  960. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  961. obj_colors = geometry.colors,
  962. obj_skinIndices = geometry.skinIndices,
  963. obj_skinWeights = geometry.skinWeights,
  964. morphTargets = geometry.morphTargets,
  965. morphNormals = geometry.morphNormals;
  966. if ( dirtyVertices ) {
  967. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  968. face = obj_faces[ chunk_faces3[ f ] ];
  969. v1 = vertices[ face.a ];
  970. v2 = vertices[ face.b ];
  971. v3 = vertices[ face.c ];
  972. vertexArray[ offset ] = v1.x;
  973. vertexArray[ offset + 1 ] = v1.y;
  974. vertexArray[ offset + 2 ] = v1.z;
  975. vertexArray[ offset + 3 ] = v2.x;
  976. vertexArray[ offset + 4 ] = v2.y;
  977. vertexArray[ offset + 5 ] = v2.z;
  978. vertexArray[ offset + 6 ] = v3.x;
  979. vertexArray[ offset + 7 ] = v3.y;
  980. vertexArray[ offset + 8 ] = v3.z;
  981. offset += 9;
  982. }
  983. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  984. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  985. }
  986. if ( dirtyMorphTargets ) {
  987. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  988. offset_morphTarget = 0;
  989. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  990. chf = chunk_faces3[ f ];
  991. face = obj_faces[ chf ];
  992. // morph positions
  993. v1 = morphTargets[ vk ].vertices[ face.a ];
  994. v2 = morphTargets[ vk ].vertices[ face.b ];
  995. v3 = morphTargets[ vk ].vertices[ face.c ];
  996. vka = morphTargetsArrays[ vk ];
  997. vka[ offset_morphTarget ] = v1.x;
  998. vka[ offset_morphTarget + 1 ] = v1.y;
  999. vka[ offset_morphTarget + 2 ] = v1.z;
  1000. vka[ offset_morphTarget + 3 ] = v2.x;
  1001. vka[ offset_morphTarget + 4 ] = v2.y;
  1002. vka[ offset_morphTarget + 5 ] = v2.z;
  1003. vka[ offset_morphTarget + 6 ] = v3.x;
  1004. vka[ offset_morphTarget + 7 ] = v3.y;
  1005. vka[ offset_morphTarget + 8 ] = v3.z;
  1006. // morph normals
  1007. if ( material.morphNormals ) {
  1008. if ( needsSmoothNormals ) {
  1009. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  1010. n1 = faceVertexNormals.a;
  1011. n2 = faceVertexNormals.b;
  1012. n3 = faceVertexNormals.c;
  1013. } else {
  1014. n1 = morphNormals[ vk ].faceNormals[ chf ];
  1015. n2 = n1;
  1016. n3 = n1;
  1017. }
  1018. nka = morphNormalsArrays[ vk ];
  1019. nka[ offset_morphTarget ] = n1.x;
  1020. nka[ offset_morphTarget + 1 ] = n1.y;
  1021. nka[ offset_morphTarget + 2 ] = n1.z;
  1022. nka[ offset_morphTarget + 3 ] = n2.x;
  1023. nka[ offset_morphTarget + 4 ] = n2.y;
  1024. nka[ offset_morphTarget + 5 ] = n2.z;
  1025. nka[ offset_morphTarget + 6 ] = n3.x;
  1026. nka[ offset_morphTarget + 7 ] = n3.y;
  1027. nka[ offset_morphTarget + 8 ] = n3.z;
  1028. }
  1029. //
  1030. offset_morphTarget += 9;
  1031. }
  1032. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1033. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1034. if ( material.morphNormals ) {
  1035. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  1036. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  1037. }
  1038. }
  1039. }
  1040. if ( obj_skinWeights.length ) {
  1041. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1042. face = obj_faces[ chunk_faces3[ f ] ];
  1043. // weights
  1044. sw1 = obj_skinWeights[ face.a ];
  1045. sw2 = obj_skinWeights[ face.b ];
  1046. sw3 = obj_skinWeights[ face.c ];
  1047. skinWeightArray[ offset_skin ] = sw1.x;
  1048. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1049. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1050. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1051. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1052. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1053. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1054. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1055. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1056. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1057. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1058. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1059. // indices
  1060. si1 = obj_skinIndices[ face.a ];
  1061. si2 = obj_skinIndices[ face.b ];
  1062. si3 = obj_skinIndices[ face.c ];
  1063. skinIndexArray[ offset_skin ] = si1.x;
  1064. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1065. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1066. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1067. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1068. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1069. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1070. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1071. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1072. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1073. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1074. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1075. offset_skin += 12;
  1076. }
  1077. if ( offset_skin > 0 ) {
  1078. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1079. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1080. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1081. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1082. }
  1083. }
  1084. if ( dirtyColors && vertexColorType ) {
  1085. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1086. face = obj_faces[ chunk_faces3[ f ] ];
  1087. vertexColors = face.vertexColors;
  1088. faceColor = face.color;
  1089. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  1090. c1 = vertexColors[ 0 ];
  1091. c2 = vertexColors[ 1 ];
  1092. c3 = vertexColors[ 2 ];
  1093. } else {
  1094. c1 = faceColor;
  1095. c2 = faceColor;
  1096. c3 = faceColor;
  1097. }
  1098. colorArray[ offset_color ] = c1.r;
  1099. colorArray[ offset_color + 1 ] = c1.g;
  1100. colorArray[ offset_color + 2 ] = c1.b;
  1101. colorArray[ offset_color + 3 ] = c2.r;
  1102. colorArray[ offset_color + 4 ] = c2.g;
  1103. colorArray[ offset_color + 5 ] = c2.b;
  1104. colorArray[ offset_color + 6 ] = c3.r;
  1105. colorArray[ offset_color + 7 ] = c3.g;
  1106. colorArray[ offset_color + 8 ] = c3.b;
  1107. offset_color += 9;
  1108. }
  1109. if ( offset_color > 0 ) {
  1110. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1111. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1112. }
  1113. }
  1114. if ( dirtyTangents && geometry.hasTangents ) {
  1115. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1116. face = obj_faces[ chunk_faces3[ f ] ];
  1117. vertexTangents = face.vertexTangents;
  1118. t1 = vertexTangents[ 0 ];
  1119. t2 = vertexTangents[ 1 ];
  1120. t3 = vertexTangents[ 2 ];
  1121. tangentArray[ offset_tangent ] = t1.x;
  1122. tangentArray[ offset_tangent + 1 ] = t1.y;
  1123. tangentArray[ offset_tangent + 2 ] = t1.z;
  1124. tangentArray[ offset_tangent + 3 ] = t1.w;
  1125. tangentArray[ offset_tangent + 4 ] = t2.x;
  1126. tangentArray[ offset_tangent + 5 ] = t2.y;
  1127. tangentArray[ offset_tangent + 6 ] = t2.z;
  1128. tangentArray[ offset_tangent + 7 ] = t2.w;
  1129. tangentArray[ offset_tangent + 8 ] = t3.x;
  1130. tangentArray[ offset_tangent + 9 ] = t3.y;
  1131. tangentArray[ offset_tangent + 10 ] = t3.z;
  1132. tangentArray[ offset_tangent + 11 ] = t3.w;
  1133. offset_tangent += 12;
  1134. }
  1135. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1136. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1137. }
  1138. if ( dirtyNormals && normalType ) {
  1139. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1140. face = obj_faces[ chunk_faces3[ f ] ];
  1141. vertexNormals = face.vertexNormals;
  1142. faceNormal = face.normal;
  1143. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1144. for ( i = 0; i < 3; i ++ ) {
  1145. vn = vertexNormals[ i ];
  1146. normalArray[ offset_normal ] = vn.x;
  1147. normalArray[ offset_normal + 1 ] = vn.y;
  1148. normalArray[ offset_normal + 2 ] = vn.z;
  1149. offset_normal += 3;
  1150. }
  1151. } else {
  1152. for ( i = 0; i < 3; i ++ ) {
  1153. normalArray[ offset_normal ] = faceNormal.x;
  1154. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1155. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1156. offset_normal += 3;
  1157. }
  1158. }
  1159. }
  1160. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1161. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1162. }
  1163. if ( dirtyUvs && obj_uvs && uvType ) {
  1164. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1165. fi = chunk_faces3[ f ];
  1166. uv = obj_uvs[ fi ];
  1167. if ( uv === undefined ) continue;
  1168. for ( i = 0; i < 3; i ++ ) {
  1169. uvi = uv[ i ];
  1170. uvArray[ offset_uv ] = uvi.x;
  1171. uvArray[ offset_uv + 1 ] = uvi.y;
  1172. offset_uv += 2;
  1173. }
  1174. }
  1175. if ( offset_uv > 0 ) {
  1176. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1177. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1178. }
  1179. }
  1180. if ( dirtyUvs && obj_uvs2 && uvType ) {
  1181. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1182. fi = chunk_faces3[ f ];
  1183. uv2 = obj_uvs2[ fi ];
  1184. if ( uv2 === undefined ) continue;
  1185. for ( i = 0; i < 3; i ++ ) {
  1186. uv2i = uv2[ i ];
  1187. uv2Array[ offset_uv2 ] = uv2i.x;
  1188. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  1189. offset_uv2 += 2;
  1190. }
  1191. }
  1192. if ( offset_uv2 > 0 ) {
  1193. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1194. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1195. }
  1196. }
  1197. if ( dirtyElements ) {
  1198. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1199. faceArray[ offset_face ] = vertexIndex;
  1200. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1201. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1202. offset_face += 3;
  1203. lineArray[ offset_line ] = vertexIndex;
  1204. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1205. lineArray[ offset_line + 2 ] = vertexIndex;
  1206. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1207. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1208. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1209. offset_line += 6;
  1210. vertexIndex += 3;
  1211. }
  1212. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1213. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1214. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1215. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1216. }
  1217. if ( customAttributes ) {
  1218. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1219. customAttribute = customAttributes[ i ];
  1220. if ( ! customAttribute.__original.needsUpdate ) continue;
  1221. offset_custom = 0;
  1222. offset_customSrc = 0;
  1223. if ( customAttribute.size === 1 ) {
  1224. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1225. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1226. face = obj_faces[ chunk_faces3[ f ] ];
  1227. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1228. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1229. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1230. offset_custom += 3;
  1231. }
  1232. } else if ( customAttribute.boundTo === "faces" ) {
  1233. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1234. value = customAttribute.value[ chunk_faces3[ f ] ];
  1235. customAttribute.array[ offset_custom ] = value;
  1236. customAttribute.array[ offset_custom + 1 ] = value;
  1237. customAttribute.array[ offset_custom + 2 ] = value;
  1238. offset_custom += 3;
  1239. }
  1240. }
  1241. } else if ( customAttribute.size === 2 ) {
  1242. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1243. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1244. face = obj_faces[ chunk_faces3[ f ] ];
  1245. v1 = customAttribute.value[ face.a ];
  1246. v2 = customAttribute.value[ face.b ];
  1247. v3 = customAttribute.value[ face.c ];
  1248. customAttribute.array[ offset_custom ] = v1.x;
  1249. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1250. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1251. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1252. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1253. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1254. offset_custom += 6;
  1255. }
  1256. } else if ( customAttribute.boundTo === "faces" ) {
  1257. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1258. value = customAttribute.value[ chunk_faces3[ f ] ];
  1259. v1 = value;
  1260. v2 = value;
  1261. v3 = value;
  1262. customAttribute.array[ offset_custom ] = v1.x;
  1263. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1264. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1265. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1266. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1267. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1268. offset_custom += 6;
  1269. }
  1270. }
  1271. } else if ( customAttribute.size === 3 ) {
  1272. var pp;
  1273. if ( customAttribute.type === "c" ) {
  1274. pp = [ "r", "g", "b" ];
  1275. } else {
  1276. pp = [ "x", "y", "z" ];
  1277. }
  1278. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1279. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1280. face = obj_faces[ chunk_faces3[ f ] ];
  1281. v1 = customAttribute.value[ face.a ];
  1282. v2 = customAttribute.value[ face.b ];
  1283. v3 = customAttribute.value[ face.c ];
  1284. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1285. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1286. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1287. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1288. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1289. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1290. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1291. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1292. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1293. offset_custom += 9;
  1294. }
  1295. } else if ( customAttribute.boundTo === "faces" ) {
  1296. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1297. value = customAttribute.value[ chunk_faces3[ f ] ];
  1298. v1 = value;
  1299. v2 = value;
  1300. v3 = value;
  1301. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1302. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1303. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1304. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1305. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1306. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1307. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1308. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1309. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1310. offset_custom += 9;
  1311. }
  1312. } else if ( customAttribute.boundTo === "faceVertices" ) {
  1313. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1314. value = customAttribute.value[ chunk_faces3[ f ] ];
  1315. v1 = value[ 0 ];
  1316. v2 = value[ 1 ];
  1317. v3 = value[ 2 ];
