WebGLRenderer.js 137 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. // constructor parameters
  9. parameters = parameters || {};
  10. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11. _precision = parameters.precision !== undefined ? parameters.precision : 'mediump',
  12. _alpha = parameters.alpha !== undefined ? parameters.alpha : true,
  13. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  15. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  16. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  17. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  18. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,
  19. _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
  20. // public properties
  21. this.domElement = _canvas;
  22. this.context = null;
  23. // clearing
  24. this.autoClear = true;
  25. this.autoClearColor = true;
  26. this.autoClearDepth = true;
  27. this.autoClearStencil = true;
  28. // scene graph
  29. this.sortObjects = true;
  30. this.autoUpdateObjects = true;
  31. this.autoUpdateScene = true;
  32. // physically based shading
  33. this.gammaInput = false;
  34. this.gammaOutput = false;
  35. this.physicallyBasedShading = false;
  36. // shadow map
  37. this.shadowMapEnabled = false;
  38. this.shadowMapAutoUpdate = true;
  39. this.shadowMapSoft = true;
  40. this.shadowMapCullFrontFaces = true;
  41. // morphs
  42. this.maxMorphTargets = 8;
  43. // flags
  44. this.autoScaleCubemaps = true;
  45. // custom render plugins
  46. this.renderPluginsPre = [];
  47. this.renderPluginsPost = [];
  48. // info
  49. this.info = {
  50. memory: {
  51. programs: 0,
  52. geometries: 0,
  53. textures: 0
  54. },
  55. render: {
  56. calls: 0,
  57. vertices: 0,
  58. faces: 0,
  59. points: 0
  60. }
  61. };
  62. // internal properties
  63. var _this = this,
  64. _gl,
  65. _programs = [],
  66. // internal state cache
  67. _currentProgram = null,
  68. _currentFramebuffer = null,
  69. _currentMaterialId = -1,
  70. _currentGeometryGroupHash = null,
  71. _geometryGroupCounter = 0,
  72. // GL state cache
  73. _oldDoubleSided = null,
  74. _oldFlipSided = null,
  75. _oldBlending = null,
  76. _oldDepthTest = null,
  77. _oldDepthWrite = null,
  78. _oldPolygonOffset = null,
  79. _oldPolygonOffsetFactor = null,
  80. _oldPolygonOffsetUnits = null,
  81. _oldLineWidth = null,
  82. _viewportX = 0,
  83. _viewportY = 0,
  84. _viewportWidth = 0,
  85. _viewportHeight = 0,
  86. _currentWidth = 0,
  87. _currentHeight = 0,
  88. // frustum
  89. _frustum = new THREE.Frustum(),
  90. // camera matrices cache
  91. _projScreenMatrix = new THREE.Matrix4(),
  92. _vector3 = new THREE.Vector4(),
  93. // light arrays cache
  94. _direction = new THREE.Vector3(),
  95. _lights = {
  96. ambient: [ 0, 0, 0 ],
  97. directional: { length: 0, colors: new Array(), positions: new Array() },
  98. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  99. };
  100. // initialize
  101. _gl = initGL();
  102. setDefaultGLState();
  103. this.context = _gl;
  104. // GPU capabilities
  105. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  106. _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE ),
  107. _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  108. // API
  109. this.getContext = function () {
  110. return _gl;
  111. };
  112. this.supportsVertexTextures = function () {
  113. return _maxVertexTextures > 0;
  114. };
  115. this.setSize = function ( width, height ) {
  116. _canvas.width = width;
  117. _canvas.height = height;
  118. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  119. };
  120. this.setViewport = function ( x, y, width, height ) {
  121. _viewportX = x;
  122. _viewportY = y;
  123. _viewportWidth = width;
  124. _viewportHeight = height;
  125. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  126. };
  127. this.setScissor = function ( x, y, width, height ) {
  128. _gl.scissor( x, y, width, height );
  129. };
  130. this.enableScissorTest = function ( enable ) {
  131. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  132. };
  133. // Clearing
  134. this.setClearColorHex = function ( hex, alpha ) {
  135. _clearColor.setHex( hex );
  136. _clearAlpha = alpha;
  137. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  138. };
  139. this.setClearColor = function ( color, alpha ) {
  140. _clearColor.copy( color );
  141. _clearAlpha = alpha;
  142. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  143. };
  144. this.getClearColor = function () {
  145. return _clearColor;
  146. };
  147. this.getClearAlpha = function () {
  148. return _clearAlpha;
  149. };
  150. this.clear = function ( color, depth, stencil ) {
  151. var bits = 0;
  152. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  153. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  154. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  155. _gl.clear( bits );
  156. };
  157. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  158. this.setRenderTarget( renderTarget );
  159. this.clear( color, depth, stencil );
  160. };
  161. // Plugins
  162. this.addPostPlugin = function ( plugin ) {
  163. plugin.init( this );
  164. this.renderPluginsPost.push( plugin );
  165. };
  166. this.addPrePlugin = function ( plugin ) {
  167. plugin.init( this );
  168. this.renderPluginsPre.push( plugin );
  169. };
  170. // Deallocation
  171. this.deallocateObject = function ( object ) {
  172. if ( ! object.__webglInit ) return;
  173. object.__webglInit = false;
  174. delete object._modelViewMatrix;
  175. delete object._normalMatrixArray;
  176. delete object._modelViewMatrixArray;
  177. delete object._objectMatrixArray;
  178. if ( object instanceof THREE.Mesh ) {
  179. for ( var g in object.geometry.geometryGroups ) {
  180. deleteMeshBuffers( object.geometry.geometryGroups[ g ] );
  181. }
  182. } else if ( object instanceof THREE.Ribbon ) {
  183. deleteRibbonBuffers( object.geometry );
  184. } else if ( object instanceof THREE.Line ) {
  185. deleteLineBuffers( object.geometry );
  186. } else if ( object instanceof THREE.ParticleSystem ) {
  187. deleteParticleBuffers( object.geometry );
  188. }
  189. };
  190. this.deallocateTexture = function ( texture ) {
  191. if ( ! texture.__webglInit ) return;
  192. texture.__webglInit = false;
  193. _gl.deleteTexture( texture.__webglTexture );
  194. _this.info.memory.textures --;
  195. };
  196. // Rendering
  197. this.updateShadowMap = function ( scene, camera ) {
  198. _currentProgram = null;
  199. _oldBlending = -1;
  200. _oldDepthTest = -1;
  201. _oldDepthWrite = -1;
  202. _currentGeometryGroupHash = -1;
  203. _currentMaterialId = -1;
  204. this.shadowMapPlugin.update( scene, camera );
  205. };
  206. // Internal functions
  207. // Buffer allocation
  208. function createParticleBuffers ( geometry ) {
  209. geometry.__webglVertexBuffer = _gl.createBuffer();
  210. geometry.__webglColorBuffer = _gl.createBuffer();
  211. _this.info.geometries ++;
  212. };
  213. function createLineBuffers ( geometry ) {
  214. geometry.__webglVertexBuffer = _gl.createBuffer();
  215. geometry.__webglColorBuffer = _gl.createBuffer();
  216. _this.info.memory.geometries ++;
  217. };
  218. function createRibbonBuffers ( geometry ) {
  219. geometry.__webglVertexBuffer = _gl.createBuffer();
  220. geometry.__webglColorBuffer = _gl.createBuffer();
  221. _this.info.memory.geometries ++;
  222. };
  223. function createMeshBuffers ( geometryGroup ) {
  224. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  225. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  226. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  227. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  228. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  229. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  230. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  231. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  232. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  233. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  234. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  235. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  236. if ( geometryGroup.numMorphTargets ) {
  237. var m, ml;
  238. geometryGroup.__webglMorphTargetsBuffers = [];
  239. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  240. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  241. }
  242. }
  243. _this.info.memory.geometries ++;
  244. };
  245. // Buffer deallocation
  246. function deleteParticleBuffers ( geometry ) {
  247. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  248. _gl.deleteBuffer( geometry.__webglColorBuffer );
  249. _this.info.memory.geometries --;
  250. };
  251. function deleteLineBuffers ( geometry ) {
  252. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  253. _gl.deleteBuffer( geometry.__webglColorBuffer );
  254. _this.info.memory.geometries --;
  255. };
  256. function deleteRibbonBuffers ( geometry ) {
  257. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  258. _gl.deleteBuffer( geometry.__webglColorBuffer );
  259. _this.info.memory.geometries --;
  260. };
  261. function deleteMeshBuffers ( geometryGroup ) {
  262. _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
  263. _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
  264. _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
  265. _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
  266. _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
  267. _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
  268. _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer );
  269. _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
  270. _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
  271. _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
  272. _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
  273. _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
  274. if ( geometryGroup.numMorphTargets ) {
  275. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  276. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  277. }
  278. }
  279. if ( geometryGroup.__webglCustomAttributesList ) {
  280. for ( var id in geometryGroup.__webglCustomAttributesList ) {
  281. _gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer );
  282. }
  283. }
  284. _this.info.memory.geometries --;
  285. };
  286. // Buffer initialization
  287. function initCustomAttributes ( geometry, object ) {
  288. var nvertices = geometry.vertices.length;
  289. var material = object.material;
  290. if ( material.attributes ) {
  291. if ( geometry.__webglCustomAttributesList === undefined ) {
  292. geometry.__webglCustomAttributesList = [];
  293. }
  294. for ( var a in material.attributes ) {
  295. var attribute = material.attributes[ a ];
  296. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  297. attribute.__webglInitialized = true;
  298. var size = 1; // "f" and "i"
  299. if ( attribute.type === "v2" ) size = 2;
  300. else if ( attribute.type === "v3" ) size = 3;
  301. else if ( attribute.type === "v4" ) size = 4;
  302. else if ( attribute.type === "c" ) size = 3;
  303. attribute.size = size;
  304. attribute.array = new Float32Array( nvertices * size );
  305. attribute.buffer = _gl.createBuffer();
  306. attribute.buffer.belongsToAttribute = a;
  307. attribute.needsUpdate = true;
  308. }
  309. geometry.__webglCustomAttributesList.push( attribute );
  310. }
  311. }
  312. };
  313. function initParticleBuffers ( geometry, object ) {
  314. var nvertices = geometry.vertices.length;
  315. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  316. geometry.__colorArray = new Float32Array( nvertices * 3 );
  317. geometry.__sortArray = [];
  318. geometry.__webglParticleCount = nvertices;
  319. initCustomAttributes ( geometry, object );
  320. };
  321. function initLineBuffers ( geometry, object ) {
  322. var nvertices = geometry.vertices.length;
  323. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  324. geometry.__colorArray = new Float32Array( nvertices * 3 );
  325. geometry.__webglLineCount = nvertices;
  326. initCustomAttributes ( geometry, object );
  327. };
  328. function initRibbonBuffers ( geometry ) {
  329. var nvertices = geometry.vertices.length;
  330. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  331. geometry.__colorArray = new Float32Array( nvertices * 3 );
  332. geometry.__webglVertexCount = nvertices;
  333. };
  334. function initMeshBuffers ( geometryGroup, object ) {
  335. var geometry = object.geometry,
  336. faces3 = geometryGroup.faces3,
  337. faces4 = geometryGroup.faces4,
  338. nvertices = faces3.length * 3 + faces4.length * 4,
  339. ntris = faces3.length * 1 + faces4.length * 2,
  340. nlines = faces3.length * 3 + faces4.length * 4,
  341. material = getBufferMaterial( object, geometryGroup ),
  342. uvType = bufferGuessUVType( material ),
  343. normalType = bufferGuessNormalType( material ),
  344. vertexColorType = bufferGuessVertexColorType( material );
  345. //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  346. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  347. if ( normalType ) {
  348. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  349. }
  350. if ( geometry.hasTangents ) {
  351. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  352. }
  353. if ( vertexColorType ) {
  354. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  355. }
  356. if ( uvType ) {
  357. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  358. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  359. }
  360. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  361. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  362. }
  363. }
  364. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  365. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  366. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  367. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  368. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  369. }
  370. geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
  371. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  372. if ( geometryGroup.numMorphTargets ) {
  373. geometryGroup.__morphTargetsArrays = [];
  374. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  375. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  376. }
  377. }
  378. geometryGroup.__webglFaceCount = ntris * 3;
  379. geometryGroup.__webglLineCount = nlines * 2;
  380. // custom attributes
  381. if ( material.attributes ) {
  382. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  383. geometryGroup.__webglCustomAttributesList = [];
  384. }
  385. for ( var a in material.attributes ) {
  386. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  387. // attribute buffers which are correctly indexed in the setMeshBuffers function
  388. var originalAttribute = material.attributes[ a ];
  389. var attribute = {};
  390. for ( var property in originalAttribute ) {
  391. attribute[ property ] = originalAttribute[ property ];
  392. }
  393. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  394. attribute.__webglInitialized = true;
  395. var size = 1; // "f" and "i"
  396. if( attribute.type === "v2" ) size = 2;
  397. else if( attribute.type === "v3" ) size = 3;
  398. else if( attribute.type === "v4" ) size = 4;
  399. else if( attribute.type === "c" ) size = 3;
  400. attribute.size = size;
  401. attribute.array = new Float32Array( nvertices * size );
  402. attribute.buffer = _gl.createBuffer();
  403. attribute.buffer.belongsToAttribute = a;
  404. originalAttribute.needsUpdate = true;
  405. attribute.__original = originalAttribute;
  406. }
  407. geometryGroup.__webglCustomAttributesList.push( attribute );
  408. }
  409. }
  410. geometryGroup.__inittedArrays = true;
  411. };
  412. function getBufferMaterial( object, geometryGroup ) {
  413. if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
  414. return object.material;
  415. } else if ( geometryGroup.materialIndex >= 0 ) {
  416. return object.geometry.materials[ geometryGroup.materialIndex ];
  417. }
  418. };
  419. function materialNeedsSmoothNormals ( material ) {
  420. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  421. };
  422. function bufferGuessNormalType ( material ) {
  423. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  424. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  425. return false;
  426. }
  427. if ( materialNeedsSmoothNormals( material ) ) {
  428. return THREE.SmoothShading;
  429. } else {
  430. return THREE.FlatShading;
  431. }
  432. };
  433. function bufferGuessVertexColorType ( material ) {
  434. if ( material.vertexColors ) {
  435. return material.vertexColors;
  436. }
  437. return false;
  438. };
  439. function bufferGuessUVType ( material ) {
  440. // material must use some texture to require uvs
  441. if ( material.map || material.lightMap || material instanceof THREE.ShaderMaterial ) {
  442. return true;
  443. }
  444. return false;
  445. };
  446. // Buffer setting
  447. function setParticleBuffers ( geometry, hint, object ) {
  448. var v, c, vertex, offset, index, color,
  449. vertices = geometry.vertices,
  450. vl = vertices.length,
  451. colors = geometry.colors,
  452. cl = colors.length,
  453. vertexArray = geometry.__vertexArray,
  454. colorArray = geometry.__colorArray,
  455. sortArray = geometry.__sortArray,
  456. dirtyVertices = geometry.__dirtyVertices,
  457. dirtyElements = geometry.__dirtyElements,
