WebGLRenderer.js 148 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  12. _alpha = parameters.alpha !== undefined ? parameters.alpha : true,
  13. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  15. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  16. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  17. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  18. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
  19. _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
  20. // public properties
  21. this.domElement = _canvas;
  22. this.context = null;
  23. // clearing
  24. this.autoClear = true;
  25. this.autoClearColor = true;
  26. this.autoClearDepth = true;
  27. this.autoClearStencil = true;
  28. // scene graph
  29. this.sortObjects = true;
  30. this.autoUpdateObjects = true;
  31. this.autoUpdateScene = true;
  32. // physically based shading
  33. this.gammaInput = false;
  34. this.gammaOutput = false;
  35. this.physicallyBasedShading = false;
  36. // shadow map
  37. this.shadowMapEnabled = false;
  38. this.shadowMapAutoUpdate = true;
  39. this.shadowMapSoft = true;
  40. this.shadowMapCullFrontFaces = true;
  41. this.shadowMapDebug = false;
  42. this.shadowMapCascade = false;
  43. // morphs
  44. this.maxMorphTargets = 8;
  45. this.maxMorphNormals = 4;
  46. // flags
  47. this.autoScaleCubemaps = true;
  48. // custom render plugins
  49. this.renderPluginsPre = [];
  50. this.renderPluginsPost = [];
  51. // info
  52. this.info = {
  53. memory: {
  54. programs: 0,
  55. geometries: 0,
  56. textures: 0
  57. },
  58. render: {
  59. calls: 0,
  60. vertices: 0,
  61. faces: 0,
  62. points: 0
  63. }
  64. };
  65. // internal properties
  66. var _this = this,
  67. _gl,
  68. _programs = [],
  69. // internal state cache
  70. _currentProgram = null,
  71. _currentFramebuffer = null,
  72. _currentMaterialId = -1,
  73. _currentGeometryGroupHash = null,
  74. _currentCamera = null,
  75. _geometryGroupCounter = 0,
  76. // GL state cache
  77. _oldDoubleSided = -1,
  78. _oldFlipSided = -1,
  79. _oldBlending = -1,
  80. _oldBlendEquation = -1,
  81. _oldBlendSrc = -1,
  82. _oldBlendDst = -1,
  83. _oldDepthTest = -1,
  84. _oldDepthWrite = -1,
  85. _oldPolygonOffset = null,
  86. _oldPolygonOffsetFactor = null,
  87. _oldPolygonOffsetUnits = null,
  88. _oldLineWidth = null,
  89. _viewportX = 0,
  90. _viewportY = 0,
  91. _viewportWidth = 0,
  92. _viewportHeight = 0,
  93. _currentWidth = 0,
  94. _currentHeight = 0,
  95. // frustum
  96. _frustum = new THREE.Frustum(),
  97. // camera matrices cache
  98. _projScreenMatrix = new THREE.Matrix4(),
  99. _projScreenMatrixPS = new THREE.Matrix4(),
  100. _vector3 = new THREE.Vector4(),
  101. // light arrays cache
  102. _direction = new THREE.Vector3(),
  103. _lightsNeedUpdate = true,
  104. _lights = {
  105. ambient: [ 0, 0, 0 ],
  106. directional: { length: 0, colors: new Array(), positions: new Array() },
  107. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
  108. spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), angles: new Array(), exponents: new Array() }
  109. };
  110. // initialize
  111. _gl = initGL();
  112. setDefaultGLState();
  113. this.context = _gl;
  114. // GPU capabilities
  115. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  116. _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE ),
  117. _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  118. // API
  119. this.getContext = function () {
  120. return _gl;
  121. };
  122. this.supportsVertexTextures = function () {
  123. return _maxVertexTextures > 0;
  124. };
  125. this.setSize = function ( width, height ) {
  126. _canvas.width = width;
  127. _canvas.height = height;
  128. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  129. };
  130. this.setViewport = function ( x, y, width, height ) {
  131. _viewportX = x;
  132. _viewportY = y;
  133. _viewportWidth = width;
  134. _viewportHeight = height;
  135. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  136. };
  137. this.setScissor = function ( x, y, width, height ) {
  138. _gl.scissor( x, y, width, height );
  139. };
  140. this.enableScissorTest = function ( enable ) {
  141. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  142. };
  143. // Clearing
  144. this.setClearColorHex = function ( hex, alpha ) {
  145. _clearColor.setHex( hex );
  146. _clearAlpha = alpha;
  147. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  148. };
  149. this.setClearColor = function ( color, alpha ) {
  150. _clearColor.copy( color );
  151. _clearAlpha = alpha;
  152. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  153. };
  154. this.getClearColor = function () {
  155. return _clearColor;
  156. };
  157. this.getClearAlpha = function () {
  158. return _clearAlpha;
  159. };
  160. this.clear = function ( color, depth, stencil ) {
  161. var bits = 0;
  162. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  163. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  164. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  165. _gl.clear( bits );
  166. };
  167. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  168. this.setRenderTarget( renderTarget );
  169. this.clear( color, depth, stencil );
  170. };
  171. // Plugins
  172. this.addPostPlugin = function ( plugin ) {
  173. plugin.init( this );
  174. this.renderPluginsPost.push( plugin );
  175. };
  176. this.addPrePlugin = function ( plugin ) {
  177. plugin.init( this );
  178. this.renderPluginsPre.push( plugin );
  179. };
  180. // Deallocation
  181. this.deallocateObject = function ( object ) {
  182. if ( ! object.__webglInit ) return;
  183. object.__webglInit = false;
  184. delete object._modelViewMatrix;
  185. delete object._normalMatrix;
  186. delete object._normalMatrixArray;
  187. delete object._modelViewMatrixArray;
  188. delete object._objectMatrixArray;
  189. if ( object instanceof THREE.Mesh ) {
  190. for ( var g in object.geometry.geometryGroups ) {
  191. deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
  192. }
  193. } else if ( object instanceof THREE.Ribbon ) {
  194. deleteRibbonBuffers( object.geometry );
  195. } else if ( object instanceof THREE.Line ) {
  196. deleteLineBuffers( object.geometry );
  197. } else if ( object instanceof THREE.ParticleSystem ) {
  198. deleteParticleBuffers( object.geometry );
  199. }
  200. };
  201. this.deallocateTexture = function ( texture ) {
  202. if ( ! texture.__webglInit ) return;
  203. texture.__webglInit = false;
  204. _gl.deleteTexture( texture.__webglTexture );
  205. _this.info.memory.textures --;
  206. };
  207. this.deallocateRenderTarget = function ( renderTarget ) {
  208. if ( !renderTarget || ! renderTarget.__webglTexture ) return;
  209. _gl.deleteTexture( renderTarget.__webglTexture );
  210. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  211. for ( var i = 0; i < 6; i ++ ) {
  212. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  213. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  214. }
  215. } else {
  216. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  217. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  218. }
  219. };
  220. // Rendering
  221. this.updateShadowMap = function ( scene, camera ) {
  222. _currentProgram = null;
  223. _oldBlending = -1;
  224. _oldDepthTest = -1;
  225. _oldDepthWrite = -1;
  226. _currentGeometryGroupHash = -1;
  227. _currentMaterialId = -1;
  228. _lightsNeedUpdate = true;
  229. _oldDoubleSided = -1;
  230. _oldFlipSided = -1;
  231. this.shadowMapPlugin.update( scene, camera );
  232. };
  233. // Internal functions
  234. // Buffer allocation
  235. function createParticleBuffers ( geometry ) {
  236. geometry.__webglVertexBuffer = _gl.createBuffer();
  237. geometry.__webglColorBuffer = _gl.createBuffer();
  238. _this.info.geometries ++;
  239. };
  240. function createLineBuffers ( geometry ) {
  241. geometry.__webglVertexBuffer = _gl.createBuffer();
  242. geometry.__webglColorBuffer = _gl.createBuffer();
  243. _this.info.memory.geometries ++;
  244. };
  245. function createRibbonBuffers ( geometry ) {
  246. geometry.__webglVertexBuffer = _gl.createBuffer();
  247. geometry.__webglColorBuffer = _gl.createBuffer();
  248. _this.info.memory.geometries ++;
  249. };
  250. function createMeshBuffers ( geometryGroup ) {
  251. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  252. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  253. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  254. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  255. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  256. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  257. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  258. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  259. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  260. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  261. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  262. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  263. var m, ml;
  264. if ( geometryGroup.numMorphTargets ) {
  265. geometryGroup.__webglMorphTargetsBuffers = [];
  266. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  267. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  268. }
  269. }
  270. if ( geometryGroup.numMorphNormals ) {
  271. geometryGroup.__webglMorphNormalsBuffers = [];
  272. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  273. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  274. }
  275. }
  276. _this.info.memory.geometries ++;
  277. };
  278. // Buffer deallocation
  279. function deleteParticleBuffers ( geometry ) {
  280. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  281. _gl.deleteBuffer( geometry.__webglColorBuffer );
  282. _this.info.memory.geometries --;
  283. };
  284. function deleteLineBuffers ( geometry ) {
  285. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  286. _gl.deleteBuffer( geometry.__webglColorBuffer );
  287. _this.info.memory.geometries --;
  288. };
  289. function deleteRibbonBuffers ( geometry ) {
  290. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  291. _gl.deleteBuffer( geometry.__webglColorBuffer );
  292. _this.info.memory.geometries --;
  293. };
  294. function deleteMeshBuffers ( geometryGroup ) {
  295. _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
  296. _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
  297. _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
  298. _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
  299. _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
  300. _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
  301. _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer );
  302. _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
  303. _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
  304. _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
  305. _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
  306. _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
  307. var m, ml;
  308. if ( geometryGroup.numMorphTargets ) {
  309. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  310. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  311. }
  312. }
  313. if ( geometryGroup.numMorphNormals ) {
  314. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  315. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  316. }
  317. }
  318. if ( geometryGroup.__webglCustomAttributesList ) {
  319. for ( var id in geometryGroup.__webglCustomAttributesList ) {
  320. _gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer );
  321. }
  322. }
  323. _this.info.memory.geometries --;
  324. };
  325. // Buffer initialization
  326. function initCustomAttributes ( geometry, object ) {
  327. var nvertices = geometry.vertices.length;
  328. var material = object.material;
  329. if ( material.attributes ) {
  330. if ( geometry.__webglCustomAttributesList === undefined ) {
  331. geometry.__webglCustomAttributesList = [];
  332. }
  333. for ( var a in material.attributes ) {
  334. var attribute = material.attributes[ a ];
  335. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  336. attribute.__webglInitialized = true;
  337. var size = 1; // "f" and "i"
  338. if ( attribute.type === "v2" ) size = 2;
  339. else if ( attribute.type === "v3" ) size = 3;
  340. else if ( attribute.type === "v4" ) size = 4;
  341. else if ( attribute.type === "c" ) size = 3;
  342. attribute.size = size;
  343. attribute.array = new Float32Array( nvertices * size );
  344. attribute.buffer = _gl.createBuffer();
  345. attribute.buffer.belongsToAttribute = a;
  346. attribute.needsUpdate = true;
  347. }
  348. geometry.__webglCustomAttributesList.push( attribute );
  349. }
  350. }
  351. };
  352. function initParticleBuffers ( geometry, object ) {
  353. var nvertices = geometry.vertices.length;
  354. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  355. geometry.__colorArray = new Float32Array( nvertices * 3 );
  356. geometry.__sortArray = [];
  357. geometry.__webglParticleCount = nvertices;
  358. initCustomAttributes ( geometry, object );
  359. };
  360. function initLineBuffers ( geometry, object ) {
  361. var nvertices = geometry.vertices.length;
  362. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  363. geometry.__colorArray = new Float32Array( nvertices * 3 );
  364. geometry.__webglLineCount = nvertices;
  365. initCustomAttributes ( geometry, object );
  366. };
  367. function initRibbonBuffers ( geometry ) {
  368. var nvertices = geometry.vertices.length;
  369. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  370. geometry.__colorArray = new Float32Array( nvertices * 3 );
  371. geometry.__webglVertexCount = nvertices;
  372. };
  373. function initMeshBuffers ( geometryGroup, object ) {
  374. var geometry = object.geometry,
  375. faces3 = geometryGroup.faces3,
  376. faces4 = geometryGroup.faces4,
  377. nvertices = faces3.length * 3 + faces4.length * 4,
  378. ntris = faces3.length * 1 + faces4.length * 2,
  379. nlines = faces3.length * 3 + faces4.length * 4,
  380. material = getBufferMaterial( object, geometryGroup ),
  381. uvType = bufferGuessUVType( material ),
  382. normalType = bufferGuessNormalType( material ),
  383. vertexColorType = bufferGuessVertexColorType( material );
  384. //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  385. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  386. if ( normalType ) {
  387. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  388. }
  389. if ( geometry.hasTangents ) {
  390. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  391. }
  392. if ( vertexColorType ) {
  393. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  394. }
  395. if ( uvType ) {
  396. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  397. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  398. }
  399. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  400. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  401. }
  402. }
  403. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  404. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  405. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  406. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  407. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  408. }
  409. geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
  410. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  411. var m, ml;
  412. if ( geometryGroup.numMorphTargets ) {
  413. geometryGroup.__morphTargetsArrays = [];
  414. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  415. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  416. }
  417. }
  418. if ( geometryGroup.numMorphNormals ) {
  419. geometryGroup.__morphNormalsArrays = [];
  420. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  421. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  422. }
  423. }
  424. geometryGroup.__webglFaceCount = ntris * 3;
  425. geometryGroup.__webglLineCount = nlines * 2;
  426. // custom attributes
  427. if ( material.attributes ) {
  428. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  429. geometryGroup.__webglCustomAttributesList = [];
  430. }
  431. for ( var a in material.attributes ) {
  432. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  433. // attribute buffers which are correctly indexed in the setMeshBuffers function
  434. var originalAttribute = material.attributes[ a ];
  435. var attribute = {};
  436. for ( var property in originalAttribute ) {
  437. attribute[ property ] = originalAttribute[ property ];
  438. }
  439. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  440. attribute.__webglInitialized = true;
  441. var size = 1; // "f" and "i"
  442. if( attribute.type === "v2" ) size = 2;
  443. else if( attribute.type === "v3" ) size = 3;
  444. else if( attribute.type === "v4" ) size = 4;
  445. else if( attribute.type === "c" ) size = 3;
  446. attribute.size = size;
  447. attribute.array = new Float32Array( nvertices * size );
  448. attribute.buffer = _gl.createBuffer();
  449. attribute.buffer.belongsToAttribute = a;
  450. originalAttribute.needsUpdate = true;
  451. attribute.__original = originalAttribute;
  452. }
  453. geometryGroup.__webglCustomAttributesList.push( attribute );
  454. }
  455. }
  456. geometryGroup.__inittedArrays = true;
  457. };
  458. function getBufferMaterial( object, geometryGroup ) {
  459. if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
  460. return object.material;
  461. } else if ( geometryGroup.materialIndex >= 0 ) {
  462. return object.geometry.materials[ geometryGroup.materialIndex ];
  463. }
  464. };
  465. function materialNeedsSmoothNormals ( material ) {
  466. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  467. };
  468. function bufferGuessNormalType ( material ) {
  469. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  470. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  471. return false;
  472. }
  473. if ( materialNeedsSmoothNormals( material ) ) {
  474. return THREE.SmoothShading;
  475. } else {
  476. return THREE.FlatShading;
  477. }
  478. };
  479. function bufferGuessVertexColorType ( material ) {
  480. if ( material.vertexColors ) {
  481. return material.vertexColors;
  482. }
  483. return false;
  484. };
  485. function bufferGuessUVType ( material ) {
  486. // material must use some texture to require uvs
  487. if ( material.map || material.lightMap || material instanceof THREE.ShaderMaterial ) {
  488. return true;
  489. }
  490. return false;
  491. };
  492. // Buffer setting
  493. function setParticleBuffers ( geometry, hint, object ) {
  494. var v, c, vertex, offset, index, color,
  495. vertices = geometry.vertices,
  496. vl = vertices.length,
  497. colors = geometry.colors,
  498. cl = colors.length,
  499. vertexArray = geometry.__vertexArray,
