WebGLRenderer.js 55 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296
  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. // Currently you can use just up to 4 directional / point lights total.
  9. // Chrome barfs on shader linking when there are more than 4 lights :(
  10. // The problem comes from shader using too many varying vectors.
  11. // This is not GPU limitation as the same shader works ok in Firefox
  12. // and Chrome with "--use-gl=desktop" flag.
  13. // Difference comes from Chrome on Windows using by default ANGLE,
  14. // thus going DirectX9 route (while FF uses OpenGL).
  15. // See http://code.google.com/p/chromium/issues/detail?id=63491
  16. var _canvas = document.createElement( 'canvas' ), _gl,
  17. _oldProgram = null,
  18. _modelViewMatrix = new THREE.Matrix4(), _normalMatrix,
  19. _viewMatrixArray = new Float32Array(16),
  20. _modelViewMatrixArray = new Float32Array(16),
  21. _projectionMatrixArray = new Float32Array(16),
  22. _normalMatrixArray = new Float32Array(9),
  23. _objectMatrixArray = new Float32Array(16),
  24. // parameters defaults
  25. antialias = true,
  26. clearColor = new THREE.Color( 0x000000 ),
  27. clearAlpha = 0;
  28. if ( parameters ) {
  29. if ( parameters.antialias !== undefined ) antialias = parameters.antialias;
  30. if ( parameters.clearColor !== undefined ) clearColor.setHex( parameters.clearColor );
  31. if ( parameters.clearAlpha !== undefined ) clearAlpha = parameters.clearAlpha;
  32. }
  33. this.domElement = _canvas;
  34. this.autoClear = true;
  35. initGL( antialias, clearColor, clearAlpha );
  36. this.context = _gl;
  37. //alert( dumpObject( getGLParams() ) );
  38. this.setSize = function ( width, height ) {
  39. _canvas.width = width;
  40. _canvas.height = height;
  41. _gl.viewport( 0, 0, _canvas.width, _canvas.height );
  42. };
  43. this.setClearColor = function( hex, alpha ) {
  44. var color = new THREE.Color( hex );
  45. _gl.clearColor( color.r, color.g, color.b, alpha );
  46. };
  47. this.clear = function () {
  48. _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT );
  49. };
  50. this.setupLights = function ( program, lights ) {
  51. var l, ll, light, r = 0, g = 0, b = 0,
  52. color, position, intensity,
  53. dcolors = [], dpositions = [],
  54. pcolors = [], ppositions = [];
  55. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  56. light = lights[ l ];
  57. color = light.color;
  58. position = light.position;
  59. intensity = light.intensity;
  60. if ( light instanceof THREE.AmbientLight ) {
  61. r += color.r;
  62. g += color.g;
  63. b += color.b;
  64. } else if ( light instanceof THREE.DirectionalLight ) {
  65. dcolors.push( color.r * intensity,
  66. color.g * intensity,
  67. color.b * intensity );
  68. dpositions.push( position.x,
  69. position.y,
  70. position.z );
  71. } else if( light instanceof THREE.PointLight ) {
  72. pcolors.push( color.r * intensity,
  73. color.g * intensity,
  74. color.b * intensity );
  75. ppositions.push( position.x,
  76. position.y,
  77. position.z );
  78. }
  79. }
  80. return { ambient: [ r, g, b ], directional: { colors: dcolors, positions: dpositions }, point: { colors: pcolors, positions: ppositions } };
  81. };
  82. this.createParticleBuffers = function( geometry ) {
  83. geometry.__webGLVertexBuffer = _gl.createBuffer();
  84. geometry.__webGLFaceBuffer = _gl.createBuffer();
  85. };
  86. this.createLineBuffers = function( geometry ) {
  87. geometry.__webGLVertexBuffer = _gl.createBuffer();
  88. geometry.__webGLLineBuffer = _gl.createBuffer();
  89. };
  90. this.createMeshBuffers = function( geometryChunk ) {
  91. geometryChunk.__webGLVertexBuffer = _gl.createBuffer();
  92. geometryChunk.__webGLNormalBuffer = _gl.createBuffer();
  93. geometryChunk.__webGLTangentBuffer = _gl.createBuffer();
  94. geometryChunk.__webGLUVBuffer = _gl.createBuffer();
  95. geometryChunk.__webGLFaceBuffer = _gl.createBuffer();
  96. geometryChunk.__webGLLineBuffer = _gl.createBuffer();
  97. };
  98. this.initLineBuffers = function( geometry ) {
  99. var nvertices = geometry.vertices.length;
  100. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  101. geometry.__lineArray = new Uint16Array( nvertices );
  102. geometry.__webGLLineCount = nvertices;
  103. };
  104. this.initMeshBuffers = function( geometryChunk, object ) {
  105. var f, fl, nvertices = 0, ntris = 0, nlines = 0,
  106. obj_faces = object.geometry.faces,
  107. chunk_faces = geometryChunk.faces;
  108. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  109. fi = chunk_faces[ f ];
  110. face = obj_faces[ fi ];
  111. if ( face instanceof THREE.Face3 ) {
  112. nvertices += 3;
  113. ntris += 1;
  114. nlines += 3;
  115. } else if ( face instanceof THREE.Face4 ) {
  116. nvertices += 4;
  117. ntris += 2;
  118. nlines += 5;
  119. }
  120. }
  121. // TODO: only create arrays for attributes existing in the object
  122. geometryChunk.__vertexArray = new Float32Array( nvertices * 3 );
  123. geometryChunk.__normalArray = new Float32Array( nvertices * 3 );
  124. geometryChunk.__tangentArray = new Float32Array( nvertices * 4 );
  125. geometryChunk.__uvArray = new Float32Array( nvertices * 2 );
  126. geometryChunk.__faceArray = new Uint16Array( ntris * 3 );
  127. geometryChunk.__lineArray = new Uint16Array( nlines * 2 );
  128. geometryChunk.__needsSmoothNormals = bufferNeedsSmoothNormals ( geometryChunk, object );
  129. geometryChunk.__webGLFaceCount = ntris * 3;
  130. geometryChunk.__webGLLineCount = nlines * 2;
  131. };
  132. this.setMeshBuffers = function ( geometryChunk, object, hint, dirtyVertices, dirtyElements, dirtyUvs, dirtyNormals, dirtyTangents ) {
  133. var f, fl, fi, face, vertexNormals, faceNormal, normal, uv, v1, v2, v3, v4, t1, t2, t3, t4, m, ml, i,
  134. vn, uvi,
  135. vertexIndex = 0,
  136. offset = 0,
  137. offset_uv = 0,
  138. offset_face = 0,
  139. offset_normal = 0,
  140. offset_tangent = 0,
  141. offset_line = 0,
  142. vertexArray = geometryChunk.__vertexArray,
  143. uvArray = geometryChunk.__uvArray,
  144. normalArray = geometryChunk.__normalArray,
  145. tangentArray = geometryChunk.__tangentArray,
  146. faceArray = geometryChunk.__faceArray,
  147. lineArray = geometryChunk.__lineArray,
  148. needsSmoothNormals = geometryChunk.__needsSmoothNormals,
  149. geometry = object.geometry,
  150. vertices = geometry.vertices,
  151. chunk_faces = geometryChunk.faces,
  152. obj_faces = geometry.faces,
  153. obj_uvs = geometry.uvs;
  154. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  155. fi = chunk_faces[ f ];
  156. face = obj_faces[ fi ];
  157. uv = obj_uvs[ fi ];
  158. vertexNormals = face.vertexNormals;
  159. faceNormal = face.normal;
  160. if ( face instanceof THREE.Face3 ) {
  161. if ( dirtyVertices ) {
  162. v1 = vertices[ face.a ].position;
  163. v2 = vertices[ face.b ].position;
  164. v3 = vertices[ face.c ].position;
  165. vertexArray[ offset ] = v1.x;
  166. vertexArray[ offset + 1 ] = v1.y;
  167. vertexArray[ offset + 2 ] = v1.z;
  168. vertexArray[ offset + 3 ] = v2.x;
  169. vertexArray[ offset + 4 ] = v2.y;
  170. vertexArray[ offset + 5 ] = v2.z;
