WebGLObjects.js 4.6 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. THREE.WebGLObjects = function ( gl, properties, info ) {
  5. var geometries = new THREE.WebGLGeometries( gl, properties, info );
  6. //
  7. function update( object ) {
  8. // TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter.
  9. var geometry = geometries.get( object );
  10. if ( object.geometry instanceof THREE.Geometry ) {
  11. geometry.updateFromObject( object );
  12. }
  13. var attributes = geometry.attributes;
  14. for ( var name in attributes ) {
  15. updateAttribute( attributes[ name ] );
  16. }
  17. // morph targets
  18. var morphAttributes = geometry.morphAttributes;
  19. for ( var name in morphAttributes ) {
  20. var array = morphAttributes[ name ];
  21. for ( var i = 0, l = array.length; i < l; i ++ ) {
  22. updateAttribute( array[ i ] );
  23. }
  24. }
  25. return geometry;
  26. }
  27. function updateAttribute( attribute ) {
  28. var bufferType;
  29. if ( attribute instanceof THREE.IndexBufferAttribute ) {
  30. bufferType = gl.ELEMENT_ARRAY_BUFFER;
  31. } else {
  32. bufferType = gl.ARRAY_BUFFER;
  33. }
  34. var data = ( attribute instanceof THREE.InterleavedBufferAttribute ) ? attribute.data : attribute;
  35. var attributeProperties = properties.get( data );
  36. if ( attributeProperties.__webglBuffer === undefined ) {
  37. createBuffer( attributeProperties, data, bufferType );
  38. } else if ( attributeProperties.version !== data.version ) {
  39. updateBuffer( attributeProperties, data, bufferType );
  40. }
  41. }
  42. function createBuffer( attributeProperties, data, bufferType ) {
  43. attributeProperties.__webglBuffer = gl.createBuffer();
  44. gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
  45. var usage = gl.STATIC_DRAW;
  46. if ( data instanceof THREE.DynamicBufferAttribute
  47. || ( data instanceof THREE.InstancedBufferAttribute && data.dynamic === true )
  48. || ( data instanceof THREE.InterleavedBuffer && data.dynamic === true ) ) {
  49. usage = gl.DYNAMIC_DRAW;
  50. }
  51. gl.bufferData( bufferType, data.array, usage );
  52. attributeProperties.version = data.version;
  53. }
  54. function updateBuffer( attributeProperties, data, bufferType ) {
  55. gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
  56. if ( data.updateRange === undefined || data.updateRange.count === - 1 ) {
  57. // Not using update ranges
  58. gl.bufferSubData( bufferType, 0, data.array );
  59. } else if ( data.updateRange.count === 0 ) {
  60. console.error( 'THREE.WebGLObjects.updateBuffer: using updateRange for THREE.DynamicBufferAttribute and marked as needsUpdate but count is 0, ensure you are using set methods or updating manually.' );
  61. } else {
  62. gl.bufferSubData( bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT,
  63. data.array.subarray( data.updateRange.offset, data.updateRange.offset + data.updateRange.count ) );
  64. data.updateRange.count = 0; // reset range
  65. }
  66. attributeProperties.version = data.version;
  67. }
  68. function getAttributeBuffer( attribute ) {
  69. if ( attribute instanceof THREE.InterleavedBufferAttribute ) {
  70. return properties.get( attribute.data ).__webglBuffer;
  71. }
  72. return properties.get( attribute ).__webglBuffer;
  73. }
  74. function getWireframeAttribute( geometry ) {
  75. var property = properties.get( geometry );
  76. if ( property.wireframe !== undefined ) {
  77. return property.wireframe;
  78. }
  79. var indices = [];
  80. var attributes = geometry.attributes;
  81. var index = attributes.index;
  82. var position = attributes.position;
  83. // console.time( 'wireframe' );
  84. if ( index !== undefined ) {
  85. var edges = {};
  86. var array = index.array;
  87. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  88. var a = array[ i + 0 ];
  89. var b = array[ i + 1 ];
  90. var c = array[ i + 2 ];
  91. if ( checkEdge( edges, a, b ) ) indices.push( a, b );
  92. if ( checkEdge( edges, b, c ) ) indices.push( b, c );
  93. if ( checkEdge( edges, c, a ) ) indices.push( c, a );
  94. }
  95. } else {
  96. var array = position.array;
  97. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  98. var a = i + 0;
  99. var b = i + 1;
  100. var c = i + 2;
  101. indices.push( a, b, b, c, c, a );
  102. }
  103. }
  104. // console.timeEnd( 'wireframe' );
  105. var TypeArray = position.count > 65535 ? Uint32Array : Uint16Array;
  106. var attribute = new THREE.IndexBufferAttribute( new TypeArray( indices ), 1 );
  107. updateAttribute( attribute );
  108. property.wireframe = attribute;
  109. return attribute;
  110. }
  111. function checkEdge( edges, a, b ) {
  112. var hash = a < b ? a + '_' + b : b + '_' + a;
  113. if ( edges.hasOwnProperty( hash ) ) return false;
  114. edges[ hash ] = 1;
  115. return true;
  116. }
  117. this.getAttributeBuffer = getAttributeBuffer;
  118. this.getWireframeAttribute = getWireframeAttribute;
  119. this.update = update;
  120. };