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- /**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- */
- THREE.WebGLRenderer = function ( parameters ) {
- console.log( 'THREE.WebGLRenderer', THREE.REVISION );
- parameters = parameters || {};
- var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
- _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
- _alpha = parameters.alpha !== undefined ? parameters.alpha : true,
- _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
- _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
- _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
- _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
- _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
- _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
- _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
- // public properties
- this.domElement = _canvas;
- this.context = null;
- // clearing
- this.autoClear = true;
- this.autoClearColor = true;
- this.autoClearDepth = true;
- this.autoClearStencil = true;
- // scene graph
- this.sortObjects = true;
- this.autoUpdateObjects = true;
- this.autoUpdateScene = true;
- // physically based shading
- this.gammaInput = false;
- this.gammaOutput = false;
- this.physicallyBasedShading = false;
- // shadow map
- this.shadowMapEnabled = false;
- this.shadowMapAutoUpdate = true;
- this.shadowMapSoft = true;
- this.shadowMapCullFrontFaces = true;
- this.shadowMapDebug = false;
- this.shadowMapCascade = false;
- // morphs
- this.maxMorphTargets = 8;
- this.maxMorphNormals = 4;
- // flags
- this.autoScaleCubemaps = true;
- // custom render plugins
- this.renderPluginsPre = [];
- this.renderPluginsPost = [];
- // info
- this.info = {
- memory: {
- programs: 0,
- geometries: 0,
- textures: 0
- },
- render: {
- calls: 0,
- vertices: 0,
- faces: 0,
- points: 0
- }
- };
- // internal properties
- var _this = this,
- _gl,
- _programs = [],
- // internal state cache
- _currentProgram = null,
- _currentFramebuffer = null,
- _currentMaterialId = -1,
- _currentGeometryGroupHash = null,
- _currentCamera = null,
- _geometryGroupCounter = 0,
- // GL state cache
- _oldDoubleSided = -1,
- _oldFlipSided = -1,
- _oldBlending = -1,
- _oldBlendEquation = -1,
- _oldBlendSrc = -1,
- _oldBlendDst = -1,
- _oldDepthTest = -1,
- _oldDepthWrite = -1,
- _oldPolygonOffset = null,
- _oldPolygonOffsetFactor = null,
- _oldPolygonOffsetUnits = null,
- _oldLineWidth = null,
- _viewportX = 0,
- _viewportY = 0,
- _viewportWidth = 0,
- _viewportHeight = 0,
- _currentWidth = 0,
- _currentHeight = 0,
- // frustum
- _frustum = new THREE.Frustum(),
- // camera matrices cache
- _projScreenMatrix = new THREE.Matrix4(),
- _projScreenMatrixPS = new THREE.Matrix4(),
- _vector3 = new THREE.Vector4(),
- // light arrays cache
- _direction = new THREE.Vector3(),
- _lightsNeedUpdate = true,
- _lights = {
- ambient: [ 0, 0, 0 ],
- directional: { length: 0, colors: new Array(), positions: new Array() },
- point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
- spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), angles: new Array(), exponents: new Array() }
- };
- // initialize
- _gl = initGL();
- setDefaultGLState();
- this.context = _gl;
- // GPU capabilities
- var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
- _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE ),
- _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
- // API
- this.getContext = function () {
- return _gl;
- };
- this.supportsVertexTextures = function () {
- return _maxVertexTextures > 0;
- };
- this.setSize = function ( width, height ) {
- _canvas.width = width;
- _canvas.height = height;
- this.setViewport( 0, 0, _canvas.width, _canvas.height );
- };
- this.setViewport = function ( x, y, width, height ) {
- _viewportX = x;
- _viewportY = y;
- _viewportWidth = width;
- _viewportHeight = height;
- _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
- };
- this.setScissor = function ( x, y, width, height ) {
- _gl.scissor( x, y, width, height );
- };
- this.enableScissorTest = function ( enable ) {
- enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
- };
- // Clearing
- this.setClearColorHex = function ( hex, alpha ) {
- _clearColor.setHex( hex );
- _clearAlpha = alpha;
- _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
- };
- this.setClearColor = function ( color, alpha ) {
- _clearColor.copy( color );
- _clearAlpha = alpha;
- _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
- };
- this.getClearColor = function () {
- return _clearColor;
- };
- this.getClearAlpha = function () {
- return _clearAlpha;
- };
- this.clear = function ( color, depth, stencil ) {
- var bits = 0;
- if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
- if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
- if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
- _gl.clear( bits );
- };
- this.clearTarget = function ( renderTarget, color, depth, stencil ) {
- this.setRenderTarget( renderTarget );
- this.clear( color, depth, stencil );
- };
- // Plugins
- this.addPostPlugin = function ( plugin ) {
- plugin.init( this );
- this.renderPluginsPost.push( plugin );
- };
- this.addPrePlugin = function ( plugin ) {
- plugin.init( this );
- this.renderPluginsPre.push( plugin );
- };
- // Deallocation
- this.deallocateObject = function ( object ) {
- if ( ! object.__webglInit ) return;
- object.__webglInit = false;
- delete object._modelViewMatrix;
- delete object._normalMatrix;
- delete object._normalMatrixArray;
- delete object._modelViewMatrixArray;
- delete object._objectMatrixArray;
- if ( object instanceof THREE.Mesh ) {
- for ( var g in object.geometry.geometryGroups ) {
- deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
- }
- } else if ( object instanceof THREE.Ribbon ) {
- deleteRibbonBuffers( object.geometry );
- } else if ( object instanceof THREE.Line ) {
- deleteLineBuffers( object.geometry );
- } else if ( object instanceof THREE.ParticleSystem ) {
- deleteParticleBuffers( object.geometry );
- }
- };
- this.deallocateTexture = function ( texture ) {
- if ( ! texture.__webglInit ) return;
- texture.__webglInit = false;
- _gl.deleteTexture( texture.__webglTexture );
- _this.info.memory.textures --;
- };
- this.deallocateRenderTarget = function ( renderTarget ) {
- if ( !renderTarget || ! renderTarget.__webglTexture ) return;
- _gl.deleteTexture( renderTarget.__webglTexture );
- if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
- for ( var i = 0; i < 6; i ++ ) {
- _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
- _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
- }
- } else {
- _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
- _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
- }
- };
- // Rendering
- this.updateShadowMap = function ( scene, camera ) {
- _currentProgram = null;
- _oldBlending = -1;
- _oldDepthTest = -1;
- _oldDepthWrite = -1;
- _currentGeometryGroupHash = -1;
- _currentMaterialId = -1;
- _lightsNeedUpdate = true;
- _oldDoubleSided = -1;
- _oldFlipSided = -1;
- this.shadowMapPlugin.update( scene, camera );
- };
- // Internal functions
- // Buffer allocation
- function createParticleBuffers ( geometry ) {
- geometry.__webglVertexBuffer = _gl.createBuffer();
- geometry.__webglColorBuffer = _gl.createBuffer();
- _this.info.geometries ++;
- };
- function createLineBuffers ( geometry ) {
- geometry.__webglVertexBuffer = _gl.createBuffer();
- geometry.__webglColorBuffer = _gl.createBuffer();
- _this.info.memory.geometries ++;
- };
- function createRibbonBuffers ( geometry ) {
- geometry.__webglVertexBuffer = _gl.createBuffer();
- geometry.__webglColorBuffer = _gl.createBuffer();
- _this.info.memory.geometries ++;
- };
- function createMeshBuffers ( geometryGroup ) {
- geometryGroup.__webglVertexBuffer = _gl.createBuffer();
- geometryGroup.__webglNormalBuffer = _gl.createBuffer();
- geometryGroup.__webglTangentBuffer = _gl.createBuffer();
- geometryGroup.__webglColorBuffer = _gl.createBuffer();
- geometryGroup.__webglUVBuffer = _gl.createBuffer();
- geometryGroup.__webglUV2Buffer = _gl.createBuffer();
- geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
- geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
- geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
- geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
- geometryGroup.__webglFaceBuffer = _gl.createBuffer();
- geometryGroup.__webglLineBuffer = _gl.createBuffer();
- var m, ml;
- if ( geometryGroup.numMorphTargets ) {
- geometryGroup.__webglMorphTargetsBuffers = [];
- for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
- geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
- }
- }
- if ( geometryGroup.numMorphNormals ) {
- geometryGroup.__webglMorphNormalsBuffers = [];
- for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
- geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
- }
- }
- _this.info.memory.geometries ++;
- };
- // Buffer deallocation
- function deleteParticleBuffers ( geometry ) {
- _gl.deleteBuffer( geometry.__webglVertexBuffer );
- _gl.deleteBuffer( geometry.__webglColorBuffer );
- _this.info.memory.geometries --;
- };
- function deleteLineBuffers ( geometry ) {
- _gl.deleteBuffer( geometry.__webglVertexBuffer );
- _gl.deleteBuffer( geometry.__webglColorBuffer );
- _this.info.memory.geometries --;
- };
- function deleteRibbonBuffers ( geometry ) {
- _gl.deleteBuffer( geometry.__webglVertexBuffer );
- _gl.deleteBuffer( geometry.__webglColorBuffer );
- _this.info.memory.geometries --;
- };
- function deleteMeshBuffers ( geometryGroup ) {
- _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
- _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
- _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
- _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
- _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
- _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
- _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer );
- _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
- _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
- _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
- _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
- _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
- var m, ml;
- if ( geometryGroup.numMorphTargets ) {
- for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
- _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
- }
- }
- if ( geometryGroup.numMorphNormals ) {
- for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
- _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
- }
- }
- if ( geometryGroup.__webglCustomAttributesList ) {
- for ( var id in geometryGroup.__webglCustomAttributesList ) {
- _gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer );
- }
- }
- _this.info.memory.geometries --;
- };
- // Buffer initialization
- function initCustomAttributes ( geometry, object ) {
- var nvertices = geometry.vertices.length;
- var material = object.material;
- if ( material.attributes ) {
- if ( geometry.__webglCustomAttributesList === undefined ) {
- geometry.__webglCustomAttributesList = [];
- }
- for ( var a in material.attributes ) {
- var attribute = material.attributes[ a ];
- if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
- attribute.__webglInitialized = true;
- var size = 1; // "f" and "i"
- if ( attribute.type === "v2" ) size = 2;
- else if ( attribute.type === "v3" ) size = 3;
- else if ( attribute.type === "v4" ) size = 4;
- else if ( attribute.type === "c" ) size = 3;
- attribute.size = size;
- attribute.array = new Float32Array( nvertices * size );
- attribute.buffer = _gl.createBuffer();
- attribute.buffer.belongsToAttribute = a;
- attribute.needsUpdate = true;
- }
- geometry.__webglCustomAttributesList.push( attribute );
- }
- }
- };
- function initParticleBuffers ( geometry, object ) {
- var nvertices = geometry.vertices.length;
- geometry.__vertexArray = new Float32Array( nvertices * 3 );
- geometry.__colorArray = new Float32Array( nvertices * 3 );
- geometry.__sortArray = [];
- geometry.__webglParticleCount = nvertices;
- initCustomAttributes ( geometry, object );
- };
- function initLineBuffers ( geometry, object ) {
- var nvertices = geometry.vertices.length;
- geometry.__vertexArray = new Float32Array( nvertices * 3 );
- geometry.__colorArray = new Float32Array( nvertices * 3 );
- geometry.__webglLineCount = nvertices;
- initCustomAttributes ( geometry, object );
- };
- function initRibbonBuffers ( geometry ) {
- var nvertices = geometry.vertices.length;
- geometry.__vertexArray = new Float32Array( nvertices * 3 );
- geometry.__colorArray = new Float32Array( nvertices * 3 );
- geometry.__webglVertexCount = nvertices;
- };
- function initMeshBuffers ( geometryGroup, object ) {
- var geometry = object.geometry,
- faces3 = geometryGroup.faces3,
- faces4 = geometryGroup.faces4,
- nvertices = faces3.length * 3 + faces4.length * 4,
- ntris = faces3.length * 1 + faces4.length * 2,
- nlines = faces3.length * 3 + faces4.length * 4,
- material = getBufferMaterial( object, geometryGroup ),
- uvType = bufferGuessUVType( material ),
- normalType = bufferGuessNormalType( material ),
- vertexColorType = bufferGuessVertexColorType( material );
- //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
- geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
- if ( normalType ) {
- geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
- }
- if ( geometry.hasTangents ) {
- geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
- }
- if ( vertexColorType ) {
- geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
- }
- if ( uvType ) {
- if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
- geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
- }
- if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
- geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
- }
- }
- if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
- geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
- geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
- geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
- geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
- }
- geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
- geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
- var m, ml;
- if ( geometryGroup.numMorphTargets ) {
- geometryGroup.__morphTargetsArrays = [];
- for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
- geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
- }
- }
- if ( geometryGroup.numMorphNormals ) {
- geometryGroup.__morphNormalsArrays = [];
- for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
- geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
- }
- }
- geometryGroup.__webglFaceCount = ntris * 3;
- geometryGroup.__webglLineCount = nlines * 2;
- // custom attributes
- if ( material.attributes ) {
- if ( geometryGroup.__webglCustomAttributesList === undefined ) {
- geometryGroup.__webglCustomAttributesList = [];
- }
- for ( var a in material.attributes ) {
- // Do a shallow copy of the attribute object so different geometryGroup chunks use different
- // attribute buffers which are correctly indexed in the setMeshBuffers function
- var originalAttribute = material.attributes[ a ];
- var attribute = {};
- for ( var property in originalAttribute ) {
- attribute[ property ] = originalAttribute[ property ];
- }
- if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
- attribute.__webglInitialized = true;
- var size = 1; // "f" and "i"
- if( attribute.type === "v2" ) size = 2;