  171. vertexArray[ offset + 6 ] = v3.x;
  172. vertexArray[ offset + 7 ] = v3.y;
  173. vertexArray[ offset + 8 ] = v3.z;
  174. offset += 9;
  175. }
  176. if ( dirtyTangents && geometry.hasTangents ) {
  177. t1 = vertices[ face.a ].tangent;
  178. t2 = vertices[ face.b ].tangent;
  179. t3 = vertices[ face.c ].tangent;
  180. tangentArray[ offset_tangent ] = t1.x;
  181. tangentArray[ offset_tangent + 1 ] = t1.y;
  182. tangentArray[ offset_tangent + 2 ] = t1.z;
  183. tangentArray[ offset_tangent + 3 ] = t1.w;
  184. tangentArray[ offset_tangent + 4 ] = t2.x;
  185. tangentArray[ offset_tangent + 5 ] = t2.y;
  186. tangentArray[ offset_tangent + 6 ] = t2.z;
  187. tangentArray[ offset_tangent + 7 ] = t2.w;
  188. tangentArray[ offset_tangent + 8 ] = t3.x;
  189. tangentArray[ offset_tangent + 9 ] = t3.y;
  190. tangentArray[ offset_tangent + 10 ] = t3.z;
  191. tangentArray[ offset_tangent + 11 ] = t3.w;
  192. offset_tangent += 12;
  193. }
  194. if( dirtyNormals ) {
  195. if ( vertexNormals.length == 3 && needsSmoothNormals ) {
  196. for ( i = 0; i < 3; i ++ ) {
  197. vn = vertexNormals[ i ];
  198. normalArray[ offset_normal ] = vn.x;
  199. normalArray[ offset_normal + 1 ] = vn.y;
  200. normalArray[ offset_normal + 2 ] = vn.z;
  201. offset_normal += 3;
  202. }
  203. } else {
  204. for ( i = 0; i < 3; i ++ ) {
  205. normalArray[ offset_normal ] = faceNormal.x;
  206. normalArray[ offset_normal + 1 ] = faceNormal.y;
  207. normalArray[ offset_normal + 2 ] = faceNormal.z;
  208. offset_normal += 3;
  209. }
  210. }
  211. }
  212. if ( dirtyUvs && uv ) {
  213. for ( i = 0; i < 3; i ++ ) {
  214. uvi = uv[ i ];
  215. uvArray[ offset_uv ] = uvi.u;
  216. uvArray[ offset_uv + 1 ] = uvi.v;
  217. offset_uv += 2;
  218. }
  219. }
  220. if( dirtyElements ) {
  221. faceArray[ offset_face ] = vertexIndex;
  222. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  223. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  224. offset_face += 3;
  225. lineArray[ offset_line ] = vertexIndex;
  226. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  227. lineArray[ offset_line + 2 ] = vertexIndex;
  228. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  229. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  230. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  231. offset_line += 6;
  232. vertexIndex += 3;
  233. }
  234. } else if ( face instanceof THREE.Face4 ) {
  235. if ( dirtyVertices ) {
  236. v1 = vertices[ face.a ].position;
  237. v2 = vertices[ face.b ].position;
  238. v3 = vertices[ face.c ].position;
  239. v4 = vertices[ face.d ].position;
  240. vertexArray[ offset ] = v1.x;
  241. vertexArray[ offset + 1 ] = v1.y;
  242. vertexArray[ offset + 2 ] = v1.z;
  243. vertexArray[ offset + 3 ] = v2.x;
  244. vertexArray[ offset + 4 ] = v2.y;
  245. vertexArray[ offset + 5 ] = v2.z;
  246. vertexArray[ offset + 6 ] = v3.x;
  247. vertexArray[ offset + 7 ] = v3.y;
  248. vertexArray[ offset + 8 ] = v3.z;
  249. vertexArray[ offset + 9 ] = v4.x;
  250. vertexArray[ offset + 10 ] = v4.y;
  251. vertexArray[ offset + 11 ] = v4.z;
  252. offset += 12;
  253. }
  254. if ( dirtyTangents && geometry.hasTangents ) {
  255. t1 = vertices[ face.a ].tangent;
  256. t2 = vertices[ face.b ].tangent;
  257. t3 = vertices[ face.c ].tangent;
  258. t4 = vertices[ face.d ].tangent;
  259. tangentArray[ offset_tangent ] = t1.x;
  260. tangentArray[ offset_tangent + 1 ] = t1.y;
  261. tangentArray[ offset_tangent + 2 ] = t1.z;
  262. tangentArray[ offset_tangent + 3 ] = t1.w;
  263. tangentArray[ offset_tangent + 4 ] = t2.x;
  264. tangentArray[ offset_tangent + 5 ] = t2.y;
  265. tangentArray[ offset_tangent + 6 ] = t2.z;
  266. tangentArray[ offset_tangent + 7 ] = t2.w;
  267. tangentArray[ offset_tangent + 8 ] = t3.x;
  268. tangentArray[ offset_tangent + 9 ] = t3.y;
  269. tangentArray[ offset_tangent + 10 ] = t3.z;
  270. tangentArray[ offset_tangent + 11 ] = t3.w;
  271. tangentArray[ offset_tangent + 12 ] = t4.x;
  272. tangentArray[ offset_tangent + 13 ] = t4.y;
  273. tangentArray[ offset_tangent + 14 ] = t4.z;
  274. tangentArray[ offset_tangent + 15 ] = t4.w;
  275. offset_tangent += 16;
  276. }
  277. if( dirtyNormals ) {
  278. if ( vertexNormals.length == 4 && needsSmoothNormals ) {
  279. for ( i = 0; i < 4; i ++ ) {
  280. vn = vertexNormals[ i ];
  281. normalArray[ offset_normal ] = vn.x;
  282. normalArray[ offset_normal + 1 ] = vn.y;
  283. normalArray[ offset_normal + 2 ] = vn.z;
  284. offset_normal += 3;
  285. }
  286. } else {
  287. for ( i = 0; i < 4; i ++ ) {
  288. normalArray[ offset_normal ] = faceNormal.x;
  289. normalArray[ offset_normal + 1 ] = faceNormal.y;
  290. normalArray[ offset_normal + 2 ] = faceNormal.z;
  291. offset_normal += 3;
  292. }
  293. }
  294. }
  295. if ( dirtyUvs && uv ) {
  296. for ( i = 0; i < 4; i ++ ) {
  297. uvi = uv[ i ];
  298. uvArray[ offset_uv ] = uvi.u;
  299. uvArray[ offset_uv + 1 ] = uvi.v;
  300. offset_uv += 2;
  301. }
  302. }
  303. if( dirtyElements ) {
  304. faceArray[ offset_face ] = vertexIndex;
  305. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  306. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  307. faceArray[ offset_face + 3 ] = vertexIndex;
  308. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  309. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  310. offset_face += 6;
  311. lineArray[ offset_line ] = vertexIndex;
  312. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  313. lineArray[ offset_line + 2 ] = vertexIndex;
  314. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  315. lineArray[ offset_line + 4 ] = vertexIndex;
  316. lineArray[ offset_line + 5 ] = vertexIndex + 3;
  317. lineArray[ offset_line + 6 ] = vertexIndex + 1;
  318. lineArray[ offset_line + 7 ] = vertexIndex + 2;
  319. lineArray[ offset_line + 8 ] = vertexIndex + 2;
  320. lineArray[ offset_line + 9 ] = vertexIndex + 3;
  321. offset_line += 10;
  322. vertexIndex += 4;
  323. }
  324. }
  325. }
  326. if ( dirtyVertices ) {
  327. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLVertexBuffer );
  328. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  329. }
  330. if ( dirtyNormals ) {
  331. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLNormalBuffer );
  332. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  333. }
  334. if ( dirtyTangents && geometry.hasTangents ) {
  335. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLTangentBuffer );
  336. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  337. }
  338. if ( dirtyUvs && offset_uv > 0 ) {
  339. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLUVBuffer );
  340. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  341. }
  342. if( dirtyElements ) {
  343. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLFaceBuffer );
  344. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  345. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLLineBuffer );
  346. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  347. }
  348. };
  349. this.setLineBuffers = function( geometry, hint, dirtyVertices, dirtyElements ) {
  350. var v, vertex, offset,