  500. colorArray = geometry.__colorArray,
  501. sortArray = geometry.__sortArray,
  502. dirtyVertices = geometry.verticesNeedUpdate,
  503. dirtyElements = geometry.elementsNeedUpdate,
  504. dirtyColors = geometry.colorsNeedUpdate,
  505. customAttributes = geometry.__webglCustomAttributesList,
  506. i, il,
  507. a, ca, cal, value,
  508. customAttribute;
  509. if ( object.sortParticles ) {
  510. _projScreenMatrixPS.copy( _projScreenMatrix );
  511. _projScreenMatrixPS.multiplySelf( object.matrixWorld );
  512. for ( v = 0; v < vl; v ++ ) {
  513. vertex = vertices[ v ];
  514. _vector3.copy( vertex );
  515. _projScreenMatrixPS.multiplyVector3( _vector3 );
  516. sortArray[ v ] = [ _vector3.z, v ];
  517. }
  518. sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
  519. for ( v = 0; v < vl; v ++ ) {
  520. vertex = vertices[ sortArray[v][1] ];
  521. offset = v * 3;
  522. vertexArray[ offset ] = vertex.x;
  523. vertexArray[ offset + 1 ] = vertex.y;
  524. vertexArray[ offset + 2 ] = vertex.z;
  525. }
  526. for ( c = 0; c < cl; c ++ ) {
  527. offset = c * 3;
  528. color = colors[ sortArray[c][1] ];
  529. colorArray[ offset ] = color.r;
  530. colorArray[ offset + 1 ] = color.g;
  531. colorArray[ offset + 2 ] = color.b;
  532. }
  533. if ( customAttributes ) {
  534. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  535. customAttribute = customAttributes[ i ];
  536. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
  537. offset = 0;
  538. cal = customAttribute.value.length;
  539. if ( customAttribute.size === 1 ) {
  540. for ( ca = 0; ca < cal; ca ++ ) {
  541. index = sortArray[ ca ][ 1 ];
  542. customAttribute.array[ ca ] = customAttribute.value[ index ];
  543. }
  544. } else if ( customAttribute.size === 2 ) {
  545. for ( ca = 0; ca < cal; ca ++ ) {
  546. index = sortArray[ ca ][ 1 ];
  547. value = customAttribute.value[ index ];
  548. customAttribute.array[ offset ] = value.x;
  549. customAttribute.array[ offset + 1 ] = value.y;
  550. offset += 2;
  551. }
  552. } else if ( customAttribute.size === 3 ) {
  553. if ( customAttribute.type === "c" ) {
  554. for ( ca = 0; ca < cal; ca ++ ) {
  555. index = sortArray[ ca ][ 1 ];
  556. value = customAttribute.value[ index ];
  557. customAttribute.array[ offset ] = value.r;
  558. customAttribute.array[ offset + 1 ] = value.g;
  559. customAttribute.array[ offset + 2 ] = value.b;
  560. offset += 3;
  561. }
  562. } else {
  563. for ( ca = 0; ca < cal; ca ++ ) {
  564. index = sortArray[ ca ][ 1 ];
  565. value = customAttribute.value[ index ];
  566. customAttribute.array[ offset ] = value.x;
  567. customAttribute.array[ offset + 1 ] = value.y;
  568. customAttribute.array[ offset + 2 ] = value.z;
  569. offset += 3;
  570. }
  571. }
  572. } else if ( customAttribute.size === 4 ) {
  573. for ( ca = 0; ca < cal; ca ++ ) {
  574. index = sortArray[ ca ][ 1 ];
  575. value = customAttribute.value[ index ];
  576. customAttribute.array[ offset ] = value.x;
  577. customAttribute.array[ offset + 1 ] = value.y;
  578. customAttribute.array[ offset + 2 ] = value.z;
  579. customAttribute.array[ offset + 3 ] = value.w;
  580. offset += 4;
  581. }
  582. }
  583. }
  584. }
  585. } else {
  586. if ( dirtyVertices ) {
  587. for ( v = 0; v < vl; v ++ ) {
  588. vertex = vertices[ v ];
  589. offset = v * 3;
  590. vertexArray[ offset ] = vertex.x;
  591. vertexArray[ offset + 1 ] = vertex.y;
  592. vertexArray[ offset + 2 ] = vertex.z;
  593. }
  594. }
  595. if ( dirtyColors ) {
  596. for ( c = 0; c < cl; c ++ ) {
  597. color = colors[ c ];
  598. offset = c * 3;
  599. colorArray[ offset ] = color.r;
  600. colorArray[ offset + 1 ] = color.g;
  601. colorArray[ offset + 2 ] = color.b;
  602. }
  603. }
  604. if ( customAttributes ) {
  605. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  606. customAttribute = customAttributes[ i ];
  607. if ( customAttribute.needsUpdate &&
  608. ( customAttribute.boundTo === undefined ||
  609. customAttribute.boundTo === "vertices") ) {
  610. cal = customAttribute.value.length;
  611. offset = 0;
  612. if ( customAttribute.size === 1 ) {
  613. for ( ca = 0; ca < cal; ca ++ ) {
  614. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  615. }
  616. } else if ( customAttribute.size === 2 ) {
  617. for ( ca = 0; ca < cal; ca ++ ) {
  618. value = customAttribute.value[ ca ];
  619. customAttribute.array[ offset ] = value.x;
  620. customAttribute.array[ offset + 1 ] = value.y;
  621. offset += 2;
  622. }
  623. } else if ( customAttribute.size === 3 ) {
  624. if ( customAttribute.type === "c" ) {
  625. for ( ca = 0; ca < cal; ca ++ ) {
  626. value = customAttribute.value[ ca ];
  627. customAttribute.array[ offset ] = value.r;
  628. customAttribute.array[ offset + 1 ] = value.g;
  629. customAttribute.array[ offset + 2 ] = value.b;
  630. offset += 3;
  631. }
  632. } else {
  633. for ( ca = 0; ca < cal; ca ++ ) {
  634. value = customAttribute.value[ ca ];
  635. customAttribute.array[ offset ] = value.x;
  636. customAttribute.array[ offset + 1 ] = value.y;
  637. customAttribute.array[ offset + 2 ] = value.z;
  638. offset += 3;
  639. }
  640. }
  641. } else if ( customAttribute.size === 4 ) {
  642. for ( ca = 0; ca < cal; ca ++ ) {
  643. value = customAttribute.value[ ca ];
  644. customAttribute.array[ offset ] = value.x;
  645. customAttribute.array[ offset + 1 ] = value.y;
  646. customAttribute.array[ offset + 2 ] = value.z;
  647. customAttribute.array[ offset + 3 ] = value.w;
  648. offset += 4;
  649. }
  650. }
  651. }
  652. }
  653. }
  654. }
  655. if ( dirtyVertices || object.sortParticles ) {
  656. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  657. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  658. }
  659. if ( dirtyColors || object.sortParticles ) {
  660. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  661. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  662. }
  663. if ( customAttributes ) {
  664. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  665. customAttribute = customAttributes[ i ];
  666. if ( customAttribute.needsUpdate || object.sortParticles ) {
  667. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  668. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  669. }
  670. }
  671. }
  672. };
  673. function setLineBuffers ( geometry, hint ) {
  674. var v, c, vertex, offset, color,
  675. vertices = geometry.vertices,
  676. colors = geometry.colors,
  677. vl = vertices.length,
  678. cl = colors.length,
  679. vertexArray = geometry.__vertexArray,
  680. colorArray = geometry.__colorArray,
  681. dirtyVertices = geometry.verticesNeedUpdate,
  682. dirtyColors = geometry.colorsNeedUpdate,
  683. customAttributes = geometry.__webglCustomAttributesList,
  684. i, il,
  685. a, ca, cal, value,
  686. customAttribute;
  687. if ( dirtyVertices ) {
  688. for ( v = 0; v < vl; v ++ ) {
  689. vertex = vertices[ v ];
  690. offset = v * 3;
  691. vertexArray[ offset ] = vertex.x;
  692. vertexArray[ offset + 1 ] = vertex.y;
  693. vertexArray[ offset + 2 ] = vertex.z;
  694. }
  695. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  696. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  697. }
  698. if ( dirtyColors ) {
  699. for ( c = 0; c < cl; c ++ ) {
  700. color = colors[ c ];
  701. offset = c * 3;
  702. colorArray[ offset ] = color.r;
  703. colorArray[ offset + 1 ] = color.g;
  704. colorArray[ offset + 2 ] = color.b;
  705. }
  706. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  707. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  708. }
  709. if ( customAttributes ) {
  710. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  711. customAttribute = customAttributes[ i ];
  712. if ( customAttribute.needsUpdate &&
  713. ( customAttribute.boundTo === undefined ||
  714. customAttribute.boundTo === "vertices" ) ) {
  715. offset = 0;
  716. cal = customAttribute.value.length;
  717. if ( customAttribute.size === 1 ) {
  718. for ( ca = 0; ca < cal; ca ++ ) {
  719. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  720. }
  721. } else if ( customAttribute.size === 2 ) {
  722. for ( ca = 0; ca < cal; ca ++ ) {
  723. value = customAttribute.value[ ca ];
  724. customAttribute.array[ offset ] = value.x;
  725. customAttribute.array[ offset + 1 ] = value.y;
  726. offset += 2;
  727. }
  728. } else if ( customAttribute.size === 3 ) {
  729. if ( customAttribute.type === "c" ) {
  730. for ( ca = 0; ca < cal; ca ++ ) {
  731. value = customAttribute.value[ ca ];
  732. customAttribute.array[ offset ] = value.r;
  733. customAttribute.array[ offset + 1 ] = value.g;
  734. customAttribute.array[ offset + 2 ] = value.b;
  735. offset += 3;
  736. }
  737. } else {
  738. for ( ca = 0; ca < cal; ca ++ ) {
  739. value = customAttribute.value[ ca ];
  740. customAttribute.array[ offset ] = value.x;
  741. customAttribute.array[ offset + 1 ] = value.y;
  742. customAttribute.array[ offset + 2 ] = value.z;
  743. offset += 3;
  744. }
  745. }
  746. } else if ( customAttribute.size === 4 ) {
  747. for ( ca = 0; ca < cal; ca ++ ) {
  748. value = customAttribute.value[ ca ];
  749. customAttribute.array[ offset ] = value.x;
  750. customAttribute.array[ offset + 1 ] = value.y;
  751. customAttribute.array[ offset + 2 ] = value.z;
  752. customAttribute.array[ offset + 3 ] = value.w;
  753. offset += 4;
  754. }
  755. }
  756. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  757. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  758. }
  759. }
  760. }
  761. };
  762. function setRibbonBuffers ( geometry, hint ) {
  763. var v, c, vertex, offset, color,
  764. vertices = geometry.vertices,
  765. colors = geometry.colors,
  766. vl = vertices.length,
  767. cl = colors.length,
  768. vertexArray = geometry.__vertexArray,
  769. colorArray = geometry.__colorArray,
  770. dirtyVertices = geometry.verticesNeedUpdate,
  771. dirtyColors = geometry.colorsNeedUpdate;
  772. if ( dirtyVertices ) {
  773. for ( v = 0; v < vl; v ++ ) {
  774. vertex = vertices[ v ];
  775. offset = v * 3;
  776. vertexArray[ offset ] = vertex.x;
  777. vertexArray[ offset + 1 ] = vertex.y;
  778. vertexArray[ offset + 2 ] = vertex.z;
  779. }
  780. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  781. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  782. }
  783. if ( dirtyColors ) {
  784. for ( c = 0; c < cl; c ++ ) {
  785. color = colors[ c ];
  786. offset = c * 3;
  787. colorArray[ offset ] = color.r;
  788. colorArray[ offset + 1 ] = color.g;
  789. colorArray[ offset + 2 ] = color.b;
  790. }
  791. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  792. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  793. }
  794. };
  795. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  796. if ( ! geometryGroup.__inittedArrays ) {
  797. // console.log( object );
  798. return;
  799. }
  800. var normalType = bufferGuessNormalType( material ),
  801. vertexColorType = bufferGuessVertexColorType( material ),
  802. uvType = bufferGuessUVType( material ),
  803. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  804. var f, fl, fi, face,
  805. vertexNormals, faceNormal, normal,
  806. vertexColors, faceColor,
  807. vertexTangents,
  808. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  809. c1, c2, c3, c4,
  810. sw1, sw2, sw3, sw4,
  811. si1, si2, si3, si4,
  812. sa1, sa2, sa3, sa4,
  813. sb1, sb2, sb3, sb4,
  814. m, ml, i, il,
  815. vn, uvi, uv2i,
  816. vk, vkl, vka,
  817. nka, chf, faceVertexNormals,
  818. a,
  819. vertexIndex = 0,
  820. offset = 0,
  821. offset_uv = 0,
  822. offset_uv2 = 0,
  823. offset_face = 0,
  824. offset_normal = 0,
  825. offset_tangent = 0,
  826. offset_line = 0,
  827. offset_color = 0,
  828. offset_skin = 0,
  829. offset_morphTarget = 0,
  830. offset_custom = 0,
  831. offset_customSrc = 0,
  832. value,
  833. vertexArray = geometryGroup.__vertexArray,
  834. uvArray = geometryGroup.__uvArray,
  835. uv2Array = geometryGroup.__uv2Array,
  836. normalArray = geometryGroup.__normalArray,
  837. tangentArray = geometryGroup.__tangentArray,
  838. colorArray = geometryGroup.__colorArray,
  839. skinVertexAArray = geometryGroup.__skinVertexAArray,
  840. skinVertexBArray = geometryGroup.__skinVertexBArray,
  841. skinIndexArray = geometryGroup.__skinIndexArray,
  842. skinWeightArray = geometryGroup.__skinWeightArray,
  843. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  844. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  845. customAttributes = geometryGroup.__webglCustomAttributesList,
  846. customAttribute,
  847. faceArray = geometryGroup.__faceArray,
  848. lineArray = geometryGroup.__lineArray,
  849. geometry = object.geometry, // this is shared for all chunks
  850. dirtyVertices = geometry.verticesNeedUpdate,
  851. dirtyElements = geometry.elementsNeedUpdate,
  852. dirtyUvs = geometry.uvsNeedUpdate,
  853. dirtyNormals = geometry.normalsNeedUpdate,
  854. dirtyTangents = geometry.tangetsNeedUpdate,
  855. dirtyColors = geometry.colorsNeedUpdate,
  856. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  857. vertices = geometry.vertices,
  858. chunk_faces3 = geometryGroup.faces3,
  859. chunk_faces4 = geometryGroup.faces4,
  860. obj_faces = geometry.faces,
  861. obj_uvs = geometry.faceVertexUvs[ 0 ],
  862. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  863. obj_colors = geometry.colors,
  864. obj_skinVerticesA = geometry.skinVerticesA,
  865. obj_skinVerticesB = geometry.skinVerticesB,
  866. obj_skinIndices = geometry.skinIndices,
  867. obj_skinWeights = geometry.skinWeights,
  868. morphTargets = geometry.morphTargets,
  869. morphNormals = geometry.morphNormals;
  870. if ( dirtyVertices ) {
  871. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  872. face = obj_faces[ chunk_faces3[ f ] ];
  873. v1 = vertices[ face.a ];
  874. v2 = vertices[ face.b ];
  875. v3 = vertices[ face.c ];
  876. vertexArray[ offset ] = v1.x;
  877. vertexArray[ offset + 1 ] = v1.y;
  878. vertexArray[ offset + 2 ] = v1.z;
  879. vertexArray[ offset + 3 ] = v2.x;
  880. vertexArray[ offset + 4 ] = v2.y;
  881. vertexArray[ offset + 5 ] = v2.z;
  882. vertexArray[ offset + 6 ] = v3.x;
  883. vertexArray[ offset + 7 ] = v3.y;
  884. vertexArray[ offset + 8 ] = v3.z;
  885. offset += 9;
  886. }
  887. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  888. face = obj_faces[ chunk_faces4[ f ] ];
  889. v1 = vertices[ face.a ];
  890. v2 = vertices[ face.b ];
  891. v3 = vertices[ face.c ];
  892. v4 = vertices[ face.d ];
  893. vertexArray[ offset ] = v1.x;
  894. vertexArray[ offset + 1 ] = v1.y;
  895. vertexArray[ offset + 2 ] = v1.z;
  896. vertexArray[ offset + 3 ] = v2.x;
  897. vertexArray[ offset + 4 ] = v2.y;
  898. vertexArray[ offset + 5 ] = v2.z;
  899. vertexArray[ offset + 6 ] = v3.x;
  900. vertexArray[ offset + 7 ] = v3.y;
  901. vertexArray[ offset + 8 ] = v3.z;
  902. vertexArray[ offset + 9 ] = v4.x;
  903. vertexArray[ offset + 10 ] = v4.y;
  904. vertexArray[ offset + 11 ] = v4.z;
  905. offset += 12;
  906. }
  907. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  908. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  909. }
  910. if ( dirtyMorphTargets ) {
  911. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  912. offset_morphTarget = 0;
  913. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  914. chf = chunk_faces3[ f ];
  915. face = obj_faces[ chf ];
  916. // morph positions
  917. v1 = morphTargets[ vk ].vertices[ face.a ];
  918. v2 = morphTargets[ vk ].vertices[ face.b ];
  919. v3 = morphTargets[ vk ].vertices[ face.c ];
  920. vka = morphTargetsArrays[ vk ];
  921. vka[ offset_morphTarget ] = v1.x;
  922. vka[ offset_morphTarget + 1 ] = v1.y;
  923. vka[ offset_morphTarget + 2 ] = v1.z;
  924. vka[ offset_morphTarget + 3 ] = v2.x;
  925. vka[ offset_morphTarget + 4 ] = v2.y;
  926. vka[ offset_morphTarget + 5 ] = v2.z;
  927. vka[ offset_morphTarget + 6 ] = v3.x;
  928. vka[ offset_morphTarget + 7 ] = v3.y;
  929. vka[ offset_morphTarget + 8 ] = v3.z;
  930. // morph normals
  931. if ( material.morphNormals ) {
  932. if ( needsSmoothNormals ) {
  933. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  934. n1 = faceVertexNormals.a;
  935. n2 = faceVertexNormals.b;
  936. n3 = faceVertexNormals.c;
  937. } else {
  938. n1 = morphNormals[ vk ].faceNormals[ chf ];
  939. n2 = n1;
  940. n3 = n1;
  941. }
  942. nka = morphNormalsArrays[ vk ];
  943. nka[ offset_morphTarget ] = n1.x;
  944. nka[ offset_morphTarget + 1 ] = n1.y;
  945. nka[ offset_morphTarget + 2 ] = n1.z;
  946. nka[ offset_morphTarget + 3 ] = n2.x;
  947. nka[ offset_morphTarget + 4 ] = n2.y;
  948. nka[ offset_morphTarget + 5 ] = n2.z;
  949. nka[ offset_morphTarget + 6 ] = n3.x;
  950. nka[ offset_morphTarget + 7 ] = n3.y;
  951. nka[ offset_morphTarget + 8 ] = n3.z;
  952. }
  953. //
  954. offset_morphTarget += 9;
  955. }
  956. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  957. chf = chunk_faces4[ f ];
  958. face = obj_faces[ chf ];
  959. // morph positions
  960. v1 = morphTargets[ vk ].vertices[ face.a ];
  961. v2 = morphTargets[ vk ].vertices[ face.b ];
  962. v3 = morphTargets[ vk ].vertices[ face.c ];
  963. v4 = morphTargets[ vk ].vertices[ face.d ];
  964. vka = morphTargetsArrays[ vk ];
  965. vka[ offset_morphTarget ] = v1.x;
  966. vka[ offset_morphTarget + 1 ] = v1.y;
  967. vka[ offset_morphTarget + 2 ] = v1.z;
  968. vka[ offset_morphTarget + 3 ] = v2.x;
  969. vka[ offset_morphTarget + 4 ] = v2.y;
  970. vka[ offset_morphTarget + 5 ] = v2.z;
  971. vka[ offset_morphTarget + 6 ] = v3.x;
  972. vka[ offset_morphTarget + 7 ] = v3.y;
  973. vka[ offset_morphTarget + 8 ] = v3.z;
  974. vka[ offset_morphTarget + 9 ] = v4.x;
  975. vka[ offset_morphTarget + 10 ] = v4.y;
  976. vka[ offset_morphTarget + 11 ] = v4.z;
  977. // morph normals
  978. if ( material.morphNormals ) {
  979. if ( needsSmoothNormals ) {
  980. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  981. n1 = faceVertexNormals.a;
  982. n2 = faceVertexNormals.b;
  983. n3 = faceVertexNormals.c;
  984. n4 = faceVertexNormals.d;
  985. } else {
  986. n1 = morphNormals[ vk ].faceNormals[ chf ];
  987. n2 = n1;
  988. n3 = n1;
  989. n4 = n1;
  990. }
  991. nka = morphNormalsArrays[ vk ];
  992. nka[ offset_morphTarget ] = n1.x;
  993. nka[ offset_morphTarget + 1 ] = n1.y;
  994. nka[ offset_morphTarget + 2 ] = n1.z;
  995. nka[ offset_morphTarget + 3 ] = n2.x;
  996. nka[ offset_morphTarget + 4 ] = n2.y;
  997. nka[ offset_morphTarget + 5 ] = n2.z;
  998. nka[ offset_morphTarget + 6 ] = n3.x;
  999. nka[ offset_morphTarget + 7 ] = n3.y;
  1000. nka[ offset_morphTarget + 8 ] = n3.z;
  1001. nka[ offset_morphTarget + 9 ] = n4.x;
  1002. nka[ offset_morphTarget + 10 ] = n4.y;
  1003. nka[ offset_morphTarget + 11 ] = n4.z;
  1004. }
  1005. //
  1006. offset_morphTarget += 12;
  1007. }
