WebGLRenderer.js 129 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. // Currently you can use just up to 4 directional / point lights total.
  9. // Chrome barfs on shader linking when there are more than 4 lights :(
  10. // The problem comes from shader using too many varying vectors.
  11. // This is not GPU limitation as the same shader works ok in Firefox
  12. // and Chrome with "--use-gl=desktop" flag.
  13. // Difference comes from Chrome on Windows using by default ANGLE,
  14. // thus going DirectX9 route (while FF uses OpenGL).
  15. // See http://code.google.com/p/chromium/issues/detail?id=63491
  16. var _this = this,
  17. _gl, _canvas = document.createElement( 'canvas' ),
  18. _programs = [],
  19. _currentProgram = null,
  20. _currentFramebuffer = null,
  21. _currentDepthMask = true,
  22. // gl state cache
  23. _oldDoubleSided = null,
  24. _oldFlipSided = null,
  25. _oldBlending = null,
  26. _oldDepth = null,
  27. _cullEnabled = true,
  28. _viewportX = 0,
  29. _viewportY = 0,
  30. _viewportWidth = 0,
  31. _viewportHeight = 0,
  32. // camera matrices caches
  33. _frustum = [
  34. new THREE.Vector4(),
  35. new THREE.Vector4(),
  36. new THREE.Vector4(),
  37. new THREE.Vector4(),
  38. new THREE.Vector4(),
  39. new THREE.Vector4()
  40. ],
  41. _projScreenMatrix = new THREE.Matrix4(),
  42. _projectionMatrixArray = new Float32Array( 16 ),
  43. _viewMatrixArray = new Float32Array( 16 ),
  44. _vector3 = new THREE.Vector4(),
  45. // light arrays cache
  46. _lights = {
  47. ambient: [ 0, 0, 0 ],
  48. directional: { length: 0, colors: new Array(), positions: new Array() },
  49. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  50. },
  51. // parameters
  52. parameters = parameters || {};
  53. stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  54. antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  55. clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  56. clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
  57. this.data = {
  58. vertices: 0,
  59. faces: 0,
  60. drawCalls: 0
  61. };
  62. this.maxMorphTargets = 8;
  63. this.domElement = _canvas;
  64. this.autoClear = true;
  65. this.sortObjects = true;
  66. initGL( antialias, clearColor, clearAlpha, stencil );
  67. this.context = _gl;
  68. // prepare stencil shadow polygon
  69. if ( stencil ) {
  70. var _stencilShadow = {};
  71. _stencilShadow.vertices = new Float32Array( 12 );
  72. _stencilShadow.faces = new Uint16Array( 6 );
  73. _stencilShadow.darkness = 0.5;
  74. _stencilShadow.vertices[ 0 * 3 + 0 ] = -20; _stencilShadow.vertices[ 0 * 3 + 1 ] = -20; _stencilShadow.vertices[ 0 * 3 + 2 ] = -1;
  75. _stencilShadow.vertices[ 1 * 3 + 0 ] = 20; _stencilShadow.vertices[ 1 * 3 + 1 ] = -20; _stencilShadow.vertices[ 1 * 3 + 2 ] = -1;
  76. _stencilShadow.vertices[ 2 * 3 + 0 ] = 20; _stencilShadow.vertices[ 2 * 3 + 1 ] = 20; _stencilShadow.vertices[ 2 * 3 + 2 ] = -1;
  77. _stencilShadow.vertices[ 3 * 3 + 0 ] = -20; _stencilShadow.vertices[ 3 * 3 + 1 ] = 20; _stencilShadow.vertices[ 3 * 3 + 2 ] = -1;
  78. _stencilShadow.faces[ 0 ] = 0; _stencilShadow.faces[ 1 ] = 1; _stencilShadow.faces[ 2 ] = 2;
  79. _stencilShadow.faces[ 3 ] = 0; _stencilShadow.faces[ 4 ] = 2; _stencilShadow.faces[ 5 ] = 3;
  80. _stencilShadow.vertexBuffer = _gl.createBuffer();
  81. _stencilShadow.elementBuffer = _gl.createBuffer();
  82. _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
  83. _gl.bufferData( _gl.ARRAY_BUFFER, _stencilShadow.vertices, _gl.STATIC_DRAW );
  84. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
  85. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.faces, _gl.STATIC_DRAW );
  86. _stencilShadow.program = _gl.createProgram();
  87. _gl.attachShader( _stencilShadow.program, getShader( "fragment", THREE.ShaderLib.shadowPost.fragmentShader ));
  88. _gl.attachShader( _stencilShadow.program, getShader( "vertex", THREE.ShaderLib.shadowPost.vertexShader ));
  89. _gl.linkProgram( _stencilShadow.program );
  90. _stencilShadow.vertexLocation = _gl.getAttribLocation ( _stencilShadow.program, "position" );
  91. _stencilShadow.projectionLocation = _gl.getUniformLocation( _stencilShadow.program, "projectionMatrix" );
  92. _stencilShadow.darknessLocation = _gl.getUniformLocation( _stencilShadow.program, "darkness" );
  93. }
  94. // prepare lens flare
  95. var _lensFlare = {};
  96. var i;
  97. _lensFlare.vertices = new Float32Array( 8 + 8 );
  98. _lensFlare.faces = new Uint16Array( 6 );
  99. i = 0;
  100. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
  101. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
  102. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
  103. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
  104. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  105. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  106. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
  107. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
  108. i = 0;
  109. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
  110. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
  111. _lensFlare.vertexBuffer = _gl.createBuffer();
  112. _lensFlare.elementBuffer = _gl.createBuffer();
  113. _lensFlare.tempTexture = _gl.createTexture();
  114. _lensFlare.occlusionTexture = _gl.createTexture();
  115. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  116. _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
  117. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  118. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
  119. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  120. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
  121. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  122. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  123. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  124. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  125. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  126. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  127. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  128. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  129. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  130. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  131. if( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
  132. _lensFlare.hasVertexTexture = false;
  133. _lensFlare.program = _gl.createProgram();
  134. _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlare.fragmentShader ));
  135. _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlare.vertexShader ));
  136. _gl.linkProgram( _lensFlare.program );
  137. } else {
  138. _lensFlare.hasVertexTexture = true;
  139. _lensFlare.program = _gl.createProgram();
  140. _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlareVertexTexture.fragmentShader ));
  141. _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlareVertexTexture.vertexShader ));
  142. _gl.linkProgram( _lensFlare.program );
  143. }
  144. _lensFlare.attributes = {};
  145. _lensFlare.uniforms = {};
  146. _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
  147. _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "UV" );
  148. _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
  149. _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
  150. _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
  151. _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
  152. _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
  153. _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
  154. _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
  155. //_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  156. //_gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  157. var _lensFlareAttributesEnabled = false;
  158. // prepare sprites
  159. _sprite = {};
  160. _sprite.vertices = new Float32Array( 8 + 8 );
  161. _sprite.faces = new Uint16Array( 6 );
  162. i = 0;
  163. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex
  164. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv... etc.
  165. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1;
  166. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0;
  167. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1;
  168. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1;
  169. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;
  170. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1;
  171. i = 0;
  172. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
  173. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
  174. _sprite.vertexBuffer = _gl.createBuffer();
  175. _sprite.elementBuffer = _gl.createBuffer();
  176. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  177. _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
  178. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  179. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
  180. _sprite.program = _gl.createProgram();
  181. _gl.attachShader( _sprite.program, getShader( "fragment", THREE.ShaderLib.sprite.fragmentShader ));
  182. _gl.attachShader( _sprite.program, getShader( "vertex", THREE.ShaderLib.sprite.vertexShader ));
  183. _gl.linkProgram( _sprite.program );
  184. _sprite.attributes = {};
  185. _sprite.uniforms = {};
  186. _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
  187. _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
  188. _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
  189. _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
  190. _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
  191. _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
  192. _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
  193. _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
  194. _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
  195. _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
  196. _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
  197. _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
  198. _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
  199. _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
  200. //_gl.enableVertexAttribArray( _sprite.attributes.position );
  201. //_gl.enableVertexAttribArray( _sprite.attributes.uv );
  202. var _spriteAttributesEnabled = false;
  203. this.setSize = function ( width, height ) {
  204. _canvas.width = width;
  205. _canvas.height = height;
  206. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  207. };
  208. this.setViewport = function ( x, y, width, height ) {
  209. _viewportX = x;
  210. _viewportY = y;
  211. _viewportWidth = width;
  212. _viewportHeight = height;
  213. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  214. };
  215. this.setScissor = function ( x, y, width, height ) {
  216. _gl.scissor( x, y, width, height );
  217. };
  218. this.enableScissorTest = function ( enable ) {
  219. if ( enable )
  220. _gl.enable( _gl.SCISSOR_TEST );
  221. else
  222. _gl.disable( _gl.SCISSOR_TEST );
  223. };
  224. this.enableDepthBufferWrite = function ( enable ) {
  225. _currentDepthMask = enable;
  226. _gl.depthMask( enable );
  227. };
  228. this.setClearColorHex = function ( hex, alpha ) {
  229. var color = new THREE.Color( hex );
  230. _gl.clearColor( color.r, color.g, color.b, alpha );
  231. };
  232. this.setClearColor = function ( color, alpha ) {
  233. _gl.clearColor( color.r, color.g, color.b, alpha );
  234. };
  235. this.clear = function () {
  236. _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT | _gl.STENCIL_BUFFER_BIT );
  237. };
  238. this.setStencilShadowDarkness = function( value ) {
  239. _stencilShadow.darkness = value;
  240. };
  241. this.getContext = function() {
  242. return _gl;
  243. }
  244. function setupLights ( program, lights ) {
  245. var l, ll, light, r = 0, g = 0, b = 0,
  246. color, position, intensity, distance,
  247. zlights = _lights,
  248. dcolors = zlights.directional.colors,
  249. dpositions = zlights.directional.positions,
  250. pcolors = zlights.point.colors,
  251. ppositions = zlights.point.positions,
  252. pdistances = zlights.point.distances,
  253. dlength = 0,
  254. plength = 0,
  255. doffset = 0,
  256. poffset = 0;
  257. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  258. light = lights[ l ];
  259. color = light.color;
  260. position = light.position;
  261. intensity = light.intensity;
  262. distance = light.distance;
  263. if ( light instanceof THREE.AmbientLight ) {
  264. r += color.r;
  265. g += color.g;
  266. b += color.b;
  267. } else if ( light instanceof THREE.DirectionalLight ) {
  268. doffset = dlength * 3;
  269. dcolors[ doffset ] = color.r * intensity;
  270. dcolors[ doffset + 1 ] = color.g * intensity;
  271. dcolors[ doffset + 2 ] = color.b * intensity;
  272. dpositions[ doffset ] = position.x;
  273. dpositions[ doffset + 1 ] = position.y;
  274. dpositions[ doffset + 2 ] = position.z;
  275. dlength += 1;
  276. } else if( light instanceof THREE.PointLight ) {
  277. poffset = plength * 3;
  278. pcolors[ poffset ] = color.r * intensity;
  279. pcolors[ poffset + 1 ] = color.g * intensity;
  280. pcolors[ poffset + 2 ] = color.b * intensity;
  281. ppositions[ poffset ] = position.x;
  282. ppositions[ poffset + 1 ] = position.y;
  283. ppositions[ poffset + 2 ] = position.z;
  284. pdistances[ plength ] = distance;
  285. plength += 1;
  286. }
  287. }
  288. // null eventual remains from removed lights
  289. // (this is to avoid if in shader)
  290. for( l = dlength * 3; l < dcolors.length; l++ ) dcolors[ l ] = 0.0;
  291. for( l = plength * 3; l < pcolors.length; l++ ) pcolors[ l ] = 0.0;
  292. zlights.point.length = plength;
  293. zlights.directional.length = dlength;
  294. zlights.ambient[ 0 ] = r;
  295. zlights.ambient[ 1 ] = g;
  296. zlights.ambient[ 2 ] = b;
  297. };
  298. function createParticleBuffers ( geometry ) {
  299. geometry.__webglVertexBuffer = _gl.createBuffer();
  300. geometry.__webglColorBuffer = _gl.createBuffer();
  301. };
  302. function createLineBuffers( geometry ) {
  303. geometry.__webglVertexBuffer = _gl.createBuffer();
  304. geometry.__webglColorBuffer = _gl.createBuffer();
  305. };
  306. function createRibbonBuffers( geometry ) {
  307. geometry.__webglVertexBuffer = _gl.createBuffer();
  308. geometry.__webglColorBuffer = _gl.createBuffer();
  309. };
  310. function createMeshBuffers( geometryGroup ) {
  311. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  312. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  313. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  314. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  315. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  316. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  317. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  318. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  319. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  320. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  321. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  322. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  323. if ( geometryGroup.numMorphTargets ) {
  324. var m, ml;
  325. geometryGroup.__webglMorphTargetsBuffers = [];
  326. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  327. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  328. }
  329. }
  330. };
  331. function initLineBuffers ( geometry ) {
  332. var nvertices = geometry.vertices.length;
  333. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  334. geometry.__colorArray = new Float32Array( nvertices * 3 );
  335. geometry.__webglLineCount = nvertices;
  336. };