- else if( attribute.type === "v3" ) size = 3;
- else if( attribute.type === "v4" ) size = 4;
- else if( attribute.type === "c" ) size = 3;
- attribute.size = size;
- attribute.array = new Float32Array( nvertices * size );
- attribute.buffer = _gl.createBuffer();
- attribute.buffer.belongsToAttribute = a;
- originalAttribute.needsUpdate = true;
- attribute.__original = originalAttribute;
- }
- geometryGroup.__webglCustomAttributesList.push( attribute );
- }
- }
- geometryGroup.__inittedArrays = true;
- };
- function getBufferMaterial( object, geometryGroup ) {
- if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
- return object.material;
- } else if ( geometryGroup.materialIndex >= 0 ) {
- return object.geometry.materials[ geometryGroup.materialIndex ];
- }
- };
- function materialNeedsSmoothNormals ( material ) {
- return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
- };
- function bufferGuessNormalType ( material ) {
- // only MeshBasicMaterial and MeshDepthMaterial don't need normals
- if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
- return false;
- }
- if ( materialNeedsSmoothNormals( material ) ) {
- return THREE.SmoothShading;
- } else {
- return THREE.FlatShading;
- }
- };
- function bufferGuessVertexColorType ( material ) {
- if ( material.vertexColors ) {
- return material.vertexColors;
- }
- return false;
- };
- function bufferGuessUVType ( material ) {
- // material must use some texture to require uvs
- if ( material.map || material.lightMap || material instanceof THREE.ShaderMaterial ) {
- return true;
- }
- return false;
- };
- // Buffer setting
- function setParticleBuffers ( geometry, hint, object ) {
- var v, c, vertex, offset, index, color,
- vertices = geometry.vertices,
- vl = vertices.length,
- colors = geometry.colors,
- cl = colors.length,
- vertexArray = geometry.__vertexArray,
- colorArray = geometry.__colorArray,
- sortArray = geometry.__sortArray,
- dirtyVertices = geometry.verticesNeedUpdate,
- dirtyElements = geometry.elementsNeedUpdate,
- dirtyColors = geometry.colorsNeedUpdate,
- customAttributes = geometry.__webglCustomAttributesList,
- i, il,
- a, ca, cal, value,
- customAttribute;
- if ( object.sortParticles ) {
- _projScreenMatrixPS.copy( _projScreenMatrix );
- _projScreenMatrixPS.multiplySelf( object.matrixWorld );
- for ( v = 0; v < vl; v ++ ) {
- vertex = vertices[ v ];
- _vector3.copy( vertex );
- _projScreenMatrixPS.multiplyVector3( _vector3 );
- sortArray[ v ] = [ _vector3.z, v ];
- }
- sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
- for ( v = 0; v < vl; v ++ ) {
- vertex = vertices[ sortArray[v][1] ];
- offset = v * 3;
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
- }
- for ( c = 0; c < cl; c ++ ) {
- offset = c * 3;
- color = colors[ sortArray[c][1] ];
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
- }
- if ( customAttributes ) {
- for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
- customAttribute = customAttributes[ i ];
- if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
- offset = 0;
- cal = customAttribute.value.length;
- if ( customAttribute.size === 1 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- index = sortArray[ ca ][ 1 ];
- customAttribute.array[ ca ] = customAttribute.value[ index ];
- }
- } else if ( customAttribute.size === 2 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- index = sortArray[ ca ][ 1 ];
- value = customAttribute.value[ index ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- offset += 2;
- }
- } else if ( customAttribute.size === 3 ) {
- if ( customAttribute.type === "c" ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- index = sortArray[ ca ][ 1 ];
- value = customAttribute.value[ index ];
- customAttribute.array[ offset ] = value.r;
- customAttribute.array[ offset + 1 ] = value.g;
- customAttribute.array[ offset + 2 ] = value.b;
- offset += 3;
- }
- } else {
- for ( ca = 0; ca < cal; ca ++ ) {
- index = sortArray[ ca ][ 1 ];
- value = customAttribute.value[ index ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- customAttribute.array[ offset + 2 ] = value.z;
- offset += 3;
- }
- }
- } else if ( customAttribute.size === 4 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- index = sortArray[ ca ][ 1 ];
- value = customAttribute.value[ index ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- customAttribute.array[ offset + 2 ] = value.z;
- customAttribute.array[ offset + 3 ] = value.w;
- offset += 4;
- }
- }
- }
- }
- } else {
- if ( dirtyVertices ) {
- for ( v = 0; v < vl; v ++ ) {
- vertex = vertices[ v ];
- offset = v * 3;
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
- }
- }
- if ( dirtyColors ) {
- for ( c = 0; c < cl; c ++ ) {
- color = colors[ c ];
- offset = c * 3;
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
- }
- }
- if ( customAttributes ) {
- for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
- customAttribute = customAttributes[ i ];
- if ( customAttribute.needsUpdate &&
- ( customAttribute.boundTo === undefined ||
- customAttribute.boundTo === "vertices") ) {
- cal = customAttribute.value.length;
- offset = 0;
- if ( customAttribute.size === 1 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- customAttribute.array[ ca ] = customAttribute.value[ ca ];
- }
- } else if ( customAttribute.size === 2 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- offset += 2;
- }
- } else if ( customAttribute.size === 3 ) {
- if ( customAttribute.type === "c" ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.r;
- customAttribute.array[ offset + 1 ] = value.g;
- customAttribute.array[ offset + 2 ] = value.b;
- offset += 3;
- }
- } else {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- customAttribute.array[ offset + 2 ] = value.z;
- offset += 3;
- }
- }
- } else if ( customAttribute.size === 4 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- customAttribute.array[ offset + 2 ] = value.z;
- customAttribute.array[ offset + 3 ] = value.w;
- offset += 4;
- }
- }
- }
- }
- }
- }
- if ( dirtyVertices || object.sortParticles ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
- }
- if ( dirtyColors || object.sortParticles ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
- }
- if ( customAttributes ) {
- for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
- customAttribute = customAttributes[ i ];
- if ( customAttribute.needsUpdate || object.sortParticles ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
- }
- }
- }
- };
- function setLineBuffers ( geometry, hint ) {
- var v, c, vertex, offset, color,
- vertices = geometry.vertices,
- colors = geometry.colors,
- vl = vertices.length,
- cl = colors.length,
- vertexArray = geometry.__vertexArray,
- colorArray = geometry.__colorArray,
- dirtyVertices = geometry.verticesNeedUpdate,
- dirtyColors = geometry.colorsNeedUpdate,
- customAttributes = geometry.__webglCustomAttributesList,
- i, il,
- a, ca, cal, value,
- customAttribute;
- if ( dirtyVertices ) {
- for ( v = 0; v < vl; v ++ ) {
- vertex = vertices[ v ];
- offset = v * 3;
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
- }
- if ( dirtyColors ) {
- for ( c = 0; c < cl; c ++ ) {
- color = colors[ c ];
- offset = c * 3;
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
- }
- if ( customAttributes ) {
- for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
- customAttribute = customAttributes[ i ];
- if ( customAttribute.needsUpdate &&
- ( customAttribute.boundTo === undefined ||
- customAttribute.boundTo === "vertices" ) ) {
- offset = 0;
- cal = customAttribute.value.length;
- if ( customAttribute.size === 1 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- customAttribute.array[ ca ] = customAttribute.value[ ca ];
- }
- } else if ( customAttribute.size === 2 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- offset += 2;
- }
- } else if ( customAttribute.size === 3 ) {
- if ( customAttribute.type === "c" ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.r;
- customAttribute.array[ offset + 1 ] = value.g;
- customAttribute.array[ offset + 2 ] = value.b;
- offset += 3;
- }
- } else {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- customAttribute.array[ offset + 2 ] = value.z;
- offset += 3;
- }
- }
- } else if ( customAttribute.size === 4 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- customAttribute.array[ offset + 2 ] = value.z;
- customAttribute.array[ offset + 3 ] = value.w;
- offset += 4;
- }
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
- }
- }
- }
- };
- function setRibbonBuffers ( geometry, hint ) {
- var v, c, vertex, offset, color,
- vertices = geometry.vertices,
- colors = geometry.colors,
- vl = vertices.length,
- cl = colors.length,
- vertexArray = geometry.__vertexArray,
- colorArray = geometry.__colorArray,
- dirtyVertices = geometry.verticesNeedUpdate,
- dirtyColors = geometry.colorsNeedUpdate;
- if ( dirtyVertices ) {
- for ( v = 0; v < vl; v ++ ) {
- vertex = vertices[ v ];
- offset = v * 3;
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
- }
- if ( dirtyColors ) {
- for ( c = 0; c < cl; c ++ ) {
- color = colors[ c ];
- offset = c * 3;
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
- }
- };
- function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
- if ( ! geometryGroup.__inittedArrays ) {
- // console.log( object );
- return;
- }
- var normalType = bufferGuessNormalType( material ),
- vertexColorType = bufferGuessVertexColorType( material ),
- uvType = bufferGuessUVType( material ),
- needsSmoothNormals = ( normalType === THREE.SmoothShading );
- var f, fl, fi, face,
- vertexNormals, faceNormal, normal,
- vertexColors, faceColor,
- vertexTangents,
- uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
- c1, c2, c3, c4,
- sw1, sw2, sw3, sw4,
- si1, si2, si3, si4,
- sa1, sa2, sa3, sa4,
- sb1, sb2, sb3, sb4,
- m, ml, i, il,
- vn, uvi, uv2i,
- vk, vkl, vka,
- nka, chf, faceVertexNormals,
- a,
- vertexIndex = 0,
- offset = 0,
- offset_uv = 0,
- offset_uv2 = 0,
- offset_face = 0,
- offset_normal = 0,
- offset_tangent = 0,
- offset_line = 0,
- offset_color = 0,
- offset_skin = 0,
- offset_morphTarget = 0,
- offset_custom = 0,
- offset_customSrc = 0,
- value,
- vertexArray = geometryGroup.__vertexArray,
- uvArray = geometryGroup.__uvArray,
- uv2Array = geometryGroup.__uv2Array,
- normalArray = geometryGroup.__normalArray,
- tangentArray = geometryGroup.__tangentArray,
- colorArray = geometryGroup.__colorArray,
- skinVertexAArray = geometryGroup.__skinVertexAArray,
- skinVertexBArray = geometryGroup.__skinVertexBArray,
- skinIndexArray = geometryGroup.__skinIndexArray,
- skinWeightArray = geometryGroup.__skinWeightArray,
- morphTargetsArrays = geometryGroup.__morphTargetsArrays,
- morphNormalsArrays = geometryGroup.__morphNormalsArrays,
- customAttributes = geometryGroup.__webglCustomAttributesList,
- customAttribute,
- faceArray = geometryGroup.__faceArray,
- lineArray = geometryGroup.__lineArray,
- geometry = object.geometry, // this is shared for all chunks
- dirtyVertices = geometry.verticesNeedUpdate,
- dirtyElements = geometry.elementsNeedUpdate,
- dirtyUvs = geometry.uvsNeedUpdate,
- dirtyNormals = geometry.normalsNeedUpdate,
- dirtyTangents = geometry.tangetsNeedUpdate,
- dirtyColors = geometry.colorsNeedUpdate,
- dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
- vertices = geometry.vertices,
- chunk_faces3 = geometryGroup.faces3,
- chunk_faces4 = geometryGroup.faces4,
- obj_faces = geometry.faces,
- obj_uvs = geometry.faceVertexUvs[ 0 ],
- obj_uvs2 = geometry.faceVertexUvs[ 1 ],
- obj_colors = geometry.colors,
- obj_skinVerticesA = geometry.skinVerticesA,
- obj_skinVerticesB = geometry.skinVerticesB,
- obj_skinIndices = geometry.skinIndices,
- obj_skinWeights = geometry.skinWeights,
- morphTargets = geometry.morphTargets,
- morphNormals = geometry.morphNormals;
- if ( dirtyVertices ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- v1 = vertices[ face.a ];
- v2 = vertices[ face.b ];
- v3 = vertices[ face.c ];
- vertexArray[ offset ] = v1.x;
- vertexArray[ offset + 1 ] = v1.y;
- vertexArray[ offset + 2 ] = v1.z;
- vertexArray[ offset + 3 ] = v2.x;
- vertexArray[ offset + 4 ] = v2.y;
- vertexArray[ offset + 5 ] = v2.z;
- vertexArray[ offset + 6 ] = v3.x;
- vertexArray[ offset + 7 ] = v3.y;
- vertexArray[ offset + 8 ] = v3.z;
- offset += 9;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces4[ f ] ];
- v1 = vertices[ face.a ];
- v2 = vertices[ face.b ];
- v3 = vertices[ face.c ];
- v4 = vertices[ face.d ];
- vertexArray[ offset ] = v1.x;
- vertexArray[ offset + 1 ] = v1.y;
- vertexArray[ offset + 2 ] = v1.z;
- vertexArray[ offset + 3 ] = v2.x;
- vertexArray[ offset + 4 ] = v2.y;
- vertexArray[ offset + 5 ] = v2.z;
- vertexArray[ offset + 6 ] = v3.x;
- vertexArray[ offset + 7 ] = v3.y;
- vertexArray[ offset + 8 ] = v3.z;
- vertexArray[ offset + 9 ] = v4.x;
- vertexArray[ offset + 10 ] = v4.y;
- vertexArray[ offset + 11 ] = v4.z;
- offset += 12;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
- }
- if ( dirtyMorphTargets ) {
- for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
- offset_morphTarget = 0;
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- chf = chunk_faces3[ f ];
- face = obj_faces[ chf ];
- // morph positions
- v1 = morphTargets[ vk ].vertices[ face.a ];
- v2 = morphTargets[ vk ].vertices[ face.b ];
- v3 = morphTargets[ vk ].vertices[ face.c ];
- vka = morphTargetsArrays[ vk ];
- vka[ offset_morphTarget ] = v1.x;
- vka[ offset_morphTarget + 1 ] = v1.y;
- vka[ offset_morphTarget + 2 ] = v1.z;
- vka[ offset_morphTarget + 3 ] = v2.x;
- vka[ offset_morphTarget + 4 ] = v2.y;
- vka[ offset_morphTarget + 5 ] = v2.z;
- vka[ offset_morphTarget + 6 ] = v3.x;
- vka[ offset_morphTarget + 7 ] = v3.y;
- vka[ offset_morphTarget + 8 ] = v3.z;
- // morph normals
- if ( material.morphNormals ) {
- if ( needsSmoothNormals ) {
- faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
- n1 = faceVertexNormals.a;
- n2 = faceVertexNormals.b;
- n3 = faceVertexNormals.c;
- } else {
- n1 = morphNormals[ vk ].faceNormals[ chf ];
- n2 = n1;
- n3 = n1;
- }
- nka = morphNormalsArrays[ vk ];
- nka[ offset_morphTarget ] = n1.x;
- nka[ offset_morphTarget + 1 ] = n1.y;
- nka[ offset_morphTarget + 2 ] = n1.z;
- nka[ offset_morphTarget + 3 ] = n2.x;
- nka[ offset_morphTarget + 4 ] = n2.y;
- nka[ offset_morphTarget + 5 ] = n2.z;
- nka[ offset_morphTarget + 6 ] = n3.x;
- nka[ offset_morphTarget + 7 ] = n3.y;
- nka[ offset_morphTarget + 8 ] = n3.z;
- }
- //
- offset_morphTarget += 9;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- chf = chunk_faces4[ f ];
- face = obj_faces[ chf ];
- // morph positions
- v1 = morphTargets[ vk ].vertices[ face.a ];
- v2 = morphTargets[ vk ].vertices[ face.b ];
- v3 = morphTargets[ vk ].vertices[ face.c ];
- v4 = morphTargets[ vk ].vertices[ face.d ];
- vka = morphTargetsArrays[ vk ];
- vka[ offset_morphTarget ] = v1.x;
- vka[ offset_morphTarget + 1 ] = v1.y;
- vka[ offset_morphTarget + 2 ] = v1.z;
- vka[ offset_morphTarget + 3 ] = v2.x;
- vka[ offset_morphTarget + 4 ] = v2.y;
- vka[ offset_morphTarget + 5 ] = v2.z;
- vka[ offset_morphTarget + 6 ] = v3.x;
- vka[ offset_morphTarget + 7 ] = v3.y;
- vka[ offset_morphTarget + 8 ] = v3.z;
- vka[ offset_morphTarget + 9 ] = v4.x;
- vka[ offset_morphTarget + 10 ] = v4.y;
- vka[ offset_morphTarget + 11 ] = v4.z;
- // morph normals
- if ( material.morphNormals ) {
- if ( needsSmoothNormals ) {
- faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
- n1 = faceVertexNormals.a;
- n2 = faceVertexNormals.b;
- n3 = faceVertexNormals.c;
- n4 = faceVertexNormals.d;