  1008. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1009. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1010. if ( material.morphNormals ) {
  1011. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  1012. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  1013. }
  1014. }
  1015. }
  1016. if ( obj_skinWeights.length ) {
  1017. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1018. face = obj_faces[ chunk_faces3[ f ] ];
  1019. // weights
  1020. sw1 = obj_skinWeights[ face.a ];
  1021. sw2 = obj_skinWeights[ face.b ];
  1022. sw3 = obj_skinWeights[ face.c ];
  1023. skinWeightArray[ offset_skin ] = sw1.x;
  1024. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1025. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1026. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1027. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1028. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1029. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1030. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1031. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1032. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1033. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1034. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1035. // indices
  1036. si1 = obj_skinIndices[ face.a ];
  1037. si2 = obj_skinIndices[ face.b ];
  1038. si3 = obj_skinIndices[ face.c ];
  1039. skinIndexArray[ offset_skin ] = si1.x;
  1040. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1041. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1042. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1043. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1044. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1045. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1046. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1047. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1048. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1049. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1050. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1051. // vertices A
  1052. sa1 = obj_skinVerticesA[ face.a ];
  1053. sa2 = obj_skinVerticesA[ face.b ];
  1054. sa3 = obj_skinVerticesA[ face.c ];
  1055. skinVertexAArray[ offset_skin ] = sa1.x;
  1056. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1057. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1058. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1059. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1060. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1061. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1062. skinVertexAArray[ offset_skin + 7 ] = 1;
  1063. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1064. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1065. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1066. skinVertexAArray[ offset_skin + 11 ] = 1;
  1067. // vertices B
  1068. sb1 = obj_skinVerticesB[ face.a ];
  1069. sb2 = obj_skinVerticesB[ face.b ];
  1070. sb3 = obj_skinVerticesB[ face.c ];
  1071. skinVertexBArray[ offset_skin ] = sb1.x;
  1072. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1073. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1074. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1075. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1076. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1077. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1078. skinVertexBArray[ offset_skin + 7 ] = 1;
  1079. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1080. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1081. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1082. skinVertexBArray[ offset_skin + 11 ] = 1;
  1083. offset_skin += 12;
  1084. }
  1085. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1086. face = obj_faces[ chunk_faces4[ f ] ];
  1087. // weights
  1088. sw1 = obj_skinWeights[ face.a ];
  1089. sw2 = obj_skinWeights[ face.b ];
  1090. sw3 = obj_skinWeights[ face.c ];
  1091. sw4 = obj_skinWeights[ face.d ];
  1092. skinWeightArray[ offset_skin ] = sw1.x;
  1093. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1094. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1095. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1096. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1097. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1098. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1099. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1100. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1101. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1102. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1103. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1104. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  1105. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  1106. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  1107. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  1108. // indices
  1109. si1 = obj_skinIndices[ face.a ];
  1110. si2 = obj_skinIndices[ face.b ];
  1111. si3 = obj_skinIndices[ face.c ];
  1112. si4 = obj_skinIndices[ face.d ];
  1113. skinIndexArray[ offset_skin ] = si1.x;
  1114. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1115. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1116. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1117. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1118. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1119. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1120. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1121. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1122. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1123. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1124. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1125. skinIndexArray[ offset_skin + 12 ] = si4.x;
  1126. skinIndexArray[ offset_skin + 13 ] = si4.y;
  1127. skinIndexArray[ offset_skin + 14 ] = si4.z;
  1128. skinIndexArray[ offset_skin + 15 ] = si4.w;
  1129. // vertices A
  1130. sa1 = obj_skinVerticesA[ face.a ];
  1131. sa2 = obj_skinVerticesA[ face.b ];
  1132. sa3 = obj_skinVerticesA[ face.c ];
  1133. sa4 = obj_skinVerticesA[ face.d ];
  1134. skinVertexAArray[ offset_skin ] = sa1.x;
  1135. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1136. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1137. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1138. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1139. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1140. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1141. skinVertexAArray[ offset_skin + 7 ] = 1;
  1142. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1143. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1144. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1145. skinVertexAArray[ offset_skin + 11 ] = 1;
  1146. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1147. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1148. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1149. skinVertexAArray[ offset_skin + 15 ] = 1;
  1150. // vertices B
  1151. sb1 = obj_skinVerticesB[ face.a ];
  1152. sb2 = obj_skinVerticesB[ face.b ];
  1153. sb3 = obj_skinVerticesB[ face.c ];
  1154. sb4 = obj_skinVerticesB[ face.d ];
  1155. skinVertexBArray[ offset_skin ] = sb1.x;
  1156. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1157. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1158. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1159. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1160. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1161. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1162. skinVertexBArray[ offset_skin + 7 ] = 1;
  1163. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1164. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1165. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1166. skinVertexBArray[ offset_skin + 11 ] = 1;
  1167. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1168. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1169. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1170. skinVertexBArray[ offset_skin + 15 ] = 1;
  1171. offset_skin += 16;
  1172. }
  1173. if ( offset_skin > 0 ) {
  1174. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1175. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1176. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1177. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1178. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1179. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1180. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1181. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1182. }
  1183. }
  1184. if ( dirtyColors && vertexColorType ) {
  1185. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1186. face = obj_faces[ chunk_faces3[ f ] ];
  1187. vertexColors = face.vertexColors;
  1188. faceColor = face.color;
  1189. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  1190. c1 = vertexColors[ 0 ];
  1191. c2 = vertexColors[ 1 ];
  1192. c3 = vertexColors[ 2 ];
  1193. } else {
  1194. c1 = faceColor;
  1195. c2 = faceColor;
  1196. c3 = faceColor;
  1197. }
  1198. colorArray[ offset_color ] = c1.r;
  1199. colorArray[ offset_color + 1 ] = c1.g;
  1200. colorArray[ offset_color + 2 ] = c1.b;
  1201. colorArray[ offset_color + 3 ] = c2.r;
  1202. colorArray[ offset_color + 4 ] = c2.g;
  1203. colorArray[ offset_color + 5 ] = c2.b;
  1204. colorArray[ offset_color + 6 ] = c3.r;
  1205. colorArray[ offset_color + 7 ] = c3.g;
  1206. colorArray[ offset_color + 8 ] = c3.b;
  1207. offset_color += 9;
  1208. }
  1209. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1210. face = obj_faces[ chunk_faces4[ f ] ];
  1211. vertexColors = face.vertexColors;
  1212. faceColor = face.color;
  1213. if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
  1214. c1 = vertexColors[ 0 ];
  1215. c2 = vertexColors[ 1 ];
  1216. c3 = vertexColors[ 2 ];
  1217. c4 = vertexColors[ 3 ];
  1218. } else {
  1219. c1 = faceColor;
  1220. c2 = faceColor;
  1221. c3 = faceColor;
  1222. c4 = faceColor;
  1223. }
  1224. colorArray[ offset_color ] = c1.r;
  1225. colorArray[ offset_color + 1 ] = c1.g;
  1226. colorArray[ offset_color + 2 ] = c1.b;
  1227. colorArray[ offset_color + 3 ] = c2.r;
  1228. colorArray[ offset_color + 4 ] = c2.g;
  1229. colorArray[ offset_color + 5 ] = c2.b;
  1230. colorArray[ offset_color + 6 ] = c3.r;
  1231. colorArray[ offset_color + 7 ] = c3.g;
  1232. colorArray[ offset_color + 8 ] = c3.b;
  1233. colorArray[ offset_color + 9 ] = c4.r;
  1234. colorArray[ offset_color + 10 ] = c4.g;
  1235. colorArray[ offset_color + 11 ] = c4.b;
  1236. offset_color += 12;
  1237. }
  1238. if ( offset_color > 0 ) {
  1239. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1240. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1241. }
  1242. }
  1243. if ( dirtyTangents && geometry.hasTangents ) {
  1244. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1245. face = obj_faces[ chunk_faces3[ f ] ];
  1246. vertexTangents = face.vertexTangents;
  1247. t1 = vertexTangents[ 0 ];
  1248. t2 = vertexTangents[ 1 ];
  1249. t3 = vertexTangents[ 2 ];
  1250. tangentArray[ offset_tangent ] = t1.x;
  1251. tangentArray[ offset_tangent + 1 ] = t1.y;
  1252. tangentArray[ offset_tangent + 2 ] = t1.z;
  1253. tangentArray[ offset_tangent + 3 ] = t1.w;
  1254. tangentArray[ offset_tangent + 4 ] = t2.x;
  1255. tangentArray[ offset_tangent + 5 ] = t2.y;
  1256. tangentArray[ offset_tangent + 6 ] = t2.z;
  1257. tangentArray[ offset_tangent + 7 ] = t2.w;
  1258. tangentArray[ offset_tangent + 8 ] = t3.x;
  1259. tangentArray[ offset_tangent + 9 ] = t3.y;
  1260. tangentArray[ offset_tangent + 10 ] = t3.z;
  1261. tangentArray[ offset_tangent + 11 ] = t3.w;
  1262. offset_tangent += 12;
  1263. }
  1264. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1265. face = obj_faces[ chunk_faces4[ f ] ];
  1266. vertexTangents = face.vertexTangents;
  1267. t1 = vertexTangents[ 0 ];
  1268. t2 = vertexTangents[ 1 ];
  1269. t3 = vertexTangents[ 2 ];
  1270. t4 = vertexTangents[ 3 ];
  1271. tangentArray[ offset_tangent ] = t1.x;
  1272. tangentArray[ offset_tangent + 1 ] = t1.y;
  1273. tangentArray[ offset_tangent + 2 ] = t1.z;
  1274. tangentArray[ offset_tangent + 3 ] = t1.w;
  1275. tangentArray[ offset_tangent + 4 ] = t2.x;
  1276. tangentArray[ offset_tangent + 5 ] = t2.y;
  1277. tangentArray[ offset_tangent + 6 ] = t2.z;
  1278. tangentArray[ offset_tangent + 7 ] = t2.w;
  1279. tangentArray[ offset_tangent + 8 ] = t3.x;
  1280. tangentArray[ offset_tangent + 9 ] = t3.y;
  1281. tangentArray[ offset_tangent + 10 ] = t3.z;
  1282. tangentArray[ offset_tangent + 11 ] = t3.w;
  1283. tangentArray[ offset_tangent + 12 ] = t4.x;
  1284. tangentArray[ offset_tangent + 13 ] = t4.y;
  1285. tangentArray[ offset_tangent + 14 ] = t4.z;
  1286. tangentArray[ offset_tangent + 15 ] = t4.w;
  1287. offset_tangent += 16;
  1288. }
  1289. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1290. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1291. }
  1292. if ( dirtyNormals && normalType ) {
  1293. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1294. face = obj_faces[ chunk_faces3[ f ] ];
  1295. vertexNormals = face.vertexNormals;
  1296. faceNormal = face.normal;
  1297. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1298. for ( i = 0; i < 3; i ++ ) {
  1299. vn = vertexNormals[ i ];
  1300. normalArray[ offset_normal ] = vn.x;
  1301. normalArray[ offset_normal + 1 ] = vn.y;
  1302. normalArray[ offset_normal + 2 ] = vn.z;
  1303. offset_normal += 3;
  1304. }
  1305. } else {
  1306. for ( i = 0; i < 3; i ++ ) {
  1307. normalArray[ offset_normal ] = faceNormal.x;
  1308. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1309. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1310. offset_normal += 3;
  1311. }
  1312. }
  1313. }
  1314. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1315. face = obj_faces[ chunk_faces4[ f ] ];
  1316. vertexNormals = face.vertexNormals;
  1317. faceNormal = face.normal;
  1318. if ( vertexNormals.length === 4 && needsSmoothNormals ) {
  1319. for ( i = 0; i < 4; i ++ ) {
  1320. vn = vertexNormals[ i ];
  1321. normalArray[ offset_normal ] = vn.x;
  1322. normalArray[ offset_normal + 1 ] = vn.y;
  1323. normalArray[ offset_normal + 2 ] = vn.z;
  1324. offset_normal += 3;
  1325. }
  1326. } else {
  1327. for ( i = 0; i < 4; i ++ ) {
  1328. normalArray[ offset_normal ] = faceNormal.x;
  1329. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1330. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1331. offset_normal += 3;
  1332. }
  1333. }
  1334. }
  1335. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1336. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1337. }
  1338. if ( dirtyUvs && obj_uvs && uvType ) {
  1339. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1340. fi = chunk_faces3[ f ];
  1341. face = obj_faces[ fi ];
  1342. uv = obj_uvs[ fi ];
  1343. if ( uv === undefined ) continue;
  1344. for ( i = 0; i < 3; i ++ ) {
  1345. uvi = uv[ i ];
  1346. uvArray[ offset_uv ] = uvi.u;
  1347. uvArray[ offset_uv + 1 ] = uvi.v;
  1348. offset_uv += 2;
  1349. }
  1350. }
  1351. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1352. fi = chunk_faces4[ f ];
  1353. face = obj_faces[ fi ];
  1354. uv = obj_uvs[ fi ];
  1355. if ( uv === undefined ) continue;
  1356. for ( i = 0; i < 4; i ++ ) {
  1357. uvi = uv[ i ];
  1358. uvArray[ offset_uv ] = uvi.u;
  1359. uvArray[ offset_uv + 1 ] = uvi.v;
  1360. offset_uv += 2;
  1361. }
  1362. }
  1363. if ( offset_uv > 0 ) {
  1364. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1365. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1366. }
  1367. }
  1368. if ( dirtyUvs && obj_uvs2 && uvType ) {
  1369. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1370. fi = chunk_faces3[ f ];
  1371. face = obj_faces[ fi ];
  1372. uv2 = obj_uvs2[ fi ];
  1373. if ( uv2 === undefined ) continue;
  1374. for ( i = 0; i < 3; i ++ ) {
  1375. uv2i = uv2[ i ];
  1376. uv2Array[ offset_uv2 ] = uv2i.u;
  1377. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1378. offset_uv2 += 2;
  1379. }
  1380. }
  1381. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1382. fi = chunk_faces4[ f ];
  1383. face = obj_faces[ fi ];
  1384. uv2 = obj_uvs2[ fi ];
  1385. if ( uv2 === undefined ) continue;
  1386. for ( i = 0; i < 4; i ++ ) {
  1387. uv2i = uv2[ i ];
  1388. uv2Array[ offset_uv2 ] = uv2i.u;
  1389. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1390. offset_uv2 += 2;
  1391. }
  1392. }
  1393. if ( offset_uv2 > 0 ) {
  1394. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1395. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1396. }
  1397. }
  1398. if ( dirtyElements ) {
  1399. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1400. face = obj_faces[ chunk_faces3[ f ] ];
  1401. faceArray[ offset_face ] = vertexIndex;
  1402. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1403. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1404. offset_face += 3;
  1405. lineArray[ offset_line ] = vertexIndex;
  1406. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1407. lineArray[ offset_line + 2 ] = vertexIndex;
  1408. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1409. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1410. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1411. offset_line += 6;
  1412. vertexIndex += 3;
  1413. }
  1414. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1415. face = obj_faces[ chunk_faces4[ f ] ];
  1416. faceArray[ offset_face ] = vertexIndex;
  1417. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1418. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1419. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1420. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1421. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1422. offset_face += 6;
  1423. lineArray[ offset_line ] = vertexIndex;
  1424. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1425. lineArray[ offset_line + 2 ] = vertexIndex;
  1426. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1427. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1428. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1429. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1430. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1431. offset_line += 8;
  1432. vertexIndex += 4;
  1433. }
  1434. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1435. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1436. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1437. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1438. }
  1439. if ( customAttributes ) {
  1440. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1441. customAttribute = customAttributes[ i ];
  1442. if ( ! customAttribute.__original.needsUpdate ) continue;
