WebGLRenderer.js 146 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. _context = parameters.context !== undefined ? parameters.context : null,
  12. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  13. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14. _depth = parameters.depth !== undefined ? parameters.depth : true,
  15. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  16. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  17. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  18. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  19. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  20. _clearColor = new THREE.Color( 0x000000 ),
  21. _clearAlpha = 0;
  22. var opaqueObjects = [];
  23. var transparentObjects = [];
  24. var _sortObjects = true;
  25. // public properties
  26. this.domElement = _canvas;
  27. this.context = null;
  28. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  29. ? parameters.devicePixelRatio
  30. : self.devicePixelRatio !== undefined
  31. ? self.devicePixelRatio
  32. : 1;
  33. // clearing
  34. this.autoClear = true;
  35. this.autoClearColor = true;
  36. this.autoClearDepth = true;
  37. this.autoClearStencil = true;
  38. // scene graph
  39. this.sortObjects = true;
  40. // physically based shading
  41. this.gammaInput = false;
  42. this.gammaOutput = false;
  43. // shadow map
  44. this.shadowMapEnabled = false;
  45. this.shadowMapAutoUpdate = true;
  46. this.shadowMapType = THREE.PCFShadowMap;
  47. this.shadowMapCullFace = THREE.CullFaceFront;
  48. this.shadowMapDebug = false;
  49. this.shadowMapCascade = false;
  50. // morphs
  51. this.maxMorphTargets = 8;
  52. this.maxMorphNormals = 4;
  53. // flags
  54. this.autoScaleCubemaps = true;
  55. // custom render plugins
  56. this.renderPluginsPre = [];
  57. this.renderPluginsPost = [];
  58. // info
  59. this.info = {
  60. memory: {
  61. programs: 0,
  62. geometries: 0,
  63. textures: 0
  64. },
  65. render: {
  66. calls: 0,
  67. vertices: 0,
  68. faces: 0,
  69. points: 0
  70. }
  71. };
  72. // internal properties
  73. var _this = this,
  74. _programs = [],
  75. // internal state cache
  76. _currentProgram = null,
  77. _currentFramebuffer = null,
  78. _currentMaterialId = - 1,
  79. _currentGeometryGroupHash = null,
  80. _currentCamera = null,
  81. _usedTextureUnits = 0,
  82. // GL state cache
  83. _oldDoubleSided = - 1,
  84. _oldFlipSided = - 1,
  85. _oldBlending = - 1,
  86. _oldBlendEquation = - 1,
  87. _oldBlendSrc = - 1,
  88. _oldBlendDst = - 1,
  89. _oldDepthTest = - 1,
  90. _oldDepthWrite = - 1,
  91. _oldPolygonOffset = null,
  92. _oldPolygonOffsetFactor = null,
  93. _oldPolygonOffsetUnits = null,
  94. _oldLineWidth = null,
  95. _viewportX = 0,
  96. _viewportY = 0,
  97. _viewportWidth = _canvas.width,
  98. _viewportHeight = _canvas.height,
  99. _currentWidth = 0,
  100. _currentHeight = 0,
  101. _newAttributes = new Uint8Array( 16 ),
  102. _enabledAttributes = new Uint8Array( 16 ),
  103. // frustum
  104. _frustum = new THREE.Frustum(),
  105. // camera matrices cache
  106. _projScreenMatrix = new THREE.Matrix4(),
  107. _projScreenMatrixPS = new THREE.Matrix4(),
  108. _vector3 = new THREE.Vector3(),
  109. // light arrays cache
  110. _direction = new THREE.Vector3(),
  111. _lightsNeedUpdate = true,
  112. _lights = {
  113. ambient: [ 0, 0, 0 ],
  114. directional: { length: 0, colors:[], positions: [] },
  115. point: { length: 0, colors: [], positions: [], distances: [] },
  116. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] },
  117. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  118. };
  119. // initialize
  120. var _gl;
  121. var _glExtensionTextureFloat;
  122. var _glExtensionTextureFloatLinear;
  123. var _glExtensionStandardDerivatives;
  124. var _glExtensionTextureFilterAnisotropic;
  125. var _glExtensionCompressedTextureS3TC;
  126. var _glExtensionElementIndexUint;
  127. var _glExtensionFragDepth;
  128. initGL();
  129. setDefaultGLState();
  130. this.context = _gl;
  131. // GPU capabilities
  132. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  133. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  134. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  135. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  136. var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  137. var _supportsVertexTextures = ( _maxVertexTextures > 0 );
  138. var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
  139. var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
  140. //
  141. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  142. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  143. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  144. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  145. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  146. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  147. // clamp precision to maximum available
  148. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  149. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  150. if ( _precision === 'highp' && ! highpAvailable ) {
  151. if ( mediumpAvailable ) {
  152. _precision = 'mediump';
  153. console.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
  154. } else {
  155. _precision = 'lowp';
  156. console.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
  157. }
  158. }
  159. if ( _precision === 'mediump' && ! mediumpAvailable ) {
  160. _precision = 'lowp';
  161. console.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
  162. }
  163. // API
  164. this.getContext = function () {
  165. return _gl;
  166. };
  167. this.supportsVertexTextures = function () {
  168. return _supportsVertexTextures;
  169. };
  170. this.supportsFloatTextures = function () {
  171. return _glExtensionTextureFloat;
  172. };
  173. this.supportsStandardDerivatives = function () {
  174. return _glExtensionStandardDerivatives;
  175. };
  176. this.supportsCompressedTextureS3TC = function () {
  177. return _glExtensionCompressedTextureS3TC;
  178. };
  179. this.getMaxAnisotropy = function () {
  180. return _maxAnisotropy;
  181. };
  182. this.getPrecision = function () {
  183. return _precision;
  184. };
  185. this.setSize = function ( width, height, updateStyle ) {
  186. _canvas.width = width * this.devicePixelRatio;
  187. _canvas.height = height * this.devicePixelRatio;
  188. if ( updateStyle !== false ) {
  189. _canvas.style.width = width + 'px';
  190. _canvas.style.height = height + 'px';
  191. }
  192. this.setViewport( 0, 0, width, height );
  193. };
  194. this.setViewport = function ( x, y, width, height ) {
  195. _viewportX = x * this.devicePixelRatio;
  196. _viewportY = y * this.devicePixelRatio;
  197. _viewportWidth = width * this.devicePixelRatio;
  198. _viewportHeight = height * this.devicePixelRatio;
  199. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  200. };
  201. this.setScissor = function ( x, y, width, height ) {
  202. _gl.scissor(
  203. x * this.devicePixelRatio,
  204. y * this.devicePixelRatio,
  205. width * this.devicePixelRatio,
  206. height * this.devicePixelRatio
  207. );
  208. };
  209. this.enableScissorTest = function ( enable ) {
  210. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  211. };
  212. // Clearing
  213. this.setClearColor = function ( color, alpha ) {
  214. _clearColor.set( color );
  215. _clearAlpha = alpha !== undefined ? alpha : 1;
  216. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  217. };
  218. this.setClearColorHex = function ( hex, alpha ) {
  219. console.warn( 'THREE.WebGLRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  220. this.setClearColor( hex, alpha );
  221. };
  222. this.getClearColor = function () {
  223. return _clearColor;
  224. };
  225. this.getClearAlpha = function () {
  226. return _clearAlpha;
  227. };
  228. this.clear = function ( color, depth, stencil ) {
  229. var bits = 0;
  230. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  231. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  232. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  233. _gl.clear( bits );
  234. };
  235. this.clearColor = function () {
  236. _gl.clear( _gl.COLOR_BUFFER_BIT );
  237. };
  238. this.clearDepth = function () {
  239. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  240. };
  241. this.clearStencil = function () {
  242. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  243. };
  244. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  245. this.setRenderTarget( renderTarget );
  246. this.clear( color, depth, stencil );
  247. };
  248. // Plugins
  249. this.addPostPlugin = function ( plugin ) {
  250. plugin.init( this );
  251. this.renderPluginsPost.push( plugin );
  252. };
  253. this.addPrePlugin = function ( plugin ) {
  254. plugin.init( this );
  255. this.renderPluginsPre.push( plugin );
  256. };
  257. // Rendering
  258. this.updateShadowMap = function ( scene, camera ) {
  259. _currentProgram = null;
  260. _oldBlending = - 1;
  261. _oldDepthTest = - 1;
  262. _oldDepthWrite = - 1;
  263. _currentGeometryGroupHash = - 1;
  264. _currentMaterialId = - 1;
  265. _lightsNeedUpdate = true;
  266. _oldDoubleSided = - 1;
  267. _oldFlipSided = - 1;
  268. initObjects( scene );
  269. this.shadowMapPlugin.update( scene, camera );
  270. };
  271. // Internal functions
  272. // Buffer allocation
  273. function createParticleBuffers ( geometry ) {
  274. geometry.__webglVertexBuffer = _gl.createBuffer();
  275. geometry.__webglColorBuffer = _gl.createBuffer();
  276. _this.info.memory.geometries ++;
  277. };
  278. function createLineBuffers ( geometry ) {
  279. geometry.__webglVertexBuffer = _gl.createBuffer();
  280. geometry.__webglColorBuffer = _gl.createBuffer();
  281. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  282. _this.info.memory.geometries ++;
  283. };
  284. function createMeshBuffers ( geometryGroup ) {
  285. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  286. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  287. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  288. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  289. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  290. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  291. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  292. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  293. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  294. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  295. var m, ml;
  296. if ( geometryGroup.numMorphTargets ) {
  297. geometryGroup.__webglMorphTargetsBuffers = [];
  298. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  299. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  300. }
  301. }
  302. if ( geometryGroup.numMorphNormals ) {
  303. geometryGroup.__webglMorphNormalsBuffers = [];
  304. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  305. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  306. }
  307. }
  308. _this.info.memory.geometries ++;
  309. };
  310. // Events
  311. var onGeometryDispose = function ( event ) {
  312. var geometry = event.target;
  313. geometry.removeEventListener( 'dispose', onGeometryDispose );
  314. deallocateGeometry( geometry );
  315. };
  316. var onTextureDispose = function ( event ) {
  317. var texture = event.target;
  318. texture.removeEventListener( 'dispose', onTextureDispose );
  319. deallocateTexture( texture );
  320. _this.info.memory.textures --;
  321. };
  322. var onRenderTargetDispose = function ( event ) {
  323. var renderTarget = event.target;
  324. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  325. deallocateRenderTarget( renderTarget );
  326. _this.info.memory.textures --;
  327. };
  328. var onMaterialDispose = function ( event ) {
  329. var material = event.target;
  330. material.removeEventListener( 'dispose', onMaterialDispose );
  331. deallocateMaterial( material );
  332. };
  333. // Buffer deallocation
  334. var deleteBuffers = function ( geometry ) {
  335. if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
  336. if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
  337. if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
  338. if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
  339. if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
  340. if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
  341. if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
  342. if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
  343. if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
  344. if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
  345. if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
  346. // custom attributes
  347. if ( geometry.__webglCustomAttributesList !== undefined ) {
  348. for ( var id in geometry.__webglCustomAttributesList ) {
  349. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
  350. }
  351. }
  352. _this.info.memory.geometries --;
  353. };
  354. var deallocateGeometry = function ( geometry ) {
  355. geometry.__webglInit = undefined;
  356. if ( geometry instanceof THREE.BufferGeometry ) {
  357. var attributes = geometry.attributes;
  358. for ( var key in attributes ) {
  359. if ( attributes[ key ].buffer !== undefined ) {
  360. _gl.deleteBuffer( attributes[ key ].buffer );
  361. }
  362. }
  363. _this.info.memory.geometries --;
  364. } else {
  365. if ( geometry.geometryGroups !== undefined ) {
  366. for ( var i = 0,l = geometry.geometryGroupsList.length; i<l;i++ ) {
  367. var geometryGroup = geometry.geometryGroupsList[ i ];
  368. if ( geometryGroup.numMorphTargets !== undefined ) {
  369. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  370. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  371. }
  372. }
  373. if ( geometryGroup.numMorphNormals !== undefined ) {
  374. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  375. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  376. }
  377. }
  378. deleteBuffers( geometryGroup );
  379. }
  380. } else {
  381. deleteBuffers( geometry );
  382. }
  383. }
  384. };
  385. var deallocateTexture = function ( texture ) {
  386. if ( texture.image && texture.image.__webglTextureCube ) {
  387. // cube texture
  388. _gl.deleteTexture( texture.image.__webglTextureCube );
  389. } else {
  390. // 2D texture
  391. if ( ! texture.__webglInit ) return;
  392. texture.__webglInit = false;
  393. _gl.deleteTexture( texture.__webglTexture );
  394. }
  395. };
  396. var deallocateRenderTarget = function ( renderTarget ) {
  397. if ( ! renderTarget || ! renderTarget.__webglTexture ) return;
  398. _gl.deleteTexture( renderTarget.__webglTexture );
  399. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  400. for ( var i = 0; i < 6; i ++ ) {
  401. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  402. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  403. }
  404. } else {
  405. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  406. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  407. }
  408. };
  409. var deallocateMaterial = function ( material ) {
  410. var program = material.program.program;
  411. if ( program === undefined ) return;
  412. material.program = undefined;
  413. // only deallocate GL program if this was the last use of shared program
  414. // assumed there is only single copy of any program in the _programs list
  415. // (that's how it's constructed)
  416. var i, il, programInfo;
  417. var deleteProgram = false;
  418. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  419. programInfo = _programs[ i ];
  420. if ( programInfo.program === program ) {
  421. programInfo.usedTimes --;
  422. if ( programInfo.usedTimes === 0 ) {
  423. deleteProgram = true;
  424. }
  425. break;
  426. }
  427. }
  428. if ( deleteProgram === true ) {
  429. // avoid using array.splice, this is costlier than creating new array from scratch
  430. var newPrograms = [];
  431. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  432. programInfo = _programs[ i ];
  433. if ( programInfo.program !== program ) {
  434. newPrograms.push( programInfo );
  435. }
  436. }
  437. _programs = newPrograms;
  438. _gl.deleteProgram( program );
  439. _this.info.memory.programs --;
  440. }
  441. };
  442. // Buffer initialization
  443. function initCustomAttributes ( geometry, object ) {
  444. var nvertices = geometry.vertices.length;
  445. var material = object.material;
  446. if ( material.attributes ) {
  447. if ( geometry.__webglCustomAttributesList === undefined ) {
  448. geometry.__webglCustomAttributesList = [];
  449. }
  450. for ( var a in material.attributes ) {
  451. var attribute = material.attributes[ a ];
  452. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  453. attribute.__webglInitialized = true;
  454. var size = 1; // "f" and "i"
  455. if ( attribute.type === 'v2' ) size = 2;
  456. else if ( attribute.type === 'v3' ) size = 3;
  457. else if ( attribute.type === 'v4' ) size = 4;
  458. else if ( attribute.type === 'c' ) size = 3;
  459. attribute.size = size;
  460. attribute.array = new Float32Array( nvertices * size );
  461. attribute.buffer = _gl.createBuffer();
  462. attribute.buffer.belongsToAttribute = a;
  463. attribute.needsUpdate = true;
  464. }
  465. geometry.__webglCustomAttributesList.push( attribute );
  466. }
  467. }
  468. };
  469. function initParticleBuffers ( geometry, object ) {
  470. var nvertices = geometry.vertices.length;
  471. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  472. geometry.__colorArray = new Float32Array( nvertices * 3 );
  473. geometry.__sortArray = [];
  474. geometry.__webglParticleCount = nvertices;
  475. initCustomAttributes ( geometry, object );
  476. };
  477. function initLineBuffers ( geometry, object ) {
  478. var nvertices = geometry.vertices.length;
  479. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  480. geometry.__colorArray = new Float32Array( nvertices * 3 );
  481. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  482. geometry.__webglLineCount = nvertices;
  483. initCustomAttributes ( geometry, object );
  484. };
  485. function initMeshBuffers ( geometryGroup, object ) {
  486. var geometry = object.geometry,
  487. faces3 = geometryGroup.faces3,
  488. nvertices = faces3.length * 3,
  489. ntris = faces3.length * 1,
  490. nlines = faces3.length * 3,
  491. material = getBufferMaterial( object, geometryGroup ),
  492. uvType = bufferGuessUVType( material ),
  493. normalType = bufferGuessNormalType( material ),
  494. vertexColorType = bufferGuessVertexColorType( material );