- } else {
- n1 = morphNormals[ vk ].faceNormals[ chf ];
- n2 = n1;
- n3 = n1;
- n4 = n1;
- }
- nka = morphNormalsArrays[ vk ];
- nka[ offset_morphTarget ] = n1.x;
- nka[ offset_morphTarget + 1 ] = n1.y;
- nka[ offset_morphTarget + 2 ] = n1.z;
- nka[ offset_morphTarget + 3 ] = n2.x;
- nka[ offset_morphTarget + 4 ] = n2.y;
- nka[ offset_morphTarget + 5 ] = n2.z;
- nka[ offset_morphTarget + 6 ] = n3.x;
- nka[ offset_morphTarget + 7 ] = n3.y;
- nka[ offset_morphTarget + 8 ] = n3.z;
- nka[ offset_morphTarget + 9 ] = n4.x;
- nka[ offset_morphTarget + 10 ] = n4.y;
- nka[ offset_morphTarget + 11 ] = n4.z;
- }
- //
- offset_morphTarget += 12;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
- _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
- if ( material.morphNormals ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
- _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
- }
- }
- }
- if ( obj_skinWeights.length ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- // weights
- sw1 = obj_skinWeights[ face.a ];
- sw2 = obj_skinWeights[ face.b ];
- sw3 = obj_skinWeights[ face.c ];
- skinWeightArray[ offset_skin ] = sw1.x;
- skinWeightArray[ offset_skin + 1 ] = sw1.y;
- skinWeightArray[ offset_skin + 2 ] = sw1.z;
- skinWeightArray[ offset_skin + 3 ] = sw1.w;
- skinWeightArray[ offset_skin + 4 ] = sw2.x;
- skinWeightArray[ offset_skin + 5 ] = sw2.y;
- skinWeightArray[ offset_skin + 6 ] = sw2.z;
- skinWeightArray[ offset_skin + 7 ] = sw2.w;
- skinWeightArray[ offset_skin + 8 ] = sw3.x;
- skinWeightArray[ offset_skin + 9 ] = sw3.y;
- skinWeightArray[ offset_skin + 10 ] = sw3.z;
- skinWeightArray[ offset_skin + 11 ] = sw3.w;
- // indices
- si1 = obj_skinIndices[ face.a ];
- si2 = obj_skinIndices[ face.b ];
- si3 = obj_skinIndices[ face.c ];
- skinIndexArray[ offset_skin ] = si1.x;
- skinIndexArray[ offset_skin + 1 ] = si1.y;
- skinIndexArray[ offset_skin + 2 ] = si1.z;
- skinIndexArray[ offset_skin + 3 ] = si1.w;
- skinIndexArray[ offset_skin + 4 ] = si2.x;
- skinIndexArray[ offset_skin + 5 ] = si2.y;
- skinIndexArray[ offset_skin + 6 ] = si2.z;
- skinIndexArray[ offset_skin + 7 ] = si2.w;
- skinIndexArray[ offset_skin + 8 ] = si3.x;
- skinIndexArray[ offset_skin + 9 ] = si3.y;
- skinIndexArray[ offset_skin + 10 ] = si3.z;
- skinIndexArray[ offset_skin + 11 ] = si3.w;
- // vertices A
- sa1 = obj_skinVerticesA[ face.a ];
- sa2 = obj_skinVerticesA[ face.b ];
- sa3 = obj_skinVerticesA[ face.c ];
- skinVertexAArray[ offset_skin ] = sa1.x;
- skinVertexAArray[ offset_skin + 1 ] = sa1.y;
- skinVertexAArray[ offset_skin + 2 ] = sa1.z;
- skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
- skinVertexAArray[ offset_skin + 4 ] = sa2.x;
- skinVertexAArray[ offset_skin + 5 ] = sa2.y;
- skinVertexAArray[ offset_skin + 6 ] = sa2.z;
- skinVertexAArray[ offset_skin + 7 ] = 1;
- skinVertexAArray[ offset_skin + 8 ] = sa3.x;
- skinVertexAArray[ offset_skin + 9 ] = sa3.y;
- skinVertexAArray[ offset_skin + 10 ] = sa3.z;
- skinVertexAArray[ offset_skin + 11 ] = 1;
- // vertices B
- sb1 = obj_skinVerticesB[ face.a ];
- sb2 = obj_skinVerticesB[ face.b ];
- sb3 = obj_skinVerticesB[ face.c ];
- skinVertexBArray[ offset_skin ] = sb1.x;
- skinVertexBArray[ offset_skin + 1 ] = sb1.y;
- skinVertexBArray[ offset_skin + 2 ] = sb1.z;
- skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
- skinVertexBArray[ offset_skin + 4 ] = sb2.x;
- skinVertexBArray[ offset_skin + 5 ] = sb2.y;
- skinVertexBArray[ offset_skin + 6 ] = sb2.z;
- skinVertexBArray[ offset_skin + 7 ] = 1;
- skinVertexBArray[ offset_skin + 8 ] = sb3.x;
- skinVertexBArray[ offset_skin + 9 ] = sb3.y;
- skinVertexBArray[ offset_skin + 10 ] = sb3.z;
- skinVertexBArray[ offset_skin + 11 ] = 1;
- offset_skin += 12;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces4[ f ] ];
- // weights
- sw1 = obj_skinWeights[ face.a ];
- sw2 = obj_skinWeights[ face.b ];
- sw3 = obj_skinWeights[ face.c ];
- sw4 = obj_skinWeights[ face.d ];
- skinWeightArray[ offset_skin ] = sw1.x;
- skinWeightArray[ offset_skin + 1 ] = sw1.y;
- skinWeightArray[ offset_skin + 2 ] = sw1.z;
- skinWeightArray[ offset_skin + 3 ] = sw1.w;
- skinWeightArray[ offset_skin + 4 ] = sw2.x;
- skinWeightArray[ offset_skin + 5 ] = sw2.y;
- skinWeightArray[ offset_skin + 6 ] = sw2.z;
- skinWeightArray[ offset_skin + 7 ] = sw2.w;
- skinWeightArray[ offset_skin + 8 ] = sw3.x;
- skinWeightArray[ offset_skin + 9 ] = sw3.y;
- skinWeightArray[ offset_skin + 10 ] = sw3.z;
- skinWeightArray[ offset_skin + 11 ] = sw3.w;
- skinWeightArray[ offset_skin + 12 ] = sw4.x;
- skinWeightArray[ offset_skin + 13 ] = sw4.y;
- skinWeightArray[ offset_skin + 14 ] = sw4.z;
- skinWeightArray[ offset_skin + 15 ] = sw4.w;
- // indices
- si1 = obj_skinIndices[ face.a ];
- si2 = obj_skinIndices[ face.b ];
- si3 = obj_skinIndices[ face.c ];
- si4 = obj_skinIndices[ face.d ];
- skinIndexArray[ offset_skin ] = si1.x;
- skinIndexArray[ offset_skin + 1 ] = si1.y;
- skinIndexArray[ offset_skin + 2 ] = si1.z;
- skinIndexArray[ offset_skin + 3 ] = si1.w;
- skinIndexArray[ offset_skin + 4 ] = si2.x;
- skinIndexArray[ offset_skin + 5 ] = si2.y;
- skinIndexArray[ offset_skin + 6 ] = si2.z;
- skinIndexArray[ offset_skin + 7 ] = si2.w;
- skinIndexArray[ offset_skin + 8 ] = si3.x;
- skinIndexArray[ offset_skin + 9 ] = si3.y;
- skinIndexArray[ offset_skin + 10 ] = si3.z;
- skinIndexArray[ offset_skin + 11 ] = si3.w;
- skinIndexArray[ offset_skin + 12 ] = si4.x;
- skinIndexArray[ offset_skin + 13 ] = si4.y;
- skinIndexArray[ offset_skin + 14 ] = si4.z;
- skinIndexArray[ offset_skin + 15 ] = si4.w;
- // vertices A
- sa1 = obj_skinVerticesA[ face.a ];
- sa2 = obj_skinVerticesA[ face.b ];
- sa3 = obj_skinVerticesA[ face.c ];
- sa4 = obj_skinVerticesA[ face.d ];
- skinVertexAArray[ offset_skin ] = sa1.x;
- skinVertexAArray[ offset_skin + 1 ] = sa1.y;
- skinVertexAArray[ offset_skin + 2 ] = sa1.z;
- skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
- skinVertexAArray[ offset_skin + 4 ] = sa2.x;
- skinVertexAArray[ offset_skin + 5 ] = sa2.y;
- skinVertexAArray[ offset_skin + 6 ] = sa2.z;
- skinVertexAArray[ offset_skin + 7 ] = 1;
- skinVertexAArray[ offset_skin + 8 ] = sa3.x;
- skinVertexAArray[ offset_skin + 9 ] = sa3.y;
- skinVertexAArray[ offset_skin + 10 ] = sa3.z;
- skinVertexAArray[ offset_skin + 11 ] = 1;
- skinVertexAArray[ offset_skin + 12 ] = sa4.x;
- skinVertexAArray[ offset_skin + 13 ] = sa4.y;
- skinVertexAArray[ offset_skin + 14 ] = sa4.z;
- skinVertexAArray[ offset_skin + 15 ] = 1;
- // vertices B
- sb1 = obj_skinVerticesB[ face.a ];
- sb2 = obj_skinVerticesB[ face.b ];
- sb3 = obj_skinVerticesB[ face.c ];
- sb4 = obj_skinVerticesB[ face.d ];
- skinVertexBArray[ offset_skin ] = sb1.x;
- skinVertexBArray[ offset_skin + 1 ] = sb1.y;
- skinVertexBArray[ offset_skin + 2 ] = sb1.z;
- skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
- skinVertexBArray[ offset_skin + 4 ] = sb2.x;
- skinVertexBArray[ offset_skin + 5 ] = sb2.y;
- skinVertexBArray[ offset_skin + 6 ] = sb2.z;
- skinVertexBArray[ offset_skin + 7 ] = 1;
- skinVertexBArray[ offset_skin + 8 ] = sb3.x;
- skinVertexBArray[ offset_skin + 9 ] = sb3.y;
- skinVertexBArray[ offset_skin + 10 ] = sb3.z;
- skinVertexBArray[ offset_skin + 11 ] = 1;
- skinVertexBArray[ offset_skin + 12 ] = sb4.x;
- skinVertexBArray[ offset_skin + 13 ] = sb4.y;
- skinVertexBArray[ offset_skin + 14 ] = sb4.z;
- skinVertexBArray[ offset_skin + 15 ] = 1;
- offset_skin += 16;
- }
- if ( offset_skin > 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
- }
- }
- if ( dirtyColors && vertexColorType ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- vertexColors = face.vertexColors;
- faceColor = face.color;
- if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
- c1 = vertexColors[ 0 ];
- c2 = vertexColors[ 1 ];
- c3 = vertexColors[ 2 ];
- } else {
- c1 = faceColor;
- c2 = faceColor;
- c3 = faceColor;
- }
- colorArray[ offset_color ] = c1.r;
- colorArray[ offset_color + 1 ] = c1.g;
- colorArray[ offset_color + 2 ] = c1.b;
- colorArray[ offset_color + 3 ] = c2.r;
- colorArray[ offset_color + 4 ] = c2.g;
- colorArray[ offset_color + 5 ] = c2.b;
- colorArray[ offset_color + 6 ] = c3.r;
- colorArray[ offset_color + 7 ] = c3.g;
- colorArray[ offset_color + 8 ] = c3.b;
- offset_color += 9;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces4[ f ] ];
- vertexColors = face.vertexColors;
- faceColor = face.color;
- if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
- c1 = vertexColors[ 0 ];
- c2 = vertexColors[ 1 ];
- c3 = vertexColors[ 2 ];
- c4 = vertexColors[ 3 ];
- } else {
- c1 = faceColor;
- c2 = faceColor;
- c3 = faceColor;
- c4 = faceColor;
- }
- colorArray[ offset_color ] = c1.r;
- colorArray[ offset_color + 1 ] = c1.g;
- colorArray[ offset_color + 2 ] = c1.b;
- colorArray[ offset_color + 3 ] = c2.r;
- colorArray[ offset_color + 4 ] = c2.g;
- colorArray[ offset_color + 5 ] = c2.b;
- colorArray[ offset_color + 6 ] = c3.r;
- colorArray[ offset_color + 7 ] = c3.g;
- colorArray[ offset_color + 8 ] = c3.b;
- colorArray[ offset_color + 9 ] = c4.r;
- colorArray[ offset_color + 10 ] = c4.g;
- colorArray[ offset_color + 11 ] = c4.b;
- offset_color += 12;
- }
- if ( offset_color > 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
- }
- }
- if ( dirtyTangents && geometry.hasTangents ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- vertexTangents = face.vertexTangents;
- t1 = vertexTangents[ 0 ];
- t2 = vertexTangents[ 1 ];
- t3 = vertexTangents[ 2 ];
- tangentArray[ offset_tangent ] = t1.x;
- tangentArray[ offset_tangent + 1 ] = t1.y;
- tangentArray[ offset_tangent + 2 ] = t1.z;
- tangentArray[ offset_tangent + 3 ] = t1.w;
- tangentArray[ offset_tangent + 4 ] = t2.x;
- tangentArray[ offset_tangent + 5 ] = t2.y;
- tangentArray[ offset_tangent + 6 ] = t2.z;
- tangentArray[ offset_tangent + 7 ] = t2.w;
- tangentArray[ offset_tangent + 8 ] = t3.x;
- tangentArray[ offset_tangent + 9 ] = t3.y;
- tangentArray[ offset_tangent + 10 ] = t3.z;
- tangentArray[ offset_tangent + 11 ] = t3.w;
- offset_tangent += 12;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces4[ f ] ];
- vertexTangents = face.vertexTangents;
- t1 = vertexTangents[ 0 ];
- t2 = vertexTangents[ 1 ];
- t3 = vertexTangents[ 2 ];
- t4 = vertexTangents[ 3 ];
- tangentArray[ offset_tangent ] = t1.x;
- tangentArray[ offset_tangent + 1 ] = t1.y;
- tangentArray[ offset_tangent + 2 ] = t1.z;
- tangentArray[ offset_tangent + 3 ] = t1.w;
- tangentArray[ offset_tangent + 4 ] = t2.x;
- tangentArray[ offset_tangent + 5 ] = t2.y;
- tangentArray[ offset_tangent + 6 ] = t2.z;
- tangentArray[ offset_tangent + 7 ] = t2.w;
- tangentArray[ offset_tangent + 8 ] = t3.x;
- tangentArray[ offset_tangent + 9 ] = t3.y;
- tangentArray[ offset_tangent + 10 ] = t3.z;
- tangentArray[ offset_tangent + 11 ] = t3.w;
- tangentArray[ offset_tangent + 12 ] = t4.x;
- tangentArray[ offset_tangent + 13 ] = t4.y;
- tangentArray[ offset_tangent + 14 ] = t4.z;
- tangentArray[ offset_tangent + 15 ] = t4.w;
- offset_tangent += 16;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
- }
- if ( dirtyNormals && normalType ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- vertexNormals = face.vertexNormals;
- faceNormal = face.normal;
- if ( vertexNormals.length === 3 && needsSmoothNormals ) {
- for ( i = 0; i < 3; i ++ ) {
- vn = vertexNormals[ i ];
- normalArray[ offset_normal ] = vn.x;
- normalArray[ offset_normal + 1 ] = vn.y;
- normalArray[ offset_normal + 2 ] = vn.z;
- offset_normal += 3;
- }
- } else {
- for ( i = 0; i < 3; i ++ ) {
- normalArray[ offset_normal ] = faceNormal.x;
- normalArray[ offset_normal + 1 ] = faceNormal.y;
- normalArray[ offset_normal + 2 ] = faceNormal.z;
- offset_normal += 3;
- }
- }
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces4[ f ] ];
- vertexNormals = face.vertexNormals;
- faceNormal = face.normal;
- if ( vertexNormals.length === 4 && needsSmoothNormals ) {
- for ( i = 0; i < 4; i ++ ) {
- vn = vertexNormals[ i ];
- normalArray[ offset_normal ] = vn.x;
- normalArray[ offset_normal + 1 ] = vn.y;
- normalArray[ offset_normal + 2 ] = vn.z;
- offset_normal += 3;
- }
- } else {
- for ( i = 0; i < 4; i ++ ) {
- normalArray[ offset_normal ] = faceNormal.x;
- normalArray[ offset_normal + 1 ] = faceNormal.y;
- normalArray[ offset_normal + 2 ] = faceNormal.z;
- offset_normal += 3;
- }
- }
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
- }
- if ( dirtyUvs && obj_uvs && uvType ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- fi = chunk_faces3[ f ];
- face = obj_faces[ fi ];
- uv = obj_uvs[ fi ];
- if ( uv === undefined ) continue;
- for ( i = 0; i < 3; i ++ ) {
- uvi = uv[ i ];
- uvArray[ offset_uv ] = uvi.u;
- uvArray[ offset_uv + 1 ] = uvi.v;
- offset_uv += 2;
- }
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- fi = chunk_faces4[ f ];
- face = obj_faces[ fi ];
- uv = obj_uvs[ fi ];
- if ( uv === undefined ) continue;
- for ( i = 0; i < 4; i ++ ) {
- uvi = uv[ i ];
- uvArray[ offset_uv ] = uvi.u;
- uvArray[ offset_uv + 1 ] = uvi.v;
- offset_uv += 2;
- }
- }
- if ( offset_uv > 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
- }
- }
- if ( dirtyUvs && obj_uvs2 && uvType ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- fi = chunk_faces3[ f ];
- face = obj_faces[ fi ];
- uv2 = obj_uvs2[ fi ];
- if ( uv2 === undefined ) continue;
- for ( i = 0; i < 3; i ++ ) {
- uv2i = uv2[ i ];
- uv2Array[ offset_uv2 ] = uv2i.u;
- uv2Array[ offset_uv2 + 1 ] = uv2i.v;
- offset_uv2 += 2;
- }
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- fi = chunk_faces4[ f ];
- face = obj_faces[ fi ];
- uv2 = obj_uvs2[ fi ];
- if ( uv2 === undefined ) continue;
- for ( i = 0; i < 4; i ++ ) {
- uv2i = uv2[ i ];
- uv2Array[ offset_uv2 ] = uv2i.u;
- uv2Array[ offset_uv2 + 1 ] = uv2i.v;
- offset_uv2 += 2;
- }
- }
- if ( offset_uv2 > 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
- }
- }
- if ( dirtyElements ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- faceArray[ offset_face ] = vertexIndex;
- faceArray[ offset_face + 1 ] = vertexIndex + 1;
- faceArray[ offset_face + 2 ] = vertexIndex + 2;
- offset_face += 3;
- lineArray[ offset_line ] = vertexIndex;
- lineArray[ offset_line + 1 ] = vertexIndex + 1;
- lineArray[ offset_line + 2 ] = vertexIndex;
- lineArray[ offset_line + 3 ] = vertexIndex + 2;
- lineArray[ offset_line + 4 ] = vertexIndex + 1;
- lineArray[ offset_line + 5 ] = vertexIndex + 2;
- offset_line += 6;
- vertexIndex += 3;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces4[ f ] ];
- faceArray[ offset_face ] = vertexIndex;
- faceArray[ offset_face + 1 ] = vertexIndex + 1;
- faceArray[ offset_face + 2 ] = vertexIndex + 3;
- faceArray[ offset_face + 3 ] = vertexIndex + 1;
- faceArray[ offset_face + 4 ] = vertexIndex + 2;
- faceArray[ offset_face + 5 ] = vertexIndex + 3;
- offset_face += 6;
- lineArray[ offset_line ] = vertexIndex;
- lineArray[ offset_line + 1 ] = vertexIndex + 1;
- lineArray[ offset_line + 2 ] = vertexIndex;
- lineArray[ offset_line + 3 ] = vertexIndex + 3;
- lineArray[ offset_line + 4 ] = vertexIndex + 1;
- lineArray[ offset_line + 5 ] = vertexIndex + 2;
- lineArray[ offset_line + 6 ] = vertexIndex + 2;
- lineArray[ offset_line + 7 ] = vertexIndex + 3;
- offset_line += 8;
- vertexIndex += 4;
- }
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
- }
- if ( customAttributes ) {
- for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
- customAttribute = customAttributes[ i ];
- if ( ! customAttribute.__original.needsUpdate ) continue;
- offset_custom = 0;
- offset_customSrc = 0;
- if ( customAttribute.size === 1 ) {
- if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
- customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
- customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
- offset_custom += 3;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces4[ f ] ];
- customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
- customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
- customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
- customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
- offset_custom += 4;
- }
- } else if ( customAttribute.boundTo === "faces" ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- value = customAttribute.value[ chunk_faces3[ f ] ];
- customAttribute.array[ offset_custom ] = value;
- customAttribute.array[ offset_custom + 1 ] = value;
- customAttribute.array[ offset_custom + 2 ] = value;
- offset_custom += 3;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- value = customAttribute.value[ chunk_faces4[ f ] ];
- customAttribute.array[ offset_custom ] = value;
- customAttribute.array[ offset_custom + 1 ] = value;
- customAttribute.array[ offset_custom + 2 ] = value;
- customAttribute.array[ offset_custom + 3 ] = value;
- offset_custom += 4;
- }
- }
- } else if ( customAttribute.size === 2 ) {
- if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- v1 = customAttribute.value[ face.a ];
- v2 = customAttribute.value[ face.b ];
- v3 = customAttribute.value[ face.c ];
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v2.x;
- customAttribute.array[ offset_custom + 3 ] = v2.y;
- customAttribute.array[ offset_custom + 4 ] = v3.x;
- customAttribute.array[ offset_custom + 5 ] = v3.y;
- offset_custom += 6;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces4[ f ] ];
- v1 = customAttribute.value[ face.a ];
- v2 = customAttribute.value[ face.b ];
- v3 = customAttribute.value[ face.c ];
- v4 = customAttribute.value[ face.d ];
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v2.x;
- customAttribute.array[ offset_custom + 3 ] = v2.y;
- customAttribute.array[ offset_custom + 4 ] = v3.x;
- customAttribute.array[ offset_custom + 5 ] = v3.y;
- customAttribute.array[ offset_custom + 6 ] = v4.x;
- customAttribute.array[ offset_custom + 7 ] = v4.y;
- offset_custom += 8;
- }
- } else if ( customAttribute.boundTo === "faces" ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- value = customAttribute.value[ chunk_faces3[ f ] ];
- v1 = value;
- v2 = value;
- v3 = value;
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v2.x;
- customAttribute.array[ offset_custom + 3 ] = v2.y;
- customAttribute.array[ offset_custom + 4 ] = v3.x;
- customAttribute.array[ offset_custom + 5 ] = v3.y;
- offset_custom += 6;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- value = customAttribute.value[ chunk_faces4[ f ] ];
- v1 = value;
- v2 = value;
- v3 = value;
- v4 = value;
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v2.x;
- customAttribute.array[ offset_custom + 3 ] = v2.y;
- customAttribute.array[ offset_custom + 4 ] = v3.x;
- customAttribute.array[ offset_custom + 5 ] = v3.y;
- customAttribute.array[ offset_custom + 6 ] = v4.x;
- customAttribute.array[ offset_custom + 7 ] = v4.y;
- offset_custom += 8;
- }
- }
- } else if ( customAttribute.size === 3 ) {
- var pp;
- if ( customAttribute.type === "c" ) {
- pp = [ "r", "g", "b" ];
- } else {
- pp = [ "x", "y", "z" ];
- }
- if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- v1 = customAttribute.value[ face.a ];
- v2 = customAttribute.value[ face.b ];
- v3 = customAttribute.value[ face.c ];
- customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
- offset_custom += 9;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces4[ f ] ];
- v1 = customAttribute.value[ face.a ];
- v2 = customAttribute.value[ face.b ];
- v3 = customAttribute.value[ face.c ];
- v4 = customAttribute.value[ face.d ];
- customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
- offset_custom += 12;
- }
- } else if ( customAttribute.boundTo === "faces" ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- value = customAttribute.value[ chunk_faces3[ f ] ];
- v1 = value;
- v2 = value;
- v3 = value;
- customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
- offset_custom += 9;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- value = customAttribute.value[ chunk_faces4[ f ] ];
- v1 = value;
- v2 = value;
- v3 = value;
- v4 = value;
- customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
- offset_custom += 12;
- }
- }
- } else if ( customAttribute.size === 4 ) {
- if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- v1 = customAttribute.value[ face.a ];
- v2 = customAttribute.value[ face.b ];
- v3 = customAttribute.value[ face.c ];
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v1.z;
- customAttribute.array[ offset_custom + 3 ] = v1.w;
- customAttribute.array[ offset_custom + 4 ] = v2.x;
- customAttribute.array[ offset_custom + 5 ] = v2.y;
- customAttribute.array[ offset_custom + 6 ] = v2.z;
- customAttribute.array[ offset_custom + 7 ] = v2.w;
- customAttribute.array[ offset_custom + 8 ] = v3.x;
- customAttribute.array[ offset_custom + 9 ] = v3.y;
- customAttribute.array[ offset_custom + 10 ] = v3.z;
- customAttribute.array[ offset_custom + 11 ] = v3.w;
- offset_custom += 12;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces4[ f ] ];
- v1 = customAttribute.value[ face.a ];
- v2 = customAttribute.value[ face.b ];
- v3 = customAttribute.value[ face.c ];
- v4 = customAttribute.value[ face.d ];
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v1.z;
- customAttribute.array[ offset_custom + 3 ] = v1.w;
- customAttribute.array[ offset_custom + 4 ] = v2.x;
- customAttribute.array[ offset_custom + 5 ] = v2.y;
- customAttribute.array[ offset_custom + 6 ] = v2.z;
- customAttribute.array[ offset_custom + 7 ] = v2.w;
- customAttribute.array[ offset_custom + 8 ] = v3.x;
- customAttribute.array[ offset_custom + 9 ] = v3.y;
- customAttribute.array[ offset_custom + 10 ] = v3.z;
- customAttribute.array[ offset_custom + 11 ] = v3.w;
- customAttribute.array[ offset_custom + 12 ] = v4.x;
- customAttribute.array[ offset_custom + 13 ] = v4.y;
- customAttribute.array[ offset_custom + 14 ] = v4.z;
- customAttribute.array[ offset_custom + 15 ] = v4.w;
- offset_custom += 16;
- }
- } else if ( customAttribute.boundTo === "faces" ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- value = customAttribute.value[ chunk_faces3[ f ] ];
- v1 = value;
- v2 = value;
- v3 = value;
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v1.z;
- customAttribute.array[ offset_custom + 3 ] = v1.w;
- customAttribute.array[ offset_custom + 4 ] = v2.x;
- customAttribute.array[ offset_custom + 5 ] = v2.y;
- customAttribute.array[ offset_custom + 6 ] = v2.z;
- customAttribute.array[ offset_custom + 7 ] = v2.w;
- customAttribute.array[ offset_custom + 8 ] = v3.x;
- customAttribute.array[ offset_custom + 9 ] = v3.y;
- customAttribute.array[ offset_custom + 10 ] = v3.z;
- customAttribute.array[ offset_custom + 11 ] = v3.w;
- offset_custom += 12;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- value = customAttribute.value[ chunk_faces4[ f ] ];
- v1 = value;
- v2 = value;
- v3 = value;
- v4 = value;
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v1.z;
- customAttribute.array[ offset_custom + 3 ] = v1.w;
- customAttribute.array[ offset_custom + 4 ] = v2.x;
- customAttribute.array[ offset_custom + 5 ] = v2.y;
- customAttribute.array[ offset_custom + 6 ] = v2.z;
- customAttribute.array[ offset_custom + 7 ] = v2.w;
- customAttribute.array[ offset_custom + 8 ] = v3.x;
- customAttribute.array[ offset_custom + 9 ] = v3.y;
- customAttribute.array[ offset_custom + 10 ] = v3.z;
- customAttribute.array[ offset_custom + 11 ] = v3.w;
- customAttribute.array[ offset_custom + 12 ] = v4.x;
- customAttribute.array[ offset_custom + 13 ] = v4.y;
- customAttribute.array[ offset_custom + 14 ] = v4.z;
- customAttribute.array[ offset_custom + 15 ] = v4.w;
- offset_custom += 16;
- }
- }
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
- }
- }
- if ( dispose ) {
- delete geometryGroup.__inittedArrays;
- delete geometryGroup.__colorArray;
- delete geometryGroup.__normalArray;
- delete geometryGroup.__tangentArray;
- delete geometryGroup.__uvArray;
- delete geometryGroup.__uv2Array;
- delete geometryGroup.__faceArray;
- delete geometryGroup.__vertexArray;
- delete geometryGroup.__lineArray;
- delete geometryGroup.__skinVertexAArray;
- delete geometryGroup.__skinVertexBArray;
- delete geometryGroup.__skinIndexArray;
- delete geometryGroup.__skinWeightArray;
- }
- };
- // Buffer rendering
- this.renderBufferImmediate = function ( object, program, shading ) {
- if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
- if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
- if ( object.hasPos ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
- _gl.enableVertexAttribArray( program.attributes.position );
- _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.hasNormal ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
- if ( shading === THREE.FlatShading ) {
- var nx, ny, nz,
- nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
- normalArray,
- i, il = object.count * 3;
- for( i = 0; i < il; i += 9 ) {
- normalArray = object.normalArray;
- nax = normalArray[ i ];
- nay = normalArray[ i + 1 ];
- naz = normalArray[ i + 2 ];
- nbx = normalArray[ i + 3 ];
- nby = normalArray[ i + 4 ];
- nbz = normalArray[ i + 5 ];
- ncx = normalArray[ i + 6 ];
- ncy = normalArray[ i + 7 ];
- ncz = normalArray[ i + 8 ];
- nx = ( nax + nbx + ncx ) / 3;
- ny = ( nay + nby + ncy ) / 3;
- nz = ( naz + nbz + ncz ) / 3;
- normalArray[ i ] = nx;
- normalArray[ i + 1 ] = ny;
- normalArray[ i + 2 ] = nz;
- normalArray[ i + 3 ] = nx;
- normalArray[ i + 4 ] = ny;
- normalArray[ i + 5 ] = nz;
- normalArray[ i + 6 ] = nx;
- normalArray[ i + 7 ] = ny;
- normalArray[ i + 8 ] = nz;
- }
- }
- _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
- _gl.enableVertexAttribArray( program.attributes.normal );
- _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
- }
- _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
- object.count = 0;
- };
- this.renderBufferDirect = function ( camera, lights, fog, material, geometryGroup, object ) {
- if ( material.visible === false ) return;
- var program, attributes, linewidth, primitives, a, attribute;
- program = setProgram( camera, lights, fog, material, object );
- attributes = program.attributes;
- var updateBuffers = false,
- wireframeBit = material.wireframe ? 1 : 0,
- geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
- if ( geometryGroupHash !== _currentGeometryGroupHash ) {
- _currentGeometryGroupHash = geometryGroupHash;
- updateBuffers = true;
- }
- // render mesh
- if ( object instanceof THREE.Mesh ) {
- var offsets = geometryGroup.offsets;
- for ( var i = 0, il = offsets.length; i < il; ++ i ) {
- if ( updateBuffers ) {
- // vertices
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexPositionBuffer );
- _gl.vertexAttribPointer( attributes.position, geometryGroup.vertexPositionBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
- // normals
- if ( attributes.normal >= 0 && geometryGroup.vertexNormalBuffer ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexNormalBuffer );
- _gl.vertexAttribPointer( attributes.normal, geometryGroup.vertexNormalBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
- }
- // uvs
- if ( attributes.uv >= 0 && geometryGroup.vertexUvBuffer ) {
- if ( geometryGroup.vertexUvBuffer ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexUvBuffer );
- _gl.vertexAttribPointer( attributes.uv, geometryGroup.vertexUvBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 2 );
- _gl.enableVertexAttribArray( attributes.uv );
- } else {
- _gl.disableVertexAttribArray( attributes.uv );
- }
- }
- // colors
- if ( attributes.color >= 0 && geometryGroup.vertexColorBuffer ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexColorBuffer );
- _gl.vertexAttribPointer( attributes.color, geometryGroup.vertexColorBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 4 );
- }
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.vertexIndexBuffer );
- }
- // render indexed triangles
- _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 = Uint16
- _this.info.render.calls ++;
- _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
- _this.info.render.faces += offsets[ i ].count / 3;
- }
- }
- };
- this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
- if ( material.visible === false ) return;
- var program, attributes, linewidth, primitives, a, attribute, i, il;
- program = setProgram( camera, lights, fog, material, object );
- attributes = program.attributes;
- var updateBuffers = false,
- wireframeBit = material.wireframe ? 1 : 0,
- geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
- if ( geometryGroupHash !== _currentGeometryGroupHash ) {
- _currentGeometryGroupHash = geometryGroupHash;
- updateBuffers = true;
- }
- // vertices
- if ( !material.morphTargets && attributes.position >= 0 ) {
- if ( updateBuffers ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
- }
- } else {
- if ( object.morphTargetBase ) {
- setupMorphTargets( material, geometryGroup, object );
- }
- }
- if ( updateBuffers ) {
- // custom attributes
- // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
- if ( geometryGroup.__webglCustomAttributesList ) {
- for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
- attribute = geometryGroup.__webglCustomAttributesList[ i ];
- if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
- _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
- }
- }
- }
- // colors
- if ( attributes.color >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
- _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
- }
- // normals
- if ( attributes.normal >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
- _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
- }
- // tangents
- if ( attributes.tangent >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
- _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
- }
- // uvs
- if ( attributes.uv >= 0 ) {
- if ( geometryGroup.__webglUVBuffer ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
- _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
- _gl.enableVertexAttribArray( attributes.uv );
- } else {
- _gl.disableVertexAttribArray( attributes.uv );
- }
- }
- if ( attributes.uv2 >= 0 ) {
- if ( geometryGroup.__webglUV2Buffer ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
- _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
- _gl.enableVertexAttribArray( attributes.uv2 );
- } else {
- _gl.disableVertexAttribArray( attributes.uv2 );
- }
- }
- if ( material.skinning &&
- attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
- attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
- _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
- _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
- _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
- _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
- }
- }
- // render mesh
- if ( object instanceof THREE.Mesh ) {
- // wireframe
- if ( material.wireframe ) {
- setLineWidth( material.wireframeLinewidth );
- if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
- _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
- // triangles
- } else {
- if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
- _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
- }
- _this.info.render.calls ++;
- _this.info.render.vertices += geometryGroup.__webglFaceCount;