  1318. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1319. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1320. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1321. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1322. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1323. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1324. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1325. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1326. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1327. offset_custom += 9;
  1328. }
  1329. }
  1330. } else if ( customAttribute.size === 4 ) {
  1331. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1332. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1333. face = obj_faces[ chunk_faces3[ f ] ];
  1334. v1 = customAttribute.value[ face.a ];
  1335. v2 = customAttribute.value[ face.b ];
  1336. v3 = customAttribute.value[ face.c ];
  1337. customAttribute.array[ offset_custom ] = v1.x;
  1338. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1339. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1340. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1341. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1342. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1343. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1344. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1345. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1346. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1347. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1348. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1349. offset_custom += 12;
  1350. }
  1351. } else if ( customAttribute.boundTo === "faces" ) {
  1352. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1353. value = customAttribute.value[ chunk_faces3[ f ] ];
  1354. v1 = value;
  1355. v2 = value;
  1356. v3 = value;
  1357. customAttribute.array[ offset_custom ] = v1.x;
  1358. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1359. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1360. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1361. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1362. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1363. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1364. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1365. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1366. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1367. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1368. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1369. offset_custom += 12;
  1370. }
  1371. } else if ( customAttribute.boundTo === "faceVertices" ) {
  1372. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1373. value = customAttribute.value[ chunk_faces3[ f ] ];
  1374. v1 = value[ 0 ];
  1375. v2 = value[ 1 ];
  1376. v3 = value[ 2 ];
  1377. customAttribute.array[ offset_custom ] = v1.x;
  1378. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1379. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1380. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1381. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1382. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1383. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1384. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1385. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1386. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1387. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1388. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1389. offset_custom += 12;
  1390. }
  1391. }
  1392. }
  1393. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1394. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1395. }
  1396. }
  1397. if ( dispose ) {
  1398. delete geometryGroup.__inittedArrays;
  1399. delete geometryGroup.__colorArray;
  1400. delete geometryGroup.__normalArray;
  1401. delete geometryGroup.__tangentArray;
  1402. delete geometryGroup.__uvArray;
  1403. delete geometryGroup.__uv2Array;
  1404. delete geometryGroup.__faceArray;
  1405. delete geometryGroup.__vertexArray;
  1406. delete geometryGroup.__lineArray;
  1407. delete geometryGroup.__skinIndexArray;
  1408. delete geometryGroup.__skinWeightArray;
  1409. }
  1410. };
  1411. // used by renderBufferDirect for THREE.Line
  1412. function setupLinesVertexAttributes( material, programAttributes, geometryAttributes, startIndex ) {
  1413. var attributeItem, attributeName, attributePointer, attributeSize;
  1414. for ( attributeName in programAttributes ) {
  1415. attributePointer = programAttributes[ attributeName ];
  1416. attributeItem = geometryAttributes[ attributeName ];
  1417. if ( attributePointer >= 0 ) {
  1418. if ( attributeItem ) {
  1419. attributeSize = attributeItem.itemSize;
  1420. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  1421. enableAttribute( attributePointer );
  1422. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
  1423. } else if ( material.defaultAttributeValues ) {
  1424. if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
  1425. _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1426. } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
  1427. _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1428. }
  1429. }
  1430. }
  1431. }
  1432. }
  1433. function setDirectBuffers ( geometry, hint, dispose ) {
  1434. var attributes = geometry.attributes;
  1435. var attributeName, attributeItem;
  1436. for ( attributeName in attributes ) {
  1437. attributeItem = attributes[ attributeName ];
  1438. if ( attributeItem.needsUpdate ) {
  1439. if ( attributeName === 'index' ) {
  1440. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
  1441. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
  1442. } else {
  1443. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  1444. _gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
  1445. }
  1446. attributeItem.needsUpdate = false;
  1447. }
  1448. if ( dispose && ! attributeItem.dynamic ) {
  1449. attributeItem.array = null;
  1450. }
  1451. }
  1452. };
  1453. // Buffer rendering
  1454. this.renderBufferImmediate = function ( object, program, material ) {
  1455. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1456. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1457. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  1458. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  1459. if ( object.hasPositions ) {
  1460. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1461. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1462. _gl.enableVertexAttribArray( program.attributes.position );
  1463. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1464. }
  1465. if ( object.hasNormals ) {
  1466. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1467. if ( material.shading === THREE.FlatShading ) {
  1468. var nx, ny, nz,
  1469. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1470. normalArray,
  1471. i, il = object.count * 3;
  1472. for( i = 0; i < il; i += 9 ) {
  1473. normalArray = object.normalArray;
  1474. nax = normalArray[ i ];
  1475. nay = normalArray[ i + 1 ];
  1476. naz = normalArray[ i + 2 ];
  1477. nbx = normalArray[ i + 3 ];
  1478. nby = normalArray[ i + 4 ];
  1479. nbz = normalArray[ i + 5 ];
  1480. ncx = normalArray[ i + 6 ];
  1481. ncy = normalArray[ i + 7 ];
  1482. ncz = normalArray[ i + 8 ];
  1483. nx = ( nax + nbx + ncx ) / 3;
  1484. ny = ( nay + nby + ncy ) / 3;
  1485. nz = ( naz + nbz + ncz ) / 3;
  1486. normalArray[ i ] = nx;
  1487. normalArray[ i + 1 ] = ny;
  1488. normalArray[ i + 2 ] = nz;
  1489. normalArray[ i + 3 ] = nx;
  1490. normalArray[ i + 4 ] = ny;
  1491. normalArray[ i + 5 ] = nz;
  1492. normalArray[ i + 6 ] = nx;
  1493. normalArray[ i + 7 ] = ny;
  1494. normalArray[ i + 8 ] = nz;
  1495. }
  1496. }
  1497. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1498. _gl.enableVertexAttribArray( program.attributes.normal );
  1499. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1500. }
  1501. if ( object.hasUvs && material.map ) {
  1502. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  1503. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  1504. _gl.enableVertexAttribArray( program.attributes.uv );
  1505. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1506. }
  1507. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  1508. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  1509. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  1510. _gl.enableVertexAttribArray( program.attributes.color );
  1511. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1512. }
  1513. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1514. object.count = 0;
  1515. };
  1516. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  1517. if ( material.visible === false ) return;
  1518. var linewidth, a, attribute;
  1519. var attributeItem, attributeName, attributePointer, attributeSize;
  1520. var program = setProgram( camera, lights, fog, material, object );
  1521. var programAttributes = program.attributes;
  1522. var geometryAttributes = geometry.attributes;
  1523. var updateBuffers = false,
  1524. wireframeBit = material.wireframe ? 1 : 0,
  1525. geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1526. if ( geometryHash !== _currentGeometryGroupHash ) {
  1527. _currentGeometryGroupHash = geometryHash;
  1528. updateBuffers = true;
  1529. }
  1530. if ( updateBuffers ) {
  1531. disableAttributes();
  1532. }
  1533. // render mesh
  1534. if ( object instanceof THREE.Mesh ) {
  1535. var index = geometryAttributes[ "index" ];
  1536. // indexed triangles
  1537. if ( index ) {
  1538. var offsets = geometry.offsets;
  1539. // if there is more than 1 chunk
  1540. // must set attribute pointers to use new offsets for each chunk
  1541. // even if geometry and materials didn't change
  1542. if ( offsets.length > 1 ) updateBuffers = true;
  1543. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1544. var startIndex = offsets[ i ].index;
  1545. if ( updateBuffers ) {
  1546. for ( attributeName in programAttributes ) {
  1547. attributePointer = programAttributes[ attributeName ];
  1548. attributeItem = geometryAttributes[ attributeName ];
  1549. if ( attributePointer >= 0 ) {
  1550. if ( attributeItem ) {
  1551. attributeSize = attributeItem.itemSize;
  1552. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  1553. enableAttribute( attributePointer );
  1554. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
  1555. } else if ( material.defaultAttributeValues ) {
  1556. if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
  1557. _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1558. } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
  1559. _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1560. }
  1561. }
  1562. }
  1563. }
  1564. // indices
  1565. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1566. }
  1567. // render indexed triangles
  1568. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16
  1569. _this.info.render.calls ++;
  1570. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1571. _this.info.render.faces += offsets[ i ].count / 3;
  1572. }
  1573. // non-indexed triangles
  1574. } else {
  1575. if ( updateBuffers ) {
  1576. for ( attributeName in programAttributes ) {
  1577. if ( attributeName === 'index') continue;
  1578. attributePointer = programAttributes[ attributeName ];
  1579. attributeItem = geometryAttributes[ attributeName ];
  1580. if ( attributePointer >= 0 ) {
  1581. if ( attributeItem ) {
  1582. attributeSize = attributeItem.itemSize;
  1583. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  1584. enableAttribute( attributePointer );
  1585. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
  1586. } else if ( material.defaultAttributeValues && material.defaultAttributeValues[ attributeName ] ) {
  1587. if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
  1588. _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1589. } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
  1590. _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1591. }
  1592. }
  1593. }
  1594. }
  1595. }
  1596. var position = geometry.attributes[ "position" ];
  1597. // render non-indexed triangles
  1598. _gl.drawArrays( _gl.TRIANGLES, 0, position.numItems / 3 );
  1599. _this.info.render.calls ++;
  1600. _this.info.render.vertices += position.numItems / 3;
  1601. _this.info.render.faces += position.numItems / 3 / 3;
  1602. }
  1603. // render particles
  1604. } else if ( object instanceof THREE.ParticleSystem ) {
  1605. if ( updateBuffers ) {
  1606. for ( attributeName in programAttributes ) {
  1607. attributePointer = programAttributes[ attributeName ];
  1608. attributeItem = geometryAttributes[ attributeName ];
  1609. if ( attributePointer >= 0 ) {
  1610. if ( attributeItem ) {
  1611. attributeSize = attributeItem.itemSize;
  1612. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  1613. enableAttribute( attributePointer );
  1614. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
  1615. } else if ( material.defaultAttributeValues && material.defaultAttributeValues[ attributeName ] ) {
  1616. if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
  1617. _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1618. } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
  1619. _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1620. }
  1621. }
  1622. }
  1623. }
  1624. }
  1625. var position = geometryAttributes[ "position" ];
  1626. // render particles
  1627. _gl.drawArrays( _gl.POINTS, 0, position.numItems / 3 );
  1628. _this.info.render.calls ++;
  1629. _this.info.render.points += position.numItems / 3;
  1630. } else if ( object instanceof THREE.Line ) {
  1631. var primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1632. setLineWidth( material.linewidth );
  1633. var index = geometryAttributes[ "index" ];
  1634. // indexed lines
  1635. if ( index ) {
  1636. var offsets = geometry.offsets;
  1637. // if there is more than 1 chunk
  1638. // must set attribute pointers to use new offsets for each chunk
  1639. // even if geometry and materials didn't change
  1640. if ( offsets.length > 1 ) updateBuffers = true;
  1641. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1642. var startIndex = offsets[ i ].index;
  1643. if ( updateBuffers ) {
  1644. setupLinesVertexAttributes(material, programAttributes, geometryAttributes, startIndex);
  1645. // indices
  1646. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1647. }
  1648. // render indexed lines
  1649. _gl.drawElements( _gl.LINES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16Array
  1650. _this.info.render.calls ++;
  1651. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1652. }
  1653. }
  1654. // non-indexed lines