  495. // console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  496. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  497. if ( normalType ) {
  498. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  499. }
  500. if ( geometry.hasTangents ) {
  501. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  502. }
  503. if ( vertexColorType ) {
  504. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  505. }
  506. if ( uvType ) {
  507. if ( geometry.faceVertexUvs.length > 0 ) {
  508. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  509. }
  510. if ( geometry.faceVertexUvs.length > 1 ) {
  511. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  512. }
  513. }
  514. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  515. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  516. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  517. }
  518. var UintArray = _glExtensionElementIndexUint !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
  519. geometryGroup.__typeArray = UintArray;
  520. geometryGroup.__faceArray = new UintArray( ntris * 3 );
  521. geometryGroup.__lineArray = new UintArray( nlines * 2 );
  522. var m, ml;
  523. if ( geometryGroup.numMorphTargets ) {
  524. geometryGroup.__morphTargetsArrays = [];
  525. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  526. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  527. }
  528. }
  529. if ( geometryGroup.numMorphNormals ) {
  530. geometryGroup.__morphNormalsArrays = [];
  531. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  532. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  533. }
  534. }
  535. geometryGroup.__webglFaceCount = ntris * 3;
  536. geometryGroup.__webglLineCount = nlines * 2;
  537. // custom attributes
  538. if ( material.attributes ) {
  539. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  540. geometryGroup.__webglCustomAttributesList = [];
  541. }
  542. for ( var a in material.attributes ) {
  543. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  544. // attribute buffers which are correctly indexed in the setMeshBuffers function
  545. var originalAttribute = material.attributes[ a ];
  546. var attribute = {};
  547. for ( var property in originalAttribute ) {
  548. attribute[ property ] = originalAttribute[ property ];
  549. }
  550. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  551. attribute.__webglInitialized = true;
  552. var size = 1; // "f" and "i"
  553. if ( attribute.type === 'v2' ) size = 2;
  554. else if ( attribute.type === 'v3' ) size = 3;
  555. else if ( attribute.type === 'v4' ) size = 4;
  556. else if ( attribute.type === 'c' ) size = 3;
  557. attribute.size = size;
  558. attribute.array = new Float32Array( nvertices * size );
  559. attribute.buffer = _gl.createBuffer();
  560. attribute.buffer.belongsToAttribute = a;
  561. originalAttribute.needsUpdate = true;
  562. attribute.__original = originalAttribute;
  563. }
  564. geometryGroup.__webglCustomAttributesList.push( attribute );
  565. }
  566. }
  567. geometryGroup.__inittedArrays = true;
  568. };
  569. function getBufferMaterial( object, geometryGroup ) {
  570. return object.material instanceof THREE.MeshFaceMaterial
  571. ? object.material.materials[ geometryGroup.materialIndex ]
  572. : object.material;
  573. };
  574. function materialNeedsSmoothNormals ( material ) {
  575. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  576. };
  577. function bufferGuessNormalType ( material ) {
  578. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  579. if ( ( material instanceof THREE.MeshBasicMaterial && ! material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  580. return false;
  581. }
  582. if ( materialNeedsSmoothNormals( material ) ) {
  583. return THREE.SmoothShading;
  584. } else {
  585. return THREE.FlatShading;
  586. }
  587. };
  588. function bufferGuessVertexColorType( material ) {
  589. if ( material.vertexColors ) {
  590. return material.vertexColors;
  591. }
  592. return false;
  593. };
  594. function bufferGuessUVType( material ) {
  595. // material must use some texture to require uvs
  596. if ( material.map ||
  597. material.lightMap ||
  598. material.bumpMap ||
  599. material.normalMap ||
  600. material.specularMap ||
  601. material.alphaMap ||
  602. material instanceof THREE.ShaderMaterial ) {
  603. return true;
  604. }
  605. return false;
  606. };
  607. //
  608. function initDirectBuffers( geometry ) {
  609. for ( var name in geometry.attributes ) {
  610. var bufferType = ( name === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  611. var attribute = geometry.attributes[ name ];
  612. attribute.buffer = _gl.createBuffer();
  613. _gl.bindBuffer( bufferType, attribute.buffer );
  614. _gl.bufferData( bufferType, attribute.array, _gl.STATIC_DRAW );
  615. }
  616. }
  617. // Buffer setting
  618. function setParticleBuffers ( geometry, hint, object ) {
  619. var v, c, vertex, offset, index, color,
  620. vertices = geometry.vertices,
  621. vl = vertices.length,
  622. colors = geometry.colors,
  623. cl = colors.length,
  624. vertexArray = geometry.__vertexArray,
  625. colorArray = geometry.__colorArray,
  626. sortArray = geometry.__sortArray,
  627. dirtyVertices = geometry.verticesNeedUpdate,
  628. dirtyElements = geometry.elementsNeedUpdate,
  629. dirtyColors = geometry.colorsNeedUpdate,
  630. customAttributes = geometry.__webglCustomAttributesList,
  631. i, il,
  632. a, ca, cal, value,
  633. customAttribute;
  634. if ( object.sortParticles ) {
  635. _projScreenMatrixPS.copy( _projScreenMatrix );
  636. _projScreenMatrixPS.multiply( object.matrixWorld );
  637. for ( v = 0; v < vl; v ++ ) {
  638. vertex = vertices[ v ];
  639. _vector3.copy( vertex );
  640. _vector3.applyProjection( _projScreenMatrixPS );
  641. sortArray[ v ] = [ _vector3.z, v ];
  642. }
  643. sortArray.sort( numericalSort );
  644. for ( v = 0; v < vl; v ++ ) {
  645. vertex = vertices[ sortArray[ v ][ 1 ] ];
  646. offset = v * 3;
  647. vertexArray[ offset ] = vertex.x;
  648. vertexArray[ offset + 1 ] = vertex.y;
  649. vertexArray[ offset + 2 ] = vertex.z;
  650. }
  651. for ( c = 0; c < cl; c ++ ) {
  652. offset = c * 3;
  653. color = colors[ sortArray[ c ][ 1 ] ];
  654. colorArray[ offset ] = color.r;
  655. colorArray[ offset + 1 ] = color.g;
  656. colorArray[ offset + 2 ] = color.b;
  657. }
  658. if ( customAttributes ) {
  659. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  660. customAttribute = customAttributes[ i ];
  661. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) continue;
  662. offset = 0;
  663. cal = customAttribute.value.length;
  664. if ( customAttribute.size === 1 ) {
  665. for ( ca = 0; ca < cal; ca ++ ) {
  666. index = sortArray[ ca ][ 1 ];
  667. customAttribute.array[ ca ] = customAttribute.value[ index ];
  668. }
  669. } else if ( customAttribute.size === 2 ) {
  670. for ( ca = 0; ca < cal; ca ++ ) {
  671. index = sortArray[ ca ][ 1 ];
  672. value = customAttribute.value[ index ];
  673. customAttribute.array[ offset ] = value.x;
  674. customAttribute.array[ offset + 1 ] = value.y;
  675. offset += 2;
  676. }
  677. } else if ( customAttribute.size === 3 ) {
  678. if ( customAttribute.type === 'c' ) {
  679. for ( ca = 0; ca < cal; ca ++ ) {
  680. index = sortArray[ ca ][ 1 ];
  681. value = customAttribute.value[ index ];
  682. customAttribute.array[ offset ] = value.r;
  683. customAttribute.array[ offset + 1 ] = value.g;
  684. customAttribute.array[ offset + 2 ] = value.b;
  685. offset += 3;
  686. }
  687. } else {
  688. for ( ca = 0; ca < cal; ca ++ ) {
  689. index = sortArray[ ca ][ 1 ];
  690. value = customAttribute.value[ index ];
  691. customAttribute.array[ offset ] = value.x;
  692. customAttribute.array[ offset + 1 ] = value.y;
  693. customAttribute.array[ offset + 2 ] = value.z;
  694. offset += 3;
  695. }
  696. }
  697. } else if ( customAttribute.size === 4 ) {
  698. for ( ca = 0; ca < cal; ca ++ ) {
  699. index = sortArray[ ca ][ 1 ];
  700. value = customAttribute.value[ index ];
  701. customAttribute.array[ offset ] = value.x;
  702. customAttribute.array[ offset + 1 ] = value.y;
  703. customAttribute.array[ offset + 2 ] = value.z;
  704. customAttribute.array[ offset + 3 ] = value.w;
  705. offset += 4;
  706. }
  707. }
  708. }
  709. }
  710. } else {
  711. if ( dirtyVertices ) {
  712. for ( v = 0; v < vl; v ++ ) {
  713. vertex = vertices[ v ];
  714. offset = v * 3;
  715. vertexArray[ offset ] = vertex.x;
  716. vertexArray[ offset + 1 ] = vertex.y;
  717. vertexArray[ offset + 2 ] = vertex.z;
  718. }
  719. }
  720. if ( dirtyColors ) {
  721. for ( c = 0; c < cl; c ++ ) {
  722. color = colors[ c ];
  723. offset = c * 3;
  724. colorArray[ offset ] = color.r;
  725. colorArray[ offset + 1 ] = color.g;
  726. colorArray[ offset + 2 ] = color.b;
  727. }
  728. }
  729. if ( customAttributes ) {
  730. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  731. customAttribute = customAttributes[ i ];
  732. if ( customAttribute.needsUpdate &&
  733. ( customAttribute.boundTo === undefined ||
  734. customAttribute.boundTo === 'vertices' ) ) {
  735. cal = customAttribute.value.length;
  736. offset = 0;
  737. if ( customAttribute.size === 1 ) {
  738. for ( ca = 0; ca < cal; ca ++ ) {
  739. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  740. }
  741. } else if ( customAttribute.size === 2 ) {
  742. for ( ca = 0; ca < cal; ca ++ ) {
  743. value = customAttribute.value[ ca ];
  744. customAttribute.array[ offset ] = value.x;
  745. customAttribute.array[ offset + 1 ] = value.y;
  746. offset += 2;
  747. }
  748. } else if ( customAttribute.size === 3 ) {
  749. if ( customAttribute.type === 'c' ) {
  750. for ( ca = 0; ca < cal; ca ++ ) {
  751. value = customAttribute.value[ ca ];
  752. customAttribute.array[ offset ] = value.r;
  753. customAttribute.array[ offset + 1 ] = value.g;
  754. customAttribute.array[ offset + 2 ] = value.b;
  755. offset += 3;
  756. }
  757. } else {
  758. for ( ca = 0; ca < cal; ca ++ ) {
  759. value = customAttribute.value[ ca ];
  760. customAttribute.array[ offset ] = value.x;
  761. customAttribute.array[ offset + 1 ] = value.y;
  762. customAttribute.array[ offset + 2 ] = value.z;
  763. offset += 3;
  764. }
  765. }
  766. } else if ( customAttribute.size === 4 ) {
  767. for ( ca = 0; ca < cal; ca ++ ) {
  768. value = customAttribute.value[ ca ];
  769. customAttribute.array[ offset ] = value.x;
  770. customAttribute.array[ offset + 1 ] = value.y;
  771. customAttribute.array[ offset + 2 ] = value.z;
  772. customAttribute.array[ offset + 3 ] = value.w;
  773. offset += 4;
  774. }
  775. }
  776. }
  777. }
  778. }
  779. }
  780. if ( dirtyVertices || object.sortParticles ) {
  781. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  782. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  783. }
  784. if ( dirtyColors || object.sortParticles ) {
  785. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  786. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  787. }
  788. if ( customAttributes ) {
  789. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  790. customAttribute = customAttributes[ i ];
  791. if ( customAttribute.needsUpdate || object.sortParticles ) {
  792. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  793. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  794. }
  795. }
  796. }
  797. }
  798. function setLineBuffers ( geometry, hint ) {
  799. var v, c, d, vertex, offset, color,
  800. vertices = geometry.vertices,
  801. colors = geometry.colors,
  802. lineDistances = geometry.lineDistances,
  803. vl = vertices.length,
  804. cl = colors.length,
  805. dl = lineDistances.length,
  806. vertexArray = geometry.__vertexArray,
  807. colorArray = geometry.__colorArray,
  808. lineDistanceArray = geometry.__lineDistanceArray,
  809. dirtyVertices = geometry.verticesNeedUpdate,
  810. dirtyColors = geometry.colorsNeedUpdate,
  811. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  812. customAttributes = geometry.__webglCustomAttributesList,
  813. i, il,
  814. a, ca, cal, value,
  815. customAttribute;
  816. if ( dirtyVertices ) {
  817. for ( v = 0; v < vl; v ++ ) {
  818. vertex = vertices[ v ];
  819. offset = v * 3;
  820. vertexArray[ offset ] = vertex.x;
  821. vertexArray[ offset + 1 ] = vertex.y;
  822. vertexArray[ offset + 2 ] = vertex.z;
  823. }
  824. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  825. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  826. }
  827. if ( dirtyColors ) {
  828. for ( c = 0; c < cl; c ++ ) {
  829. color = colors[ c ];
  830. offset = c * 3;
  831. colorArray[ offset ] = color.r;
  832. colorArray[ offset + 1 ] = color.g;
  833. colorArray[ offset + 2 ] = color.b;
  834. }
  835. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  836. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  837. }
  838. if ( dirtyLineDistances ) {
  839. for ( d = 0; d < dl; d ++ ) {
  840. lineDistanceArray[ d ] = lineDistances[ d ];
  841. }
  842. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  843. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  844. }
  845. if ( customAttributes ) {
  846. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  847. customAttribute = customAttributes[ i ];
  848. if ( customAttribute.needsUpdate &&
  849. ( customAttribute.boundTo === undefined ||
  850. customAttribute.boundTo === 'vertices' ) ) {
  851. offset = 0;
  852. cal = customAttribute.value.length;
  853. if ( customAttribute.size === 1 ) {
  854. for ( ca = 0; ca < cal; ca ++ ) {
  855. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  856. }
  857. } else if ( customAttribute.size === 2 ) {
  858. for ( ca = 0; ca < cal; ca ++ ) {
  859. value = customAttribute.value[ ca ];
  860. customAttribute.array[ offset ] = value.x;
  861. customAttribute.array[ offset + 1 ] = value.y;
  862. offset += 2;
  863. }
  864. } else if ( customAttribute.size === 3 ) {
  865. if ( customAttribute.type === 'c' ) {
  866. for ( ca = 0; ca < cal; ca ++ ) {
  867. value = customAttribute.value[ ca ];
  868. customAttribute.array[ offset ] = value.r;
  869. customAttribute.array[ offset + 1 ] = value.g;
  870. customAttribute.array[ offset + 2 ] = value.b;
  871. offset += 3;
  872. }
  873. } else {
  874. for ( ca = 0; ca < cal; ca ++ ) {
  875. value = customAttribute.value[ ca ];
  876. customAttribute.array[ offset ] = value.x;
  877. customAttribute.array[ offset + 1 ] = value.y;
  878. customAttribute.array[ offset + 2 ] = value.z;
  879. offset += 3;
  880. }
  881. }
  882. } else if ( customAttribute.size === 4 ) {
  883. for ( ca = 0; ca < cal; ca ++ ) {
  884. value = customAttribute.value[ ca ];
  885. customAttribute.array[ offset ] = value.x;
  886. customAttribute.array[ offset + 1 ] = value.y;
  887. customAttribute.array[ offset + 2 ] = value.z;
  888. customAttribute.array[ offset + 3 ] = value.w;
  889. offset += 4;
  890. }
  891. }
  892. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  893. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  894. }
  895. }
  896. }
  897. }
  898. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  899. if ( ! geometryGroup.__inittedArrays ) {
  900. return;
  901. }
  902. var normalType = bufferGuessNormalType( material ),
  903. vertexColorType = bufferGuessVertexColorType( material ),
  904. uvType = bufferGuessUVType( material ),
  905. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  906. var f, fl, fi, face,
  907. vertexNormals, faceNormal, normal,
  908. vertexColors, faceColor,
  909. vertexTangents,
  910. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  911. c1, c2, c3,
  912. sw1, sw2, sw3, sw4,
  913. si1, si2, si3, si4,
  914. sa1, sa2, sa3, sa4,
  915. sb1, sb2, sb3, sb4,
  916. m, ml, i, il,
  917. vn, uvi, uv2i,
  918. vk, vkl, vka,
  919. nka, chf, faceVertexNormals,
  920. a,
  921. vertexIndex = 0,
  922. offset = 0,
  923. offset_uv = 0,
  924. offset_uv2 = 0,
  925. offset_face = 0,
  926. offset_normal = 0,
  927. offset_tangent = 0,
  928. offset_line = 0,
  929. offset_color = 0,
  930. offset_skin = 0,
  931. offset_morphTarget = 0,
  932. offset_custom = 0,
  933. offset_customSrc = 0,
  934. value,
  935. vertexArray = geometryGroup.__vertexArray,
  936. uvArray = geometryGroup.__uvArray,
  937. uv2Array = geometryGroup.__uv2Array,
  938. normalArray = geometryGroup.__normalArray,
  939. tangentArray = geometryGroup.__tangentArray,
  940. colorArray = geometryGroup.__colorArray,
  941. skinIndexArray = geometryGroup.__skinIndexArray,
  942. skinWeightArray = geometryGroup.__skinWeightArray,
  943. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  944. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  945. customAttributes = geometryGroup.__webglCustomAttributesList,
  946. customAttribute,
  947. faceArray = geometryGroup.__faceArray,
  948. lineArray = geometryGroup.__lineArray,
  949. geometry = object.geometry, // this is shared for all chunks
  950. dirtyVertices = geometry.verticesNeedUpdate,
  951. dirtyElements = geometry.elementsNeedUpdate,
  952. dirtyUvs = geometry.uvsNeedUpdate,
  953. dirtyNormals = geometry.normalsNeedUpdate,
  954. dirtyTangents = geometry.tangentsNeedUpdate,
  955. dirtyColors = geometry.colorsNeedUpdate,
  956. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  957. vertices = geometry.vertices,
  958. chunk_faces3 = geometryGroup.faces3,
  959. obj_faces = geometry.faces,
  960. obj_uvs = geometry.faceVertexUvs[ 0 ],
  961. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  962. obj_colors = geometry.colors,
  963. obj_skinIndices = geometry.skinIndices,
  964. obj_skinWeights = geometry.skinWeights,
  965. morphTargets = geometry.morphTargets,
  966. morphNormals = geometry.morphNormals;
  967. if ( dirtyVertices ) {
  968. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  969. face = obj_faces[ chunk_faces3[ f ] ];
  970. v1 = vertices[ face.a ];
  971. v2 = vertices[ face.b ];
  972. v3 = vertices[ face.c ];
  973. vertexArray[ offset ] = v1.x;
  974. vertexArray[ offset + 1 ] = v1.y;
  975. vertexArray[ offset + 2 ] = v1.z;
  976. vertexArray[ offset + 3 ] = v2.x;
  977. vertexArray[ offset + 4 ] = v2.y;
  978. vertexArray[ offset + 5 ] = v2.z;
  979. vertexArray[ offset + 6 ] = v3.x;
  980. vertexArray[ offset + 7 ] = v3.y;
  981. vertexArray[ offset + 8 ] = v3.z;
  982. offset += 9;
  983. }
  984. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  985. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  986. }
  987. if ( dirtyMorphTargets ) {
  988. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  989. offset_morphTarget = 0;