- _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
- // render lines
- } else if ( object instanceof THREE.Line ) {
- primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
- setLineWidth( material.linewidth );
- _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
- _this.info.render.calls ++;
- // render particles
- } else if ( object instanceof THREE.ParticleSystem ) {
- _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
- _this.info.render.calls ++;
- _this.info.render.points += geometryGroup.__webglParticleCount;
- // render ribbon
- } else if ( object instanceof THREE.Ribbon ) {
- _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
- _this.info.render.calls ++;
- }
- };
- function setupMorphTargets ( material, geometryGroup, object ) {
- // set base
- var attributes = material.program.attributes;
- if ( object.morphTargetBase !== -1 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
- } else if ( attributes.position >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.morphTargetForcedOrder.length ) {
- // set forced order
- var m = 0;
- var order = object.morphTargetForcedOrder;
- var influences = object.morphTargetInfluences;
- while ( m < material.numSupportedMorphTargets && m < order.length ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
- _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
- if ( material.morphNormals ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
- _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
- }
- object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
- m ++;
- }
- } else {
- // find the most influencing
- var influence, activeInfluenceIndices = [];
- var influences = object.morphTargetInfluences;
- var i, il = influences.length;
- for ( i = 0; i < il; i ++ ) {
- influence = influences[ i ];
- if ( influence > 0 ) {
- activeInfluenceIndices.push( [ i, influence ] );
- }
- }
- if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
- activeInfluenceIndices.sort( numericalSort );
- activeInfluenceIndices.length = material.numSupportedMorphTargets;
- } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
- activeInfluenceIndices.sort( numericalSort );
- } else if ( activeInfluenceIndices.length === 0 ) {
- activeInfluenceIndices.push( [ 0, 0 ] );
- };
- var influenceIndex, m = 0;
- while ( m < material.numSupportedMorphTargets ) {
- if ( m < activeInfluenceIndices.length ) {
- influenceIndex = activeInfluenceIndices[ m ][ 0 ];
- } else {
- influenceIndex = undefined;
- }
- if ( influenceIndex !== undefined || m === 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
- _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
- if ( material.morphNormals ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
- _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
- }
- object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
- } else {
- _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
- if ( material.morphNormals ) {
- _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
- }
- object.__webglMorphTargetInfluences[ m ] = 0;
- }
- m ++;
- }
- }
- // load updated influences uniform
- if( material.program.uniforms.morphTargetInfluences !== null ) {
- _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
- }
- };
- // Sorting
- function painterSort ( a, b ) {
- return b.z - a.z;
- };
- function numericalSort ( a, b ) {
- return b[ 1 ] - a[ 1 ];
- };
- // Rendering
- this.render = function ( scene, camera, renderTarget, forceClear ) {
- var i, il,
- webglObject, object,
- renderList,
- lights = scene.__lights,
- fog = scene.fog;
- // reset caching for this frame
- _currentMaterialId = -1;
- _lightsNeedUpdate = true;
- // update scene graph
- if ( camera.parent === undefined ) {
- console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' );
- scene.add( camera );
- }
- if ( this.autoUpdateScene ) scene.updateMatrixWorld();
- // update camera matrices and frustum
- if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
- if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
- camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
- camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
- _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
- // update WebGL objects
- if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
- // custom render plugins (pre pass)
- renderPlugins( this.renderPluginsPre, scene, camera );
- //
- _this.info.render.calls = 0;
- _this.info.render.vertices = 0;
- _this.info.render.faces = 0;
- _this.info.render.points = 0;
- this.setRenderTarget( renderTarget );
- if ( this.autoClear || forceClear ) {
- this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
- }
- // set matrices for regular objects (frustum culled)
- renderList = scene.__webglObjects;
- for ( i = 0, il = renderList.length; i < il; i ++ ) {
- webglObject = renderList[ i ];
- object = webglObject.object;
- webglObject.render = false;
- if ( object.visible ) {
- if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
- //object.matrixWorld.flattenToArray( object._objectMatrixArray );
- setupMatrices( object, camera );
- unrollBufferMaterial( webglObject );
- webglObject.render = true;
- if ( this.sortObjects ) {
- if ( object.renderDepth ) {
- webglObject.z = object.renderDepth;
- } else {
- _vector3.copy( object.matrixWorld.getPosition() );
- _projScreenMatrix.multiplyVector3( _vector3 );
- webglObject.z = _vector3.z;
- }
- }
- }
- }
- }
- if ( this.sortObjects ) {
- renderList.sort( painterSort );
- }
- // set matrices for immediate objects
- renderList = scene.__webglObjectsImmediate;
- for ( i = 0, il = renderList.length; i < il; i ++ ) {
- webglObject = renderList[ i ];
- object = webglObject.object;
- if ( object.visible ) {
- /*
- if ( object.matrixAutoUpdate ) {
- object.matrixWorld.flattenToArray( object._objectMatrixArray );
- }
- */
- setupMatrices( object, camera );
- unrollImmediateBufferMaterial( webglObject );
- }
- }
- if ( scene.overrideMaterial ) {
- var material = scene.overrideMaterial;
- this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
- this.setDepthTest( material.depthTest );
- this.setDepthWrite( material.depthWrite );
- setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
- renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
- renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
- } else {
- // opaque pass (front-to-back order)
- this.setBlending( THREE.NormalBlending );
- renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
- renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
- // transparent pass (back-to-front order)
- renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
- renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
- }
- // custom render plugins (post pass)
- renderPlugins( this.renderPluginsPost, scene, camera );
- // Generate mipmap if we're using any kind of mipmap filtering
- if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
- updateRenderTargetMipmap( renderTarget );
- }
- // Ensure depth buffer writing is enabled so it can be cleared on next render
- this.setDepthTest( true );
- this.setDepthWrite( true );
- // _gl.finish();
- };
- function renderPlugins( plugins, scene, camera ) {
- if ( ! plugins.length ) return;
- for ( var i = 0, il = plugins.length; i < il; i ++ ) {
- // reset state for plugin (to start from clean slate)
- _currentProgram = null;
- _currentCamera = null;
- _oldBlending = -1;
- _oldDepthTest = -1;
- _oldDepthWrite = -1;
- _oldDoubleSided = -1;
- _oldFlipSided = -1;
- _currentGeometryGroupHash = -1;
- _currentMaterialId = -1;
- _lightsNeedUpdate = true;
- plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
- // reset state after plugin (anything could have changed)
- _currentProgram = null;
- _currentCamera = null;
- _oldBlending = -1;
- _oldDepthTest = -1;
- _oldDepthWrite = -1;
- _oldDoubleSided = -1;
- _oldFlipSided = -1;
- _currentGeometryGroupHash = -1;
- _currentMaterialId = -1;
- _lightsNeedUpdate = true;
- }
- };
- function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
- var webglObject, object, buffer, material, start, end, delta;
- if ( reverse ) {
- start = renderList.length - 1;
- end = -1;
- delta = -1;
- } else {
- start = 0;
- end = renderList.length;
- delta = 1;
- }
- for ( var i = start; i !== end; i += delta ) {
- webglObject = renderList[ i ];
- if ( webglObject.render ) {
- object = webglObject.object;
- buffer = webglObject.buffer;
- if ( overrideMaterial ) {
- material = overrideMaterial;
- } else {
- material = webglObject[ materialType ];
- if ( ! material ) continue;
- if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
- _this.setDepthTest( material.depthTest );
- _this.setDepthWrite( material.depthWrite );
- setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
- }
- _this.setObjectFaces( object );
- if ( buffer instanceof THREE.BufferGeometry ) {
- _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
- } else {
- _this.renderBuffer( camera, lights, fog, material, buffer, object );
- }
- }
- }
- };
- function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
- var webglObject, object, material, program;
- for ( var i = 0, il = renderList.length; i < il; i ++ ) {
- webglObject = renderList[ i ];
- object = webglObject.object;
- if ( object.visible ) {
- if ( overrideMaterial ) {
- material = overrideMaterial;
- } else {
- material = webglObject[ materialType ];
- if ( ! material ) continue;
- if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
- _this.setDepthTest( material.depthTest );
- _this.setDepthWrite( material.depthWrite );
- setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
- }
- _this.renderImmediateObject( camera, lights, fog, material, object );
- }
- }
- };
- this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
- var program = setProgram( camera, lights, fog, material, object );
- _currentGeometryGroupHash = -1;
- _this.setObjectFaces( object );
- if ( object.immediateRenderCallback ) {
- object.immediateRenderCallback( program, _gl, _frustum );
- } else {
- object.render( function( object ) { _this.renderBufferImmediate( object, program, material.shading ); } );
- }
- };
- function unrollImmediateBufferMaterial ( globject ) {
- var object = globject.object,
- material = object.material;
- if ( material.transparent ) {
- globject.transparent = material;
- globject.opaque = null;
- } else {
- globject.opaque = material;
- globject.transparent = null;
- }
- };
- function unrollBufferMaterial ( globject ) {
- var object = globject.object,
- buffer = globject.buffer,
- material, materialIndex, meshMaterial;
- meshMaterial = object.material;
- if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
- materialIndex = buffer.materialIndex;
- if ( materialIndex >= 0 ) {
- material = object.geometry.materials[ materialIndex ];
- if ( material.transparent ) {
- globject.transparent = material;
- globject.opaque = null;
- } else {
- globject.opaque = material;
- globject.transparent = null;
- }
- }
- } else {
- material = meshMaterial;
- if ( material ) {
- if ( material.transparent ) {
- globject.transparent = material;
- globject.opaque = null;
- } else {
- globject.opaque = material;
- globject.transparent = null;
- }
- }
- }
- };
- // Geometry splitting
- function sortFacesByMaterial ( geometry ) {
- var f, fl, face, materialIndex, vertices,
- materialHash, groupHash,
- hash_map = {};
- var numMorphTargets = geometry.morphTargets.length;
- var numMorphNormals = geometry.morphNormals.length;
- geometry.geometryGroups = {};
- for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
- face = geometry.faces[ f ];
- materialIndex = face.materialIndex;
- materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
- if ( hash_map[ materialHash ] === undefined ) {
- hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
- }
- groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
- if ( geometry.geometryGroups[ groupHash ] === undefined ) {
- geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
- }
- vertices = face instanceof THREE.Face3 ? 3 : 4;
- if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
- hash_map[ materialHash ].counter += 1;
- groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
- if ( geometry.geometryGroups[ groupHash ] === undefined ) {
- geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
- }
- }
- if ( face instanceof THREE.Face3 ) {
- geometry.geometryGroups[ groupHash ].faces3.push( f );
- } else {
- geometry.geometryGroups[ groupHash ].faces4.push( f );
- }
- geometry.geometryGroups[ groupHash ].vertices += vertices;
- }
- geometry.geometryGroupsList = [];
- for ( var g in geometry.geometryGroups ) {
- geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
- geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
- }
- };
- // Objects refresh
- this.initWebGLObjects = function ( scene ) {
- if ( !scene.__webglObjects ) {
- scene.__webglObjects = [];
- scene.__webglObjectsImmediate = [];
- scene.__webglSprites = [];
- scene.__webglFlares = [];
- }
- while ( scene.__objectsAdded.length ) {
- addObject( scene.__objectsAdded[ 0 ], scene );
- scene.__objectsAdded.splice( 0, 1 );
- }
- while ( scene.__objectsRemoved.length ) {
- removeObject( scene.__objectsRemoved[ 0 ], scene );
- scene.__objectsRemoved.splice( 0, 1 );
- }
- // update must be called after objects adding / removal
- for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
- updateObject( scene.__webglObjects[ o ].object );
- }
- };
- // Objects adding
- function addObject ( object, scene ) {
- var g, geometry, geometryGroup;
- if ( ! object.__webglInit ) {
- object.__webglInit = true;
- object._modelViewMatrix = new THREE.Matrix4();
- object._normalMatrix = new THREE.Matrix3();
- //object._normalMatrixArray = new Float32Array( 9 );
- //object._modelViewMatrixArray = new Float32Array( 16 );
- //object._objectMatrixArray = new Float32Array( 16 );
- //object.matrixWorld.flattenToArray( object._objectMatrixArray );
- if ( object instanceof THREE.Mesh ) {
- geometry = object.geometry;
- if ( geometry instanceof THREE.Geometry ) {
- if ( geometry.geometryGroups === undefined ) {
- sortFacesByMaterial( geometry );
- }
- // create separate VBOs per geometry chunk
- for ( g in geometry.geometryGroups ) {
- geometryGroup = geometry.geometryGroups[ g ];
- // initialise VBO on the first access
- if ( ! geometryGroup.__webglVertexBuffer ) {
- createMeshBuffers( geometryGroup );
- initMeshBuffers( geometryGroup, object );
- geometry.verticesNeedUpdate = true;
- geometry.morphTargetsNeedUpdate = true;
- geometry.elementsNeedUpdate = true;
- geometry.uvsNeedUpdate = true;
- geometry.normalsNeedUpdate = true;
- geometry.tangetsNeedUpdate = true;
- geometry.colorsNeedUpdate = true;
- }
- }
- }
- } else if ( object instanceof THREE.Ribbon ) {
- geometry = object.geometry;
- if( ! geometry.__webglVertexBuffer ) {
- createRibbonBuffers( geometry );
- initRibbonBuffers( geometry );
- geometry.verticesNeedUpdate = true;
- geometry.colorsNeedUpdate = true;
- }
- } else if ( object instanceof THREE.Line ) {
- geometry = object.geometry;
- if( ! geometry.__webglVertexBuffer ) {
- createLineBuffers( geometry );
- initLineBuffers( geometry, object );
- geometry.verticesNeedUpdate = true;
- geometry.colorsNeedUpdate = true;
- }
- } else if ( object instanceof THREE.ParticleSystem ) {
- geometry = object.geometry;
- if ( ! geometry.__webglVertexBuffer ) {
- createParticleBuffers( geometry );
- initParticleBuffers( geometry, object );
- geometry.verticesNeedUpdate = true;
- geometry.colorsNeedUpdate = true;
- }
- }
- }