  1655. else {
  1656. if ( updateBuffers ) {
  1657. setupLinesVertexAttributes(material, programAttributes, geometryAttributes, 0);
  1658. }
  1659. var position = geometryAttributes[ "position" ];
  1660. _gl.drawArrays( primitives, 0, position.numItems / 3 );
  1661. _this.info.render.calls ++;
  1662. _this.info.render.points += position.numItems;
  1663. }
  1664. }
  1665. };
  1666. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1667. if ( material.visible === false ) return;
  1668. var linewidth, a, attribute, i, il;
  1669. var program = setProgram( camera, lights, fog, material, object );
  1670. var attributes = program.attributes;
  1671. var updateBuffers = false,
  1672. wireframeBit = material.wireframe ? 1 : 0,
  1673. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1674. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1675. _currentGeometryGroupHash = geometryGroupHash;
  1676. updateBuffers = true;
  1677. }
  1678. if ( updateBuffers ) {
  1679. disableAttributes();
  1680. }
  1681. // vertices
  1682. if ( !material.morphTargets && attributes.position >= 0 ) {
  1683. if ( updateBuffers ) {
  1684. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1685. enableAttribute( attributes.position );
  1686. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1687. }
  1688. } else {
  1689. if ( object.morphTargetBase ) {
  1690. setupMorphTargets( material, geometryGroup, object );
  1691. }
  1692. }
  1693. if ( updateBuffers ) {
  1694. // custom attributes
  1695. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1696. if ( geometryGroup.__webglCustomAttributesList ) {
  1697. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1698. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1699. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1700. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1701. enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  1702. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1703. }
  1704. }
  1705. }
  1706. // colors
  1707. if ( attributes.color >= 0 ) {
  1708. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  1709. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1710. enableAttribute( attributes.color );
  1711. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1712. } else if ( material.defaultAttributeValues ) {
  1713. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  1714. }
  1715. }
  1716. // normals
  1717. if ( attributes.normal >= 0 ) {
  1718. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1719. enableAttribute( attributes.normal );
  1720. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1721. }
  1722. // tangents
  1723. if ( attributes.tangent >= 0 ) {
  1724. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1725. enableAttribute( attributes.tangent );
  1726. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1727. }
  1728. // uvs
  1729. if ( attributes.uv >= 0 ) {
  1730. if ( object.geometry.faceVertexUvs[0] ) {
  1731. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1732. enableAttribute( attributes.uv );
  1733. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1734. } else if ( material.defaultAttributeValues ) {
  1735. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  1736. }
  1737. }
  1738. if ( attributes.uv2 >= 0 ) {
  1739. if ( object.geometry.faceVertexUvs[1] ) {
  1740. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1741. enableAttribute( attributes.uv2 );
  1742. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1743. } else if ( material.defaultAttributeValues ) {
  1744. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  1745. }
  1746. }
  1747. if ( material.skinning &&
  1748. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1749. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1750. enableAttribute( attributes.skinIndex );
  1751. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1752. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1753. enableAttribute( attributes.skinWeight );
  1754. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1755. }
  1756. // line distances
  1757. if ( attributes.lineDistance >= 0 ) {
  1758. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  1759. enableAttribute( attributes.lineDistance );
  1760. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  1761. }
  1762. }
  1763. // render mesh
  1764. if ( object instanceof THREE.Mesh ) {
  1765. // wireframe
  1766. if ( material.wireframe ) {
  1767. setLineWidth( material.wireframeLinewidth );
  1768. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1769. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1770. // triangles
  1771. } else {
  1772. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1773. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1774. }
  1775. _this.info.render.calls ++;
  1776. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1777. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1778. // render lines
  1779. } else if ( object instanceof THREE.Line ) {
  1780. var primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1781. setLineWidth( material.linewidth );
  1782. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1783. _this.info.render.calls ++;
  1784. // render particles
  1785. } else if ( object instanceof THREE.ParticleSystem ) {
  1786. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1787. _this.info.render.calls ++;
  1788. _this.info.render.points += geometryGroup.__webglParticleCount;
  1789. }
  1790. };
  1791. function enableAttribute( attribute ) {
  1792. if ( ! _enabledAttributes[ attribute ] ) {
  1793. _gl.enableVertexAttribArray( attribute );
  1794. _enabledAttributes[ attribute ] = true;
  1795. }
  1796. };
  1797. function disableAttributes() {
  1798. for ( var attribute in _enabledAttributes ) {
  1799. if ( _enabledAttributes[ attribute ] ) {
  1800. _gl.disableVertexAttribArray( attribute );
  1801. _enabledAttributes[ attribute ] = false;
  1802. }
  1803. }
  1804. };
  1805. function setupMorphTargets ( material, geometryGroup, object ) {
  1806. // set base
  1807. var attributes = material.program.attributes;
  1808. if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {
  1809. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1810. enableAttribute( attributes.position );
  1811. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1812. } else if ( attributes.position >= 0 ) {
  1813. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1814. enableAttribute( attributes.position );
  1815. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1816. }
  1817. if ( object.morphTargetForcedOrder.length ) {
  1818. // set forced order
  1819. var m = 0;
  1820. var order = object.morphTargetForcedOrder;
  1821. var influences = object.morphTargetInfluences;
  1822. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1823. if ( attributes[ "morphTarget" + m ] >= 0 ) {
  1824. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1825. enableAttribute( attributes[ "morphTarget" + m ] );
  1826. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1827. }
  1828. if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
  1829. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  1830. enableAttribute( attributes[ "morphNormal" + m ] );
  1831. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1832. }
  1833. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1834. m ++;
  1835. }
  1836. } else {
  1837. // find the most influencing
  1838. var influence, activeInfluenceIndices = [];
  1839. var influences = object.morphTargetInfluences;
  1840. var i, il = influences.length;
  1841. for ( i = 0; i < il; i ++ ) {
  1842. influence = influences[ i ];
  1843. if ( influence > 0 ) {
  1844. activeInfluenceIndices.push( [ influence, i ] );
  1845. }
  1846. }
  1847. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  1848. activeInfluenceIndices.sort( numericalSort );
  1849. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  1850. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  1851. activeInfluenceIndices.sort( numericalSort );
  1852. } else if ( activeInfluenceIndices.length === 0 ) {
  1853. activeInfluenceIndices.push( [ 0, 0 ] );
  1854. };
  1855. var influenceIndex, m = 0;
  1856. while ( m < material.numSupportedMorphTargets ) {
  1857. if ( activeInfluenceIndices[ m ] ) {
  1858. influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  1859. if ( attributes[ "morphTarget" + m ] >= 0 ) {
  1860. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  1861. enableAttribute( attributes[ "morphTarget" + m ] );
  1862. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1863. }
  1864. if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
  1865. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  1866. enableAttribute( attributes[ "morphNormal" + m ] );
  1867. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1868. }
  1869. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  1870. } else {
  1871. /*
  1872. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1873. if ( material.morphNormals ) {
  1874. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1875. }
  1876. */
  1877. object.__webglMorphTargetInfluences[ m ] = 0;
  1878. }
  1879. m ++;
  1880. }
  1881. }
  1882. // load updated influences uniform
  1883. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  1884. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1885. }
  1886. };
  1887. // Sorting
  1888. function painterSortStable ( a, b ) {
  1889. if ( a.z !== b.z ) {
  1890. return b.z - a.z;
  1891. } else {
  1892. return a.id - b.id;
  1893. }
  1894. };
  1895. function numericalSort ( a, b ) {
  1896. return b[ 0 ] - a[ 0 ];
  1897. };
  1898. // Rendering
  1899. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1900. if ( camera instanceof THREE.Camera === false ) {
  1901. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  1902. return;
  1903. }
  1904. var i, il,
  1905. webglObject, object,
  1906. renderList,
  1907. lights = scene.__lights,
  1908. fog = scene.fog;
  1909. // reset caching for this frame
  1910. _currentMaterialId = -1;
  1911. _lightsNeedUpdate = true;
  1912. // update scene graph
  1913. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  1914. // update camera matrices and frustum
  1915. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  1916. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1917. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  1918. _frustum.setFromMatrix( _projScreenMatrix );
  1919. // update WebGL objects
  1920. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  1921. // custom render plugins (pre pass)
  1922. renderPlugins( this.renderPluginsPre, scene, camera );
  1923. //
  1924. _this.info.render.calls = 0;
  1925. _this.info.render.vertices = 0;
  1926. _this.info.render.faces = 0;
  1927. _this.info.render.points = 0;
  1928. this.setRenderTarget( renderTarget );
  1929. if ( this.autoClear || forceClear ) {
  1930. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1931. }
  1932. // set matrices for regular objects (frustum culled)
  1933. renderList = scene.__webglObjects;
  1934. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1935. webglObject = renderList[ i ];
  1936. object = webglObject.object;
  1937. webglObject.id = i;
  1938. webglObject.render = false;
  1939. if ( object.visible ) {
  1940. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
  1941. setupMatrices( object, camera );
  1942. unrollBufferMaterial( webglObject );
  1943. webglObject.render = true;
  1944. if ( this.sortObjects === true ) {
  1945. if ( object.renderDepth !== null ) {
  1946. webglObject.z = object.renderDepth;
  1947. } else {
  1948. _vector3.setFromMatrixPosition( object.matrixWorld );
  1949. _vector3.applyProjection( _projScreenMatrix );
  1950. webglObject.z = _vector3.z;
  1951. }
  1952. }
  1953. }
  1954. }
  1955. }
  1956. if ( this.sortObjects ) {
  1957. renderList.sort( painterSortStable );
  1958. }
  1959. // set matrices for immediate objects
  1960. renderList = scene.__webglObjectsImmediate;
  1961. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1962. webglObject = renderList[ i ];
  1963. object = webglObject.object;
  1964. if ( object.visible ) {
  1965. setupMatrices( object, camera );
  1966. unrollImmediateBufferMaterial( webglObject );
  1967. }
  1968. }
  1969. if ( scene.overrideMaterial ) {
  1970. var material = scene.overrideMaterial;
  1971. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  1972. this.setDepthTest( material.depthTest );
  1973. this.setDepthWrite( material.depthWrite );
  1974. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  1975. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
  1976. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
  1977. } else {
  1978. var material = null;
  1979. // opaque pass (front-to-back order)
  1980. this.setBlending( THREE.NoBlending );
  1981. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
  1982. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
  1983. // transparent pass (back-to-front order)
  1984. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
  1985. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
  1986. }
  1987. // custom render plugins (post pass)
  1988. renderPlugins( this.renderPluginsPost, scene, camera );
  1989. // Generate mipmap if we're using any kind of mipmap filtering
  1990. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1991. updateRenderTargetMipmap( renderTarget );
  1992. }
  1993. // Ensure depth buffer writing is enabled so it can be cleared on next render
  1994. this.setDepthTest( true );
  1995. this.setDepthWrite( true );
  1996. // _gl.finish();
  1997. };
  1998. function renderPlugins( plugins, scene, camera ) {
  1999. if ( ! plugins.length ) return;
  2000. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  2001. // reset state for plugin (to start from clean slate)
  2002. _currentProgram = null;
  2003. _currentCamera = null;
  2004. _oldBlending = -1;
  2005. _oldDepthTest = -1;
  2006. _oldDepthWrite = -1;
  2007. _oldDoubleSided = -1;
  2008. _oldFlipSided = -1;
  2009. _currentGeometryGroupHash = -1;
  2010. _currentMaterialId = -1;
  2011. _lightsNeedUpdate = true;
  2012. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  2013. // reset state after plugin (anything could have changed)
  2014. _currentProgram = null;
  2015. _currentCamera = null;
  2016. _oldBlending = -1;
  2017. _oldDepthTest = -1;
  2018. _oldDepthWrite = -1;
  2019. _oldDoubleSided = -1;
  2020. _oldFlipSided = -1;
  2021. _currentGeometryGroupHash = -1;
  2022. _currentMaterialId = -1;
  2023. _lightsNeedUpdate = true;
  2024. }
  2025. };
  2026. function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2027. var webglObject, object, buffer, material, start, end, delta;
  2028. if ( reverse ) {