  458. dirtyColors = geometry.__dirtyColors,
  459. customAttributes = geometry.__webglCustomAttributesList,
  460. i, il,
  461. a, ca, cal, value,
  462. customAttribute;
  463. if ( object.sortParticles ) {
  464. _projScreenMatrix.multiplySelf( object.matrixWorld );
  465. for ( v = 0; v < vl; v ++ ) {
  466. vertex = vertices[ v ].position;
  467. _vector3.copy( vertex );
  468. _projScreenMatrix.multiplyVector3( _vector3 );
  469. sortArray[ v ] = [ _vector3.z, v ];
  470. }
  471. sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
  472. for ( v = 0; v < vl; v ++ ) {
  473. vertex = vertices[ sortArray[v][1] ].position;
  474. offset = v * 3;
  475. vertexArray[ offset ] = vertex.x;
  476. vertexArray[ offset + 1 ] = vertex.y;
  477. vertexArray[ offset + 2 ] = vertex.z;
  478. }
  479. for ( c = 0; c < cl; c ++ ) {
  480. offset = c * 3;
  481. color = colors[ sortArray[c][1] ];
  482. colorArray[ offset ] = color.r;
  483. colorArray[ offset + 1 ] = color.g;
  484. colorArray[ offset + 2 ] = color.b;
  485. }
  486. if ( customAttributes ) {
  487. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  488. customAttribute = customAttributes[ i ];
  489. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
  490. offset = 0;
  491. cal = customAttribute.value.length;
  492. if ( customAttribute.size === 1 ) {
  493. for ( ca = 0; ca < cal; ca ++ ) {
  494. index = sortArray[ ca ][ 1 ];
  495. customAttribute.array[ ca ] = customAttribute.value[ index ];
  496. }
  497. } else if ( customAttribute.size === 2 ) {
  498. for ( ca = 0; ca < cal; ca ++ ) {
  499. index = sortArray[ ca ][ 1 ];
  500. value = customAttribute.value[ index ];
  501. customAttribute.array[ offset ] = value.x;
  502. customAttribute.array[ offset + 1 ] = value.y;
  503. offset += 2;
  504. }
  505. } else if ( customAttribute.size === 3 ) {
  506. if ( customAttribute.type === "c" ) {
  507. for ( ca = 0; ca < cal; ca ++ ) {
  508. index = sortArray[ ca ][ 1 ];
  509. value = customAttribute.value[ index ];
  510. customAttribute.array[ offset ] = value.r;
  511. customAttribute.array[ offset + 1 ] = value.g;
  512. customAttribute.array[ offset + 2 ] = value.b;
  513. offset += 3;
  514. }
  515. } else {
  516. for ( ca = 0; ca < cal; ca ++ ) {
  517. index = sortArray[ ca ][ 1 ];
  518. value = customAttribute.value[ index ];
  519. customAttribute.array[ offset ] = value.x;
  520. customAttribute.array[ offset + 1 ] = value.y;
  521. customAttribute.array[ offset + 2 ] = value.z;
  522. offset += 3;
  523. }
  524. }
  525. } else if ( customAttribute.size === 4 ) {
  526. for ( ca = 0; ca < cal; ca ++ ) {
  527. index = sortArray[ ca ][ 1 ];
  528. value = customAttribute.value[ index ];
  529. customAttribute.array[ offset ] = value.x;
  530. customAttribute.array[ offset + 1 ] = value.y;
  531. customAttribute.array[ offset + 2 ] = value.z;
  532. customAttribute.array[ offset + 3 ] = value.w;
  533. offset += 4;
  534. }
  535. }
  536. }
  537. }
  538. } else {
  539. if ( dirtyVertices ) {
  540. for ( v = 0; v < vl; v ++ ) {
  541. vertex = vertices[ v ].position;
  542. offset = v * 3;
  543. vertexArray[ offset ] = vertex.x;
  544. vertexArray[ offset + 1 ] = vertex.y;
  545. vertexArray[ offset + 2 ] = vertex.z;
  546. }
  547. }
  548. if ( dirtyColors ) {
  549. for ( c = 0; c < cl; c ++ ) {
  550. color = colors[ c ];
  551. offset = c * 3;
  552. colorArray[ offset ] = color.r;
  553. colorArray[ offset + 1 ] = color.g;
  554. colorArray[ offset + 2 ] = color.b;
  555. }
  556. }
  557. if ( customAttributes ) {
  558. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  559. customAttribute = customAttributes[ i ];
  560. if ( customAttribute.needsUpdate &&
  561. ( customAttribute.boundTo === undefined ||
  562. customAttribute.boundTo === "vertices") ) {
  563. cal = customAttribute.value.length;
  564. offset = 0;
  565. if ( customAttribute.size === 1 ) {
  566. for ( ca = 0; ca < cal; ca ++ ) {
  567. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  568. }
  569. } else if ( customAttribute.size === 2 ) {
  570. for ( ca = 0; ca < cal; ca ++ ) {
  571. value = customAttribute.value[ ca ];
  572. customAttribute.array[ offset ] = value.x;
  573. customAttribute.array[ offset + 1 ] = value.y;
  574. offset += 2;
  575. }
  576. } else if ( customAttribute.size === 3 ) {
  577. if ( customAttribute.type === "c" ) {
  578. for ( ca = 0; ca < cal; ca ++ ) {
  579. value = customAttribute.value[ ca ];
  580. customAttribute.array[ offset ] = value.r;
  581. customAttribute.array[ offset + 1 ] = value.g;
  582. customAttribute.array[ offset + 2 ] = value.b;
  583. offset += 3;
  584. }
  585. } else {
  586. for ( ca = 0; ca < cal; ca ++ ) {
  587. value = customAttribute.value[ ca ];
  588. customAttribute.array[ offset ] = value.x;
  589. customAttribute.array[ offset + 1 ] = value.y;
  590. customAttribute.array[ offset + 2 ] = value.z;
  591. offset += 3;
  592. }
  593. }
  594. } else if ( customAttribute.size === 4 ) {
  595. for ( ca = 0; ca < cal; ca ++ ) {
  596. value = customAttribute.value[ ca ];
  597. customAttribute.array[ offset ] = value.x;
  598. customAttribute.array[ offset + 1 ] = value.y;
  599. customAttribute.array[ offset + 2 ] = value.z;
  600. customAttribute.array[ offset + 3 ] = value.w;
  601. offset += 4;
  602. }
  603. }
  604. }
  605. }
  606. }
  607. }
  608. if ( dirtyVertices || object.sortParticles ) {
  609. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  610. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  611. }
  612. if ( dirtyColors || object.sortParticles ) {
  613. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  614. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  615. }
  616. if ( customAttributes ) {
  617. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  618. customAttribute = customAttributes[ i ];
  619. if ( customAttribute.needsUpdate || object.sortParticles ) {
  620. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  621. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  622. }
  623. }
  624. }
  625. };
  626. function setLineBuffers ( geometry, hint ) {
  627. var v, c, vertex, offset, color,
  628. vertices = geometry.vertices,
  629. colors = geometry.colors,
  630. vl = vertices.length,
  631. cl = colors.length,
  632. vertexArray = geometry.__vertexArray,
  633. colorArray = geometry.__colorArray,
  634. dirtyVertices = geometry.__dirtyVertices,
  635. dirtyColors = geometry.__dirtyColors,
  636. customAttributes = geometry.__webglCustomAttributesList,
  637. i, il,
  638. a, ca, cal, value,
  639. customAttribute;
  640. if ( dirtyVertices ) {
  641. for ( v = 0; v < vl; v ++ ) {
  642. vertex = vertices[ v ].position;
  643. offset = v * 3;
  644. vertexArray[ offset ] = vertex.x;
  645. vertexArray[ offset + 1 ] = vertex.y;
  646. vertexArray[ offset + 2 ] = vertex.z;
  647. }
  648. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  649. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  650. }
  651. if ( dirtyColors ) {
  652. for ( c = 0; c < cl; c ++ ) {
  653. color = colors[ c ];
  654. offset = c * 3;
  655. colorArray[ offset ] = color.r;
  656. colorArray[ offset + 1 ] = color.g;
  657. colorArray[ offset + 2 ] = color.b;
  658. }
  659. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  660. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  661. }
  662. if ( customAttributes ) {
  663. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  664. customAttribute = customAttributes[ i ];
  665. if ( customAttribute.needsUpdate &&
  666. ( customAttribute.boundTo === undefined ||
  667. customAttribute.boundTo === "vertices" ) ) {
  668. offset = 0;
  669. cal = customAttribute.value.length;
  670. if ( customAttribute.size === 1 ) {
  671. for ( ca = 0; ca < cal; ca ++ ) {
  672. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  673. }
  674. } else if ( customAttribute.size === 2 ) {
  675. for ( ca = 0; ca < cal; ca ++ ) {
  676. value = customAttribute.value[ ca ];
  677. customAttribute.array[ offset ] = value.x;
  678. customAttribute.array[ offset + 1 ] = value.y;
  679. offset += 2;
  680. }
  681. } else if ( customAttribute.size === 3 ) {
  682. if ( customAttribute.type === "c" ) {
  683. for ( ca = 0; ca < cal; ca ++ ) {
  684. value = customAttribute.value[ ca ];
  685. customAttribute.array[ offset ] = value.r;
  686. customAttribute.array[ offset + 1 ] = value.g;
  687. customAttribute.array[ offset + 2 ] = value.b;
  688. offset += 3;
  689. }
  690. } else {
  691. for ( ca = 0; ca < cal; ca ++ ) {
  692. value = customAttribute.value[ ca ];
  693. customAttribute.array[ offset ] = value.x;
  694. customAttribute.array[ offset + 1 ] = value.y;
  695. customAttribute.array[ offset + 2 ] = value.z;
  696. offset += 3;
  697. }
  698. }
  699. } else if ( customAttribute.size === 4 ) {
  700. for ( ca = 0; ca < cal; ca ++ ) {
  701. value = customAttribute.value[ ca ];
  702. customAttribute.array[ offset ] = value.x;
  703. customAttribute.array[ offset + 1 ] = value.y;
  704. customAttribute.array[ offset + 2 ] = value.z;
  705. customAttribute.array[ offset + 3 ] = value.w;
  706. offset += 4;
  707. }
  708. }
  709. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  710. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  711. }
  712. }
  713. }
  714. };
  715. function setRibbonBuffers ( geometry, hint ) {
  716. var v, c, vertex, offset, color,
  717. vertices = geometry.vertices,
  718. colors = geometry.colors,
  719. vl = vertices.length,
  720. cl = colors.length,
  721. vertexArray = geometry.__vertexArray,
  722. colorArray = geometry.__colorArray,
  723. dirtyVertices = geometry.__dirtyVertices,
  724. dirtyColors = geometry.__dirtyColors;
  725. if ( dirtyVertices ) {
  726. for ( v = 0; v < vl; v ++ ) {
  727. vertex = vertices[ v ].position;
  728. offset = v * 3;
  729. vertexArray[ offset ] = vertex.x;
  730. vertexArray[ offset + 1 ] = vertex.y;
  731. vertexArray[ offset + 2 ] = vertex.z;
  732. }
  733. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  734. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  735. }
  736. if ( dirtyColors ) {
  737. for ( c = 0; c < cl; c ++ ) {
  738. color = colors[ c ];
  739. offset = c * 3;
  740. colorArray[ offset ] = color.r;
  741. colorArray[ offset + 1 ] = color.g;
  742. colorArray[ offset + 2 ] = color.b;
  743. }
  744. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  745. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  746. }
  747. };
  748. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  749. if ( ! geometryGroup.__inittedArrays ) {
  750. // console.log( object );
  751. return;
  752. }
  753. var normalType = bufferGuessNormalType( material ),
  754. vertexColorType = bufferGuessVertexColorType( material ),
  755. uvType = bufferGuessUVType( material ),
  756. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  757. var f, fl, fi, face,
  758. vertexNormals, faceNormal, normal,
  759. vertexColors, faceColor,
  760. vertexTangents,
  761. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  762. c1, c2, c3, c4,
  763. sw1, sw2, sw3, sw4,
  764. si1, si2, si3, si4,
  765. sa1, sa2, sa3, sa4,
  766. sb1, sb2, sb3, sb4,
  767. m, ml, i, il,
  768. vn, uvi, uv2i,
  769. vk, vkl, vka,
  770. a,
  771. vertexIndex = 0,
  772. offset = 0,
  773. offset_uv = 0,
  774. offset_uv2 = 0,
  775. offset_face = 0,
  776. offset_normal = 0,
  777. offset_tangent = 0,
  778. offset_line = 0,
  779. offset_color = 0,
  780. offset_skin = 0,
  781. offset_morphTarget = 0,
  782. offset_custom = 0,
  783. offset_customSrc = 0,
  784. value,
  785. vertexArray = geometryGroup.__vertexArray,
  786. uvArray = geometryGroup.__uvArray,
  787. uv2Array = geometryGroup.__uv2Array,
  788. normalArray = geometryGroup.__normalArray,
  789. tangentArray = geometryGroup.__tangentArray,
  790. colorArray = geometryGroup.__colorArray,
  791. skinVertexAArray = geometryGroup.__skinVertexAArray,
  792. skinVertexBArray = geometryGroup.__skinVertexBArray,
  793. skinIndexArray = geometryGroup.__skinIndexArray,
  794. skinWeightArray = geometryGroup.__skinWeightArray,
  795. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  796. customAttributes = geometryGroup.__webglCustomAttributesList,
  797. customAttribute,
  798. faceArray = geometryGroup.__faceArray,
  799. lineArray = geometryGroup.__lineArray,
  800. geometry = object.geometry, // this is shared for all chunks
  801. dirtyVertices = geometry.__dirtyVertices,
  802. dirtyElements = geometry.__dirtyElements,
  803. dirtyUvs = geometry.__dirtyUvs,
  804. dirtyNormals = geometry.__dirtyNormals,
  805. dirtyTangents = geometry.__dirtyTangents,
  806. dirtyColors = geometry.__dirtyColors,
  807. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  808. vertices = geometry.vertices,
  809. chunk_faces3 = geometryGroup.faces3,
  810. chunk_faces4 = geometryGroup.faces4,
  811. obj_faces = geometry.faces,
  812. obj_uvs = geometry.faceVertexUvs[ 0 ],
  813. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  814. obj_colors = geometry.colors,
  815. obj_skinVerticesA = geometry.skinVerticesA,
  816. obj_skinVerticesB = geometry.skinVerticesB,
  817. obj_skinIndices = geometry.skinIndices,
  818. obj_skinWeights = geometry.skinWeights,
  819. morphTargets = geometry.morphTargets;
  820. if ( dirtyVertices ) {
  821. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  822. face = obj_faces[ chunk_faces3[ f ] ];
  823. v1 = vertices[ face.a ].position;
  824. v2 = vertices[ face.b ].position;
  825. v3 = vertices[ face.c ].position;
  826. vertexArray[ offset ] = v1.x;
  827. vertexArray[ offset + 1 ] = v1.y;
  828. vertexArray[ offset + 2 ] = v1.z;
  829. vertexArray[ offset + 3 ] = v2.x;
  830. vertexArray[ offset + 4 ] = v2.y;
  831. vertexArray[ offset + 5 ] = v2.z;
  832. vertexArray[ offset + 6 ] = v3.x;
  833. vertexArray[ offset + 7 ] = v3.y;
  834. vertexArray[ offset + 8 ] = v3.z;
  835. offset += 9;
  836. }
  837. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  838. face = obj_faces[ chunk_faces4[ f ] ];
  839. v1 = vertices[ face.a ].position;
  840. v2 = vertices[ face.b ].position;
  841. v3 = vertices[ face.c ].position;
  842. v4 = vertices[ face.d ].position;
  843. vertexArray[ offset ] = v1.x;
  844. vertexArray[ offset + 1 ] = v1.y;
  845. vertexArray[ offset + 2 ] = v1.z;
  846. vertexArray[ offset + 3 ] = v2.x;
  847. vertexArray[ offset + 4 ] = v2.y;
  848. vertexArray[ offset + 5 ] = v2.z;
  849. vertexArray[ offset + 6 ] = v3.x;
  850. vertexArray[ offset + 7 ] = v3.y;
  851. vertexArray[ offset + 8 ] = v3.z;
  852. vertexArray[ offset + 9 ] = v4.x;
  853. vertexArray[ offset + 10 ] = v4.y;
  854. vertexArray[ offset + 11 ] = v4.z;
  855. offset += 12;
  856. }
  857. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  858. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  859. }
  860. if ( dirtyMorphTargets ) {
  861. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  862. offset_morphTarget = 0;
  863. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  864. face = obj_faces[ chunk_faces3[ f ] ];
  865. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  866. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  867. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  868. vka = morphTargetsArrays[ vk ];
  869. vka[ offset_morphTarget ] = v1.x;
  870. vka[ offset_morphTarget + 1 ] = v1.y;
  871. vka[ offset_morphTarget + 2 ] = v1.z;
  872. vka[ offset_morphTarget + 3 ] = v2.x;
  873. vka[ offset_morphTarget + 4 ] = v2.y;
  874. vka[ offset_morphTarget + 5 ] = v2.z;
  875. vka[ offset_morphTarget + 6 ] = v3.x;
  876. vka[ offset_morphTarget + 7 ] = v3.y;
  877. vka[ offset_morphTarget + 8 ] = v3.z;
  878. offset_morphTarget += 9;
  879. }
  880. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  881. face = obj_faces[ chunk_faces4[ f ] ];
  882. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  883. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  884. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  885. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  886. vka = morphTargetsArrays[ vk ];
  887. vka[ offset_morphTarget ] = v1.x;
  888. vka[ offset_morphTarget + 1 ] = v1.y;
  889. vka[ offset_morphTarget + 2 ] = v1.z;
  890. vka[ offset_morphTarget + 3 ] = v2.x;
  891. vka[ offset_morphTarget + 4 ] = v2.y;
  892. vka[ offset_morphTarget + 5 ] = v2.z;
  893. vka[ offset_morphTarget + 6 ] = v3.x;
  894. vka[ offset_morphTarget + 7 ] = v3.y;
  895. vka[ offset_morphTarget + 8 ] = v3.z;
  896. vka[ offset_morphTarget + 9 ] = v4.x;
  897. vka[ offset_morphTarget + 10 ] = v4.y;
  898. vka[ offset_morphTarget + 11 ] = v4.z;
  899. offset_morphTarget += 12;
  900. }
  901. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  902. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  903. }
  904. }
  905. if ( obj_skinWeights.length ) {
  906. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  907. face = obj_faces[ chunk_faces3[ f ] ];
  908. // weights
  909. sw1 = obj_skinWeights[ face.a ];
  910. sw2 = obj_skinWeights[ face.b ];
  911. sw3 = obj_skinWeights[ face.c ];
  912. skinWeightArray[ offset_skin ] = sw1.x;
  913. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  914. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  915. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  916. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  917. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  918. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  919. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  920. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  921. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  922. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  923. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  924. // indices