  1443. offset_custom = 0;
  1444. offset_customSrc = 0;
  1445. if ( customAttribute.size === 1 ) {
  1446. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1447. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1448. face = obj_faces[ chunk_faces3[ f ] ];
  1449. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1450. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1451. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1452. offset_custom += 3;
  1453. }
  1454. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1455. face = obj_faces[ chunk_faces4[ f ] ];
  1456. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1457. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1458. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1459. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  1460. offset_custom += 4;
  1461. }
  1462. } else if ( customAttribute.boundTo === "faces" ) {
  1463. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1464. value = customAttribute.value[ chunk_faces3[ f ] ];
  1465. customAttribute.array[ offset_custom ] = value;
  1466. customAttribute.array[ offset_custom + 1 ] = value;
  1467. customAttribute.array[ offset_custom + 2 ] = value;
  1468. offset_custom += 3;
  1469. }
  1470. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1471. value = customAttribute.value[ chunk_faces4[ f ] ];
  1472. customAttribute.array[ offset_custom ] = value;
  1473. customAttribute.array[ offset_custom + 1 ] = value;
  1474. customAttribute.array[ offset_custom + 2 ] = value;
  1475. customAttribute.array[ offset_custom + 3 ] = value;
  1476. offset_custom += 4;
  1477. }
  1478. }
  1479. } else if ( customAttribute.size === 2 ) {
  1480. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1481. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1482. face = obj_faces[ chunk_faces3[ f ] ];
  1483. v1 = customAttribute.value[ face.a ];
  1484. v2 = customAttribute.value[ face.b ];
  1485. v3 = customAttribute.value[ face.c ];
  1486. customAttribute.array[ offset_custom ] = v1.x;
  1487. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1488. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1489. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1490. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1491. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1492. offset_custom += 6;
  1493. }
  1494. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1495. face = obj_faces[ chunk_faces4[ f ] ];
  1496. v1 = customAttribute.value[ face.a ];
  1497. v2 = customAttribute.value[ face.b ];
  1498. v3 = customAttribute.value[ face.c ];
  1499. v4 = customAttribute.value[ face.d ];
  1500. customAttribute.array[ offset_custom ] = v1.x;
  1501. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1502. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1503. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1504. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1505. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1506. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1507. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1508. offset_custom += 8;
  1509. }
  1510. } else if ( customAttribute.boundTo === "faces" ) {
  1511. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1512. value = customAttribute.value[ chunk_faces3[ f ] ];
  1513. v1 = value;
  1514. v2 = value;
  1515. v3 = value;
  1516. customAttribute.array[ offset_custom ] = v1.x;
  1517. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1518. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1519. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1520. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1521. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1522. offset_custom += 6;
  1523. }
  1524. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1525. value = customAttribute.value[ chunk_faces4[ f ] ];
  1526. v1 = value;
  1527. v2 = value;
  1528. v3 = value;
  1529. v4 = value;
  1530. customAttribute.array[ offset_custom ] = v1.x;
  1531. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1532. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1533. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1534. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1535. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1536. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1537. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1538. offset_custom += 8;
  1539. }
  1540. }
  1541. } else if ( customAttribute.size === 3 ) {
  1542. var pp;
  1543. if ( customAttribute.type === "c" ) {
  1544. pp = [ "r", "g", "b" ];
  1545. } else {
  1546. pp = [ "x", "y", "z" ];
  1547. }
  1548. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1549. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1550. face = obj_faces[ chunk_faces3[ f ] ];
  1551. v1 = customAttribute.value[ face.a ];
  1552. v2 = customAttribute.value[ face.b ];
  1553. v3 = customAttribute.value[ face.c ];
  1554. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1555. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1556. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1557. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1558. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1559. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1560. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1561. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1562. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1563. offset_custom += 9;
  1564. }
  1565. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1566. face = obj_faces[ chunk_faces4[ f ] ];
  1567. v1 = customAttribute.value[ face.a ];
  1568. v2 = customAttribute.value[ face.b ];
  1569. v3 = customAttribute.value[ face.c ];
  1570. v4 = customAttribute.value[ face.d ];
  1571. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1572. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1573. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1574. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1575. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1576. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1577. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1578. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1579. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1580. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1581. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1582. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1583. offset_custom += 12;
  1584. }
  1585. } else if ( customAttribute.boundTo === "faces" ) {
  1586. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1587. value = customAttribute.value[ chunk_faces3[ f ] ];
  1588. v1 = value;
  1589. v2 = value;
  1590. v3 = value;
  1591. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1592. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1593. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1594. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1595. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1596. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1597. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1598. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1599. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1600. offset_custom += 9;
  1601. }
  1602. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1603. value = customAttribute.value[ chunk_faces4[ f ] ];
  1604. v1 = value;
  1605. v2 = value;
  1606. v3 = value;
  1607. v4 = value;
  1608. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1609. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1610. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1611. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1612. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1613. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1614. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1615. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1616. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1617. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1618. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1619. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1620. offset_custom += 12;
  1621. }
  1622. }
  1623. } else if ( customAttribute.size === 4 ) {
  1624. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1625. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1626. face = obj_faces[ chunk_faces3[ f ] ];
  1627. v1 = customAttribute.value[ face.a ];
  1628. v2 = customAttribute.value[ face.b ];
  1629. v3 = customAttribute.value[ face.c ];
  1630. customAttribute.array[ offset_custom ] = v1.x;
  1631. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1632. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1633. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1634. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1635. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1636. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1637. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1638. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1639. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1640. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1641. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1642. offset_custom += 12;
  1643. }
  1644. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1645. face = obj_faces[ chunk_faces4[ f ] ];
  1646. v1 = customAttribute.value[ face.a ];
  1647. v2 = customAttribute.value[ face.b ];
  1648. v3 = customAttribute.value[ face.c ];
  1649. v4 = customAttribute.value[ face.d ];
  1650. customAttribute.array[ offset_custom ] = v1.x;
  1651. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1652. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1653. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1654. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1655. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1656. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1657. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1658. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1659. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1660. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1661. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1662. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1663. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1664. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1665. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1666. offset_custom += 16;
  1667. }
  1668. } else if ( customAttribute.boundTo === "faces" ) {
  1669. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1670. value = customAttribute.value[ chunk_faces3[ f ] ];
  1671. v1 = value;
  1672. v2 = value;
  1673. v3 = value;
  1674. customAttribute.array[ offset_custom ] = v1.x;
  1675. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1676. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1677. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1678. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1679. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1680. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1681. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1682. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1683. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1684. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1685. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1686. offset_custom += 12;
  1687. }
  1688. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1689. value = customAttribute.value[ chunk_faces4[ f ] ];
  1690. v1 = value;
  1691. v2 = value;
  1692. v3 = value;
  1693. v4 = value;
  1694. customAttribute.array[ offset_custom ] = v1.x;
  1695. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1696. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1697. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1698. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1699. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1700. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1701. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1702. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1703. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1704. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1705. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1706. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1707. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1708. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1709. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1710. offset_custom += 16;
  1711. }
  1712. }
  1713. }
  1714. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1715. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1716. }
  1717. }
  1718. if ( dispose ) {
  1719. delete geometryGroup.__inittedArrays;
  1720. delete geometryGroup.__colorArray;
  1721. delete geometryGroup.__normalArray;
  1722. delete geometryGroup.__tangentArray;
  1723. delete geometryGroup.__uvArray;
  1724. delete geometryGroup.__uv2Array;
  1725. delete geometryGroup.__faceArray;
  1726. delete geometryGroup.__vertexArray;
  1727. delete geometryGroup.__lineArray;
  1728. delete geometryGroup.__skinVertexAArray;
  1729. delete geometryGroup.__skinVertexBArray;
  1730. delete geometryGroup.__skinIndexArray;
  1731. delete geometryGroup.__skinWeightArray;
  1732. }
  1733. };
  1734. // Buffer rendering
  1735. this.renderBufferImmediate = function ( object, program, shading ) {
  1736. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1737. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1738. if ( object.hasPos ) {
  1739. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1740. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1741. _gl.enableVertexAttribArray( program.attributes.position );
  1742. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1743. }
  1744. if ( object.hasNormal ) {
  1745. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1746. if ( shading === THREE.FlatShading ) {
  1747. var nx, ny, nz,
  1748. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1749. normalArray,
  1750. i, il = object.count * 3;
  1751. for( i = 0; i < il; i += 9 ) {
  1752. normalArray = object.normalArray;
  1753. nax = normalArray[ i ];
  1754. nay = normalArray[ i + 1 ];
  1755. naz = normalArray[ i + 2 ];
  1756. nbx = normalArray[ i + 3 ];
  1757. nby = normalArray[ i + 4 ];
  1758. nbz = normalArray[ i + 5 ];
  1759. ncx = normalArray[ i + 6 ];
  1760. ncy = normalArray[ i + 7 ];
  1761. ncz = normalArray[ i + 8 ];
  1762. nx = ( nax + nbx + ncx ) / 3;
  1763. ny = ( nay + nby + ncy ) / 3;
  1764. nz = ( naz + nbz + ncz ) / 3;
  1765. normalArray[ i ] = nx;
  1766. normalArray[ i + 1 ] = ny;
  1767. normalArray[ i + 2 ] = nz;
  1768. normalArray[ i + 3 ] = nx;
  1769. normalArray[ i + 4 ] = ny;
  1770. normalArray[ i + 5 ] = nz;
  1771. normalArray[ i + 6 ] = nx;
  1772. normalArray[ i + 7 ] = ny;
  1773. normalArray[ i + 8 ] = nz;
  1774. }
  1775. }
  1776. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1777. _gl.enableVertexAttribArray( program.attributes.normal );
  1778. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1779. }
  1780. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1781. object.count = 0;
  1782. };
  1783. this.renderBufferDirect = function ( camera, lights, fog, material, geometryGroup, object ) {
  1784. if ( material.visible === false ) return;
  1785. var program, attributes, linewidth, primitives, a, attribute;
  1786. program = setProgram( camera, lights, fog, material, object );
  1787. attributes = program.attributes;
  1788. var updateBuffers = false,
  1789. wireframeBit = material.wireframe ? 1 : 0,
  1790. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1791. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1792. _currentGeometryGroupHash = geometryGroupHash;
  1793. updateBuffers = true;
  1794. }
  1795. // render mesh
  1796. if ( object instanceof THREE.Mesh ) {
  1797. var offsets = geometryGroup.offsets;
  1798. for ( var i = 0, il = offsets.length; i < il; ++ i ) {
  1799. if ( updateBuffers ) {
  1800. // vertices
  1801. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexPositionBuffer );
  1802. _gl.vertexAttribPointer( attributes.position, geometryGroup.vertexPositionBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
  1803. // normals
  1804. if ( attributes.normal >= 0 && geometryGroup.vertexNormalBuffer ) {
  1805. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexNormalBuffer );
  1806. _gl.vertexAttribPointer( attributes.normal, geometryGroup.vertexNormalBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
  1807. }
  1808. // uvs
  1809. if ( attributes.uv >= 0 && geometryGroup.vertexUvBuffer ) {
  1810. if ( geometryGroup.vertexUvBuffer ) {
  1811. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexUvBuffer );
  1812. _gl.vertexAttribPointer( attributes.uv, geometryGroup.vertexUvBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 2 );
  1813. _gl.enableVertexAttribArray( attributes.uv );
  1814. } else {
  1815. _gl.disableVertexAttribArray( attributes.uv );
  1816. }
  1817. }
  1818. // colors
  1819. if ( attributes.color >= 0 && geometryGroup.vertexColorBuffer ) {
  1820. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexColorBuffer );
  1821. _gl.vertexAttribPointer( attributes.color, geometryGroup.vertexColorBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 4 );
  1822. }
  1823. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.vertexIndexBuffer );
  1824. }
  1825. // render indexed triangles
  1826. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 = Uint16
  1827. _this.info.render.calls ++;
  1828. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1829. _this.info.render.faces += offsets[ i ].count / 3;
  1830. }
  1831. }
  1832. };
  1833. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1834. if ( material.visible === false ) return;
  1835. var program, attributes, linewidth, primitives, a, attribute, i, il;
  1836. program = setProgram( camera, lights, fog, material, object );
  1837. attributes = program.attributes;
  1838. var updateBuffers = false,
  1839. wireframeBit = material.wireframe ? 1 : 0,
  1840. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1841. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1842. _currentGeometryGroupHash = geometryGroupHash;
  1843. updateBuffers = true;
  1844. }
  1845. // vertices
  1846. if ( !material.morphTargets && attributes.position >= 0 ) {
  1847. if ( updateBuffers ) {
  1848. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1849. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1850. }
  1851. } else {
  1852. if ( object.morphTargetBase ) {
  1853. setupMorphTargets( material, geometryGroup, object );