  2029. start = renderList.length - 1;
  2030. end = -1;
  2031. delta = -1;
  2032. } else {
  2033. start = 0;
  2034. end = renderList.length;
  2035. delta = 1;
  2036. }
  2037. for ( var i = start; i !== end; i += delta ) {
  2038. webglObject = renderList[ i ];
  2039. if ( webglObject.render ) {
  2040. object = webglObject.object;
  2041. buffer = webglObject.buffer;
  2042. if ( overrideMaterial ) {
  2043. material = overrideMaterial;
  2044. } else {
  2045. material = webglObject[ materialType ];
  2046. if ( ! material ) continue;
  2047. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2048. _this.setDepthTest( material.depthTest );
  2049. _this.setDepthWrite( material.depthWrite );
  2050. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2051. }
  2052. _this.setMaterialFaces( material );
  2053. if ( buffer instanceof THREE.BufferGeometry ) {
  2054. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2055. } else {
  2056. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2057. }
  2058. }
  2059. }
  2060. };
  2061. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2062. var webglObject, object, material, program;
  2063. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  2064. webglObject = renderList[ i ];
  2065. object = webglObject.object;
  2066. if ( object.visible ) {
  2067. if ( overrideMaterial ) {
  2068. material = overrideMaterial;
  2069. } else {
  2070. material = webglObject[ materialType ];
  2071. if ( ! material ) continue;
  2072. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2073. _this.setDepthTest( material.depthTest );
  2074. _this.setDepthWrite( material.depthWrite );
  2075. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2076. }
  2077. _this.renderImmediateObject( camera, lights, fog, material, object );
  2078. }
  2079. }
  2080. };
  2081. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2082. var program = setProgram( camera, lights, fog, material, object );
  2083. _currentGeometryGroupHash = -1;
  2084. _this.setMaterialFaces( material );
  2085. if ( object.immediateRenderCallback ) {
  2086. object.immediateRenderCallback( program, _gl, _frustum );
  2087. } else {
  2088. object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
  2089. }
  2090. };
  2091. function unrollImmediateBufferMaterial ( globject ) {
  2092. var object = globject.object,
  2093. material = object.material;
  2094. if ( material.transparent ) {
  2095. globject.transparent = material;
  2096. globject.opaque = null;
  2097. } else {
  2098. globject.opaque = material;
  2099. globject.transparent = null;
  2100. }
  2101. };
  2102. function unrollBufferMaterial ( globject ) {
  2103. var object = globject.object,
  2104. buffer = globject.buffer,
  2105. material, materialIndex, meshMaterial;
  2106. meshMaterial = object.material;
  2107. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2108. materialIndex = buffer.materialIndex;
  2109. material = meshMaterial.materials[ materialIndex ];
  2110. if ( material.transparent ) {
  2111. globject.transparent = material;
  2112. globject.opaque = null;
  2113. } else {
  2114. globject.opaque = material;
  2115. globject.transparent = null;
  2116. }
  2117. } else {
  2118. material = meshMaterial;
  2119. if ( material ) {
  2120. if ( material.transparent ) {
  2121. globject.transparent = material;
  2122. globject.opaque = null;
  2123. } else {
  2124. globject.opaque = material;
  2125. globject.transparent = null;
  2126. }
  2127. }
  2128. }
  2129. };
  2130. // Geometry splitting
  2131. function sortFacesByMaterial ( geometry, material ) {
  2132. var f, fl, face, materialIndex, vertices,
  2133. groupHash, hash_map = {};
  2134. var numMorphTargets = geometry.morphTargets.length;
  2135. var numMorphNormals = geometry.morphNormals.length;
  2136. var usesFaceMaterial = material instanceof THREE.MeshFaceMaterial;
  2137. geometry.geometryGroups = {};
  2138. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2139. face = geometry.faces[ f ];
  2140. materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  2141. if ( hash_map[ materialIndex ] === undefined ) {
  2142. hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
  2143. }
  2144. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  2145. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2146. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  2147. }
  2148. vertices = 3;
  2149. if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
  2150. hash_map[ materialIndex ].counter += 1;
  2151. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  2152. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2153. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  2154. }
  2155. }
  2156. geometry.geometryGroups[ groupHash ].faces3.push( f );
  2157. geometry.geometryGroups[ groupHash ].vertices += vertices;
  2158. }
  2159. geometry.geometryGroupsList = [];
  2160. for ( var g in geometry.geometryGroups ) {
  2161. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  2162. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  2163. }
  2164. };
  2165. // Objects refresh
  2166. this.initWebGLObjects = function ( scene ) {
  2167. if ( !scene.__webglObjects ) {
  2168. scene.__webglObjects = [];
  2169. scene.__webglObjectsImmediate = [];
  2170. scene.__webglSprites = [];
  2171. scene.__webglFlares = [];
  2172. }
  2173. while ( scene.__objectsAdded.length ) {
  2174. addObject( scene.__objectsAdded[ 0 ], scene );
  2175. scene.__objectsAdded.splice( 0, 1 );
  2176. }
  2177. while ( scene.__objectsRemoved.length ) {
  2178. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2179. scene.__objectsRemoved.splice( 0, 1 );
  2180. }
  2181. // update must be called after objects adding / removal
  2182. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2183. var object = scene.__webglObjects[ o ].object;
  2184. // TODO: Remove this hack (WebGLRenderer refactoring)
  2185. if ( object.__webglInit === undefined ) {
  2186. if ( object.__webglActive !== undefined ) {
  2187. removeObject( object, scene );
  2188. }
  2189. addObject( object, scene );
  2190. }
  2191. updateObject( object );
  2192. }
  2193. };
  2194. // Objects adding
  2195. function addObject( object, scene ) {
  2196. var g, geometry, material, geometryGroup;
  2197. if ( object.__webglInit === undefined ) {
  2198. object.__webglInit = true;
  2199. object._modelViewMatrix = new THREE.Matrix4();
  2200. object._normalMatrix = new THREE.Matrix3();
  2201. if ( object.geometry !== undefined && object.geometry.__webglInit === undefined ) {
  2202. object.geometry.__webglInit = true;
  2203. object.geometry.addEventListener( 'dispose', onGeometryDispose );
  2204. }
  2205. geometry = object.geometry;
  2206. if ( geometry === undefined ) {
  2207. // fail silently for now
  2208. } else if ( geometry instanceof THREE.BufferGeometry ) {
  2209. initDirectBuffers( geometry );
  2210. } else if ( object instanceof THREE.Mesh ) {
  2211. material = object.material;
  2212. if ( geometry.geometryGroups === undefined ) {
  2213. sortFacesByMaterial( geometry, material );
  2214. }
  2215. // create separate VBOs per geometry chunk
  2216. for ( g in geometry.geometryGroups ) {
  2217. geometryGroup = geometry.geometryGroups[ g ];
  2218. // initialise VBO on the first access
  2219. if ( ! geometryGroup.__webglVertexBuffer ) {
  2220. createMeshBuffers( geometryGroup );
  2221. initMeshBuffers( geometryGroup, object );
  2222. geometry.verticesNeedUpdate = true;
  2223. geometry.morphTargetsNeedUpdate = true;
  2224. geometry.elementsNeedUpdate = true;
  2225. geometry.uvsNeedUpdate = true;
  2226. geometry.normalsNeedUpdate = true;
  2227. geometry.tangentsNeedUpdate = true;
  2228. geometry.colorsNeedUpdate = true;
  2229. }
  2230. }
  2231. } else if ( object instanceof THREE.Line ) {
  2232. if ( ! geometry.__webglVertexBuffer ) {
  2233. createLineBuffers( geometry );
  2234. initLineBuffers( geometry, object );
  2235. geometry.verticesNeedUpdate = true;
  2236. geometry.colorsNeedUpdate = true;
  2237. geometry.lineDistancesNeedUpdate = true;
  2238. }
  2239. } else if ( object instanceof THREE.ParticleSystem ) {
  2240. if ( ! geometry.__webglVertexBuffer ) {
  2241. createParticleBuffers( geometry );
  2242. initParticleBuffers( geometry, object );
  2243. geometry.verticesNeedUpdate = true;
  2244. geometry.colorsNeedUpdate = true;
  2245. }
  2246. }
  2247. }
  2248. if ( object.__webglActive === undefined ) {
  2249. if ( object instanceof THREE.Mesh ) {
  2250. geometry = object.geometry;
  2251. if ( geometry instanceof THREE.BufferGeometry ) {
  2252. addBuffer( scene.__webglObjects, geometry, object );
  2253. } else if ( geometry instanceof THREE.Geometry ) {
  2254. for ( g in geometry.geometryGroups ) {
  2255. geometryGroup = geometry.geometryGroups[ g ];
  2256. addBuffer( scene.__webglObjects, geometryGroup, object );
  2257. }
  2258. }
  2259. } else if ( object instanceof THREE.Line ||
  2260. object instanceof THREE.ParticleSystem ) {
  2261. geometry = object.geometry;
  2262. addBuffer( scene.__webglObjects, geometry, object );
  2263. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2264. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2265. } else if ( object instanceof THREE.Sprite ) {
  2266. scene.__webglSprites.push( object );
  2267. } else if ( object instanceof THREE.LensFlare ) {
  2268. scene.__webglFlares.push( object );
  2269. }
  2270. object.__webglActive = true;
  2271. }
  2272. };
  2273. function addBuffer( objlist, buffer, object ) {
  2274. objlist.push(
  2275. {
  2276. id: null,
  2277. buffer: buffer,
  2278. object: object,
  2279. opaque: null,
  2280. transparent: null,
  2281. z: 0
  2282. }
  2283. );
  2284. };
  2285. function addBufferImmediate( objlist, object ) {
  2286. objlist.push(
  2287. {
  2288. id: null,
  2289. object: object,
  2290. opaque: null,
  2291. transparent: null,
  2292. z: 0
  2293. }
  2294. );
  2295. };
  2296. // Objects updates
  2297. function updateObject( object ) {
  2298. var geometry = object.geometry,
  2299. geometryGroup, customAttributesDirty, material;
  2300. if ( geometry instanceof THREE.BufferGeometry ) {
  2301. setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
  2302. } else if ( object instanceof THREE.Mesh ) {
  2303. // check all geometry groups
  2304. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2305. geometryGroup = geometry.geometryGroupsList[ i ];
  2306. material = getBufferMaterial( object, geometryGroup );
  2307. if ( geometry.buffersNeedUpdate ) {
  2308. initMeshBuffers( geometryGroup, object );
  2309. }
  2310. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2311. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  2312. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  2313. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  2314. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
  2315. }
  2316. }
  2317. geometry.verticesNeedUpdate = false;
  2318. geometry.morphTargetsNeedUpdate = false;
  2319. geometry.elementsNeedUpdate = false;
  2320. geometry.uvsNeedUpdate = false;
  2321. geometry.normalsNeedUpdate = false;
  2322. geometry.colorsNeedUpdate = false;
  2323. geometry.tangentsNeedUpdate = false;
  2324. geometry.buffersNeedUpdate = false;
  2325. material.attributes && clearCustomAttributes( material );
  2326. } else if ( object instanceof THREE.Line ) {
  2327. material = getBufferMaterial( object, geometry );
  2328. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2329. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  2330. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2331. }
  2332. geometry.verticesNeedUpdate = false;
  2333. geometry.colorsNeedUpdate = false;
  2334. geometry.lineDistancesNeedUpdate = false;
  2335. material.attributes && clearCustomAttributes( material );
  2336. } else if ( object instanceof THREE.ParticleSystem ) {
  2337. material = getBufferMaterial( object, geometry );
  2338. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2339. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
  2340. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2341. }
  2342. geometry.verticesNeedUpdate = false;
  2343. geometry.colorsNeedUpdate = false;
  2344. material.attributes && clearCustomAttributes( material );
  2345. }
  2346. };
  2347. // Objects updates - custom attributes check
  2348. function areCustomAttributesDirty( material ) {
  2349. for ( var a in material.attributes ) {
  2350. if ( material.attributes[ a ].needsUpdate ) return true;
  2351. }
  2352. return false;
  2353. };
  2354. function clearCustomAttributes( material ) {
  2355. for ( var a in material.attributes ) {
  2356. material.attributes[ a ].needsUpdate = false;
  2357. }
  2358. };
  2359. // Objects removal
  2360. function removeObject( object, scene ) {
  2361. if ( object instanceof THREE.Mesh ||
  2362. object instanceof THREE.ParticleSystem ||
  2363. object instanceof THREE.Line ) {
  2364. removeInstances( scene.__webglObjects, object );
  2365. } else if ( object instanceof THREE.Sprite ) {
  2366. removeInstancesDirect( scene.__webglSprites, object );
  2367. } else if ( object instanceof THREE.LensFlare ) {
  2368. removeInstancesDirect( scene.__webglFlares, object );
  2369. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2370. removeInstances( scene.__webglObjectsImmediate, object );
  2371. }
  2372. delete object.__webglActive;
  2373. };
  2374. function removeInstances( objlist, object ) {
  2375. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2376. if ( objlist[ o ].object === object ) {
  2377. objlist.splice( o, 1 );
  2378. }
  2379. }
  2380. };
  2381. function removeInstancesDirect( objlist, object ) {
  2382. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2383. if ( objlist[ o ] === object ) {
  2384. objlist.splice( o, 1 );
  2385. }
  2386. }
  2387. };
  2388. // Materials
  2389. this.initMaterial = function ( material, lights, fog, object ) {
  2390. material.addEventListener( 'dispose', onMaterialDispose );
  2391. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  2392. if ( material instanceof THREE.MeshDepthMaterial ) {
  2393. shaderID = 'depth';
  2394. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2395. shaderID = 'normal';
  2396. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  2397. shaderID = 'basic';
  2398. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2399. shaderID = 'lambert';
  2400. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2401. shaderID = 'phong';
  2402. } else if ( material instanceof THREE.LineBasicMaterial ) {
  2403. shaderID = 'basic';
  2404. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2405. shaderID = 'dashed';
  2406. } else if ( material instanceof THREE.ParticleSystemMaterial ) {
  2407. shaderID = 'particle_basic';
  2408. }
  2409. if ( shaderID ) {