  990. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  991. chf = chunk_faces3[ f ];
  992. face = obj_faces[ chf ];
  993. // morph positions
  994. v1 = morphTargets[ vk ].vertices[ face.a ];
  995. v2 = morphTargets[ vk ].vertices[ face.b ];
  996. v3 = morphTargets[ vk ].vertices[ face.c ];
  997. vka = morphTargetsArrays[ vk ];
  998. vka[ offset_morphTarget ] = v1.x;
  999. vka[ offset_morphTarget + 1 ] = v1.y;
  1000. vka[ offset_morphTarget + 2 ] = v1.z;
  1001. vka[ offset_morphTarget + 3 ] = v2.x;
  1002. vka[ offset_morphTarget + 4 ] = v2.y;
  1003. vka[ offset_morphTarget + 5 ] = v2.z;
  1004. vka[ offset_morphTarget + 6 ] = v3.x;
  1005. vka[ offset_morphTarget + 7 ] = v3.y;
  1006. vka[ offset_morphTarget + 8 ] = v3.z;
  1007. // morph normals
  1008. if ( material.morphNormals ) {
  1009. if ( needsSmoothNormals ) {
  1010. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  1011. n1 = faceVertexNormals.a;
  1012. n2 = faceVertexNormals.b;
  1013. n3 = faceVertexNormals.c;
  1014. } else {
  1015. n1 = morphNormals[ vk ].faceNormals[ chf ];
  1016. n2 = n1;
  1017. n3 = n1;
  1018. }
  1019. nka = morphNormalsArrays[ vk ];
  1020. nka[ offset_morphTarget ] = n1.x;
  1021. nka[ offset_morphTarget + 1 ] = n1.y;
  1022. nka[ offset_morphTarget + 2 ] = n1.z;
  1023. nka[ offset_morphTarget + 3 ] = n2.x;
  1024. nka[ offset_morphTarget + 4 ] = n2.y;
  1025. nka[ offset_morphTarget + 5 ] = n2.z;
  1026. nka[ offset_morphTarget + 6 ] = n3.x;
  1027. nka[ offset_morphTarget + 7 ] = n3.y;
  1028. nka[ offset_morphTarget + 8 ] = n3.z;
  1029. }
  1030. //
  1031. offset_morphTarget += 9;
  1032. }
  1033. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1034. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1035. if ( material.morphNormals ) {
  1036. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  1037. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  1038. }
  1039. }
  1040. }
  1041. if ( obj_skinWeights.length ) {
  1042. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1043. face = obj_faces[ chunk_faces3[ f ] ];
  1044. // weights
  1045. sw1 = obj_skinWeights[ face.a ];
  1046. sw2 = obj_skinWeights[ face.b ];
  1047. sw3 = obj_skinWeights[ face.c ];
  1048. skinWeightArray[ offset_skin ] = sw1.x;
  1049. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  1050. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  1051. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  1052. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  1053. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  1054. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  1055. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  1056. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  1057. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  1058. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  1059. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  1060. // indices
  1061. si1 = obj_skinIndices[ face.a ];
  1062. si2 = obj_skinIndices[ face.b ];
  1063. si3 = obj_skinIndices[ face.c ];
  1064. skinIndexArray[ offset_skin ] = si1.x;
  1065. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1066. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1067. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1068. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1069. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1070. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1071. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1072. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1073. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1074. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1075. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1076. offset_skin += 12;
  1077. }
  1078. if ( offset_skin > 0 ) {
  1079. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1080. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1081. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1082. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1083. }
  1084. }
  1085. if ( dirtyColors && vertexColorType ) {
  1086. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1087. face = obj_faces[ chunk_faces3[ f ] ];
  1088. vertexColors = face.vertexColors;
  1089. faceColor = face.color;
  1090. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  1091. c1 = vertexColors[ 0 ];
  1092. c2 = vertexColors[ 1 ];
  1093. c3 = vertexColors[ 2 ];
  1094. } else {
  1095. c1 = faceColor;
  1096. c2 = faceColor;
  1097. c3 = faceColor;
  1098. }
  1099. colorArray[ offset_color ] = c1.r;
  1100. colorArray[ offset_color + 1 ] = c1.g;
  1101. colorArray[ offset_color + 2 ] = c1.b;
  1102. colorArray[ offset_color + 3 ] = c2.r;
  1103. colorArray[ offset_color + 4 ] = c2.g;
  1104. colorArray[ offset_color + 5 ] = c2.b;
  1105. colorArray[ offset_color + 6 ] = c3.r;
  1106. colorArray[ offset_color + 7 ] = c3.g;
  1107. colorArray[ offset_color + 8 ] = c3.b;
  1108. offset_color += 9;
  1109. }
  1110. if ( offset_color > 0 ) {
  1111. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1112. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1113. }
  1114. }
  1115. if ( dirtyTangents && geometry.hasTangents ) {
  1116. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1117. face = obj_faces[ chunk_faces3[ f ] ];
  1118. vertexTangents = face.vertexTangents;
  1119. t1 = vertexTangents[ 0 ];
  1120. t2 = vertexTangents[ 1 ];
  1121. t3 = vertexTangents[ 2 ];
  1122. tangentArray[ offset_tangent ] = t1.x;
  1123. tangentArray[ offset_tangent + 1 ] = t1.y;
  1124. tangentArray[ offset_tangent + 2 ] = t1.z;
  1125. tangentArray[ offset_tangent + 3 ] = t1.w;
  1126. tangentArray[ offset_tangent + 4 ] = t2.x;
  1127. tangentArray[ offset_tangent + 5 ] = t2.y;
  1128. tangentArray[ offset_tangent + 6 ] = t2.z;
  1129. tangentArray[ offset_tangent + 7 ] = t2.w;
  1130. tangentArray[ offset_tangent + 8 ] = t3.x;
  1131. tangentArray[ offset_tangent + 9 ] = t3.y;
  1132. tangentArray[ offset_tangent + 10 ] = t3.z;
  1133. tangentArray[ offset_tangent + 11 ] = t3.w;
  1134. offset_tangent += 12;
  1135. }
  1136. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1137. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1138. }
  1139. if ( dirtyNormals && normalType ) {
  1140. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1141. face = obj_faces[ chunk_faces3[ f ] ];
  1142. vertexNormals = face.vertexNormals;
  1143. faceNormal = face.normal;
  1144. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1145. for ( i = 0; i < 3; i ++ ) {
  1146. vn = vertexNormals[ i ];
  1147. normalArray[ offset_normal ] = vn.x;
  1148. normalArray[ offset_normal + 1 ] = vn.y;
  1149. normalArray[ offset_normal + 2 ] = vn.z;
  1150. offset_normal += 3;
  1151. }
  1152. } else {
  1153. for ( i = 0; i < 3; i ++ ) {
  1154. normalArray[ offset_normal ] = faceNormal.x;
  1155. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1156. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1157. offset_normal += 3;
  1158. }
  1159. }
  1160. }
  1161. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1162. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1163. }
  1164. if ( dirtyUvs && obj_uvs && uvType ) {
  1165. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1166. fi = chunk_faces3[ f ];
  1167. uv = obj_uvs[ fi ];
  1168. if ( uv === undefined ) continue;
  1169. for ( i = 0; i < 3; i ++ ) {
  1170. uvi = uv[ i ];
  1171. uvArray[ offset_uv ] = uvi.x;
  1172. uvArray[ offset_uv + 1 ] = uvi.y;
  1173. offset_uv += 2;
  1174. }
  1175. }
  1176. if ( offset_uv > 0 ) {
  1177. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1178. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1179. }
  1180. }
  1181. if ( dirtyUvs && obj_uvs2 && uvType ) {
  1182. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1183. fi = chunk_faces3[ f ];
  1184. uv2 = obj_uvs2[ fi ];
  1185. if ( uv2 === undefined ) continue;
  1186. for ( i = 0; i < 3; i ++ ) {
  1187. uv2i = uv2[ i ];
  1188. uv2Array[ offset_uv2 ] = uv2i.x;
  1189. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  1190. offset_uv2 += 2;
  1191. }
  1192. }
  1193. if ( offset_uv2 > 0 ) {
  1194. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1195. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1196. }
  1197. }
  1198. if ( dirtyElements ) {
  1199. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1200. faceArray[ offset_face ] = vertexIndex;
  1201. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1202. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1203. offset_face += 3;
  1204. lineArray[ offset_line ] = vertexIndex;
  1205. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1206. lineArray[ offset_line + 2 ] = vertexIndex;
  1207. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1208. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1209. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1210. offset_line += 6;
  1211. vertexIndex += 3;
  1212. }
  1213. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1214. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1215. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1216. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1217. }
  1218. if ( customAttributes ) {
  1219. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1220. customAttribute = customAttributes[ i ];
  1221. if ( ! customAttribute.__original.needsUpdate ) continue;
  1222. offset_custom = 0;
  1223. offset_customSrc = 0;
  1224. if ( customAttribute.size === 1 ) {
  1225. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1226. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1227. face = obj_faces[ chunk_faces3[ f ] ];
  1228. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1229. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1230. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1231. offset_custom += 3;
  1232. }
  1233. } else if ( customAttribute.boundTo === 'faces' ) {
  1234. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1235. value = customAttribute.value[ chunk_faces3[ f ] ];
  1236. customAttribute.array[ offset_custom ] = value;
  1237. customAttribute.array[ offset_custom + 1 ] = value;
  1238. customAttribute.array[ offset_custom + 2 ] = value;
  1239. offset_custom += 3;
  1240. }
  1241. }
  1242. } else if ( customAttribute.size === 2 ) {
  1243. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1244. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1245. face = obj_faces[ chunk_faces3[ f ] ];
  1246. v1 = customAttribute.value[ face.a ];
  1247. v2 = customAttribute.value[ face.b ];
  1248. v3 = customAttribute.value[ face.c ];
  1249. customAttribute.array[ offset_custom ] = v1.x;
  1250. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1251. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1252. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1253. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1254. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1255. offset_custom += 6;
  1256. }
  1257. } else if ( customAttribute.boundTo === 'faces' ) {
  1258. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1259. value = customAttribute.value[ chunk_faces3[ f ] ];
  1260. v1 = value;
  1261. v2 = value;
  1262. v3 = value;
  1263. customAttribute.array[ offset_custom ] = v1.x;
  1264. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1265. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1266. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1267. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1268. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1269. offset_custom += 6;
  1270. }
  1271. }
  1272. } else if ( customAttribute.size === 3 ) {
  1273. var pp;
  1274. if ( customAttribute.type === 'c' ) {
  1275. pp = [ 'r', 'g', 'b' ];
  1276. } else {
  1277. pp = [ 'x', 'y', 'z' ];
  1278. }
  1279. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1280. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1281. face = obj_faces[ chunk_faces3[ f ] ];
  1282. v1 = customAttribute.value[ face.a ];
  1283. v2 = customAttribute.value[ face.b ];
  1284. v3 = customAttribute.value[ face.c ];
  1285. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1286. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1287. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1288. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1289. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1290. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1291. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1292. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1293. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1294. offset_custom += 9;
  1295. }
  1296. } else if ( customAttribute.boundTo === 'faces' ) {
  1297. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1298. value = customAttribute.value[ chunk_faces3[ f ] ];
  1299. v1 = value;
  1300. v2 = value;
  1301. v3 = value;
  1302. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1303. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1304. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1305. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1306. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1307. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1308. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1309. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1310. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1311. offset_custom += 9;
  1312. }
  1313. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  1314. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1315. value = customAttribute.value[ chunk_faces3[ f ] ];
  1316. v1 = value[ 0 ];
  1317. v2 = value[ 1 ];
  1318. v3 = value[ 2 ];
  1319. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1320. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1321. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1322. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1323. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1324. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1325. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1326. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1327. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1328. offset_custom += 9;
  1329. }
  1330. }
  1331. } else if ( customAttribute.size === 4 ) {
  1332. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  1333. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1334. face = obj_faces[ chunk_faces3[ f ] ];
  1335. v1 = customAttribute.value[ face.a ];
  1336. v2 = customAttribute.value[ face.b ];
  1337. v3 = customAttribute.value[ face.c ];
  1338. customAttribute.array[ offset_custom ] = v1.x;
  1339. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1340. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1341. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1342. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1343. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1344. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1345. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1346. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1347. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1348. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1349. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1350. offset_custom += 12;
  1351. }
  1352. } else if ( customAttribute.boundTo === 'faces' ) {
  1353. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1354. value = customAttribute.value[ chunk_faces3[ f ] ];
  1355. v1 = value;
  1356. v2 = value;
  1357. v3 = value;
  1358. customAttribute.array[ offset_custom ] = v1.x;
  1359. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1360. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1361. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1362. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1363. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1364. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1365. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1366. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1367. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1368. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1369. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1370. offset_custom += 12;
  1371. }
  1372. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  1373. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1374. value = customAttribute.value[ chunk_faces3[ f ] ];
  1375. v1 = value[ 0 ];
  1376. v2 = value[ 1 ];
  1377. v3 = value[ 2 ];
  1378. customAttribute.array[ offset_custom ] = v1.x;
  1379. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1380. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1381. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1382. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1383. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1384. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1385. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1386. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1387. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1388. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1389. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1390. offset_custom += 12;
  1391. }
  1392. }
  1393. }
  1394. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1395. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1396. }
  1397. }
  1398. if ( dispose ) {
  1399. delete geometryGroup.__inittedArrays;
  1400. delete geometryGroup.__colorArray;
  1401. delete geometryGroup.__normalArray;
  1402. delete geometryGroup.__tangentArray;
  1403. delete geometryGroup.__uvArray;
  1404. delete geometryGroup.__uv2Array;
  1405. delete geometryGroup.__faceArray;
  1406. delete geometryGroup.__vertexArray;
  1407. delete geometryGroup.__lineArray;
  1408. delete geometryGroup.__skinIndexArray;
  1409. delete geometryGroup.__skinWeightArray;
  1410. }
  1411. };
  1412. function setDirectBuffers( geometry, hint ) {
  1413. var attributes = geometry.attributes;
  1414. var attributeName, attributeItem;
  1415. for ( attributeName in attributes ) {
  1416. attributeItem = attributes[ attributeName ];
  1417. if ( attributeItem.needsUpdate ) {
  1418. if ( attributeName === 'index' ) {
  1419. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
  1420. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
  1421. } else {
  1422. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  1423. _gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
  1424. }
  1425. attributeItem.needsUpdate = false;