  1854. }
  1855. }
  1856. if ( updateBuffers ) {
  1857. // custom attributes
  1858. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1859. if ( geometryGroup.__webglCustomAttributesList ) {
  1860. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1861. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1862. if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1863. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1864. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1865. }
  1866. }
  1867. }
  1868. // colors
  1869. if ( attributes.color >= 0 ) {
  1870. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1871. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1872. }
  1873. // normals
  1874. if ( attributes.normal >= 0 ) {
  1875. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1876. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1877. }
  1878. // tangents
  1879. if ( attributes.tangent >= 0 ) {
  1880. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1881. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1882. }
  1883. // uvs
  1884. if ( attributes.uv >= 0 ) {
  1885. if ( geometryGroup.__webglUVBuffer ) {
  1886. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1887. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1888. _gl.enableVertexAttribArray( attributes.uv );
  1889. } else {
  1890. _gl.disableVertexAttribArray( attributes.uv );
  1891. }
  1892. }
  1893. if ( attributes.uv2 >= 0 ) {
  1894. if ( geometryGroup.__webglUV2Buffer ) {
  1895. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1896. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1897. _gl.enableVertexAttribArray( attributes.uv2 );
  1898. } else {
  1899. _gl.disableVertexAttribArray( attributes.uv2 );
  1900. }
  1901. }
  1902. if ( material.skinning &&
  1903. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1904. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1905. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1906. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1907. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1908. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1909. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1910. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1911. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1912. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1913. }
  1914. }
  1915. // render mesh
  1916. if ( object instanceof THREE.Mesh ) {
  1917. // wireframe
  1918. if ( material.wireframe ) {
  1919. setLineWidth( material.wireframeLinewidth );
  1920. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1921. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1922. // triangles
  1923. } else {
  1924. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1925. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1926. }
  1927. _this.info.render.calls ++;
  1928. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1929. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1930. // render lines
  1931. } else if ( object instanceof THREE.Line ) {
  1932. primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1933. setLineWidth( material.linewidth );
  1934. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1935. _this.info.render.calls ++;
  1936. // render particles
  1937. } else if ( object instanceof THREE.ParticleSystem ) {
  1938. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1939. _this.info.render.calls ++;
  1940. _this.info.render.points += geometryGroup.__webglParticleCount;
  1941. // render ribbon
  1942. } else if ( object instanceof THREE.Ribbon ) {
  1943. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1944. _this.info.render.calls ++;
  1945. }
  1946. };
  1947. function setupMorphTargets ( material, geometryGroup, object ) {
  1948. // set base
  1949. var attributes = material.program.attributes;
  1950. if ( object.morphTargetBase !== -1 ) {
  1951. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1952. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1953. } else if ( attributes.position >= 0 ) {
  1954. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1955. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1956. }
  1957. if ( object.morphTargetForcedOrder.length ) {
  1958. // set forced order
  1959. var m = 0;
  1960. var order = object.morphTargetForcedOrder;
  1961. var influences = object.morphTargetInfluences;
  1962. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1963. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1964. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1965. if ( material.morphNormals ) {
  1966. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  1967. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1968. }
  1969. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1970. m ++;
  1971. }
  1972. } else {
  1973. // find the most influencing
  1974. var influence, activeInfluenceIndices = [];
  1975. var influences = object.morphTargetInfluences;
  1976. var i, il = influences.length;
  1977. for ( i = 0; i < il; i ++ ) {
  1978. influence = influences[ i ];
  1979. if ( influence > 0 ) {
  1980. activeInfluenceIndices.push( [ i, influence ] );
  1981. }
  1982. }
  1983. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  1984. activeInfluenceIndices.sort( numericalSort );
  1985. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  1986. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  1987. activeInfluenceIndices.sort( numericalSort );
  1988. } else if ( activeInfluenceIndices.length === 0 ) {
  1989. activeInfluenceIndices.push( [ 0, 0 ] );
  1990. };
  1991. var influenceIndex, m = 0;
  1992. while ( m < material.numSupportedMorphTargets ) {
  1993. if ( m < activeInfluenceIndices.length ) {
  1994. influenceIndex = activeInfluenceIndices[ m ][ 0 ];
  1995. } else {
  1996. influenceIndex = undefined;
  1997. }
  1998. if ( influenceIndex !== undefined || m === 0 ) {
  1999. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  2000. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  2001. if ( material.morphNormals ) {
  2002. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  2003. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  2004. }
  2005. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  2006. } else {
  2007. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  2008. if ( material.morphNormals ) {
  2009. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  2010. }
  2011. object.__webglMorphTargetInfluences[ m ] = 0;
  2012. }
  2013. m ++;
  2014. }
  2015. }
  2016. // load updated influences uniform
  2017. if( material.program.uniforms.morphTargetInfluences !== null ) {
  2018. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  2019. }
  2020. };
  2021. // Sorting
  2022. function painterSort ( a, b ) {
  2023. return b.z - a.z;
  2024. };
  2025. function numericalSort ( a, b ) {
  2026. return b[ 1 ] - a[ 1 ];
  2027. };
  2028. // Rendering
  2029. this.render = function ( scene, camera, renderTarget, forceClear ) {
  2030. var i, il,
  2031. webglObject, object,
  2032. renderList,
  2033. lights = scene.__lights,
  2034. fog = scene.fog;
  2035. // reset caching for this frame
  2036. _currentMaterialId = -1;
  2037. _lightsNeedUpdate = true;
  2038. // update scene graph
  2039. if ( camera.parent === undefined ) {
  2040. console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' );
  2041. scene.add( camera );
  2042. }
  2043. if ( this.autoUpdateScene ) scene.updateMatrixWorld();
  2044. // update camera matrices and frustum
  2045. if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
  2046. if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
  2047. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  2048. camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
  2049. camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
  2050. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  2051. _frustum.setFromMatrix( _projScreenMatrix );
  2052. // update WebGL objects
  2053. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  2054. // custom render plugins (pre pass)
  2055. renderPlugins( this.renderPluginsPre, scene, camera );
  2056. //
  2057. _this.info.render.calls = 0;
  2058. _this.info.render.vertices = 0;
  2059. _this.info.render.faces = 0;
  2060. _this.info.render.points = 0;
  2061. this.setRenderTarget( renderTarget );
  2062. if ( this.autoClear || forceClear ) {
  2063. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  2064. }
  2065. // set matrices for regular objects (frustum culled)
  2066. renderList = scene.__webglObjects;
  2067. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  2068. webglObject = renderList[ i ];
  2069. object = webglObject.object;
  2070. webglObject.render = false;
  2071. if ( object.visible ) {
  2072. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
  2073. //object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2074. setupMatrices( object, camera );
  2075. unrollBufferMaterial( webglObject );
  2076. webglObject.render = true;
  2077. if ( this.sortObjects ) {
  2078. if ( object.renderDepth ) {
  2079. webglObject.z = object.renderDepth;
  2080. } else {
  2081. _vector3.copy( object.matrixWorld.getPosition() );
  2082. _projScreenMatrix.multiplyVector3( _vector3 );
  2083. webglObject.z = _vector3.z;
  2084. }
  2085. }
  2086. }
  2087. }
  2088. }
  2089. if ( this.sortObjects ) {
  2090. renderList.sort( painterSort );
  2091. }
  2092. // set matrices for immediate objects
  2093. renderList = scene.__webglObjectsImmediate;
  2094. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  2095. webglObject = renderList[ i ];
  2096. object = webglObject.object;
  2097. if ( object.visible ) {
  2098. /*
  2099. if ( object.matrixAutoUpdate ) {
  2100. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2101. }
  2102. */
  2103. setupMatrices( object, camera );
  2104. unrollImmediateBufferMaterial( webglObject );
  2105. }
  2106. }
  2107. if ( scene.overrideMaterial ) {
  2108. var material = scene.overrideMaterial;
  2109. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2110. this.setDepthTest( material.depthTest );
  2111. this.setDepthWrite( material.depthWrite );
  2112. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2113. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
  2114. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
  2115. } else {
  2116. // opaque pass (front-to-back order)
  2117. this.setBlending( THREE.NormalBlending );
  2118. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
  2119. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
  2120. // transparent pass (back-to-front order)
  2121. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
  2122. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
  2123. }
  2124. // custom render plugins (post pass)
  2125. renderPlugins( this.renderPluginsPost, scene, camera );
  2126. // Generate mipmap if we're using any kind of mipmap filtering
  2127. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  2128. updateRenderTargetMipmap( renderTarget );
  2129. }
  2130. // Ensure depth buffer writing is enabled so it can be cleared on next render
  2131. this.setDepthTest( true );
  2132. this.setDepthWrite( true );
  2133. // _gl.finish();
  2134. };
  2135. function renderPlugins( plugins, scene, camera ) {
  2136. if ( ! plugins.length ) return;
  2137. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  2138. // reset state for plugin (to start from clean slate)
  2139. _currentProgram = null;
  2140. _currentCamera = null;
  2141. _oldBlending = -1;
  2142. _oldDepthTest = -1;
  2143. _oldDepthWrite = -1;
  2144. _oldDoubleSided = -1;
  2145. _oldFlipSided = -1;
  2146. _currentGeometryGroupHash = -1;
  2147. _currentMaterialId = -1;
  2148. _lightsNeedUpdate = true;
  2149. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  2150. // reset state after plugin (anything could have changed)
  2151. _currentProgram = null;
  2152. _currentCamera = null;
  2153. _oldBlending = -1;
  2154. _oldDepthTest = -1;
  2155. _oldDepthWrite = -1;
  2156. _oldDoubleSided = -1;
  2157. _oldFlipSided = -1;
  2158. _currentGeometryGroupHash = -1;
  2159. _currentMaterialId = -1;
  2160. _lightsNeedUpdate = true;
  2161. }
  2162. };
  2163. function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2164. var webglObject, object, buffer, material, start, end, delta;
  2165. if ( reverse ) {
  2166. start = renderList.length - 1;
  2167. end = -1;
  2168. delta = -1;
  2169. } else {
  2170. start = 0;
  2171. end = renderList.length;
  2172. delta = 1;
  2173. }
  2174. for ( var i = start; i !== end; i += delta ) {
  2175. webglObject = renderList[ i ];
  2176. if ( webglObject.render ) {
  2177. object = webglObject.object;
  2178. buffer = webglObject.buffer;
  2179. if ( overrideMaterial ) {
  2180. material = overrideMaterial;
  2181. } else {
  2182. material = webglObject[ materialType ];
  2183. if ( ! material ) continue;
  2184. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2185. _this.setDepthTest( material.depthTest );
  2186. _this.setDepthWrite( material.depthWrite );
  2187. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2188. }
  2189. _this.setObjectFaces( object );
  2190. if ( buffer instanceof THREE.BufferGeometry ) {
  2191. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2192. } else {
  2193. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2194. }
  2195. }
  2196. }
  2197. };
  2198. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2199. var webglObject, object, material, program;
  2200. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  2201. webglObject = renderList[ i ];
  2202. object = webglObject.object;
  2203. if ( object.visible ) {
  2204. if ( overrideMaterial ) {
  2205. material = overrideMaterial;
  2206. } else {
  2207. material = webglObject[ materialType ];
  2208. if ( ! material ) continue;
  2209. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2210. _this.setDepthTest( material.depthTest );
  2211. _this.setDepthWrite( material.depthWrite );
  2212. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2213. }
  2214. _this.renderImmediateObject( camera, lights, fog, material, object );
  2215. }
  2216. }
  2217. };
  2218. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2219. var program = setProgram( camera, lights, fog, material, object );
  2220. _currentGeometryGroupHash = -1;
  2221. _this.setObjectFaces( object );
  2222. if ( object.immediateRenderCallback ) {
  2223. object.immediateRenderCallback( program, _gl, _frustum );
  2224. } else {
  2225. object.render( function( object ) { _this.renderBufferImmediate( object, program, material.shading ); } );
  2226. }
  2227. };
  2228. function unrollImmediateBufferMaterial ( globject ) {
  2229. var object = globject.object,
  2230. material = object.material;
  2231. if ( material.transparent ) {
  2232. globject.transparent = material;
  2233. globject.opaque = null;
  2234. } else {
  2235. globject.opaque = material;
  2236. globject.transparent = null;
  2237. }
  2238. };
  2239. function unrollBufferMaterial ( globject ) {
  2240. var object = globject.object,
  2241. buffer = globject.buffer,
  2242. material, materialIndex, meshMaterial;
  2243. meshMaterial = object.material;
  2244. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2245. materialIndex = buffer.materialIndex;
  2246. if ( materialIndex >= 0 ) {
  2247. material = object.geometry.materials[ materialIndex ];
  2248. if ( material.transparent ) {
  2249. globject.transparent = material;
  2250. globject.opaque = null;
  2251. } else {
  2252. globject.opaque = material;
  2253. globject.transparent = null;
  2254. }
  2255. }
  2256. } else {
  2257. material = meshMaterial;
  2258. if ( material ) {
  2259. if ( material.transparent ) {
  2260. globject.transparent = material;
  2261. globject.opaque = null;
  2262. } else {
  2263. globject.opaque = material;
  2264. globject.transparent = null;
  2265. }
  2266. }
  2267. }
  2268. };
  2269. // Geometry splitting
  2270. function sortFacesByMaterial ( geometry ) {
  2271. var f, fl, face, materialIndex, vertices,
  2272. materialHash, groupHash,
  2273. hash_map = {};
  2274. var numMorphTargets = geometry.morphTargets.length;
  2275. var numMorphNormals = geometry.morphNormals.length;
  2276. geometry.geometryGroups = {};
  2277. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2278. face = geometry.faces[ f ];
  2279. materialIndex = face.materialIndex;
  2280. materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
  2281. if ( hash_map[ materialHash ] === undefined ) {
  2282. hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
  2283. }
  2284. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2285. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2286. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  2287. }
  2288. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2289. if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
  2290. hash_map[ materialHash ].counter += 1;
  2291. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2292. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2293. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  2294. }
  2295. }
  2296. if ( face instanceof THREE.Face3 ) {
  2297. geometry.geometryGroups[ groupHash ].faces3.push( f );
  2298. } else {
  2299. geometry.geometryGroups[ groupHash ].faces4.push( f );
  2300. }
  2301. geometry.geometryGroups[ groupHash ].vertices += vertices;
  2302. }
  2303. geometry.geometryGroupsList = [];
  2304. for ( var g in geometry.geometryGroups ) {
  2305. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  2306. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  2307. }
  2308. };
  2309. // Objects refresh
  2310. this.initWebGLObjects = function ( scene ) {
  2311. if ( !scene.__webglObjects ) {
  2312. scene.__webglObjects = [];
  2313. scene.__webglObjectsImmediate = [];
  2314. scene.__webglSprites = [];
  2315. scene.__webglFlares = [];
  2316. }
  2317. while ( scene.__objectsAdded.length ) {
  2318. addObject( scene.__objectsAdded[ 0 ], scene );
  2319. scene.__objectsAdded.splice( 0, 1 );
  2320. }
  2321. while ( scene.__objectsRemoved.length ) {
  2322. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2323. scene.__objectsRemoved.splice( 0, 1 );
  2324. }
  2325. // update must be called after objects adding / removal
  2326. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2327. updateObject( scene.__webglObjects[ o ].object );
  2328. }
  2329. };
  2330. // Objects adding
  2331. function addObject ( object, scene ) {
  2332. var g, geometry, geometryGroup;
  2333. if ( ! object.__webglInit ) {
  2334. object.__webglInit = true;
  2335. object._modelViewMatrix = new THREE.Matrix4();
  2336. object._normalMatrix = new THREE.Matrix3();