  2410. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  2411. }
  2412. // heuristics to create shader parameters according to lights in the scene
  2413. // (not to blow over maxLights budget)
  2414. maxLightCount = allocateLights( lights );
  2415. maxShadows = allocateShadows( lights );
  2416. maxBones = allocateBones( object );
  2417. parameters = {
  2418. map: !!material.map,
  2419. envMap: !!material.envMap,
  2420. lightMap: !!material.lightMap,
  2421. bumpMap: !!material.bumpMap,
  2422. normalMap: !!material.normalMap,
  2423. specularMap: !!material.specularMap,
  2424. vertexColors: material.vertexColors,
  2425. fog: fog,
  2426. useFog: material.fog,
  2427. fogExp: fog instanceof THREE.FogExp2,
  2428. sizeAttenuation: material.sizeAttenuation,
  2429. skinning: material.skinning,
  2430. maxBones: maxBones,
  2431. useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
  2432. morphTargets: material.morphTargets,
  2433. morphNormals: material.morphNormals,
  2434. maxMorphTargets: this.maxMorphTargets,
  2435. maxMorphNormals: this.maxMorphNormals,
  2436. maxDirLights: maxLightCount.directional,
  2437. maxPointLights: maxLightCount.point,
  2438. maxSpotLights: maxLightCount.spot,
  2439. maxHemiLights: maxLightCount.hemi,
  2440. maxShadows: maxShadows,
  2441. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  2442. shadowMapType: this.shadowMapType,
  2443. shadowMapDebug: this.shadowMapDebug,
  2444. shadowMapCascade: this.shadowMapCascade,
  2445. alphaTest: material.alphaTest,
  2446. metal: material.metal,
  2447. perPixel: material.perPixel,
  2448. wrapAround: material.wrapAround,
  2449. doubleSided: material.side === THREE.DoubleSide,
  2450. flipSided: material.side === THREE.BackSide
  2451. };
  2452. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters, material.index0AttributeName );
  2453. var attributes = material.program.attributes;
  2454. if ( material.morphTargets ) {
  2455. material.numSupportedMorphTargets = 0;
  2456. var id, base = "morphTarget";
  2457. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  2458. id = base + i;
  2459. if ( attributes[ id ] >= 0 ) {
  2460. material.numSupportedMorphTargets ++;
  2461. }
  2462. }
  2463. }
  2464. if ( material.morphNormals ) {
  2465. material.numSupportedMorphNormals = 0;
  2466. var id, base = "morphNormal";
  2467. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  2468. id = base + i;
  2469. if ( attributes[ id ] >= 0 ) {
  2470. material.numSupportedMorphNormals ++;
  2471. }
  2472. }
  2473. }
  2474. material.uniformsList = [];
  2475. for ( u in material.uniforms ) {
  2476. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  2477. }
  2478. };
  2479. function setMaterialShaders( material, shaders ) {
  2480. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  2481. material.vertexShader = shaders.vertexShader;
  2482. material.fragmentShader = shaders.fragmentShader;
  2483. };
  2484. function setProgram( camera, lights, fog, material, object ) {
  2485. _usedTextureUnits = 0;
  2486. if ( material.needsUpdate ) {
  2487. if ( material.program ) deallocateMaterial( material );
  2488. _this.initMaterial( material, lights, fog, object );
  2489. material.needsUpdate = false;
  2490. }
  2491. if ( material.morphTargets ) {
  2492. if ( ! object.__webglMorphTargetInfluences ) {
  2493. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2494. }
  2495. }
  2496. var refreshMaterial = false;
  2497. var program = material.program,
  2498. p_uniforms = program.uniforms,
  2499. m_uniforms = material.uniforms;
  2500. if ( program !== _currentProgram ) {
  2501. _gl.useProgram( program );
  2502. _currentProgram = program;
  2503. refreshMaterial = true;
  2504. }
  2505. if ( material.id !== _currentMaterialId ) {
  2506. _currentMaterialId = material.id;
  2507. refreshMaterial = true;
  2508. }
  2509. if ( refreshMaterial || camera !== _currentCamera ) {
  2510. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  2511. if ( camera !== _currentCamera ) _currentCamera = camera;
  2512. }
  2513. // skinning uniforms must be set even if material didn't change
  2514. // auto-setting of texture unit for bone texture must go before other textures
  2515. // not sure why, but otherwise weird things happen
  2516. if ( material.skinning ) {
  2517. if ( _supportsBoneTextures && object.useVertexTexture ) {
  2518. if ( p_uniforms.boneTexture !== null ) {
  2519. var textureUnit = getTextureUnit();
  2520. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  2521. _this.setTexture( object.boneTexture, textureUnit );
  2522. }
  2523. if ( p_uniforms.boneTextureWidth !== null ) {
  2524. _gl.uniform1i( p_uniforms.boneTextureWidth, object.boneTextureWidth );
  2525. }
  2526. if ( p_uniforms.boneTextureHeight !== null ) {
  2527. _gl.uniform1i( p_uniforms.boneTextureHeight, object.boneTextureHeight );
  2528. }
  2529. } else {
  2530. if ( p_uniforms.boneGlobalMatrices !== null ) {
  2531. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2532. }
  2533. }
  2534. }
  2535. if ( refreshMaterial ) {
  2536. // refresh uniforms common to several materials
  2537. if ( fog && material.fog ) {
  2538. refreshUniformsFog( m_uniforms, fog );
  2539. }
  2540. if ( material instanceof THREE.MeshPhongMaterial ||
  2541. material instanceof THREE.MeshLambertMaterial ||
  2542. material.lights ) {
  2543. if ( _lightsNeedUpdate ) {
  2544. setupLights( program, lights );
  2545. _lightsNeedUpdate = false;
  2546. }
  2547. refreshUniformsLights( m_uniforms, _lights );
  2548. }
  2549. if ( material instanceof THREE.MeshBasicMaterial ||
  2550. material instanceof THREE.MeshLambertMaterial ||
  2551. material instanceof THREE.MeshPhongMaterial ) {
  2552. refreshUniformsCommon( m_uniforms, material );
  2553. }
  2554. // refresh single material specific uniforms
  2555. if ( material instanceof THREE.LineBasicMaterial ) {
  2556. refreshUniformsLine( m_uniforms, material );
  2557. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2558. refreshUniformsLine( m_uniforms, material );
  2559. refreshUniformsDash( m_uniforms, material );
  2560. } else if ( material instanceof THREE.ParticleSystemMaterial ) {
  2561. refreshUniformsParticle( m_uniforms, material );
  2562. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2563. refreshUniformsPhong( m_uniforms, material );
  2564. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2565. refreshUniformsLambert( m_uniforms, material );
  2566. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2567. m_uniforms.mNear.value = camera.near;
  2568. m_uniforms.mFar.value = camera.far;
  2569. m_uniforms.opacity.value = material.opacity;
  2570. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2571. m_uniforms.opacity.value = material.opacity;
  2572. }
  2573. if ( object.receiveShadow && ! material._shadowPass ) {
  2574. refreshUniformsShadow( m_uniforms, lights );
  2575. }
  2576. // load common uniforms
  2577. loadUniformsGeneric( program, material.uniformsList );
  2578. // load material specific uniforms
  2579. // (shader material also gets them for the sake of genericity)
  2580. if ( material instanceof THREE.ShaderMaterial ||
  2581. material instanceof THREE.MeshPhongMaterial ||
  2582. material.envMap ) {
  2583. if ( p_uniforms.cameraPosition !== null ) {
  2584. _vector3.setFromMatrixPosition( camera.matrixWorld );
  2585. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  2586. }
  2587. }
  2588. if ( material instanceof THREE.MeshPhongMaterial ||
  2589. material instanceof THREE.MeshLambertMaterial ||
  2590. material instanceof THREE.ShaderMaterial ||
  2591. material.skinning ) {
  2592. if ( p_uniforms.viewMatrix !== null ) {
  2593. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  2594. }
  2595. }
  2596. }
  2597. loadUniformsMatrices( p_uniforms, object );
  2598. if ( p_uniforms.modelMatrix !== null ) {
  2599. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  2600. }
  2601. return program;
  2602. };
  2603. // Uniforms (refresh uniforms objects)
  2604. function refreshUniformsCommon ( uniforms, material ) {
  2605. uniforms.opacity.value = material.opacity;
  2606. if ( _this.gammaInput ) {
  2607. uniforms.diffuse.value.copyGammaToLinear( material.color );
  2608. } else {
  2609. uniforms.diffuse.value = material.color;
  2610. }
  2611. uniforms.map.value = material.map;
  2612. uniforms.lightMap.value = material.lightMap;
  2613. uniforms.specularMap.value = material.specularMap;
  2614. if ( material.bumpMap ) {
  2615. uniforms.bumpMap.value = material.bumpMap;
  2616. uniforms.bumpScale.value = material.bumpScale;
  2617. }
  2618. if ( material.normalMap ) {
  2619. uniforms.normalMap.value = material.normalMap;
  2620. uniforms.normalScale.value.copy( material.normalScale );
  2621. }
  2622. // uv repeat and offset setting priorities
  2623. // 1. color map
  2624. // 2. specular map
  2625. // 3. normal map
  2626. // 4. bump map
  2627. var uvScaleMap;
  2628. if ( material.map ) {
  2629. uvScaleMap = material.map;
  2630. } else if ( material.specularMap ) {
  2631. uvScaleMap = material.specularMap;
  2632. } else if ( material.normalMap ) {
  2633. uvScaleMap = material.normalMap;
  2634. } else if ( material.bumpMap ) {
  2635. uvScaleMap = material.bumpMap;
  2636. }
  2637. if ( uvScaleMap !== undefined ) {
  2638. var offset = uvScaleMap.offset;
  2639. var repeat = uvScaleMap.repeat;
  2640. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  2641. }
  2642. uniforms.envMap.value = material.envMap;
  2643. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  2644. if ( _this.gammaInput ) {
  2645. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  2646. uniforms.reflectivity.value = material.reflectivity;
  2647. } else {
  2648. uniforms.reflectivity.value = material.reflectivity;
  2649. }
  2650. uniforms.refractionRatio.value = material.refractionRatio;
  2651. uniforms.combine.value = material.combine;
  2652. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  2653. };
  2654. function refreshUniformsLine ( uniforms, material ) {
  2655. uniforms.diffuse.value = material.color;
  2656. uniforms.opacity.value = material.opacity;
  2657. };
  2658. function refreshUniformsDash ( uniforms, material ) {
  2659. uniforms.dashSize.value = material.dashSize;
  2660. uniforms.totalSize.value = material.dashSize + material.gapSize;
  2661. uniforms.scale.value = material.scale;
  2662. };
  2663. function refreshUniformsParticle ( uniforms, material ) {
  2664. uniforms.psColor.value = material.color;
  2665. uniforms.opacity.value = material.opacity;
  2666. uniforms.size.value = material.size;
  2667. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2668. uniforms.map.value = material.map;
  2669. };
  2670. function refreshUniformsFog ( uniforms, fog ) {
  2671. uniforms.fogColor.value = fog.color;
  2672. if ( fog instanceof THREE.Fog ) {
  2673. uniforms.fogNear.value = fog.near;
  2674. uniforms.fogFar.value = fog.far;
  2675. } else if ( fog instanceof THREE.FogExp2 ) {
  2676. uniforms.fogDensity.value = fog.density;
  2677. }
  2678. };
  2679. function refreshUniformsPhong ( uniforms, material ) {
  2680. uniforms.shininess.value = material.shininess;
  2681. if ( _this.gammaInput ) {
  2682. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2683. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2684. uniforms.specular.value.copyGammaToLinear( material.specular );
  2685. } else {
  2686. uniforms.ambient.value = material.ambient;
  2687. uniforms.emissive.value = material.emissive;
  2688. uniforms.specular.value = material.specular;
  2689. }
  2690. if ( material.wrapAround ) {
  2691. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2692. }
  2693. };
  2694. function refreshUniformsLambert ( uniforms, material ) {
  2695. if ( _this.gammaInput ) {
  2696. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2697. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2698. } else {
  2699. uniforms.ambient.value = material.ambient;
  2700. uniforms.emissive.value = material.emissive;
  2701. }
  2702. if ( material.wrapAround ) {
  2703. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2704. }
  2705. };
  2706. function refreshUniformsLights ( uniforms, lights ) {
  2707. uniforms.ambientLightColor.value = lights.ambient;
  2708. uniforms.directionalLightColor.value = lights.directional.colors;
  2709. uniforms.directionalLightDirection.value = lights.directional.positions;
  2710. uniforms.pointLightColor.value = lights.point.colors;
  2711. uniforms.pointLightPosition.value = lights.point.positions;
  2712. uniforms.pointLightDistance.value = lights.point.distances;
  2713. uniforms.spotLightColor.value = lights.spot.colors;
  2714. uniforms.spotLightPosition.value = lights.spot.positions;
  2715. uniforms.spotLightDistance.value = lights.spot.distances;
  2716. uniforms.spotLightDirection.value = lights.spot.directions;
  2717. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  2718. uniforms.spotLightExponent.value = lights.spot.exponents;
  2719. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  2720. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  2721. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  2722. };
  2723. function refreshUniformsShadow ( uniforms, lights ) {
  2724. if ( uniforms.shadowMatrix ) {
  2725. var j = 0;
  2726. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2727. var light = lights[ i ];
  2728. if ( ! light.castShadow ) continue;
  2729. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  2730. uniforms.shadowMap.value[ j ] = light.shadowMap;
  2731. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2732. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2733. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2734. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2735. j ++;
  2736. }
  2737. }
  2738. }
  2739. };
  2740. // Uniforms (load to GPU)
  2741. function loadUniformsMatrices ( uniforms, object ) {
  2742. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  2743. if ( uniforms.normalMatrix ) {
  2744. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  2745. }
  2746. };
  2747. function getTextureUnit() {
  2748. var textureUnit = _usedTextureUnits;
  2749. if ( textureUnit >= _maxTextures ) {
  2750. console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );
  2751. }
  2752. _usedTextureUnits += 1;
  2753. return textureUnit;
  2754. };
  2755. function loadUniformsGeneric ( program, uniforms ) {
  2756. var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
  2757. for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2758. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  2759. if ( !location ) continue;
  2760. uniform = uniforms[ j ][ 0 ];
  2761. type = uniform.type;
  2762. value = uniform.value;