  1426. }
  1427. }
  1428. }
  1429. // Buffer rendering
  1430. this.renderBufferImmediate = function ( object, program, material ) {
  1431. initAttributes();
  1432. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1433. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1434. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  1435. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  1436. if ( object.hasPositions ) {
  1437. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1438. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1439. enableAttribute( program.attributes.position );
  1440. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1441. }
  1442. if ( object.hasNormals ) {
  1443. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1444. if ( material.shading === THREE.FlatShading ) {
  1445. var nx, ny, nz,
  1446. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1447. normalArray,
  1448. i, il = object.count * 3;
  1449. for ( i = 0; i < il; i += 9 ) {
  1450. normalArray = object.normalArray;
  1451. nax = normalArray[ i ];
  1452. nay = normalArray[ i + 1 ];
  1453. naz = normalArray[ i + 2 ];
  1454. nbx = normalArray[ i + 3 ];
  1455. nby = normalArray[ i + 4 ];
  1456. nbz = normalArray[ i + 5 ];
  1457. ncx = normalArray[ i + 6 ];
  1458. ncy = normalArray[ i + 7 ];
  1459. ncz = normalArray[ i + 8 ];
  1460. nx = ( nax + nbx + ncx ) / 3;
  1461. ny = ( nay + nby + ncy ) / 3;
  1462. nz = ( naz + nbz + ncz ) / 3;
  1463. normalArray[ i ] = nx;
  1464. normalArray[ i + 1 ] = ny;
  1465. normalArray[ i + 2 ] = nz;
  1466. normalArray[ i + 3 ] = nx;
  1467. normalArray[ i + 4 ] = ny;
  1468. normalArray[ i + 5 ] = nz;
  1469. normalArray[ i + 6 ] = nx;
  1470. normalArray[ i + 7 ] = ny;
  1471. normalArray[ i + 8 ] = nz;
  1472. }
  1473. }
  1474. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1475. enableAttribute( program.attributes.normal );
  1476. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1477. }
  1478. if ( object.hasUvs && material.map ) {
  1479. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  1480. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  1481. enableAttribute( program.attributes.uv );
  1482. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1483. }
  1484. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  1485. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  1486. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  1487. enableAttribute( program.attributes.color );
  1488. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1489. }
  1490. disableUnusedAttributes();
  1491. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1492. object.count = 0;
  1493. };
  1494. function setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex ) {
  1495. for ( var attributeName in programAttributes ) {
  1496. var attributePointer = programAttributes[ attributeName ];
  1497. var attributeItem = geometryAttributes[ attributeName ];
  1498. if ( attributePointer >= 0 ) {
  1499. if ( attributeItem ) {
  1500. var attributeSize = attributeItem.itemSize;
  1501. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  1502. enableAttribute( attributePointer );
  1503. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
  1504. } else if ( material.defaultAttributeValues ) {
  1505. if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
  1506. _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1507. } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
  1508. _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  1509. }
  1510. }
  1511. }
  1512. }
  1513. disableUnusedAttributes();
  1514. }
  1515. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  1516. if ( material.visible === false ) return;
  1517. var linewidth, a, attribute;
  1518. var attributeItem, attributeName, attributePointer, attributeSize;
  1519. var program = setProgram( camera, lights, fog, material, object );
  1520. var programAttributes = program.attributes;
  1521. var geometryAttributes = geometry.attributes;
  1522. var updateBuffers = false,
  1523. wireframeBit = material.wireframe ? 1 : 0,
  1524. geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1525. if ( geometryHash !== _currentGeometryGroupHash ) {
  1526. _currentGeometryGroupHash = geometryHash;
  1527. updateBuffers = true;
  1528. }
  1529. if ( updateBuffers ) {
  1530. initAttributes();
  1531. }
  1532. // render mesh
  1533. if ( object instanceof THREE.Mesh ) {
  1534. var index = geometryAttributes[ 'index' ];
  1535. if ( index ) {
  1536. // indexed triangles
  1537. var type, size;
  1538. if ( index.array instanceof Uint32Array ) {
  1539. type = _gl.UNSIGNED_INT;
  1540. size = 4;
  1541. } else {
  1542. type = _gl.UNSIGNED_SHORT;
  1543. size = 2;
  1544. }
  1545. var offsets = geometry.offsets;
  1546. if ( offsets.length === 0 ) {
  1547. if ( updateBuffers ) {
  1548. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1549. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1550. }
  1551. _gl.drawElements( _gl.TRIANGLES, index.array.length, type, 0 );
  1552. _this.info.render.calls ++;
  1553. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1554. _this.info.render.faces += index.array.length / 3;
  1555. } else {
  1556. // if there is more than 1 chunk
  1557. // must set attribute pointers to use new offsets for each chunk
  1558. // even if geometry and materials didn't change
  1559. updateBuffers = true;
  1560. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1561. var startIndex = offsets[ i ].index;
  1562. if ( updateBuffers ) {
  1563. setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
  1564. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1565. }
  1566. // render indexed triangles
  1567. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, type, offsets[ i ].start * size );
  1568. _this.info.render.calls ++;
  1569. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1570. _this.info.render.faces += offsets[ i ].count / 3;
  1571. }
  1572. }
  1573. } else {
  1574. // non-indexed triangles
  1575. if ( updateBuffers ) {
  1576. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1577. }
  1578. var position = geometry.attributes[ 'position' ];
  1579. // render non-indexed triangles
  1580. _gl.drawArrays( _gl.TRIANGLES, 0, position.array.length / 3 );
  1581. _this.info.render.calls ++;
  1582. _this.info.render.vertices += position.array.length / 3;
  1583. _this.info.render.faces += position.array.length / 9;
  1584. }
  1585. } else if ( object instanceof THREE.PointCloud ) {
  1586. // render particles
  1587. if ( updateBuffers ) {
  1588. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1589. }
  1590. var position = geometryAttributes[ 'position' ];
  1591. // render particles
  1592. _gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
  1593. _this.info.render.calls ++;
  1594. _this.info.render.points += position.array.length / 3;
  1595. } else if ( object instanceof THREE.Line ) {
  1596. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1597. setLineWidth( material.linewidth );
  1598. var index = geometryAttributes[ 'index' ];
  1599. if ( index ) {
  1600. // indexed lines
  1601. var type, size;
  1602. if ( index.array instanceof Uint32Array ) {
  1603. type = _gl.UNSIGNED_INT;
  1604. size = 4;
  1605. } else {
  1606. type = _gl.UNSIGNED_SHORT;
  1607. size = 2;
  1608. }
  1609. var offsets = geometry.offsets;
  1610. if ( offsets.length === 0 ) {
  1611. if ( updateBuffers ) {
  1612. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1613. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1614. }
  1615. _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  1616. _this.info.render.calls ++;
  1617. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  1618. } else {
  1619. // if there is more than 1 chunk
  1620. // must set attribute pointers to use new offsets for each chunk
  1621. // even if geometry and materials didn't change
  1622. if ( offsets.length > 1 ) updateBuffers = true;
  1623. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  1624. var startIndex = offsets[ i ].index;
  1625. if ( updateBuffers ) {
  1626. setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
  1627. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  1628. }
  1629. // render indexed lines
  1630. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  1631. _this.info.render.calls ++;
  1632. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1633. }
  1634. }
  1635. } else {
  1636. // non-indexed lines
  1637. if ( updateBuffers ) {
  1638. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  1639. }
  1640. var position = geometryAttributes[ 'position' ];
  1641. _gl.drawArrays( mode, 0, position.array.length / 3 );
  1642. _this.info.render.calls ++;
  1643. _this.info.render.points += position.array.length / 3;
  1644. }
  1645. }
  1646. };
  1647. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1648. if ( material.visible === false ) return;
  1649. var linewidth, a, attribute, i, il;
  1650. var program = setProgram( camera, lights, fog, material, object );
  1651. var attributes = program.attributes;
  1652. var updateBuffers = false,
  1653. wireframeBit = material.wireframe ? 1 : 0,
  1654. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1655. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1656. _currentGeometryGroupHash = geometryGroupHash;
  1657. updateBuffers = true;
  1658. }
  1659. if ( updateBuffers ) {
  1660. initAttributes();
  1661. }
  1662. // vertices
  1663. if ( ! material.morphTargets && attributes.position >= 0 ) {
  1664. if ( updateBuffers ) {
  1665. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1666. enableAttribute( attributes.position );
  1667. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1668. }
  1669. } else {
  1670. if ( object.morphTargetBase ) {
  1671. setupMorphTargets( material, geometryGroup, object );
  1672. }
  1673. }
  1674. if ( updateBuffers ) {
  1675. // custom attributes
  1676. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1677. if ( geometryGroup.__webglCustomAttributesList ) {
  1678. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1679. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1680. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1681. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1682. enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  1683. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1684. }
  1685. }
  1686. }
  1687. // colors
  1688. if ( attributes.color >= 0 ) {
  1689. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  1690. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1691. enableAttribute( attributes.color );
  1692. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1693. } else if ( material.defaultAttributeValues ) {
  1694. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  1695. }
  1696. }
  1697. // normals
  1698. if ( attributes.normal >= 0 ) {
  1699. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1700. enableAttribute( attributes.normal );
  1701. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1702. }
  1703. // tangents
  1704. if ( attributes.tangent >= 0 ) {
  1705. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1706. enableAttribute( attributes.tangent );
  1707. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1708. }
  1709. // uvs
  1710. if ( attributes.uv >= 0 ) {
  1711. if ( object.geometry.faceVertexUvs[ 0 ] ) {
  1712. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1713. enableAttribute( attributes.uv );
  1714. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1715. } else if ( material.defaultAttributeValues ) {
  1716. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  1717. }
  1718. }
  1719. if ( attributes.uv2 >= 0 ) {
  1720. if ( object.geometry.faceVertexUvs[ 1 ] ) {
  1721. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1722. enableAttribute( attributes.uv2 );
  1723. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1724. } else if ( material.defaultAttributeValues ) {
  1725. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  1726. }
  1727. }
  1728. if ( material.skinning &&
  1729. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1730. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1731. enableAttribute( attributes.skinIndex );
  1732. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1733. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1734. enableAttribute( attributes.skinWeight );
  1735. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1736. }
  1737. // line distances
  1738. if ( attributes.lineDistance >= 0 ) {
  1739. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  1740. enableAttribute( attributes.lineDistance );
  1741. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  1742. }
  1743. }
  1744. disableUnusedAttributes();
  1745. // render mesh
  1746. if ( object instanceof THREE.Mesh ) {
  1747. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  1748. // wireframe
  1749. if ( material.wireframe ) {
  1750. setLineWidth( material.wireframeLinewidth );
  1751. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1752. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  1753. // triangles
  1754. } else {
  1755. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1756. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  1757. }
  1758. _this.info.render.calls ++;
  1759. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1760. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1761. // render lines
  1762. } else if ( object instanceof THREE.Line ) {
  1763. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1764. setLineWidth( material.linewidth );
  1765. _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
  1766. _this.info.render.calls ++;
  1767. // render particles
  1768. } else if ( object instanceof THREE.PointCloud ) {
  1769. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1770. _this.info.render.calls ++;
  1771. _this.info.render.points += geometryGroup.__webglParticleCount;
  1772. }
  1773. };
  1774. function initAttributes() {
  1775. for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) {
  1776. _newAttributes[ i ] = 0;
  1777. }
  1778. }
  1779. function enableAttribute( attribute ) {
  1780. _newAttributes[ attribute ] = 1;
  1781. if ( _enabledAttributes[ attribute ] === 0 ) {
  1782. _gl.enableVertexAttribArray( attribute );
  1783. _enabledAttributes[ attribute ] = 1;
  1784. }
  1785. }
  1786. function disableUnusedAttributes() {
  1787. for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
  1788. if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
  1789. _gl.disableVertexAttribArray( i );
  1790. _enabledAttributes[ i ] = 0;
  1791. }
  1792. }
  1793. }
  1794. function setupMorphTargets ( material, geometryGroup, object ) {
  1795. // set base
  1796. var attributes = material.program.attributes;
  1797. if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
  1798. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1799. enableAttribute( attributes.position );
  1800. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1801. } else if ( attributes.position >= 0 ) {
  1802. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1803. enableAttribute( attributes.position );
  1804. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1805. }
  1806. if ( object.morphTargetForcedOrder.length ) {
  1807. // set forced order
  1808. var m = 0;
  1809. var order = object.morphTargetForcedOrder;
  1810. var influences = object.morphTargetInfluences;
  1811. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1812. if ( attributes[ 'morphTarget' + m ] >= 0 ) {
  1813. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1814. enableAttribute( attributes[ 'morphTarget' + m ] );
  1815. _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
  1816. }
  1817. if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
  1818. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  1819. enableAttribute( attributes[ 'morphNormal' + m ] );
  1820. _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
  1821. }
  1822. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1823. m ++;
  1824. }
  1825. } else {
  1826. // find the most influencing
  1827. var influence, activeInfluenceIndices = [];
  1828. var influences = object.morphTargetInfluences;
  1829. var i, il = influences.length;
  1830. for ( i = 0; i < il; i ++ ) {
  1831. influence = influences[ i ];
  1832. if ( influence > 0 ) {
  1833. activeInfluenceIndices.push( [ influence, i ] );
  1834. }
  1835. }
  1836. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  1837. activeInfluenceIndices.sort( numericalSort );
  1838. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  1839. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  1840. activeInfluenceIndices.sort( numericalSort );
  1841. } else if ( activeInfluenceIndices.length === 0 ) {
  1842. activeInfluenceIndices.push( [ 0, 0 ] );
  1843. };
  1844. var influenceIndex, m = 0;
  1845. while ( m < material.numSupportedMorphTargets ) {
  1846. if ( activeInfluenceIndices[ m ] ) {
  1847. influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  1848. if ( attributes[ 'morphTarget' + m ] >= 0 ) {
  1849. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  1850. enableAttribute( attributes[ 'morphTarget' + m ] );
  1851. _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
  1852. }
  1853. if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
  1854. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  1855. enableAttribute( attributes[ 'morphNormal' + m ] );
  1856. _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
  1857. }
  1858. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  1859. } else {
  1860. /*
  1861. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1862. if ( material.morphNormals ) {
  1863. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1864. }
  1865. */
  1866. object.__webglMorphTargetInfluences[ m ] = 0;
  1867. }
  1868. m ++;
  1869. }
  1870. }
  1871. // load updated influences uniform
  1872. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  1873. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1874. }
  1875. };
  1876. // Sorting
  1877. function painterSortStable ( a, b ) {
  1878. if ( a.z !== b.z ) {
  1879. return b.z - a.z;
  1880. } else {
  1881. return a.id - b.id;
  1882. }
  1883. };
  1884. function reversePainterSortStable ( a, b ) {
  1885. if ( a.z !== b.z ) {
  1886. return a.z - b.z;
  1887. } else {
  1888. return a.id - b.id;
  1889. }
  1890. };
  1891. function numericalSort ( a, b ) {