  925. si1 = obj_skinIndices[ face.a ];
  926. si2 = obj_skinIndices[ face.b ];
  927. si3 = obj_skinIndices[ face.c ];
  928. skinIndexArray[ offset_skin ] = si1.x;
  929. skinIndexArray[ offset_skin + 1 ] = si1.y;
  930. skinIndexArray[ offset_skin + 2 ] = si1.z;
  931. skinIndexArray[ offset_skin + 3 ] = si1.w;
  932. skinIndexArray[ offset_skin + 4 ] = si2.x;
  933. skinIndexArray[ offset_skin + 5 ] = si2.y;
  934. skinIndexArray[ offset_skin + 6 ] = si2.z;
  935. skinIndexArray[ offset_skin + 7 ] = si2.w;
  936. skinIndexArray[ offset_skin + 8 ] = si3.x;
  937. skinIndexArray[ offset_skin + 9 ] = si3.y;
  938. skinIndexArray[ offset_skin + 10 ] = si3.z;
  939. skinIndexArray[ offset_skin + 11 ] = si3.w;
  940. // vertices A
  941. sa1 = obj_skinVerticesA[ face.a ];
  942. sa2 = obj_skinVerticesA[ face.b ];
  943. sa3 = obj_skinVerticesA[ face.c ];
  944. skinVertexAArray[ offset_skin ] = sa1.x;
  945. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  946. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  947. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  948. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  949. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  950. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  951. skinVertexAArray[ offset_skin + 7 ] = 1;
  952. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  953. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  954. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  955. skinVertexAArray[ offset_skin + 11 ] = 1;
  956. // vertices B
  957. sb1 = obj_skinVerticesB[ face.a ];
  958. sb2 = obj_skinVerticesB[ face.b ];
  959. sb3 = obj_skinVerticesB[ face.c ];
  960. skinVertexBArray[ offset_skin ] = sb1.x;
  961. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  962. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  963. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  964. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  965. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  966. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  967. skinVertexBArray[ offset_skin + 7 ] = 1;
  968. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  969. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  970. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  971. skinVertexBArray[ offset_skin + 11 ] = 1;
  972. offset_skin += 12;
  973. }
  974. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  975. face = obj_faces[ chunk_faces4[ f ] ];
  976. // weights
  977. sw1 = obj_skinWeights[ face.a ];
  978. sw2 = obj_skinWeights[ face.b ];
  979. sw3 = obj_skinWeights[ face.c ];
  980. sw4 = obj_skinWeights[ face.d ];
  981. skinWeightArray[ offset_skin ] = sw1.x;
  982. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  983. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  984. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  985. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  986. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  987. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  988. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  989. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  990. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  991. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  992. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  993. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  994. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  995. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  996. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  997. // indices
  998. si1 = obj_skinIndices[ face.a ];
  999. si2 = obj_skinIndices[ face.b ];
  1000. si3 = obj_skinIndices[ face.c ];
  1001. si4 = obj_skinIndices[ face.d ];
  1002. skinIndexArray[ offset_skin ] = si1.x;
  1003. skinIndexArray[ offset_skin + 1 ] = si1.y;
  1004. skinIndexArray[ offset_skin + 2 ] = si1.z;
  1005. skinIndexArray[ offset_skin + 3 ] = si1.w;
  1006. skinIndexArray[ offset_skin + 4 ] = si2.x;
  1007. skinIndexArray[ offset_skin + 5 ] = si2.y;
  1008. skinIndexArray[ offset_skin + 6 ] = si2.z;
  1009. skinIndexArray[ offset_skin + 7 ] = si2.w;
  1010. skinIndexArray[ offset_skin + 8 ] = si3.x;
  1011. skinIndexArray[ offset_skin + 9 ] = si3.y;
  1012. skinIndexArray[ offset_skin + 10 ] = si3.z;
  1013. skinIndexArray[ offset_skin + 11 ] = si3.w;
  1014. skinIndexArray[ offset_skin + 12 ] = si4.x;
  1015. skinIndexArray[ offset_skin + 13 ] = si4.y;
  1016. skinIndexArray[ offset_skin + 14 ] = si4.z;
  1017. skinIndexArray[ offset_skin + 15 ] = si4.w;
  1018. // vertices A
  1019. sa1 = obj_skinVerticesA[ face.a ];
  1020. sa2 = obj_skinVerticesA[ face.b ];
  1021. sa3 = obj_skinVerticesA[ face.c ];
  1022. sa4 = obj_skinVerticesA[ face.d ];
  1023. skinVertexAArray[ offset_skin ] = sa1.x;
  1024. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1025. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1026. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1027. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1028. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1029. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1030. skinVertexAArray[ offset_skin + 7 ] = 1;
  1031. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1032. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1033. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1034. skinVertexAArray[ offset_skin + 11 ] = 1;
  1035. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1036. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1037. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1038. skinVertexAArray[ offset_skin + 15 ] = 1;
  1039. // vertices B
  1040. sb1 = obj_skinVerticesB[ face.a ];
  1041. sb2 = obj_skinVerticesB[ face.b ];
  1042. sb3 = obj_skinVerticesB[ face.c ];
  1043. sb4 = obj_skinVerticesB[ face.d ];
  1044. skinVertexBArray[ offset_skin ] = sb1.x;
  1045. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1046. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1047. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1048. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1049. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1050. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1051. skinVertexBArray[ offset_skin + 7 ] = 1;
  1052. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1053. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1054. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1055. skinVertexBArray[ offset_skin + 11 ] = 1;
  1056. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1057. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1058. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1059. skinVertexBArray[ offset_skin + 15 ] = 1;
  1060. offset_skin += 16;
  1061. }
  1062. if ( offset_skin > 0 ) {
  1063. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1064. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1065. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1066. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1067. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1068. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1069. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1070. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1071. }
  1072. }
  1073. if ( dirtyColors && vertexColorType ) {
  1074. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1075. face = obj_faces[ chunk_faces3[ f ] ];
  1076. vertexColors = face.vertexColors;
  1077. faceColor = face.color;
  1078. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  1079. c1 = vertexColors[ 0 ];
  1080. c2 = vertexColors[ 1 ];
  1081. c3 = vertexColors[ 2 ];
  1082. } else {
  1083. c1 = faceColor;
  1084. c2 = faceColor;
  1085. c3 = faceColor;
  1086. }
  1087. colorArray[ offset_color ] = c1.r;
  1088. colorArray[ offset_color + 1 ] = c1.g;
  1089. colorArray[ offset_color + 2 ] = c1.b;
  1090. colorArray[ offset_color + 3 ] = c2.r;
  1091. colorArray[ offset_color + 4 ] = c2.g;
  1092. colorArray[ offset_color + 5 ] = c2.b;
  1093. colorArray[ offset_color + 6 ] = c3.r;
  1094. colorArray[ offset_color + 7 ] = c3.g;
  1095. colorArray[ offset_color + 8 ] = c3.b;
  1096. offset_color += 9;
  1097. }
  1098. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1099. face = obj_faces[ chunk_faces4[ f ] ];
  1100. vertexColors = face.vertexColors;
  1101. faceColor = face.color;
  1102. if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
  1103. c1 = vertexColors[ 0 ];
  1104. c2 = vertexColors[ 1 ];
  1105. c3 = vertexColors[ 2 ];
  1106. c4 = vertexColors[ 3 ];
  1107. } else {
  1108. c1 = faceColor;
  1109. c2 = faceColor;
  1110. c3 = faceColor;
  1111. c4 = faceColor;
  1112. }
  1113. colorArray[ offset_color ] = c1.r;
  1114. colorArray[ offset_color + 1 ] = c1.g;
  1115. colorArray[ offset_color + 2 ] = c1.b;
  1116. colorArray[ offset_color + 3 ] = c2.r;
  1117. colorArray[ offset_color + 4 ] = c2.g;
  1118. colorArray[ offset_color + 5 ] = c2.b;
  1119. colorArray[ offset_color + 6 ] = c3.r;
  1120. colorArray[ offset_color + 7 ] = c3.g;
  1121. colorArray[ offset_color + 8 ] = c3.b;
  1122. colorArray[ offset_color + 9 ] = c4.r;
  1123. colorArray[ offset_color + 10 ] = c4.g;
  1124. colorArray[ offset_color + 11 ] = c4.b;
  1125. offset_color += 12;
  1126. }
  1127. if ( offset_color > 0 ) {
  1128. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1129. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1130. }
  1131. }
  1132. if ( dirtyTangents && geometry.hasTangents ) {
  1133. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1134. face = obj_faces[ chunk_faces3[ f ] ];
  1135. vertexTangents = face.vertexTangents;
  1136. t1 = vertexTangents[ 0 ];
  1137. t2 = vertexTangents[ 1 ];
  1138. t3 = vertexTangents[ 2 ];
  1139. tangentArray[ offset_tangent ] = t1.x;
  1140. tangentArray[ offset_tangent + 1 ] = t1.y;
  1141. tangentArray[ offset_tangent + 2 ] = t1.z;
  1142. tangentArray[ offset_tangent + 3 ] = t1.w;
  1143. tangentArray[ offset_tangent + 4 ] = t2.x;
  1144. tangentArray[ offset_tangent + 5 ] = t2.y;
  1145. tangentArray[ offset_tangent + 6 ] = t2.z;
  1146. tangentArray[ offset_tangent + 7 ] = t2.w;
  1147. tangentArray[ offset_tangent + 8 ] = t3.x;
  1148. tangentArray[ offset_tangent + 9 ] = t3.y;
  1149. tangentArray[ offset_tangent + 10 ] = t3.z;
  1150. tangentArray[ offset_tangent + 11 ] = t3.w;
  1151. offset_tangent += 12;
  1152. }
  1153. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1154. face = obj_faces[ chunk_faces4[ f ] ];
  1155. vertexTangents = face.vertexTangents;
  1156. t1 = vertexTangents[ 0 ];
  1157. t2 = vertexTangents[ 1 ];
  1158. t3 = vertexTangents[ 2 ];
  1159. t4 = vertexTangents[ 3 ];
  1160. tangentArray[ offset_tangent ] = t1.x;
  1161. tangentArray[ offset_tangent + 1 ] = t1.y;
  1162. tangentArray[ offset_tangent + 2 ] = t1.z;
  1163. tangentArray[ offset_tangent + 3 ] = t1.w;
  1164. tangentArray[ offset_tangent + 4 ] = t2.x;
  1165. tangentArray[ offset_tangent + 5 ] = t2.y;
  1166. tangentArray[ offset_tangent + 6 ] = t2.z;
  1167. tangentArray[ offset_tangent + 7 ] = t2.w;
  1168. tangentArray[ offset_tangent + 8 ] = t3.x;
  1169. tangentArray[ offset_tangent + 9 ] = t3.y;
  1170. tangentArray[ offset_tangent + 10 ] = t3.z;
  1171. tangentArray[ offset_tangent + 11 ] = t3.w;
  1172. tangentArray[ offset_tangent + 12 ] = t4.x;
  1173. tangentArray[ offset_tangent + 13 ] = t4.y;
  1174. tangentArray[ offset_tangent + 14 ] = t4.z;
  1175. tangentArray[ offset_tangent + 15 ] = t4.w;
  1176. offset_tangent += 16;
  1177. }
  1178. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1179. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1180. }
  1181. if ( dirtyNormals && normalType ) {
  1182. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1183. face = obj_faces[ chunk_faces3[ f ] ];
  1184. vertexNormals = face.vertexNormals;
  1185. faceNormal = face.normal;
  1186. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  1187. for ( i = 0; i < 3; i ++ ) {
  1188. vn = vertexNormals[ i ];
  1189. normalArray[ offset_normal ] = vn.x;
  1190. normalArray[ offset_normal + 1 ] = vn.y;
  1191. normalArray[ offset_normal + 2 ] = vn.z;
  1192. offset_normal += 3;
  1193. }
  1194. } else {
  1195. for ( i = 0; i < 3; i ++ ) {
  1196. normalArray[ offset_normal ] = faceNormal.x;
  1197. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1198. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1199. offset_normal += 3;
  1200. }
  1201. }
  1202. }
  1203. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1204. face = obj_faces[ chunk_faces4[ f ] ];
  1205. vertexNormals = face.vertexNormals;
  1206. faceNormal = face.normal;
  1207. if ( vertexNormals.length === 4 && needsSmoothNormals ) {
  1208. for ( i = 0; i < 4; i ++ ) {
  1209. vn = vertexNormals[ i ];
  1210. normalArray[ offset_normal ] = vn.x;
  1211. normalArray[ offset_normal + 1 ] = vn.y;
  1212. normalArray[ offset_normal + 2 ] = vn.z;
  1213. offset_normal += 3;
  1214. }
  1215. } else {
  1216. for ( i = 0; i < 4; i ++ ) {
  1217. normalArray[ offset_normal ] = faceNormal.x;
  1218. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1219. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1220. offset_normal += 3;
  1221. }
  1222. }
  1223. }
  1224. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1225. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1226. }
  1227. if ( dirtyUvs && obj_uvs && uvType ) {
  1228. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1229. fi = chunk_faces3[ f ];
  1230. face = obj_faces[ fi ];
  1231. uv = obj_uvs[ fi ];
  1232. if ( uv === undefined ) continue;
  1233. for ( i = 0; i < 3; i ++ ) {
  1234. uvi = uv[ i ];
  1235. uvArray[ offset_uv ] = uvi.u;
  1236. uvArray[ offset_uv + 1 ] = uvi.v;
  1237. offset_uv += 2;
  1238. }
  1239. }
  1240. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1241. fi = chunk_faces4[ f ];
  1242. face = obj_faces[ fi ];
  1243. uv = obj_uvs[ fi ];
  1244. if ( uv === undefined ) continue;
  1245. for ( i = 0; i < 4; i ++ ) {
  1246. uvi = uv[ i ];
  1247. uvArray[ offset_uv ] = uvi.u;
  1248. uvArray[ offset_uv + 1 ] = uvi.v;
  1249. offset_uv += 2;
  1250. }
  1251. }
  1252. if ( offset_uv > 0 ) {
  1253. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1254. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1255. }
  1256. }
  1257. if ( dirtyUvs && obj_uvs2 && uvType ) {
  1258. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1259. fi = chunk_faces3[ f ];
  1260. face = obj_faces[ fi ];
  1261. uv2 = obj_uvs2[ fi ];
  1262. if ( uv2 === undefined ) continue;
  1263. for ( i = 0; i < 3; i ++ ) {
  1264. uv2i = uv2[ i ];
  1265. uv2Array[ offset_uv2 ] = uv2i.u;
  1266. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1267. offset_uv2 += 2;
  1268. }
  1269. }
  1270. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1271. fi = chunk_faces4[ f ];
  1272. face = obj_faces[ fi ];
  1273. uv2 = obj_uvs2[ fi ];
  1274. if ( uv2 === undefined ) continue;
  1275. for ( i = 0; i < 4; i ++ ) {
  1276. uv2i = uv2[ i ];
  1277. uv2Array[ offset_uv2 ] = uv2i.u;
  1278. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1279. offset_uv2 += 2;
  1280. }
  1281. }
  1282. if ( offset_uv2 > 0 ) {
  1283. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1284. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1285. }
  1286. }
  1287. if ( dirtyElements ) {
  1288. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1289. face = obj_faces[ chunk_faces3[ f ] ];
  1290. faceArray[ offset_face ] = vertexIndex;
  1291. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1292. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  1293. offset_face += 3;
  1294. lineArray[ offset_line ] = vertexIndex;
  1295. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1296. lineArray[ offset_line + 2 ] = vertexIndex;
  1297. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  1298. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1299. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1300. offset_line += 6;
  1301. vertexIndex += 3;
  1302. }
  1303. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1304. face = obj_faces[ chunk_faces4[ f ] ];
  1305. faceArray[ offset_face ] = vertexIndex;
  1306. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1307. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1308. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1309. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1310. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1311. offset_face += 6;
  1312. lineArray[ offset_line ] = vertexIndex;
  1313. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1314. lineArray[ offset_line + 2 ] = vertexIndex;
  1315. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1316. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1317. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1318. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1319. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1320. offset_line += 8;
  1321. vertexIndex += 4;
  1322. }
  1323. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1324. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1325. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1326. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1327. }