  337. function initRibbonBuffers ( geometry ) {
  338. var nvertices = geometry.vertices.length;
  339. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  340. geometry.__colorArray = new Float32Array( nvertices * 3 );
  341. geometry.__webglVertexCount = nvertices;
  342. };
  343. function initParticleBuffers ( geometry ) {
  344. var nvertices = geometry.vertices.length;
  345. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  346. geometry.__colorArray = new Float32Array( nvertices * 3 );
  347. geometry.__sortArray = [];
  348. geometry.__webglParticleCount = nvertices;
  349. };
  350. function initMeshBuffers ( geometryGroup, object ) {
  351. var f, fl, fi, face,
  352. m, ml, size,
  353. nvertices = 0, ntris = 0, nlines = 0,
  354. uvType,
  355. vertexColorType,
  356. normalType,
  357. materials,
  358. attribute,
  359. geometry = object.geometry,
  360. obj_faces = geometry.faces,
  361. chunk_faces = geometryGroup.faces;
  362. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  363. fi = chunk_faces[ f ];
  364. face = obj_faces[ fi ];
  365. if ( face instanceof THREE.Face3 ) {
  366. nvertices += 3;
  367. ntris += 1;
  368. nlines += 3;
  369. } else if ( face instanceof THREE.Face4 ) {
  370. nvertices += 4;
  371. ntris += 2;
  372. nlines += 4;
  373. }
  374. }
  375. materials = unrollGroupMaterials( geometryGroup, object );
  376. uvType = bufferGuessUVType( materials, geometryGroup, object );
  377. normalType = bufferGuessNormalType( materials, geometryGroup, object );
  378. vertexColorType = bufferGuessVertexColorType( materials, geometryGroup, object );
  379. //console.log("uvType",uvType, "normalType",normalType, "vertexColorType",vertexColorType, object, geometryGroup, materials );
  380. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  381. if ( normalType ) {
  382. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  383. }
  384. if ( geometry.hasTangents ) {
  385. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  386. }
  387. if ( vertexColorType ) {
  388. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  389. }
  390. if ( uvType ) {
  391. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  392. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  393. }
  394. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  395. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  396. }
  397. }
  398. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  399. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  400. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  401. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  402. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  403. }
  404. geometryGroup.__faceArray = new Uint16Array( ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 ));
  405. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  406. if ( geometryGroup.numMorphTargets ) {
  407. geometryGroup.__morphTargetsArrays = [];
  408. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  409. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  410. }
  411. }
  412. geometryGroup.__needsSmoothNormals = ( normalType == THREE.SmoothShading );
  413. geometryGroup.__uvType = uvType;
  414. geometryGroup.__vertexColorType = vertexColorType;
  415. geometryGroup.__normalType = normalType;
  416. geometryGroup.__webglFaceCount = ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 );
  417. geometryGroup.__webglLineCount = nlines * 2;
  418. // custom attributes
  419. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  420. if ( materials[ m ].attributes ) {
  421. geometryGroup.__webglCustomAttributes = {};
  422. for ( a in materials[ m ].attributes ) {
  423. attribute = materials[ m ].attributes[ a ];
  424. if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  425. attribute.__webglInitialized = true;
  426. size = 1; // "f" and "i"
  427. if( attribute.type === "v2" ) size = 2;
  428. else if( attribute.type === "v3" ) size = 3;
  429. else if( attribute.type === "v4" ) size = 4;
  430. else if( attribute.type === "c" ) size = 3;
  431. attribute.size = size;
  432. attribute.needsUpdate = true;
  433. attribute.array = new Float32Array( nvertices * size );
  434. attribute.buffer = _gl.createBuffer();
  435. attribute.buffer.belongsToAttribute = a;
  436. }
  437. geometryGroup.__webglCustomAttributes[ a ] = attribute;
  438. }
  439. }
  440. }
  441. };
  442. function setMeshBuffers ( geometryGroup, object, hint ) {
  443. var f, fl, fi, face,
  444. vertexNormals, faceNormal, normal,
  445. vertexColors, faceColor,
  446. vertexTangents,
  447. uvType, vertexColorType, normalType,
  448. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  449. c1, c2, c3, c4,
  450. sw1, sw2, sw3, sw4,
  451. si1, si2, si3, si4,
  452. sa1, sa2, sa3, sa4,
  453. sb1, sb2, sb3, sb4,
  454. m, ml, i,
  455. vn, uvi, uv2i,
  456. vk, vkl, vka,
  457. a,
  458. vertexIndex = 0,
  459. offset = 0,
  460. offset_uv = 0,
  461. offset_uv2 = 0,
  462. offset_face = 0,
  463. offset_normal = 0,
  464. offset_tangent = 0,
  465. offset_line = 0,
  466. offset_color = 0,
  467. offset_skin = 0,
  468. offset_morphTarget = 0,
  469. offset_custom = 0,
  470. offset_customSrc = 0,
  471. vertexArray = geometryGroup.__vertexArray,
  472. uvArray = geometryGroup.__uvArray,
  473. uv2Array = geometryGroup.__uv2Array,
  474. normalArray = geometryGroup.__normalArray,
  475. tangentArray = geometryGroup.__tangentArray,
  476. colorArray = geometryGroup.__colorArray,
  477. skinVertexAArray = geometryGroup.__skinVertexAArray,
  478. skinVertexBArray = geometryGroup.__skinVertexBArray,
  479. skinIndexArray = geometryGroup.__skinIndexArray,
  480. skinWeightArray = geometryGroup.__skinWeightArray,
  481. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  482. customAttributes = geometryGroup.__webglCustomAttributes,
  483. customAttribute,
  484. faceArray = geometryGroup.__faceArray,
  485. lineArray = geometryGroup.__lineArray,
  486. needsSmoothNormals = geometryGroup.__needsSmoothNormals,
  487. vertexColorType = geometryGroup.__vertexColorType,
  488. uvType = geometryGroup.__uvType,
  489. normalType = geometryGroup.__normalType,
  490. geometry = object.geometry, // this is shared for all chunks
  491. dirtyVertices = geometry.__dirtyVertices,
  492. dirtyElements = geometry.__dirtyElements,
  493. dirtyUvs = geometry.__dirtyUvs,
  494. dirtyNormals = geometry.__dirtyNormals,
  495. dirtyTangents = geometry.__dirtyTangents,
  496. dirtyColors = geometry.__dirtyColors,
  497. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  498. vertices = geometry.vertices,
  499. chunk_faces = geometryGroup.faces,
  500. obj_faces = geometry.faces,
  501. obj_uvs = geometry.faceVertexUvs[ 0 ],
  502. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  503. obj_colors = geometry.colors,
  504. obj_skinVerticesA = geometry.skinVerticesA,
  505. obj_skinVerticesB = geometry.skinVerticesB,
  506. obj_skinIndices = geometry.skinIndices,
  507. obj_skinWeights = geometry.skinWeights,
  508. obj_edgeFaces = object instanceof THREE.ShadowVolume ? geometry.edgeFaces : undefined;
  509. morphTargets = geometry.morphTargets;
  510. if ( customAttributes ) {
  511. for ( a in customAttributes ) {
  512. customAttributes[ a ].offset = 0;
  513. customAttributes[ a ].offsetSrc = 0;
  514. }
  515. }
  516. for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
  517. fi = chunk_faces[ f ];
  518. face = obj_faces[ fi ];
  519. if ( obj_uvs ) {
  520. uv = obj_uvs[ fi ];
  521. }
  522. if ( obj_uvs2 ) {
  523. uv2 = obj_uvs2[ fi ];
  524. }
  525. vertexNormals = face.vertexNormals;
  526. faceNormal = face.normal;
  527. vertexColors = face.vertexColors;
  528. faceColor = face.color;
  529. vertexTangents = face.vertexTangents;
  530. if ( face instanceof THREE.Face3 ) {
  531. if ( dirtyVertices ) {
  532. v1 = vertices[ face.a ].position;
  533. v2 = vertices[ face.b ].position;
  534. v3 = vertices[ face.c ].position;
  535. vertexArray[ offset ] = v1.x;
  536. vertexArray[ offset + 1 ] = v1.y;
  537. vertexArray[ offset + 2 ] = v1.z;
  538. vertexArray[ offset + 3 ] = v2.x;
  539. vertexArray[ offset + 4 ] = v2.y;
  540. vertexArray[ offset + 5 ] = v2.z;
  541. vertexArray[ offset + 6 ] = v3.x;
  542. vertexArray[ offset + 7 ] = v3.y;
  543. vertexArray[ offset + 8 ] = v3.z;
  544. offset += 9;
  545. }
  546. if ( customAttributes ) {
  547. for ( a in customAttributes ) {
  548. customAttribute = customAttributes[ a ];
  549. if ( customAttribute.needsUpdate ) {
  550. offset_custom = customAttribute.offset;
  551. offset_customSrc = customAttribute.offsetSrc;
  552. if( customAttribute.size === 1 ) {
  553. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  554. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
  555. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  556. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  557. } else if( customAttribute.boundTo === "faces" ) {
  558. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
  559. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
  560. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  561. customAttribute.offsetSrc++;
  562. } else if( customAttribute.boundTo === "faceVertices" ) {
  563. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
  564. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  565. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  566. customAttribute.offsetSrc += 3;
  567. }
  568. customAttribute.offset += 3;
  569. } else {
  570. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  571. v1 = customAttribute.value[ face.a ];
  572. v2 = customAttribute.value[ face.b ];
  573. v3 = customAttribute.value[ face.c ];
  574. } else if( customAttribute.boundTo === "faces" ) {
  575. v1 = customAttribute.value[ offset_customSrc ];
  576. v2 = customAttribute.value[ offset_customSrc ];
  577. v3 = customAttribute.value[ offset_customSrc ];
  578. customAttribute.offsetSrc++;
  579. } else if( customAttribute.boundTo === "faceVertices" ) {
  580. v1 = customAttribute.value[ offset_customSrc + 0 ];
  581. v2 = customAttribute.value[ offset_customSrc + 1 ];
  582. v3 = customAttribute.value[ offset_customSrc + 2 ];
  583. customAttribute.offsetSrc += 3;
  584. }
  585. if( customAttribute.size === 2 ) {
  586. customAttribute.array[ offset_custom + 0 ] = v1.x;
  587. customAttribute.array[ offset_custom + 1 ] = v1.y;
  588. customAttribute.array[ offset_custom + 2 ] = v2.x;
  589. customAttribute.array[ offset_custom + 3 ] = v2.y;
  590. customAttribute.array[ offset_custom + 4 ] = v3.x;
  591. customAttribute.array[ offset_custom + 5 ] = v3.y;
  592. customAttribute.offset += 6;
  593. } else if( customAttribute.size === 3 ) {
  594. if( customAttribute.type === "c" ) {
  595. customAttribute.array[ offset_custom + 0 ] = v1.r;
  596. customAttribute.array[ offset_custom + 1 ] = v1.g;
  597. customAttribute.array[ offset_custom + 2 ] = v1.b;
  598. customAttribute.array[ offset_custom + 3 ] = v2.r;
  599. customAttribute.array[ offset_custom + 4 ] = v2.g;
  600. customAttribute.array[ offset_custom + 5 ] = v2.b;
  601. customAttribute.array[ offset_custom + 6 ] = v3.r;
  602. customAttribute.array[ offset_custom + 7 ] = v3.g;
  603. customAttribute.array[ offset_custom + 8 ] = v3.b;
  604. } else {
  605. customAttribute.array[ offset_custom + 0 ] = v1.x;
  606. customAttribute.array[ offset_custom + 1 ] = v1.y;
  607. customAttribute.array[ offset_custom + 2 ] = v1.z;
  608. customAttribute.array[ offset_custom + 3 ] = v2.x;
  609. customAttribute.array[ offset_custom + 4 ] = v2.y;
  610. customAttribute.array[ offset_custom + 5 ] = v2.z;
  611. customAttribute.array[ offset_custom + 6 ] = v3.x;
  612. customAttribute.array[ offset_custom + 7 ] = v3.y;
  613. customAttribute.array[ offset_custom + 8 ] = v3.z;
  614. }
  615. customAttribute.offset += 9;
  616. } else {
  617. customAttribute.array[ offset_custom + 0 ] = v1.x;
  618. customAttribute.array[ offset_custom + 1 ] = v1.y;
  619. customAttribute.array[ offset_custom + 2 ] = v1.z;
  620. customAttribute.array[ offset_custom + 3 ] = v1.w;
  621. customAttribute.array[ offset_custom + 4 ] = v2.x;
  622. customAttribute.array[ offset_custom + 5 ] = v2.y;
  623. customAttribute.array[ offset_custom + 6 ] = v2.z;
  624. customAttribute.array[ offset_custom + 7 ] = v2.w;
  625. customAttribute.array[ offset_custom + 8 ] = v3.x;
  626. customAttribute.array[ offset_custom + 9 ] = v3.y;
  627. customAttribute.array[ offset_custom + 10 ] = v3.z;
  628. customAttribute.array[ offset_custom + 11 ] = v3.w;
  629. customAttribute.offset += 12;
  630. }
  631. }
  632. }
  633. }
  634. }
  635. if ( dirtyMorphTargets ) {
  636. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  637. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  638. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  639. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  640. vka = morphTargetsArrays[ vk ];
  641. vka[ offset_morphTarget + 0 ] = v1.x;
  642. vka[ offset_morphTarget + 1 ] = v1.y;
  643. vka[ offset_morphTarget + 2 ] = v1.z;
  644. vka[ offset_morphTarget + 3 ] = v2.x;
  645. vka[ offset_morphTarget + 4 ] = v2.y;
  646. vka[ offset_morphTarget + 5 ] = v2.z;
  647. vka[ offset_morphTarget + 6 ] = v3.x;
  648. vka[ offset_morphTarget + 7 ] = v3.y;
  649. vka[ offset_morphTarget + 8 ] = v3.z;
  650. }
  651. offset_morphTarget += 9;
  652. }
  653. if ( obj_skinWeights.length ) {
  654. // weights
  655. sw1 = obj_skinWeights[ face.a ];
  656. sw2 = obj_skinWeights[ face.b ];
  657. sw3 = obj_skinWeights[ face.c ];
  658. skinWeightArray[ offset_skin ] = sw1.x;
  659. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  660. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  661. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  662. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  663. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  664. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  665. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  666. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  667. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  668. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  669. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  670. // indices
  671. si1 = obj_skinIndices[ face.a ];
  672. si2 = obj_skinIndices[ face.b ];
  673. si3 = obj_skinIndices[ face.c ];
  674. skinIndexArray[ offset_skin ] = si1.x;
  675. skinIndexArray[ offset_skin + 1 ] = si1.y;
  676. skinIndexArray[ offset_skin + 2 ] = si1.z;
  677. skinIndexArray[ offset_skin + 3 ] = si1.w;
  678. skinIndexArray[ offset_skin + 4 ] = si2.x;
  679. skinIndexArray[ offset_skin + 5 ] = si2.y;
  680. skinIndexArray[ offset_skin + 6 ] = si2.z;
  681. skinIndexArray[ offset_skin + 7 ] = si2.w;
  682. skinIndexArray[ offset_skin + 8 ] = si3.x;
  683. skinIndexArray[ offset_skin + 9 ] = si3.y;
  684. skinIndexArray[ offset_skin + 10 ] = si3.z;
  685. skinIndexArray[ offset_skin + 11 ] = si3.w;
  686. // vertices A
  687. sa1 = obj_skinVerticesA[ face.a ];
  688. sa2 = obj_skinVerticesA[ face.b ];
  689. sa3 = obj_skinVerticesA[ face.c ];
  690. skinVertexAArray[ offset_skin ] = sa1.x;
  691. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  692. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  693. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  694. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  695. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  696. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  697. skinVertexAArray[ offset_skin + 7 ] = 1;