  1892. return b[ 0 ] - a[ 0 ];
  1893. };
  1894. // Rendering
  1895. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1896. if ( camera instanceof THREE.Camera === false ) {
  1897. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  1898. return;
  1899. }
  1900. var i, il,
  1901. webglObject, object,
  1902. renderList,
  1903. lights = scene.__lights,
  1904. fog = scene.fog;
  1905. // reset caching for this frame
  1906. _currentMaterialId = - 1;
  1907. _currentCamera = null;
  1908. _lightsNeedUpdate = true;
  1909. // update scene graph
  1910. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  1911. // update camera matrices and frustum
  1912. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  1913. // update Skeleton objects
  1914. function updateSkeletons( object ) {
  1915. if ( object instanceof THREE.SkinnedMesh ) {
  1916. object.skeleton.update();
  1917. }
  1918. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  1919. updateSkeletons( object.children[ i ] );
  1920. }
  1921. }
  1922. updateSkeletons( scene );
  1923. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1924. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  1925. _frustum.setFromMatrix( _projScreenMatrix );
  1926. initObjects( scene );
  1927. opaqueObjects.length = 0;
  1928. transparentObjects.length = 0;
  1929. _sortObjects = this.sortObjects;
  1930. projectObject(scene,scene,camera);
  1931. if ( this.sortObjects ) {
  1932. opaqueObjects.sort( painterSortStable );
  1933. transparentObjects.sort( reversePainterSortStable );
  1934. }
  1935. // custom render plugins (pre pass)
  1936. renderPlugins( this.renderPluginsPre, scene, camera );
  1937. //
  1938. _this.info.render.calls = 0;
  1939. _this.info.render.vertices = 0;
  1940. _this.info.render.faces = 0;
  1941. _this.info.render.points = 0;
  1942. this.setRenderTarget( renderTarget );
  1943. if ( this.autoClear || forceClear ) {
  1944. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1945. }
  1946. // set matrices for regular objects (frustum culled)
  1947. // set matrices for immediate objects
  1948. renderList = scene.__webglObjectsImmediate;
  1949. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1950. webglObject = renderList[ i ];
  1951. object = webglObject.object;
  1952. if ( object.visible ) {
  1953. setupMatrices( object, camera );
  1954. unrollImmediateBufferMaterial( webglObject );
  1955. }
  1956. }
  1957. if ( scene.overrideMaterial ) {
  1958. var material = scene.overrideMaterial;
  1959. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  1960. this.setDepthTest( material.depthTest );
  1961. this.setDepthWrite( material.depthWrite );
  1962. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  1963. renderObjects( opaqueObjects, camera, lights, fog, true, material );
  1964. renderObjects( transparentObjects, camera, lights, fog, true, material );
  1965. renderObjectsImmediate( scene.__webglObjectsImmediate, '', camera, lights, fog, false, material );
  1966. } else {
  1967. var material = null;
  1968. // opaque pass (front-to-back order)
  1969. this.setBlending( THREE.NoBlending );
  1970. renderObjects( opaqueObjects, camera, lights, fog, false, material );
  1971. renderObjectsImmediate( scene.__webglObjectsImmediate, 'opaque', camera, lights, fog, false, material );
  1972. // transparent pass (back-to-front order)
  1973. renderObjects( transparentObjects, camera, lights, fog, true, material );
  1974. renderObjectsImmediate( scene.__webglObjectsImmediate, 'transparent', camera, lights, fog, true, material );
  1975. }
  1976. // custom render plugins (post pass)
  1977. renderPlugins( this.renderPluginsPost, scene, camera );
  1978. // Generate mipmap if we're using any kind of mipmap filtering
  1979. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1980. updateRenderTargetMipmap( renderTarget );
  1981. }
  1982. // Ensure depth buffer writing is enabled so it can be cleared on next render
  1983. this.setDepthTest( true );
  1984. this.setDepthWrite( true );
  1985. // _gl.finish();
  1986. };
  1987. function projectObject(scene, object,camera){
  1988. if ( object.visible === false ) return;
  1989. var webglObjects = scene.__webglObjects[ object.id ];
  1990. if ( webglObjects && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  1991. updateObject( scene, object );
  1992. for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
  1993. var webglObject = webglObjects[i];
  1994. unrollBufferMaterial( webglObject );
  1995. webglObject.render = true;
  1996. if ( _sortObjects === true ) {
  1997. if ( object.renderDepth !== null ) {
  1998. webglObject.z = object.renderDepth;
  1999. } else {
  2000. _vector3.setFromMatrixPosition( object.matrixWorld );
  2001. _vector3.applyProjection( _projScreenMatrix );
  2002. webglObject.z = _vector3.z;
  2003. }
  2004. }
  2005. }
  2006. }
  2007. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  2008. projectObject( scene, object.children[ i ], camera );
  2009. }
  2010. }
  2011. function renderPlugins( plugins, scene, camera ) {
  2012. if ( plugins.length === 0 ) return;
  2013. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  2014. // reset state for plugin (to start from clean slate)
  2015. _currentProgram = null;
  2016. _currentCamera = null;
  2017. _oldBlending = - 1;
  2018. _oldDepthTest = - 1;
  2019. _oldDepthWrite = - 1;
  2020. _oldDoubleSided = - 1;
  2021. _oldFlipSided = - 1;
  2022. _currentGeometryGroupHash = - 1;
  2023. _currentMaterialId = - 1;
  2024. _lightsNeedUpdate = true;
  2025. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  2026. // reset state after plugin (anything could have changed)
  2027. _currentProgram = null;
  2028. _currentCamera = null;
  2029. _oldBlending = - 1;
  2030. _oldDepthTest = - 1;
  2031. _oldDepthWrite = - 1;
  2032. _oldDoubleSided = - 1;
  2033. _oldFlipSided = - 1;
  2034. _currentGeometryGroupHash = - 1;
  2035. _currentMaterialId = - 1;
  2036. _lightsNeedUpdate = true;
  2037. }
  2038. };
  2039. function renderObjects( renderList, camera, lights, fog, useBlending, overrideMaterial ) {
  2040. var webglObject, object, buffer, material;
  2041. for ( var i = renderList.length - 1; i !== - 1; i -- ) {
  2042. webglObject = renderList[ i ];
  2043. object = webglObject.object;
  2044. buffer = webglObject.buffer;
  2045. setupMatrices( object, camera );
  2046. if ( overrideMaterial ) {
  2047. material = overrideMaterial;
  2048. } else {
  2049. material = webglObject.material;
  2050. if ( ! material ) continue;
  2051. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2052. _this.setDepthTest( material.depthTest );
  2053. _this.setDepthWrite( material.depthWrite );
  2054. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2055. }
  2056. _this.setMaterialFaces( material );
  2057. if ( buffer instanceof THREE.BufferGeometry ) {
  2058. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2059. } else {
  2060. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2061. }
  2062. }
  2063. };
  2064. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2065. var webglObject, object, material, program;
  2066. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  2067. webglObject = renderList[ i ];
  2068. object = webglObject.object;
  2069. if ( object.visible ) {
  2070. if ( overrideMaterial ) {
  2071. material = overrideMaterial;
  2072. } else {
  2073. material = webglObject[ materialType ];
  2074. if ( ! material ) continue;
  2075. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  2076. _this.setDepthTest( material.depthTest );
  2077. _this.setDepthWrite( material.depthWrite );
  2078. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2079. }
  2080. _this.renderImmediateObject( camera, lights, fog, material, object );
  2081. }
  2082. }
  2083. };
  2084. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2085. var program = setProgram( camera, lights, fog, material, object );
  2086. _currentGeometryGroupHash = - 1;
  2087. _this.setMaterialFaces( material );
  2088. if ( object.immediateRenderCallback ) {
  2089. object.immediateRenderCallback( program, _gl, _frustum );
  2090. } else {
  2091. object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
  2092. }
  2093. };
  2094. function unrollImmediateBufferMaterial ( globject ) {
  2095. var object = globject.object,
  2096. material = object.material;
  2097. if ( material.transparent ) {
  2098. globject.transparent = material;
  2099. globject.opaque = null;
  2100. } else {
  2101. globject.opaque = material;
  2102. globject.transparent = null;
  2103. }
  2104. };
  2105. function unrollBufferMaterial ( globject ) {
  2106. var object = globject.object;
  2107. var buffer = globject.buffer;
  2108. var geometry = object.geometry;
  2109. var material = object.material;
  2110. if ( material instanceof THREE.MeshFaceMaterial ) {
  2111. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  2112. material = material.materials[ materialIndex ];
  2113. if ( material.transparent ) {
  2114. globject.material = material;
  2115. transparentObjects.push(globject);
  2116. } else {
  2117. globject.material = material;
  2118. opaqueObjects.push(globject);
  2119. }
  2120. } else {
  2121. if ( material ) {
  2122. if ( material.transparent ) {
  2123. globject.material = material;
  2124. transparentObjects.push(globject);
  2125. } else {
  2126. globject.material = material;
  2127. opaqueObjects.push(globject);
  2128. }
  2129. }
  2130. }
  2131. };
  2132. // Objects refresh
  2133. var initObjects = function ( scene ) {
  2134. if ( ! scene.__webglObjects ) {
  2135. scene.__webglObjects = {};
  2136. scene.__webglObjectsImmediate = [];
  2137. }
  2138. while ( scene.__objectsAdded.length ) {
  2139. addObject( scene.__objectsAdded[ 0 ], scene );
  2140. scene.__objectsAdded.splice( 0, 1 );
  2141. }
  2142. while ( scene.__objectsRemoved.length ) {
  2143. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2144. scene.__objectsRemoved.splice( 0, 1 );
  2145. }
  2146. };
  2147. // Objects adding
  2148. function addObject( object, scene ) {
  2149. var g, geometry, geometryGroup;
  2150. if ( object.__webglInit === undefined ) {
  2151. object.__webglInit = true;
  2152. object._modelViewMatrix = new THREE.Matrix4();
  2153. object._normalMatrix = new THREE.Matrix3();
  2154. }
  2155. geometry = object.geometry;
  2156. if ( geometry === undefined ) {
  2157. // ImmediateRenderObject
  2158. } else if ( geometry.__webglInit === undefined ) {
  2159. geometry.__webglInit = true;
  2160. geometry.addEventListener( 'dispose', onGeometryDispose );
  2161. if ( geometry instanceof THREE.BufferGeometry ) {
  2162. initDirectBuffers( geometry );
  2163. } else if ( object instanceof THREE.Mesh ) {
  2164. if ( object.__webglActive !== undefined ) {
  2165. removeObject( object, scene );
  2166. }
  2167. initGeometryGroups(scene, object, geometry);
  2168. } else if ( object instanceof THREE.Line ) {
  2169. if ( ! geometry.__webglVertexBuffer ) {
  2170. createLineBuffers( geometry );
  2171. initLineBuffers( geometry, object );
  2172. geometry.verticesNeedUpdate = true;
  2173. geometry.colorsNeedUpdate = true;
  2174. geometry.lineDistancesNeedUpdate = true;
  2175. }
  2176. } else if ( object instanceof THREE.PointCloud ) {
  2177. if ( ! geometry.__webglVertexBuffer ) {
  2178. createParticleBuffers( geometry );
  2179. initParticleBuffers( geometry, object );
  2180. geometry.verticesNeedUpdate = true;
  2181. geometry.colorsNeedUpdate = true;
  2182. }
  2183. }
  2184. }
  2185. if ( object.__webglActive === undefined) {
  2186. if ( object instanceof THREE.Mesh ) {
  2187. geometry = object.geometry;
  2188. if ( geometry instanceof THREE.BufferGeometry ) {
  2189. addBuffer( scene.__webglObjects, geometry, object );
  2190. } else if ( geometry instanceof THREE.Geometry ) {
  2191. for ( var i = 0,l = geometry.geometryGroupsList.length; i<l;i++ ) {
  2192. geometryGroup = geometry.geometryGroupsList[ i ];
  2193. addBuffer( scene.__webglObjects, geometryGroup, object );
  2194. }
  2195. }
  2196. } else if ( object instanceof THREE.Line ||
  2197. object instanceof THREE.PointCloud ) {
  2198. geometry = object.geometry;
  2199. addBuffer( scene.__webglObjects, geometry, object );
  2200. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2201. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2202. }
  2203. object.__webglActive = true;
  2204. }
  2205. };
  2206. function initGeometryGroups( scene, object, geometry ) {
  2207. var g, geometryGroup, material,addBuffers = false;
  2208. material = object.material;
  2209. if ( geometry.geometryGroups === undefined || geometry.groupsNeedUpdate ) {
  2210. delete scene.__webglObjects[object.id];
  2211. geometry.makeGroups( material instanceof THREE.MeshFaceMaterial, _glExtensionElementIndexUint ? 4294967296 : 65535 );
  2212. geometry.groupsNeedUpdate = false;
  2213. }
  2214. // create separate VBOs per geometry chunk
  2215. for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2216. geometryGroup = geometry.geometryGroupsList[ i ];
  2217. // initialise VBO on the first access
  2218. if ( ! geometryGroup.__webglVertexBuffer ) {
  2219. createMeshBuffers( geometryGroup );
  2220. initMeshBuffers( geometryGroup, object );
  2221. geometry.verticesNeedUpdate = true;
  2222. geometry.morphTargetsNeedUpdate = true;
  2223. geometry.elementsNeedUpdate = true;
  2224. geometry.uvsNeedUpdate = true;
  2225. geometry.normalsNeedUpdate = true;
  2226. geometry.tangentsNeedUpdate = true;
  2227. geometry.colorsNeedUpdate = true;
  2228. addBuffers = true;
  2229. } else {
  2230. addBuffers = false;
  2231. }
  2232. if ( addBuffers || object.__webglActive === undefined ) {
  2233. addBuffer( scene.__webglObjects, geometryGroup, object );
  2234. }
  2235. }
  2236. object.__webglActive = true;
  2237. }
  2238. function addBuffer( objlist, buffer, object ) {
  2239. var id = object.id;
  2240. objlist[id] = objlist[id] || [];
  2241. objlist[id].push(
  2242. {
  2243. id: id,
  2244. buffer: buffer,
  2245. object: object,
  2246. material: null,
  2247. z: 0
  2248. }
  2249. );
  2250. };
  2251. function addBufferImmediate( objlist, object ) {
  2252. objlist.push(
  2253. {
  2254. id: null,
  2255. object: object,
  2256. opaque: null,
  2257. transparent: null,
  2258. z: 0
  2259. }
  2260. );
  2261. };
  2262. // Objects updates
  2263. function updateObject(scene, object ) {
  2264. var geometry = object.geometry,
  2265. geometryGroup, customAttributesDirty, material;
  2266. if ( geometry instanceof THREE.BufferGeometry ) {
  2267. setDirectBuffers( geometry, _gl.DYNAMIC_DRAW );
  2268. } else if ( object instanceof THREE.Mesh ) {
  2269. // check all geometry groups
  2270. if ( geometry.buffersNeedUpdate || geometry.groupsNeedUpdate ) {
  2271. if ( geometry instanceof THREE.BufferGeometry ) {
  2272. initDirectBuffers( geometry );
  2273. } else if ( object instanceof THREE.Mesh ) {
  2274. initGeometryGroups(scene, object,geometry);
  2275. }
  2276. }
  2277. for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2278. geometryGroup = geometry.geometryGroupsList[ i ];
  2279. material = getBufferMaterial( object, geometryGroup );
  2280. if ( geometry.buffersNeedUpdate || geometry.groupsNeedUpdate) {
  2281. initMeshBuffers( geometryGroup, object );
  2282. }
  2283. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2284. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  2285. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  2286. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  2287. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
  2288. }
  2289. }
  2290. geometry.verticesNeedUpdate = false;
  2291. geometry.morphTargetsNeedUpdate = false;
  2292. geometry.elementsNeedUpdate = false;
  2293. geometry.uvsNeedUpdate = false;
  2294. geometry.normalsNeedUpdate = false;
  2295. geometry.colorsNeedUpdate = false;
  2296. geometry.tangentsNeedUpdate = false;
  2297. geometry.buffersNeedUpdate = false;
  2298. material.attributes && clearCustomAttributes( material );
  2299. } else if ( object instanceof THREE.Line ) {
  2300. material = getBufferMaterial( object, geometry );
  2301. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2302. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  2303. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2304. }
  2305. geometry.verticesNeedUpdate = false;
  2306. geometry.colorsNeedUpdate = false;
  2307. geometry.lineDistancesNeedUpdate = false;
  2308. material.attributes && clearCustomAttributes( material );
  2309. } else if ( object instanceof THREE.PointCloud ) {
  2310. material = getBufferMaterial( object, geometry );
  2311. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2312. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
  2313. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2314. }
  2315. geometry.verticesNeedUpdate = false;
  2316. geometry.colorsNeedUpdate = false;
  2317. material.attributes && clearCustomAttributes( material );
  2318. }
  2319. };
  2320. // Objects updates - custom attributes check
  2321. function areCustomAttributesDirty( material ) {
  2322. for ( var a in material.attributes ) {
  2323. if ( material.attributes[ a ].needsUpdate ) return true;
  2324. }
  2325. return false;
  2326. };
  2327. function clearCustomAttributes( material ) {
  2328. for ( var a in material.attributes ) {
  2329. material.attributes[ a ].needsUpdate = false;
  2330. }
  2331. };
  2332. // Objects removal
  2333. function removeObject( object, scene ) {
  2334. if ( object instanceof THREE.Mesh ||
  2335. object instanceof THREE.PointCloud ||
  2336. object instanceof THREE.Line ) {
  2337. removeInstancesWebglObjects( scene.__webglObjects, object );
  2338. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  2339. removeInstances( scene.__webglObjectsImmediate, object );
  2340. }
  2341. delete object.__webglActive;
  2342. };
  2343. function removeInstancesWebglObjects( objlist, object ) {
  2344. delete objlist[ object.id ];
  2345. };
  2346. function removeInstances( objlist, object ) {
  2347. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2348. if ( objlist[ o ].object === object ) {
  2349. objlist.splice( o, 1 );
  2350. }
  2351. }
  2352. };
  2353. // Materials
  2354. this.initMaterial = function ( material, lights, fog, object ) {
  2355. material.addEventListener( 'dispose', onMaterialDispose );
  2356. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  2357. if ( material instanceof THREE.MeshDepthMaterial ) {
  2358. shaderID = 'depth';
  2359. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2360. shaderID = 'normal';