  351. vertices = geometry.vertices,
  352. vl = vertices.length,
  353. vertexArray = geometry.__vertexArray,
  354. lineArray = geometry.__lineArray;
  355. if ( dirtyVertices ) {
  356. for ( v = 0; v < vl; v++ ) {
  357. vertex = vertices[ v ].position;
  358. offset = v * 3;
  359. vertexArray[ offset ] = vertex.x;
  360. vertexArray[ offset + 1 ] = vertex.y;
  361. vertexArray[ offset + 2 ] = vertex.z;
  362. }
  363. }
  364. // yeah, this is silly as order of element indices is currently fixed
  365. // though this could change if some use case arises
  366. if ( dirtyElements ) {
  367. for ( v = 0; v < vl; v++ ) {
  368. lineArray[ v ] = v;
  369. }
  370. }
  371. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
  372. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  373. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometry.__webGLLineBuffer );
  374. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  375. };
  376. this.setParticleBuffers = function( geometry, hint, dirtyVertices, dirtyElements ) {
  377. };
  378. function setMaterialShaders( material, shaders ) {
  379. material.fragment_shader = shaders.fragment_shader;
  380. material.vertex_shader = shaders.vertex_shader;
  381. material.uniforms = Uniforms.clone( shaders.uniforms );
  382. };
  383. function refreshUniformsCommon( material, fog ) {
  384. // premultiply alpha
  385. material.uniforms.color.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
  386. // pure color
  387. //material.uniforms.color.value.setHex( material.color.hex );
  388. material.uniforms.opacity.value = material.opacity;
  389. material.uniforms.map.texture = material.map;
  390. material.uniforms.env_map.texture = material.env_map;
  391. material.uniforms.reflectivity.value = material.reflectivity;
  392. material.uniforms.refraction_ratio.value = material.refraction_ratio;
  393. material.uniforms.combine.value = material.combine;
  394. material.uniforms.useRefract.value = material.env_map && material.env_map.mapping instanceof THREE.CubeRefractionMapping;
  395. if ( fog ) {
  396. material.uniforms.fogColor.value.setHex( fog.color.hex );
  397. if ( fog instanceof THREE.Fog ) {
  398. material.uniforms.fogNear.value = fog.near;
  399. material.uniforms.fogFar.value = fog.far;
  400. } else if ( fog instanceof THREE.FogExp2 ) {
  401. material.uniforms.fogDensity.value = fog.density;
  402. }
  403. }
  404. };
  405. function refreshUniformsLine( material, fog ) {
  406. material.uniforms.color.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
  407. material.uniforms.opacity.value = material.opacity;
  408. if ( fog ) {
  409. material.uniforms.fogColor.value.setHex( fog.color.hex );
  410. if ( fog instanceof THREE.Fog ) {
  411. material.uniforms.fogNear.value = fog.near;
  412. material.uniforms.fogFar.value = fog.far;
  413. } else if ( fog instanceof THREE.FogExp2 ) {
  414. material.uniforms.fogDensity.value = fog.density;
  415. }
  416. }
  417. };
  418. function refreshUniformsPhong( material ) {
  419. //material.uniforms.ambient.value.setHex( material.ambient.hex );
  420. //material.uniforms.specular.value.setHex( material.specular.hex );
  421. material.uniforms.ambient.value.setRGB( material.ambient.r, material.ambient.g, material.ambient.b );
  422. material.uniforms.specular.value.setRGB( material.specular.r, material.specular.g, material.specular.b );
  423. material.uniforms.shininess.value = material.shininess;
  424. };
  425. function refreshLights( material, lights ) {
  426. material.uniforms.enableLighting.value = lights.directional.positions.length + lights.point.positions.length;
  427. material.uniforms.ambientLightColor.value = lights.ambient;
  428. material.uniforms.directionalLightColor.value = lights.directional.colors;
  429. material.uniforms.directionalLightDirection.value = lights.directional.positions;
  430. material.uniforms.pointLightColor.value = lights.point.colors;
  431. material.uniforms.pointLightPosition.value = lights.point.positions;
  432. };
  433. this.renderBuffer = function ( camera, lights, fog, material, geometryChunk, object ) {
  434. var program, u, identifiers, attributes, parameters, vector_lights, maxLightCount, linewidth, primitives;
  435. if ( !material.program ) {
  436. if ( material instanceof THREE.MeshDepthMaterial ) {
  437. setMaterialShaders( material, THREE.ShaderLib[ 'depth' ] );
  438. material.uniforms.mNear.value = camera.near;
  439. material.uniforms.mFar.value = camera.far;
  440. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  441. setMaterialShaders( material, THREE.ShaderLib[ 'normal' ] );
  442. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  443. setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );
  444. refreshUniformsCommon( material, fog );
  445. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  446. setMaterialShaders( material, THREE.ShaderLib[ 'lambert' ] );
  447. refreshUniformsCommon( material, fog );
  448. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  449. setMaterialShaders( material, THREE.ShaderLib[ 'phong' ] );
  450. refreshUniformsCommon( material, fog );
  451. } else if ( material instanceof THREE.LineBasicMaterial ) {
  452. setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );
  453. refreshUniformsLine( material, fog );
  454. }
  455. // heuristics to create shader parameters according to lights in the scene
  456. // (not to blow over maxLights budget)
  457. maxLightCount = allocateLights( lights, 4 );
  458. parameters = { fog: fog, map: material.map, env_map: material.env_map, maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point };
  459. material.program = buildProgram( material.fragment_shader, material.vertex_shader, parameters );
  460. identifiers = [ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition' ];
  461. for( u in material.uniforms ) {
  462. identifiers.push(u);
  463. }
  464. cacheUniformLocations( material.program, identifiers );
  465. cacheAttributeLocations( material.program, [ "position", "normal", "uv", "tangent" ] );
  466. }
  467. program = material.program;
  468. if( program != _oldProgram ) {
  469. _gl.useProgram( program );
  470. _oldProgram = program;
  471. }
  472. this.loadCamera( program, camera );
  473. this.loadMatrices( program );
  474. if ( material instanceof THREE.MeshPhongMaterial ||
  475. material instanceof THREE.MeshLambertMaterial ) {
  476. vector_lights = this.setupLights( program, lights );
  477. refreshLights( material, vector_lights );
  478. }
  479. if ( material instanceof THREE.MeshBasicMaterial ||
  480. material instanceof THREE.MeshLambertMaterial ||
  481. material instanceof THREE.MeshPhongMaterial ) {
  482. refreshUniformsCommon( material, fog );
  483. }
  484. if ( material instanceof THREE.LineBasicMaterial ) {
  485. refreshUniformsLine( material, fog );
  486. }
  487. if ( material instanceof THREE.MeshPhongMaterial ) {
  488. refreshUniformsPhong( material );
  489. }
  490. setUniforms( program, material.uniforms );
  491. attributes = program.attributes;
  492. // vertices
  493. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLVertexBuffer );
  494. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  495. _gl.enableVertexAttribArray( attributes.position );
  496. // normals
  497. if ( attributes.normal >= 0 ) {
  498. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLNormalBuffer );
  499. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  500. _gl.enableVertexAttribArray( attributes.normal );
  501. }
  502. // tangents
  503. if ( attributes.tangent >= 0 ) {
  504. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLTangentBuffer );
  505. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  506. _gl.enableVertexAttribArray( attributes.tangent );
  507. }
  508. // uvs
  509. if ( attributes.uv >= 0 ) {
  510. if ( geometryChunk.__webGLUVBuffer ) {
  511. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLUVBuffer );
  512. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  513. _gl.enableVertexAttribArray( attributes.uv );
  514. } else {
  515. _gl.disableVertexAttribArray( attributes.uv );
  516. }
  517. }
  518. // render lines
  519. if ( material.wireframe || material instanceof THREE.LineBasicMaterial ) {
  520. linewidth = material.wireframe_linewidth !== undefined ? material.wireframe_linewidth :
  521. material.linewidth !== undefined ? material.linewidth : 1;
  522. primitives = material instanceof THREE.LineBasicMaterial && object.type == THREE.LineStrip ? _gl.LINE_STRIP : _gl.LINES;
  523. _gl.lineWidth( linewidth );
  524. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLLineBuffer );
  525. _gl.drawElements( primitives, geometryChunk.__webGLLineCount, _gl.UNSIGNED_SHORT, 0 );
  526. // render triangles
  527. } else {
  528. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLFaceBuffer );
  529. _gl.drawElements( _gl.TRIANGLES, geometryChunk.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
  530. }
  531. };
  532. this.renderPass = function ( camera, lights, fog, object, geometryChunk, blending, transparent ) {
  533. var i, l, m, ml, material, meshMaterial;
  534. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  535. meshMaterial = object.materials[ m ];
  536. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  537. for ( i = 0, l = geometryChunk.materials.length; i < l; i++ ) {
  538. material = geometryChunk.materials[ i ];
  539. if ( material && material.blending == blending && ( material.opacity < 1.0 == transparent ) ) {
  540. this.setBlending( material.blending );
  541. this.renderBuffer( camera, lights, fog, material, geometryChunk, object );
  542. }
  543. }
  544. } else {
  545. material = meshMaterial;
  546. if ( material && material.blending == blending && ( material.opacity < 1.0 == transparent ) ) {
  547. this.setBlending( material.blending );
  548. this.renderBuffer( camera, lights, fog, material, geometryChunk, object );
  549. }
  550. }
  551. }
  552. };
  553. this.render = function( scene, camera, renderTarget ) {
  554. var o, ol, webGLObject, object, buffer,
  555. lights = scene.lights,
  556. fog = scene.fog;
  557. this.initWebGLObjects( scene );
  558. setRenderTarget( renderTarget );
  559. if ( this.autoClear ) {
  560. this.clear();
  561. }
  562. camera.autoUpdateMatrix && camera.updateMatrix();
  563. _viewMatrixArray.set( camera.matrix.flatten() );
  564. _projectionMatrixArray.set( camera.projectionMatrix.flatten() );
  565. // opaque pass
  566. for ( o = 0, ol = scene.__webGLObjects.length; o < ol; o++ ) {
  567. webGLObject = scene.__webGLObjects[ o ];
  568. object = webGLObject.object;
  569. buffer = webGLObject.buffer;
  570. if ( object.visible ) {
  571. this.setupMatrices( object, camera );
  572. this.renderPass( camera, lights, fog, object, buffer, THREE.NormalBlending, false );
  573. }
  574. }
  575. // transparent pass
  576. for ( o = 0, ol = scene.__webGLObjects.length; o < ol; o++ ) {
  577. webGLObject = scene.__webGLObjects[ o ];
  578. object = webGLObject.object;
  579. buffer = webGLObject.buffer;
  580. if ( object.visible ) {
  581. this.setupMatrices( object, camera );
  582. // opaque blended materials
  583. this.renderPass( camera, lights, fog, object, buffer, THREE.AdditiveBlending, false );
  584. this.renderPass( camera, lights, fog, object, buffer, THREE.SubtractiveBlending, false );
  585. // transparent blended materials
  586. this.renderPass( camera, lights, fog, object, buffer, THREE.AdditiveBlending, true );
  587. this.renderPass( camera, lights, fog, object, buffer, THREE.SubtractiveBlending, true );
  588. // transparent normal materials
  589. this.renderPass( camera, lights, fog, object, buffer, THREE.NormalBlending, true );
  590. }
  591. }
  592. // Generate mipmap if we're using any kind of mipmap filtering
  593. if ( renderTarget && renderTarget.min_filter !== THREE.NearestFilter && renderTarget.min_filter !== THREE.LinearFilter ) {
  594. updateRenderTargetMipmap( renderTarget );
  595. }
  596. };
  597. this.initWebGLObjects = function( scene ) {
  598. function add_buffer( objmap, id, buffer, object ) {
  599. if ( objmap[ id ] == undefined ) {
  600. scene.__webGLObjects.push( { buffer: buffer, object: object } );
  601. objmap[ id ] = 1;
  602. }
  603. };
  604. var o, ol, object, g, geometry, geometryChunk, objmap;
  605. if ( !scene.__webGLObjects ) {
  606. scene.__webGLObjects = [];
  607. scene.__webGLObjectsMap = {};
  608. }
  609. for ( o = 0, ol = scene.objects.length; o < ol; o++ ) {
  610. object = scene.objects[ o ];
  611. geometry = object.geometry;
  612. if ( scene.__webGLObjectsMap[ object.id ] == undefined ) {
  613. scene.__webGLObjectsMap[ object.id ] = {};
  614. }
  615. objmap = scene.__webGLObjectsMap[ object.id ];
  616. if ( object instanceof THREE.Mesh ) {
  617. // create separate VBOs per geometry chunk
  618. for ( g in geometry.geometryChunks ) {
  619. geometryChunk = geometry.geometryChunks[ g ];
  620. // initialise VBO on the first access
  621. if( ! geometryChunk.__webGLVertexBuffer ) {
  622. this.createMeshBuffers( geometryChunk );
  623. this.initMeshBuffers( geometryChunk, object );
  624. geometry.__dirtyVertices = true;
  625. geometry.__dirtyElements = true;
  626. geometry.__dirtyUvs = true;
  627. geometry.__dirtyNormals = true;
  628. geometry.__dirtyTangents = true;
  629. }
  630. if( geometry.__dirtyVertices || geometry.__dirtyElements || geometry.__dirtyUvs ) {
  631. this.setMeshBuffers( geometryChunk, object, _gl.DYNAMIC_DRAW,
  632. geometry.__dirtyVertices, geometry.__dirtyElements, geometry.__dirtyUvs,
  633. geometry.__dirtyNormals, geometry.__dirtyTangents );
  634. }
  635. // create separate wrapper per each use of VBO
  636. add_buffer( objmap, g, geometryChunk, object );
  637. }
  638. geometry.__dirtyVertices = false;
  639. geometry.__dirtyElements = false;
  640. geometry.__dirtyUvs = false;
  641. geometry.__dirtyNormals = false;
  642. geometry.__dirtyTangents = false;
  643. } else if ( object instanceof THREE.Line ) {
  644. if( ! geometry.__webGLVertexBuffer ) {
  645. this.createLineBuffers( geometry );
  646. this.initLineBuffers( geometry );
  647. geometry.__dirtyVertices = true;
  648. geometry.__dirtyElements = true;
  649. }
  650. if( geometry.__dirtyVertices ) {