  1328. if ( customAttributes ) {
  1329. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  1330. customAttribute = customAttributes[ i ];
  1331. if ( ! customAttribute.__original.needsUpdate ) continue;
  1332. offset_custom = 0;
  1333. offset_customSrc = 0;
  1334. if ( customAttribute.size === 1 ) {
  1335. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1336. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1337. face = obj_faces[ chunk_faces3[ f ] ];
  1338. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1339. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1340. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1341. offset_custom += 3;
  1342. }
  1343. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1344. face = obj_faces[ chunk_faces4[ f ] ];
  1345. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  1346. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  1347. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  1348. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  1349. offset_custom += 4;
  1350. }
  1351. } else if ( customAttribute.boundTo === "faces" ) {
  1352. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1353. value = customAttribute.value[ chunk_faces3[ f ] ];
  1354. customAttribute.array[ offset_custom ] = value;
  1355. customAttribute.array[ offset_custom + 1 ] = value;
  1356. customAttribute.array[ offset_custom + 2 ] = value;
  1357. offset_custom += 3;
  1358. }
  1359. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1360. value = customAttribute.value[ chunk_faces4[ f ] ];
  1361. customAttribute.array[ offset_custom ] = value;
  1362. customAttribute.array[ offset_custom + 1 ] = value;
  1363. customAttribute.array[ offset_custom + 2 ] = value;
  1364. customAttribute.array[ offset_custom + 3 ] = value;
  1365. offset_custom += 4;
  1366. }
  1367. }
  1368. } else if ( customAttribute.size === 2 ) {
  1369. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1370. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1371. face = obj_faces[ chunk_faces3[ f ] ];
  1372. v1 = customAttribute.value[ face.a ];
  1373. v2 = customAttribute.value[ face.b ];
  1374. v3 = customAttribute.value[ face.c ];
  1375. customAttribute.array[ offset_custom ] = v1.x;
  1376. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1377. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1378. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1379. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1380. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1381. offset_custom += 6;
  1382. }
  1383. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1384. face = obj_faces[ chunk_faces4[ f ] ];
  1385. v1 = customAttribute.value[ face.a ];
  1386. v2 = customAttribute.value[ face.b ];
  1387. v3 = customAttribute.value[ face.c ];
  1388. v4 = customAttribute.value[ face.d ];
  1389. customAttribute.array[ offset_custom ] = v1.x;
  1390. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1391. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1392. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1393. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1394. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1395. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1396. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1397. offset_custom += 8;
  1398. }
  1399. } else if ( customAttribute.boundTo === "faces" ) {
  1400. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1401. value = customAttribute.value[ chunk_faces3[ f ] ];
  1402. v1 = value;
  1403. v2 = value;
  1404. v3 = value;
  1405. customAttribute.array[ offset_custom ] = v1.x;
  1406. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1407. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1408. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1409. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1410. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1411. offset_custom += 6;
  1412. }
  1413. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1414. value = customAttribute.value[ chunk_faces4[ f ] ];
  1415. v1 = value;
  1416. v2 = value;
  1417. v3 = value;
  1418. v4 = value;
  1419. customAttribute.array[ offset_custom ] = v1.x;
  1420. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1421. customAttribute.array[ offset_custom + 2 ] = v2.x;
  1422. customAttribute.array[ offset_custom + 3 ] = v2.y;
  1423. customAttribute.array[ offset_custom + 4 ] = v3.x;
  1424. customAttribute.array[ offset_custom + 5 ] = v3.y;
  1425. customAttribute.array[ offset_custom + 6 ] = v4.x;
  1426. customAttribute.array[ offset_custom + 7 ] = v4.y;
  1427. offset_custom += 8;
  1428. }
  1429. }
  1430. } else if ( customAttribute.size === 3 ) {
  1431. var pp;
  1432. if ( customAttribute.type === "c" ) {
  1433. pp = [ "r", "g", "b" ];
  1434. } else {
  1435. pp = [ "x", "y", "z" ];
  1436. }
  1437. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1438. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1439. face = obj_faces[ chunk_faces3[ f ] ];
  1440. v1 = customAttribute.value[ face.a ];
  1441. v2 = customAttribute.value[ face.b ];
  1442. v3 = customAttribute.value[ face.c ];
  1443. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1444. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1445. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1446. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1447. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1448. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1449. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1450. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1451. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1452. offset_custom += 9;
  1453. }
  1454. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1455. face = obj_faces[ chunk_faces4[ f ] ];
  1456. v1 = customAttribute.value[ face.a ];
  1457. v2 = customAttribute.value[ face.b ];
  1458. v3 = customAttribute.value[ face.c ];
  1459. v4 = customAttribute.value[ face.d ];
  1460. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1461. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1462. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1463. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1464. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1465. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1466. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1467. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1468. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1469. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1470. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1471. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1472. offset_custom += 12;
  1473. }
  1474. } else if ( customAttribute.boundTo === "faces" ) {
  1475. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1476. value = customAttribute.value[ chunk_faces3[ f ] ];
  1477. v1 = value;
  1478. v2 = value;
  1479. v3 = value;
  1480. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1481. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1482. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1483. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1484. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1485. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1486. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1487. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1488. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1489. offset_custom += 9;
  1490. }
  1491. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1492. value = customAttribute.value[ chunk_faces4[ f ] ];
  1493. v1 = value;
  1494. v2 = value;
  1495. v3 = value;
  1496. v4 = value;
  1497. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  1498. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  1499. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  1500. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  1501. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  1502. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  1503. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  1504. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  1505. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  1506. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  1507. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  1508. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  1509. offset_custom += 12;
  1510. }
  1511. }
  1512. } else if ( customAttribute.size === 4 ) {
  1513. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  1514. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1515. face = obj_faces[ chunk_faces3[ f ] ];
  1516. v1 = customAttribute.value[ face.a ];
  1517. v2 = customAttribute.value[ face.b ];
  1518. v3 = customAttribute.value[ face.c ];
  1519. customAttribute.array[ offset_custom ] = v1.x;
  1520. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1521. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1522. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1523. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1524. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1525. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1526. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1527. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1528. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1529. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1530. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1531. offset_custom += 12;
  1532. }
  1533. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1534. face = obj_faces[ chunk_faces4[ f ] ];
  1535. v1 = customAttribute.value[ face.a ];
  1536. v2 = customAttribute.value[ face.b ];
  1537. v3 = customAttribute.value[ face.c ];
  1538. v4 = customAttribute.value[ face.d ];
  1539. customAttribute.array[ offset_custom ] = v1.x;
  1540. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1541. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1542. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1543. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1544. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1545. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1546. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1547. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1548. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1549. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1550. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1551. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1552. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1553. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1554. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1555. offset_custom += 16;
  1556. }
  1557. } else if ( customAttribute.boundTo === "faces" ) {
  1558. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  1559. value = customAttribute.value[ chunk_faces3[ f ] ];
  1560. v1 = value;
  1561. v2 = value;
  1562. v3 = value;
  1563. customAttribute.array[ offset_custom ] = v1.x;
  1564. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1565. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1566. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1567. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1568. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1569. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1570. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1571. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1572. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1573. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1574. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1575. offset_custom += 12;
  1576. }
  1577. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  1578. value = customAttribute.value[ chunk_faces4[ f ] ];
  1579. v1 = value;
  1580. v2 = value;
  1581. v3 = value;
  1582. v4 = value;
  1583. customAttribute.array[ offset_custom ] = v1.x;
  1584. customAttribute.array[ offset_custom + 1 ] = v1.y;
  1585. customAttribute.array[ offset_custom + 2 ] = v1.z;
  1586. customAttribute.array[ offset_custom + 3 ] = v1.w;
  1587. customAttribute.array[ offset_custom + 4 ] = v2.x;
  1588. customAttribute.array[ offset_custom + 5 ] = v2.y;
  1589. customAttribute.array[ offset_custom + 6 ] = v2.z;
  1590. customAttribute.array[ offset_custom + 7 ] = v2.w;
  1591. customAttribute.array[ offset_custom + 8 ] = v3.x;
  1592. customAttribute.array[ offset_custom + 9 ] = v3.y;
  1593. customAttribute.array[ offset_custom + 10 ] = v3.z;
  1594. customAttribute.array[ offset_custom + 11 ] = v3.w;
  1595. customAttribute.array[ offset_custom + 12 ] = v4.x;
  1596. customAttribute.array[ offset_custom + 13 ] = v4.y;
  1597. customAttribute.array[ offset_custom + 14 ] = v4.z;
  1598. customAttribute.array[ offset_custom + 15 ] = v4.w;
  1599. offset_custom += 16;
  1600. }
  1601. }
  1602. }
  1603. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1604. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1605. }
  1606. }
  1607. if ( dispose ) {
  1608. delete geometryGroup.__inittedArrays;
  1609. delete geometryGroup.__colorArray;
  1610. delete geometryGroup.__normalArray;
  1611. delete geometryGroup.__tangentArray;
  1612. delete geometryGroup.__uvArray;
  1613. delete geometryGroup.__uv2Array;
  1614. delete geometryGroup.__faceArray;
  1615. delete geometryGroup.__vertexArray;
  1616. delete geometryGroup.__lineArray;
  1617. delete geometryGroup.__skinVertexAArray;
  1618. delete geometryGroup.__skinVertexBArray;
  1619. delete geometryGroup.__skinIndexArray;
  1620. delete geometryGroup.__skinWeightArray;
  1621. }
  1622. };
  1623. // Buffer rendering
  1624. this.renderBufferImmediate = function ( object, program, shading ) {
  1625. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1626. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1627. if ( object.hasPos ) {
  1628. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1629. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1630. _gl.enableVertexAttribArray( program.attributes.position );
  1631. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1632. }
  1633. if ( object.hasNormal ) {
  1634. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1635. if ( shading === THREE.FlatShading ) {
  1636. var nx, ny, nz,
  1637. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1638. normalArray,
  1639. i, il = object.count * 3;
  1640. for( i = 0; i < il; i += 9 ) {
  1641. normalArray = object.normalArray;
  1642. nax = normalArray[ i ];
  1643. nay = normalArray[ i + 1 ];
  1644. naz = normalArray[ i + 2 ];
  1645. nbx = normalArray[ i + 3 ];
  1646. nby = normalArray[ i + 4 ];
  1647. nbz = normalArray[ i + 5 ];
  1648. ncx = normalArray[ i + 6 ];
  1649. ncy = normalArray[ i + 7 ];
  1650. ncz = normalArray[ i + 8 ];
  1651. nx = ( nax + nbx + ncx ) / 3;
  1652. ny = ( nay + nby + ncy ) / 3;
  1653. nz = ( naz + nbz + ncz ) / 3;
  1654. normalArray[ i ] = nx;
  1655. normalArray[ i + 1 ] = ny;
  1656. normalArray[ i + 2 ] = nz;
  1657. normalArray[ i + 3 ] = nx;
  1658. normalArray[ i + 4 ] = ny;
  1659. normalArray[ i + 5 ] = nz;
  1660. normalArray[ i + 6 ] = nx;
  1661. normalArray[ i + 7 ] = ny;
  1662. normalArray[ i + 8 ] = nz;
  1663. }
  1664. }
  1665. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1666. _gl.enableVertexAttribArray( program.attributes.normal );
  1667. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1668. }
  1669. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1670. object.count = 0;
  1671. };
  1672. this.renderBufferDirect = function ( camera, lights, fog, material, geometryGroup, object ) {
  1673. if ( material.opacity === 0 ) return;
  1674. var program, attributes, linewidth, primitives, a, attribute;
  1675. program = setProgram( camera, lights, fog, material, object );
  1676. attributes = program.attributes;
  1677. var updateBuffers = false,
  1678. wireframeBit = material.wireframe ? 1 : 0,
  1679. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1680. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1681. _currentGeometryGroupHash = geometryGroupHash;
  1682. updateBuffers = true;
  1683. }
  1684. // render mesh
  1685. if ( object instanceof THREE.Mesh ) {
  1686. var offsets = geometryGroup.offsets;
  1687. for ( var i = 0, il = offsets.length; i < il; ++ i ) {
  1688. if ( updateBuffers ) {
  1689. // vertices
  1690. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexPositionBuffer );
  1691. _gl.vertexAttribPointer( attributes.position, geometryGroup.vertexPositionBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
  1692. // normals
  1693. if ( attributes.normal >= 0 && geometryGroup.vertexNormalBuffer ) {
  1694. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexNormalBuffer );
  1695. _gl.vertexAttribPointer( attributes.normal, geometryGroup.vertexNormalBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );
  1696. }
  1697. // uvs
  1698. if ( attributes.uv >= 0 && geometryGroup.vertexUvBuffer ) {
  1699. if ( geometryGroup.vertexUvBuffer ) {
  1700. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexUvBuffer );
  1701. _gl.vertexAttribPointer( attributes.uv, geometryGroup.vertexUvBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 2 );
  1702. _gl.enableVertexAttribArray( attributes.uv );
  1703. } else {
  1704. _gl.disableVertexAttribArray( attributes.uv );