  2361. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  2362. shaderID = 'basic';
  2363. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2364. shaderID = 'lambert';
  2365. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2366. shaderID = 'phong';
  2367. } else if ( material instanceof THREE.LineBasicMaterial ) {
  2368. shaderID = 'basic';
  2369. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2370. shaderID = 'dashed';
  2371. } else if ( material instanceof THREE.PointCloudMaterial ) {
  2372. shaderID = 'particle_basic';
  2373. }
  2374. if ( shaderID ) {
  2375. var shader = THREE.ShaderLib[ shaderID ];
  2376. material.__webglShader = {
  2377. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  2378. vertexShader: shader.vertexShader,
  2379. fragmentShader: shader.fragmentShader
  2380. }
  2381. } else {
  2382. material.__webglShader = {
  2383. uniforms: material.uniforms,
  2384. vertexShader: material.vertexShader,
  2385. fragmentShader: material.fragmentShader
  2386. }
  2387. }
  2388. // heuristics to create shader parameters according to lights in the scene
  2389. // (not to blow over maxLights budget)
  2390. maxLightCount = allocateLights( lights );
  2391. maxShadows = allocateShadows( lights );
  2392. maxBones = allocateBones( object );
  2393. parameters = {
  2394. precision: _precision,
  2395. supportsVertexTextures: _supportsVertexTextures,
  2396. map: !! material.map,
  2397. envMap: !! material.envMap,
  2398. lightMap: !! material.lightMap,
  2399. bumpMap: !! material.bumpMap,
  2400. normalMap: !! material.normalMap,
  2401. specularMap: !! material.specularMap,
  2402. alphaMap: !! material.alphaMap,
  2403. vertexColors: material.vertexColors,
  2404. fog: fog,
  2405. useFog: material.fog,
  2406. fogExp: fog instanceof THREE.FogExp2,
  2407. sizeAttenuation: material.sizeAttenuation,
  2408. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  2409. skinning: material.skinning,
  2410. maxBones: maxBones,
  2411. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  2412. morphTargets: material.morphTargets,
  2413. morphNormals: material.morphNormals,
  2414. maxMorphTargets: this.maxMorphTargets,
  2415. maxMorphNormals: this.maxMorphNormals,
  2416. maxDirLights: maxLightCount.directional,
  2417. maxPointLights: maxLightCount.point,
  2418. maxSpotLights: maxLightCount.spot,
  2419. maxHemiLights: maxLightCount.hemi,
  2420. maxShadows: maxShadows,
  2421. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
  2422. shadowMapType: this.shadowMapType,
  2423. shadowMapDebug: this.shadowMapDebug,
  2424. shadowMapCascade: this.shadowMapCascade,
  2425. alphaTest: material.alphaTest,
  2426. metal: material.metal,
  2427. wrapAround: material.wrapAround,
  2428. doubleSided: material.side === THREE.DoubleSide,
  2429. flipSided: material.side === THREE.BackSide
  2430. };
  2431. // Generate code
  2432. var chunks = [];
  2433. if ( shaderID ) {
  2434. chunks.push( shaderID );
  2435. } else {
  2436. chunks.push( material.fragmentShader );
  2437. chunks.push( material.vertexShader );
  2438. }
  2439. for ( var d in material.defines ) {
  2440. chunks.push( d );
  2441. chunks.push( material.defines[ d ] );
  2442. }
  2443. for ( var p in parameters ) {
  2444. chunks.push( p );
  2445. chunks.push( parameters[ p ] );
  2446. }
  2447. var code = chunks.join();
  2448. var program;
  2449. // Check if code has been already compiled
  2450. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  2451. var programInfo = _programs[ p ];
  2452. if ( programInfo.code === code ) {
  2453. program = programInfo;
  2454. program.usedTimes ++;
  2455. break;
  2456. }
  2457. }
  2458. if ( program === undefined ) {
  2459. program = new THREE.WebGLProgram( this, code, material, parameters );
  2460. _programs.push( program );
  2461. _this.info.memory.programs = _programs.length;
  2462. }
  2463. material.program = program;
  2464. var attributes = material.program.attributes;
  2465. if ( material.morphTargets ) {
  2466. material.numSupportedMorphTargets = 0;
  2467. var id, base = 'morphTarget';
  2468. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  2469. id = base + i;
  2470. if ( attributes[ id ] >= 0 ) {
  2471. material.numSupportedMorphTargets ++;
  2472. }
  2473. }
  2474. }
  2475. if ( material.morphNormals ) {
  2476. material.numSupportedMorphNormals = 0;
  2477. var id, base = 'morphNormal';
  2478. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  2479. id = base + i;
  2480. if ( attributes[ id ] >= 0 ) {
  2481. material.numSupportedMorphNormals ++;
  2482. }
  2483. }
  2484. }
  2485. material.uniformsList = [];
  2486. for ( u in material.__webglShader.uniforms ) {
  2487. var location = material.program.uniforms[ u ];
  2488. if ( location ) {
  2489. material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
  2490. }
  2491. }
  2492. };
  2493. function setProgram( camera, lights, fog, material, object ) {
  2494. _usedTextureUnits = 0;
  2495. if ( material.needsUpdate ) {
  2496. if ( material.program ) deallocateMaterial( material );
  2497. _this.initMaterial( material, lights, fog, object );
  2498. material.needsUpdate = false;
  2499. }
  2500. if ( material.morphTargets ) {
  2501. if ( ! object.__webglMorphTargetInfluences ) {
  2502. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2503. }
  2504. }
  2505. var refreshProgram = false;
  2506. var refreshMaterial = false;
  2507. var refreshLights = false;
  2508. var program = material.program,
  2509. p_uniforms = program.uniforms,
  2510. m_uniforms = material.__webglShader.uniforms;
  2511. if ( program.id !== _currentProgram ) {
  2512. _gl.useProgram( program.program );
  2513. _currentProgram = program.id;
  2514. refreshProgram = true;
  2515. refreshMaterial = true;
  2516. refreshLights = true;
  2517. }
  2518. if ( material.id !== _currentMaterialId ) {
  2519. if ( _currentMaterialId === -1 ) refreshLights = true;
  2520. _currentMaterialId = material.id;
  2521. refreshMaterial = true;
  2522. }
  2523. if ( refreshProgram || camera !== _currentCamera ) {
  2524. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  2525. if ( _logarithmicDepthBuffer ) {
  2526. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  2527. }
  2528. if ( camera !== _currentCamera ) _currentCamera = camera;
  2529. // load material specific uniforms
  2530. // (shader material also gets them for the sake of genericity)
  2531. if ( material instanceof THREE.ShaderMaterial ||
  2532. material instanceof THREE.MeshPhongMaterial ||
  2533. material.envMap ) {
  2534. if ( p_uniforms.cameraPosition !== null ) {
  2535. _vector3.setFromMatrixPosition( camera.matrixWorld );
  2536. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  2537. }
  2538. }
  2539. if ( material instanceof THREE.MeshPhongMaterial ||
  2540. material instanceof THREE.MeshLambertMaterial ||
  2541. material instanceof THREE.ShaderMaterial ||
  2542. material.skinning ) {
  2543. if ( p_uniforms.viewMatrix !== null ) {
  2544. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  2545. }
  2546. }
  2547. }
  2548. // skinning uniforms must be set even if material didn't change
  2549. // auto-setting of texture unit for bone texture must go before other textures
  2550. // not sure why, but otherwise weird things happen
  2551. if ( material.skinning ) {
  2552. if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
  2553. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  2554. }
  2555. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
  2556. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  2557. }
  2558. if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  2559. if ( p_uniforms.boneTexture !== null ) {
  2560. var textureUnit = getTextureUnit();
  2561. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  2562. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  2563. }
  2564. if ( p_uniforms.boneTextureWidth !== null ) {
  2565. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  2566. }
  2567. if ( p_uniforms.boneTextureHeight !== null ) {
  2568. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  2569. }
  2570. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  2571. if ( p_uniforms.boneGlobalMatrices !== null ) {
  2572. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  2573. }
  2574. }
  2575. }
  2576. if ( refreshMaterial ) {
  2577. // refresh uniforms common to several materials
  2578. if ( fog && material.fog ) {
  2579. refreshUniformsFog( m_uniforms, fog );
  2580. }
  2581. if ( material instanceof THREE.MeshPhongMaterial ||
  2582. material instanceof THREE.MeshLambertMaterial ||
  2583. material.lights ) {
  2584. if ( _lightsNeedUpdate ) {
  2585. refreshLights = true;
  2586. setupLights( lights );
  2587. _lightsNeedUpdate = false;
  2588. }
  2589. if ( refreshLights ) {
  2590. refreshUniformsLights( m_uniforms, _lights );
  2591. markUniformsLightsNeedsUpdate( m_uniforms, true );
  2592. } else {
  2593. markUniformsLightsNeedsUpdate( m_uniforms, false );
  2594. }
  2595. }
  2596. if ( material instanceof THREE.MeshBasicMaterial ||
  2597. material instanceof THREE.MeshLambertMaterial ||
  2598. material instanceof THREE.MeshPhongMaterial ) {
  2599. refreshUniformsCommon( m_uniforms, material );
  2600. }
  2601. // refresh single material specific uniforms
  2602. if ( material instanceof THREE.LineBasicMaterial ) {
  2603. refreshUniformsLine( m_uniforms, material );
  2604. } else if ( material instanceof THREE.LineDashedMaterial ) {
  2605. refreshUniformsLine( m_uniforms, material );
  2606. refreshUniformsDash( m_uniforms, material );
  2607. } else if ( material instanceof THREE.PointCloudMaterial ) {
  2608. refreshUniformsParticle( m_uniforms, material );
  2609. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2610. refreshUniformsPhong( m_uniforms, material );
  2611. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2612. refreshUniformsLambert( m_uniforms, material );
  2613. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2614. m_uniforms.mNear.value = camera.near;
  2615. m_uniforms.mFar.value = camera.far;
  2616. m_uniforms.opacity.value = material.opacity;
  2617. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2618. m_uniforms.opacity.value = material.opacity;
  2619. }
  2620. if ( object.receiveShadow && ! material._shadowPass ) {
  2621. refreshUniformsShadow( m_uniforms, lights );
  2622. }
  2623. // load common uniforms
  2624. loadUniformsGeneric( material.uniformsList );
  2625. }
  2626. loadUniformsMatrices( p_uniforms, object );
  2627. if ( p_uniforms.modelMatrix !== null ) {
  2628. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  2629. }
  2630. return program;
  2631. };
  2632. // Uniforms (refresh uniforms objects)
  2633. function refreshUniformsCommon ( uniforms, material ) {
  2634. uniforms.opacity.value = material.opacity;
  2635. if ( _this.gammaInput ) {
  2636. uniforms.diffuse.value.copyGammaToLinear( material.color );
  2637. } else {
  2638. uniforms.diffuse.value = material.color;
  2639. }
  2640. uniforms.map.value = material.map;
  2641. uniforms.lightMap.value = material.lightMap;
  2642. uniforms.specularMap.value = material.specularMap;
  2643. uniforms.alphaMap.value = material.alphaMap;
  2644. if ( material.bumpMap ) {
  2645. uniforms.bumpMap.value = material.bumpMap;
  2646. uniforms.bumpScale.value = material.bumpScale;
  2647. }
  2648. if ( material.normalMap ) {
  2649. uniforms.normalMap.value = material.normalMap;
  2650. uniforms.normalScale.value.copy( material.normalScale );
  2651. }
  2652. // uv repeat and offset setting priorities
  2653. // 1. color map
  2654. // 2. specular map
  2655. // 3. normal map
  2656. // 4. bump map
  2657. // 5. alpha map
  2658. var uvScaleMap;
  2659. if ( material.map ) {
  2660. uvScaleMap = material.map;
  2661. } else if ( material.specularMap ) {
  2662. uvScaleMap = material.specularMap;
  2663. } else if ( material.normalMap ) {
  2664. uvScaleMap = material.normalMap;
  2665. } else if ( material.bumpMap ) {
  2666. uvScaleMap = material.bumpMap;
  2667. } else if ( material.alphaMap ) {
  2668. uvScaleMap = material.alphaMap;
  2669. }
  2670. if ( uvScaleMap !== undefined ) {
  2671. var offset = uvScaleMap.offset;
  2672. var repeat = uvScaleMap.repeat;
  2673. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  2674. }
  2675. uniforms.envMap.value = material.envMap;
  2676. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  2677. if ( _this.gammaInput ) {
  2678. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  2679. uniforms.reflectivity.value = material.reflectivity;
  2680. } else {
  2681. uniforms.reflectivity.value = material.reflectivity;
  2682. }
  2683. uniforms.refractionRatio.value = material.refractionRatio;
  2684. uniforms.combine.value = material.combine;
  2685. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  2686. };
  2687. function refreshUniformsLine ( uniforms, material ) {
  2688. uniforms.diffuse.value = material.color;
  2689. uniforms.opacity.value = material.opacity;
  2690. };
  2691. function refreshUniformsDash ( uniforms, material ) {
  2692. uniforms.dashSize.value = material.dashSize;
  2693. uniforms.totalSize.value = material.dashSize + material.gapSize;
  2694. uniforms.scale.value = material.scale;
  2695. };
  2696. function refreshUniformsParticle ( uniforms, material ) {
  2697. uniforms.psColor.value = material.color;
  2698. uniforms.opacity.value = material.opacity;
  2699. uniforms.size.value = material.size;
  2700. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2701. uniforms.map.value = material.map;
  2702. };
  2703. function refreshUniformsFog ( uniforms, fog ) {
  2704. uniforms.fogColor.value = fog.color;
  2705. if ( fog instanceof THREE.Fog ) {
  2706. uniforms.fogNear.value = fog.near;
  2707. uniforms.fogFar.value = fog.far;
  2708. } else if ( fog instanceof THREE.FogExp2 ) {
  2709. uniforms.fogDensity.value = fog.density;
  2710. }
  2711. };
  2712. function refreshUniformsPhong ( uniforms, material ) {
  2713. uniforms.shininess.value = material.shininess;
  2714. if ( _this.gammaInput ) {
  2715. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2716. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2717. uniforms.specular.value.copyGammaToLinear( material.specular );
  2718. } else {
  2719. uniforms.ambient.value = material.ambient;
  2720. uniforms.emissive.value = material.emissive;
  2721. uniforms.specular.value = material.specular;
  2722. }
  2723. if ( material.wrapAround ) {
  2724. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2725. }
  2726. };
  2727. function refreshUniformsLambert ( uniforms, material ) {
  2728. if ( _this.gammaInput ) {
  2729. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2730. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  2731. } else {
  2732. uniforms.ambient.value = material.ambient;
  2733. uniforms.emissive.value = material.emissive;
  2734. }
  2735. if ( material.wrapAround ) {
  2736. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2737. }
  2738. };
  2739. function refreshUniformsLights ( uniforms, lights ) {
  2740. uniforms.ambientLightColor.value = lights.ambient;
  2741. uniforms.directionalLightColor.value = lights.directional.colors;
  2742. uniforms.directionalLightDirection.value = lights.directional.positions;
  2743. uniforms.pointLightColor.value = lights.point.colors;
  2744. uniforms.pointLightPosition.value = lights.point.positions;
  2745. uniforms.pointLightDistance.value = lights.point.distances;
  2746. uniforms.spotLightColor.value = lights.spot.colors;
  2747. uniforms.spotLightPosition.value = lights.spot.positions;
  2748. uniforms.spotLightDistance.value = lights.spot.distances;
  2749. uniforms.spotLightDirection.value = lights.spot.directions;
  2750. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  2751. uniforms.spotLightExponent.value = lights.spot.exponents;
  2752. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  2753. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  2754. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  2755. };
  2756. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  2757. function markUniformsLightsNeedsUpdate ( uniforms, boolean ) {
  2758. uniforms.ambientLightColor.needsUpdate = boolean;
  2759. uniforms.directionalLightColor.needsUpdate = boolean;
  2760. uniforms.directionalLightDirection.needsUpdate = boolean;
  2761. uniforms.pointLightColor.needsUpdate = boolean;
  2762. uniforms.pointLightPosition.needsUpdate = boolean;
  2763. uniforms.pointLightDistance.needsUpdate = boolean;
  2764. uniforms.spotLightColor.needsUpdate = boolean;
  2765. uniforms.spotLightPosition.needsUpdate = boolean;
  2766. uniforms.spotLightDistance.needsUpdate = boolean;
  2767. uniforms.spotLightDirection.needsUpdate = boolean;
  2768. uniforms.spotLightAngleCos.needsUpdate = boolean;
  2769. uniforms.spotLightExponent.needsUpdate = boolean;
  2770. uniforms.hemisphereLightSkyColor.needsUpdate = boolean;
  2771. uniforms.hemisphereLightGroundColor.needsUpdate = boolean;
  2772. uniforms.hemisphereLightDirection.needsUpdate = boolean;
  2773. };
  2774. function refreshUniformsShadow ( uniforms, lights ) {
  2775. if ( uniforms.shadowMatrix ) {
  2776. var j = 0;
  2777. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2778. var light = lights[ i ];
  2779. if ( ! light.castShadow ) continue;
  2780. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  2781. uniforms.shadowMap.value[ j ] = light.shadowMap;
  2782. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2783. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2784. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2785. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2786. j ++;
  2787. }
  2788. }
  2789. }
  2790. };
  2791. // Uniforms (load to GPU)
  2792. function loadUniformsMatrices ( uniforms, object ) {
  2793. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  2794. if ( uniforms.normalMatrix ) {
  2795. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  2796. }
  2797. };
  2798. function getTextureUnit() {
  2799. var textureUnit = _usedTextureUnits;
  2800. if ( textureUnit >= _maxTextures ) {
  2801. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  2802. }
  2803. _usedTextureUnits += 1;
  2804. return textureUnit;
  2805. };
  2806. function loadUniformsGeneric ( uniforms ) {
  2807. var texture, textureUnit, offset;
  2808. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2809. var uniform = uniforms[ j ][ 0 ];
  2810. // needsUpdate property is not added to all uniforms.