  651. this.setLineBuffers( geometry, _gl.DYNAMIC_DRAW, geometry.__dirtyVertices, geometry.__dirtyElements );
  652. }
  653. add_buffer( objmap, 0, geometry, object );
  654. geometry.__dirtyVertices = false;
  655. geometry.__dirtyElements = false;
  656. } else if ( object instanceof THREE.ParticleSystem ) {
  657. if( ! geometry.__webGLVertexBuffer ) {
  658. this.createParticleBuffers( geometry );
  659. }
  660. add_buffer( objmap, 0, geometry, object );
  661. }/*else if ( object instanceof THREE.Particle ) {
  662. }*/
  663. }
  664. };
  665. this.removeObject = function ( scene, object ) {
  666. var o, ol, zobject;
  667. for ( o = scene.__webGLObjects.length - 1; o >= 0; o-- ) {
  668. zobject = scene.__webGLObjects[ o ].object;
  669. if ( object == zobject ) {
  670. scene.__webGLObjects.splice( o, 1 );
  671. }
  672. }
  673. };
  674. this.setupMatrices = function ( object, camera ) {
  675. object.autoUpdateMatrix && object.updateMatrix();
  676. _modelViewMatrix.multiply( camera.matrix, object.matrix );
  677. _modelViewMatrixArray.set( _modelViewMatrix.flatten() );
  678. _normalMatrix = THREE.Matrix4.makeInvert3x3( _modelViewMatrix ).transpose();
  679. _normalMatrixArray.set( _normalMatrix.m );
  680. _objectMatrixArray.set( object.matrix.flatten() );
  681. };
  682. this.loadMatrices = function ( program ) {
  683. _gl.uniformMatrix4fv( program.uniforms.viewMatrix, false, _viewMatrixArray );
  684. _gl.uniformMatrix4fv( program.uniforms.modelViewMatrix, false, _modelViewMatrixArray );
  685. _gl.uniformMatrix4fv( program.uniforms.projectionMatrix, false, _projectionMatrixArray );
  686. _gl.uniformMatrix3fv( program.uniforms.normalMatrix, false, _normalMatrixArray );
  687. _gl.uniformMatrix4fv( program.uniforms.objectMatrix, false, _objectMatrixArray );
  688. };
  689. this.loadCamera = function( program, camera ) {
  690. _gl.uniform3f( program.uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  691. };
  692. this.setBlending = function( blending ) {
  693. switch ( blending ) {
  694. case THREE.AdditiveBlending:
  695. _gl.blendEquation( _gl.FUNC_ADD );
  696. _gl.blendFunc( _gl.ONE, _gl.ONE );
  697. break;
  698. case THREE.SubtractiveBlending:
  699. //_gl.blendEquation( _gl.FUNC_SUBTRACT );
  700. _gl.blendFunc( _gl.DST_COLOR, _gl.ZERO );
  701. break;
  702. default:
  703. _gl.blendEquation( _gl.FUNC_ADD );
  704. _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  705. break;
  706. }
  707. };
  708. this.setFaceCulling = function ( cullFace, frontFace ) {
  709. if ( cullFace ) {
  710. if ( !frontFace || frontFace == "ccw" ) {
  711. _gl.frontFace( _gl.CCW );
  712. } else {
  713. _gl.frontFace( _gl.CW );
  714. }
  715. if( cullFace == "back" ) {
  716. _gl.cullFace( _gl.BACK );
  717. } else if( cullFace == "front" ) {
  718. _gl.cullFace( _gl.FRONT );
  719. } else {
  720. _gl.cullFace( _gl.FRONT_AND_BACK );
  721. }
  722. _gl.enable( _gl.CULL_FACE );
  723. } else {
  724. _gl.disable( _gl.CULL_FACE );
  725. }
  726. };
  727. this.supportsVertexTextures = function() {
  728. return maxVertexTextures() > 0;
  729. };
  730. function maxVertexTextures() {
  731. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  732. };
  733. function initGL( antialias, clearColor, clearAlpha ) {
  734. try {
  735. _gl = _canvas.getContext( 'experimental-webgl', { antialias: antialias } );
  736. } catch(e) { }
  737. if (!_gl) {
  738. alert("WebGL not supported");
  739. throw "cannot create webgl context";
  740. }
  741. _gl.clearColor( 0, 0, 0, 1 );
  742. _gl.clearDepth( 1 );
  743. _gl.enable( _gl.DEPTH_TEST );
  744. _gl.depthFunc( _gl.LEQUAL );
  745. _gl.frontFace( _gl.CCW );
  746. _gl.cullFace( _gl.BACK );
  747. _gl.enable( _gl.CULL_FACE );
  748. _gl.enable( _gl.BLEND );
  749. _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  750. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  751. };
  752. function buildProgram( fragment_shader, vertex_shader, parameters ) {
  753. var program = _gl.createProgram(),
  754. prefix_fragment = [
  755. "#ifdef GL_ES",
  756. "precision highp float;",
  757. "#endif",
  758. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  759. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  760. parameters.fog ? "#define USE_FOG" : "",
  761. parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
  762. parameters.map ? "#define USE_MAP" : "",
  763. parameters.env_map ? "#define USE_ENVMAP" : "",
  764. "uniform mat4 viewMatrix;",
  765. "uniform vec3 cameraPosition;",
  766. ""
  767. ].join("\n"),
  768. prefix_vertex = [
  769. maxVertexTextures() > 0 ? "#define VERTEX_TEXTURES" : "",
  770. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  771. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  772. parameters.map ? "#define USE_MAP" : "",
  773. parameters.env_map ? "#define USE_ENVMAP" : "",
  774. "uniform mat4 objectMatrix;",
  775. "uniform mat4 modelViewMatrix;",
  776. "uniform mat4 projectionMatrix;",
  777. "uniform mat4 viewMatrix;",
  778. "uniform mat3 normalMatrix;",
  779. "uniform vec3 cameraPosition;",
  780. "attribute vec3 position;",
  781. "attribute vec3 normal;",
  782. "attribute vec2 uv;",
  783. ""
  784. ].join("\n");
  785. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragment_shader ) );
  786. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertex_shader ) );
  787. _gl.linkProgram( program );
  788. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  789. alert( "Could not initialise shaders\n"+
  790. "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  791. //console.log( prefix_fragment + fragment_shader );
  792. //console.log( prefix_vertex + vertex_shader );
  793. }
  794. program.uniforms = {};
  795. program.attributes = {};
  796. return program;
  797. };
  798. function setUniforms( program, uniforms ) {
  799. var u, uniform, value, type, location, texture;
  800. for( u in uniforms ) {
  801. location = program.uniforms[u];
  802. if ( !location ) continue;
  803. uniform = uniforms[u];
  804. type = uniform.type;
  805. value = uniform.value;
  806. if( type == "i" ) {
  807. _gl.uniform1i( location, value );
  808. } else if( type == "f" ) {
  809. _gl.uniform1f( location, value );
  810. } else if( type == "fv" ) {
  811. _gl.uniform3fv( location, value );
  812. } else if( type == "v2" ) {
  813. _gl.uniform2f( location, value.x, value.y );
  814. } else if( type == "v3" ) {
  815. _gl.uniform3f( location, value.x, value.y, value.z );
  816. } else if( type == "c" ) {
  817. _gl.uniform3f( location, value.r, value.g, value.b );
  818. } else if( type == "t" ) {
  819. _gl.uniform1i( location, value );
  820. texture = uniform.texture;
  821. if ( !texture ) continue;
  822. if ( texture.image instanceof Array && texture.image.length == 6 ) {
  823. setCubeTexture( texture, value );
  824. } else {
  825. setTexture( texture, value );
  826. }
  827. }
  828. }
  829. };
  830. function setCubeTexture( texture, slot ) {
  831. if ( texture.image.length == 6 ) {
  832. if ( !texture.image.__webGLTextureCube &&
  833. !texture.image.__cubeMapInitialized && texture.image.loadCount == 6 ) {