  1705. }
  1706. }
  1707. // colors
  1708. if ( attributes.color >= 0 && geometryGroup.vertexColorBuffer ) {
  1709. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexColorBuffer );
  1710. _gl.vertexAttribPointer( attributes.color, geometryGroup.vertexColorBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 4 );
  1711. }
  1712. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.vertexIndexBuffer );
  1713. }
  1714. // render indexed triangles
  1715. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 = Uint16
  1716. _this.info.render.calls ++;
  1717. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  1718. _this.info.render.faces += offsets[ i ].count / 3;
  1719. }
  1720. }
  1721. };
  1722. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  1723. if ( material.opacity === 0 ) return;
  1724. var program, attributes, linewidth, primitives, a, attribute, i, il;
  1725. program = setProgram( camera, lights, fog, material, object );
  1726. attributes = program.attributes;
  1727. var updateBuffers = false,
  1728. wireframeBit = material.wireframe ? 1 : 0,
  1729. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  1730. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  1731. _currentGeometryGroupHash = geometryGroupHash;
  1732. updateBuffers = true;
  1733. }
  1734. // vertices
  1735. if ( !material.morphTargets && attributes.position >= 0 ) {
  1736. if ( updateBuffers ) {
  1737. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1738. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1739. }
  1740. } else {
  1741. if ( object.morphTargetBase ) {
  1742. setupMorphTargets( material, geometryGroup, object );
  1743. }
  1744. }
  1745. if ( updateBuffers ) {
  1746. // custom attributes
  1747. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  1748. if ( geometryGroup.__webglCustomAttributesList ) {
  1749. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  1750. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  1751. if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  1752. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1753. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1754. }
  1755. }
  1756. }
  1757. // colors
  1758. if ( attributes.color >= 0 ) {
  1759. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1760. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1761. }
  1762. // normals
  1763. if ( attributes.normal >= 0 ) {
  1764. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1765. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1766. }
  1767. // tangents
  1768. if ( attributes.tangent >= 0 ) {
  1769. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1770. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1771. }
  1772. // uvs
  1773. if ( attributes.uv >= 0 ) {
  1774. if ( geometryGroup.__webglUVBuffer ) {
  1775. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1776. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1777. _gl.enableVertexAttribArray( attributes.uv );
  1778. } else {
  1779. _gl.disableVertexAttribArray( attributes.uv );
  1780. }
  1781. }
  1782. if ( attributes.uv2 >= 0 ) {
  1783. if ( geometryGroup.__webglUV2Buffer ) {
  1784. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1785. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1786. _gl.enableVertexAttribArray( attributes.uv2 );
  1787. } else {
  1788. _gl.disableVertexAttribArray( attributes.uv2 );
  1789. }
  1790. }
  1791. if ( material.skinning &&
  1792. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1793. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1794. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1795. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1796. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1797. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1798. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1799. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1800. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1801. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1802. }
  1803. }
  1804. // render mesh
  1805. if ( object instanceof THREE.Mesh ) {
  1806. // wireframe
  1807. if ( material.wireframe ) {
  1808. setLineWidth( material.wireframeLinewidth );
  1809. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1810. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1811. // triangles
  1812. } else {
  1813. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1814. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1815. }
  1816. _this.info.render.calls ++;
  1817. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  1818. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  1819. // render lines
  1820. } else if ( object instanceof THREE.Line ) {
  1821. primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1822. setLineWidth( material.linewidth );
  1823. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1824. _this.info.render.calls ++;
  1825. // render particles
  1826. } else if ( object instanceof THREE.ParticleSystem ) {
  1827. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1828. _this.info.render.calls ++;
  1829. _this.info.render.points += geometryGroup.__webglParticleCount;
  1830. // render ribbon
  1831. } else if ( object instanceof THREE.Ribbon ) {
  1832. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1833. _this.info.render.calls ++;
  1834. }
  1835. };
  1836. function setupMorphTargets ( material, geometryGroup, object ) {
  1837. // set base
  1838. var attributes = material.program.attributes;
  1839. if ( object.morphTargetBase !== - 1 ) {
  1840. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1841. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1842. } else if ( attributes.position >= 0 ) {
  1843. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1844. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1845. }
  1846. if ( object.morphTargetForcedOrder.length ) {
  1847. // set forced order
  1848. var m = 0;
  1849. var order = object.morphTargetForcedOrder;
  1850. var influences = object.morphTargetInfluences;
  1851. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1852. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1853. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1854. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  1855. m ++;
  1856. }
  1857. } else {
  1858. // find most influencing
  1859. var used = [];
  1860. var candidateInfluence = - 1;
  1861. var candidate = 0;
  1862. var influences = object.morphTargetInfluences;
  1863. var i, il = influences.length;
  1864. var m = 0;
  1865. if ( object.morphTargetBase !== - 1 ) {
  1866. used[ object.morphTargetBase ] = true;
  1867. }
  1868. while ( m < material.numSupportedMorphTargets ) {
  1869. for ( i = 0; i < il; i ++ ) {
  1870. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1871. candidate = i;
  1872. candidateInfluence = influences[ candidate ];
  1873. }
  1874. }
  1875. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1876. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1877. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1878. used[ candidate ] = 1;
  1879. candidateInfluence = -1;
  1880. m ++;
  1881. }
  1882. }
  1883. // load updated influences uniform
  1884. if( material.program.uniforms.morphTargetInfluences !== null ) {
  1885. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1886. }
  1887. };
  1888. function painterSort ( a, b ) {
  1889. return b.z - a.z;
  1890. };
  1891. // Rendering
  1892. this.render = function ( scene, camera, renderTarget, forceClear ) {
  1893. var i, il,
  1894. program, material,
  1895. webglObject, object,
  1896. renderList,
  1897. lights = scene.lights,
  1898. fog = scene.fog;
  1899. _currentMaterialId = -1;
  1900. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  1901. if ( camera.parent === undefined ) {
  1902. console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' );
  1903. scene.add( camera );
  1904. }
  1905. if ( this.autoUpdateScene ) scene.updateMatrixWorld();
  1906. // custom render plugins (pre pass)
  1907. renderPlugins( this.renderPluginsPre, scene, camera );
  1908. _this.info.render.calls = 0;
  1909. _this.info.render.vertices = 0;
  1910. _this.info.render.faces = 0;
  1911. _this.info.render.points = 0;
  1912. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  1913. if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
  1914. camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
  1915. if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
  1916. camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
  1917. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  1918. _frustum.setFromMatrix( _projScreenMatrix );
  1919. this.setRenderTarget( renderTarget );
  1920. if ( this.autoClear || forceClear ) {
  1921. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  1922. }
  1923. // set matrices for regular objects (frustum culled)
  1924. renderList = scene.__webglObjects;
  1925. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1926. webglObject = renderList[ i ];
  1927. object = webglObject.object;
  1928. webglObject.render = false;
  1929. if ( object.visible ) {
  1930. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
  1931. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1932. setupMatrices( object, camera );
  1933. unrollBufferMaterial( webglObject );
  1934. webglObject.render = true;
  1935. if ( this.sortObjects ) {
  1936. if ( object.renderDepth ) {
  1937. webglObject.z = object.renderDepth;
  1938. } else {
  1939. _vector3.copy( object.position );
  1940. _projScreenMatrix.multiplyVector3( _vector3 );
  1941. webglObject.z = _vector3.z;
  1942. }
  1943. }
  1944. }
  1945. }
  1946. }
  1947. if ( this.sortObjects ) {
  1948. renderList.sort( painterSort );
  1949. }
  1950. // set matrices for immediate objects
  1951. renderList = scene.__webglObjectsImmediate;
  1952. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  1953. webglObject = renderList[ i ];
  1954. object = webglObject.object;
  1955. if ( object.visible ) {
  1956. if( object.matrixAutoUpdate ) {
  1957. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1958. }
  1959. setupMatrices( object, camera );
  1960. unrollImmediateBufferMaterial( webglObject );
  1961. }
  1962. }
  1963. if ( scene.overrideMaterial ) {
  1964. this.setBlending( scene.overrideMaterial.blending );
  1965. this.setDepthTest( scene.overrideMaterial.depthTest );
  1966. this.setDepthWrite( scene.overrideMaterial.depthWrite );
  1967. setPolygonOffset( scene.overrideMaterial.polygonOffset, scene.overrideMaterial.polygonOffsetFactor, scene.overrideMaterial.polygonOffsetUnits );
  1968. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, scene.overrideMaterial );
  1969. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, scene.overrideMaterial );
  1970. } else {
  1971. // opaque pass (front-to-back order)
  1972. this.setBlending( THREE.NormalBlending );
  1973. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
  1974. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
  1975. // transparent pass (back-to-front order)
  1976. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
  1977. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
  1978. }
  1979. // custom render plugins (post pass)
  1980. renderPlugins( this.renderPluginsPost, scene, camera );
  1981. // Generate mipmap if we're using any kind of mipmap filtering
  1982. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1983. updateRenderTargetMipmap( renderTarget );
  1984. }
  1985. // Ensure depth buffer writing is enabled so it can be cleared on next render
  1986. this.setDepthTest( true );
  1987. this.setDepthWrite( true );
  1988. // _gl.finish();
  1989. };
  1990. function renderPlugins( plugins, scene, camera ) {
  1991. if ( ! plugins.length ) return;
  1992. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  1993. _currentProgram = null;
  1994. _oldBlending = -1;
  1995. _oldDepthTest = -1;
  1996. _oldDepthWrite = -1;
  1997. _currentGeometryGroupHash = -1;
  1998. _currentMaterialId = -1;
  1999. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  2000. _currentProgram = null;
  2001. _oldBlending = -1;
  2002. _oldDepthTest = -1;
  2003. _oldDepthWrite = -1;
  2004. _currentGeometryGroupHash = -1;
  2005. _currentMaterialId = -1;
  2006. }
  2007. };
  2008. function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2009. var webglObject, object, buffer, material, start, end, delta;
  2010. if ( reverse ) {
  2011. start = renderList.length - 1;
  2012. end = -1;
  2013. delta = -1;
  2014. } else {
  2015. start = 0;
  2016. end = renderList.length;
  2017. delta = 1;
  2018. }
  2019. for ( var i = start; i !== end; i += delta ) {
  2020. webglObject = renderList[ i ];
  2021. if ( webglObject.render ) {
  2022. object = webglObject.object;
  2023. buffer = webglObject.buffer;
  2024. if ( overrideMaterial ) {
  2025. material = overrideMaterial;
  2026. } else {
  2027. material = webglObject[ materialType ];
  2028. if ( ! material ) continue;
  2029. if ( useBlending ) _this.setBlending( material.blending );
  2030. _this.setDepthTest( material.depthTest );
  2031. _this.setDepthWrite( material.depthWrite );
  2032. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2033. }
  2034. _this.setObjectFaces( object );
  2035. if ( buffer instanceof THREE.BufferGeometry ) {
  2036. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  2037. } else {
  2038. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  2039. }
  2040. }
  2041. }
  2042. };
  2043. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  2044. var webglObject, object, material, program;
  2045. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  2046. webglObject = renderList[ i ];
  2047. object = webglObject.object;
  2048. if ( object.visible ) {
  2049. if ( overrideMaterial ) {
  2050. material = overrideMaterial;
  2051. } else {
  2052. material = webglObject[ materialType ];
  2053. if ( ! material ) continue;
  2054. if ( useBlending ) _this.setBlending( material.blending );
  2055. _this.setDepthTest( material.depthTest );
  2056. _this.setDepthWrite( material.depthWrite );
  2057. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  2058. }
  2059. _this.renderImmediateObject( camera, lights, fog, material, object );
  2060. }
  2061. }
  2062. };
  2063. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  2064. var program = setProgram( camera, lights, fog, material, object );
  2065. _currentGeometryGroupHash = -1;
  2066. _this.setObjectFaces( object );
  2067. if ( object.immediateRenderCallback ) {
  2068. object.immediateRenderCallback( program, _gl, _frustum );
  2069. } else {
  2070. object.render( function( object ) { _this.renderBufferImmediate( object, program, material.shading ); } );
  2071. }
  2072. };
  2073. function unrollImmediateBufferMaterial ( globject ) {
  2074. var object = globject.object,
  2075. material = object.material;
  2076. if ( material.transparent ) {
  2077. globject.transparent = material;
  2078. globject.opaque = null;
  2079. } else {
  2080. globject.opaque = material;
  2081. globject.transparent = null;
  2082. }
  2083. };
  2084. function unrollBufferMaterial ( globject ) {
  2085. var object = globject.object,
  2086. buffer = globject.buffer,
  2087. material, materialIndex, meshMaterial;
  2088. meshMaterial = object.material;
  2089. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2090. materialIndex = buffer.materialIndex;
  2091. if ( materialIndex >= 0 ) {
  2092. material = object.geometry.materials[ materialIndex ];
  2093. if ( material.transparent ) {
  2094. globject.transparent = material;
  2095. globject.opaque = null;
  2096. } else {
  2097. globject.opaque = material;
  2098. globject.transparent = null;
  2099. }
  2100. }
  2101. } else {
  2102. material = meshMaterial;
  2103. if ( material ) {
  2104. if ( material.transparent ) {
  2105. globject.transparent = material;
  2106. globject.opaque = null;
  2107. } else {
  2108. globject.opaque = material;
  2109. globject.transparent = null;
  2110. }
  2111. }
  2112. }
  2113. };
  2114. // Geometry splitting
  2115. function sortFacesByMaterial ( geometry ) {
  2116. var f, fl, face, materialIndex, vertices,
  2117. materialHash, groupHash,
  2118. hash_map = {};
  2119. var numMorphTargets = geometry.morphTargets.length;
  2120. geometry.geometryGroups = {};
  2121. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  2122. face = geometry.faces[ f ];
  2123. materialIndex = face.materialIndex;
  2124. materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
  2125. if ( hash_map[ materialHash ] === undefined ) {
  2126. hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
  2127. }
  2128. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2129. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2130. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2131. }
  2132. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2133. if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
  2134. hash_map[ materialHash ].counter += 1;
  2135. groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
  2136. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  2137. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2138. }
  2139. }
  2140. if ( face instanceof THREE.Face3 ) {
  2141. geometry.geometryGroups[ groupHash ].faces3.push( f );
  2142. } else {
  2143. geometry.geometryGroups[ groupHash ].faces4.push( f );