  698. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  699. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  700. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  701. skinVertexAArray[ offset_skin + 11 ] = 1;
  702. // vertices B
  703. sb1 = obj_skinVerticesB[ face.a ];
  704. sb2 = obj_skinVerticesB[ face.b ];
  705. sb3 = obj_skinVerticesB[ face.c ];
  706. skinVertexBArray[ offset_skin ] = sb1.x;
  707. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  708. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  709. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  710. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  711. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  712. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  713. skinVertexBArray[ offset_skin + 7 ] = 1;
  714. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  715. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  716. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  717. skinVertexBArray[ offset_skin + 11 ] = 1;
  718. offset_skin += 12;
  719. }
  720. if ( dirtyColors && vertexColorType ) {
  721. if ( vertexColors.length == 3 && vertexColorType == THREE.VertexColors ) {
  722. c1 = vertexColors[ 0 ];
  723. c2 = vertexColors[ 1 ];
  724. c3 = vertexColors[ 2 ];
  725. } else {
  726. c1 = faceColor;
  727. c2 = faceColor;
  728. c3 = faceColor;
  729. }
  730. colorArray[ offset_color ] = c1.r;
  731. colorArray[ offset_color + 1 ] = c1.g;
  732. colorArray[ offset_color + 2 ] = c1.b;
  733. colorArray[ offset_color + 3 ] = c2.r;
  734. colorArray[ offset_color + 4 ] = c2.g;
  735. colorArray[ offset_color + 5 ] = c2.b;
  736. colorArray[ offset_color + 6 ] = c3.r;
  737. colorArray[ offset_color + 7 ] = c3.g;
  738. colorArray[ offset_color + 8 ] = c3.b;
  739. offset_color += 9;
  740. }
  741. if ( dirtyTangents && geometry.hasTangents ) {
  742. t1 = vertexTangents[ 0 ];
  743. t2 = vertexTangents[ 1 ];
  744. t3 = vertexTangents[ 2 ];
  745. tangentArray[ offset_tangent ] = t1.x;
  746. tangentArray[ offset_tangent + 1 ] = t1.y;
  747. tangentArray[ offset_tangent + 2 ] = t1.z;
  748. tangentArray[ offset_tangent + 3 ] = t1.w;
  749. tangentArray[ offset_tangent + 4 ] = t2.x;
  750. tangentArray[ offset_tangent + 5 ] = t2.y;
  751. tangentArray[ offset_tangent + 6 ] = t2.z;
  752. tangentArray[ offset_tangent + 7 ] = t2.w;
  753. tangentArray[ offset_tangent + 8 ] = t3.x;
  754. tangentArray[ offset_tangent + 9 ] = t3.y;
  755. tangentArray[ offset_tangent + 10 ] = t3.z;
  756. tangentArray[ offset_tangent + 11 ] = t3.w;
  757. offset_tangent += 12;
  758. }
  759. if ( dirtyNormals && normalType ) {
  760. if ( vertexNormals.length == 3 && needsSmoothNormals ) {
  761. for ( i = 0; i < 3; i ++ ) {
  762. vn = vertexNormals[ i ];
  763. normalArray[ offset_normal ] = vn.x;
  764. normalArray[ offset_normal + 1 ] = vn.y;
  765. normalArray[ offset_normal + 2 ] = vn.z;
  766. offset_normal += 3;
  767. }
  768. } else {
  769. for ( i = 0; i < 3; i ++ ) {
  770. normalArray[ offset_normal ] = faceNormal.x;
  771. normalArray[ offset_normal + 1 ] = faceNormal.y;
  772. normalArray[ offset_normal + 2 ] = faceNormal.z;
  773. offset_normal += 3;
  774. }
  775. }
  776. }
  777. if ( dirtyUvs && uv !== undefined && uvType ) {
  778. for ( i = 0; i < 3; i ++ ) {
  779. uvi = uv[ i ];
  780. uvArray[ offset_uv ] = uvi.u;
  781. uvArray[ offset_uv + 1 ] = uvi.v;
  782. offset_uv += 2;
  783. }
  784. }
  785. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  786. for ( i = 0; i < 3; i ++ ) {
  787. uv2i = uv2[ i ];
  788. uv2Array[ offset_uv2 ] = uv2i.u;
  789. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  790. offset_uv2 += 2;
  791. }
  792. }
  793. if ( dirtyElements ) {
  794. faceArray[ offset_face ] = vertexIndex;
  795. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  796. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  797. offset_face += 3;
  798. lineArray[ offset_line ] = vertexIndex;
  799. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  800. lineArray[ offset_line + 2 ] = vertexIndex;
  801. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  802. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  803. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  804. offset_line += 6;
  805. vertexIndex += 3;
  806. }
  807. } else if ( face instanceof THREE.Face4 ) {
  808. if ( dirtyVertices ) {
  809. v1 = vertices[ face.a ].position;
  810. v2 = vertices[ face.b ].position;
  811. v3 = vertices[ face.c ].position;
  812. v4 = vertices[ face.d ].position;
  813. vertexArray[ offset ] = v1.x;
  814. vertexArray[ offset + 1 ] = v1.y;
  815. vertexArray[ offset + 2 ] = v1.z;
  816. vertexArray[ offset + 3 ] = v2.x;
  817. vertexArray[ offset + 4 ] = v2.y;
  818. vertexArray[ offset + 5 ] = v2.z;
  819. vertexArray[ offset + 6 ] = v3.x;
  820. vertexArray[ offset + 7 ] = v3.y;
  821. vertexArray[ offset + 8 ] = v3.z;
  822. vertexArray[ offset + 9 ] = v4.x;
  823. vertexArray[ offset + 10 ] = v4.y;
  824. vertexArray[ offset + 11 ] = v4.z;
  825. offset += 12;
  826. }
  827. if ( customAttributes ) {
  828. for ( a in customAttributes ) {
  829. customAttribute = customAttributes[ a ];
  830. if ( customAttribute.needsUpdate ) {
  831. offset_custom = customAttribute.offset;
  832. offset_customSrc = customAttribute.offsetSrc;
  833. if( customAttribute.size === 1 ) {
  834. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  835. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
  836. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  837. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  838. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  839. } else if( customAttribute.boundTo === "faces" ) {
  840. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
  841. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
  842. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  843. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc ];
  844. customAttribute.offsetSrc++;
  845. } else if( customAttribute.boundTo === "faceVertices" ) {
  846. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
  847. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  848. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  849. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc + 3 ];
  850. customAttribute.offsetSrc += 4;
  851. }
  852. customAttribute.offset += 4;
  853. } else {
  854. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  855. v1 = customAttribute.value[ face.a ];
  856. v2 = customAttribute.value[ face.b ];
  857. v3 = customAttribute.value[ face.c ];
  858. v4 = customAttribute.value[ face.d ];
  859. } else if( customAttribute.boundTo === "faces" ) {
  860. v1 = customAttribute.value[ offset_customSrc ];
  861. v2 = customAttribute.value[ offset_customSrc ];
  862. v3 = customAttribute.value[ offset_customSrc ];
  863. v4 = customAttribute.value[ offset_customSrc ];
  864. customAttribute.offsetSrc++;
  865. } else if( customAttribute.boundTo === "faceVertices" ) {
  866. v1 = customAttribute.value[ offset_customSrc + 0 ];
  867. v2 = customAttribute.value[ offset_customSrc + 1 ];
  868. v3 = customAttribute.value[ offset_customSrc + 2 ];
  869. v4 = customAttribute.value[ offset_customSrc + 3 ];
  870. customAttribute.offsetSrc += 4;
  871. }
  872. if( customAttribute.size === 2 ) {
  873. customAttribute.array[ offset_custom + 0 ] = v1.x;
  874. customAttribute.array[ offset_custom + 1 ] = v1.y;
  875. customAttribute.array[ offset_custom + 2 ] = v2.x;
  876. customAttribute.array[ offset_custom + 3 ] = v2.y;
  877. customAttribute.array[ offset_custom + 4 ] = v3.x;
  878. customAttribute.array[ offset_custom + 5 ] = v3.y;
  879. customAttribute.array[ offset_custom + 6 ] = v4.x;
  880. customAttribute.array[ offset_custom + 7 ] = v4.y;
  881. customAttribute.offset += 8;
  882. } else if( customAttribute.size === 3 ) {
  883. if( customAttribute.type === "c" ) {
  884. customAttribute.array[ offset_custom + 0 ] = v1.r;
  885. customAttribute.array[ offset_custom + 1 ] = v1.g;
  886. customAttribute.array[ offset_custom + 2 ] = v1.b;
  887. customAttribute.array[ offset_custom + 3 ] = v2.r;
  888. customAttribute.array[ offset_custom + 4 ] = v2.g;
  889. customAttribute.array[ offset_custom + 5 ] = v2.b;
  890. customAttribute.array[ offset_custom + 6 ] = v3.r;
  891. customAttribute.array[ offset_custom + 7 ] = v3.g;
  892. customAttribute.array[ offset_custom + 8 ] = v3.b;
  893. customAttribute.array[ offset_custom + 9 ] = v4.r;
  894. customAttribute.array[ offset_custom + 10 ] = v4.g;
  895. customAttribute.array[ offset_custom + 11 ] = v4.b;
  896. } else {
  897. customAttribute.array[ offset_custom + 0 ] = v1.x;
  898. customAttribute.array[ offset_custom + 1 ] = v1.y;
  899. customAttribute.array[ offset_custom + 2 ] = v1.z;
  900. customAttribute.array[ offset_custom + 3 ] = v2.x;
  901. customAttribute.array[ offset_custom + 4 ] = v2.y;
  902. customAttribute.array[ offset_custom + 5 ] = v2.z;
  903. customAttribute.array[ offset_custom + 6 ] = v3.x;
  904. customAttribute.array[ offset_custom + 7 ] = v3.y;
  905. customAttribute.array[ offset_custom + 8 ] = v3.z;
  906. customAttribute.array[ offset_custom + 9 ] = v4.x;
  907. customAttribute.array[ offset_custom + 10 ] = v4.y;
  908. customAttribute.array[ offset_custom + 11 ] = v4.z;
  909. }
  910. customAttribute.offset += 12;
  911. } else {
  912. customAttribute.array[ offset_custom + 0 ] = v1.x;
  913. customAttribute.array[ offset_custom + 1 ] = v1.y;
  914. customAttribute.array[ offset_custom + 2 ] = v1.z;
  915. customAttribute.array[ offset_custom + 3 ] = v1.w;
  916. customAttribute.array[ offset_custom + 4 ] = v2.x;
  917. customAttribute.array[ offset_custom + 5 ] = v2.y;
  918. customAttribute.array[ offset_custom + 6 ] = v2.z;
  919. customAttribute.array[ offset_custom + 7 ] = v2.w;
  920. customAttribute.array[ offset_custom + 8 ] = v3.x;
  921. customAttribute.array[ offset_custom + 9 ] = v3.y;
  922. customAttribute.array[ offset_custom + 10 ] = v3.z;
  923. customAttribute.array[ offset_custom + 11 ] = v3.w;
  924. customAttribute.array[ offset_custom + 12 ] = v4.x;
  925. customAttribute.array[ offset_custom + 13 ] = v4.y;
  926. customAttribute.array[ offset_custom + 14 ] = v4.z;
  927. customAttribute.array[ offset_custom + 15 ] = v4.w;
  928. customAttribute.offset += 16;
  929. }
  930. }
  931. }
  932. }
  933. }
  934. if ( dirtyMorphTargets ) {
  935. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk++ ) {
  936. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  937. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  938. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  939. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  940. vka = morphTargetsArrays[ vk ];
  941. vka[ offset_morphTarget + 0 ] = v1.x;
  942. vka[ offset_morphTarget + 1 ] = v1.y;
  943. vka[ offset_morphTarget + 2 ] = v1.z;
  944. vka[ offset_morphTarget + 3 ] = v2.x;
  945. vka[ offset_morphTarget + 4 ] = v2.y;
  946. vka[ offset_morphTarget + 5 ] = v2.z;
  947. vka[ offset_morphTarget + 6 ] = v3.x;
  948. vka[ offset_morphTarget + 7 ] = v3.y;
  949. vka[ offset_morphTarget + 8 ] = v3.z;
  950. vka[ offset_morphTarget + 9 ] = v4.x;
  951. vka[ offset_morphTarget + 10 ] = v4.y;
  952. vka[ offset_morphTarget + 11 ] = v4.z;
  953. }
  954. offset_morphTarget += 12;
  955. }
  956. if ( obj_skinWeights.length ) {
  957. // weights
  958. sw1 = obj_skinWeights[ face.a ];
  959. sw2 = obj_skinWeights[ face.b ];
  960. sw3 = obj_skinWeights[ face.c ];
  961. sw4 = obj_skinWeights[ face.d ];
  962. skinWeightArray[ offset_skin ] = sw1.x;
  963. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  964. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  965. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  966. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  967. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  968. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  969. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  970. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  971. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  972. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  973. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  974. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  975. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  976. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  977. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  978. // indices
  979. si1 = obj_skinIndices[ face.a ];
  980. si2 = obj_skinIndices[ face.b ];
  981. si3 = obj_skinIndices[ face.c ];
  982. si4 = obj_skinIndices[ face.d ];
  983. skinIndexArray[ offset_skin ] = si1.x;
  984. skinIndexArray[ offset_skin + 1 ] = si1.y;
  985. skinIndexArray[ offset_skin + 2 ] = si1.z;
  986. skinIndexArray[ offset_skin + 3 ] = si1.w;
  987. skinIndexArray[ offset_skin + 4 ] = si2.x;
  988. skinIndexArray[ offset_skin + 5 ] = si2.y;
  989. skinIndexArray[ offset_skin + 6 ] = si2.z;
  990. skinIndexArray[ offset_skin + 7 ] = si2.w;
  991. skinIndexArray[ offset_skin + 8 ] = si3.x;
  992. skinIndexArray[ offset_skin + 9 ] = si3.y;
  993. skinIndexArray[ offset_skin + 10 ] = si3.z;
  994. skinIndexArray[ offset_skin + 11 ] = si3.w;
  995. skinIndexArray[ offset_skin + 12 ] = si4.x;
  996. skinIndexArray[ offset_skin + 13 ] = si4.y;
  997. skinIndexArray[ offset_skin + 14 ] = si4.z;
  998. skinIndexArray[ offset_skin + 15 ] = si4.w;
  999. // vertices A
  1000. sa1 = obj_skinVerticesA[ face.a ];
  1001. sa2 = obj_skinVerticesA[ face.b ];
  1002. sa3 = obj_skinVerticesA[ face.c ];
  1003. sa4 = obj_skinVerticesA[ face.d ];
  1004. skinVertexAArray[ offset_skin ] = sa1.x;
  1005. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  1006. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  1007. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1008. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  1009. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  1010. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  1011. skinVertexAArray[ offset_skin + 7 ] = 1;
  1012. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  1013. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  1014. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  1015. skinVertexAArray[ offset_skin + 11 ] = 1;
  1016. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  1017. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  1018. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  1019. skinVertexAArray[ offset_skin + 15 ] = 1;
  1020. // vertices B
  1021. sb1 = obj_skinVerticesB[ face.a ];
  1022. sb2 = obj_skinVerticesB[ face.b ];
  1023. sb3 = obj_skinVerticesB[ face.c ];
  1024. sb4 = obj_skinVerticesB[ face.d ];
  1025. skinVertexBArray[ offset_skin ] = sb1.x;
  1026. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  1027. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  1028. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  1029. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  1030. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  1031. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  1032. skinVertexBArray[ offset_skin + 7 ] = 1;
  1033. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  1034. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  1035. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  1036. skinVertexBArray[ offset_skin + 11 ] = 1;
  1037. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  1038. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  1039. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  1040. skinVertexBArray[ offset_skin + 15 ] = 1;