  834. texture.image.__webGLTextureCube = _gl.createTexture();
  835. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
  836. _gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  837. _gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  838. _gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_MAG_FILTER, _gl.LINEAR );
  839. _gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_LINEAR );
  840. for ( var i = 0; i < 6; ++i ) {
  841. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  842. }
  843. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  844. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  845. texture.image.__cubeMapInitialized = true;
  846. }
  847. _gl.activeTexture( _gl.TEXTURE0 + slot );
  848. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
  849. }
  850. };
  851. function setTexture( texture, slot ) {
  852. if ( !texture.__webGLTexture && texture.image.loaded ) {
  853. texture.__webGLTexture = _gl.createTexture();
  854. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
  855. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  856. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrap_s ) );
  857. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrap_t ) );
  858. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.mag_filter ) );
  859. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.min_filter ) );
  860. _gl.generateMipmap( _gl.TEXTURE_2D );
  861. _gl.bindTexture( _gl.TEXTURE_2D, null );
  862. }
  863. _gl.activeTexture( _gl.TEXTURE0 + slot );
  864. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
  865. };
  866. function setRenderTarget( renderTexture ) {
  867. if ( renderTexture && !renderTexture.__webGLFramebuffer ) {
  868. renderTexture.__webGLFramebuffer = _gl.createFramebuffer();
  869. renderTexture.__webGLRenderbuffer = _gl.createRenderbuffer();
  870. renderTexture.__webGLTexture = _gl.createTexture();
  871. // Setup renderbuffer
  872. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webGLRenderbuffer );
  873. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
  874. // Setup texture
  875. _gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webGLTexture );
  876. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrap_s ) );
  877. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrap_t ) );
  878. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.mag_filter ) );
  879. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.min_filter ) );
  880. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
  881. // Setup framebuffer
  882. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webGLFramebuffer );
  883. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webGLTexture, 0 );
  884. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webGLRenderbuffer );
  885. // Release everything
  886. _gl.bindTexture( _gl.TEXTURE_2D, null );
  887. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  888. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  889. }
  890. var framebuffer = renderTexture ? renderTexture.__webGLFramebuffer : null;
  891. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  892. };
  893. function updateRenderTargetMipmap( renderTarget ) {
  894. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webGLTexture );
  895. _gl.generateMipmap( _gl.TEXTURE_2D );
  896. _gl.bindTexture( _gl.TEXTURE_2D, null );
  897. };
  898. function cacheUniformLocations( program, identifiers ) {
  899. var i, l, id;
  900. for( i = 0, l = identifiers.length; i < l; i++ ) {
  901. id = identifiers[ i ];
  902. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  903. }
  904. };
  905. function cacheAttributeLocations( program, identifiers ) {
  906. var i, l, id;
  907. for( i = 0, l = identifiers.length; i < l; i++ ) {
  908. id = identifiers[ i ];
  909. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  910. }
  911. };
  912. function getShader( type, string ) {
  913. var shader;
  914. if ( type == "fragment" ) {
  915. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  916. } else if ( type == "vertex" ) {
  917. shader = _gl.createShader( _gl.VERTEX_SHADER );
  918. }
  919. _gl.shaderSource( shader, string );
  920. _gl.compileShader( shader );
  921. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  922. alert( _gl.getShaderInfoLog( shader ) );
  923. return null;
  924. }
  925. return shader;
  926. };
  927. function paramThreeToGL( p ) {
  928. switch ( p ) {
  929. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  930. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  931. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  932. case THREE.NearestFilter: return _gl.NEAREST; break;
  933. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  934. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  935. case THREE.LinearFilter: return _gl.LINEAR; break;
  936. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  937. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  938. case THREE.ByteType: return _gl.BYTE; break;
  939. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  940. case THREE.ShortType: return _gl.SHORT; break;
  941. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  942. case THREE.IntType: return _gl.INT; break;
  943. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  944. case THREE.FloatType: return _gl.FLOAT; break;
  945. case THREE.AlphaFormat: return _gl.ALPHA; break;
  946. case THREE.RGBFormat: return _gl.RGB; break;
  947. case THREE.RGBAFormat: return _gl.RGBA; break;
  948. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  949. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  950. }
  951. return 0;
  952. };
  953. function materialNeedsSmoothNormals( material ) {
  954. return material && material.shading != undefined && material.shading == THREE.SmoothShading;
  955. };
  956. function bufferNeedsSmoothNormals( geometryChunk, object ) {
  957. var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
  958. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  959. meshMaterial = object.materials[ m ];
  960. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  961. for ( i = 0, l = geometryChunk.materials.length; i < l; i++ ) {
  962. if ( materialNeedsSmoothNormals( geometryChunk.materials[ i ] ) ) {
  963. needsSmoothNormals = true;
  964. break;
  965. }
  966. }
  967. } else {
  968. if ( materialNeedsSmoothNormals( meshMaterial ) ) {
  969. needsSmoothNormals = true;
  970. break;
  971. }
  972. }
  973. if ( needsSmoothNormals ) break;
  974. }
  975. return needsSmoothNormals;
  976. };
  977. function allocateLights( lights, maxLights ) {
  978. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  979. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  980. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  981. light = lights[ l ];
  982. if ( light instanceof THREE.DirectionalLight ) dirLights++;
  983. if ( light instanceof THREE.PointLight ) pointLights++;
  984. }
  985. if ( ( pointLights + dirLights ) <= maxLights ) {
  986. maxDirLights = dirLights;
  987. maxPointLights = pointLights;
  988. } else {
  989. maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
