WebGLObjects.js 4.5 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. THREE.WebGLObjects = function ( gl, properties, info ) {
  5. var geometries = new THREE.WebGLGeometries( gl, properties, info );
  6. //
  7. function update( object ) {
  8. // TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter.
  9. var geometry = geometries.get( object );
  10. if ( object.geometry instanceof THREE.Geometry ) {
  11. geometry.updateFromObject( object );
  12. }
  13. var index = geometry.index;
  14. var attributes = geometry.attributes;
  15. if ( index !== null ) {
  16. updateAttribute( index, gl.ELEMENT_ARRAY_BUFFER );
  17. }
  18. for ( var name in attributes ) {
  19. updateAttribute( attributes[ name ], gl.ARRAY_BUFFER );
  20. }
  21. // morph targets
  22. var morphAttributes = geometry.morphAttributes;
  23. for ( var name in morphAttributes ) {
  24. var array = morphAttributes[ name ];
  25. for ( var i = 0, l = array.length; i < l; i ++ ) {
  26. updateAttribute( array[ i ], gl.ARRAY_BUFFER );
  27. }
  28. }
  29. return geometry;
  30. }
  31. function updateAttribute( attribute, bufferType ) {
  32. var data = ( attribute instanceof THREE.InterleavedBufferAttribute ) ? attribute.data : attribute;
  33. var attributeProperties = properties.get( data );
  34. if ( attributeProperties.__webglBuffer === undefined ) {
  35. createBuffer( attributeProperties, data, bufferType );
  36. } else if ( attributeProperties.version !== data.version ) {
  37. updateBuffer( attributeProperties, data, bufferType );
  38. }
  39. }
  40. function createBuffer( attributeProperties, data, bufferType ) {
  41. attributeProperties.__webglBuffer = gl.createBuffer();
  42. gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
  43. var usage = data.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;
  44. gl.bufferData( bufferType, data.array, usage );
  45. attributeProperties.version = data.version;
  46. }
  47. function updateBuffer( attributeProperties, data, bufferType ) {
  48. gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
  49. if ( data.dynamic === false || data.updateRange.count === - 1 ) {
  50. // Not using update ranges
  51. gl.bufferSubData( bufferType, 0, data.array );
  52. } else if ( data.updateRange.count === 0 ) {
  53. console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
  54. } else {
  55. gl.bufferSubData( bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT,
  56. data.array.subarray( data.updateRange.offset, data.updateRange.offset + data.updateRange.count ) );
  57. data.updateRange.count = 0; // reset range
  58. }
  59. attributeProperties.version = data.version;
  60. }
  61. function getAttributeBuffer( attribute ) {
  62. if ( attribute instanceof THREE.InterleavedBufferAttribute ) {
  63. return properties.get( attribute.data ).__webglBuffer;
  64. }
  65. return properties.get( attribute ).__webglBuffer;
  66. }
  67. function getWireframeAttribute( geometry ) {
  68. var property = properties.get( geometry );
  69. if ( property.wireframe !== undefined ) {
  70. return property.wireframe;
  71. }
  72. var indices = [];
  73. var index = geometry.index;
  74. var attributes = geometry.attributes;
  75. var position = attributes.position;
  76. // console.time( 'wireframe' );
  77. if ( index !== null ) {
  78. var edges = {};
  79. var array = index.array;
  80. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  81. var a = array[ i + 0 ];
  82. var b = array[ i + 1 ];
  83. var c = array[ i + 2 ];
  84. if ( checkEdge( edges, a, b ) ) indices.push( a, b );
  85. if ( checkEdge( edges, b, c ) ) indices.push( b, c );
  86. if ( checkEdge( edges, c, a ) ) indices.push( c, a );
  87. }
  88. } else {
  89. var array = attributes.position.array;
  90. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  91. var a = i + 0;
  92. var b = i + 1;
  93. var c = i + 2;
  94. indices.push( a, b, b, c, c, a );
  95. }
  96. }
  97. // console.timeEnd( 'wireframe' );
  98. var TypeArray = position.count > 65535 ? Uint32Array : Uint16Array;
  99. var attribute = new THREE.BufferAttribute( new TypeArray( indices ), 1 );
  100. updateAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
  101. property.wireframe = attribute;
  102. return attribute;
  103. }
  104. function checkEdge( edges, a, b ) {
  105. if ( a > b ) {
  106. var tmp = a;
  107. a = b;
  108. b = tmp;
  109. }
  110. var list = edges[ a ];
  111. if ( list === undefined ) {
  112. edges[ a ] = [ b ];
  113. return true;
  114. } else if ( list.indexOf( b ) === -1 ) {
  115. list.push( b );
  116. return true;
  117. }
  118. return false;
  119. }
  120. this.getAttributeBuffer = getAttributeBuffer;
  121. this.getWireframeAttribute = getWireframeAttribute;
  122. this.update = update;
  123. };