  2144. }
  2145. geometry.geometryGroups[ groupHash ].vertices += vertices;
  2146. }
  2147. geometry.geometryGroupsList = [];
  2148. for ( var g in geometry.geometryGroups ) {
  2149. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  2150. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  2151. }
  2152. };
  2153. // Objects refresh
  2154. this.initWebGLObjects = function ( scene ) {
  2155. if ( !scene.__webglObjects ) {
  2156. scene.__webglObjects = [];
  2157. scene.__webglObjectsImmediate = [];
  2158. scene.__webglSprites = [];
  2159. scene.__webglFlares = [];
  2160. }
  2161. while ( scene.__objectsAdded.length ) {
  2162. addObject( scene.__objectsAdded[ 0 ], scene );
  2163. scene.__objectsAdded.splice( 0, 1 );
  2164. }
  2165. while ( scene.__objectsRemoved.length ) {
  2166. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2167. scene.__objectsRemoved.splice( 0, 1 );
  2168. }
  2169. // update must be called after objects adding / removal
  2170. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2171. updateObject( scene.__webglObjects[ o ].object );
  2172. }
  2173. };
  2174. // Objects adding
  2175. function addObject ( object, scene ) {
  2176. var g, geometry, geometryGroup;
  2177. if ( ! object.__webglInit ) {
  2178. object.__webglInit = true;
  2179. object._modelViewMatrix = new THREE.Matrix4();
  2180. object._normalMatrixArray = new Float32Array( 9 );
  2181. object._modelViewMatrixArray = new Float32Array( 16 );
  2182. object._objectMatrixArray = new Float32Array( 16 );
  2183. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2184. if ( object instanceof THREE.Mesh ) {
  2185. geometry = object.geometry;
  2186. if ( geometry instanceof THREE.Geometry ) {
  2187. if ( geometry.geometryGroups === undefined ) {
  2188. sortFacesByMaterial( geometry );
  2189. }
  2190. // create separate VBOs per geometry chunk
  2191. for ( g in geometry.geometryGroups ) {
  2192. geometryGroup = geometry.geometryGroups[ g ];
  2193. // initialise VBO on the first access
  2194. if ( ! geometryGroup.__webglVertexBuffer ) {
  2195. createMeshBuffers( geometryGroup );
  2196. initMeshBuffers( geometryGroup, object );
  2197. geometry.__dirtyVertices = true;
  2198. geometry.__dirtyMorphTargets = true;
  2199. geometry.__dirtyElements = true;
  2200. geometry.__dirtyUvs = true;
  2201. geometry.__dirtyNormals = true;
  2202. geometry.__dirtyTangents = true;
  2203. geometry.__dirtyColors = true;
  2204. }
  2205. }
  2206. }
  2207. } else if ( object instanceof THREE.Ribbon ) {
  2208. geometry = object.geometry;
  2209. if( ! geometry.__webglVertexBuffer ) {
  2210. createRibbonBuffers( geometry );
  2211. initRibbonBuffers( geometry );
  2212. geometry.__dirtyVertices = true;
  2213. geometry.__dirtyColors = true;
  2214. }
  2215. } else if ( object instanceof THREE.Line ) {
  2216. geometry = object.geometry;
  2217. if( ! geometry.__webglVertexBuffer ) {
  2218. createLineBuffers( geometry );
  2219. initLineBuffers( geometry, object );
  2220. geometry.__dirtyVertices = true;
  2221. geometry.__dirtyColors = true;
  2222. }
  2223. } else if ( object instanceof THREE.ParticleSystem ) {
  2224. geometry = object.geometry;
  2225. if ( ! geometry.__webglVertexBuffer ) {
  2226. createParticleBuffers( geometry );
  2227. initParticleBuffers( geometry, object );
  2228. geometry.__dirtyVertices = true;
  2229. geometry.__dirtyColors = true;
  2230. }
  2231. }
  2232. }
  2233. if ( ! object.__webglActive ) {
  2234. if ( object instanceof THREE.Mesh ) {
  2235. geometry = object.geometry;
  2236. if ( geometry instanceof THREE.BufferGeometry ) {
  2237. addBuffer( scene.__webglObjects, geometry, object );
  2238. } else {
  2239. for ( g in geometry.geometryGroups ) {
  2240. geometryGroup = geometry.geometryGroups[ g ];
  2241. addBuffer( scene.__webglObjects, geometryGroup, object );
  2242. }
  2243. }
  2244. } else if ( object instanceof THREE.Ribbon ||
  2245. object instanceof THREE.Line ||
  2246. object instanceof THREE.ParticleSystem ) {
  2247. geometry = object.geometry;
  2248. addBuffer( scene.__webglObjects, geometry, object );
  2249. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2250. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2251. } else if ( object instanceof THREE.Sprite ) {
  2252. scene.__webglSprites.push( object );
  2253. } else if ( object instanceof THREE.LensFlare ) {
  2254. scene.__webglFlares.push( object );
  2255. }
  2256. object.__webglActive = true;
  2257. }
  2258. };
  2259. function addBuffer ( objlist, buffer, object ) {
  2260. objlist.push(
  2261. {
  2262. buffer: buffer,
  2263. object: object,
  2264. opaque: null,
  2265. transparent: null
  2266. }
  2267. );
  2268. };
  2269. function addBufferImmediate ( objlist, object ) {
  2270. objlist.push(
  2271. {
  2272. object: object,
  2273. opaque: null,
  2274. transparent: null
  2275. }
  2276. );
  2277. };
  2278. // Objects updates
  2279. function updateObject ( object ) {
  2280. var geometry = object.geometry,
  2281. geometryGroup, customAttributesDirty, material;
  2282. if ( object instanceof THREE.Mesh ) {
  2283. if ( geometry instanceof THREE.BufferGeometry ) {
  2284. /*
  2285. if ( geometry.__dirtyVertices || geometry.__dirtyElements ||
  2286. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2287. geometry.__dirtyColors ) {
  2288. // TODO
  2289. // set buffers from typed arrays
  2290. }
  2291. */
  2292. geometry.__dirtyVertices = false;
  2293. geometry.__dirtyElements = false;
  2294. geometry.__dirtyUvs = false;
  2295. geometry.__dirtyNormals = false;
  2296. geometry.__dirtyColors = false;
  2297. } else {
  2298. // check all geometry groups
  2299. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  2300. geometryGroup = geometry.geometryGroupsList[ i ];
  2301. material = getBufferMaterial( object, geometryGroup );
  2302. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2303. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2304. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2305. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributesDirty ) {
  2306. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
  2307. }
  2308. }
  2309. geometry.__dirtyVertices = false;
  2310. geometry.__dirtyMorphTargets = false;
  2311. geometry.__dirtyElements = false;
  2312. geometry.__dirtyUvs = false;
  2313. geometry.__dirtyNormals = false;
  2314. geometry.__dirtyColors = false;
  2315. geometry.__dirtyTangents = false;
  2316. material.attributes && clearCustomAttributes( material );
  2317. }
  2318. } else if ( object instanceof THREE.Ribbon ) {
  2319. if ( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2320. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2321. }
  2322. geometry.__dirtyVertices = false;
  2323. geometry.__dirtyColors = false;
  2324. } else if ( object instanceof THREE.Line ) {
  2325. material = getBufferMaterial( object, geometryGroup );
  2326. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2327. if ( geometry.__dirtyVertices || geometry.__dirtyColors || customAttributesDirty ) {
  2328. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2329. }
  2330. geometry.__dirtyVertices = false;
  2331. geometry.__dirtyColors = false;
  2332. material.attributes && clearCustomAttributes( material );
  2333. } else if ( object instanceof THREE.ParticleSystem ) {
  2334. material = getBufferMaterial( object, geometryGroup );
  2335. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  2336. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributesDirty ) {
  2337. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2338. }
  2339. geometry.__dirtyVertices = false;
  2340. geometry.__dirtyColors = false;
  2341. material.attributes && clearCustomAttributes( material );
  2342. }
  2343. };
  2344. // Objects updates - custom attributes check
  2345. function areCustomAttributesDirty ( material ) {
  2346. for ( var a in material.attributes ) {
  2347. if ( material.attributes[ a ].needsUpdate ) return true;
  2348. }
  2349. return false;
  2350. };
  2351. function clearCustomAttributes ( material ) {
  2352. for ( var a in material.attributes ) {
  2353. material.attributes[ a ].needsUpdate = false;
  2354. }
  2355. };
  2356. // Objects removal
  2357. function removeObject ( object, scene ) {
  2358. if ( object instanceof THREE.Mesh ||
  2359. object instanceof THREE.ParticleSystem ||
  2360. object instanceof THREE.Ribbon ||
  2361. object instanceof THREE.Line ) {
  2362. removeInstances( scene.__webglObjects, object );
  2363. } else if ( object instanceof THREE.Sprite ) {
  2364. removeInstancesDirect( scene.__webglSprites, object );
  2365. } else if ( object instanceof THREE.LensFlare ) {
  2366. removeInstancesDirect( scene.__webglFlares, object );
  2367. } else if ( object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
  2368. removeInstances( scene.__webglObjectsImmediate, object );
  2369. }
  2370. object.__webglActive = false;
  2371. };
  2372. function removeInstances ( objlist, object ) {
  2373. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2374. if ( objlist[ o ].object === object ) {
  2375. objlist.splice( o, 1 );
  2376. }
  2377. }
  2378. };
  2379. function removeInstancesDirect ( objlist, object ) {
  2380. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  2381. if ( objlist[ o ] === object ) {
  2382. objlist.splice( o, 1 );
  2383. }
  2384. }
  2385. };
  2386. // Materials
  2387. this.initMaterial = function ( material, lights, fog, object ) {
  2388. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  2389. if ( material instanceof THREE.MeshDepthMaterial ) {
  2390. shaderID = 'depth';
  2391. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2392. shaderID = 'normal';
  2393. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  2394. shaderID = 'basic';
  2395. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2396. shaderID = 'lambert';
  2397. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2398. shaderID = 'phong';
  2399. } else if ( material instanceof THREE.LineBasicMaterial ) {
  2400. shaderID = 'basic';
  2401. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2402. shaderID = 'particle_basic';
  2403. }
  2404. if ( shaderID ) {
  2405. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  2406. }
  2407. // heuristics to create shader parameters according to lights in the scene
  2408. // (not to blow over maxLights budget)
  2409. maxLightCount = allocateLights( lights );
  2410. maxShadows = allocateShadows( lights );
  2411. maxBones = allocateBones( object );
  2412. parameters = {
  2413. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  2414. vertexColors: material.vertexColors,
  2415. fog: fog, useFog: material.fog,
  2416. sizeAttenuation: material.sizeAttenuation,
  2417. skinning: material.skinning,
  2418. morphTargets: material.morphTargets,
  2419. maxMorphTargets: this.maxMorphTargets,
  2420. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  2421. maxBones: maxBones,
  2422. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  2423. shadowMapSoft: this.shadowMapSoft,
  2424. maxShadows: maxShadows,
  2425. alphaTest: material.alphaTest,
  2426. metal: material.metal,
  2427. perPixel: material.perPixel,
  2428. wrapAround: material.wrapAround
  2429. };
  2430. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  2431. var attributes = material.program.attributes;
  2432. if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
  2433. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  2434. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  2435. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  2436. if ( material.skinning &&
  2437. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  2438. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  2439. _gl.enableVertexAttribArray( attributes.skinVertexA );
  2440. _gl.enableVertexAttribArray( attributes.skinVertexB );
  2441. _gl.enableVertexAttribArray( attributes.skinIndex );
  2442. _gl.enableVertexAttribArray( attributes.skinWeight );
  2443. }
  2444. if ( material.attributes ) {
  2445. for ( a in material.attributes ) {
  2446. if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  2447. }
  2448. }
  2449. if ( material.morphTargets ) {
  2450. material.numSupportedMorphTargets = 0;
  2451. var id, base = "morphTarget";
  2452. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  2453. id = base + i;
  2454. if ( attributes[ id ] >= 0 ) {
  2455. _gl.enableVertexAttribArray( attributes[ id ] );
  2456. material.numSupportedMorphTargets ++;
  2457. }
  2458. }
  2459. }
  2460. material.uniformsList = [];
  2461. for ( u in material.uniforms ) {
  2462. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  2463. }
  2464. };
  2465. function setMaterialShaders ( material, shaders ) {
  2466. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  2467. material.vertexShader = shaders.vertexShader;
  2468. material.fragmentShader = shaders.fragmentShader;
  2469. };
  2470. function setProgram ( camera, lights, fog, material, object ) {
  2471. if ( ! material.program ) {
  2472. _this.initMaterial( material, lights, fog, object );
  2473. }
  2474. if ( material.morphTargets ) {
  2475. if ( ! object.__webglMorphTargetInfluences ) {
  2476. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  2477. for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
  2478. object.__webglMorphTargetInfluences[ i ] = 0;
  2479. }
  2480. }
  2481. }
  2482. var refreshMaterial = false;
  2483. var program = material.program,
  2484. p_uniforms = program.uniforms,
  2485. m_uniforms = material.uniforms;
  2486. if ( program !== _currentProgram ) {
  2487. _gl.useProgram( program );
  2488. _currentProgram = program;
  2489. refreshMaterial = true;
  2490. }
  2491. if ( material.id !== _currentMaterialId ) {
  2492. _currentMaterialId = material.id;
  2493. refreshMaterial = true;
  2494. }
  2495. if ( refreshMaterial ) {
  2496. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );
  2497. // refresh uniforms common to several materials
  2498. if ( fog && material.fog ) {
  2499. refreshUniformsFog( m_uniforms, fog );
  2500. }
  2501. if ( material instanceof THREE.MeshPhongMaterial ||
  2502. material instanceof THREE.MeshLambertMaterial ||
  2503. material.lights ) {
  2504. setupLights( program, lights );
  2505. refreshUniformsLights( m_uniforms, _lights );
  2506. }
  2507. if ( material instanceof THREE.MeshBasicMaterial ||
  2508. material instanceof THREE.MeshLambertMaterial ||
  2509. material instanceof THREE.MeshPhongMaterial ) {
  2510. refreshUniformsCommon( m_uniforms, material );
  2511. }
  2512. // refresh single material specific uniforms
  2513. if ( material instanceof THREE.LineBasicMaterial ) {
  2514. refreshUniformsLine( m_uniforms, material );
  2515. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  2516. refreshUniformsParticle( m_uniforms, material );
  2517. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  2518. refreshUniformsPhong( m_uniforms, material );
  2519. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  2520. refreshUniformsLambert( m_uniforms, material );
  2521. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  2522. m_uniforms.mNear.value = camera.near;
  2523. m_uniforms.mFar.value = camera.far;
  2524. m_uniforms.opacity.value = material.opacity;
  2525. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  2526. m_uniforms.opacity.value = material.opacity;
  2527. }
  2528. if ( object.receiveShadow && ! material._shadowPass ) {
  2529. refreshUniformsShadow( m_uniforms, lights );
  2530. }
  2531. // load common uniforms
  2532. loadUniformsGeneric( program, material.uniformsList );
  2533. // load material specific uniforms
  2534. // (shader material also gets them for the sake of genericity)
  2535. if ( material instanceof THREE.ShaderMaterial ||
  2536. material instanceof THREE.MeshPhongMaterial ||
  2537. material.envMap ) {
  2538. if( p_uniforms.cameraPosition !== null ) {
  2539. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  2540. }
  2541. }
  2542. if ( material instanceof THREE.MeshPhongMaterial ||
  2543. material instanceof THREE.MeshLambertMaterial ||
  2544. material instanceof THREE.ShaderMaterial ||
  2545. material.skinning ) {
  2546. if( p_uniforms.viewMatrix !== null ) {
  2547. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray );
  2548. }
  2549. }
  2550. if ( material.skinning ) {
  2551. loadUniformsSkinning( p_uniforms, object, camera );
  2552. }
  2553. }
  2554. loadUniformsMatrices( p_uniforms, object );
  2555. if ( material instanceof THREE.ShaderMaterial ||
  2556. material.envMap ||
  2557. material.skinning ||
  2558. object.receiveShadow ) {
  2559. if ( p_uniforms.objectMatrix !== null ) {
  2560. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  2561. }
  2562. }
  2563. return program;
  2564. };
  2565. // Uniforms (refresh uniforms objects)
  2566. function refreshUniformsCommon ( uniforms, material ) {
  2567. uniforms.opacity.value = material.opacity;
  2568. if ( _this.gammaInput ) {
  2569. uniforms.diffuse.value.copyGammaToLinear( material.color );
  2570. } else {
  2571. uniforms.diffuse.value = material.color;
  2572. }
  2573. uniforms.map.texture = material.map;
  2574. if ( material.map ) {
  2575. uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
  2576. }
  2577. uniforms.lightMap.texture = material.lightMap;
  2578. uniforms.envMap.texture = material.envMap;