- if ( ! object.__webglActive ) {
- if ( object instanceof THREE.Mesh ) {
- geometry = object.geometry;
- if ( geometry instanceof THREE.BufferGeometry ) {
- addBuffer( scene.__webglObjects, geometry, object );
- } else {
- for ( g in geometry.geometryGroups ) {
- geometryGroup = geometry.geometryGroups[ g ];
- addBuffer( scene.__webglObjects, geometryGroup, object );
- }
- }
- } else if ( object instanceof THREE.Ribbon ||
- object instanceof THREE.Line ||
- object instanceof THREE.ParticleSystem ) {
- geometry = object.geometry;
- addBuffer( scene.__webglObjects, geometry, object );
- } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
- addBufferImmediate( scene.__webglObjectsImmediate, object );
- } else if ( object instanceof THREE.Sprite ) {
- scene.__webglSprites.push( object );
- } else if ( object instanceof THREE.LensFlare ) {
- scene.__webglFlares.push( object );
- }
- object.__webglActive = true;
- }
- };
- function addBuffer ( objlist, buffer, object ) {
- objlist.push(
- {
- buffer: buffer,
- object: object,
- opaque: null,
- transparent: null
- }
- );
- };
- function addBufferImmediate ( objlist, object ) {
- objlist.push(
- {
- object: object,
- opaque: null,
- transparent: null
- }
- );
- };
- // Objects updates
- function updateObject ( object ) {
- var geometry = object.geometry,
- geometryGroup, customAttributesDirty, material;
- if ( object instanceof THREE.Mesh ) {
- if ( geometry instanceof THREE.BufferGeometry ) {
- /*
- if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
- geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
- geometry.colorsNeedUpdate ) {
- // TODO
- // set buffers from typed arrays
- }
- */
- geometry.verticesNeedUpdate = false;
- geometry.elementsNeedUpdate = false;
- geometry.uvsNeedUpdate = false;
- geometry.normalsNeedUpdate = false;
- geometry.colorsNeedUpdate = false;
- } else {
- // check all geometry groups
- for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
- geometryGroup = geometry.geometryGroupsList[ i ];
- material = getBufferMaterial( object, geometryGroup );
- customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
- if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
- geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
- geometry.colorsNeedUpdate || geometry.tangetsNeedUpdate || customAttributesDirty ) {
- setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
- }
- }
- geometry.verticesNeedUpdate = false;
- geometry.morphTargetsNeedUpdate = false;
- geometry.elementsNeedUpdate = false;
- geometry.uvsNeedUpdate = false;
- geometry.normalsNeedUpdate = false;
- geometry.colorsNeedUpdate = false;
- geometry.tangetsNeedUpdate = false;
- material.attributes && clearCustomAttributes( material );
- }
- } else if ( object instanceof THREE.Ribbon ) {
- if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
- setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
- }
- geometry.verticesNeedUpdate = false;
- geometry.colorsNeedUpdate = false;
- } else if ( object instanceof THREE.Line ) {
- material = getBufferMaterial( object, geometryGroup );
- customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
- if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || customAttributesDirty ) {
- setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
- }
- geometry.verticesNeedUpdate = false;
- geometry.colorsNeedUpdate = false;
- material.attributes && clearCustomAttributes( material );
- } else if ( object instanceof THREE.ParticleSystem ) {
- material = getBufferMaterial( object, geometryGroup );
- customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
- if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
- setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
- }
- geometry.verticesNeedUpdate = false;
- geometry.colorsNeedUpdate = false;
- material.attributes && clearCustomAttributes( material );
- }
- };
- // Objects updates - custom attributes check
- function areCustomAttributesDirty ( material ) {
- for ( var a in material.attributes ) {
- if ( material.attributes[ a ].needsUpdate ) return true;
- }
- return false;
- };
- function clearCustomAttributes ( material ) {
- for ( var a in material.attributes ) {
- material.attributes[ a ].needsUpdate = false;
- }
- };
- // Objects removal
- function removeObject ( object, scene ) {
- if ( object instanceof THREE.Mesh ||
- object instanceof THREE.ParticleSystem ||
- object instanceof THREE.Ribbon ||
- object instanceof THREE.Line ) {
- removeInstances( scene.__webglObjects, object );
- } else if ( object instanceof THREE.Sprite ) {
- removeInstancesDirect( scene.__webglSprites, object );
- } else if ( object instanceof THREE.LensFlare ) {
- removeInstancesDirect( scene.__webglFlares, object );
- } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
- removeInstances( scene.__webglObjectsImmediate, object );
- }
- object.__webglActive = false;
- };
- function removeInstances ( objlist, object ) {
- for ( var o = objlist.length - 1; o >= 0; o -- ) {
- if ( objlist[ o ].object === object ) {
- objlist.splice( o, 1 );
- }
- }
- };
- function removeInstancesDirect ( objlist, object ) {
- for ( var o = objlist.length - 1; o >= 0; o -- ) {
- if ( objlist[ o ] === object ) {
- objlist.splice( o, 1 );
- }
- }
- };
- // Materials
- this.initMaterial = function ( material, lights, fog, object ) {
- var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
- if ( material instanceof THREE.MeshDepthMaterial ) {
- shaderID = 'depth';
- } else if ( material instanceof THREE.MeshNormalMaterial ) {
- shaderID = 'normal';
- } else if ( material instanceof THREE.MeshBasicMaterial ) {
- shaderID = 'basic';
- } else if ( material instanceof THREE.MeshLambertMaterial ) {
- shaderID = 'lambert';
- } else if ( material instanceof THREE.MeshPhongMaterial ) {
- shaderID = 'phong';
- } else if ( material instanceof THREE.LineBasicMaterial ) {
- shaderID = 'basic';
- } else if ( material instanceof THREE.ParticleBasicMaterial ) {
- shaderID = 'particle_basic';
- }
- if ( shaderID ) {
- setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
- }
- // heuristics to create shader parameters according to lights in the scene
- // (not to blow over maxLights budget)
- maxLightCount = allocateLights( lights );
- maxShadows = allocateShadows( lights );
- maxBones = allocateBones( object );
- parameters = {
- map: !!material.map,
- envMap: !!material.envMap,
- lightMap: !!material.lightMap,
- vertexColors: material.vertexColors,
- fog: fog,
- useFog: material.fog,
- sizeAttenuation: material.sizeAttenuation,
- skinning: material.skinning,
- maxBones: maxBones,
- morphTargets: material.morphTargets,
- morphNormals: material.morphNormals,
- maxMorphTargets: this.maxMorphTargets,
- maxMorphNormals: this.maxMorphNormals,
- maxDirLights: maxLightCount.directional,
- maxPointLights: maxLightCount.point,
- maxSpotLights: maxLightCount.spot,
- maxShadows: maxShadows,
- shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
- shadowMapSoft: this.shadowMapSoft,
- shadowMapDebug: this.shadowMapDebug,
- shadowMapCascade: this.shadowMapCascade,
- alphaTest: material.alphaTest,
- metal: material.metal,
- perPixel: material.perPixel,
- wrapAround: material.wrapAround,
- doubleSided: object && object.doubleSided
- };
- material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
- var attributes = material.program.attributes;
- if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
- if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
- if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
- if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
- if ( material.skinning &&
- attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
- attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
- _gl.enableVertexAttribArray( attributes.skinVertexA );
- _gl.enableVertexAttribArray( attributes.skinVertexB );
- _gl.enableVertexAttribArray( attributes.skinIndex );
- _gl.enableVertexAttribArray( attributes.skinWeight );
- }
- if ( material.attributes ) {
- for ( a in material.attributes ) {
- if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
- }
- }
- if ( material.morphTargets ) {
- material.numSupportedMorphTargets = 0;
- var id, base = "morphTarget";
- for ( i = 0; i < this.maxMorphTargets; i ++ ) {
- id = base + i;
- if ( attributes[ id ] >= 0 ) {
- _gl.enableVertexAttribArray( attributes[ id ] );
- material.numSupportedMorphTargets ++;
- }
- }
- }
- if ( material.morphNormals ) {
- material.numSupportedMorphNormals = 0;
- var id, base = "morphNormal";
- for ( i = 0; i < this.maxMorphNormals; i ++ ) {
- id = base + i;
- if ( attributes[ id ] >= 0 ) {
- _gl.enableVertexAttribArray( attributes[ id ] );
- material.numSupportedMorphNormals ++;
- }
- }
- }
- material.uniformsList = [];
- for ( u in material.uniforms ) {
- material.uniformsList.push( [ material.uniforms[ u ], u ] );
- }
- };
- function setMaterialShaders( material, shaders ) {
- material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
- material.vertexShader = shaders.vertexShader;
- material.fragmentShader = shaders.fragmentShader;
- };
- function setProgram( camera, lights, fog, material, object ) {
- if ( ! material.program || material.needsUpdate ) {
- _this.initMaterial( material, lights, fog, object );
- material.needsUpdate = false;
- }
- if ( material.morphTargets ) {
- if ( ! object.__webglMorphTargetInfluences ) {
- object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
- for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
- object.__webglMorphTargetInfluences[ i ] = 0;
- }
- }
- }
- var refreshMaterial = false;
- var program = material.program,
- p_uniforms = program.uniforms,
- m_uniforms = material.uniforms;
- if ( program !== _currentProgram ) {
- _gl.useProgram( program );
- _currentProgram = program;
- refreshMaterial = true;
- }
- if ( material.id !== _currentMaterialId ) {
- _currentMaterialId = material.id;
- refreshMaterial = true;
- }
- if ( refreshMaterial || camera !== _currentCamera ) {
- _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );
- if ( camera !== _currentCamera ) _currentCamera = camera;
- }
- if ( refreshMaterial ) {
- // refresh uniforms common to several materials
- if ( fog && material.fog ) {
- refreshUniformsFog( m_uniforms, fog );
- }
- if ( material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material.lights ) {
- if ( _lightsNeedUpdate ) {
- setupLights( program, lights );
- _lightsNeedUpdate = false;
- }
- refreshUniformsLights( m_uniforms, _lights );
- }
- if ( material instanceof THREE.MeshBasicMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.MeshPhongMaterial ) {
- refreshUniformsCommon( m_uniforms, material );
- }
- // refresh single material specific uniforms
- if ( material instanceof THREE.LineBasicMaterial ) {
- refreshUniformsLine( m_uniforms, material );
- } else if ( material instanceof THREE.ParticleBasicMaterial ) {
- refreshUniformsParticle( m_uniforms, material );
- } else if ( material instanceof THREE.MeshPhongMaterial ) {
- refreshUniformsPhong( m_uniforms, material );
- } else if ( material instanceof THREE.MeshLambertMaterial ) {
- refreshUniformsLambert( m_uniforms, material );
- } else if ( material instanceof THREE.MeshDepthMaterial ) {
- m_uniforms.mNear.value = camera.near;
- m_uniforms.mFar.value = camera.far;
- m_uniforms.opacity.value = material.opacity;
- } else if ( material instanceof THREE.MeshNormalMaterial ) {
- m_uniforms.opacity.value = material.opacity;
- }
- if ( object.receiveShadow && ! material._shadowPass ) {
- refreshUniformsShadow( m_uniforms, lights );
- }
- // load common uniforms
- loadUniformsGeneric( program, material.uniformsList );
- // load material specific uniforms
- // (shader material also gets them for the sake of genericity)
- if ( material instanceof THREE.ShaderMaterial ||
- material instanceof THREE.MeshPhongMaterial ||
- material.envMap ) {
- if ( p_uniforms.cameraPosition !== null ) {
- var position = camera.matrixWorld.getPosition();
- _gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
- }
- }
- if ( material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.ShaderMaterial ||
- material.skinning ) {
- if ( p_uniforms.viewMatrix !== null ) {
- _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray );
- }
- }
- if ( material.skinning ) {
- _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
- }
- }
- loadUniformsMatrices( p_uniforms, object );
- if ( p_uniforms.objectMatrix !== null ) {
- _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object.matrixWorld.elements );
- }
- return program;
- };
- // Uniforms (refresh uniforms objects)
- function refreshUniformsCommon ( uniforms, material ) {
- uniforms.opacity.value = material.opacity;
- if ( _this.gammaInput ) {
- uniforms.diffuse.value.copyGammaToLinear( material.color );
- } else {
- uniforms.diffuse.value = material.color;
- }
- uniforms.map.texture = material.map;
- if ( material.map ) {
- uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
- }
- uniforms.lightMap.texture = material.lightMap;
- uniforms.envMap.texture = material.envMap;
- uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
- if ( _this.gammaInput ) {
- //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
- uniforms.reflectivity.value = material.reflectivity;
- } else {
- uniforms.reflectivity.value = material.reflectivity;
- }
- uniforms.refractionRatio.value = material.refractionRatio;
- uniforms.combine.value = material.combine;
- uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
- };
- function refreshUniformsLine ( uniforms, material ) {
- uniforms.diffuse.value = material.color;
- uniforms.opacity.value = material.opacity;
- };
- function refreshUniformsParticle ( uniforms, material ) {
- uniforms.psColor.value = material.color;
- uniforms.opacity.value = material.opacity;
- uniforms.size.value = material.size;
- uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
- uniforms.map.texture = material.map;
- };
- function refreshUniformsFog ( uniforms, fog ) {
- uniforms.fogColor.value = fog.color;
- if ( fog instanceof THREE.Fog ) {
- uniforms.fogNear.value = fog.near;
- uniforms.fogFar.value = fog.far;
- } else if ( fog instanceof THREE.FogExp2 ) {
- uniforms.fogDensity.value = fog.density;
- }
- };
- function refreshUniformsPhong ( uniforms, material ) {
- uniforms.shininess.value = material.shininess;
- if ( _this.gammaInput ) {
- uniforms.ambient.value.copyGammaToLinear( material.ambient );
- uniforms.emissive.value.copyGammaToLinear( material.emissive );
- uniforms.specular.value.copyGammaToLinear( material.specular );
- } else {
- uniforms.ambient.value = material.ambient;
- uniforms.emissive.value = material.emissive;
- uniforms.specular.value = material.specular;
- }
- if ( material.wrapAround ) {
- uniforms.wrapRGB.value.copy( material.wrapRGB );
- }
- };
- function refreshUniformsLambert ( uniforms, material ) {
- if ( _this.gammaInput ) {
- uniforms.ambient.value.copyGammaToLinear( material.ambient );
- uniforms.emissive.value.copyGammaToLinear( material.emissive );
- } else {
- uniforms.ambient.value = material.ambient;
- uniforms.emissive.value = material.emissive;
- }
- if ( material.wrapAround ) {
- uniforms.wrapRGB.value.copy( material.wrapRGB );
- }
- };
- function refreshUniformsLights ( uniforms, lights ) {
- uniforms.ambientLightColor.value = lights.ambient;
- uniforms.directionalLightColor.value = lights.directional.colors;
- uniforms.directionalLightDirection.value = lights.directional.positions;
- uniforms.pointLightColor.value = lights.point.colors;