  2763. if ( type === "i" ) { // single integer
  2764. _gl.uniform1i( location, value );
  2765. } else if ( type === "f" ) { // single float
  2766. _gl.uniform1f( location, value );
  2767. } else if ( type === "v2" ) { // single THREE.Vector2
  2768. _gl.uniform2f( location, value.x, value.y );
  2769. } else if ( type === "v3" ) { // single THREE.Vector3
  2770. _gl.uniform3f( location, value.x, value.y, value.z );
  2771. } else if ( type === "v4" ) { // single THREE.Vector4
  2772. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2773. } else if ( type === "c" ) { // single THREE.Color
  2774. _gl.uniform3f( location, value.r, value.g, value.b );
  2775. } else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
  2776. _gl.uniform1iv( location, value );
  2777. } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
  2778. _gl.uniform3iv( location, value );
  2779. } else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
  2780. _gl.uniform1fv( location, value );
  2781. } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
  2782. _gl.uniform3fv( location, value );
  2783. } else if ( type === "v2v" ) { // array of THREE.Vector2
  2784. if ( uniform._array === undefined ) {
  2785. uniform._array = new Float32Array( 2 * value.length );
  2786. }
  2787. for ( i = 0, il = value.length; i < il; i ++ ) {
  2788. offset = i * 2;
  2789. uniform._array[ offset ] = value[ i ].x;
  2790. uniform._array[ offset + 1 ] = value[ i ].y;
  2791. }
  2792. _gl.uniform2fv( location, uniform._array );
  2793. } else if ( type === "v3v" ) { // array of THREE.Vector3
  2794. if ( uniform._array === undefined ) {
  2795. uniform._array = new Float32Array( 3 * value.length );
  2796. }
  2797. for ( i = 0, il = value.length; i < il; i ++ ) {
  2798. offset = i * 3;
  2799. uniform._array[ offset ] = value[ i ].x;
  2800. uniform._array[ offset + 1 ] = value[ i ].y;
  2801. uniform._array[ offset + 2 ] = value[ i ].z;
  2802. }
  2803. _gl.uniform3fv( location, uniform._array );
  2804. } else if ( type === "v4v" ) { // array of THREE.Vector4
  2805. if ( uniform._array === undefined ) {
  2806. uniform._array = new Float32Array( 4 * value.length );
  2807. }
  2808. for ( i = 0, il = value.length; i < il; i ++ ) {
  2809. offset = i * 4;
  2810. uniform._array[ offset ] = value[ i ].x;
  2811. uniform._array[ offset + 1 ] = value[ i ].y;
  2812. uniform._array[ offset + 2 ] = value[ i ].z;
  2813. uniform._array[ offset + 3 ] = value[ i ].w;
  2814. }
  2815. _gl.uniform4fv( location, uniform._array );
  2816. } else if ( type === "m4") { // single THREE.Matrix4
  2817. if ( uniform._array === undefined ) {
  2818. uniform._array = new Float32Array( 16 );
  2819. }
  2820. value.flattenToArray( uniform._array );
  2821. _gl.uniformMatrix4fv( location, false, uniform._array );
  2822. } else if ( type === "m4v" ) { // array of THREE.Matrix4
  2823. if ( uniform._array === undefined ) {
  2824. uniform._array = new Float32Array( 16 * value.length );
  2825. }
  2826. for ( i = 0, il = value.length; i < il; i ++ ) {
  2827. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2828. }
  2829. _gl.uniformMatrix4fv( location, false, uniform._array );
  2830. } else if ( type === "t" ) { // single THREE.Texture (2d or cube)
  2831. texture = value;
  2832. textureUnit = getTextureUnit();
  2833. _gl.uniform1i( location, textureUnit );
  2834. if ( !texture ) continue;
  2835. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  2836. setCubeTexture( texture, textureUnit );
  2837. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2838. setCubeTextureDynamic( texture, textureUnit );
  2839. } else {
  2840. _this.setTexture( texture, textureUnit );
  2841. }
  2842. } else if ( type === "tv" ) { // array of THREE.Texture (2d)
  2843. if ( uniform._array === undefined ) {
  2844. uniform._array = [];
  2845. }
  2846. for( i = 0, il = uniform.value.length; i < il; i ++ ) {
  2847. uniform._array[ i ] = getTextureUnit();
  2848. }
  2849. _gl.uniform1iv( location, uniform._array );
  2850. for( i = 0, il = uniform.value.length; i < il; i ++ ) {
  2851. texture = uniform.value[ i ];
  2852. textureUnit = uniform._array[ i ];
  2853. if ( !texture ) continue;
  2854. _this.setTexture( texture, textureUnit );
  2855. }
  2856. } else {
  2857. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  2858. }
  2859. }
  2860. };
  2861. function setupMatrices ( object, camera ) {
  2862. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  2863. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  2864. };
  2865. //
  2866. function setColorGamma( array, offset, color, intensitySq ) {
  2867. array[ offset ] = color.r * color.r * intensitySq;
  2868. array[ offset + 1 ] = color.g * color.g * intensitySq;
  2869. array[ offset + 2 ] = color.b * color.b * intensitySq;
  2870. };
  2871. function setColorLinear( array, offset, color, intensity ) {
  2872. array[ offset ] = color.r * intensity;
  2873. array[ offset + 1 ] = color.g * intensity;
  2874. array[ offset + 2 ] = color.b * intensity;
  2875. };
  2876. function setupLights ( program, lights ) {
  2877. var l, ll, light, n,
  2878. r = 0, g = 0, b = 0,
  2879. color, skyColor, groundColor,
  2880. intensity, intensitySq,
  2881. position,
  2882. distance,
  2883. zlights = _lights,
  2884. dirColors = zlights.directional.colors,
  2885. dirPositions = zlights.directional.positions,
  2886. pointColors = zlights.point.colors,
  2887. pointPositions = zlights.point.positions,
  2888. pointDistances = zlights.point.distances,
  2889. spotColors = zlights.spot.colors,
  2890. spotPositions = zlights.spot.positions,
  2891. spotDistances = zlights.spot.distances,
  2892. spotDirections = zlights.spot.directions,
  2893. spotAnglesCos = zlights.spot.anglesCos,
  2894. spotExponents = zlights.spot.exponents,
  2895. hemiSkyColors = zlights.hemi.skyColors,
  2896. hemiGroundColors = zlights.hemi.groundColors,
  2897. hemiPositions = zlights.hemi.positions,
  2898. dirLength = 0,
  2899. pointLength = 0,
  2900. spotLength = 0,
  2901. hemiLength = 0,
  2902. dirCount = 0,
  2903. pointCount = 0,
  2904. spotCount = 0,
  2905. hemiCount = 0,
  2906. dirOffset = 0,
  2907. pointOffset = 0,
  2908. spotOffset = 0,
  2909. hemiOffset = 0;
  2910. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  2911. light = lights[ l ];
  2912. if ( light.onlyShadow ) continue;
  2913. color = light.color;
  2914. intensity = light.intensity;
  2915. distance = light.distance;
  2916. if ( light instanceof THREE.AmbientLight ) {
  2917. if ( ! light.visible ) continue;
  2918. if ( _this.gammaInput ) {
  2919. r += color.r * color.r;
  2920. g += color.g * color.g;
  2921. b += color.b * color.b;
  2922. } else {
  2923. r += color.r;
  2924. g += color.g;
  2925. b += color.b;
  2926. }
  2927. } else if ( light instanceof THREE.DirectionalLight ) {
  2928. dirCount += 1;
  2929. if ( ! light.visible ) continue;
  2930. _direction.setFromMatrixPosition( light.matrixWorld );
  2931. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  2932. _direction.sub( _vector3 );
  2933. _direction.normalize();
  2934. // skip lights with undefined direction
  2935. // these create troubles in OpenGL (making pixel black)
  2936. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  2937. dirOffset = dirLength * 3;
  2938. dirPositions[ dirOffset ] = _direction.x;
  2939. dirPositions[ dirOffset + 1 ] = _direction.y;
  2940. dirPositions[ dirOffset + 2 ] = _direction.z;
  2941. if ( _this.gammaInput ) {
  2942. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  2943. } else {
  2944. setColorLinear( dirColors, dirOffset, color, intensity );
  2945. }
  2946. dirLength += 1;
  2947. } else if ( light instanceof THREE.PointLight ) {
  2948. pointCount += 1;
  2949. if ( ! light.visible ) continue;
  2950. pointOffset = pointLength * 3;
  2951. if ( _this.gammaInput ) {
  2952. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  2953. } else {
  2954. setColorLinear( pointColors, pointOffset, color, intensity );
  2955. }
  2956. _vector3.setFromMatrixPosition( light.matrixWorld );
  2957. pointPositions[ pointOffset ] = _vector3.x;
  2958. pointPositions[ pointOffset + 1 ] = _vector3.y;
  2959. pointPositions[ pointOffset + 2 ] = _vector3.z;
  2960. pointDistances[ pointLength ] = distance;
  2961. pointLength += 1;
  2962. } else if ( light instanceof THREE.SpotLight ) {
  2963. spotCount += 1;
  2964. if ( ! light.visible ) continue;
  2965. spotOffset = spotLength * 3;
  2966. if ( _this.gammaInput ) {
  2967. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  2968. } else {
  2969. setColorLinear( spotColors, spotOffset, color, intensity );
  2970. }
  2971. _vector3.setFromMatrixPosition( light.matrixWorld );
  2972. spotPositions[ spotOffset ] = _vector3.x;
  2973. spotPositions[ spotOffset + 1 ] = _vector3.y;
  2974. spotPositions[ spotOffset + 2 ] = _vector3.z;
  2975. spotDistances[ spotLength ] = distance;
  2976. _direction.copy( _vector3 );
  2977. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  2978. _direction.sub( _vector3 );
  2979. _direction.normalize();
  2980. spotDirections[ spotOffset ] = _direction.x;
  2981. spotDirections[ spotOffset + 1 ] = _direction.y;
  2982. spotDirections[ spotOffset + 2 ] = _direction.z;
  2983. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  2984. spotExponents[ spotLength ] = light.exponent;
  2985. spotLength += 1;
  2986. } else if ( light instanceof THREE.HemisphereLight ) {
  2987. hemiCount += 1;
  2988. if ( ! light.visible ) continue;
  2989. _direction.setFromMatrixPosition( light.matrixWorld );
  2990. _direction.normalize();
  2991. // skip lights with undefined direction
  2992. // these create troubles in OpenGL (making pixel black)
  2993. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  2994. hemiOffset = hemiLength * 3;
  2995. hemiPositions[ hemiOffset ] = _direction.x;
  2996. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  2997. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  2998. skyColor = light.color;
  2999. groundColor = light.groundColor;
  3000. if ( _this.gammaInput ) {
  3001. intensitySq = intensity * intensity;
  3002. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  3003. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  3004. } else {
  3005. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  3006. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  3007. }
  3008. hemiLength += 1;
  3009. }
  3010. }
  3011. // null eventual remains from removed lights
  3012. // (this is to avoid if in shader)
  3013. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  3014. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  3015. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  3016. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  3017. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  3018. zlights.directional.length = dirLength;
  3019. zlights.point.length = pointLength;
  3020. zlights.spot.length = spotLength;
  3021. zlights.hemi.length = hemiLength;
  3022. zlights.ambient[ 0 ] = r;
  3023. zlights.ambient[ 1 ] = g;
  3024. zlights.ambient[ 2 ] = b;
  3025. };
  3026. // GL state setting
  3027. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  3028. if ( cullFace === THREE.CullFaceNone ) {
  3029. _gl.disable( _gl.CULL_FACE );
  3030. } else {
  3031. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  3032. _gl.frontFace( _gl.CW );
  3033. } else {
  3034. _gl.frontFace( _gl.CCW );
  3035. }
  3036. if ( cullFace === THREE.CullFaceBack ) {
  3037. _gl.cullFace( _gl.BACK );
  3038. } else if ( cullFace === THREE.CullFaceFront ) {
  3039. _gl.cullFace( _gl.FRONT );
  3040. } else {
  3041. _gl.cullFace( _gl.FRONT_AND_BACK );
  3042. }
  3043. _gl.enable( _gl.CULL_FACE );
  3044. }
  3045. };
  3046. this.setMaterialFaces = function ( material ) {
  3047. var doubleSided = material.side === THREE.DoubleSide;
  3048. var flipSided = material.side === THREE.BackSide;
  3049. if ( _oldDoubleSided !== doubleSided ) {
  3050. if ( doubleSided ) {
  3051. _gl.disable( _gl.CULL_FACE );
  3052. } else {
  3053. _gl.enable( _gl.CULL_FACE );
  3054. }
  3055. _oldDoubleSided = doubleSided;
  3056. }
  3057. if ( _oldFlipSided !== flipSided ) {
  3058. if ( flipSided ) {
  3059. _gl.frontFace( _gl.CW );
  3060. } else {
  3061. _gl.frontFace( _gl.CCW );
  3062. }
  3063. _oldFlipSided = flipSided;
  3064. }
  3065. };
  3066. this.setDepthTest = function ( depthTest ) {
  3067. if ( _oldDepthTest !== depthTest ) {
  3068. if ( depthTest ) {
  3069. _gl.enable( _gl.DEPTH_TEST );
  3070. } else {
  3071. _gl.disable( _gl.DEPTH_TEST );
  3072. }
  3073. _oldDepthTest = depthTest;
  3074. }
  3075. };
  3076. this.setDepthWrite = function ( depthWrite ) {
  3077. if ( _oldDepthWrite !== depthWrite ) {
  3078. _gl.depthMask( depthWrite );
  3079. _oldDepthWrite = depthWrite;
  3080. }
  3081. };
  3082. function setLineWidth ( width ) {
  3083. if ( width !== _oldLineWidth ) {
  3084. _gl.lineWidth( width );
  3085. _oldLineWidth = width;
  3086. }
  3087. };
  3088. function setPolygonOffset ( polygonoffset, factor, units ) {
  3089. if ( _oldPolygonOffset !== polygonoffset ) {
  3090. if ( polygonoffset ) {
  3091. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  3092. } else {
  3093. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  3094. }
  3095. _oldPolygonOffset = polygonoffset;
  3096. }
  3097. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  3098. _gl.polygonOffset( factor, units );
  3099. _oldPolygonOffsetFactor = factor;
  3100. _oldPolygonOffsetUnits = units;
  3101. }
  3102. };
  3103. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  3104. if ( blending !== _oldBlending ) {
  3105. if ( blending === THREE.NoBlending ) {
  3106. _gl.disable( _gl.BLEND );
  3107. } else if ( blending === THREE.AdditiveBlending ) {
  3108. _gl.enable( _gl.BLEND );
  3109. _gl.blendEquation( _gl.FUNC_ADD );
  3110. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3111. } else if ( blending === THREE.SubtractiveBlending ) {
  3112. // TODO: Find blendFuncSeparate() combination
  3113. _gl.enable( _gl.BLEND );
  3114. _gl.blendEquation( _gl.FUNC_ADD );
  3115. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3116. } else if ( blending === THREE.MultiplyBlending ) {
  3117. // TODO: Find blendFuncSeparate() combination
  3118. _gl.enable( _gl.BLEND );
  3119. _gl.blendEquation( _gl.FUNC_ADD );
  3120. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3121. } else if ( blending === THREE.CustomBlending ) {
  3122. _gl.enable( _gl.BLEND );
  3123. } else {
  3124. _gl.enable( _gl.BLEND );
  3125. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3126. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3127. }
  3128. _oldBlending = blending;
  3129. }
  3130. if ( blending === THREE.CustomBlending ) {
  3131. if ( blendEquation !== _oldBlendEquation ) {