  2579. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  2580. if ( _this.gammaInput ) {
  2581. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  2582. uniforms.reflectivity.value = material.reflectivity;
  2583. } else {
  2584. uniforms.reflectivity.value = material.reflectivity;
  2585. }
  2586. uniforms.refractionRatio.value = material.refractionRatio;
  2587. uniforms.combine.value = material.combine;
  2588. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  2589. };
  2590. function refreshUniformsLine ( uniforms, material ) {
  2591. uniforms.diffuse.value = material.color;
  2592. uniforms.opacity.value = material.opacity;
  2593. };
  2594. function refreshUniformsParticle ( uniforms, material ) {
  2595. uniforms.psColor.value = material.color;
  2596. uniforms.opacity.value = material.opacity;
  2597. uniforms.size.value = material.size;
  2598. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  2599. uniforms.map.texture = material.map;
  2600. };
  2601. function refreshUniformsFog ( uniforms, fog ) {
  2602. uniforms.fogColor.value = fog.color;
  2603. if ( fog instanceof THREE.Fog ) {
  2604. uniforms.fogNear.value = fog.near;
  2605. uniforms.fogFar.value = fog.far;
  2606. } else if ( fog instanceof THREE.FogExp2 ) {
  2607. uniforms.fogDensity.value = fog.density;
  2608. }
  2609. };
  2610. function refreshUniformsPhong ( uniforms, material ) {
  2611. uniforms.shininess.value = material.shininess;
  2612. if ( _this.gammaInput ) {
  2613. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2614. uniforms.specular.value.copyGammaToLinear( material.specular );
  2615. } else {
  2616. uniforms.ambient.value = material.ambient;
  2617. uniforms.specular.value = material.specular;
  2618. }
  2619. if ( material.wrapAround ) {
  2620. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2621. }
  2622. };
  2623. function refreshUniformsLambert ( uniforms, material ) {
  2624. if ( _this.gammaInput ) {
  2625. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  2626. } else {
  2627. uniforms.ambient.value = material.ambient;
  2628. }
  2629. if ( material.wrapAround ) {
  2630. uniforms.wrapRGB.value.copy( material.wrapRGB );
  2631. }
  2632. };
  2633. function refreshUniformsLights ( uniforms, lights ) {
  2634. uniforms.ambientLightColor.value = lights.ambient;
  2635. uniforms.directionalLightColor.value = lights.directional.colors;
  2636. uniforms.directionalLightDirection.value = lights.directional.positions;
  2637. uniforms.pointLightColor.value = lights.point.colors;
  2638. uniforms.pointLightPosition.value = lights.point.positions;
  2639. uniforms.pointLightDistance.value = lights.point.distances;
  2640. };
  2641. function refreshUniformsShadow ( uniforms, lights ) {
  2642. if ( uniforms.shadowMatrix ) {
  2643. var j = 0;
  2644. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  2645. var light = lights[ i ];
  2646. if ( ! light.castShadow ) continue;
  2647. if ( light instanceof THREE.SpotLight || light instanceof THREE.DirectionalLight ) {
  2648. uniforms.shadowMap.texture[ j ] = light.shadowMap;
  2649. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  2650. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  2651. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  2652. uniforms.shadowBias.value[ j ] = light.shadowBias;
  2653. j ++;
  2654. }
  2655. }
  2656. }
  2657. };
  2658. // Uniforms (load to GPU)
  2659. function loadUniformsSkinning ( uniforms, object, camera ) {
  2660. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, camera._viewMatrixArray );
  2661. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2662. };
  2663. function loadUniformsMatrices ( uniforms, object ) {
  2664. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2665. if ( uniforms.normalMatrix ) {
  2666. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2667. }
  2668. };
  2669. function loadUniformsGeneric ( program, uniforms ) {
  2670. var uniform, value, type, location, texture, i, il, j, jl, offset;
  2671. for( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  2672. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  2673. if ( !location ) continue;
  2674. uniform = uniforms[ j ][ 0 ];
  2675. type = uniform.type;
  2676. value = uniform.value;
  2677. // single integer
  2678. if( type === "i" ) {
  2679. _gl.uniform1i( location, value );
  2680. // single float
  2681. } else if( type === "f" ) {
  2682. _gl.uniform1f( location, value );
  2683. // single THREE.Vector2
  2684. } else if( type === "v2" ) {
  2685. _gl.uniform2f( location, value.x, value.y );
  2686. // single THREE.Vector3
  2687. } else if( type === "v3" ) {
  2688. _gl.uniform3f( location, value.x, value.y, value.z );
  2689. // single THREE.Vector4
  2690. } else if( type === "v4" ) {
  2691. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2692. // single THREE.Color
  2693. } else if( type === "c" ) {
  2694. _gl.uniform3f( location, value.r, value.g, value.b );
  2695. // flat array of floats (JS or typed array)
  2696. } else if( type === "fv1" ) {
  2697. _gl.uniform1fv( location, value );
  2698. // flat array of floats with 3 x N size (JS or typed array)
  2699. } else if( type === "fv" ) {
  2700. _gl.uniform3fv( location, value );
  2701. // array of THREE.Vector2
  2702. } else if( type === "v2v" ) {
  2703. if ( ! uniform._array ) {
  2704. uniform._array = new Float32Array( 2 * value.length );
  2705. }
  2706. for ( i = 0, il = value.length; i < il; i ++ ) {
  2707. offset = i * 2;
  2708. uniform._array[ offset ] = value[ i ].x;
  2709. uniform._array[ offset + 1 ] = value[ i ].y;
  2710. }
  2711. _gl.uniform2fv( location, uniform._array );
  2712. // array of THREE.Vector3
  2713. } else if( type === "v3v" ) {
  2714. if ( ! uniform._array ) {
  2715. uniform._array = new Float32Array( 3 * value.length );
  2716. }
  2717. for ( i = 0, il = value.length; i < il; i ++ ) {
  2718. offset = i * 3;
  2719. uniform._array[ offset ] = value[ i ].x;
  2720. uniform._array[ offset + 1 ] = value[ i ].y;
  2721. uniform._array[ offset + 2 ] = value[ i ].z;
  2722. }
  2723. _gl.uniform3fv( location, uniform._array );
  2724. // array of THREE.Vector4
  2725. } else if( type == "v4v" ) {
  2726. if ( ! uniform._array ) {
  2727. uniform._array = new Float32Array( 4 * value.length );
  2728. }
  2729. for ( i = 0, il = value.length; i < il; i ++ ) {
  2730. offset = i * 4;
  2731. uniform._array[ offset ] = value[ i ].x;
  2732. uniform._array[ offset + 1 ] = value[ i ].y;
  2733. uniform._array[ offset + 2 ] = value[ i ].z;
  2734. uniform._array[ offset + 3 ] = value[ i ].w;
  2735. }
  2736. _gl.uniform4fv( location, uniform._array );
  2737. // single THREE.Matrix4
  2738. } else if( type === "m4" ) {
  2739. if ( ! uniform._array ) {
  2740. uniform._array = new Float32Array( 16 );
  2741. }
  2742. value.flattenToArray( uniform._array );
  2743. _gl.uniformMatrix4fv( location, false, uniform._array );
  2744. // array of THREE.Matrix4
  2745. } else if( type === "m4v" ) {
  2746. if ( ! uniform._array ) {
  2747. uniform._array = new Float32Array( 16 * value.length );
  2748. }
  2749. for ( i = 0, il = value.length; i < il; i ++ ) {
  2750. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  2751. }
  2752. _gl.uniformMatrix4fv( location, false, uniform._array );
  2753. // single THREE.Texture (2d or cube)
  2754. } else if( type === "t" ) {
  2755. _gl.uniform1i( location, value );
  2756. texture = uniform.texture;
  2757. if ( !texture ) continue;
  2758. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  2759. setCubeTexture( texture, value );
  2760. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  2761. setCubeTextureDynamic( texture, value );
  2762. } else {
  2763. _this.setTexture( texture, value );
  2764. }
  2765. // array of THREE.Texture (2d)
  2766. } else if( type === "tv" ) {
  2767. if ( ! uniform._array ) {
  2768. uniform._array = [];
  2769. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2770. uniform._array[ i ] = value + i;
  2771. }
  2772. }
  2773. _gl.uniform1iv( location, uniform._array );
  2774. for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
  2775. texture = uniform.texture[ i ];
  2776. if ( !texture ) continue;
  2777. _this.setTexture( texture, uniform._array[ i ] );
  2778. }
  2779. }
  2780. }
  2781. };
  2782. function setupMatrices ( object, camera ) {
  2783. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2784. var inverseMatrix = THREE.Matrix4.makeInvert3x3( object._modelViewMatrix );
  2785. if ( inverseMatrix ) {
  2786. inverseMatrix.transposeIntoArray( object._normalMatrixArray );
  2787. }
  2788. };
  2789. function setupLights ( program, lights ) {
  2790. var l, ll, light, n,
  2791. r = 0, g = 0, b = 0,
  2792. color, position, intensity, distance,
  2793. zlights = _lights,
  2794. dcolors = zlights.directional.colors,
  2795. dpositions = zlights.directional.positions,
  2796. pcolors = zlights.point.colors,
  2797. ppositions = zlights.point.positions,
  2798. pdistances = zlights.point.distances,
  2799. dlength = 0,
  2800. plength = 0,
  2801. doffset = 0,
  2802. poffset = 0;
  2803. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  2804. light = lights[ l ];
  2805. if ( light.onlyShadow ) continue;
  2806. color = light.color;
  2807. intensity = light.intensity;
  2808. distance = light.distance;
  2809. if ( light instanceof THREE.AmbientLight ) {
  2810. if ( _this.gammaInput ) {
  2811. r += color.r * color.r;
  2812. g += color.g * color.g;
  2813. b += color.b * color.b;
  2814. } else {
  2815. r += color.r;
  2816. g += color.g;
  2817. b += color.b;
  2818. }
  2819. } else if ( light instanceof THREE.DirectionalLight ) {
  2820. doffset = dlength * 3;
  2821. if ( _this.gammaInput ) {
  2822. dcolors[ doffset ] = color.r * color.r * intensity * intensity;
  2823. dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
  2824. dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
  2825. } else {
  2826. dcolors[ doffset ] = color.r * intensity;
  2827. dcolors[ doffset + 1 ] = color.g * intensity;
  2828. dcolors[ doffset + 2 ] = color.b * intensity;
  2829. }
  2830. _direction.copy( light.matrixWorld.getPosition() );
  2831. _direction.subSelf( light.target.matrixWorld.getPosition() );
  2832. _direction.normalize();
  2833. dpositions[ doffset ] = _direction.x;
  2834. dpositions[ doffset + 1 ] = _direction.y;
  2835. dpositions[ doffset + 2 ] = _direction.z;
  2836. dlength += 1;
  2837. } else if( light instanceof THREE.PointLight || light instanceof THREE.SpotLight ) {
  2838. poffset = plength * 3;
  2839. if ( _this.gammaInput ) {
  2840. pcolors[ poffset ] = color.r * color.r * intensity * intensity;
  2841. pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity;
  2842. pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity;
  2843. } else {
  2844. pcolors[ poffset ] = color.r * intensity;
  2845. pcolors[ poffset + 1 ] = color.g * intensity;
  2846. pcolors[ poffset + 2 ] = color.b * intensity;
  2847. }
  2848. position = light.matrixWorld.getPosition();
  2849. ppositions[ poffset ] = position.x;
  2850. ppositions[ poffset + 1 ] = position.y;
  2851. ppositions[ poffset + 2 ] = position.z;
  2852. pdistances[ plength ] = distance;
  2853. plength += 1;
  2854. }
  2855. }
  2856. // null eventual remains from removed lights
  2857. // (this is to avoid if in shader)
  2858. for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
  2859. for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
  2860. zlights.point.length = plength;
  2861. zlights.directional.length = dlength;
  2862. zlights.ambient[ 0 ] = r;
  2863. zlights.ambient[ 1 ] = g;
  2864. zlights.ambient[ 2 ] = b;
  2865. };
  2866. // GL state setting
  2867. this.setFaceCulling = function ( cullFace, frontFace ) {
  2868. if ( cullFace ) {
  2869. if ( !frontFace || frontFace === "ccw" ) {
  2870. _gl.frontFace( _gl.CCW );
  2871. } else {
  2872. _gl.frontFace( _gl.CW );
  2873. }
  2874. if( cullFace === "back" ) {
  2875. _gl.cullFace( _gl.BACK );
  2876. } else if( cullFace === "front" ) {
  2877. _gl.cullFace( _gl.FRONT );
  2878. } else {
  2879. _gl.cullFace( _gl.FRONT_AND_BACK );
  2880. }
  2881. _gl.enable( _gl.CULL_FACE );
  2882. } else {
  2883. _gl.disable( _gl.CULL_FACE );
  2884. }
  2885. };
  2886. this.setObjectFaces = function ( object ) {
  2887. if ( _oldDoubleSided !== object.doubleSided ) {
  2888. if( object.doubleSided ) {
  2889. _gl.disable( _gl.CULL_FACE );
  2890. } else {
  2891. _gl.enable( _gl.CULL_FACE );
  2892. }
  2893. _oldDoubleSided = object.doubleSided;
  2894. }
  2895. if ( _oldFlipSided !== object.flipSided ) {
  2896. if( object.flipSided ) {
  2897. _gl.frontFace( _gl.CW );
  2898. } else {
  2899. _gl.frontFace( _gl.CCW );
  2900. }
  2901. _oldFlipSided = object.flipSided;
  2902. }
  2903. };
  2904. this.setDepthTest = function ( depthTest ) {
  2905. if ( _oldDepthTest !== depthTest ) {
  2906. if ( depthTest ) {
  2907. _gl.enable( _gl.DEPTH_TEST );
  2908. } else {
  2909. _gl.disable( _gl.DEPTH_TEST );
  2910. }
  2911. _oldDepthTest = depthTest;
  2912. }
  2913. };
  2914. this.setDepthWrite = function ( depthWrite ) {
  2915. if ( _oldDepthWrite !== depthWrite ) {
  2916. _gl.depthMask( depthWrite );
  2917. _oldDepthWrite = depthWrite;
  2918. }
  2919. };
  2920. function setLineWidth ( width ) {
  2921. if ( width !== _oldLineWidth ) {
  2922. _gl.lineWidth( width );
  2923. _oldLineWidth = width;
  2924. }
  2925. };
  2926. function setPolygonOffset ( polygonoffset, factor, units ) {
  2927. if ( _oldPolygonOffset !== polygonoffset ) {
  2928. if ( polygonoffset ) {
  2929. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  2930. } else {
  2931. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  2932. }
  2933. _oldPolygonOffset = polygonoffset;
  2934. }
  2935. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  2936. _gl.polygonOffset( factor, units );
  2937. _oldPolygonOffsetFactor = factor;
  2938. _oldPolygonOffsetUnits = units;
  2939. }
  2940. };
  2941. this.setBlending = function ( blending ) {
  2942. if ( blending !== _oldBlending ) {
  2943. switch ( blending ) {
  2944. case THREE.AdditiveBlending:
  2945. _gl.blendEquation( _gl.FUNC_ADD );
  2946. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  2947. break;
  2948. case THREE.SubtractiveBlending:
  2949. // TODO: Find blendFuncSeparate() combination
  2950. _gl.blendEquation( _gl.FUNC_ADD );
  2951. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  2952. break;
  2953. case THREE.MultiplyBlending:
  2954. // TODO: Find blendFuncSeparate() combination
  2955. _gl.blendEquation( _gl.FUNC_ADD );
  2956. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  2957. break;
  2958. default:
  2959. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  2960. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2961. break;
  2962. }
  2963. _oldBlending = blending;
  2964. }
  2965. };
  2966. // Shaders
  2967. function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  2968. var p, pl, program, code;
  2969. var chunks = [];
  2970. // Generate code
  2971. if ( shaderID ) {
  2972. chunks.push( shaderID );
  2973. } else {
  2974. chunks.push( fragmentShader );
  2975. chunks.push( vertexShader );
  2976. }
  2977. for ( p in parameters ) {
  2978. chunks.push( p );
  2979. chunks.push( parameters[ p ] );
  2980. }
  2981. code = chunks.join();
  2982. // Check if code has been already compiled
  2983. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  2984. if ( _programs[ p ].code === code ) {
  2985. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  2986. return _programs[ p ].program;
  2987. }
  2988. }
  2989. //console.log( "building new program " );
  2990. //
  2991. program = _gl.createProgram();
  2992. var prefix_vertex = [
  2993. ( _maxVertexTextures > 0 ) ? "#define VERTEX_TEXTURES" : "",
  2994. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  2995. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  2996. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  2997. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2998. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2999. "#define MAX_SHADOWS " + parameters.maxShadows,
  3000. "#define MAX_BONES " + parameters.maxBones,
  3001. parameters.map ? "#define USE_MAP" : "",
  3002. parameters.envMap ? "#define USE_ENVMAP" : "",
  3003. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3004. parameters.vertexColors ? "#define USE_COLOR" : "",
  3005. parameters.skinning ? "#define USE_SKINNING" : "",
  3006. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  3007. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3008. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3009. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3010. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3011. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  3012. "uniform mat4 objectMatrix;",
  3013. "uniform mat4 modelViewMatrix;",
  3014. "uniform mat4 projectionMatrix;",
  3015. "uniform mat4 viewMatrix;",
  3016. "uniform mat3 normalMatrix;",
  3017. "uniform vec3 cameraPosition;",
  3018. "uniform mat4 cameraInverseMatrix;",
  3019. "attribute vec3 position;",
  3020. "attribute vec3 normal;",
  3021. "attribute vec2 uv;",
  3022. "attribute vec2 uv2;",
  3023. "#ifdef USE_COLOR",
  3024. "attribute vec3 color;",
  3025. "#endif",
  3026. "#ifdef USE_MORPHTARGETS",
  3027. "attribute vec3 morphTarget0;",
  3028. "attribute vec3 morphTarget1;",