  2337. //object._normalMatrixArray = new Float32Array( 9 );
  2338. //object._modelViewMatrixArray = new Float32Array( 16 );
  2339. //object._objectMatrixArray = new Float32Array( 16 );
  2340. //object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2341. if ( object instanceof THREE.Mesh ) {
  2342. geometry = object.geometry;
  2343. if ( geometry instanceof THREE.Geometry ) {
  2344. if ( geometry.geometryGroups === undefined ) {
  2345. sortFacesByMaterial( geometry );
  2346. }
  2347. // create separate VBOs per geometry chunk
  2348. for ( g in geometry.geometryGroups ) {
  2349. geometryGroup = geometry.geometryGroups[ g ];
  2350. // initialise VBO on the first access
  2351. if ( ! geometryGroup.__webglVertexBuffer ) {
  2352. createMeshBuffers( geometryGroup );
  2353. initMeshBuffers( geometryGroup, object );
  2354. geometry.verticesNeedUpdate = true;
  2355. geometry.morphTargetsNeedUpdate = true;
  2356. geometry.elementsNeedUpdate = true;
  2357. geometry.uvsNeedUpdate = true;
  2358. geometry.normalsNeedUpdate = true;
  2359. geometry.tangetsNeedUpdate = true;
  2360. geometry.colorsNeedUpdate = true;
  2361. }
  2362. }
  2363. }
  2364. } else if ( object instanceof THREE.Ribbon ) {
  2365. geometry = object.geometry;
  2366. if( ! geometry.__webglVertexBuffer ) {
  2367. createRibbonBuffers( geometry );
  2368. initRibbonBuffers( geometry );
  2369. geometry.verticesNeedUpdate = true;
  2370. geometry.colorsNeedUpdate = true;
  2371. }
  2372. } else if ( object instanceof THREE.Line ) {
  2373. geometry = object.geometry;
  2374. if( ! geometry.__webglVertexBuffer ) {
  2375. createLineBuffers( geometry );
  2376. initLineBuffers( geometry, object );
  2377. geometry.verticesNeedUpdate = true;
  2378. geometry.colorsNeedUpdate = true;
  2379. }
  2380. } else if ( object instanceof THREE.ParticleSystem ) {
  2381. geometry = object.geometry;
  2382. if ( ! geometry.__webglVertexBuffer ) {
  2383. createParticleBuffers( geometry );
  2384. initParticleBuffers( geometry, object );
  2385. geometry.verticesNeedUpdate = true;
  2386. geometry.colorsNeedUpdate = true;
  2387. }
  2388. }
  2389. }
  2390. if ( ! object.__webglActive ) {
  2391. if ( object instanceof THREE.Mesh ) {
  2392. geometry = object.geometry;
  2393. if ( geometry instanceof THREE.BufferGeometry ) {
  2394. addBuffer( scene.__webglObjects, geometry, object );
  2395. } else {
  2396. for ( g in geometry.geometryGroups ) {
  2397. geometryGroup = geometry.geometryGroups[ g ];
  2398. addBuffer( scene.__webglObjects, geometryGroup, object );
  2399. }
  2400. }
  2401. } else if ( object instanceof THREE.Ribbon ||
  2402. object instanceof THREE.Line ||
  2403. object instanceof THREE.ParticleSystem ) {
  2404. geometry = object.geometry;
  2405. addBuffer( scene.__webglObjects, geometry, object );
  2406. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2407. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2408. } else if ( object instanceof THREE.Sprite ) {
  2409. scene.__webglSprites.push( object );
  2410. } else if ( object instanceof THREE.LensFlare ) {
  2411. scene.__webglFlares.push( object );
  2412. }
  2413. object.__webglActive = true;
  2414. }
  2415. };
  2416. function addBuffer ( objlist, buffer, object ) {
  2417. objlist.push(
  2418. {
  2419. buffer: buffer,
  2420. object: object,
  2421. opaque: null,
  2422. transparent: null
  2423. }
  2424. );
  2425. };
  2426. function addBufferImmediate ( objlist, object ) {
  2427. objlist.push(
  2428. {
  2429. object: object,
  2430. opaque: null,
  2431. transparent: null
  2432. }
  2433. );
  2434. };
  2435. // Objects updates
  2436. function updateObject ( object ) {
  2437. var geometry = object.geometry,
  2438. geometryGroup, customAttributesDirty, material;
  2439. if ( object instanceof THREE.Mesh ) {
  2440. if ( geometry instanceof THREE.BufferGeometry ) {
  2441. /*
  2442. if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
  2443. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  2444. geometry.colorsNeedUpdate ) {
  2445. // TODO
  2446. // set buffers from typed arrays
  2447. }
  2448. */
  2449. geometry.verticesNeedUpdate = false;
  2450. geometry.elementsNeedUpdate = false;
  2451. geometry.uvsNeedUpdate = false;
  2452. geometry.normalsNeedUpdate = false;
  2453. geometry.colorsNeedUpdate = false;
  2454. } else {
  2455. // check all geometry groups
  2456. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2457. geometryGroup = geometry.geometryGroupsList[ i ];
  2458. material = getBufferMaterial( object, geometryGroup );
  2459. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2460. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  2461. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  2462. geometry.colorsNeedUpdate || geometry.tangetsNeedUpdate || customAttributesDirty ) {
  2463. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
  2464. }
  2465. }
  2466. geometry.verticesNeedUpdate = false;
  2467. geometry.morphTargetsNeedUpdate = false;
  2468. geometry.elementsNeedUpdate = false;
  2469. geometry.uvsNeedUpdate = false;
  2470. geometry.normalsNeedUpdate = false;
  2471. geometry.colorsNeedUpdate = false;
  2472. geometry.tangetsNeedUpdate = false;
  2473. material.attributes && clearCustomAttributes( material );
  2474. }
  2475. } else if ( object instanceof THREE.Ribbon ) {
  2476. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
  2477. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2478. }
  2479. geometry.verticesNeedUpdate = false;
  2480. geometry.colorsNeedUpdate = false;
  2481. } else if ( object instanceof THREE.Line ) {
  2482. material = getBufferMaterial( object, geometryGroup );
  2483. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2484. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || customAttributesDirty ) {
  2485. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2486. }
  2487. geometry.verticesNeedUpdate = false;
  2488. geometry.colorsNeedUpdate = false;
  2489. material.attributes && clearCustomAttributes( material );
  2490. } else if ( object instanceof THREE.ParticleSystem ) {
  2491. material = getBufferMaterial( object, geometryGroup );
  2492. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2493. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
  2494. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2495. }
  2496. geometry.verticesNeedUpdate = false;
  2497. geometry.colorsNeedUpdate = false;
  2498. material.attributes && clearCustomAttributes( material );
  2499. }
  2500. };
  2501. // Objects updates - custom attributes check
  2502. function areCustomAttributesDirty ( material ) {
  2503. for ( var a in material.attributes ) {
  2504. if ( material.attributes[ a ].needsUpdate ) return true;
  2505. }
  2506. return false;
  2507. };
  2508. function clearCustomAttributes ( material ) {
  2509. for ( var a in material.attributes ) {
  2510. material.attributes[ a ].needsUpdate = false;
  2511. }
  2512. };
  2513. // Objects removal
  2514. function removeObject ( object, scene ) {
  2515. if ( object instanceof THREE.Mesh ||
  2516. object instanceof THREE.ParticleSystem ||
  2517. object instanceof THREE.Ribbon ||
  2518. object instanceof THREE.Line ) {
  2519. removeInstances( scene.__webglObjects, object );
  2520. } else if ( object instanceof THREE.Sprite ) {
  2521. removeInstancesDirect( scene.__webglSprites, object );
  2522. } else if ( object instanceof THREE.LensFlare ) {
  2523. removeInstancesDirect( scene.__webglFlares, object );
  2524. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2525. removeInstances( scene.__webglObjectsImmediate, object );
  2526. }
  2527. object.__webglActive = false;
  2528. };
  2529. function removeInstances ( objlist, object ) {
  2530. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2531. if ( objlist[ o ].object === object ) {
  2532. objlist.splice( o, 1 );
  2533. }
  2534. }
  2535. };
  2536. function removeInstancesDirect ( objlist, object ) {
  2537. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2538. if ( objlist[ o ] === object ) {
  2539. objlist.splice( o, 1 );
  2540. }
  2541. }
  2542. };
  2543. // Materials
  2544. this.initMaterial = function ( material, lights, fog, object ) {
  2545. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  2546. if ( material instanceof THREE.MeshDepthMaterial ) {
  2547. shaderID = 'depth';
  2548. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2549. shaderID = 'normal';
  2550. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  2551. shaderID = 'basic';
  2552. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2553. shaderID = 'lambert';
  2554. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2555. shaderID = 'phong';
  2556. } else if ( material instanceof THREE.LineBasicMaterial ) {
  2557. shaderID = 'basic';
  2558. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2559. shaderID = 'particle_basic';
  2560. }
  2561. if ( shaderID ) {
  2562. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  2563. }
  2564. // heuristics to create shader parameters according to lights in the scene
  2565. // (not to blow over maxLights budget)
  2566. maxLightCount = allocateLights( lights );
  2567. maxShadows = allocateShadows( lights );
  2568. maxBones = allocateBones( object );
  2569. parameters = {
  2570. map: !!material.map,
  2571. envMap: !!material.envMap,
  2572. lightMap: !!material.lightMap,
  2573. vertexColors: material.vertexColors,
  2574. fog: fog,
  2575. useFog: material.fog,
  2576. sizeAttenuation: material.sizeAttenuation,
  2577. skinning: material.skinning,
  2578. maxBones: maxBones,
  2579. morphTargets: material.morphTargets,
  2580. morphNormals: material.morphNormals,
  2581. maxMorphTargets: this.maxMorphTargets,
  2582. maxMorphNormals: this.maxMorphNormals,
  2583. maxDirLights: maxLightCount.directional,
  2584. maxPointLights: maxLightCount.point,
  2585. maxSpotLights: maxLightCount.spot,
  2586. maxShadows: maxShadows,
  2587. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  2588. shadowMapSoft: this.shadowMapSoft,
  2589. shadowMapDebug: this.shadowMapDebug,
  2590. shadowMapCascade: this.shadowMapCascade,
  2591. alphaTest: material.alphaTest,
  2592. metal: material.metal,
  2593. perPixel: material.perPixel,
  2594. wrapAround: material.wrapAround,
  2595. doubleSided: object && object.doubleSided
  2596. };
  2597. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  2598. var attributes = material.program.attributes;
  2599. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  2600. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  2601. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  2602. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  2603. if ( material.skinning &&
  2604. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  2605. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  2606. _gl.enableVertexAttribArray( attributes.skinVertexA );
  2607. _gl.enableVertexAttribArray( attributes.skinVertexB );
  2608. _gl.enableVertexAttribArray( attributes.skinIndex );
  2609. _gl.enableVertexAttribArray( attributes.skinWeight );
  2610. }
  2611. if ( material.attributes ) {
  2612. for ( a in material.attributes ) {
  2613. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  2614. }
  2615. }
  2616. if ( material.morphTargets ) {
  2617. material.numSupportedMorphTargets = 0;
  2618. var id, base = "morphTarget";
  2619. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  2620. id = base + i;
  2621. if ( attributes[ id ] >= 0 ) {
  2622. _gl.enableVertexAttribArray( attributes[ id ] );
  2623. material.numSupportedMorphTargets ++;
  2624. }
  2625. }
  2626. }
  2627. if ( material.morphNormals ) {
  2628. material.numSupportedMorphNormals = 0;
  2629. var id, base = "morphNormal";
  2630. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  2631. id = base + i;
  2632. if ( attributes[ id ] >= 0 ) {
  2633. _gl.enableVertexAttribArray( attributes[ id ] );
  2634. material.numSupportedMorphNormals ++;
  2635. }
  2636. }
  2637. }
  2638. material.uniformsList = [];
  2639. for ( u in material.uniforms ) {
  2640. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  2641. }
  2642. };
  2643. function setMaterialShaders( material, shaders ) {
  2644. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  2645. material.vertexShader = shaders.vertexShader;
  2646. material.fragmentShader = shaders.fragmentShader;
  2647. };
  2648. function setProgram( camera, lights, fog, material, object ) {
  2649. if ( ! material.program || material.needsUpdate ) {
  2650. _this.initMaterial( material, lights, fog, object );
  2651. material.needsUpdate = false;
  2652. }
  2653. if ( material.morphTargets ) {
  2654. if ( ! object.__webglMorphTargetInfluences ) {
  2655. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2656. for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
  2657. object.__webglMorphTargetInfluences[ i ] = 0;
  2658. }
  2659. }
  2660. }
  2661. var refreshMaterial = false;
  2662. var program = material.program,
  2663. p_uniforms = program.uniforms,
  2664. m_uniforms = material.uniforms;
  2665. if ( program !== _currentProgram ) {
  2666. _gl.useProgram( program );
  2667. _currentProgram = program;
  2668. refreshMaterial = true;
  2669. }
  2670. if ( material.id !== _currentMaterialId ) {
  2671. _currentMaterialId = material.id;
  2672. refreshMaterial = true;
  2673. }
  2674. if ( refreshMaterial || camera !== _currentCamera ) {
  2675. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );
  2676. if ( camera !== _currentCamera ) _currentCamera = camera;
  2677. }
  2678. if ( refreshMaterial ) {
  2679. // refresh uniforms common to several materials
  2680. if ( fog && material.fog ) {
  2681. refreshUniformsFog( m_uniforms, fog );
  2682. }
  2683. if ( material instanceof THREE.MeshPhongMaterial ||
  2684. material instanceof THREE.MeshLambertMaterial ||
  2685. material.lights ) {
  2686. if ( _lightsNeedUpdate ) {
  2687. setupLights( program, lights );
  2688. _lightsNeedUpdate = false;
  2689. }
  2690. refreshUniformsLights( m_uniforms, _lights );
  2691. }
  2692. if ( material instanceof THREE.MeshBasicMaterial ||
  2693. material instanceof THREE.MeshLambertMaterial ||
  2694. material instanceof THREE.MeshPhongMaterial ) {
  2695. refreshUniformsCommon( m_uniforms, material );
  2696. }
  2697. // refresh single material specific uniforms
  2698. if ( material instanceof THREE.LineBasicMaterial ) {
  2699. refreshUniformsLine( m_uniforms, material );
  2700. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2701. refreshUniformsParticle( m_uniforms, material );
  2702. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2703. refreshUniformsPhong( m_uniforms, material );
  2704. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2705. refreshUniformsLambert( m_uniforms, material );
  2706. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2707. m_uniforms.mNear.value = camera.near;
  2708. m_uniforms.mFar.value = camera.far;
  2709. m_uniforms.opacity.value = material.opacity;
  2710. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2711. m_uniforms.opacity.value = material.opacity;
  2712. }
  2713. if ( object.receiveShadow && ! material._shadowPass ) {
  2714. refreshUniformsShadow( m_uniforms, lights );
  2715. }
  2716. // load common uniforms
  2717. loadUniformsGeneric( program, material.uniformsList );
  2718. // load material specific uniforms
  2719. // (shader material also gets them for the sake of genericity)
  2720. if ( material instanceof THREE.ShaderMaterial ||
  2721. material instanceof THREE.MeshPhongMaterial ||
  2722. material.envMap ) {
  2723. if ( p_uniforms.cameraPosition !== null ) {
  2724. var position = camera.matrixWorld.getPosition();
  2725. _gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
  2726. }
  2727. }
  2728. if ( material instanceof THREE.MeshPhongMaterial ||
  2729. material instanceof THREE.MeshLambertMaterial ||
  2730. material instanceof THREE.ShaderMaterial ||
  2731. material.skinning ) {
  2732. if ( p_uniforms.viewMatrix !== null ) {
  2733. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray );
  2734. }
  2735. }
  2736. if ( material.skinning ) {
  2737. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2738. }
  2739. }
  2740. loadUniformsMatrices( p_uniforms, object );
  2741. if ( p_uniforms.objectMatrix !== null ) {
  2742. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object.matrixWorld.elements );
  2743. }
  2744. return program;
  2745. };
  2746. // Uniforms (refresh uniforms objects)
  2747. function refreshUniformsCommon ( uniforms, material ) {
  2748. uniforms.opacity.value = material.opacity;
  2749. if ( _this.gammaInput ) {
  2750. uniforms.diffuse.value.copyGammaToLinear( material.color );
  2751. } else {
  2752. uniforms.diffuse.value = material.color;
  2753. }
  2754. uniforms.map.texture = material.map;
  2755. if ( material.map ) {
  2756. uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
  2757. }
  2758. uniforms.lightMap.texture = material.lightMap;
  2759. uniforms.envMap.texture = material.envMap;
  2760. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  2761. if ( _this.gammaInput ) {
  2762. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  2763. uniforms.reflectivity.value = material.reflectivity;
  2764. } else {
  2765. uniforms.reflectivity.value = material.reflectivity;
  2766. }
  2767. uniforms.refractionRatio.value = material.refractionRatio;
  2768. uniforms.combine.value = material.combine;
  2769. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  2770. };
  2771. function refreshUniformsLine ( uniforms, material ) {
  2772. uniforms.diffuse.value = material.color;
  2773. uniforms.opacity.value = material.opacity;
  2774. };
  2775. function refreshUniformsParticle ( uniforms, material ) {
  2776. uniforms.psColor.value = material.color;
  2777. uniforms.opacity.value = material.opacity;
  2778. uniforms.size.value = material.size;
  2779. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2780. uniforms.map.texture = material.map;
  2781. };
  2782. function refreshUniformsFog ( uniforms, fog ) {
  2783. uniforms.fogColor.value = fog.color;
  2784. if ( fog instanceof THREE.Fog ) {
  2785. uniforms.fogNear.value = fog.near;
  2786. uniforms.fogFar.value = fog.far;
  2787. } else if ( fog instanceof THREE.FogExp2 ) {
  2788. uniforms.fogDensity.value = fog.density;
  2789. }
  2790. };
  2791. function refreshUniformsPhong ( uniforms, material ) {
  2792. uniforms.shininess.value = material.shininess;
  2793. if ( _this.gammaInput ) {
  2794. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2795. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2796. uniforms.specular.value.copyGammaToLinear( material.specular );
  2797. } else {
  2798. uniforms.ambient.value = material.ambient;
  2799. uniforms.emissive.value = material.emissive;