  2811. if ( uniform.needsUpdate === false ) continue;
  2812. var type = uniform.type;
  2813. var value = uniform.value;
  2814. var location = uniforms[ j ][ 1 ];
  2815. switch ( type ) {
  2816. case 'i':
  2817. // single integer
  2818. _gl.uniform1i( location, value );
  2819. break;
  2820. case 'f':
  2821. // single float
  2822. _gl.uniform1f( location, value );
  2823. break;
  2824. case 'v2':
  2825. // single THREE.Vector2
  2826. _gl.uniform2f( location, value.x, value.y );
  2827. break;
  2828. case 'v3':
  2829. // single THREE.Vector3
  2830. _gl.uniform3f( location, value.x, value.y, value.z );
  2831. break;
  2832. case 'v4':
  2833. // single THREE.Vector4
  2834. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2835. break;
  2836. case 'c':
  2837. // single THREE.Color
  2838. _gl.uniform3f( location, value.r, value.g, value.b );
  2839. break;
  2840. case 'iv1':
  2841. // flat array of integers (JS or typed array)
  2842. _gl.uniform1iv( location, value );
  2843. break;
  2844. case 'iv':
  2845. // flat array of integers with 3 x N size (JS or typed array)
  2846. _gl.uniform3iv( location, value );
  2847. break;
  2848. case 'fv1':
  2849. // flat array of floats (JS or typed array)
  2850. _gl.uniform1fv( location, value );
  2851. break;
  2852. case 'fv':
  2853. // flat array of floats with 3 x N size (JS or typed array)
  2854. _gl.uniform3fv( location, value );
  2855. break;
  2856. case 'v2v':
  2857. // array of THREE.Vector2
  2858. if ( uniform._array === undefined ) {
  2859. uniform._array = new Float32Array( 2 * value.length );
  2860. }
  2861. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2862. offset = i * 2;
  2863. uniform._array[ offset ] = value[ i ].x;
  2864. uniform._array[ offset + 1 ] = value[ i ].y;
  2865. }
  2866. _gl.uniform2fv( location, uniform._array );
  2867. break;
  2868. case 'v3v':
  2869. // array of THREE.Vector3
  2870. if ( uniform._array === undefined ) {
  2871. uniform._array = new Float32Array( 3 * value.length );
  2872. }
  2873. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2874. offset = i * 3;
  2875. uniform._array[ offset ] = value[ i ].x;
  2876. uniform._array[ offset + 1 ] = value[ i ].y;
  2877. uniform._array[ offset + 2 ] = value[ i ].z;
  2878. }
  2879. _gl.uniform3fv( location, uniform._array );
  2880. break;
  2881. case 'v4v':
  2882. // array of THREE.Vector4
  2883. if ( uniform._array === undefined ) {
  2884. uniform._array = new Float32Array( 4 * value.length );
  2885. }
  2886. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2887. offset = i * 4;
  2888. uniform._array[ offset ] = value[ i ].x;
  2889. uniform._array[ offset + 1 ] = value[ i ].y;
  2890. uniform._array[ offset + 2 ] = value[ i ].z;
  2891. uniform._array[ offset + 3 ] = value[ i ].w;
  2892. }
  2893. _gl.uniform4fv( location, uniform._array );
  2894. break;
  2895. case 'm3':
  2896. // single THREE.Matrix3
  2897. _gl.uniformMatrix3fv( location, false, value.elements );
  2898. break;
  2899. case 'm3v':
  2900. // array of THREE.Matrix3
  2901. if ( uniform._array === undefined ) {
  2902. uniform._array = new Float32Array( 9 * value.length );
  2903. }
  2904. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2905. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  2906. }
  2907. _gl.uniformMatrix3fv( location, false, uniform._array );
  2908. break;
  2909. case 'm4':
  2910. // single THREE.Matrix4
  2911. _gl.uniformMatrix4fv( location, false, value.elements );
  2912. break;
  2913. case 'm4v':
  2914. // array of THREE.Matrix4
  2915. if ( uniform._array === undefined ) {
  2916. uniform._array = new Float32Array( 16 * value.length );
  2917. }
  2918. for ( var i = 0, il = value.length; i < il; i ++ ) {
  2919. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2920. }
  2921. _gl.uniformMatrix4fv( location, false, uniform._array );
  2922. break;
  2923. case 't':
  2924. // single THREE.Texture (2d or cube)
  2925. texture = value;
  2926. textureUnit = getTextureUnit();
  2927. _gl.uniform1i( location, textureUnit );
  2928. if ( ! texture ) continue;
  2929. if ( texture instanceof THREE.CubeTexture ||
  2930. ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
  2931. setCubeTexture( texture, textureUnit );
  2932. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2933. setCubeTextureDynamic( texture, textureUnit );
  2934. } else {
  2935. _this.setTexture( texture, textureUnit );
  2936. }
  2937. break;
  2938. case 'tv':
  2939. // array of THREE.Texture (2d)
  2940. if ( uniform._array === undefined ) {
  2941. uniform._array = [];
  2942. }
  2943. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  2944. uniform._array[ i ] = getTextureUnit();
  2945. }
  2946. _gl.uniform1iv( location, uniform._array );
  2947. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  2948. texture = uniform.value[ i ];
  2949. textureUnit = uniform._array[ i ];
  2950. if ( ! texture ) continue;
  2951. _this.setTexture( texture, textureUnit );
  2952. }
  2953. break;
  2954. default:
  2955. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  2956. }
  2957. }
  2958. };
  2959. function setupMatrices ( object, camera ) {
  2960. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  2961. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  2962. };
  2963. //
  2964. function setColorGamma( array, offset, color, intensitySq ) {
  2965. array[ offset ] = color.r * color.r * intensitySq;
  2966. array[ offset + 1 ] = color.g * color.g * intensitySq;
  2967. array[ offset + 2 ] = color.b * color.b * intensitySq;
  2968. };
  2969. function setColorLinear( array, offset, color, intensity ) {
  2970. array[ offset ] = color.r * intensity;
  2971. array[ offset + 1 ] = color.g * intensity;
  2972. array[ offset + 2 ] = color.b * intensity;
  2973. };
  2974. function setupLights ( lights ) {
  2975. var l, ll, light, n,
  2976. r = 0, g = 0, b = 0,
  2977. color, skyColor, groundColor,
  2978. intensity, intensitySq,
  2979. position,
  2980. distance,
  2981. zlights = _lights,
  2982. dirColors = zlights.directional.colors,
  2983. dirPositions = zlights.directional.positions,
  2984. pointColors = zlights.point.colors,
  2985. pointPositions = zlights.point.positions,
  2986. pointDistances = zlights.point.distances,
  2987. spotColors = zlights.spot.colors,
  2988. spotPositions = zlights.spot.positions,
  2989. spotDistances = zlights.spot.distances,
  2990. spotDirections = zlights.spot.directions,
  2991. spotAnglesCos = zlights.spot.anglesCos,
  2992. spotExponents = zlights.spot.exponents,
  2993. hemiSkyColors = zlights.hemi.skyColors,
  2994. hemiGroundColors = zlights.hemi.groundColors,
  2995. hemiPositions = zlights.hemi.positions,
  2996. dirLength = 0,
  2997. pointLength = 0,
  2998. spotLength = 0,
  2999. hemiLength = 0,
  3000. dirCount = 0,
  3001. pointCount = 0,
  3002. spotCount = 0,
  3003. hemiCount = 0,
  3004. dirOffset = 0,
  3005. pointOffset = 0,
  3006. spotOffset = 0,
  3007. hemiOffset = 0;
  3008. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  3009. light = lights[ l ];
  3010. if ( light.onlyShadow ) continue;
  3011. color = light.color;
  3012. intensity = light.intensity;
  3013. distance = light.distance;
  3014. if ( light instanceof THREE.AmbientLight ) {
  3015. if ( ! light.visible ) continue;
  3016. if ( _this.gammaInput ) {
  3017. r += color.r * color.r;
  3018. g += color.g * color.g;
  3019. b += color.b * color.b;
  3020. } else {
  3021. r += color.r;
  3022. g += color.g;
  3023. b += color.b;
  3024. }
  3025. } else if ( light instanceof THREE.DirectionalLight ) {
  3026. dirCount += 1;
  3027. if ( ! light.visible ) continue;
  3028. _direction.setFromMatrixPosition( light.matrixWorld );
  3029. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  3030. _direction.sub( _vector3 );
  3031. _direction.normalize();
  3032. dirOffset = dirLength * 3;
  3033. dirPositions[ dirOffset ] = _direction.x;
  3034. dirPositions[ dirOffset + 1 ] = _direction.y;
  3035. dirPositions[ dirOffset + 2 ] = _direction.z;
  3036. if ( _this.gammaInput ) {
  3037. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  3038. } else {
  3039. setColorLinear( dirColors, dirOffset, color, intensity );
  3040. }
  3041. dirLength += 1;
  3042. } else if ( light instanceof THREE.PointLight ) {
  3043. pointCount += 1;
  3044. if ( ! light.visible ) continue;
  3045. pointOffset = pointLength * 3;
  3046. if ( _this.gammaInput ) {
  3047. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  3048. } else {
  3049. setColorLinear( pointColors, pointOffset, color, intensity );
  3050. }
  3051. _vector3.setFromMatrixPosition( light.matrixWorld );
  3052. pointPositions[ pointOffset ] = _vector3.x;
  3053. pointPositions[ pointOffset + 1 ] = _vector3.y;
  3054. pointPositions[ pointOffset + 2 ] = _vector3.z;
  3055. pointDistances[ pointLength ] = distance;
  3056. pointLength += 1;
  3057. } else if ( light instanceof THREE.SpotLight ) {
  3058. spotCount += 1;
  3059. if ( ! light.visible ) continue;
  3060. spotOffset = spotLength * 3;
  3061. if ( _this.gammaInput ) {
  3062. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  3063. } else {
  3064. setColorLinear( spotColors, spotOffset, color, intensity );
  3065. }
  3066. _vector3.setFromMatrixPosition( light.matrixWorld );
  3067. spotPositions[ spotOffset ] = _vector3.x;
  3068. spotPositions[ spotOffset + 1 ] = _vector3.y;
  3069. spotPositions[ spotOffset + 2 ] = _vector3.z;
  3070. spotDistances[ spotLength ] = distance;
  3071. _direction.copy( _vector3 );
  3072. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  3073. _direction.sub( _vector3 );
  3074. _direction.normalize();
  3075. spotDirections[ spotOffset ] = _direction.x;
  3076. spotDirections[ spotOffset + 1 ] = _direction.y;
  3077. spotDirections[ spotOffset + 2 ] = _direction.z;
  3078. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  3079. spotExponents[ spotLength ] = light.exponent;
  3080. spotLength += 1;
  3081. } else if ( light instanceof THREE.HemisphereLight ) {
  3082. hemiCount += 1;
  3083. if ( ! light.visible ) continue;
  3084. _direction.setFromMatrixPosition( light.matrixWorld );
  3085. _direction.normalize();
  3086. hemiOffset = hemiLength * 3;
  3087. hemiPositions[ hemiOffset ] = _direction.x;
  3088. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  3089. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  3090. skyColor = light.color;
  3091. groundColor = light.groundColor;
  3092. if ( _this.gammaInput ) {
  3093. intensitySq = intensity * intensity;
  3094. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  3095. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  3096. } else {
  3097. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  3098. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  3099. }
  3100. hemiLength += 1;
  3101. }
  3102. }
  3103. // null eventual remains from removed lights
  3104. // (this is to avoid if in shader)
  3105. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  3106. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  3107. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  3108. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  3109. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  3110. zlights.directional.length = dirLength;
  3111. zlights.point.length = pointLength;
  3112. zlights.spot.length = spotLength;
  3113. zlights.hemi.length = hemiLength;
  3114. zlights.ambient[ 0 ] = r;
  3115. zlights.ambient[ 1 ] = g;
  3116. zlights.ambient[ 2 ] = b;
  3117. };
  3118. // GL state setting
  3119. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  3120. if ( cullFace === THREE.CullFaceNone ) {
  3121. _gl.disable( _gl.CULL_FACE );
  3122. } else {
  3123. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  3124. _gl.frontFace( _gl.CW );
  3125. } else {
  3126. _gl.frontFace( _gl.CCW );
  3127. }
  3128. if ( cullFace === THREE.CullFaceBack ) {
  3129. _gl.cullFace( _gl.BACK );
  3130. } else if ( cullFace === THREE.CullFaceFront ) {
  3131. _gl.cullFace( _gl.FRONT );
  3132. } else {
  3133. _gl.cullFace( _gl.FRONT_AND_BACK );
  3134. }
  3135. _gl.enable( _gl.CULL_FACE );
  3136. }
  3137. };
  3138. this.setMaterialFaces = function ( material ) {
  3139. var doubleSided = material.side === THREE.DoubleSide;
  3140. var flipSided = material.side === THREE.BackSide;
  3141. if ( _oldDoubleSided !== doubleSided ) {
  3142. if ( doubleSided ) {
  3143. _gl.disable( _gl.CULL_FACE );
  3144. } else {
  3145. _gl.enable( _gl.CULL_FACE );
  3146. }
  3147. _oldDoubleSided = doubleSided;
  3148. }
  3149. if ( _oldFlipSided !== flipSided ) {
  3150. if ( flipSided ) {
  3151. _gl.frontFace( _gl.CW );
  3152. } else {
  3153. _gl.frontFace( _gl.CCW );
  3154. }
  3155. _oldFlipSided = flipSided;
  3156. }
  3157. };
  3158. this.setDepthTest = function ( depthTest ) {
  3159. if ( _oldDepthTest !== depthTest ) {
  3160. if ( depthTest ) {
  3161. _gl.enable( _gl.DEPTH_TEST );
  3162. } else {
  3163. _gl.disable( _gl.DEPTH_TEST );
  3164. }
  3165. _oldDepthTest = depthTest;
  3166. }
  3167. };
  3168. this.setDepthWrite = function ( depthWrite ) {
  3169. if ( _oldDepthWrite !== depthWrite ) {
  3170. _gl.depthMask( depthWrite );
  3171. _oldDepthWrite = depthWrite;
  3172. }
  3173. };
  3174. function setLineWidth ( width ) {
  3175. if ( width !== _oldLineWidth ) {
  3176. _gl.lineWidth( width );
  3177. _oldLineWidth = width;
  3178. }
  3179. };
  3180. function setPolygonOffset ( polygonoffset, factor, units ) {
  3181. if ( _oldPolygonOffset !== polygonoffset ) {
  3182. if ( polygonoffset ) {
  3183. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  3184. } else {
  3185. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  3186. }
  3187. _oldPolygonOffset = polygonoffset;
  3188. }
  3189. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  3190. _gl.polygonOffset( factor, units );
  3191. _oldPolygonOffsetFactor = factor;
  3192. _oldPolygonOffsetUnits = units;
  3193. }
  3194. };
  3195. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  3196. if ( blending !== _oldBlending ) {
  3197. if ( blending === THREE.NoBlending ) {
  3198. _gl.disable( _gl.BLEND );
  3199. } else if ( blending === THREE.AdditiveBlending ) {
  3200. _gl.enable( _gl.BLEND );
  3201. _gl.blendEquation( _gl.FUNC_ADD );
  3202. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  3203. } else if ( blending === THREE.SubtractiveBlending ) {
  3204. // TODO: Find blendFuncSeparate() combination
  3205. _gl.enable( _gl.BLEND );
  3206. _gl.blendEquation( _gl.FUNC_ADD );
  3207. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  3208. } else if ( blending === THREE.MultiplyBlending ) {
  3209. // TODO: Find blendFuncSeparate() combination
  3210. _gl.enable( _gl.BLEND );
  3211. _gl.blendEquation( _gl.FUNC_ADD );
  3212. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  3213. } else if ( blending === THREE.CustomBlending ) {
  3214. _gl.enable( _gl.BLEND );
  3215. } else {
  3216. _gl.enable( _gl.BLEND );
  3217. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  3218. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  3219. }
  3220. _oldBlending = blending;
  3221. }
  3222. if ( blending === THREE.CustomBlending ) {
  3223. if ( blendEquation !== _oldBlendEquation ) {
  3224. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  3225. _oldBlendEquation = blendEquation;
  3226. }
  3227. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  3228. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  3229. _oldBlendSrc = blendSrc;
  3230. _oldBlendDst = blendDst;
  3231. }
  3232. } else {
  3233. _oldBlendEquation = null;
  3234. _oldBlendSrc = null;
  3235. _oldBlendDst = null;
  3236. }
  3237. };
  3238. // Textures
  3239. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3240. if ( isImagePowerOfTwo ) {
  3241. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3242. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3243. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3244. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3245. } else {
  3246. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3247. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3248. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3249. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3250. }
  3251. if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
  3252. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  3253. _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
  3254. texture.__oldAnisotropy = texture.anisotropy;
  3255. }
  3256. }
  3257. };
  3258. this.setTexture = function ( texture, slot ) {
  3259. if ( texture.needsUpdate ) {
  3260. if ( ! texture.__webglInit ) {
  3261. texture.__webglInit = true;
  3262. texture.addEventListener( 'dispose', onTextureDispose );
  3263. texture.__webglTexture = _gl.createTexture();
  3264. _this.info.memory.textures ++;
  3265. }
  3266. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3267. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3268. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3269. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  3270. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  3271. var image = texture.image,
  3272. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3273. glFormat = paramThreeToGL( texture.format ),