  3029. "attribute vec3 morphTarget2;",
  3030. "attribute vec3 morphTarget3;",
  3031. "attribute vec3 morphTarget4;",
  3032. "attribute vec3 morphTarget5;",
  3033. "attribute vec3 morphTarget6;",
  3034. "attribute vec3 morphTarget7;",
  3035. "#endif",
  3036. "#ifdef USE_SKINNING",
  3037. "attribute vec4 skinVertexA;",
  3038. "attribute vec4 skinVertexB;",
  3039. "attribute vec4 skinIndex;",
  3040. "attribute vec4 skinWeight;",
  3041. "#endif",
  3042. ""
  3043. ].join("\n");
  3044. var prefix_fragment = [
  3045. "precision " + _precision + " float;",
  3046. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  3047. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  3048. "#define MAX_SHADOWS " + parameters.maxShadows,
  3049. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  3050. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  3051. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  3052. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  3053. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  3054. ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
  3055. parameters.map ? "#define USE_MAP" : "",
  3056. parameters.envMap ? "#define USE_ENVMAP" : "",
  3057. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  3058. parameters.vertexColors ? "#define USE_COLOR" : "",
  3059. parameters.metal ? "#define METAL" : "",
  3060. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  3061. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  3062. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  3063. parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
  3064. "uniform mat4 viewMatrix;",
  3065. "uniform vec3 cameraPosition;",
  3066. ""
  3067. ].join("\n");
  3068. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  3069. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  3070. _gl.linkProgram( program );
  3071. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  3072. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  3073. }
  3074. //console.log( prefix_fragment + fragmentShader );
  3075. //console.log( prefix_vertex + vertexShader );
  3076. program.uniforms = {};
  3077. program.attributes = {};
  3078. var identifiers, u, a, i;
  3079. // cache uniform locations
  3080. identifiers = [
  3081. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  3082. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  3083. ];
  3084. for ( u in uniforms ) {
  3085. identifiers.push( u );
  3086. }
  3087. cacheUniformLocations( program, identifiers );
  3088. // cache attributes locations
  3089. identifiers = [
  3090. "position", "normal", "uv", "uv2", "tangent", "color",
  3091. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  3092. ];
  3093. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  3094. identifiers.push( "morphTarget" + i );
  3095. }
  3096. for ( a in attributes ) {
  3097. identifiers.push( a );
  3098. }
  3099. cacheAttributeLocations( program, identifiers );
  3100. program.id = _programs.length;
  3101. _programs.push( { program: program, code: code } );
  3102. _this.info.memory.programs = _programs.length;
  3103. return program;
  3104. };
  3105. // Shader parameters cache
  3106. function cacheUniformLocations ( program, identifiers ) {
  3107. var i, l, id;
  3108. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3109. id = identifiers[ i ];
  3110. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  3111. }
  3112. };
  3113. function cacheAttributeLocations ( program, identifiers ) {
  3114. var i, l, id;
  3115. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  3116. id = identifiers[ i ];
  3117. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  3118. }
  3119. };
  3120. function getShader ( type, string ) {
  3121. var shader;
  3122. if ( type === "fragment" ) {
  3123. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  3124. } else if ( type === "vertex" ) {
  3125. shader = _gl.createShader( _gl.VERTEX_SHADER );
  3126. }
  3127. _gl.shaderSource( shader, string );
  3128. _gl.compileShader( shader );
  3129. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  3130. console.error( _gl.getShaderInfoLog( shader ) );
  3131. console.error( string );
  3132. return null;
  3133. }
  3134. return shader;
  3135. };
  3136. // Textures
  3137. function isPowerOfTwo ( value ) {
  3138. return ( value & ( value - 1 ) ) === 0;
  3139. };
  3140. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  3141. if ( isImagePowerOfTwo ) {
  3142. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  3143. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  3144. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  3145. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  3146. } else {
  3147. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  3148. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  3149. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  3150. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  3151. }
  3152. };
  3153. this.setTexture = function ( texture, slot ) {
  3154. if ( texture.needsUpdate ) {
  3155. if ( ! texture.__webglInit ) {
  3156. texture.__webglInit = true;
  3157. texture.__webglTexture = _gl.createTexture();
  3158. _this.info.memory.textures ++;
  3159. }
  3160. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3161. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3162. var image = texture.image,
  3163. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  3164. glFormat = paramThreeToGL( texture.format ),
  3165. glType = paramThreeToGL( texture.type );
  3166. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  3167. if ( texture instanceof THREE.DataTexture ) {
  3168. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  3169. } else {
  3170. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  3171. }
  3172. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  3173. texture.needsUpdate = false;
  3174. if ( texture.onUpdated ) texture.onUpdated();
  3175. } else {
  3176. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3177. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  3178. }
  3179. };
  3180. function clampToMaxSize ( image, maxSize ) {
  3181. if ( image.width <= maxSize && image.height <= maxSize ) {
  3182. return image;
  3183. }
  3184. // Warning: Scaling through the canvas will only work with images that use
  3185. // premultiplied alpha.
  3186. var maxDimension = Math.max( image.width, image.height );
  3187. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  3188. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  3189. var canvas = document.createElement( 'canvas' );
  3190. canvas.width = newWidth;
  3191. canvas.height = newHeight;
  3192. var ctx = canvas.getContext( "2d" );
  3193. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  3194. return canvas;
  3195. }
  3196. function setCubeTexture ( texture, slot ) {
  3197. if ( texture.image.length === 6 ) {
  3198. if ( texture.needsUpdate ) {
  3199. if ( ! texture.image.__webglTextureCube ) {
  3200. texture.image.__webglTextureCube = _gl.createTexture();
  3201. }
  3202. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3203. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3204. var cubeImage = [];
  3205. for ( var i = 0; i < 6; i ++ ) {
  3206. if ( _this.autoScaleCubemaps ) {
  3207. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  3208. } else {
  3209. cubeImage[ i ] = texture.image[ i ];
  3210. }
  3211. }
  3212. var image = cubeImage[ 0 ],
  3213. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  3214. glFormat = paramThreeToGL( texture.format ),
  3215. glType = paramThreeToGL( texture.type );
  3216. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  3217. for ( var i = 0; i < 6; i ++ ) {
  3218. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  3219. }
  3220. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3221. texture.needsUpdate = false;
  3222. if ( texture.onUpdated ) texture.onUpdated();
  3223. } else {
  3224. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3225. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  3226. }
  3227. }
  3228. };
  3229. function setCubeTextureDynamic ( texture, slot ) {
  3230. _gl.activeTexture( _gl.TEXTURE0 + slot );
  3231. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  3232. };
  3233. // Render targets
  3234. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  3235. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3236. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  3237. };
  3238. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  3239. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  3240. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  3241. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  3242. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3243. /* For some reason this is not working. Defaulting to RGBA4.
  3244. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3245. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  3246. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3247. */
  3248. } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  3249. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  3250. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  3251. } else {
  3252. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  3253. }
  3254. };
  3255. this.setRenderTarget = function ( renderTarget ) {
  3256. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  3257. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  3258. if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  3259. if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  3260. renderTarget.__webglTexture = _gl.createTexture();
  3261. // Setup texture, create render and frame buffers
  3262. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
  3263. glFormat = paramThreeToGL( renderTarget.format ),
  3264. glType = paramThreeToGL( renderTarget.type );
  3265. if ( isCube ) {
  3266. renderTarget.__webglFramebuffer = [];
  3267. renderTarget.__webglRenderbuffer = [];
  3268. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3269. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  3270. for ( var i = 0; i < 6; i ++ ) {
  3271. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  3272. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  3273. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3274. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  3275. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  3276. }
  3277. } else {
  3278. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  3279. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  3280. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3281. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  3282. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  3283. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  3284. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  3285. }
  3286. // Release everything
  3287. if ( isCube ) {
  3288. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3289. } else {
  3290. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3291. }
  3292. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  3293. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  3294. }
  3295. var framebuffer, width, height, vx, vy;
  3296. if ( renderTarget ) {
  3297. if ( isCube ) {
  3298. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  3299. } else {
  3300. framebuffer = renderTarget.__webglFramebuffer;
  3301. }
  3302. width = renderTarget.width;
  3303. height = renderTarget.height;
  3304. vx = 0;
  3305. vy = 0;
  3306. } else {
  3307. framebuffer = null;
  3308. width = _viewportWidth;
  3309. height = _viewportHeight;
  3310. vx = _viewportX;
  3311. vy = _viewportY;
  3312. }
  3313. if ( framebuffer !== _currentFramebuffer ) {
  3314. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  3315. _gl.viewport( vx, vy, width, height );
  3316. _currentFramebuffer = framebuffer;
  3317. }
  3318. _currentWidth = width;
  3319. _currentHeight = height;
  3320. };
  3321. function updateRenderTargetMipmap ( renderTarget ) {
  3322. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  3323. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  3324. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  3325. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  3326. } else {
  3327. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  3328. _gl.generateMipmap( _gl.TEXTURE_2D );
  3329. _gl.bindTexture( _gl.TEXTURE_2D, null );
  3330. }
  3331. };
  3332. // Fallback filters for non-power-of-2 textures
  3333. function filterFallback ( f ) {
  3334. switch ( f ) {
  3335. case THREE.NearestFilter:
  3336. case THREE.NearestMipMapNearestFilter:
  3337. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  3338. case THREE.LinearFilter:
  3339. case THREE.LinearMipMapNearestFilter:
  3340. case THREE.LinearMipMapLinearFilter:
  3341. default:
  3342. return _gl.LINEAR; break;
  3343. }
  3344. };
  3345. // Map three.js constants to WebGL constants
  3346. function paramThreeToGL ( p ) {
  3347. switch ( p ) {
  3348. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  3349. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  3350. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  3351. case THREE.NearestFilter: return _gl.NEAREST; break;
  3352. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  3353. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  3354. case THREE.LinearFilter: return _gl.LINEAR; break;
  3355. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  3356. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  3357. case THREE.ByteType: return _gl.BYTE; break;
  3358. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  3359. case THREE.ShortType: return _gl.SHORT; break;
  3360. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  3361. case THREE.IntType: return _gl.INT; break;
  3362. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  3363. case THREE.FloatType: return _gl.FLOAT; break;
  3364. case THREE.AlphaFormat: return _gl.ALPHA; break;
  3365. case THREE.RGBFormat: return _gl.RGB; break;
  3366. case THREE.RGBAFormat: return _gl.RGBA; break;
  3367. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  3368. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  3369. }
  3370. return 0;
  3371. };
  3372. // Allocations
  3373. function allocateBones ( object ) {
  3374. // default for when object is not specified
  3375. // ( for example when prebuilding shader
  3376. // to be used with multiple objects )
  3377. //
  3378. // - leave some extra space for other uniforms
  3379. // - limit here is ANGLE's 254 max uniform vectors
  3380. // (up to 54 should be safe)
  3381. var maxBones = 50;
  3382. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3383. maxBones = object.bones.length;
  3384. }
  3385. return maxBones;
  3386. };
  3387. function allocateLights ( lights ) {
  3388. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3389. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3390. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3391. light = lights[ l ];
  3392. if ( light.onlyShadow ) continue;
  3393. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  3394. if ( light instanceof THREE.PointLight ) pointLights ++;
  3395. if ( light instanceof THREE.SpotLight ) pointLights ++;
  3396. }
  3397. if ( ( pointLights + dirLights ) <= _maxLights ) {
  3398. maxDirLights = dirLights;
  3399. maxPointLights = pointLights;
  3400. } else {
  3401. maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
  3402. maxPointLights = _maxLights - maxDirLights;
  3403. }
  3404. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3405. };
  3406. function allocateShadows ( lights ) {
  3407. var l, ll, light, maxShadows = 0;
  3408. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3409. light = lights[ l ];
  3410. if ( ! light.castShadow ) continue;
  3411. if ( light instanceof THREE.SpotLight || light instanceof THREE.DirectionalLight ) maxShadows ++;
  3412. }
  3413. return maxShadows;
  3414. };
  3415. // Initialization
  3416. function initGL () {
  3417. var gl;
  3418. try {
  3419. if ( ! ( gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
  3420. throw 'Error creating WebGL context.';
  3421. }
  3422. console.log(
  3423. navigator.userAgent + " | " +
  3424. gl.getParameter( gl.VERSION ) + " | " +
  3425. gl.getParameter( gl.VENDOR ) + " | " +
  3426. gl.getParameter( gl.RENDERER ) + " | " +
  3427. gl.getParameter( gl.SHADING_LANGUAGE_VERSION )
  3428. );
  3429. } catch ( error ) {
  3430. console.error( error );
  3431. }
  3432. return gl;
  3433. };
  3434. function setDefaultGLState () {
  3435. _gl.clearColor( 0, 0, 0, 1 );
  3436. _gl.clearDepth( 1 );
  3437. _gl.clearStencil( 0 );
  3438. _gl.enable( _gl.DEPTH_TEST );
  3439. _gl.depthFunc( _gl.LEQUAL );
  3440. _gl.frontFace( _gl.CCW );
  3441. _gl.cullFace( _gl.BACK );
  3442. _gl.enable( _gl.CULL_FACE );
  3443. _gl.enable( _gl.BLEND );
  3444. _gl.blendEquation( _gl.FUNC_ADD );
  3445. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  3446. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  3447. };
  3448. // default plugins (order is important)
  3449. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  3450. this.addPrePlugin( this.shadowMapPlugin );
  3451. this.addPostPlugin( new THREE.SpritePlugin() );
  3452. this.addPostPlugin( new THREE.LensFlarePlugin() );
  3453. };