  990. maxPointLights = maxLights - maxDirLights;
  991. }
  992. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  993. };
  994. /* DEBUG
  995. function getGLParams() {
  996. var params = {
  997. 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
  998. 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
  999. 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
  1000. 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  1001. 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
  1002. 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
  1003. 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
  1004. }
  1005. return params;
  1006. };
  1007. function dumpObject( obj ) {
  1008. var p, str = "";
  1009. for ( p in obj ) {
  1010. str += p + ": " + obj[p] + "\n";
  1011. }
  1012. return str;
  1013. }
  1014. */
  1015. };
  1016. THREE.Snippets = {
  1017. fog_pars_fragment: [
  1018. "#ifdef USE_FOG",
  1019. "uniform vec3 fogColor;",
  1020. "#ifdef FOG_EXP2",
  1021. "uniform float fogDensity;",
  1022. "#else",
  1023. "uniform float fogNear;",
  1024. "uniform float fogFar;",
  1025. "#endif",
  1026. "#endif"
  1027. ].join("\n"),
  1028. fog_fragment: [
  1029. "#ifdef USE_FOG",
  1030. "float depth = gl_FragCoord.z / gl_FragCoord.w;",
  1031. "#ifdef FOG_EXP2",
  1032. "const float LOG2 = 1.442695;",
  1033. "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
  1034. "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
  1035. "#else",
  1036. "float fogFactor = smoothstep( fogNear, fogFar, depth );",
  1037. "#endif",
  1038. "gl_FragColor = mix( gl_FragColor, vec4( fogColor, 1.0 ), fogFactor );",
  1039. "#endif"
  1040. ].join("\n"),
  1041. envmap_pars_fragment: [
  1042. "#ifdef USE_ENVMAP",
  1043. "varying vec3 vReflect;",
  1044. "uniform float reflectivity;",
  1045. "uniform samplerCube env_map;",
  1046. "uniform int combine;",
  1047. "#endif"
  1048. ].join("\n"),
  1049. envmap_fragment: [
  1050. "#ifdef USE_ENVMAP",
  1051. "cubeColor = textureCube( env_map, vec3( -vReflect.x, vReflect.yz ) );",
  1052. "if ( combine == 1 ) {",
  1053. "gl_FragColor = mix( gl_FragColor, cubeColor, reflectivity );",
  1054. "} else {",
  1055. "gl_FragColor = gl_FragColor * cubeColor;",
  1056. "}",
  1057. "#endif"
  1058. ].join("\n"),
  1059. envmap_pars_vertex: [
  1060. "#ifdef USE_ENVMAP",
  1061. "varying vec3 vReflect;",
  1062. "uniform float refraction_ratio;",
  1063. "uniform bool useRefract;",
  1064. "#endif"
  1065. ].join("\n"),
  1066. envmap_vertex : [
  1067. "#ifdef USE_ENVMAP",
  1068. "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
  1069. "vec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;",
  1070. "if ( useRefract ) {",
  1071. "vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refraction_ratio );",
  1072. "} else {",
  1073. "vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
  1074. "}",
  1075. "#endif"
  1076. ].join("\n"),
  1077. map_pars_fragment: [
  1078. "#ifdef USE_MAP",
  1079. "varying vec2 vUv;",
  1080. "uniform sampler2D map;",
  1081. "#endif"
  1082. ].join("\n"),
  1083. map_pars_vertex: [
  1084. "#ifdef USE_MAP",
  1085. "varying vec2 vUv;",
  1086. "#endif"
  1087. ].join("\n"),
  1088. map_fragment: [
  1089. "#ifdef USE_MAP",
  1090. "mapColor = texture2D( map, vUv );",
  1091. "#endif"
  1092. ].join("\n"),
  1093. map_vertex: [
  1094. "#ifdef USE_MAP",
  1095. "vUv = uv;",
  1096. "#endif"
  1097. ].join("\n"),
  1098. lights_pars_vertex: [
  1099. "uniform bool enableLighting;",
  1100. "uniform vec3 ambientLightColor;",
  1101. "#if MAX_DIR_LIGHTS > 0",
  1102. "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  1103. "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  1104. "#endif",
  1105. "#if MAX_POINT_LIGHTS > 0",
  1106. "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  1107. "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  1108. "#ifdef PHONG",
  1109. "varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];",
  1110. "#endif",
  1111. "#endif"
  1112. ].join("\n"),
  1113. lights_vertex: [
  1114. "if ( !enableLighting ) {",
  1115. "vLightWeighting = vec3( 1.0 );",
  1116. "} else {",
  1117. "vLightWeighting = ambientLightColor;",
  1118. "#if MAX_DIR_LIGHTS > 0",
  1119. "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  1120. "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  1121. "float directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );",
  1122. "vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;",
  1123. "}",
  1124. "#endif",
  1125. "#if MAX_POINT_LIGHTS > 0",
  1126. "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
  1127. "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  1128. "vec3 pointLightVector = normalize( lPosition.xyz - mvPosition.xyz );",
  1129. "float pointLightWeighting = max( dot( transformedNormal, pointLightVector ), 0.0 );",
  1130. "vLightWeighting += pointLightColor[ i ] * pointLightWeighting;",
  1131. "#ifdef PHONG",
  1132. "vPointLightVector[ i ] = pointLightVector;",
  1133. "#endif",
  1134. "}",
  1135. "#endif",
  1136. "}"
  1137. ].join("\n"),
  1138. lights_pars_fragment: [
  1139. "#if MAX_DIR_LIGHTS > 0",
  1140. "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  1141. "#endif",
  1142. "#if MAX_POINT_LIGHTS > 0",
  1143. "varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];",
  1144. "#endif",
  1145. "varying vec3 vViewPosition;",
  1146. "varying vec3 vNormal;"
  1147. ].join("\n"),
  1148. lights_fragment: [
  1149. "vec3 normal = normalize( vNormal );",
  1150. "vec3 viewPosition = normalize( vViewPosition );",
  1151. "vec4 mSpecular = vec4( specular, opacity );",
  1152. "#if MAX_POINT_LIGHTS > 0",
  1153. "vec4 pointDiffuse = vec4( 0.0 );",
  1154. "vec4 pointSpecular = vec4( 0.0 );",
  1155. "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
  1156. "vec3 pointVector = normalize( vPointLightVector[ i ] );",
  1157. "vec3 pointHalfVector = normalize( vPointLightVector[ i ] + vViewPosition );",
  1158. "float pointDotNormalHalf = dot( normal, pointHalfVector );",
  1159. "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
  1160. "float pointSpecularWeight = 0.0;",
  1161. "if ( pointDotNormalHalf >= 0.0 )",
  1162. "pointSpecularWeight = pow( pointDotNormalHalf, shininess );",
  1163. "pointDiffuse += mColor * pointDiffuseWeight;",
  1164. "pointSpecular += mSpecular * pointSpecularWeight;",
  1165. "}",
  1166. "#endif",
  1167. "#if MAX_DIR_LIGHTS > 0",
  1168. "vec4 dirDiffuse = vec4( 0.0 );",
  1169. "vec4 dirSpecular = vec4( 0.0 );" ,
  1170. "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  1171. "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  1172. "vec3 dirVector = normalize( lDirection.xyz );",
  1173. "vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );",
  1174. "float dirDotNormalHalf = dot( normal, dirHalfVector );",
  1175. "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  1176. "float dirSpecularWeight = 0.0;",
  1177. "if ( dirDotNormalHalf >= 0.0 )",
  1178. "dirSpecularWeight = pow( dirDotNormalHalf, shininess );",
  1179. "dirDiffuse += mColor * dirDiffuseWeight;",