  3274. glType = paramThreeToGL( texture.type );
  3275. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3276. var mipmap, mipmaps = texture.mipmaps;
  3277. if ( texture instanceof THREE.DataTexture ) {
  3278. // use manually created mipmaps if available
  3279. // if there are no manual mipmaps
  3280. // set 0 level mipmap and then use GL to generate other mipmap levels
  3281. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3282. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3283. mipmap = mipmaps[ i ];
  3284. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3285. }
  3286. texture.generateMipmaps = false;
  3287. } else {
  3288. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3289. }
  3290. } else if ( texture instanceof THREE.CompressedTexture ) {
  3291. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3292. mipmap = mipmaps[ i ];
  3293. if ( texture.format !== THREE.RGBAFormat ) {
  3294. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3295. } else {
  3296. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3297. }
  3298. }
  3299. } else { // regular Texture (image, video, canvas)
  3300. // use manually created mipmaps if available
  3301. // if there are no manual mipmaps
  3302. // set 0 level mipmap and then use GL to generate other mipmap levels
  3303. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  3304. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  3305. mipmap = mipmaps[ i ];
  3306. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  3307. }
  3308. texture.generateMipmaps = false;
  3309. } else {
  3310. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3311. }
  3312. }
  3313. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3314. texture.needsUpdate = false;
  3315. if ( texture.onUpdate ) texture.onUpdate();
  3316. } else {
  3317. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3318. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3319. }
  3320. };
  3321. function clampToMaxSize ( image, maxSize ) {
  3322. if ( image.width <= maxSize && image.height <= maxSize ) {
  3323. return image;
  3324. }
  3325. // Warning: Scaling through the canvas will only work with images that use
  3326. // premultiplied alpha.
  3327. var maxDimension = Math.max( image.width, image.height );
  3328. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  3329. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  3330. var canvas = document.createElement( 'canvas' );
  3331. canvas.width = newWidth;
  3332. canvas.height = newHeight;
  3333. var ctx = canvas.getContext( '2d' );
  3334. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  3335. return canvas;
  3336. }
  3337. function setCubeTexture ( texture, slot ) {
  3338. if ( texture.image.length === 6 ) {
  3339. if ( texture.needsUpdate ) {
  3340. if ( ! texture.image.__webglTextureCube ) {
  3341. texture.addEventListener( 'dispose', onTextureDispose );
  3342. texture.image.__webglTextureCube = _gl.createTexture();
  3343. _this.info.memory.textures ++;
  3344. }
  3345. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3346. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3347. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  3348. var isCompressed = texture instanceof THREE.CompressedTexture;
  3349. var cubeImage = [];
  3350. for ( var i = 0; i < 6; i ++ ) {
  3351. if ( _this.autoScaleCubemaps && ! isCompressed ) {
  3352. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3353. } else {
  3354. cubeImage[ i ] = texture.image[ i ];
  3355. }
  3356. }
  3357. var image = cubeImage[ 0 ],
  3358. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  3359. glFormat = paramThreeToGL( texture.format ),
  3360. glType = paramThreeToGL( texture.type );
  3361. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3362. for ( var i = 0; i < 6; i ++ ) {
  3363. if ( ! isCompressed ) {
  3364. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3365. } else {
  3366. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  3367. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  3368. mipmap = mipmaps[ j ];
  3369. if ( texture.format !== THREE.RGBAFormat ) {
  3370. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  3371. } else {
  3372. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  3373. }
  3374. }
  3375. }
  3376. }
  3377. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  3378. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3379. }
  3380. texture.needsUpdate = false;
  3381. if ( texture.onUpdate ) texture.onUpdate();
  3382. } else {
  3383. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3384. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3385. }
  3386. }
  3387. };
  3388. function setCubeTextureDynamic ( texture, slot ) {
  3389. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3390. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3391. };
  3392. // Render targets
  3393. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3394. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3395. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3396. };
  3397. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3398. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3399. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3400. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3401. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3402. /* For some reason this is not working. Defaulting to RGBA4.
  3403. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3404. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3405. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3406. */
  3407. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3408. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3409. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3410. } else {
  3411. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3412. }
  3413. };
  3414. this.setRenderTarget = function ( renderTarget ) {
  3415. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3416. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3417. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3418. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3419. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  3420. renderTarget.__webglTexture = _gl.createTexture();
  3421. _this.info.memory.textures ++;
  3422. // Setup texture, create render and frame buffers
  3423. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  3424. glFormat = paramThreeToGL( renderTarget.format ),
  3425. glType = paramThreeToGL( renderTarget.type );
  3426. if ( isCube ) {
  3427. renderTarget.__webglFramebuffer = [];
  3428. renderTarget.__webglRenderbuffer = [];
  3429. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3430. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3431. for ( var i = 0; i < 6; i ++ ) {
  3432. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3433. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3434. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3435. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3436. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3437. }
  3438. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3439. } else {
  3440. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3441. if ( renderTarget.shareDepthFrom ) {
  3442. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  3443. } else {
  3444. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3445. }
  3446. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3447. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3448. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3449. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3450. if ( renderTarget.shareDepthFrom ) {
  3451. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3452. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3453. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3454. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  3455. }
  3456. } else {
  3457. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3458. }
  3459. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3460. }
  3461. // Release everything
  3462. if ( isCube ) {
  3463. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3464. } else {
  3465. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3466. }
  3467. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3468. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  3469. }
  3470. var framebuffer, width, height, vx, vy;
  3471. if ( renderTarget ) {
  3472. if ( isCube ) {
  3473. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3474. } else {
  3475. framebuffer = renderTarget.__webglFramebuffer;
  3476. }
  3477. width = renderTarget.width;
  3478. height = renderTarget.height;
  3479. vx = 0;
  3480. vy = 0;
  3481. } else {
  3482. framebuffer = null;
  3483. width = _viewportWidth;
  3484. height = _viewportHeight;
  3485. vx = _viewportX;
  3486. vy = _viewportY;
  3487. }
  3488. if ( framebuffer !== _currentFramebuffer ) {
  3489. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3490. _gl.viewport( vx, vy, width, height );
  3491. _currentFramebuffer = framebuffer;
  3492. }
  3493. _currentWidth = width;
  3494. _currentHeight = height;
  3495. };
  3496. function updateRenderTargetMipmap ( renderTarget ) {
  3497. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3498. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3499. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3500. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3501. } else {
  3502. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3503. _gl.generateMipmap( _gl.TEXTURE_2D );
  3504. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3505. }
  3506. };
  3507. // Fallback filters for non-power-of-2 textures
  3508. function filterFallback ( f ) {
  3509. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  3510. return _gl.NEAREST;
  3511. }
  3512. return _gl.LINEAR;
  3513. };
  3514. // Map three.js constants to WebGL constants
  3515. function paramThreeToGL ( p ) {
  3516. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  3517. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  3518. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  3519. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  3520. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  3521. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  3522. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  3523. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  3524. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  3525. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  3526. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  3527. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  3528. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  3529. if ( p === THREE.ByteType ) return _gl.BYTE;
  3530. if ( p === THREE.ShortType ) return _gl.SHORT;
  3531. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  3532. if ( p === THREE.IntType ) return _gl.INT;
  3533. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  3534. if ( p === THREE.FloatType ) return _gl.FLOAT;
  3535. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  3536. if ( p === THREE.RGBFormat ) return _gl.RGB;
  3537. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  3538. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  3539. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  3540. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  3541. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  3542. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  3543. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  3544. if ( p === THREE.OneFactor ) return _gl.ONE;
  3545. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  3546. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  3547. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  3548. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  3549. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  3550. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  3551. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  3552. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  3553. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  3554. if ( _glExtensionCompressedTextureS3TC !== undefined ) {
  3555. if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
  3556. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  3557. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  3558. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  3559. }
  3560. return 0;
  3561. };
  3562. // Allocations
  3563. function allocateBones ( object ) {
  3564. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  3565. return 1024;
  3566. } else {
  3567. // default for when object is not specified
  3568. // ( for example when prebuilding shader
  3569. // to be used with multiple objects )
  3570. //
  3571. // - leave some extra space for other uniforms
  3572. // - limit here is ANGLE's 254 max uniform vectors
  3573. // (up to 54 should be safe)
  3574. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  3575. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  3576. var maxBones = nVertexMatrices;
  3577. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3578. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  3579. if ( maxBones < object.skeleton.bones.length ) {
  3580. console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  3581. }
  3582. }
  3583. return maxBones;
  3584. }
  3585. };
  3586. function allocateLights( lights ) {
  3587. var dirLights = 0;
  3588. var pointLights = 0;
  3589. var spotLights = 0;
  3590. var hemiLights = 0;
  3591. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3592. var light = lights[ l ];
  3593. if ( light.onlyShadow || light.visible === false ) continue;
  3594. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3595. if ( light instanceof THREE.PointLight ) pointLights ++;
  3596. if ( light instanceof THREE.SpotLight ) spotLights ++;
  3597. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  3598. }
  3599. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  3600. };
  3601. function allocateShadows( lights ) {
  3602. var maxShadows = 0;
  3603. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  3604. var light = lights[ l ];
  3605. if ( ! light.castShadow ) continue;
  3606. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  3607. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  3608. }
  3609. return maxShadows;
  3610. };
  3611. // Initialization
  3612. function initGL() {
  3613. try {
  3614. var attributes = {
  3615. alpha: _alpha,
  3616. depth: _depth,
  3617. stencil: _stencil,
  3618. antialias: _antialias,
  3619. premultipliedAlpha: _premultipliedAlpha,
  3620. preserveDrawingBuffer: _preserveDrawingBuffer
  3621. };
  3622. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  3623. if ( _gl === null ) {
  3624. throw 'Error creating WebGL context.';
  3625. }
  3626. } catch ( error ) {
  3627. console.error( error );
  3628. }
  3629. _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
  3630. _glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
  3631. _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
  3632. _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  3633. _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  3634. _glExtensionElementIndexUint = _gl.getExtension( 'OES_element_index_uint' );
  3635. if ( _glExtensionTextureFloat === null ) {
  3636. console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
  3637. }
  3638. if ( _glExtensionStandardDerivatives === null ) {
  3639. console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
  3640. }
  3641. if ( _glExtensionTextureFilterAnisotropic === null ) {
  3642. console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
  3643. }
  3644. if ( _glExtensionCompressedTextureS3TC === null ) {
  3645. console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
  3646. }
  3647. if ( _glExtensionElementIndexUint === null ) {
  3648. console.log( 'THREE.WebGLRenderer: elementindex as unsigned integer not supported.' );
  3649. }
  3650. if ( _gl.getShaderPrecisionFormat === undefined ) {
  3651. _gl.getShaderPrecisionFormat = function () {
  3652. return {
  3653. 'rangeMin': 1,
  3654. 'rangeMax': 1,
  3655. 'precision': 1
  3656. };
  3657. }
  3658. }
  3659. if ( _logarithmicDepthBuffer ) {
  3660. _glExtensionFragDepth = _gl.getExtension( 'EXT_frag_depth' );
  3661. }
  3662. };
  3663. function setDefaultGLState () {
  3664. _gl.clearColor( 0, 0, 0, 1 );
  3665. _gl.clearDepth( 1 );
  3666. _gl.clearStencil( 0 );
  3667. _gl.enable( _gl.DEPTH_TEST );
  3668. _gl.depthFunc( _gl.LEQUAL );
  3669. _gl.frontFace( _gl.CCW );
  3670. _gl.cullFace( _gl.BACK );
  3671. _gl.enable( _gl.CULL_FACE );
  3672. _gl.enable( _gl.BLEND );
  3673. _gl.blendEquation( _gl.FUNC_ADD );
  3674. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  3675. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  3676. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  3677. };
  3678. // default plugins (order is important)
  3679. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  3680. this.addPrePlugin( this.shadowMapPlugin );
  3681. this.addPostPlugin( new THREE.SpritePlugin() );
  3682. this.addPostPlugin( new THREE.LensFlarePlugin() );
  3683. };