- uniforms.pointLightPosition.value = lights.point.positions;
- uniforms.pointLightDistance.value = lights.point.distances;
- uniforms.spotLightColor.value = lights.spot.colors;
- uniforms.spotLightPosition.value = lights.spot.positions;
- uniforms.spotLightDistance.value = lights.spot.distances;
- uniforms.spotLightDirection.value = lights.spot.directions;
- uniforms.spotLightAngle.value = lights.spot.angles;
- uniforms.spotLightExponent.value = lights.spot.exponents;
- };
- function refreshUniformsShadow ( uniforms, lights ) {
- if ( uniforms.shadowMatrix ) {
- var j = 0;
- for ( var i = 0, il = lights.length; i < il; i ++ ) {
- var light = lights[ i ];
- if ( ! light.castShadow ) continue;
- if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
- uniforms.shadowMap.texture[ j ] = light.shadowMap;
- uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
- uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
- uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
- uniforms.shadowBias.value[ j ] = light.shadowBias;
- j ++;
- }
- }
- }
- };
- // Uniforms (load to GPU)
- function loadUniformsMatrices ( uniforms, object ) {
- _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
- if ( uniforms.normalMatrix ) {
- _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
- }
- };
- function loadUniformsGeneric ( program, uniforms ) {
- var uniform, value, type, location, texture, i, il, j, jl, offset;
- for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
- location = program.uniforms[ uniforms[ j ][ 1 ] ];
- if ( !location ) continue;
- uniform = uniforms[ j ][ 0 ];
- type = uniform.type;
- value = uniform.value;
- switch ( type ) {
- case "i": // single integer
- _gl.uniform1i( location, value );
- break;
- case "f": // single float
- _gl.uniform1f( location, value );
- break;
- case "v2": // single THREE.Vector2
- _gl.uniform2f( location, value.x, value.y );
- break;
- case "v3": // single THREE.Vector3
- _gl.uniform3f( location, value.x, value.y, value.z );
- break;
- case "v4": // single THREE.Vector4
- _gl.uniform4f( location, value.x, value.y, value.z, value.w );
- break;
- case "c": // single THREE.Color
- _gl.uniform3f( location, value.r, value.g, value.b );
- break;
- case "fv1": // flat array of floats (JS or typed array)
- _gl.uniform1fv( location, value );
- break;
- case "fv": // flat array of floats with 3 x N size (JS or typed array)
- _gl.uniform3fv( location, value );
- break;
- case "v2v": // array of THREE.Vector2
- if ( ! uniform._array ) {
- uniform._array = new Float32Array( 2 * value.length );
- }
- for ( i = 0, il = value.length; i < il; i ++ ) {
- offset = i * 2;
- uniform._array[ offset ] = value[ i ].x;
- uniform._array[ offset + 1 ] = value[ i ].y;
- }
- _gl.uniform2fv( location, uniform._array );
- break;
- case "v3v": // array of THREE.Vector3
- if ( ! uniform._array ) {
- uniform._array = new Float32Array( 3 * value.length );
- }
- for ( i = 0, il = value.length; i < il; i ++ ) {
- offset = i * 3;
- uniform._array[ offset ] = value[ i ].x;
- uniform._array[ offset + 1 ] = value[ i ].y;
- uniform._array[ offset + 2 ] = value[ i ].z;
- }
- _gl.uniform3fv( location, uniform._array );
- break;
- case "v4v": // array of THREE.Vector4
- if ( ! uniform._array ) {
- uniform._array = new Float32Array( 4 * value.length );
- }
- for ( i = 0, il = value.length; i < il; i ++ ) {
- offset = i * 4;
- uniform._array[ offset ] = value[ i ].x;
- uniform._array[ offset + 1 ] = value[ i ].y;
- uniform._array[ offset + 2 ] = value[ i ].z;
- uniform._array[ offset + 3 ] = value[ i ].w;
- }
- _gl.uniform4fv( location, uniform._array );
- break;
- case "m4": // single THREE.Matrix4
- if ( ! uniform._array ) {
- uniform._array = new Float32Array( 16 );
- }
- value.flattenToArray( uniform._array );
- _gl.uniformMatrix4fv( location, false, uniform._array );
- break;
- case "m4v": // array of THREE.Matrix4
- if ( ! uniform._array ) {
- uniform._array = new Float32Array( 16 * value.length );
- }
- for ( i = 0, il = value.length; i < il; i ++ ) {
- value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
- }
- _gl.uniformMatrix4fv( location, false, uniform._array );
- break;
- case "t": // single THREE.Texture (2d or cube)
- _gl.uniform1i( location, value );
- texture = uniform.texture;
- if ( !texture ) continue;
- if ( texture.image instanceof Array && texture.image.length === 6 ) {
- setCubeTexture( texture, value );
- } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
- setCubeTextureDynamic( texture, value );
- } else {
- _this.setTexture( texture, value );
- }
- break;
- case "tv": // array of THREE.Texture (2d)
- if ( ! uniform._array ) {
- uniform._array = [];
- for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
- uniform._array[ i ] = value + i;
- }
- }
- _gl.uniform1iv( location, uniform._array );
- for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
- texture = uniform.texture[ i ];
- if ( !texture ) continue;
- _this.setTexture( texture, uniform._array[ i ] );
- }
- break;
- }
- }
- };
- function setupMatrices ( object, camera ) {
- object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld);
- object._normalMatrix.getInverse( object._modelViewMatrix );
- object._normalMatrix.transpose();
- };
- function setupLights ( program, lights ) {
- var l, ll, light, n,
- r = 0, g = 0, b = 0,
- color, position, intensity, distance,
- zlights = _lights,
- dcolors = zlights.directional.colors,
- dpositions = zlights.directional.positions,
- pcolors = zlights.point.colors,
- ppositions = zlights.point.positions,
- pdistances = zlights.point.distances,
- scolors = zlights.spot.colors,
- spositions = zlights.spot.positions,
- sdistances = zlights.spot.distances,
- sdirections = zlights.spot.directions,
- sangles = zlights.spot.angles,
- sexponents = zlights.spot.exponents,
- dlength = 0,
- plength = 0,
- slength = 0,
- doffset = 0,
- poffset = 0,
- soffset = 0;
- for ( l = 0, ll = lights.length; l < ll; l ++ ) {
- light = lights[ l ];
- if ( light.onlyShadow ) continue;
- color = light.color;
- intensity = light.intensity;
- distance = light.distance;
- if ( light instanceof THREE.AmbientLight ) {
- if ( _this.gammaInput ) {
- r += color.r * color.r;
- g += color.g * color.g;
- b += color.b * color.b;
- } else {
- r += color.r;
- g += color.g;
- b += color.b;
- }
- } else if ( light instanceof THREE.DirectionalLight ) {
- doffset = dlength * 3;
- if ( _this.gammaInput ) {
- dcolors[ doffset ] = color.r * color.r * intensity * intensity;
- dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
- dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
- } else {
- dcolors[ doffset ] = color.r * intensity;
- dcolors[ doffset + 1 ] = color.g * intensity;
- dcolors[ doffset + 2 ] = color.b * intensity;
- }
- _direction.copy( light.matrixWorld.getPosition() );
- _direction.subSelf( light.target.matrixWorld.getPosition() );
- _direction.normalize();
- dpositions[ doffset ] = _direction.x;
- dpositions[ doffset + 1 ] = _direction.y;
- dpositions[ doffset + 2 ] = _direction.z;
- dlength += 1;
- } else if( light instanceof THREE.PointLight ) {
- poffset = plength * 3;
- if ( _this.gammaInput ) {
- pcolors[ poffset ] = color.r * color.r * intensity * intensity;
- pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity;
- pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity;
- } else {
- pcolors[ poffset ] = color.r * intensity;
- pcolors[ poffset + 1 ] = color.g * intensity;
- pcolors[ poffset + 2 ] = color.b * intensity;
- }
- position = light.matrixWorld.getPosition();
- ppositions[ poffset ] = position.x;
- ppositions[ poffset + 1 ] = position.y;
- ppositions[ poffset + 2 ] = position.z;
- pdistances[ plength ] = distance;
- plength += 1;
- } else if( light instanceof THREE.SpotLight ) {
- soffset = slength * 3;
- if ( _this.gammaInput ) {
- scolors[ soffset ] = color.r * color.r * intensity * intensity;
- scolors[ soffset + 1 ] = color.g * color.g * intensity * intensity;
- scolors[ soffset + 2 ] = color.b * color.b * intensity * intensity;
- } else {
- scolors[ soffset ] = color.r * intensity;
- scolors[ soffset + 1 ] = color.g * intensity;
- scolors[ soffset + 2 ] = color.b * intensity;
- }
- position = light.matrixWorld.getPosition();
- spositions[ soffset ] = position.x;
- spositions[ soffset + 1 ] = position.y;
- spositions[ soffset + 2 ] = position.z;
- sdistances[ slength ] = distance;
- _direction.copy( position );
- _direction.subSelf( light.target.matrixWorld.getPosition() );
- _direction.normalize();
- sdirections[ soffset ] = _direction.x;
- sdirections[ soffset + 1 ] = _direction.y;
- sdirections[ soffset + 2 ] = _direction.z;
- sangles[ slength ] = Math.cos( light.angle );
- sexponents[ slength ] = light.exponent;
- slength += 1;
- }
- }
- // null eventual remains from removed lights
- // (this is to avoid if in shader)
- for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
- for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
- for ( l = slength * 3, ll = scolors.length; l < ll; l ++ ) scolors[ l ] = 0.0;
- zlights.directional.length = dlength;
- zlights.point.length = plength;
- zlights.spot.length = slength;
- zlights.ambient[ 0 ] = r;
- zlights.ambient[ 1 ] = g;
- zlights.ambient[ 2 ] = b;
- };
- // GL state setting
- this.setFaceCulling = function ( cullFace, frontFace ) {
- if ( cullFace ) {
- if ( !frontFace || frontFace === "ccw" ) {
- _gl.frontFace( _gl.CCW );
- } else {
- _gl.frontFace( _gl.CW );
- }
- if( cullFace === "back" ) {
- _gl.cullFace( _gl.BACK );
- } else if( cullFace === "front" ) {
- _gl.cullFace( _gl.FRONT );
- } else {
- _gl.cullFace( _gl.FRONT_AND_BACK );
- }
- _gl.enable( _gl.CULL_FACE );
- } else {
- _gl.disable( _gl.CULL_FACE );
- }
- };
- this.setObjectFaces = function ( object ) {
- if ( _oldDoubleSided !== object.doubleSided ) {
- if ( object.doubleSided ) {
- _gl.disable( _gl.CULL_FACE );
- } else {
- _gl.enable( _gl.CULL_FACE );
- }
- _oldDoubleSided = object.doubleSided;
- }
- if ( _oldFlipSided !== object.flipSided ) {
- if ( object.flipSided ) {
- _gl.frontFace( _gl.CW );
- } else {
- _gl.frontFace( _gl.CCW );
- }
- _oldFlipSided = object.flipSided;
- }
- };
- this.setDepthTest = function ( depthTest ) {
- if ( _oldDepthTest !== depthTest ) {
- if ( depthTest ) {
- _gl.enable( _gl.DEPTH_TEST );
- } else {
- _gl.disable( _gl.DEPTH_TEST );
- }
- _oldDepthTest = depthTest;
- }
- };
- this.setDepthWrite = function ( depthWrite ) {
- if ( _oldDepthWrite !== depthWrite ) {
- _gl.depthMask( depthWrite );
- _oldDepthWrite = depthWrite;
- }
- };
- function setLineWidth ( width ) {
- if ( width !== _oldLineWidth ) {
- _gl.lineWidth( width );
- _oldLineWidth = width;
- }
- };
- function setPolygonOffset ( polygonoffset, factor, units ) {
- if ( _oldPolygonOffset !== polygonoffset ) {
- if ( polygonoffset ) {
- _gl.enable( _gl.POLYGON_OFFSET_FILL );
- } else {
- _gl.disable( _gl.POLYGON_OFFSET_FILL );
- }
- _oldPolygonOffset = polygonoffset;
- }
- if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
- _gl.polygonOffset( factor, units );
- _oldPolygonOffsetFactor = factor;
- _oldPolygonOffsetUnits = units;
- }
- };
- this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
- if ( blending !== _oldBlending ) {
- switch ( blending ) {
- case THREE.NoBlending:
- _gl.disable( _gl.BLEND );
- break;
- case THREE.AdditiveBlending:
- _gl.enable( _gl.BLEND );
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
- break;
- case THREE.SubtractiveBlending:
- // TODO: Find blendFuncSeparate() combination
- _gl.enable( _gl.BLEND );
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
- break;
- case THREE.MultiplyBlending:
- // TODO: Find blendFuncSeparate() combination
- _gl.enable( _gl.BLEND );
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
- break;
- case THREE.CustomBlending:
- _gl.enable( _gl.BLEND );
- break;
- default:
- _gl.enable( _gl.BLEND );
- _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
- _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
- break;
- }
- _oldBlending = blending;
- }
- if ( blending === THREE.CustomBlending ) {
- if ( blendEquation !== _oldBlendEquation ) {
- _gl.blendEquation( paramThreeToGL( blendEquation ) );
- _oldBlendEquation = blendEquation;
- }
- if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
- _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
- _oldBlendSrc = blendSrc;
- _oldBlendDst = blendDst;
- }
- } else {
- _oldBlendEquation = null;
- _oldBlendSrc = null;
- _oldBlendDst = null;
- }
- };
- // Shaders
- function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
- var p, pl, program, code;
- var chunks = [];
- // Generate code
- if ( shaderID ) {
- chunks.push( shaderID );
- } else {
- chunks.push( fragmentShader );
- chunks.push( vertexShader );
- }
- for ( p in parameters ) {
- chunks.push( p );
- chunks.push( parameters[ p ] );
- }
- code = chunks.join();
- // Check if code has been already compiled
- for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
- if ( _programs[ p ].code === code ) {
- // console.log( "Code already compiled." /*: \n\n" + code*/ );
- return _programs[ p ].program;
- }
- }
- //console.log( "building new program " );
- //
- program = _gl.createProgram();
- var prefix_vertex = [
- "precision " + _precision + " float;",
- ( _maxVertexTextures > 0 ) ? "#define VERTEX_TEXTURES" : "",
- _this.gammaInput ? "#define GAMMA_INPUT" : "",
- _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
- _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
- "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
- "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
- "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
- "#define MAX_SHADOWS " + parameters.maxShadows,
- "#define MAX_BONES " + parameters.maxBones,
- parameters.map ? "#define USE_MAP" : "",
- parameters.envMap ? "#define USE_ENVMAP" : "",
- parameters.lightMap ? "#define USE_LIGHTMAP" : "",
- parameters.vertexColors ? "#define USE_COLOR" : "",
- parameters.skinning ? "#define USE_SKINNING" : "",
- parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
- parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
- parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
- parameters.wrapAround ? "#define WRAP_AROUND" : "",
- parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
- parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
- parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
- parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
- parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
- parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
- "uniform mat4 objectMatrix;",
- "uniform mat4 modelViewMatrix;",
- "uniform mat4 projectionMatrix;",
- "uniform mat4 viewMatrix;",
- "uniform mat3 normalMatrix;",
- "uniform vec3 cameraPosition;",
- "attribute vec3 position;",
- "attribute vec3 normal;",
- "attribute vec2 uv;",
- "attribute vec2 uv2;",
- "#ifdef USE_COLOR",
- "attribute vec3 color;",
- "#endif",
- "#ifdef USE_MORPHTARGETS",
- "attribute vec3 morphTarget0;",
- "attribute vec3 morphTarget1;",
- "attribute vec3 morphTarget2;",
- "attribute vec3 morphTarget3;",
- "#ifdef USE_MORPHNORMALS",
- "attribute vec3 morphNormal0;",
- "attribute vec3 morphNormal1;",
- "attribute vec3 morphNormal2;",
- "attribute vec3 morphNormal3;",
- "#else",
- "attribute vec3 morphTarget4;",
- "attribute vec3 morphTarget5;",
- "attribute vec3 morphTarget6;",
- "attribute vec3 morphTarget7;",
- "#endif",
- "#endif",
- "#ifdef USE_SKINNING",
- "attribute vec4 skinVertexA;",
- "attribute vec4 skinVertexB;",
- "attribute vec4 skinIndex;",
- "attribute vec4 skinWeight;",