  1180. "dirSpecular += mSpecular * dirSpecularWeight;",
  1181. "}",
  1182. "#endif",
  1183. "vec4 totalLight = vec4( ambient, opacity );",
  1184. "#if MAX_DIR_LIGHTS > 0",
  1185. "totalLight += dirDiffuse + dirSpecular;",
  1186. "#endif",
  1187. "#if MAX_POINT_LIGHTS > 0",
  1188. "totalLight += pointDiffuse + pointSpecular;",
  1189. "#endif"
  1190. ].join("\n")
  1191. };
  1192. THREE.UniformsLib = {
  1193. common: {
  1194. "color" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  1195. "opacity" : { type: "f", value: 1 },
  1196. "map" : { type: "t", value: 0, texture: null },
  1197. "env_map" : { type: "t", value: 1, texture: null },
  1198. "useRefract" : { type: "i", value: 0 },
  1199. "reflectivity" : { type: "f", value: 1 },
  1200. "refraction_ratio": { type: "f", value: 0.98 },
  1201. "combine" : { type: "i", value: 0 },
  1202. "fogDensity": { type: "f", value: 0.00025 },
  1203. "fogNear" : { type: "f", value: 1 },
  1204. "fogFar" : { type: "f", value: 2000 },
  1205. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  1206. },
  1207. lights: {
  1208. "enableLighting" : { type: "i", value: 1 },
  1209. "ambientLightColor" : { type: "fv", value: [] },
  1210. "directionalLightDirection" : { type: "fv", value: [] },
  1211. "directionalLightColor" : { type: "fv", value: [] },
  1212. "pointLightPosition" : { type: "fv", value: [] },
  1213. "pointLightColor" : { type: "fv", value: [] }
  1214. }
  1215. };
  1216. THREE.ShaderLib = {
  1217. 'depth': {
  1218. uniforms: { "mNear": { type: "f", value: 1.0 },
  1219. "mFar" : { type: "f", value: 2000.0 } },
  1220. fragment_shader: [
  1221. "uniform float mNear;",
  1222. "uniform float mFar;",
  1223. "void main() {",
  1224. "float depth = gl_FragCoord.z / gl_FragCoord.w;",
  1225. "float color = 1.0 - smoothstep( mNear, mFar, depth );",
  1226. "gl_FragColor = vec4( vec3( color ), 1.0 );",
  1227. "}"
  1228. ].join("\n"),
  1229. vertex_shader: [
  1230. "void main() {",
  1231. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  1232. "}"
  1233. ].join("\n")
  1234. },
  1235. 'normal': {
  1236. uniforms: { },
  1237. fragment_shader: [
  1238. "varying vec3 vNormal;",
  1239. "void main() {",
  1240. "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, 1.0 );",
  1241. "}"
  1242. ].join("\n"),
  1243. vertex_shader: [
  1244. "varying vec3 vNormal;",
  1245. "void main() {",
  1246. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  1247. "vNormal = normalize( normalMatrix * normal );",
  1248. "gl_Position = projectionMatrix * mvPosition;",
  1249. "}"
  1250. ].join("\n")
  1251. },
  1252. 'basic': {
  1253. uniforms: THREE.UniformsLib[ "common" ],
  1254. fragment_shader: [
  1255. "uniform vec3 color;",
  1256. "uniform float opacity;",
  1257. THREE.Snippets[ "map_pars_fragment" ],
  1258. THREE.Snippets[ "envmap_pars_fragment" ],
  1259. THREE.Snippets[ "fog_pars_fragment" ],
  1260. "void main() {",
  1261. "vec4 mColor = vec4( color, opacity );",
  1262. "vec4 mapColor = vec4( 1.0 );",
  1263. "vec4 cubeColor = vec4( 1.0 );",
  1264. THREE.Snippets[ "map_fragment" ],
  1265. "gl_FragColor = mColor * mapColor;",
  1266. THREE.Snippets[ "envmap_fragment" ],
  1267. THREE.Snippets[ "fog_fragment" ],
  1268. "}"
  1269. ].join("\n"),
  1270. vertex_shader: [
  1271. THREE.Snippets[ "map_pars_vertex" ],
  1272. THREE.Snippets[ "envmap_pars_vertex" ],
  1273. "void main() {",
  1274. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  1275. THREE.Snippets[ "map_vertex" ],
  1276. THREE.Snippets[ "envmap_vertex" ],
  1277. "gl_Position = projectionMatrix * mvPosition;",
  1278. "}"
  1279. ].join("\n")
  1280. },
  1281. 'lambert': {
  1282. uniforms: Uniforms.merge( [ THREE.UniformsLib[ "common" ],
  1283. THREE.UniformsLib[ "lights" ] ] ),
  1284. fragment_shader: [
  1285. "uniform vec3 color;",
  1286. "uniform float opacity;",
  1287. "varying vec3 vLightWeighting;",
  1288. THREE.Snippets[ "map_pars_fragment" ],
  1289. THREE.Snippets[ "envmap_pars_fragment" ],
  1290. THREE.Snippets[ "fog_pars_fragment" ],
  1291. "void main() {",
  1292. "vec4 mColor = vec4( color, opacity );",
  1293. "vec4 mapColor = vec4( 1.0 );",
  1294. "vec4 cubeColor = vec4( 1.0 );",
  1295. THREE.Snippets[ "map_fragment" ],
  1296. "gl_FragColor = mColor * mapColor * vec4( vLightWeighting, 1.0 );",
  1297. THREE.Snippets[ "envmap_fragment" ],
  1298. THREE.Snippets[ "fog_fragment" ],
  1299. "}"
  1300. ].join("\n"),
  1301. vertex_shader: [
  1302. "varying vec3 vLightWeighting;",
  1303. THREE.Snippets[ "map_pars_vertex" ],
  1304. THREE.Snippets[ "envmap_pars_vertex" ],
  1305. THREE.Snippets[ "lights_pars_vertex" ],
  1306. "void main() {",
  1307. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  1308. THREE.Snippets[ "map_vertex" ],
  1309. THREE.Snippets[ "envmap_vertex" ],
  1310. "vec3 transformedNormal = normalize( normalMatrix * normal );",
  1311. THREE.Snippets[ "lights_vertex" ],
  1312. "gl_Position = projectionMatrix * mvPosition;",
  1313. "}"
  1314. ].join("\n")
  1315. },
  1316. 'phong': {
  1317. uniforms: Uniforms.merge( [ THREE.UniformsLib[ "common" ],
  1318. THREE.UniformsLib[ "lights" ],
  1319. { "ambient" : { type: "c", value: new THREE.Color( 0x050505 ) },
  1320. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  1321. "shininess": { type: "f", value: 30 }
  1322. }
  1323. ] ),
  1324. fragment_shader: [
  1325. "uniform vec3 color;",
  1326. "uniform float opacity;",
  1327. "uniform vec3 ambient;",
  1328. "uniform vec3 specular;",
  1329. "uniform float shininess;",
  1330. "varying vec3 vLightWeighting;",
  1331. THREE.Snippets[ "map_pars_fragment" ],
  1332. THREE.Snippets[ "envmap_pars_fragment" ],
  1333. THREE.Snippets[ "fog_pars_fragment" ],
  1334. THREE.Snippets[ "lights_pars_fragment" ],
  1335. "void main() {",
  1336. "vec4 mColor = vec4( color, opacity );",
  1337. "vec4 mapColor = vec4( 1.0 );",
  1338. "vec4 cubeColor = vec4( 1.0 );",
  1339. THREE.Snippets[ "map_fragment" ],
  1340. THREE.Snippets[ "lights_fragment" ],
  1341. "gl_FragColor = mapColor * totalLight * vec4( vLightWeighting, 1.0 );",
  1342. THREE.Snippets[ "envmap_fragment" ],
  1343. THREE.Snippets[ "fog_fragment" ],
  1344. "}"
  1345. ].join("\n"),
  1346. vertex_shader: [
  1347. "#define PHONG",
  1348. "varying vec3 vLightWeighting;",
  1349. "varying vec3 vViewPosition;",
  1350. "varying vec3 vNormal;",
  1351. THREE.Snippets[ "map_pars_vertex" ],
  1352. THREE.Snippets[ "envmap_pars_vertex" ],
  1353. THREE.Snippets[ "lights_pars_vertex" ],
  1354. "void main() {",
  1355. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  1356. THREE.Snippets[ "map_vertex" ],
  1357. THREE.Snippets[ "envmap_vertex" ],
  1358. "#ifndef USE_ENVMAP",
  1359. "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
  1360. "#endif",
  1361. "vViewPosition = cameraPosition - mPosition.xyz;",
  1362. "vec3 transformedNormal = normalize( normalMatrix * normal );",
  1363. "vNormal = transformedNormal;",
  1364. THREE.Snippets[ "lights_vertex" ],
  1365. "gl_Position = projectionMatrix * mvPosition;",
  1366. "}"
  1367. ].join("\n")
  1368. }
  1369. };