  1041. offset_skin += 16;
  1042. }
  1043. if ( dirtyColors && vertexColorType ) {
  1044. if ( vertexColors.length == 4 && vertexColorType == THREE.VertexColors ) {
  1045. c1 = vertexColors[ 0 ];
  1046. c2 = vertexColors[ 1 ];
  1047. c3 = vertexColors[ 2 ];
  1048. c4 = vertexColors[ 3 ];
  1049. } else {
  1050. c1 = faceColor;
  1051. c2 = faceColor;
  1052. c3 = faceColor;
  1053. c4 = faceColor;
  1054. }
  1055. colorArray[ offset_color ] = c1.r;
  1056. colorArray[ offset_color + 1 ] = c1.g;
  1057. colorArray[ offset_color + 2 ] = c1.b;
  1058. colorArray[ offset_color + 3 ] = c2.r;
  1059. colorArray[ offset_color + 4 ] = c2.g;
  1060. colorArray[ offset_color + 5 ] = c2.b;
  1061. colorArray[ offset_color + 6 ] = c3.r;
  1062. colorArray[ offset_color + 7 ] = c3.g;
  1063. colorArray[ offset_color + 8 ] = c3.b;
  1064. colorArray[ offset_color + 9 ] = c4.r;
  1065. colorArray[ offset_color + 10 ] = c4.g;
  1066. colorArray[ offset_color + 11 ] = c4.b;
  1067. offset_color += 12;
  1068. }
  1069. if ( dirtyTangents && geometry.hasTangents ) {
  1070. t1 = vertexTangents[ 0 ];
  1071. t2 = vertexTangents[ 1 ];
  1072. t3 = vertexTangents[ 2 ];
  1073. t4 = vertexTangents[ 3 ];
  1074. tangentArray[ offset_tangent ] = t1.x;
  1075. tangentArray[ offset_tangent + 1 ] = t1.y;
  1076. tangentArray[ offset_tangent + 2 ] = t1.z;
  1077. tangentArray[ offset_tangent + 3 ] = t1.w;
  1078. tangentArray[ offset_tangent + 4 ] = t2.x;
  1079. tangentArray[ offset_tangent + 5 ] = t2.y;
  1080. tangentArray[ offset_tangent + 6 ] = t2.z;
  1081. tangentArray[ offset_tangent + 7 ] = t2.w;
  1082. tangentArray[ offset_tangent + 8 ] = t3.x;
  1083. tangentArray[ offset_tangent + 9 ] = t3.y;
  1084. tangentArray[ offset_tangent + 10 ] = t3.z;
  1085. tangentArray[ offset_tangent + 11 ] = t3.w;
  1086. tangentArray[ offset_tangent + 12 ] = t4.x;
  1087. tangentArray[ offset_tangent + 13 ] = t4.y;
  1088. tangentArray[ offset_tangent + 14 ] = t4.z;
  1089. tangentArray[ offset_tangent + 15 ] = t4.w;
  1090. offset_tangent += 16;
  1091. }
  1092. if ( dirtyNormals && normalType ) {
  1093. if ( vertexNormals.length == 4 && needsSmoothNormals ) {
  1094. for ( i = 0; i < 4; i ++ ) {
  1095. vn = vertexNormals[ i ];
  1096. normalArray[ offset_normal ] = vn.x;
  1097. normalArray[ offset_normal + 1 ] = vn.y;
  1098. normalArray[ offset_normal + 2 ] = vn.z;
  1099. offset_normal += 3;
  1100. }
  1101. } else {
  1102. for ( i = 0; i < 4; i ++ ) {
  1103. normalArray[ offset_normal ] = faceNormal.x;
  1104. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1105. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1106. offset_normal += 3;
  1107. }
  1108. }
  1109. }
  1110. if ( dirtyUvs && uv !== undefined && uvType ) {
  1111. for ( i = 0; i < 4; i ++ ) {
  1112. uvi = uv[ i ];
  1113. uvArray[ offset_uv ] = uvi.u;
  1114. uvArray[ offset_uv + 1 ] = uvi.v;
  1115. offset_uv += 2;
  1116. }
  1117. }
  1118. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  1119. for ( i = 0; i < 4; i ++ ) {
  1120. uv2i = uv2[ i ];
  1121. uv2Array[ offset_uv2 ] = uv2i.u;
  1122. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1123. offset_uv2 += 2;
  1124. }
  1125. }
  1126. if ( dirtyElements ) {
  1127. faceArray[ offset_face ] = vertexIndex;
  1128. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1129. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1130. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1131. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1132. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1133. offset_face += 6;
  1134. lineArray[ offset_line ] = vertexIndex;
  1135. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1136. lineArray[ offset_line + 2 ] = vertexIndex;
  1137. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1138. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1139. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1140. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1141. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1142. offset_line += 8;
  1143. vertexIndex += 4;
  1144. }
  1145. }
  1146. }
  1147. if ( obj_edgeFaces ) {
  1148. for ( f = 0, fl = obj_edgeFaces.length; f < fl; f ++ ) {
  1149. faceArray[ offset_face ] = obj_edgeFaces[ f ].a;
  1150. faceArray[ offset_face + 1 ] = obj_edgeFaces[ f ].b;
  1151. faceArray[ offset_face + 2 ] = obj_edgeFaces[ f ].c;
  1152. faceArray[ offset_face + 3 ] = obj_edgeFaces[ f ].a;
  1153. faceArray[ offset_face + 4 ] = obj_edgeFaces[ f ].c;
  1154. faceArray[ offset_face + 5 ] = obj_edgeFaces[ f ].d;
  1155. offset_face += 6;
  1156. }
  1157. }
  1158. if ( dirtyVertices ) {
  1159. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1160. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1161. }
  1162. if ( customAttributes ) {
  1163. for ( a in customAttributes ) {
  1164. customAttribute = customAttributes[ a ];
  1165. if ( customAttribute.needsUpdate ) {
  1166. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1167. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1168. customAttribute.needsUpdate = false;
  1169. }
  1170. }
  1171. }
  1172. if ( dirtyMorphTargets ) {
  1173. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  1174. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1175. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1176. }
  1177. }
  1178. if ( dirtyColors && offset_color > 0 ) {
  1179. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1180. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1181. }
  1182. if ( dirtyNormals ) {
  1183. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1184. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1185. }
  1186. if ( dirtyTangents && geometry.hasTangents ) {
  1187. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1188. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1189. }
  1190. if ( dirtyUvs && offset_uv > 0 ) {
  1191. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1192. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1193. }
  1194. if ( dirtyUvs && offset_uv2 > 0 ) {
  1195. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1196. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1197. }
  1198. if ( dirtyElements ) {
  1199. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1200. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1201. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1202. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1203. }
  1204. if ( offset_skin > 0 ) {
  1205. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1206. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1207. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1208. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1209. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1210. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1211. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1212. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1213. }
  1214. };
  1215. function setLineBuffers ( geometry, hint ) {
  1216. var v, c, vertex, offset,
  1217. vertices = geometry.vertices,
  1218. colors = geometry.colors,
  1219. vl = vertices.length,
  1220. cl = colors.length,
  1221. vertexArray = geometry.__vertexArray,
  1222. colorArray = geometry.__colorArray,
  1223. dirtyVertices = geometry.__dirtyVertices,
  1224. dirtyColors = geometry.__dirtyColors;
  1225. if ( dirtyVertices ) {
  1226. for ( v = 0; v < vl; v++ ) {
  1227. vertex = vertices[ v ].position;
  1228. offset = v * 3;
  1229. vertexArray[ offset ] = vertex.x;
  1230. vertexArray[ offset + 1 ] = vertex.y;
  1231. vertexArray[ offset + 2 ] = vertex.z;
  1232. }
  1233. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1234. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1235. }
  1236. if ( dirtyColors ) {
  1237. for ( c = 0; c < cl; c++ ) {
  1238. color = colors[ c ];
  1239. offset = c * 3;
  1240. colorArray[ offset ] = color.r;
  1241. colorArray[ offset + 1 ] = color.g;
  1242. colorArray[ offset + 2 ] = color.b;
  1243. }
  1244. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1245. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1246. }
  1247. };
  1248. function setRibbonBuffers ( geometry, hint ) {
  1249. var v, c, vertex, offset,
  1250. vertices = geometry.vertices,
  1251. colors = geometry.colors,
  1252. vl = vertices.length,
  1253. cl = colors.length,
  1254. vertexArray = geometry.__vertexArray,
  1255. colorArray = geometry.__colorArray,
  1256. dirtyVertices = geometry.__dirtyVertices,
  1257. dirtyColors = geometry.__dirtyColors;
  1258. if ( dirtyVertices ) {
  1259. for ( v = 0; v < vl; v++ ) {
  1260. vertex = vertices[ v ].position;
  1261. offset = v * 3;
  1262. vertexArray[ offset ] = vertex.x;
  1263. vertexArray[ offset + 1 ] = vertex.y;
  1264. vertexArray[ offset + 2 ] = vertex.z;
  1265. }
  1266. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1267. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1268. }
  1269. if ( dirtyColors ) {
  1270. for ( c = 0; c < cl; c++ ) {
  1271. color = colors[ c ];
  1272. offset = c * 3;
  1273. colorArray[ offset ] = color.r;
  1274. colorArray[ offset + 1 ] = color.g;
  1275. colorArray[ offset + 2 ] = color.b;
  1276. }
  1277. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1278. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1279. }
  1280. };
  1281. function setParticleBuffers ( geometry, hint, object ) {
  1282. var v, c, vertex, offset,
  1283. vertices = geometry.vertices,
  1284. vl = vertices.length,
  1285. colors = geometry.colors,
  1286. cl = colors.length,
  1287. vertexArray = geometry.__vertexArray,
  1288. colorArray = geometry.__colorArray,
  1289. sortArray = geometry.__sortArray,
  1290. dirtyVertices = geometry.__dirtyVertices,
  1291. dirtyElements = geometry.__dirtyElements,
  1292. dirtyColors = geometry.__dirtyColors;
  1293. if ( object.sortParticles ) {
  1294. _projScreenMatrix.multiplySelf( object.matrixWorld );
  1295. for ( v = 0; v < vl; v++ ) {
  1296. vertex = vertices[ v ].position;
  1297. _vector3.copy( vertex );
  1298. _projScreenMatrix.multiplyVector3( _vector3 );
  1299. sortArray[ v ] = [ _vector3.z, v ];
  1300. }
  1301. sortArray.sort( function(a,b) { return b[0] - a[0]; } );
  1302. for ( v = 0; v < vl; v++ ) {
  1303. vertex = vertices[ sortArray[v][1] ].position;
  1304. offset = v * 3;
  1305. vertexArray[ offset ] = vertex.x;
  1306. vertexArray[ offset + 1 ] = vertex.y;
  1307. vertexArray[ offset + 2 ] = vertex.z;
  1308. }
  1309. for ( c = 0; c < cl; c++ ) {
  1310. offset = c * 3;
  1311. color = colors[ sortArray[c][1] ];
  1312. colorArray[ offset ] = color.r;
  1313. colorArray[ offset + 1 ] = color.g;
  1314. colorArray[ offset + 2 ] = color.b;
  1315. }
  1316. } else {
  1317. if ( dirtyVertices ) {
  1318. for ( v = 0; v < vl; v++ ) {
  1319. vertex = vertices[ v ].position;
  1320. offset = v * 3;
  1321. vertexArray[ offset ] = vertex.x;
  1322. vertexArray[ offset + 1 ] = vertex.y;
  1323. vertexArray[ offset + 2 ] = vertex.z;
  1324. }
  1325. }
  1326. if ( dirtyColors ) {
  1327. for ( c = 0; c < cl; c++ ) {
  1328. color = colors[ c ];
  1329. offset = c * 3;
  1330. colorArray[ offset ] = color.r;
  1331. colorArray[ offset + 1 ] = color.g;
  1332. colorArray[ offset + 2 ] = color.b;
  1333. }
  1334. }
  1335. }
  1336. if ( dirtyVertices || object.sortParticles ) {
  1337. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1338. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1339. }
  1340. if ( dirtyColors || object.sortParticles ) {
  1341. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1342. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1343. }
  1344. };
  1345. function setMaterialShaders( material, shaders ) {
  1346. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  1347. material.vertexShader = shaders.vertexShader;
  1348. material.fragmentShader = shaders.fragmentShader;
  1349. };
  1350. function refreshUniformsCommon( uniforms, material ) {
  1351. uniforms.diffuse.value = material.color;
  1352. uniforms.opacity.value = material.opacity;
  1353. uniforms.map.texture = material.map;
  1354. uniforms.lightMap.texture = material.lightMap;
  1355. uniforms.envMap.texture = material.envMap;
  1356. uniforms.reflectivity.value = material.reflectivity;
  1357. uniforms.refractionRatio.value = material.refractionRatio;
  1358. uniforms.combine.value = material.combine;
  1359. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  1360. };
  1361. function refreshUniformsLine( uniforms, material ) {
  1362. uniforms.diffuse.value = material.color;
  1363. uniforms.opacity.value = material.opacity;
  1364. };
  1365. function refreshUniformsParticle( uniforms, material ) {
  1366. uniforms.psColor.value = material.color;
  1367. uniforms.opacity.value = material.opacity;
  1368. uniforms.size.value = material.size;
  1369. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1370. uniforms.map.texture = material.map;
  1371. };
  1372. function refreshUniformsFog( uniforms, fog ) {
  1373. uniforms.fogColor.value = fog.color;
  1374. if ( fog instanceof THREE.Fog ) {
  1375. uniforms.fogNear.value = fog.near;
  1376. uniforms.fogFar.value = fog.far;
  1377. } else if ( fog instanceof THREE.FogExp2 ) {
  1378. uniforms.fogDensity.value = fog.density;
  1379. }
  1380. };
  1381. function refreshUniformsPhong( uniforms, material ) {
  1382. uniforms.ambient.value = material.ambient;
  1383. uniforms.specular.value = material.specular;
  1384. uniforms.shininess.value = material.shininess;
  1385. };
  1386. function refreshUniformsLights( uniforms, lights ) {
  1387. uniforms.enableLighting.value = lights.directional.length + lights.point.length;
  1388. uniforms.ambientLightColor.value = lights.ambient;
  1389. uniforms.directionalLightColor.value = lights.directional.colors;
  1390. uniforms.directionalLightDirection.value = lights.directional.positions;
  1391. uniforms.pointLightColor.value = lights.point.colors;
  1392. uniforms.pointLightPosition.value = lights.point.positions;
  1393. uniforms.pointLightDistance.value = lights.point.distances;
  1394. };
  1395. this.initMaterial = function ( material, lights, fog, object ) {
  1396. var u, a, identifiers, i, parameters, maxLightCount, maxBones, shaderID;
  1397. if ( material instanceof THREE.MeshDepthMaterial ) {
  1398. shaderID = 'depth';
  1399. } else if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1400. shaderID = 'shadowVolumeDynamic';
  1401. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1402. shaderID = 'normal';
  1403. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1404. shaderID = 'basic';
  1405. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1406. shaderID = 'lambert';
  1407. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1408. shaderID = 'phong';
  1409. } else if ( material instanceof THREE.LineBasicMaterial ) {
  1410. shaderID = 'basic';
  1411. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1412. shaderID = 'particle_basic';
  1413. }
  1414. if ( shaderID ) {
  1415. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  1416. }
  1417. // heuristics to create shader parameters according to lights in the scene
  1418. // (not to blow over maxLights budget)
  1419. maxLightCount = allocateLights( lights, 4 );
  1420. maxBones = allocateBones( object );
  1421. parameters = {
  1422. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  1423. vertexColors: material.vertexColors,
  1424. fog: fog, sizeAttenuation: material.sizeAttenuation,
  1425. skinning: material.skinning,
  1426. morphTargets: material.morphTargets,
  1427. maxMorphTargets: this.maxMorphTargets,