- "#endif",
- ""
- ].join("\n");
- var prefix_fragment = [
- "precision " + _precision + " float;",
- "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
- "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
- "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
- "#define MAX_SHADOWS " + parameters.maxShadows,
- parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
- _this.gammaInput ? "#define GAMMA_INPUT" : "",
- _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
- _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
- ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
- ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
- parameters.map ? "#define USE_MAP" : "",
- parameters.envMap ? "#define USE_ENVMAP" : "",
- parameters.lightMap ? "#define USE_LIGHTMAP" : "",
- parameters.vertexColors ? "#define USE_COLOR" : "",
- parameters.metal ? "#define METAL" : "",
- parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
- parameters.wrapAround ? "#define WRAP_AROUND" : "",
- parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
- parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
- parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
- parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
- parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
- "uniform mat4 viewMatrix;",
- "uniform vec3 cameraPosition;",
- ""
- ].join("\n");
- _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
- _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
- _gl.linkProgram( program );
- if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
- console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
- }
- //console.log( prefix_fragment + fragmentShader );
- //console.log( prefix_vertex + vertexShader );
- program.uniforms = {};
- program.attributes = {};
- var identifiers, u, a, i;
- // cache uniform locations
- identifiers = [
- 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
- 'boneGlobalMatrices', 'morphTargetInfluences'
- ];
- for ( u in uniforms ) {
- identifiers.push( u );
- }
- cacheUniformLocations( program, identifiers );
- // cache attributes locations
- identifiers = [
- "position", "normal", "uv", "uv2", "tangent", "color",
- "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
- ];
- for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
- identifiers.push( "morphTarget" + i );
- }
- for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
- identifiers.push( "morphNormal" + i );
- }
- for ( a in attributes ) {
- identifiers.push( a );
- }
- cacheAttributeLocations( program, identifiers );
- program.id = _programs.length;
- _programs.push( { program: program, code: code } );
- _this.info.memory.programs = _programs.length;
- return program;
- };
- // Shader parameters cache
- function cacheUniformLocations ( program, identifiers ) {
- var i, l, id;
- for( i = 0, l = identifiers.length; i < l; i ++ ) {
- id = identifiers[ i ];
- program.uniforms[ id ] = _gl.getUniformLocation( program, id );
- }
- };
- function cacheAttributeLocations ( program, identifiers ) {
- var i, l, id;
- for( i = 0, l = identifiers.length; i < l; i ++ ) {
- id = identifiers[ i ];
- program.attributes[ id ] = _gl.getAttribLocation( program, id );
- }
- };
- function getShader ( type, string ) {
- var shader;
- if ( type === "fragment" ) {
- shader = _gl.createShader( _gl.FRAGMENT_SHADER );
- } else if ( type === "vertex" ) {
- shader = _gl.createShader( _gl.VERTEX_SHADER );
- }
- _gl.shaderSource( shader, string );
- _gl.compileShader( shader );
- if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
- console.error( _gl.getShaderInfoLog( shader ) );
- console.error( string );
- return null;
- }
- return shader;
- };
- // Textures
- function isPowerOfTwo ( value ) {
- return ( value & ( value - 1 ) ) === 0;
- };
- function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
- if ( isImagePowerOfTwo ) {
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
- } else {
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
- }
- };
- this.setTexture = function ( texture, slot ) {
- if ( texture.needsUpdate ) {
- if ( ! texture.__webglInit ) {
- texture.__webglInit = true;
- texture.__webglTexture = _gl.createTexture();
- _this.info.memory.textures ++;
- }
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
- _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
- var image = texture.image,
- isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
- glFormat = paramThreeToGL( texture.format ),
- glType = paramThreeToGL( texture.type );
- setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
- if ( texture instanceof THREE.DataTexture ) {
- _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
- } else {
- _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
- }
- if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
- texture.needsUpdate = false;
- if ( texture.onUpdate ) texture.onUpdate();
- } else {
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
- }
- };
- function clampToMaxSize ( image, maxSize ) {
- if ( image.width <= maxSize && image.height <= maxSize ) {
- return image;
- }
- // Warning: Scaling through the canvas will only work with images that use
- // premultiplied alpha.
- var maxDimension = Math.max( image.width, image.height );
- var newWidth = Math.floor( image.width * maxSize / maxDimension );
- var newHeight = Math.floor( image.height * maxSize / maxDimension );
- var canvas = document.createElement( 'canvas' );
- canvas.width = newWidth;
- canvas.height = newHeight;
- var ctx = canvas.getContext( "2d" );
- ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
- return canvas;
- }
- function setCubeTexture ( texture, slot ) {
- if ( texture.image.length === 6 ) {
- if ( texture.needsUpdate ) {
- if ( ! texture.image.__webglTextureCube ) {
- texture.image.__webglTextureCube = _gl.createTexture();
- }
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
- var cubeImage = [];
- for ( var i = 0; i < 6; i ++ ) {
- if ( _this.autoScaleCubemaps ) {
- cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
- } else {
- cubeImage[ i ] = texture.image[ i ];
- }
- }
- var image = cubeImage[ 0 ],
- isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
- glFormat = paramThreeToGL( texture.format ),
- glType = paramThreeToGL( texture.type );
- setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
- for ( var i = 0; i < 6; i ++ ) {
- _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
- }
- if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
- texture.needsUpdate = false;
- if ( texture.onUpdate ) texture.onUpdate();
- } else {
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
- }
- }
- };
- function setCubeTextureDynamic ( texture, slot ) {
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
- };
- // Render targets
- function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
- };
- function setupRenderBuffer ( renderbuffer, renderTarget ) {
- _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
- if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
- /* For some reason this is not working. Defaulting to RGBA4.
- } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
- */
- } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
- } else {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
- }
- };
- this.setRenderTarget = function ( renderTarget ) {
- var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
- if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
- if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
- if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
- renderTarget.__webglTexture = _gl.createTexture();
- // Setup texture, create render and frame buffers
- var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
- glFormat = paramThreeToGL( renderTarget.format ),
- glType = paramThreeToGL( renderTarget.type );
- if ( isCube ) {
- renderTarget.__webglFramebuffer = [];
- renderTarget.__webglRenderbuffer = [];
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
- setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
- for ( var i = 0; i < 6; i ++ ) {
- renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
- renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
- _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
- setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
- setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
- }
- if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
- } else {
- renderTarget.__webglFramebuffer = _gl.createFramebuffer();
- renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
- _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
- setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
- _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
- setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
- setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
- if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
- }
- // Release everything
- if ( isCube ) {
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
- } else {
- _gl.bindTexture( _gl.TEXTURE_2D, null );
- }
- _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
- }
- var framebuffer, width, height, vx, vy;
- if ( renderTarget ) {
- if ( isCube ) {
- framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
- } else {
- framebuffer = renderTarget.__webglFramebuffer;
- }
- width = renderTarget.width;
- height = renderTarget.height;
- vx = 0;
- vy = 0;
- } else {
- framebuffer = null;
- width = _viewportWidth;
- height = _viewportHeight;
- vx = _viewportX;
- vy = _viewportY;
- }
- if ( framebuffer !== _currentFramebuffer ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- _gl.viewport( vx, vy, width, height );
- _currentFramebuffer = framebuffer;
- }
- _currentWidth = width;
- _currentHeight = height;
- };
- function updateRenderTargetMipmap ( renderTarget ) {
- if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
- _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
- } else {
- _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
- _gl.generateMipmap( _gl.TEXTURE_2D );
- _gl.bindTexture( _gl.TEXTURE_2D, null );
- }
- };
- // Fallback filters for non-power-of-2 textures
- function filterFallback ( f ) {
- switch ( f ) {
- case THREE.NearestFilter:
- case THREE.NearestMipMapNearestFilter:
- case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
- case THREE.LinearFilter:
- case THREE.LinearMipMapNearestFilter:
- case THREE.LinearMipMapLinearFilter:
- default:
- return _gl.LINEAR; break;
- }
- };
- // Map three.js constants to WebGL constants
- function paramThreeToGL ( p ) {
- switch ( p ) {
- case THREE.RepeatWrapping: return _gl.REPEAT; break;
- case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
- case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
- case THREE.NearestFilter: return _gl.NEAREST; break;
- case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
- case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
- case THREE.LinearFilter: return _gl.LINEAR; break;
- case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
- case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
- case THREE.ByteType: return _gl.BYTE; break;
- case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
- case THREE.ShortType: return _gl.SHORT; break;
- case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
- case THREE.IntType: return _gl.INT; break;
- case THREE.UnsignedIntType: return _gl.UNSIGNED_INT; break;
- case THREE.FloatType: return _gl.FLOAT; break;
- case THREE.AlphaFormat: return _gl.ALPHA; break;
- case THREE.RGBFormat: return _gl.RGB; break;
- case THREE.RGBAFormat: return _gl.RGBA; break;
- case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
- case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
- case THREE.AddEquation: return _gl.FUNC_ADD; break;
- case THREE.SubtractEquation: return _gl.FUNC_SUBTRACT; break;
- case THREE.ReverseSubtractEquation: return _gl.FUNC_REVERSE_SUBTRACT; break;
- case THREE.ZeroFactor: return _gl.ZERO; break;
- case THREE.OneFactor: return _gl.ONE; break;
- case THREE.SrcColorFactor: return _gl.SRC_COLOR; break;
- case THREE.OneMinusSrcColorFactor: return _gl.ONE_MINUS_SRC_COLOR; break;
- case THREE.SrcAlphaFactor: return _gl.SRC_ALPHA; break;
- case THREE.OneMinusSrcAlphaFactor: return _gl.ONE_MINUS_SRC_ALPHA; break;
- case THREE.DstAlphaFactor: return _gl.DST_ALPHA; break;
- case THREE.OneMinusDstAlphaFactor: return _gl.ONE_MINUS_DST_ALPHA; break;
- case THREE.DstColorFactor: return _gl.DST_COLOR; break;
- case THREE.OneMinusDstColorFactor: return _gl.ONE_MINUS_DST_COLOR; break;
- case THREE.SrcAlphaSaturateFactor: return _gl.SRC_ALPHA_SATURATE; break;
- }
- return 0;
- };
- // Allocations
- function allocateBones ( object ) {
- // default for when object is not specified
- // ( for example when prebuilding shader
- // to be used with multiple objects )
- //
- // - leave some extra space for other uniforms
- // - limit here is ANGLE's 254 max uniform vectors
- // (up to 54 should be safe)
- var maxBones = 50;
- if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
- maxBones = object.bones.length;
- }
- return maxBones;
- };
- function allocateLights ( lights ) {
- var l, ll, light, dirLights, pointLights, spotLights, maxDirLights, maxPointLights, maxSpotLights;
- dirLights = pointLights = spotLights = maxDirLights = maxPointLights = maxSpotLights = 0;
- for ( l = 0, ll = lights.length; l < ll; l ++ ) {
- light = lights[ l ];
- if ( light.onlyShadow ) continue;
- if ( light instanceof THREE.DirectionalLight ) dirLights ++;
- if ( light instanceof THREE.PointLight ) pointLights ++;
- if ( light instanceof THREE.SpotLight ) spotLights ++;
- }
- if ( ( pointLights + spotLights + dirLights ) <= _maxLights ) {
- maxDirLights = dirLights;
- maxPointLights = pointLights;
- maxSpotLights = spotLights;
- } else {
- maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
- maxPointLights = _maxLights - maxDirLights;
- maxSpotLights = maxPointLights; // this is not really correct
- }
- return { 'directional' : maxDirLights, 'point' : maxPointLights, 'spot': maxSpotLights };
- };
- function allocateShadows ( lights ) {
- var l, ll, light, maxShadows = 0;
- for ( l = 0, ll = lights.length; l < ll; l++ ) {
- light = lights[ l ];
- if ( ! light.castShadow ) continue;
- if ( light instanceof THREE.SpotLight ) maxShadows ++;
- if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
- }
- return maxShadows;
- };
- // Initialization
- function initGL () {
- var gl;
- try {
- if ( ! ( gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
- throw 'Error creating WebGL context.';
- }
- } catch ( error ) {
- console.error( error );
- }
- if ( ! gl.getExtension( 'OES_texture_float' ) ) {
- console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
- }
- return gl;
- };
- function setDefaultGLState () {
- _gl.clearColor( 0, 0, 0, 1 );
- _gl.clearDepth( 1 );
- _gl.clearStencil( 0 );
- _gl.enable( _gl.DEPTH_TEST );
- _gl.depthFunc( _gl.LEQUAL );
- _gl.frontFace( _gl.CCW );
- _gl.cullFace( _gl.BACK );
- _gl.enable( _gl.CULL_FACE );
- _gl.enable( _gl.BLEND );
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
- _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
- };
- // default plugins (order is important)
- this.shadowMapPlugin = new THREE.ShadowMapPlugin();
- this.addPrePlugin( this.shadowMapPlugin );
- this.addPostPlugin( new THREE.SpritePlugin() );
- this.addPostPlugin( new THREE.LensFlarePlugin() );
- };
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