  2800. uniforms.specular.value = material.specular;
  2801. }
  2802. if ( material.wrapAround ) {
  2803. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2804. }
  2805. };
  2806. function refreshUniformsLambert ( uniforms, material ) {
  2807. if ( _this.gammaInput ) {
  2808. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2809. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2810. } else {
  2811. uniforms.ambient.value = material.ambient;
  2812. uniforms.emissive.value = material.emissive;
  2813. }
  2814. if ( material.wrapAround ) {
  2815. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2816. }
  2817. };
  2818. function refreshUniformsLights ( uniforms, lights ) {
  2819. uniforms.ambientLightColor.value = lights.ambient;
  2820. uniforms.directionalLightColor.value = lights.directional.colors;
  2821. uniforms.directionalLightDirection.value = lights.directional.positions;
  2822. uniforms.pointLightColor.value = lights.point.colors;
  2823. uniforms.pointLightPosition.value = lights.point.positions;
  2824. uniforms.pointLightDistance.value = lights.point.distances;
  2825. uniforms.spotLightColor.value = lights.spot.colors;
  2826. uniforms.spotLightPosition.value = lights.spot.positions;
  2827. uniforms.spotLightDistance.value = lights.spot.distances;
  2828. uniforms.spotLightDirection.value = lights.spot.directions;
  2829. uniforms.spotLightAngle.value = lights.spot.angles;
  2830. uniforms.spotLightExponent.value = lights.spot.exponents;
  2831. };
  2832. function refreshUniformsShadow ( uniforms, lights ) {
  2833. if ( uniforms.shadowMatrix ) {
  2834. var j = 0;
  2835. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2836. var light = lights[ i ];
  2837. if ( ! light.castShadow ) continue;
  2838. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  2839. uniforms.shadowMap.texture[ j ] = light.shadowMap;
  2840. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2841. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2842. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2843. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2844. j ++;
  2845. }
  2846. }
  2847. }
  2848. };
  2849. // Uniforms (load to GPU)
  2850. function loadUniformsMatrices ( uniforms, object ) {
  2851. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  2852. if ( uniforms.normalMatrix ) {
  2853. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  2854. }
  2855. };
  2856. function loadUniformsGeneric ( program, uniforms ) {
  2857. var uniform, value, type, location, texture, i, il, j, jl, offset;
  2858. for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2859. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  2860. if ( !location ) continue;
  2861. uniform = uniforms[ j ][ 0 ];
  2862. type = uniform.type;
  2863. value = uniform.value;
  2864. switch ( type ) {
  2865. case "i": // single integer
  2866. _gl.uniform1i( location, value );
  2867. break;
  2868. case "f": // single float
  2869. _gl.uniform1f( location, value );
  2870. break;
  2871. case "v2": // single THREE.Vector2
  2872. _gl.uniform2f( location, value.x, value.y );
  2873. break;
  2874. case "v3": // single THREE.Vector3
  2875. _gl.uniform3f( location, value.x, value.y, value.z );
  2876. break;
  2877. case "v4": // single THREE.Vector4
  2878. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2879. break;
  2880. case "c": // single THREE.Color
  2881. _gl.uniform3f( location, value.r, value.g, value.b );
  2882. break;
  2883. case "fv1": // flat array of floats (JS or typed array)
  2884. _gl.uniform1fv( location, value );
  2885. break;
  2886. case "fv": // flat array of floats with 3 x N size (JS or typed array)
  2887. _gl.uniform3fv( location, value );
  2888. break;
  2889. case "v2v": // array of THREE.Vector2
  2890. if ( ! uniform._array ) {
  2891. uniform._array = new Float32Array( 2 * value.length );
  2892. }
  2893. for ( i = 0, il = value.length; i < il; i ++ ) {
  2894. offset = i * 2;
  2895. uniform._array[ offset ] = value[ i ].x;
  2896. uniform._array[ offset + 1 ] = value[ i ].y;
  2897. }
  2898. _gl.uniform2fv( location, uniform._array );
  2899. break;
  2900. case "v3v": // array of THREE.Vector3
  2901. if ( ! uniform._array ) {
  2902. uniform._array = new Float32Array( 3 * value.length );
  2903. }
  2904. for ( i = 0, il = value.length; i < il; i ++ ) {
  2905. offset = i * 3;
  2906. uniform._array[ offset ] = value[ i ].x;
  2907. uniform._array[ offset + 1 ] = value[ i ].y;
  2908. uniform._array[ offset + 2 ] = value[ i ].z;
  2909. }
  2910. _gl.uniform3fv( location, uniform._array );
  2911. break;
  2912. case "v4v": // array of THREE.Vector4
  2913. if ( ! uniform._array ) {
  2914. uniform._array = new Float32Array( 4 * value.length );
  2915. }
  2916. for ( i = 0, il = value.length; i < il; i ++ ) {
  2917. offset = i * 4;
  2918. uniform._array[ offset ] = value[ i ].x;
  2919. uniform._array[ offset + 1 ] = value[ i ].y;
  2920. uniform._array[ offset + 2 ] = value[ i ].z;
  2921. uniform._array[ offset + 3 ] = value[ i ].w;
  2922. }
  2923. _gl.uniform4fv( location, uniform._array );
  2924. break;
  2925. case "m4": // single THREE.Matrix4
  2926. if ( ! uniform._array ) {
  2927. uniform._array = new Float32Array( 16 );
  2928. }
  2929. value.flattenToArray( uniform._array );
  2930. _gl.uniformMatrix4fv( location, false, uniform._array );
  2931. break;
  2932. case "m4v": // array of THREE.Matrix4
  2933. if ( ! uniform._array ) {
  2934. uniform._array = new Float32Array( 16 * value.length );
  2935. }
  2936. for ( i = 0, il = value.length; i < il; i ++ ) {
  2937. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2938. }
  2939. _gl.uniformMatrix4fv( location, false, uniform._array );
  2940. break;
  2941. case "t": // single THREE.Texture (2d or cube)
  2942. _gl.uniform1i( location, value );
  2943. texture = uniform.texture;
  2944. if ( !texture ) continue;
  2945. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  2946. setCubeTexture( texture, value );
  2947. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2948. setCubeTextureDynamic( texture, value );
  2949. } else {
  2950. _this.setTexture( texture, value );
  2951. }
  2952. break;
  2953. case "tv": // array of THREE.Texture (2d)
  2954. if ( ! uniform._array ) {
  2955. uniform._array = [];
  2956. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2957. uniform._array[ i ] = value + i;
  2958. }
  2959. }
  2960. _gl.uniform1iv( location, uniform._array );
  2961. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2962. texture = uniform.texture[ i ];
  2963. if ( !texture ) continue;
  2964. _this.setTexture( texture, uniform._array[ i ] );
  2965. }
  2966. break;
  2967. }
  2968. }
  2969. };
  2970. function setupMatrices ( object, camera ) {
  2971. object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld);
  2972. object._normalMatrix.getInverse( object._modelViewMatrix );
  2973. object._normalMatrix.transpose();
  2974. };
  2975. function setupLights ( program, lights ) {
  2976. var l, ll, light, n,
  2977. r = 0, g = 0, b = 0,
  2978. color, position, intensity, distance,
  2979. zlights = _lights,
  2980. dcolors = zlights.directional.colors,
  2981. dpositions = zlights.directional.positions,
  2982. pcolors = zlights.point.colors,
  2983. ppositions = zlights.point.positions,
  2984. pdistances = zlights.point.distances,
  2985. scolors = zlights.spot.colors,
  2986. spositions = zlights.spot.positions,
  2987. sdistances = zlights.spot.distances,
  2988. sdirections = zlights.spot.directions,
  2989. sangles = zlights.spot.angles,
  2990. sexponents = zlights.spot.exponents,
  2991. dlength = 0,
  2992. plength = 0,
  2993. slength = 0,
  2994. doffset = 0,
  2995. poffset = 0,
  2996. soffset = 0;
  2997. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  2998. light = lights[ l ];
  2999. if ( light.onlyShadow ) continue;
  3000. color = light.color;
  3001. intensity = light.intensity;
  3002. distance = light.distance;
  3003. if ( light instanceof THREE.AmbientLight ) {
  3004. if ( _this.gammaInput ) {
  3005. r += color.r * color.r;
  3006. g += color.g * color.g;
  3007. b += color.b * color.b;
  3008. } else {
  3009. r += color.r;
  3010. g += color.g;
  3011. b += color.b;
  3012. }
  3013. } else if ( light instanceof THREE.DirectionalLight ) {
  3014. doffset = dlength * 3;
  3015. if ( _this.gammaInput ) {
  3016. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  3017. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  3018. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  3019. } else {
  3020. dcolors[ doffset ] = color.r * intensity;
  3021. dcolors[ doffset + 1 ] = color.g * intensity;
  3022. dcolors[ doffset + 2 ] = color.b * intensity;
  3023. }
  3024. _direction.copy( light.matrixWorld.getPosition() );
  3025. _direction.subSelf( light.target.matrixWorld.getPosition() );
  3026. _direction.normalize();
  3027. dpositions[ doffset ] = _direction.x;
  3028. dpositions[ doffset + 1 ] = _direction.y;
  3029. dpositions[ doffset + 2 ] = _direction.z;
  3030. dlength += 1;
  3031. } else if( light instanceof THREE.PointLight ) {
  3032. poffset = plength * 3;
  3033. if ( _this.gammaInput ) {
  3034. pcolors[ poffset ] = color.r * color.r * intensity * intensity;
  3035. pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity;
  3036. pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity;
  3037. } else {
  3038. pcolors[ poffset ] = color.r * intensity;
  3039. pcolors[ poffset + 1 ] = color.g * intensity;
  3040. pcolors[ poffset + 2 ] = color.b * intensity;
  3041. }
  3042. position = light.matrixWorld.getPosition();
  3043. ppositions[ poffset ] = position.x;
  3044. ppositions[ poffset + 1 ] = position.y;
  3045. ppositions[ poffset + 2 ] = position.z;
  3046. pdistances[ plength ] = distance;
  3047. plength += 1;
  3048. } else if( light instanceof THREE.SpotLight ) {
  3049. soffset = slength * 3;
  3050. if ( _this.gammaInput ) {
  3051. scolors[ soffset ] = color.r * color.r * intensity * intensity;
  3052. scolors[ soffset + 1 ] = color.g * color.g * intensity * intensity;
  3053. scolors[ soffset + 2 ] = color.b * color.b * intensity * intensity;
  3054. } else {
  3055. scolors[ soffset ] = color.r * intensity;
  3056. scolors[ soffset + 1 ] = color.g * intensity;
  3057. scolors[ soffset + 2 ] = color.b * intensity;
  3058. }
  3059. position = light.matrixWorld.getPosition();
  3060. spositions[ soffset ] = position.x;
  3061. spositions[ soffset + 1 ] = position.y;
  3062. spositions[ soffset + 2 ] = position.z;
  3063. sdistances[ slength ] = distance;
  3064. _direction.copy( position );
  3065. _direction.subSelf( light.target.matrixWorld.getPosition() );
  3066. _direction.normalize();
  3067. sdirections[ soffset ] = _direction.x;
  3068. sdirections[ soffset + 1 ] = _direction.y;
  3069. sdirections[ soffset + 2 ] = _direction.z;
  3070. sangles[ slength ] = Math.cos( light.angle );
  3071. sexponents[ slength ] = light.exponent;
  3072. slength += 1;
  3073. }
  3074. }
  3075. // null eventual remains from removed lights
  3076. // (this is to avoid if in shader)
  3077. for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
  3078. for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
  3079. for ( l = slength * 3, ll = scolors.length; l < ll; l ++ ) scolors[ l ] = 0.0;
  3080. zlights.directional.length = dlength;
  3081. zlights.point.length = plength;
  3082. zlights.spot.length = slength;
  3083. zlights.ambient[ 0 ] = r;
  3084. zlights.ambient[ 1 ] = g;
  3085. zlights.ambient[ 2 ] = b;
  3086. };
  3087. // GL state setting
  3088. this.setFaceCulling = function ( cullFace, frontFace ) {
  3089. if ( cullFace ) {
  3090. if ( !frontFace || frontFace === "ccw" ) {
  3091. _gl.frontFace( _gl.CCW );
  3092. } else {
  3093. _gl.frontFace( _gl.CW );
  3094. }
  3095. if( cullFace === "back" ) {
  3096. _gl.cullFace( _gl.BACK );
  3097. } else if( cullFace === "front" ) {
  3098. _gl.cullFace( _gl.FRONT );
  3099. } else {
  3100. _gl.cullFace( _gl.FRONT_AND_BACK );
  3101. }
  3102. _gl.enable( _gl.CULL_FACE );
  3103. } else {
  3104. _gl.disable( _gl.CULL_FACE );
  3105. }
  3106. };
  3107. this.setObjectFaces = function ( object ) {
  3108. if ( _oldDoubleSided !== object.doubleSided ) {
  3109. if ( object.doubleSided ) {
  3110. _gl.disable( _gl.CULL_FACE );
  3111. } else {
  3112. _gl.enable( _gl.CULL_FACE );
  3113. }
  3114. _oldDoubleSided = object.doubleSided;
  3115. }
  3116. if ( _oldFlipSided !== object.flipSided ) {
  3117. if ( object.flipSided ) {
  3118. _gl.frontFace( _gl.CW );
  3119. } else {
  3120. _gl.frontFace( _gl.CCW );
  3121. }
  3122. _oldFlipSided = object.flipSided;
  3123. }
  3124. };
  3125. this.setDepthTest = function ( depthTest ) {
  3126. if ( _oldDepthTest !== depthTest ) {
  3127. if ( depthTest ) {
  3128. _gl.enable( _gl.DEPTH_TEST );
  3129. } else {
  3130. _gl.disable( _gl.DEPTH_TEST );
  3131. }
  3132. _oldDepthTest = depthTest;
  3133. }
  3134. };
  3135. this.setDepthWrite = function ( depthWrite ) {
  3136. if ( _oldDepthWrite !== depthWrite ) {
  3137. _gl.depthMask( depthWrite );
  3138. _oldDepthWrite = depthWrite;
  3139. }
  3140. };
  3141. function setLineWidth ( width ) {
  3142. if ( width !== _oldLineWidth ) {
  3143. _gl.lineWidth( width );
  3144. _oldLineWidth = width;
  3145. }
  3146. };
  3147. function setPolygonOffset ( polygonoffset, factor, units ) {
  3148. if ( _oldPolygonOffset !== polygonoffset ) {
  3149. if ( polygonoffset ) {
  3150. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  3151. } else {
  3152. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  3153. }
  3154. _oldPolygonOffset = polygonoffset;
  3155. }
  3156. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  3157. _gl.polygonOffset( factor, units );
  3158. _oldPolygonOffsetFactor = factor;
  3159. _oldPolygonOffsetUnits = units;
  3160. }
  3161. };
  3162. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  3163. if ( blending !== _oldBlending ) {
  3164. switch ( blending ) {
  3165. case THREE.NoBlending:
  3166. _gl.disable( _gl.BLEND );
  3167. break;
  3168. case THREE.AdditiveBlending:
  3169. _gl.enable( _gl.BLEND );
  3170. _gl.blendEquation( _gl.FUNC_ADD );
  3171. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3172. break;
  3173. case THREE.SubtractiveBlending:
  3174. // TODO: Find blendFuncSeparate() combination
  3175. _gl.enable( _gl.BLEND );
  3176. _gl.blendEquation( _gl.FUNC_ADD );
  3177. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3178. break;
  3179. case THREE.MultiplyBlending:
  3180. // TODO: Find blendFuncSeparate() combination
  3181. _gl.enable( _gl.BLEND );
  3182. _gl.blendEquation( _gl.FUNC_ADD );
  3183. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3184. break;
  3185. case THREE.CustomBlending:
  3186. _gl.enable( _gl.BLEND );
  3187. break;
  3188. default:
  3189. _gl.enable( _gl.BLEND );
  3190. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3191. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3192. break;
  3193. }
  3194. _oldBlending = blending;
  3195. }
  3196. if ( blending === THREE.CustomBlending ) {
  3197. if ( blendEquation !== _oldBlendEquation ) {
  3198. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  3199. _oldBlendEquation = blendEquation;
  3200. }
  3201. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  3202. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  3203. _oldBlendSrc = blendSrc;
  3204. _oldBlendDst = blendDst;
  3205. }
  3206. } else {
  3207. _oldBlendEquation = null;
  3208. _oldBlendSrc = null;
  3209. _oldBlendDst = null;
  3210. }
  3211. };
  3212. // Shaders
  3213. function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  3214. var p, pl, program, code;
  3215. var chunks = [];
  3216. // Generate code
  3217. if ( shaderID ) {
  3218. chunks.push( shaderID );
  3219. } else {
  3220. chunks.push( fragmentShader );
  3221. chunks.push( vertexShader );
  3222. }
  3223. for ( p in parameters ) {
  3224. chunks.push( p );
  3225. chunks.push( parameters[ p ] );
  3226. }
  3227. code = chunks.join();
  3228. // Check if code has been already compiled
  3229. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  3230. if ( _programs[ p ].code === code ) {
  3231. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  3232. return _programs[ p ].program;
  3233. }
  3234. }
  3235. //console.log( "building new program " );
  3236. //
  3237. program = _gl.createProgram();
  3238. var prefix_vertex = [
  3239. "precision " + _precision + " float;",
  3240. ( _maxVertexTextures > 0 ) ? "#define VERTEX_TEXTURES" : "",
  3241. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3242. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3243. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3244. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3245. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3246. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  3247. "#define MAX_SHADOWS " + parameters.maxShadows,
  3248. "#define MAX_BONES " + parameters.maxBones,
  3249. parameters.map ? "#define USE_MAP" : "",
  3250. parameters.envMap ? "#define USE_ENVMAP" : "",
  3251. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3252. parameters.vertexColors ? "#define USE_COLOR" : "",
  3253. parameters.skinning ? "#define USE_SKINNING" : "",
  3254. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  3255. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  3256. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3257. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3258. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  3259. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3260. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3261. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  3262. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  3263. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  3264. "uniform mat4 objectMatrix;",
  3265. "uniform mat4 modelViewMatrix;",
  3266. "uniform mat4 projectionMatrix;",
  3267. "uniform mat4 viewMatrix;",
  3268. "uniform mat3 normalMatrix;",
  3269. "uniform vec3 cameraPosition;",
  3270. "attribute vec3 position;",
  3271. "attribute vec3 normal;",
  3272. "attribute vec2 uv;",
  3273. "attribute vec2 uv2;",
  3274. "#ifdef USE_COLOR",
  3275. "attribute vec3 color;",
  3276. "#endif",
  3277. "#ifdef USE_MORPHTARGETS",
  3278. "attribute vec3 morphTarget0;",
  3279. "attribute vec3 morphTarget1;",
  3280. "attribute vec3 morphTarget2;",
  3281. "attribute vec3 morphTarget3;",
  3282. "#ifdef USE_MORPHNORMALS",
  3283. "attribute vec3 morphNormal0;",
  3284. "attribute vec3 morphNormal1;",
  3285. "attribute vec3 morphNormal2;",
  3286. "attribute vec3 morphNormal3;",
  3287. "#else",
  3288. "attribute vec3 morphTarget4;",
  3289. "attribute vec3 morphTarget5;",