  1428. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  1429. maxBones: maxBones
  1430. };
  1431. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  1432. var attributes = material.program.attributes;
  1433. _gl.enableVertexAttribArray( attributes.position );
  1434. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  1435. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  1436. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  1437. if ( material.skinning &&
  1438. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  1439. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1440. _gl.enableVertexAttribArray( attributes.skinVertexA );
  1441. _gl.enableVertexAttribArray( attributes.skinVertexB );
  1442. _gl.enableVertexAttribArray( attributes.skinIndex );
  1443. _gl.enableVertexAttribArray( attributes.skinWeight );
  1444. }
  1445. for ( a in material.attributes ) {
  1446. if( attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  1447. }
  1448. if ( material.morphTargets ) {
  1449. material.numSupportedMorphTargets = 0;
  1450. if ( attributes.morphTarget0 >= 0 ) {
  1451. _gl.enableVertexAttribArray( attributes.morphTarget0 );
  1452. material.numSupportedMorphTargets ++;
  1453. }
  1454. if ( attributes.morphTarget1 >= 0 ) {
  1455. _gl.enableVertexAttribArray( attributes.morphTarget1 );
  1456. material.numSupportedMorphTargets ++;
  1457. }
  1458. if ( attributes.morphTarget2 >= 0 ) {
  1459. _gl.enableVertexAttribArray( attributes.morphTarget2 );
  1460. material.numSupportedMorphTargets ++;
  1461. }
  1462. if ( attributes.morphTarget3 >= 0 ) {
  1463. _gl.enableVertexAttribArray( attributes.morphTarget3 );
  1464. material.numSupportedMorphTargets ++;
  1465. }
  1466. if ( attributes.morphTarget4 >= 0 ) {
  1467. _gl.enableVertexAttribArray( attributes.morphTarget4 );
  1468. material.numSupportedMorphTargets ++;
  1469. }
  1470. if ( attributes.morphTarget5 >= 0 ) {
  1471. _gl.enableVertexAttribArray( attributes.morphTarget5 );
  1472. material.numSupportedMorphTargets ++;
  1473. }
  1474. if ( attributes.morphTarget6 >= 0 ) {
  1475. _gl.enableVertexAttribArray( attributes.morphTarget6 );
  1476. material.numSupportedMorphTargets ++;
  1477. }
  1478. if ( attributes.morphTarget7 >= 0 ) {
  1479. _gl.enableVertexAttribArray( attributes.morphTarget7 );
  1480. material.numSupportedMorphTargets ++;
  1481. }
  1482. object.__webglMorphTargetInfluences = new Float32Array( this.maxMorphTargets );
  1483. for ( var i = 0, il = this.maxMorphTargets; i < il; i ++ ) {
  1484. object.__webglMorphTargetInfluences[ i ] = 0;
  1485. }
  1486. }
  1487. };
  1488. function setProgram( camera, lights, fog, material, object ) {
  1489. if ( ! material.program ) {
  1490. _this.initMaterial( material, lights, fog, object );
  1491. }
  1492. var program = material.program,
  1493. p_uniforms = program.uniforms,
  1494. m_uniforms = material.uniforms;
  1495. if ( program != _currentProgram ) {
  1496. _gl.useProgram( program );
  1497. _currentProgram = program;
  1498. }
  1499. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  1500. // refresh uniforms common to several materials
  1501. if ( fog && (
  1502. material instanceof THREE.MeshBasicMaterial ||
  1503. material instanceof THREE.MeshLambertMaterial ||
  1504. material instanceof THREE.MeshPhongMaterial ||
  1505. material instanceof THREE.LineBasicMaterial ||
  1506. material instanceof THREE.ParticleBasicMaterial ||
  1507. material.fog )
  1508. ) {
  1509. refreshUniformsFog( m_uniforms, fog );
  1510. }
  1511. if ( material instanceof THREE.MeshPhongMaterial ||
  1512. material instanceof THREE.MeshLambertMaterial ||
  1513. material.lights ) {
  1514. setupLights( program, lights );
  1515. refreshUniformsLights( m_uniforms, _lights );
  1516. }
  1517. if ( material instanceof THREE.MeshBasicMaterial ||
  1518. material instanceof THREE.MeshLambertMaterial ||
  1519. material instanceof THREE.MeshPhongMaterial ) {
  1520. refreshUniformsCommon( m_uniforms, material );
  1521. }
  1522. // refresh single material specific uniforms
  1523. if ( material instanceof THREE.LineBasicMaterial ) {
  1524. refreshUniformsLine( m_uniforms, material );
  1525. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1526. refreshUniformsParticle( m_uniforms, material );
  1527. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1528. refreshUniformsPhong( m_uniforms, material );
  1529. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1530. m_uniforms.mNear.value = camera.near;
  1531. m_uniforms.mFar.value = camera.far;
  1532. m_uniforms.opacity.value = material.opacity;
  1533. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1534. m_uniforms.opacity.value = material.opacity;
  1535. }
  1536. // load common uniforms
  1537. loadUniformsGeneric( program, m_uniforms );
  1538. loadUniformsMatrices( p_uniforms, object );
  1539. // load material specific uniforms
  1540. // (shader material also gets them for the sake of genericity)
  1541. if ( material instanceof THREE.MeshShaderMaterial ||
  1542. material instanceof THREE.MeshPhongMaterial ||
  1543. material.envMap ) {
  1544. if( p_uniforms.cameraPosition !== null ) {
  1545. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  1546. }
  1547. }
  1548. if ( material instanceof THREE.MeshShaderMaterial ||
  1549. material.envMap ||
  1550. material.skinning ) {
  1551. if ( p_uniforms.objectMatrix !== null ) {
  1552. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1553. }
  1554. }
  1555. if ( material instanceof THREE.MeshPhongMaterial ||
  1556. material instanceof THREE.MeshLambertMaterial ||
  1557. material instanceof THREE.MeshShaderMaterial ||
  1558. material.skinning ) {
  1559. if( p_uniforms.viewMatrix !== null ) {
  1560. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1561. }
  1562. }
  1563. if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1564. var dirLight = m_uniforms.directionalLightDirection.value;
  1565. dirLight[ 0 ] = -lights[ 1 ].position.x;
  1566. dirLight[ 1 ] = -lights[ 1 ].position.y;
  1567. dirLight[ 2 ] = -lights[ 1 ].position.z;
  1568. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  1569. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1570. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1571. }
  1572. if ( material.skinning ) {
  1573. loadUniformsSkinning( p_uniforms, object );
  1574. }
  1575. return program;
  1576. };
  1577. function renderBuffer( camera, lights, fog, material, geometryGroup, object ) {
  1578. if ( material.opacity == 0 ) return;
  1579. var program, attributes, linewidth, primitives, a, attribute;
  1580. program = setProgram( camera, lights, fog, material, object );
  1581. attributes = program.attributes;
  1582. // vertices
  1583. if ( !material.morphTargets && attributes.position >= 0 ) {
  1584. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1585. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1586. } else {
  1587. setupMorphTargets( material, geometryGroup, object );
  1588. }
  1589. // custom attributes
  1590. /* if ( geometryGroup.__webglCustomAttributes ) {
  1591. for( a in geometryGroup.__webglCustomAttributes ) {
  1592. if( attributes[ a ] >= 0 ) {
  1593. attribute = geometryGroup.__webglCustomAttributes[ a ];
  1594. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1595. _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1596. }
  1597. }
  1598. }*/
  1599. if ( material.attributes ) {
  1600. for( a in material.attributes ) {
  1601. if( attributes[ a ] >= 0 ) {
  1602. attribute = material.attributes[ a ];
  1603. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1604. _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1605. }
  1606. }
  1607. }
  1608. // colors
  1609. if ( attributes.color >= 0 ) {
  1610. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1611. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1612. }
  1613. // normals
  1614. if ( attributes.normal >= 0 ) {
  1615. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1616. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1617. }
  1618. // tangents
  1619. if ( attributes.tangent >= 0 ) {
  1620. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1621. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1622. }
  1623. // uvs
  1624. if ( attributes.uv >= 0 ) {
  1625. if ( geometryGroup.__webglUVBuffer ) {
  1626. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1627. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1628. _gl.enableVertexAttribArray( attributes.uv );
  1629. } else {
  1630. _gl.disableVertexAttribArray( attributes.uv );
  1631. }
  1632. }
  1633. if ( attributes.uv2 >= 0 ) {
  1634. if ( geometryGroup.__webglUV2Buffer ) {
  1635. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1636. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1637. _gl.enableVertexAttribArray( attributes.uv2 );
  1638. } else {
  1639. _gl.disableVertexAttribArray( attributes.uv2 );
  1640. }
  1641. }
  1642. if ( material.skinning &&
  1643. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1644. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1645. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1646. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1647. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1648. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1649. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1650. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1651. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1652. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1653. }
  1654. // render mesh
  1655. if ( object instanceof THREE.Mesh ) {
  1656. // wireframe
  1657. if ( material.wireframe ) {
  1658. _gl.lineWidth( material.wireframeLinewidth );
  1659. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1660. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1661. // triangles
  1662. } else {
  1663. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1664. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1665. }
  1666. _this.data.vertices += geometryGroup.__webglFaceCount;
  1667. _this.data.faces += geometryGroup.__webglFaceCount / 3;
  1668. _this.data.drawCalls ++;
  1669. // render lines
  1670. } else if ( object instanceof THREE.Line ) {
  1671. primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1672. _gl.lineWidth( material.linewidth );
  1673. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1674. _this.data.drawCalls ++;
  1675. // render particles
  1676. } else if ( object instanceof THREE.ParticleSystem ) {
  1677. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1678. _this.data.drawCalls ++;
  1679. // render ribbon
  1680. } else if ( object instanceof THREE.Ribbon ) {
  1681. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1682. _this.data.drawCalls ++;
  1683. }
  1684. };
  1685. function setupMorphTargets( material, geometryGroup, object ) {
  1686. // set base
  1687. var attributes = material.program.attributes;
  1688. if ( object.morphTargetBase !== - 1 ) {
  1689. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1690. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1691. } else if ( attributes.position >= 0 ) {
  1692. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1693. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1694. }
  1695. if ( object.morphTargetForcedOrder.length ) {
  1696. // set forced order
  1697. var m = 0;
  1698. var order = object.morphTargetForcedOrder;
  1699. var influences = object.morphTargetInfluences;
  1700. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1701. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1702. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1703. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ]];
  1704. m ++;
  1705. }
  1706. } else {
  1707. // find most influencing
  1708. var used = [];
  1709. var candidateInfluence = - 1;
  1710. var candidate = 0;
  1711. var influences = object.morphTargetInfluences;
  1712. var i, il = influences.length;
  1713. var m = 0;
  1714. if ( object.morphTargetBase !== - 1 ) {
  1715. used[ object.morphTargetBase ] = true;
  1716. }
  1717. while ( m < material.numSupportedMorphTargets ) {
  1718. for ( i = 0; i < il; i ++ ) {
  1719. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1720. candidate = i;
  1721. candidateInfluence = influences[ candidate ];
  1722. }
  1723. }
  1724. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1725. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1726. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1727. used[ candidate ] = 1;
  1728. candidateInfluence = -1;
  1729. m ++;
  1730. }
  1731. }
  1732. // load updated influences uniform
  1733. if( material.program.uniforms.morphTargetInfluences !== null ) {
  1734. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1735. }
  1736. }
  1737. function renderBufferImmediate( object, program, shading ) {
  1738. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1739. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1740. if ( object.hasPos ) {
  1741. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1742. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1743. _gl.enableVertexAttribArray( program.attributes.position );
  1744. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1745. }
  1746. if ( object.hasNormal ) {
  1747. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1748. if ( shading == THREE.FlatShading ) {
  1749. var nx, ny, nz,
  1750. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1751. normalArray,
  1752. i, il = object.count * 3;
  1753. for( i = 0; i < il; i += 9 ) {
  1754. normalArray = object.normalArray;
  1755. nax = normalArray[ i ];
  1756. nay = normalArray[ i + 1 ];
  1757. naz = normalArray[ i + 2 ];
  1758. nbx = normalArray[ i + 3 ];
  1759. nby = normalArray[ i + 4 ];
  1760. nbz = normalArray[ i + 5 ];
  1761. ncx = normalArray[ i + 6 ];
  1762. ncy = normalArray[ i + 7 ];
  1763. ncz = normalArray[ i + 8 ];
  1764. nx = ( nax + nbx + ncx ) / 3;
  1765. ny = ( nay + nby + ncy ) / 3;
  1766. nz = ( naz + nbz + ncz ) / 3;
  1767. normalArray[ i ] = nx;
  1768. normalArray[ i + 1 ] = ny;
  1769. normalArray[ i + 2 ] = nz;
  1770. normalArray[ i + 3 ] = nx;
  1771. normalArray[ i + 4 ] = ny;
  1772. normalArray[ i + 5 ] = nz;
  1773. normalArray[ i + 6 ] = nx;
  1774. normalArray[ i + 7 ] = ny;
  1775. normalArray[ i + 8 ] = nz;
  1776. }
  1777. }
  1778. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1779. _gl.enableVertexAttribArray( program.attributes.normal );
  1780. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1781. }
  1782. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1783. object.count = 0;
  1784. };
  1785. function setObjectFaces( object ) {
  1786. if ( _oldDoubleSided != object.doubleSided ) {
  1787. if( object.doubleSided ) {
  1788. _gl.disable( _gl.CULL_FACE );
  1789. } else {
  1790. _gl.enable( _gl.CULL_FACE );
  1791. }
  1792. _oldDoubleSided = object.doubleSided;
  1793. }
  1794. if ( _oldFlipSided != object.flipSided ) {
  1795. if( object.flipSided ) {
  1796. _gl.frontFace( _gl.CW );
  1797. } else {
  1798. _gl.frontFace( _gl.CCW );
  1799. }
  1800. _oldFlipSided = object.flipSided;
  1801. }
  1802. };
  1803. function setDepthTest( test ) {
  1804. if ( _oldDepth != test ) {
  1805. if( test ) {
  1806. _gl.enable( _gl.DEPTH_TEST );
  1807. } else {
  1808. _gl.disable( _gl.DEPTH_TEST );
  1809. }
  1810. _oldDepth = test;
  1811. }
  1812. };
  1813. function computeFrustum( m ) {