  3132. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  3133. _oldBlendEquation = blendEquation;
  3134. }
  3135. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  3136. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  3137. _oldBlendSrc = blendSrc;
  3138. _oldBlendDst = blendDst;
  3139. }
  3140. } else {
  3141. _oldBlendEquation = null;
  3142. _oldBlendSrc = null;
  3143. _oldBlendDst = null;
  3144. }
  3145. };
  3146. // Defines
  3147. function generateDefines ( defines ) {
  3148. var value, chunk, chunks = [];
  3149. for ( var d in defines ) {
  3150. value = defines[ d ];
  3151. if ( value === false ) continue;
  3152. chunk = "#define " + d + " " + value;
  3153. chunks.push( chunk );
  3154. }
  3155. return chunks.join( "\n" );
  3156. };
  3157. // Shaders
  3158. function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters, index0AttributeName ) {
  3159. var p, pl, d, program, code;
  3160. var chunks = [];
  3161. // Generate code
  3162. if ( shaderID ) {
  3163. chunks.push( shaderID );
  3164. } else {
  3165. chunks.push( fragmentShader );
  3166. chunks.push( vertexShader );
  3167. }
  3168. for ( d in defines ) {
  3169. chunks.push( d );
  3170. chunks.push( defines[ d ] );
  3171. }
  3172. for ( p in parameters ) {
  3173. chunks.push( p );
  3174. chunks.push( parameters[ p ] );
  3175. }
  3176. code = chunks.join();
  3177. // Check if code has been already compiled
  3178. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  3179. var programInfo = _programs[ p ];
  3180. if ( programInfo.code === code ) {
  3181. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  3182. programInfo.usedTimes ++;
  3183. return programInfo.program;
  3184. }
  3185. }
  3186. var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
  3187. if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  3188. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
  3189. } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  3190. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
  3191. }
  3192. // console.log( "building new program " );
  3193. //
  3194. var customDefines = generateDefines( defines );
  3195. //
  3196. program = _gl.createProgram();
  3197. var prefix_vertex = [
  3198. "precision " + _precision + " float;",
  3199. "precision " + _precision + " int;",
  3200. customDefines,
  3201. _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  3202. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3203. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3204. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3205. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3206. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  3207. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  3208. "#define MAX_SHADOWS " + parameters.maxShadows,
  3209. "#define MAX_BONES " + parameters.maxBones,
  3210. parameters.map ? "#define USE_MAP" : "",
  3211. parameters.envMap ? "#define USE_ENVMAP" : "",
  3212. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3213. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  3214. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  3215. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  3216. parameters.vertexColors ? "#define USE_COLOR" : "",
  3217. parameters.skinning ? "#define USE_SKINNING" : "",
  3218. parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
  3219. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  3220. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  3221. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3222. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3223. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  3224. parameters.flipSided ? "#define FLIP_SIDED" : "",
  3225. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3226. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  3227. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  3228. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  3229. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  3230. "uniform mat4 modelMatrix;",
  3231. "uniform mat4 modelViewMatrix;",
  3232. "uniform mat4 projectionMatrix;",
  3233. "uniform mat4 viewMatrix;",
  3234. "uniform mat3 normalMatrix;",
  3235. "uniform vec3 cameraPosition;",
  3236. "attribute vec3 position;",
  3237. "attribute vec3 normal;",
  3238. "attribute vec2 uv;",
  3239. "attribute vec2 uv2;",
  3240. "#ifdef USE_COLOR",
  3241. "attribute vec3 color;",
  3242. "#endif",
  3243. "#ifdef USE_MORPHTARGETS",
  3244. "attribute vec3 morphTarget0;",
  3245. "attribute vec3 morphTarget1;",
  3246. "attribute vec3 morphTarget2;",
  3247. "attribute vec3 morphTarget3;",
  3248. "#ifdef USE_MORPHNORMALS",
  3249. "attribute vec3 morphNormal0;",
  3250. "attribute vec3 morphNormal1;",
  3251. "attribute vec3 morphNormal2;",
  3252. "attribute vec3 morphNormal3;",
  3253. "#else",
  3254. "attribute vec3 morphTarget4;",
  3255. "attribute vec3 morphTarget5;",
  3256. "attribute vec3 morphTarget6;",
  3257. "attribute vec3 morphTarget7;",
  3258. "#endif",
  3259. "#endif",
  3260. "#ifdef USE_SKINNING",
  3261. "attribute vec4 skinIndex;",
  3262. "attribute vec4 skinWeight;",
  3263. "#endif",
  3264. ""
  3265. ].join("\n");
  3266. var prefix_fragment = [
  3267. "precision " + _precision + " float;",
  3268. "precision " + _precision + " int;",
  3269. ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
  3270. customDefines,
  3271. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3272. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3273. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  3274. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  3275. "#define MAX_SHADOWS " + parameters.maxShadows,
  3276. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  3277. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3278. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3279. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  3280. ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
  3281. parameters.map ? "#define USE_MAP" : "",
  3282. parameters.envMap ? "#define USE_ENVMAP" : "",
  3283. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3284. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  3285. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  3286. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  3287. parameters.vertexColors ? "#define USE_COLOR" : "",
  3288. parameters.metal ? "#define METAL" : "",
  3289. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3290. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3291. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  3292. parameters.flipSided ? "#define FLIP_SIDED" : "",
  3293. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3294. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  3295. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  3296. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  3297. "uniform mat4 viewMatrix;",
  3298. "uniform vec3 cameraPosition;",
  3299. ""
  3300. ].join("\n");
  3301. var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );
  3302. var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
  3303. _gl.attachShader( program, glVertexShader );
  3304. _gl.attachShader( program, glFragmentShader );
  3305. //Force a particular attribute to index 0.
  3306. // because potentially expensive emulation is done by browser if attribute 0 is disabled.
  3307. //And, color, for example is often automatically bound to index 0 so disabling it
  3308. if ( index0AttributeName ) {
  3309. _gl.bindAttribLocation( program, 0, index0AttributeName );
  3310. }
  3311. _gl.linkProgram( program );
  3312. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  3313. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  3314. console.error( "Program Info Log: " + _gl.getProgramInfoLog( program ) );
  3315. }
  3316. // clean up
  3317. _gl.deleteShader( glFragmentShader );
  3318. _gl.deleteShader( glVertexShader );
  3319. // console.log( prefix_fragment + fragmentShader );
  3320. // console.log( prefix_vertex + vertexShader );
  3321. program.uniforms = {};
  3322. program.attributes = {};
  3323. var identifiers, u, a, i;
  3324. // cache uniform locations
  3325. identifiers = [
  3326. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
  3327. 'morphTargetInfluences'
  3328. ];
  3329. if ( parameters.useVertexTexture ) {
  3330. identifiers.push( 'boneTexture' );
  3331. identifiers.push( 'boneTextureWidth' );
  3332. identifiers.push( 'boneTextureHeight' );
  3333. } else {
  3334. identifiers.push( 'boneGlobalMatrices' );
  3335. }
  3336. for ( u in uniforms ) {
  3337. identifiers.push( u );
  3338. }
  3339. cacheUniformLocations( program, identifiers );
  3340. // cache attributes locations
  3341. identifiers = [
  3342. "position", "normal", "uv", "uv2", "tangent", "color",
  3343. "skinIndex", "skinWeight", "lineDistance"
  3344. ];
  3345. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  3346. identifiers.push( "morphTarget" + i );
  3347. }
  3348. for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
  3349. identifiers.push( "morphNormal" + i );
  3350. }
  3351. for ( a in attributes ) {
  3352. identifiers.push( a );
  3353. }
  3354. cacheAttributeLocations( program, identifiers );
  3355. program.id = _programs_counter ++;
  3356. _programs.push( { program: program, code: code, usedTimes: 1 } );
  3357. _this.info.memory.programs = _programs.length;
  3358. return program;
  3359. };
  3360. // Shader parameters cache
  3361. function cacheUniformLocations ( program, identifiers ) {
  3362. var i, l, id;
  3363. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3364. id = identifiers[ i ];
  3365. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3366. }
  3367. };
  3368. function cacheAttributeLocations ( program, identifiers ) {
  3369. var i, l, id;
  3370. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3371. id = identifiers[ i ];
  3372. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3373. }
  3374. };
  3375. function addLineNumbers ( string ) {
  3376. var chunks = string.split( "\n" );
  3377. for ( var i = 0, il = chunks.length; i < il; i ++ ) {
  3378. // Chrome reports shader errors on lines
  3379. // starting counting from 1
  3380. chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];
  3381. }
  3382. return chunks.join( "\n" );
  3383. };
  3384. function getShader ( type, string ) {
  3385. var shader;
  3386. if ( type === "fragment" ) {
  3387. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3388. } else if ( type === "vertex" ) {
  3389. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3390. }
  3391. _gl.shaderSource( shader, string );
  3392. _gl.compileShader( shader );
  3393. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3394. console.error( _gl.getShaderInfoLog( shader ) );
  3395. console.error( addLineNumbers( string ) );
  3396. return null;
  3397. }
  3398. return shader;
  3399. };
  3400. // Textures
  3401. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3402. if ( isImagePowerOfTwo ) {
  3403. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3404. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3405. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3406. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3407. } else {
  3408. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3409. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3410. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3411. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3412. }
  3413. if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
  3414. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  3415. _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
  3416. texture.__oldAnisotropy = texture.anisotropy;
  3417. }
  3418. }
  3419. };
  3420. this.setTexture = function ( texture, slot ) {
  3421. if ( texture.needsUpdate ) {
  3422. if ( ! texture.__webglInit ) {
  3423. texture.__webglInit = true;
  3424. texture.addEventListener( 'dispose', onTextureDispose );
  3425. texture.__webglTexture = _gl.createTexture();
  3426. _this.info.memory.textures ++;
  3427. }
  3428. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3429. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3430. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3431. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  3432. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  3433. var image = texture.image,
  3434. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3435. glFormat = paramThreeToGL( texture.format ),
  3436. glType = paramThreeToGL( texture.type );
  3437. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3438. var mipmap, mipmaps = texture.mipmaps;
  3439. if ( texture instanceof THREE.DataTexture ) {
  3440. // use manually created mipmaps if available
  3441. // if there are no manual mipmaps
  3442. // set 0 level mipmap and then use GL to generate other mipmap levels
  3443. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3444. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3445. mipmap = mipmaps[ i ];
  3446. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3447. }
  3448. texture.generateMipmaps = false;
  3449. } else {
  3450. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3451. }
  3452. } else if ( texture instanceof THREE.CompressedTexture ) {
  3453. for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3454. mipmap = mipmaps[ i ];
  3455. if ( texture.format!==THREE.RGBAFormat ) {
  3456. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3457. } else {
  3458. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3459. }
  3460. }
  3461. } else { // regular Texture (image, video, canvas)
  3462. // use manually created mipmaps if available
  3463. // if there are no manual mipmaps
  3464. // set 0 level mipmap and then use GL to generate other mipmap levels
  3465. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3466. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3467. mipmap = mipmaps[ i ];
  3468. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  3469. }
  3470. texture.generateMipmaps = false;
  3471. } else {
  3472. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3473. }
  3474. }
  3475. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3476. texture.needsUpdate = false;
  3477. if ( texture.onUpdate ) texture.onUpdate();
  3478. } else {
  3479. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3480. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3481. }
  3482. };
  3483. function clampToMaxSize ( image, maxSize ) {
  3484. if ( image.width <= maxSize && image.height <= maxSize ) {
  3485. return image;
  3486. }
  3487. // Warning: Scaling through the canvas will only work with images that use
  3488. // premultiplied alpha.