  3290. "attribute vec3 morphTarget6;",
  3291. "attribute vec3 morphTarget7;",
  3292. "#endif",
  3293. "#endif",
  3294. "#ifdef USE_SKINNING",
  3295. "attribute vec4 skinVertexA;",
  3296. "attribute vec4 skinVertexB;",
  3297. "attribute vec4 skinIndex;",
  3298. "attribute vec4 skinWeight;",
  3299. "#endif",
  3300. ""
  3301. ].join("\n");
  3302. var prefix_fragment = [
  3303. "precision " + _precision + " float;",
  3304. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3305. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3306. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  3307. "#define MAX_SHADOWS " + parameters.maxShadows,
  3308. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  3309. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3310. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3311. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3312. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  3313. ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
  3314. parameters.map ? "#define USE_MAP" : "",
  3315. parameters.envMap ? "#define USE_ENVMAP" : "",
  3316. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3317. parameters.vertexColors ? "#define USE_COLOR" : "",
  3318. parameters.metal ? "#define METAL" : "",
  3319. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3320. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3321. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  3322. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3323. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3324. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  3325. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  3326. "uniform mat4 viewMatrix;",
  3327. "uniform vec3 cameraPosition;",
  3328. ""
  3329. ].join("\n");
  3330. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  3331. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  3332. _gl.linkProgram( program );
  3333. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  3334. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  3335. }
  3336. //console.log( prefix_fragment + fragmentShader );
  3337. //console.log( prefix_vertex + vertexShader );
  3338. program.uniforms = {};
  3339. program.attributes = {};
  3340. var identifiers, u, a, i;
  3341. // cache uniform locations
  3342. identifiers = [
  3343. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  3344. 'boneGlobalMatrices', 'morphTargetInfluences'
  3345. ];
  3346. for ( u in uniforms ) {
  3347. identifiers.push( u );
  3348. }
  3349. cacheUniformLocations( program, identifiers );
  3350. // cache attributes locations
  3351. identifiers = [
  3352. "position", "normal", "uv", "uv2", "tangent", "color",
  3353. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  3354. ];
  3355. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  3356. identifiers.push( "morphTarget" + i );
  3357. }
  3358. for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
  3359. identifiers.push( "morphNormal" + i );
  3360. }
  3361. for ( a in attributes ) {
  3362. identifiers.push( a );
  3363. }
  3364. cacheAttributeLocations( program, identifiers );
  3365. program.id = _programs.length;
  3366. _programs.push( { program: program, code: code } );
  3367. _this.info.memory.programs = _programs.length;
  3368. return program;
  3369. };
  3370. // Shader parameters cache
  3371. function cacheUniformLocations ( program, identifiers ) {
  3372. var i, l, id;
  3373. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3374. id = identifiers[ i ];
  3375. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3376. }
  3377. };
  3378. function cacheAttributeLocations ( program, identifiers ) {
  3379. var i, l, id;
  3380. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3381. id = identifiers[ i ];
  3382. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3383. }
  3384. };
  3385. function getShader ( type, string ) {
  3386. var shader;
  3387. if ( type === "fragment" ) {
  3388. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3389. } else if ( type === "vertex" ) {
  3390. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3391. }
  3392. _gl.shaderSource( shader, string );
  3393. _gl.compileShader( shader );
  3394. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3395. console.error( _gl.getShaderInfoLog( shader ) );
  3396. console.error( string );
  3397. return null;
  3398. }
  3399. return shader;
  3400. };
  3401. // Textures
  3402. function isPowerOfTwo ( value ) {
  3403. return ( value & ( value - 1 ) ) === 0;
  3404. };
  3405. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3406. if ( isImagePowerOfTwo ) {
  3407. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3408. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3409. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3410. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3411. } else {
  3412. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3413. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3414. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3415. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3416. }
  3417. };
  3418. this.setTexture = function ( texture, slot ) {
  3419. if ( texture.needsUpdate ) {
  3420. if ( ! texture.__webglInit ) {
  3421. texture.__webglInit = true;
  3422. texture.__webglTexture = _gl.createTexture();
  3423. _this.info.memory.textures ++;
  3424. }
  3425. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3426. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3427. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  3428. var image = texture.image,
  3429. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  3430. glFormat = paramThreeToGL( texture.format ),
  3431. glType = paramThreeToGL( texture.type );
  3432. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3433. if ( texture instanceof THREE.DataTexture ) {
  3434. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3435. } else {
  3436. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3437. }
  3438. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3439. texture.needsUpdate = false;
  3440. if ( texture.onUpdate ) texture.onUpdate();
  3441. } else {
  3442. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3443. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3444. }
  3445. };
  3446. function clampToMaxSize ( image, maxSize ) {
  3447. if ( image.width <= maxSize && image.height <= maxSize ) {
  3448. return image;
  3449. }
  3450. // Warning: Scaling through the canvas will only work with images that use
  3451. // premultiplied alpha.
  3452. var maxDimension = Math.max( image.width, image.height );
  3453. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  3454. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  3455. var canvas = document.createElement( 'canvas' );
  3456. canvas.width = newWidth;
  3457. canvas.height = newHeight;
  3458. var ctx = canvas.getContext( "2d" );
  3459. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  3460. return canvas;
  3461. }
  3462. function setCubeTexture ( texture, slot ) {
  3463. if ( texture.image.length === 6 ) {
  3464. if ( texture.needsUpdate ) {
  3465. if ( ! texture.image.__webglTextureCube ) {
  3466. texture.image.__webglTextureCube = _gl.createTexture();
  3467. }
  3468. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3469. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3470. var cubeImage = [];
  3471. for ( var i = 0; i < 6; i ++ ) {
  3472. if ( _this.autoScaleCubemaps ) {
  3473. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3474. } else {
  3475. cubeImage[ i ] = texture.image[ i ];
  3476. }
  3477. }
  3478. var image = cubeImage[ 0 ],
  3479. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  3480. glFormat = paramThreeToGL( texture.format ),
  3481. glType = paramThreeToGL( texture.type );
  3482. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3483. for ( var i = 0; i < 6; i ++ ) {
  3484. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3485. }
  3486. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3487. texture.needsUpdate = false;
  3488. if ( texture.onUpdate ) texture.onUpdate();
  3489. } else {
  3490. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3491. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3492. }
  3493. }
  3494. };
  3495. function setCubeTextureDynamic ( texture, slot ) {
  3496. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3497. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3498. };
  3499. // Render targets
  3500. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3501. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3502. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3503. };
  3504. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3505. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3506. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3507. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3508. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3509. /* For some reason this is not working. Defaulting to RGBA4.
  3510. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3511. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3512. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3513. */
  3514. } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3515. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3516. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3517. } else {
  3518. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3519. }
  3520. };
  3521. this.setRenderTarget = function ( renderTarget ) {
  3522. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3523. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3524. if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3525. if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3526. renderTarget.__webglTexture = _gl.createTexture();
  3527. // Setup texture, create render and frame buffers
  3528. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
  3529. glFormat = paramThreeToGL( renderTarget.format ),
  3530. glType = paramThreeToGL( renderTarget.type );
  3531. if ( isCube ) {
  3532. renderTarget.__webglFramebuffer = [];
  3533. renderTarget.__webglRenderbuffer = [];
  3534. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3535. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3536. for ( var i = 0; i < 6; i ++ ) {
  3537. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3538. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3539. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3540. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3541. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3542. }
  3543. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3544. } else {
  3545. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3546. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3547. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3548. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3549. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3550. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3551. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3552. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3553. }
  3554. // Release everything
  3555. if ( isCube ) {
  3556. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3557. } else {
  3558. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3559. }
  3560. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3561. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  3562. }
  3563. var framebuffer, width, height, vx, vy;
  3564. if ( renderTarget ) {
  3565. if ( isCube ) {
  3566. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3567. } else {
  3568. framebuffer = renderTarget.__webglFramebuffer;
  3569. }
  3570. width = renderTarget.width;
  3571. height = renderTarget.height;
  3572. vx = 0;
  3573. vy = 0;
  3574. } else {
  3575. framebuffer = null;
  3576. width = _viewportWidth;
  3577. height = _viewportHeight;
  3578. vx = _viewportX;
  3579. vy = _viewportY;
  3580. }
  3581. if ( framebuffer !== _currentFramebuffer ) {
  3582. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3583. _gl.viewport( vx, vy, width, height );
  3584. _currentFramebuffer = framebuffer;
  3585. }
  3586. _currentWidth = width;
  3587. _currentHeight = height;
  3588. };
  3589. function updateRenderTargetMipmap ( renderTarget ) {
  3590. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3591. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3592. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3593. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3594. } else {
  3595. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3596. _gl.generateMipmap( _gl.TEXTURE_2D );
  3597. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3598. }
  3599. };
  3600. // Fallback filters for non-power-of-2 textures
  3601. function filterFallback ( f ) {
  3602. switch ( f ) {
  3603. case THREE.NearestFilter:
  3604. case THREE.NearestMipMapNearestFilter:
  3605. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  3606. case THREE.LinearFilter:
  3607. case THREE.LinearMipMapNearestFilter:
  3608. case THREE.LinearMipMapLinearFilter:
  3609. default:
  3610. return _gl.LINEAR; break;
  3611. }
  3612. };
  3613. // Map three.js constants to WebGL constants
  3614. function paramThreeToGL ( p ) {
  3615. switch ( p ) {
  3616. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  3617. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  3618. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  3619. case THREE.NearestFilter: return _gl.NEAREST; break;
  3620. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  3621. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  3622. case THREE.LinearFilter: return _gl.LINEAR; break;
  3623. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  3624. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3625. case THREE.ByteType: return _gl.BYTE; break;
  3626. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3627. case THREE.ShortType: return _gl.SHORT; break;
  3628. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3629. case THREE.IntType: return _gl.INT; break;
  3630. case THREE.UnsignedIntType: return _gl.UNSIGNED_INT; break;
  3631. case THREE.FloatType: return _gl.FLOAT; break;
  3632. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3633. case THREE.RGBFormat: return _gl.RGB; break;
  3634. case THREE.RGBAFormat: return _gl.RGBA; break;
  3635. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3636. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3637. case THREE.AddEquation: return _gl.FUNC_ADD; break;
  3638. case THREE.SubtractEquation: return _gl.FUNC_SUBTRACT; break;
  3639. case THREE.ReverseSubtractEquation: return _gl.FUNC_REVERSE_SUBTRACT; break;
  3640. case THREE.ZeroFactor: return _gl.ZERO; break;
  3641. case THREE.OneFactor: return _gl.ONE; break;
  3642. case THREE.SrcColorFactor: return _gl.SRC_COLOR; break;
  3643. case THREE.OneMinusSrcColorFactor: return _gl.ONE_MINUS_SRC_COLOR; break;
  3644. case THREE.SrcAlphaFactor: return _gl.SRC_ALPHA; break;
  3645. case THREE.OneMinusSrcAlphaFactor: return _gl.ONE_MINUS_SRC_ALPHA; break;
  3646. case THREE.DstAlphaFactor: return _gl.DST_ALPHA; break;
  3647. case THREE.OneMinusDstAlphaFactor: return _gl.ONE_MINUS_DST_ALPHA; break;
  3648. case THREE.DstColorFactor: return _gl.DST_COLOR; break;
  3649. case THREE.OneMinusDstColorFactor: return _gl.ONE_MINUS_DST_COLOR; break;
  3650. case THREE.SrcAlphaSaturateFactor: return _gl.SRC_ALPHA_SATURATE; break;
  3651. }
  3652. return 0;
  3653. };
  3654. // Allocations
  3655. function allocateBones ( object ) {
  3656. // default for when object is not specified
  3657. // ( for example when prebuilding shader
  3658. // to be used with multiple objects )
  3659. //
  3660. // - leave some extra space for other uniforms
  3661. // - limit here is ANGLE's 254 max uniform vectors
  3662. // (up to 54 should be safe)
  3663. var maxBones = 50;
  3664. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3665. maxBones = object.bones.length;
  3666. }
  3667. return maxBones;
  3668. };
  3669. function allocateLights ( lights ) {
  3670. var l, ll, light, dirLights, pointLights, spotLights, maxDirLights, maxPointLights, maxSpotLights;
  3671. dirLights = pointLights = spotLights = maxDirLights = maxPointLights = maxSpotLights = 0;
  3672. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  3673. light = lights[ l ];
  3674. if ( light.onlyShadow ) continue;
  3675. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3676. if ( light instanceof THREE.PointLight ) pointLights ++;
  3677. if ( light instanceof THREE.SpotLight ) spotLights ++;
  3678. }
  3679. if ( ( pointLights + spotLights + dirLights ) <= _maxLights ) {
  3680. maxDirLights = dirLights;
  3681. maxPointLights = pointLights;
  3682. maxSpotLights = spotLights;
  3683. } else {
  3684. maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
  3685. maxPointLights = _maxLights - maxDirLights;
  3686. maxSpotLights = maxPointLights; // this is not really correct
  3687. }
  3688. return { 'directional' : maxDirLights, 'point' : maxPointLights, 'spot': maxSpotLights };
  3689. };
  3690. function allocateShadows ( lights ) {
  3691. var l, ll, light, maxShadows = 0;
  3692. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3693. light = lights[ l ];
  3694. if ( ! light.castShadow ) continue;
  3695. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  3696. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  3697. }
  3698. return maxShadows;
  3699. };
  3700. // Initialization
  3701. function initGL () {
  3702. var gl;
  3703. try {
  3704. if ( ! ( gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
  3705. throw 'Error creating WebGL context.';
  3706. }
  3707. } catch ( error ) {
  3708. console.error( error );
  3709. }
  3710. if ( ! gl.getExtension( 'OES_texture_float' ) ) {
  3711. console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
  3712. }
  3713. return gl;
  3714. };
  3715. function setDefaultGLState () {
  3716. _gl.clearColor( 0, 0, 0, 1 );
  3717. _gl.clearDepth( 1 );
  3718. _gl.clearStencil( 0 );
  3719. _gl.enable( _gl.DEPTH_TEST );
  3720. _gl.depthFunc( _gl.LEQUAL );
  3721. _gl.frontFace( _gl.CCW );
  3722. _gl.cullFace( _gl.BACK );
  3723. _gl.enable( _gl.CULL_FACE );
  3724. _gl.enable( _gl.BLEND );
  3725. _gl.blendEquation( _gl.FUNC_ADD );
  3726. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  3727. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  3728. };
  3729. // default plugins (order is important)
  3730. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  3731. this.addPrePlugin( this.shadowMapPlugin );
  3732. this.addPostPlugin( new THREE.SpritePlugin() );
  3733. this.addPostPlugin( new THREE.LensFlarePlugin() );
  3734. };