  1814. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  1815. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  1816. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  1817. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  1818. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  1819. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  1820. var i, plane;
  1821. for ( i = 0; i < 6; i ++ ) {
  1822. plane = _frustum[ i ];
  1823. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  1824. }
  1825. };
  1826. function isInFrustum( object ) {
  1827. var distance, matrix = object.matrixWorld,
  1828. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  1829. for ( var i = 0; i < 6; i ++ ) {
  1830. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  1831. if ( distance <= radius ) return false;
  1832. }
  1833. return true;
  1834. };
  1835. function addToFixedArray( where, what ) {
  1836. where.list[ where.count ] = what;
  1837. where.count += 1;
  1838. };
  1839. function unrollImmediateBufferMaterials( globject ) {
  1840. var i, l, m, ml, material,
  1841. object = globject.object,
  1842. opaque = globject.opaque,
  1843. transparent = globject.transparent;
  1844. transparent.count = 0;
  1845. opaque.count = 0;
  1846. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1847. material = object.materials[ m ];
  1848. material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1849. }
  1850. };
  1851. function unrollBufferMaterials( globject ) {
  1852. var i, l, m, ml, material, meshMaterial,
  1853. object = globject.object,
  1854. buffer = globject.buffer,
  1855. opaque = globject.opaque,
  1856. transparent = globject.transparent;
  1857. transparent.count = 0;
  1858. opaque.count = 0;
  1859. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1860. meshMaterial = object.materials[ m ];
  1861. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  1862. for ( i = 0, l = buffer.materials.length; i < l; i++ ) {
  1863. material = buffer.materials[ i ];
  1864. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1865. }
  1866. } else {
  1867. material = meshMaterial;
  1868. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1869. }
  1870. }
  1871. };
  1872. function painterSort( a, b ) {
  1873. return b.z - a.z;
  1874. };
  1875. this.render = function( scene, camera, renderTarget, forceClear ) {
  1876. var i, program, opaque, transparent, material,
  1877. o, ol, oil, webglObject, object, buffer,
  1878. lights = scene.lights,
  1879. fog = scene.fog;
  1880. _this.data.vertices = 0;
  1881. _this.data.faces = 0;
  1882. _this.data.drawCalls = 0;
  1883. camera.matrixAutoUpdate && camera.update( undefined, true );
  1884. scene.update( undefined, false, camera );
  1885. camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  1886. camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
  1887. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  1888. computeFrustum( _projScreenMatrix );
  1889. this.initWebGLObjects( scene );
  1890. setRenderTarget( renderTarget );
  1891. if ( this.autoClear || forceClear ) {
  1892. this.clear();
  1893. }
  1894. // set matrices
  1895. ol = scene.__webglObjects.length;
  1896. for ( o = 0; o < ol; o++ ) {
  1897. webglObject = scene.__webglObjects[ o ];
  1898. object = webglObject.object;
  1899. if ( object.visible ) {
  1900. if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
  1901. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1902. setupMatrices( object, camera );
  1903. unrollBufferMaterials( webglObject );
  1904. webglObject.render = true;
  1905. if ( this.sortObjects ) {
  1906. _vector3.copy( object.position );
  1907. _projScreenMatrix.multiplyVector3( _vector3 );
  1908. webglObject.z = _vector3.z;
  1909. }
  1910. } else {
  1911. webglObject.render = false;
  1912. }
  1913. } else {
  1914. webglObject.render = false;
  1915. }
  1916. }
  1917. if ( this.sortObjects ) {
  1918. scene.__webglObjects.sort( painterSort );
  1919. }
  1920. oil = scene.__webglObjectsImmediate.length;
  1921. for ( o = 0; o < oil; o++ ) {
  1922. webglObject = scene.__webglObjectsImmediate[ o ];
  1923. object = webglObject.object;
  1924. if ( object.visible ) {
  1925. if( object.matrixAutoUpdate ) {
  1926. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1927. }
  1928. setupMatrices( object, camera );
  1929. unrollImmediateBufferMaterials( webglObject );
  1930. }
  1931. }
  1932. // opaque pass
  1933. setBlending( THREE.NormalBlending );
  1934. for ( o = 0; o < ol; o ++ ) {
  1935. webglObject = scene.__webglObjects[ o ];
  1936. if ( webglObject.render ) {
  1937. object = webglObject.object;
  1938. buffer = webglObject.buffer;
  1939. opaque = webglObject.opaque;
  1940. setObjectFaces( object );
  1941. for ( i = 0; i < opaque.count; i ++ ) {
  1942. material = opaque.list[ i ];
  1943. setDepthTest( material.depthTest );
  1944. renderBuffer( camera, lights, fog, material, buffer, object );
  1945. }
  1946. }
  1947. }
  1948. // opaque pass (immediate simulator)
  1949. for ( o = 0; o < oil; o++ ) {
  1950. webglObject = scene.__webglObjectsImmediate[ o ];
  1951. object = webglObject.object;
  1952. if ( object.visible ) {
  1953. opaque = webglObject.opaque;
  1954. setObjectFaces( object );
  1955. for( i = 0; i < opaque.count; i++ ) {
  1956. material = opaque.list[ i ];
  1957. setDepthTest( material.depthTest );
  1958. program = setProgram( camera, lights, fog, material, object );
  1959. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  1960. }
  1961. }
  1962. }
  1963. // transparent pass
  1964. for ( o = 0; o < ol; o ++ ) {
  1965. webglObject = scene.__webglObjects[ o ];
  1966. if ( webglObject.render ) {
  1967. object = webglObject.object;
  1968. buffer = webglObject.buffer;
  1969. transparent = webglObject.transparent;
  1970. setObjectFaces( object );
  1971. for ( i = 0; i < transparent.count; i ++ ) {
  1972. material = transparent.list[ i ];
  1973. setBlending( material.blending );
  1974. setDepthTest( material.depthTest );
  1975. renderBuffer( camera, lights, fog, material, buffer, object );
  1976. }
  1977. }
  1978. }
  1979. // transparent pass (immediate simulator)
  1980. for ( o = 0; o < oil; o++ ) {
  1981. webglObject = scene.__webglObjectsImmediate[ o ];
  1982. object = webglObject.object;
  1983. if ( object.visible ) {
  1984. transparent = webglObject.transparent;
  1985. setObjectFaces( object );
  1986. for ( i = 0; i < transparent.count; i ++ ) {
  1987. material = transparent.list[ i ];
  1988. setBlending( material.blending );
  1989. setDepthTest( material.depthTest );
  1990. program = setProgram( camera, lights, fog, material, object );
  1991. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  1992. }
  1993. }
  1994. }
  1995. // render 2d
  1996. if ( scene.__webglSprites.length ) {
  1997. renderSprites( scene, camera );
  1998. }
  1999. // render stencil shadows
  2000. if ( stencil && scene.__webglShadowVolumes.length && scene.lights.length ) {
  2001. renderStencilShadows( scene );
  2002. }
  2003. // render lens flares
  2004. if ( scene.__webglLensFlares.length ) {
  2005. renderLensFlares( scene, camera );
  2006. }
  2007. // Generate mipmap if we're using any kind of mipmap filtering
  2008. if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  2009. updateRenderTargetMipmap( renderTarget );
  2010. }
  2011. };
  2012. /*
  2013. * Stencil Shadows
  2014. * method: we're rendering the world in light, then the shadow
  2015. * volumes into the stencil and last a big darkening
  2016. * quad over the whole thing. This is not how "you're
  2017. * supposed to" do stencil shadows but is much faster
  2018. *
  2019. */
  2020. function renderStencilShadows( scene ) {
  2021. // setup stencil
  2022. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  2023. _gl.polygonOffset( 0.1, 1.0 );
  2024. _gl.enable( _gl.STENCIL_TEST );
  2025. _gl.enable( _gl.DEPTH_TEST );
  2026. _gl.depthMask( false );
  2027. _gl.colorMask( false, false, false, false );
  2028. _gl.stencilFunc( _gl.ALWAYS, 1, 0xFF );
  2029. _gl.stencilOpSeparate( _gl.BACK, _gl.KEEP, _gl.INCR, _gl.KEEP );
  2030. _gl.stencilOpSeparate( _gl.FRONT, _gl.KEEP, _gl.DECR, _gl.KEEP );
  2031. // loop through all directional lights
  2032. var l, ll = scene.lights.length;
  2033. var p;
  2034. var light, lights = scene.lights;
  2035. var dirLight = [];
  2036. var object, geometryGroup, material;
  2037. var program;
  2038. var p_uniforms;
  2039. var m_uniforms;
  2040. var attributes;
  2041. var o, ol = scene.__webglShadowVolumes.length;
  2042. for ( l = 0; l < ll; l++ ) {
  2043. light = scene.lights[ l ];
  2044. if ( light instanceof THREE.DirectionalLight && light.castShadow ) {
  2045. dirLight[ 0 ] = -light.position.x;
  2046. dirLight[ 1 ] = -light.position.y;
  2047. dirLight[ 2 ] = -light.position.z;
  2048. // render all volumes
  2049. for ( o = 0; o < ol; o++ ) {
  2050. object = scene.__webglShadowVolumes[ o ].object;
  2051. geometryGroup = scene.__webglShadowVolumes[ o ].buffer;
  2052. material = object.materials[ 0 ];
  2053. if ( !material.program ) _this.initMaterial( material, lights, undefined, object );
  2054. program = material.program,
  2055. p_uniforms = program.uniforms,
  2056. m_uniforms = material.uniforms,
  2057. attributes = program.attributes;
  2058. if ( _currentProgram !== program ) {
  2059. _gl.useProgram( program );
  2060. _currentProgram = program;
  2061. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  2062. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  2063. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  2064. }
  2065. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2066. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  2067. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  2068. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  2069. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  2070. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  2071. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  2072. _gl.cullFace( _gl.FRONT );
  2073. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  2074. _gl.cullFace( _gl.BACK );
  2075. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  2076. }
  2077. }
  2078. }
  2079. // setup color+stencil
  2080. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  2081. _gl.colorMask( true, true, true, true );
  2082. _gl.stencilFunc( _gl.NOTEQUAL, 0, 0xFF );
  2083. _gl.stencilOp( _gl.KEEP, _gl.KEEP, _gl.KEEP );
  2084. _gl.disable( _gl.DEPTH_TEST );
  2085. // draw darkening polygon
  2086. _oldBlending = -1;
  2087. _currentProgram = _stencilShadow.program;
  2088. _gl.useProgram( _stencilShadow.program );
  2089. _gl.uniformMatrix4fv( _stencilShadow.projectionLocation, false, _projectionMatrixArray );
  2090. _gl.uniform1f( _stencilShadow.darknessLocation, _stencilShadow.darkness );
  2091. _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
  2092. _gl.vertexAttribPointer( _stencilShadow.vertexLocation, 3, _gl.FLOAT, false, 0, 0 );
  2093. _gl.enableVertexAttribArray( _stencilShadow.vertexLocation );
  2094. _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2095. _gl.blendEquation( _gl.FUNC_ADD );
  2096. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
  2097. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2098. // disable stencil
  2099. _gl.disable( _gl.STENCIL_TEST );
  2100. _gl.enable( _gl.DEPTH_TEST );
  2101. _gl.depthMask( _currentDepthMask );
  2102. }
  2103. /*
  2104. * Render sprites
  2105. *
  2106. */
  2107. function renderSprites( scene, camera ) {
  2108. var o, ol, object;
  2109. var attributes = _sprite.attributes;
  2110. var uniforms = _sprite.uniforms;
  2111. var anyCustom = false;
  2112. var invAspect = _viewportHeight / _viewportWidth;
  2113. var size, scale = [];
  2114. var screenPosition;
  2115. var halfViewportWidth = _viewportWidth * 0.5;
  2116. var halfViewportHeight = _viewportHeight * 0.5;
  2117. var mergeWith3D = true;
  2118. // setup gl
  2119. _gl.useProgram( _sprite.program );
  2120. _currentProgram = _sprite.program;
  2121. _oldBlending = -1;
  2122. if ( !_spriteAttributesEnabled ) {
  2123. _gl.enableVertexAttribArray( _sprite.attributes.position );
  2124. _gl.enableVertexAttribArray( _sprite.attributes.uv );
  2125. _spriteAttributesEnabled = true;
  2126. }
  2127. _gl.disable( _gl.CULL_FACE );
  2128. _gl.enable( _gl.BLEND );
  2129. _gl.depthMask( true );
  2130. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  2131. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2132. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2133. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  2134. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, _projectionMatrixArray );
  2135. _gl.activeTexture( _gl.TEXTURE0 );
  2136. _gl.uniform1i( uniforms.map, 0 );
  2137. // update positions and sort
  2138. for( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
  2139. object = scene.__webglSprites[ o ];
  2140. if( !object.useScreenCoordinates ) {
  2141. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2142. object.z = -object._modelViewMatrix.n34;
  2143. } else {
  2144. object.z = -object.position.z;
  2145. }
  2146. }
  2147. scene.__webglSprites.sort( painterSort );
  2148. // render all non-custom shader sprites
  2149. for ( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
  2150. object = scene.__webglSprites[ o ];
  2151. if ( object.material === undefined ) {
  2152. if ( object.map && object.map.image && object.map.image.width ) {
  2153. if ( object.useScreenCoordinates ) {
  2154. _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
  2155. _gl.uniform3f( uniforms.screenPosition, ( object.position.x - halfViewportWidth ) / halfViewportWidth,
  2156. ( halfViewportHeight - object.position.y ) / halfViewportHeight,
  2157. Math.max( 0, Math.min( 1, object.position.z )));
  2158. } else {
  2159. _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
  2160. _gl.uniform1i( uniforms.affectedByDistance, object.affectedByDistance ? 1 : 0 );
  2161. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2162. }
  2163. size = object.map.image.width / ( object.affectedByDistance ? 1 : _viewportHeight );
  2164. scale[ 0 ] = size * invAspect * object.scale.x;
  2165. scale[ 1 ] = size * object.scale.y;
  2166. _gl.uniform2f( uniforms.uvScale, object.uvScale.x, object.uvScale.y );
  2167. _gl.uniform2f( uniforms.uvOffset, object.uvOffset.x, object.uvOffset.y );
  2168. _gl.uniform2f( uniforms.alignment, object.alignment.x, object.alignment.y );
  2169. _gl.uniform1f( uniforms.opacity, object.opacity );
  2170. _gl.uniform1f( uniforms.rotation, object.rotation );
  2171. _gl.uniform2fv( uniforms.scale, scale );
  2172. if ( object.mergeWith3D && !mergeWith3D ) {
  2173. _gl.enable( _gl.DEPTH_TEST );
  2174. mergeWith3D = true;
  2175. } else if ( !object.mergeWith3D && mergeWith3D ) {
  2176. _gl.disable( _gl.DEPTH_TEST );
  2177. mergeWith3D = false;
  2178. }
  2179. setBlending( object.blending );
  2180. setTexture( object.map, 0 );
  2181. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2182. }
  2183. } else {
  2184. anyCustom = true;
  2185. }
  2186. }
  2187. // loop through all custom
  2188. /*
  2189. if( anyCustom ) {
  2190. }
  2191. */
  2192. // restore gl
  2193. _gl.enable( _gl.CULL_FACE );
  2194. _gl.enable( _gl.DEPTH_TEST );
  2195. _gl.depthMask( _currentDepthMask );
  2196. }
  2197. /*
  2198. * Render lens flares
  2199. * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  2200. * reads these back and calculates occlusion.
  2201. * Then LensFlare.updateLensFlares() is called to re-position and
  2202. * update transparency of flares. Then they are rendered.