  3489. var maxDimension = Math.max( image.width, image.height );
  3490. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  3491. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  3492. var canvas = document.createElement( 'canvas' );
  3493. canvas.width = newWidth;
  3494. canvas.height = newHeight;
  3495. var ctx = canvas.getContext( "2d" );
  3496. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  3497. return canvas;
  3498. }
  3499. function setCubeTexture ( texture, slot ) {
  3500. if ( texture.image.length === 6 ) {
  3501. if ( texture.needsUpdate ) {
  3502. if ( ! texture.image.__webglTextureCube ) {
  3503. texture.addEventListener( 'dispose', onTextureDispose );
  3504. texture.image.__webglTextureCube = _gl.createTexture();
  3505. _this.info.memory.textures ++;
  3506. }
  3507. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3508. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3509. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3510. var isCompressed = texture instanceof THREE.CompressedTexture;
  3511. var cubeImage = [];
  3512. for ( var i = 0; i < 6; i ++ ) {
  3513. if ( _this.autoScaleCubemaps && ! isCompressed ) {
  3514. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3515. } else {
  3516. cubeImage[ i ] = texture.image[ i ];
  3517. }
  3518. }
  3519. var image = cubeImage[ 0 ],
  3520. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3521. glFormat = paramThreeToGL( texture.format ),
  3522. glType = paramThreeToGL( texture.type );
  3523. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3524. for ( var i = 0; i < 6; i ++ ) {
  3525. if( !isCompressed ) {
  3526. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3527. } else {
  3528. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  3529. for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  3530. mipmap = mipmaps[ j ];
  3531. if ( texture.format!==THREE.RGBAFormat ) {
  3532. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3533. } else {
  3534. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3535. }
  3536. }
  3537. }
  3538. }
  3539. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  3540. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3541. }
  3542. texture.needsUpdate = false;
  3543. if ( texture.onUpdate ) texture.onUpdate();
  3544. } else {
  3545. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3546. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3547. }
  3548. }
  3549. };
  3550. function setCubeTextureDynamic ( texture, slot ) {
  3551. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3552. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3553. };
  3554. // Render targets
  3555. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3556. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3557. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3558. };
  3559. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3560. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3561. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3562. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3563. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3564. /* For some reason this is not working. Defaulting to RGBA4.
  3565. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3566. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3567. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3568. */
  3569. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3570. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3571. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3572. } else {
  3573. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3574. }
  3575. };
  3576. this.setRenderTarget = function ( renderTarget ) {
  3577. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3578. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3579. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3580. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3581. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  3582. renderTarget.__webglTexture = _gl.createTexture();
  3583. _this.info.memory.textures ++;
  3584. // Setup texture, create render and frame buffers
  3585. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  3586. glFormat = paramThreeToGL( renderTarget.format ),
  3587. glType = paramThreeToGL( renderTarget.type );
  3588. if ( isCube ) {
  3589. renderTarget.__webglFramebuffer = [];
  3590. renderTarget.__webglRenderbuffer = [];
  3591. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3592. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3593. for ( var i = 0; i < 6; i ++ ) {
  3594. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3595. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3596. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3597. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3598. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3599. }
  3600. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3601. } else {
  3602. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3603. if ( renderTarget.shareDepthFrom ) {
  3604. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  3605. } else {
  3606. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3607. }
  3608. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3609. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3610. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3611. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3612. if ( renderTarget.shareDepthFrom ) {
  3613. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3614. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3615. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3616. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3617. }
  3618. } else {
  3619. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3620. }
  3621. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3622. }
  3623. // Release everything
  3624. if ( isCube ) {
  3625. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3626. } else {
  3627. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3628. }
  3629. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3630. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  3631. }
  3632. var framebuffer, width, height, vx, vy;
  3633. if ( renderTarget ) {
  3634. if ( isCube ) {
  3635. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3636. } else {
  3637. framebuffer = renderTarget.__webglFramebuffer;
  3638. }
  3639. width = renderTarget.width;
  3640. height = renderTarget.height;
  3641. vx = 0;
  3642. vy = 0;
  3643. } else {
  3644. framebuffer = null;
  3645. width = _viewportWidth;
  3646. height = _viewportHeight;
  3647. vx = _viewportX;
  3648. vy = _viewportY;
  3649. }
  3650. if ( framebuffer !== _currentFramebuffer ) {
  3651. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3652. _gl.viewport( vx, vy, width, height );
  3653. _currentFramebuffer = framebuffer;
  3654. }
  3655. _currentWidth = width;
  3656. _currentHeight = height;
  3657. };
  3658. function updateRenderTargetMipmap ( renderTarget ) {
  3659. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3660. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3661. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3662. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3663. } else {
  3664. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3665. _gl.generateMipmap( _gl.TEXTURE_2D );
  3666. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3667. }
  3668. };
  3669. // Fallback filters for non-power-of-2 textures
  3670. function filterFallback ( f ) {
  3671. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  3672. return _gl.NEAREST;
  3673. }
  3674. return _gl.LINEAR;
  3675. };
  3676. // Map three.js constants to WebGL constants
  3677. function paramThreeToGL ( p ) {
  3678. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  3679. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  3680. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  3681. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  3682. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  3683. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  3684. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  3685. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  3686. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  3687. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  3688. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  3689. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  3690. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  3691. if ( p === THREE.ByteType ) return _gl.BYTE;
  3692. if ( p === THREE.ShortType ) return _gl.SHORT;
  3693. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  3694. if ( p === THREE.IntType ) return _gl.INT;
  3695. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  3696. if ( p === THREE.FloatType ) return _gl.FLOAT;
  3697. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  3698. if ( p === THREE.RGBFormat ) return _gl.RGB;
  3699. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  3700. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  3701. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  3702. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  3703. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  3704. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  3705. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  3706. if ( p === THREE.OneFactor ) return _gl.ONE;
  3707. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  3708. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  3709. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  3710. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  3711. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  3712. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  3713. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  3714. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  3715. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  3716. if ( _glExtensionCompressedTextureS3TC !== undefined ) {
  3717. if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
  3718. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  3719. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  3720. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  3721. }
  3722. return 0;
  3723. };
  3724. // Allocations
  3725. function allocateBones ( object ) {
  3726. if ( _supportsBoneTextures && object && object.useVertexTexture ) {
  3727. return 1024;
  3728. } else {
  3729. // default for when object is not specified
  3730. // ( for example when prebuilding shader
  3731. // to be used with multiple objects )
  3732. //
  3733. // - leave some extra space for other uniforms
  3734. // - limit here is ANGLE's 254 max uniform vectors
  3735. // (up to 54 should be safe)
  3736. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  3737. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  3738. var maxBones = nVertexMatrices;
  3739. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3740. maxBones = Math.min( object.bones.length, maxBones );
  3741. if ( maxBones < object.bones.length ) {
  3742. console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
  3743. }
  3744. }
  3745. return maxBones;
  3746. }
  3747. };
  3748. function allocateLights( lights ) {
  3749. var dirLights = 0;
  3750. var pointLights = 0;
  3751. var spotLights = 0;
  3752. var hemiLights = 0;
  3753. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3754. var light = lights[ l ];
  3755. if ( light.onlyShadow ) continue;
  3756. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3757. if ( light instanceof THREE.PointLight ) pointLights ++;
  3758. if ( light instanceof THREE.SpotLight ) spotLights ++;
  3759. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  3760. }
  3761. return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
  3762. };
  3763. function allocateShadows( lights ) {
  3764. var maxShadows = 0;
  3765. for ( var l = 0, ll = lights.length; l < ll; l++ ) {
  3766. var light = lights[ l ];
  3767. if ( ! light.castShadow ) continue;
  3768. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  3769. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  3770. }
  3771. return maxShadows;
  3772. };
  3773. // Initialization
  3774. function initGL() {
  3775. try {
  3776. var attributes = {
  3777. alpha: _alpha,
  3778. premultipliedAlpha: _premultipliedAlpha,
  3779. antialias: _antialias,
  3780. stencil: _stencil,
  3781. preserveDrawingBuffer: _preserveDrawingBuffer
  3782. };
  3783. _gl = _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  3784. if ( _gl === null ) {
  3785. throw 'Error creating WebGL context.';
  3786. }
  3787. } catch ( error ) {
  3788. console.error( error );
  3789. }
  3790. _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
  3791. _glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
  3792. _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
  3793. _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  3794. _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  3795. if ( ! _glExtensionTextureFloat ) {
  3796. console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
  3797. }
  3798. if ( ! _glExtensionStandardDerivatives ) {
  3799. console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
  3800. }
  3801. if ( ! _glExtensionTextureFilterAnisotropic ) {
  3802. console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
  3803. }
  3804. if ( ! _glExtensionCompressedTextureS3TC ) {
  3805. console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
  3806. }
  3807. if ( _gl.getShaderPrecisionFormat === undefined ) {
  3808. _gl.getShaderPrecisionFormat = function() {
  3809. return {
  3810. "rangeMin" : 1,
  3811. "rangeMax" : 1,
  3812. "precision" : 1
  3813. };
  3814. }
  3815. }
  3816. };
  3817. function setDefaultGLState () {
  3818. _gl.clearColor( 0, 0, 0, 1 );
  3819. _gl.clearDepth( 1 );
  3820. _gl.clearStencil( 0 );
  3821. _gl.enable( _gl.DEPTH_TEST );
  3822. _gl.depthFunc( _gl.LEQUAL );
  3823. _gl.frontFace( _gl.CCW );
  3824. _gl.cullFace( _gl.BACK );
  3825. _gl.enable( _gl.CULL_FACE );
  3826. _gl.enable( _gl.BLEND );
  3827. _gl.blendEquation( _gl.FUNC_ADD );
  3828. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  3829. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  3830. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  3831. };
  3832. // default plugins (order is important)
  3833. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  3834. this.addPrePlugin( this.shadowMapPlugin );
  3835. this.addPostPlugin( new THREE.SpritePlugin() );
  3836. this.addPostPlugin( new THREE.LensFlarePlugin() );
  3837. };