  2203. *
  2204. */
  2205. function renderLensFlares( scene, camera ) {
  2206. var object, objectZ, geometryGroup, material;
  2207. var o, ol = scene.__webglLensFlares.length;
  2208. var f, fl, flare;
  2209. var tempPosition = new THREE.Vector3();
  2210. var invAspect = _viewportHeight / _viewportWidth;
  2211. var halfViewportWidth = _viewportWidth * 0.5;
  2212. var halfViewportHeight = _viewportHeight * 0.5;
  2213. var size = 16 / _viewportHeight;
  2214. var scale = [ size * invAspect, size ];
  2215. var screenPosition = [ 1, 1, 0 ];
  2216. var screenPositionPixels = [ 1, 1 ];
  2217. var sampleX, sampleY, readBackPixels = _lensFlare.readBackPixels;
  2218. var sampleMidX = 7 * 4;
  2219. var sampleMidY = 7 * 16 * 4;
  2220. var sampleIndex, visibility;
  2221. var uniforms = _lensFlare.uniforms;
  2222. var attributes = _lensFlare.attributes;
  2223. // set lensflare program and reset blending
  2224. _gl.useProgram( _lensFlare.program );
  2225. _currentProgram = _lensFlare.program;
  2226. _oldBlending = -1;
  2227. if ( ! _lensFlareAttributesEnabled ) {
  2228. _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  2229. _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  2230. _lensFlareAttributesEnabled = true;
  2231. }
  2232. // loop through all lens flares to update their occlusion and positions
  2233. // setup gl and common used attribs/unforms
  2234. _gl.uniform1i( uniforms.occlusionMap, 0 );
  2235. _gl.uniform1i( uniforms.map, 1 );
  2236. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  2237. _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2238. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2239. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  2240. _gl.disable( _gl.CULL_FACE );
  2241. _gl.depthMask( false );
  2242. _gl.activeTexture( _gl.TEXTURE0 );
  2243. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  2244. _gl.activeTexture( _gl.TEXTURE1 );
  2245. for ( o = 0; o < ol; o ++ ) {
  2246. // calc object screen position
  2247. object = scene.__webglLensFlares[ o ].object;
  2248. tempPosition.set( object.matrixWorld.n14, object.matrixWorld.n24, object.matrixWorld.n34 );
  2249. camera.matrixWorldInverse.multiplyVector3( tempPosition );
  2250. objectZ = tempPosition.z;
  2251. camera.projectionMatrix.multiplyVector3( tempPosition );
  2252. // setup arrays for gl programs
  2253. screenPosition[ 0 ] = tempPosition.x;
  2254. screenPosition[ 1 ] = tempPosition.y;
  2255. screenPosition[ 2 ] = tempPosition.z;
  2256. screenPositionPixels[ 0 ] = screenPosition[ 0 ] * halfViewportWidth + halfViewportWidth;
  2257. screenPositionPixels[ 1 ] = screenPosition[ 1 ] * halfViewportHeight + halfViewportHeight;
  2258. // screen cull
  2259. if ( _lensFlare.hasVertexTexture || ( screenPositionPixels[ 0 ] > 0 &&
  2260. screenPositionPixels[ 0 ] < _viewportWidth &&
  2261. screenPositionPixels[ 1 ] > 0 &&
  2262. screenPositionPixels[ 1 ] < _viewportHeight )) {
  2263. // save current RGB to temp texture
  2264. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2265. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
  2266. // render pink quad
  2267. _gl.uniform1i( uniforms.renderType, 0 );
  2268. _gl.uniform2fv( uniforms.scale, scale );
  2269. _gl.uniform3fv( uniforms.screenPosition, screenPosition );
  2270. _gl.disable( _gl.BLEND );
  2271. _gl.enable( _gl.DEPTH_TEST );
  2272. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2273. // copy result to occlusionMap
  2274. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  2275. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
  2276. // restore graphics
  2277. _gl.uniform1i( uniforms.renderType, 1 );
  2278. _gl.disable( _gl.DEPTH_TEST );
  2279. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2280. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2281. // update object positions
  2282. object.positionScreen.x = screenPosition[ 0 ];
  2283. object.positionScreen.y = screenPosition[ 1 ];
  2284. object.positionScreen.z = screenPosition[ 2 ];
  2285. if ( object.customUpdateCallback ) {
  2286. object.customUpdateCallback( object );
  2287. } else {
  2288. object.updateLensFlares();
  2289. }
  2290. // render flares
  2291. _gl.uniform1i( uniforms.renderType, 2 );
  2292. _gl.enable( _gl.BLEND );
  2293. for ( f = 0, fl = object.lensFlares.length; f < fl; f ++ ) {
  2294. flare = object.lensFlares[ f ];
  2295. if ( flare.opacity > 0.001 && flare.scale > 0.001 ) {
  2296. screenPosition[ 0 ] = flare.x;
  2297. screenPosition[ 1 ] = flare.y;
  2298. screenPosition[ 2 ] = flare.z;
  2299. size = flare.size * flare.scale / _viewportHeight;
  2300. scale[ 0 ] = size * invAspect;
  2301. scale[ 1 ] = size;
  2302. _gl.uniform3fv( uniforms.screenPosition, screenPosition );
  2303. _gl.uniform2fv( uniforms.scale, scale );
  2304. _gl.uniform1f( uniforms.rotation, flare.rotation );
  2305. _gl.uniform1f( uniforms.opacity, flare.opacity );
  2306. setBlending( flare.blending );
  2307. setTexture( flare.texture, 1 );
  2308. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2309. }
  2310. }
  2311. }
  2312. }
  2313. // restore gl
  2314. _gl.enable( _gl.CULL_FACE );
  2315. _gl.enable( _gl.DEPTH_TEST );
  2316. _gl.depthMask( _currentDepthMask );
  2317. };
  2318. function setupMatrices( object, camera ) {
  2319. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2320. THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  2321. };
  2322. this.initWebGLObjects = function ( scene ) {
  2323. if ( !scene.__webglObjects ) {
  2324. scene.__webglObjects = [];
  2325. scene.__webglObjectsImmediate = [];
  2326. scene.__webglShadowVolumes = [];
  2327. scene.__webglLensFlares = [];
  2328. scene.__webglSprites = [];
  2329. }
  2330. while ( scene.__objectsAdded.length ) {
  2331. addObject( scene.__objectsAdded[ 0 ], scene );
  2332. scene.__objectsAdded.splice( 0, 1 );
  2333. }
  2334. while ( scene.__objectsRemoved.length ) {
  2335. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2336. scene.__objectsRemoved.splice( 0, 1 );
  2337. }
  2338. // update must be called after objects adding / removal
  2339. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2340. updateObject( scene.__webglObjects[ o ].object, scene );
  2341. }
  2342. for ( var o = 0, ol = scene.__webglShadowVolumes.length; o < ol; o ++ ) {
  2343. updateObject( scene.__webglShadowVolumes[ o ].object, scene );
  2344. }
  2345. for ( var o = 0, ol = scene.__webglLensFlares.length; o < ol; o ++ ) {
  2346. updateObject( scene.__webglLensFlares[ o ].object, scene );
  2347. }
  2348. /*
  2349. for ( var o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
  2350. updateObject( scene.__webglSprites[ o ].object, scene );
  2351. }
  2352. */
  2353. };
  2354. function addObject( object, scene ) {
  2355. var g, geometry, geometryGroup;
  2356. if ( object._modelViewMatrix == undefined ) {
  2357. object._modelViewMatrix = new THREE.Matrix4();
  2358. object._normalMatrixArray = new Float32Array( 9 );
  2359. object._modelViewMatrixArray = new Float32Array( 16 );
  2360. object._objectMatrixArray = new Float32Array( 16 );
  2361. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2362. }
  2363. if ( object instanceof THREE.Mesh ) {
  2364. geometry = object.geometry;
  2365. if ( geometry.geometryGroups == undefined ) {
  2366. sortFacesByMaterial( geometry );
  2367. }
  2368. // create separate VBOs per geometry chunk
  2369. for ( g in geometry.geometryGroups ) {
  2370. geometryGroup = geometry.geometryGroups[ g ];
  2371. // initialise VBO on the first access
  2372. if ( ! geometryGroup.__webglVertexBuffer ) {
  2373. createMeshBuffers( geometryGroup );
  2374. initMeshBuffers( geometryGroup, object );
  2375. geometry.__dirtyVertices = true;
  2376. geometry.__dirtyMorphTargets = true;
  2377. geometry.__dirtyElements = true;
  2378. geometry.__dirtyUvs = true;
  2379. geometry.__dirtyNormals = true;
  2380. geometry.__dirtyTangents = true;
  2381. geometry.__dirtyColors = true;
  2382. }
  2383. // create separate wrapper per each use of VBO
  2384. if ( object instanceof THREE.ShadowVolume ) {
  2385. addBuffer( scene.__webglShadowVolumes, geometryGroup, object );
  2386. } else {
  2387. addBuffer( scene.__webglObjects, geometryGroup, object );
  2388. }
  2389. }
  2390. } else if ( object instanceof THREE.LensFlare ) {
  2391. addBuffer( scene.__webglLensFlares, undefined, object );
  2392. } else if ( object instanceof THREE.Ribbon ) {
  2393. geometry = object.geometry;
  2394. if( ! geometry.__webglVertexBuffer ) {
  2395. createRibbonBuffers( geometry );
  2396. initRibbonBuffers( geometry );
  2397. geometry.__dirtyVertices = true;
  2398. geometry.__dirtyColors = true;
  2399. }
  2400. addBuffer( scene.__webglObjects, geometry, object );
  2401. } else if ( object instanceof THREE.Line ) {
  2402. geometry = object.geometry;
  2403. if( ! geometry.__webglVertexBuffer ) {
  2404. createLineBuffers( geometry );
  2405. initLineBuffers( geometry );
  2406. geometry.__dirtyVertices = true;
  2407. geometry.__dirtyColors = true;
  2408. }
  2409. addBuffer( scene.__webglObjects, geometry, object );
  2410. } else if ( object instanceof THREE.ParticleSystem ) {
  2411. geometry = object.geometry;
  2412. if ( ! geometry.__webglVertexBuffer ) {
  2413. createParticleBuffers( geometry );
  2414. initParticleBuffers( geometry );
  2415. geometry.__dirtyVertices = true;
  2416. geometry.__dirtyColors = true;
  2417. }
  2418. addBuffer( scene.__webglObjects, geometry, object );
  2419. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2420. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2421. } else if ( object instanceof THREE.Sprite ) {
  2422. scene.__webglSprites.push( object );
  2423. }
  2424. /*else if ( object instanceof THREE.Particle ) {
  2425. }*/
  2426. };
  2427. function updateObject( object, scene ) {
  2428. var g, geometry, geometryGroup, a, customAttributeDirty;
  2429. if ( object instanceof THREE.Mesh ) {
  2430. geometry = object.geometry;
  2431. // check all geometry groups
  2432. for ( g in geometry.geometryGroups ) {
  2433. geometryGroup = geometry.geometryGroups[ g ];
  2434. customAttributeDirty = false;
  2435. for ( a in geometryGroup.__webglCustomAttributes ) {
  2436. if( geometryGroup.__webglCustomAttributes[ a ].needsUpdate ) {
  2437. customAttributeDirty = true;
  2438. break;
  2439. }
  2440. }
  2441. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2442. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2443. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributeDirty ) {
  2444. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW );
  2445. }
  2446. }
  2447. geometry.__dirtyVertices = false;
  2448. geometry.__dirtyMorphTargets = false;
  2449. geometry.__dirtyElements = false;
  2450. geometry.__dirtyUvs = false;
  2451. geometry.__dirtyNormals = false;
  2452. geometry.__dirtyTangents = false;
  2453. geometry.__dirtyColors = false;
  2454. } else if ( object instanceof THREE.Ribbon ) {
  2455. geometry = object.geometry;
  2456. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2457. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2458. }
  2459. geometry.__dirtyVertices = false;
  2460. geometry.__dirtyColors = false;
  2461. } else if ( object instanceof THREE.Line ) {
  2462. geometry = object.geometry;
  2463. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2464. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2465. }
  2466. geometry.__dirtyVertices = false;
  2467. geometry.__dirtyColors = false;
  2468. } else if ( object instanceof THREE.ParticleSystem ) {
  2469. geometry = object.geometry;
  2470. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
  2471. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2472. }
  2473. geometry.__dirtyVertices = false;
  2474. geometry.__dirtyColors = false;
  2475. }/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2476. // it updates itself in render callback
  2477. } else if ( object instanceof THREE.Particle ) {
  2478. }*/
  2479. };
  2480. function removeObject( object, scene ) {
  2481. var o, ol, zobject;
  2482. if ( object instanceof THREE.Mesh ) {
  2483. for ( o = scene.__webglObjects.length - 1; o >= 0; o -- ) {
  2484. zobject = scene.__webglObjects[ o ].object;
  2485. if ( object == zobject ) {
  2486. scene.__webglObjects.splice( o, 1 );
  2487. return;
  2488. }
  2489. }
  2490. } else if ( object instanceof THREE.Sprite ) {
  2491. for ( o = scene.__webglSprites.length - 1; o >= 0; o -- ) {
  2492. zobject = scene.__webglSprites[ o ];
  2493. if ( object == zobject ) {
  2494. scene.__webglSprites.splice( o, 1 );
  2495. return;
  2496. }
  2497. }
  2498. }
  2499. // add shadows, etc
  2500. };
  2501. function sortFacesByMaterial( geometry ) {
  2502. // TODO
  2503. // Should optimize by grouping faces with ColorFill / ColorStroke materials
  2504. // which could then use vertex color attributes instead of each being
  2505. // in its separate VBO
  2506. var i, l, f, fl, face, material, materials, vertices, mhash, ghash, hash_map = {};
  2507. var numMorphTargets = geometry.morphTargets !== undefined ? geometry.morphTargets.length : 0;
  2508. geometry.geometryGroups = {};
  2509. function materialHash( material ) {
  2510. var hash_array = [];
  2511. for ( i = 0, l = material.length; i < l; i++ ) {
  2512. if ( material[ i ] == undefined ) {
  2513. hash_array.push( "undefined" );
  2514. } else {
  2515. hash_array.push( material[ i ].id );
  2516. }
  2517. }
  2518. return hash_array.join( '_' );
  2519. }
  2520. for ( f = 0, fl = geometry.faces.length; f < fl; f++ ) {
  2521. face = geometry.faces[ f ];
  2522. materials = face.materials;
  2523. mhash = materialHash( materials );
  2524. if ( hash_map[ mhash ] == undefined ) {
  2525. hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };
  2526. }
  2527. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2528. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2529. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2530. }
  2531. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2532. if ( geometry.geometryGroups[ ghash ].vertices + vertices > 65535 ) {
  2533. hash_map[ mhash ].counter += 1;
  2534. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2535. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2536. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2537. }
  2538. }
  2539. geometry.geometryGroups[ ghash ].faces.push( f );
  2540. geometry.geometryGroups[ ghash ].vertices += vertices;
  2541. }
  2542. };
  2543. function addBuffer( objlist, buffer, object ) {
  2544. objlist.push( {
  2545. buffer: buffer, object: object,
  2546. opaque: { list: [], count: 0 },
  2547. transparent: { list: [], count: 0 }
  2548. } );
  2549. };
  2550. function addBufferImmediate( objlist, object ) {
  2551. objlist.push( {
  2552. object: object,
  2553. opaque: { list: [], count: 0 },
  2554. transparent: { list: [], count: 0 }
  2555. } );
  2556. };
  2557. this.setFaceCulling = function ( cullFace, frontFace ) {
  2558. if ( cullFace ) {
  2559. if ( !frontFace || frontFace == "ccw" ) {
  2560. _gl.frontFace( _gl.CCW );
  2561. } else {
  2562. _gl.frontFace( _gl.CW );
  2563. }
  2564. if( cullFace == "back" ) {
  2565. _gl.cullFace( _gl.BACK );
  2566. } else if( cullFace == "front" ) {
  2567. _gl.cullFace( _gl.FRONT );
  2568. } else {
  2569. _gl.cullFace( _gl.FRONT_AND_BACK );
  2570. }
  2571. _gl.enable( _gl.CULL_FACE );
  2572. } else {
  2573. _gl.disable( _gl.CULL_FACE );
  2574. }
  2575. };
  2576. this.supportsVertexTextures = function () {
  2577. return maxVertexTextures() > 0;
  2578. };
  2579. function maxVertexTextures() {
  2580. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  2581. };
  2582. function initGL( antialias, clearColor, clearAlpha, stencil ) {
  2583. try {
  2584. if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: antialias, stencil: stencil } ) ) ) {
  2585. throw 'Error creating WebGL context.';
  2586. }
  2587. } catch ( e ) {
  2588. console.error( e );
  2589. }
  2590. console.log(
  2591. navigator.userAgent + " | " +
  2592. _gl.getParameter( _gl.VERSION ) + " | " +
  2593. _gl.getParameter( _gl.VENDOR ) + " | " +
  2594. _gl.getParameter( _gl.RENDERER ) + " | " +
  2595. _gl.getParameter( _gl.SHADING_LANGUAGE_VERSION )
  2596. );
  2597. _gl.clearColor( 0, 0, 0, 1 );
  2598. _gl.clearDepth( 1 );
  2599. _gl.enable( _gl.DEPTH_TEST );
  2600. _gl.depthFunc( _gl.LEQUAL );
  2601. _gl.frontFace( _gl.CCW );
  2602. _gl.cullFace( _gl.BACK );
  2603. _gl.enable( _gl.CULL_FACE );
  2604. _gl.enable( _gl.BLEND );
  2605. _gl.blendEquation( _gl.FUNC_ADD );
  2606. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  2607. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  2608. // _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, true );
  2609. _cullEnabled = true;
  2610. };
  2611. function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  2612. var p, pl, program, code;
  2613. var chunks = [];
  2614. // Generate code
  2615. if ( shaderID ) {
  2616. chunks.push( shaderID );
  2617. } else {
  2618. chunks.push( fragmentShader );
  2619. chunks.push( vertexShader );
  2620. }
  2621. for ( p in parameters ) {
  2622. chunks.push( p );
  2623. chunks.push( parameters[ p ] );
  2624. }
  2625. code = chunks.join();
  2626. // Check if code has been already compiled
  2627. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  2628. if ( _programs[ p ].code == code ) {
  2629. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  2630. return _programs[ p ].program;
  2631. }
  2632. }
  2633. //console.log( "building new program " );
  2634. //
  2635. program = _gl.createProgram(),
  2636. prefix_fragment = [
  2637. "#ifdef GL_ES",
  2638. "precision highp float;",
  2639. "#endif",
  2640. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2641. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2642. parameters.fog ? "#define USE_FOG" : "",
  2643. parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
  2644. parameters.map ? "#define USE_MAP" : "",
  2645. parameters.envMap ? "#define USE_ENVMAP" : "",
  2646. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2647. parameters.vertexColors ? "#define USE_COLOR" : "",
  2648. "uniform mat4 viewMatrix;",
  2649. "uniform vec3 cameraPosition;",
  2650. ""
  2651. ].join("\n"),
  2652. prefix_vertex = [
  2653. maxVertexTextures() > 0 ? "#define VERTEX_TEXTURES" : "",
  2654. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2655. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2656. "#define MAX_BONES " + parameters.maxBones,
  2657. parameters.map ? "#define USE_MAP" : "",
  2658. parameters.envMap ? "#define USE_ENVMAP" : "",
  2659. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2660. parameters.vertexColors ? "#define USE_COLOR" : "",
  2661. parameters.skinning ? "#define USE_SKINNING" : "",
  2662. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  2663. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  2664. "uniform mat4 objectMatrix;",
  2665. "uniform mat4 modelViewMatrix;",
  2666. "uniform mat4 projectionMatrix;",
  2667. "uniform mat4 viewMatrix;",
  2668. "uniform mat3 normalMatrix;",
  2669. "uniform vec3 cameraPosition;",
  2670. "uniform mat4 cameraInverseMatrix;",
  2671. "attribute vec3 position;",
  2672. "attribute vec3 normal;",
  2673. "attribute vec2 uv;",
  2674. "attribute vec2 uv2;",
  2675. "#ifdef USE_COLOR",
  2676. "attribute vec3 color;",
  2677. "#endif",
  2678. "#ifdef USE_MORPHTARGETS",
  2679. "attribute vec3 morphTarget0;",
  2680. "attribute vec3 morphTarget1;",
  2681. "attribute vec3 morphTarget2;",
  2682. "attribute vec3 morphTarget3;",
  2683. "attribute vec3 morphTarget4;",
  2684. "attribute vec3 morphTarget5;",
  2685. "attribute vec3 morphTarget6;",
  2686. "attribute vec3 morphTarget7;",
  2687. "#endif",
  2688. "#ifdef USE_SKINNING",
  2689. "attribute vec4 skinVertexA;",
  2690. "attribute vec4 skinVertexB;",
  2691. "attribute vec4 skinIndex;",
  2692. "attribute vec4 skinWeight;",
  2693. "#endif",
  2694. ""
  2695. ].join("\n");
  2696. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  2697. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  2698. _gl.linkProgram( program );
  2699. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  2700. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  2701. }
  2702. //console.log( prefix_fragment + fragmentShader );
  2703. //console.log( prefix_vertex + vertexShader );
  2704. program.uniforms = {};
  2705. program.attributes = {};
  2706. var identifiers, u, a, i;
  2707. // cache uniform locations
  2708. identifiers = [
  2709. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  2710. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  2711. ];
  2712. for ( u in uniforms ) {
  2713. identifiers.push( u );
  2714. }
  2715. cacheUniformLocations( program, identifiers );
  2716. // cache attributes locations
  2717. identifiers = [
  2718. "position", "normal", "uv", "uv2", "tangent", "color",
  2719. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  2720. ];
  2721. for ( i = 0; i < parameters.maxMorphTargets; i++ ) {
  2722. identifiers.push( "morphTarget" + i );
  2723. }
  2724. for ( a in attributes ) {
  2725. identifiers.push( a );
  2726. }
  2727. cacheAttributeLocations( program, identifiers );
  2728. _programs.push( { program: program, code: code } );
  2729. return program;
  2730. };
  2731. function loadUniformsSkinning( uniforms, object ) {
  2732. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
  2733. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2734. };
  2735. function loadUniformsMatrices( uniforms, object ) {
  2736. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2737. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2738. };
  2739. function loadUniformsGeneric( program, uniforms ) {
  2740. var u, uniform, value, type, location, texture;
  2741. for( u in uniforms ) {
  2742. location = program.uniforms[u];
  2743. if ( !location ) continue;
  2744. uniform = uniforms[u];
  2745. type = uniform.type;
  2746. value = uniform.value;
  2747. if( type == "i" ) {
  2748. _gl.uniform1i( location, value );
  2749. } else if( type == "f" ) {
  2750. _gl.uniform1f( location, value );
  2751. } else if( type == "fv1" ) {
  2752. _gl.uniform1fv( location, value );
  2753. } else if( type == "fv" ) {
  2754. _gl.uniform3fv( location, value );
  2755. } else if( type == "v2" ) {
  2756. _gl.uniform2f( location, value.x, value.y );
  2757. } else if( type == "v3" ) {
  2758. _gl.uniform3f( location, value.x, value.y, value.z );
  2759. } else if( type == "v4" ) {
  2760. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2761. } else if( type == "c" ) {
  2762. _gl.uniform3f( location, value.r, value.g, value.b );
  2763. } else if( type == "t" ) {
  2764. _gl.uniform1i( location, value );
  2765. texture = uniform.texture;
  2766. if ( !texture ) continue;
  2767. if ( texture.image instanceof Array && texture.image.length == 6 ) {
  2768. setCubeTexture( texture, value );
  2769. } else {
  2770. setTexture( texture, value );
  2771. }
  2772. }
  2773. }
  2774. };
  2775. function setBlending( blending ) {
  2776. if ( blending != _oldBlending ) {
  2777. switch ( blending ) {
  2778. case THREE.AdditiveBlending:
  2779. _gl.blendEquation( _gl.FUNC_ADD );
  2780. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  2781. break;
  2782. case THREE.SubtractiveBlending:
  2783. // TODO: Find blendFuncSeparate() combination
  2784. _gl.blendEquation( _gl.FUNC_ADD );
  2785. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  2786. break;
  2787. case THREE.MultiplyBlending:
  2788. // TODO: Find blendFuncSeparate() combination
  2789. _gl.blendEquation( _gl.FUNC_ADD );
  2790. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  2791. break;
  2792. default:
  2793. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  2794. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2795. break;
  2796. }
  2797. _oldBlending = blending;
  2798. }
  2799. };
  2800. function setTextureParameters( textureType, texture, image ) {
  2801. if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
  2802. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  2803. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  2804. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  2805. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  2806. _gl.generateMipmap( textureType );
  2807. } else {
  2808. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  2809. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  2810. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  2811. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  2812. }
  2813. };
  2814. function setTexture( texture, slot ) {
  2815. if ( texture.needsUpdate ) {
  2816. if ( !texture.__webglInit ) {
  2817. texture.__webglTexture = _gl.createTexture();
  2818. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2819. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2820. texture.__webglInit = true;
  2821. } else {
  2822. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2823. // _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2824. _gl.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2825. }
  2826. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  2827. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2828. texture.needsUpdate = false;
  2829. }
  2830. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2831. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2832. };
  2833. function setCubeTexture( texture, slot ) {
  2834. if ( texture.image.length == 6 ) {
  2835. if ( texture.needsUpdate ) {
  2836. if ( !texture.__webglInit ) {
  2837. texture.image.__webglTextureCube = _gl.createTexture();
  2838. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2839. for ( var i = 0; i < 6; ++i ) {
  2840. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2841. }
  2842. texture.__webglInit = true;
  2843. } else {
  2844. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2845. for ( var i = 0; i < 6; ++i ) {
  2846. // _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2847. _gl.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2848. }
  2849. }
  2850. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[0] );
  2851. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2852. texture.needsUpdate = false;
  2853. }
  2854. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2855. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2856. }
  2857. };
  2858. function setRenderTarget( renderTexture ) {
  2859. if ( renderTexture && !renderTexture.__webglFramebuffer ) {
  2860. if( renderTexture.depthBuffer === undefined ) renderTexture.depthBuffer = true;
  2861. if( renderTexture.stencilBuffer === undefined ) renderTexture.stencilBuffer = true;
  2862. renderTexture.__webglFramebuffer = _gl.createFramebuffer();
  2863. renderTexture.__webglRenderbuffer = _gl.createRenderbuffer();
  2864. renderTexture.__webglTexture = _gl.createTexture();
  2865. // Setup texture
  2866. _gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webglTexture );
  2867. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrapS ) );
  2868. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrapT ) );
  2869. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.magFilter ) );
  2870. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.minFilter ) );
  2871. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
  2872. // Setup render and frame buffer
  2873. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2874. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webglFramebuffer );
  2875. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webglTexture, 0 );
  2876. if ( renderTexture.depthBuffer && !renderTexture.stencilBuffer ) {
  2877. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
  2878. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2879. /* For some reason this is not working. Defaulting to RGBA4.
  2880. } else if( !renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  2881. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTexture.width, renderTexture.height );
  2882. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2883. */
  2884. } else if( renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  2885. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTexture.width, renderTexture.height );
  2886. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2887. } else {
  2888. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTexture.width, renderTexture.height );
  2889. }
  2890. // Release everything
  2891. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2892. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  2893. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  2894. }
  2895. var framebuffer, width, height;
  2896. if ( renderTexture ) {
  2897. framebuffer = renderTexture.__webglFramebuffer;
  2898. width = renderTexture.width;
  2899. height = renderTexture.height;
  2900. } else {
  2901. framebuffer = null;
  2902. width = _viewportWidth;
  2903. height = _viewportHeight;
  2904. }
  2905. if ( framebuffer != _currentFramebuffer ) {
  2906. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2907. _gl.viewport( _viewportX, _viewportY, width, height );
  2908. _currentFramebuffer = framebuffer;
  2909. }
  2910. };
  2911. function updateRenderTargetMipmap( renderTarget ) {
  2912. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  2913. _gl.generateMipmap( _gl.TEXTURE_2D );
  2914. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2915. };
  2916. function cacheUniformLocations( program, identifiers ) {
  2917. var i, l, id;
  2918. for( i = 0, l = identifiers.length; i < l; i++ ) {
  2919. id = identifiers[ i ];
  2920. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  2921. }
  2922. };
  2923. function cacheAttributeLocations( program, identifiers ) {
  2924. var i, l, id;
  2925. for( i = 0, l = identifiers.length; i < l; i++ ) {
  2926. id = identifiers[ i ];
  2927. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  2928. }
  2929. };
  2930. function getShader( type, string ) {
  2931. var shader;
  2932. if ( type == "fragment" ) {
  2933. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  2934. } else if ( type == "vertex" ) {
  2935. shader = _gl.createShader( _gl.VERTEX_SHADER );
  2936. }
  2937. _gl.shaderSource( shader, string );
  2938. _gl.compileShader( shader );
  2939. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  2940. console.error( _gl.getShaderInfoLog( shader ) );
  2941. console.error( string );
  2942. return null;
  2943. }
  2944. return shader;
  2945. };
  2946. // fallback filters for non-power-of-2 textures
  2947. function filterFallback( f ) {
  2948. switch ( f ) {
  2949. case THREE.NearestFilter:
  2950. case THREE.NearestMipMapNearestFilter:
  2951. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  2952. case THREE.LinearFilter:
  2953. case THREE.LinearMipMapNearestFilter:
  2954. case THREE.LinearMipMapLinearFilter:
  2955. default:
  2956. return _gl.LINEAR; break;
  2957. }
  2958. };
  2959. function paramThreeToGL( p ) {
  2960. switch ( p ) {
  2961. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  2962. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  2963. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  2964. case THREE.NearestFilter: return _gl.NEAREST; break;
  2965. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  2966. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  2967. case THREE.LinearFilter: return _gl.LINEAR; break;
  2968. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  2969. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  2970. case THREE.ByteType: return _gl.BYTE; break;
  2971. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  2972. case THREE.ShortType: return _gl.SHORT; break;
  2973. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  2974. case THREE.IntType: return _gl.INT; break;
  2975. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  2976. case THREE.FloatType: return _gl.FLOAT; break;
  2977. case THREE.AlphaFormat: return _gl.ALPHA; break;
  2978. case THREE.RGBFormat: return _gl.RGB; break;
  2979. case THREE.RGBAFormat: return _gl.RGBA; break;
  2980. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  2981. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  2982. }
  2983. return 0;
  2984. };
  2985. function isPowerOfTwo( value ) {
  2986. return ( value & ( value - 1 ) ) == 0;
  2987. };
  2988. function materialNeedsSmoothNormals( material ) {
  2989. return material && material.shading != undefined && material.shading == THREE.SmoothShading;
  2990. };
  2991. function bufferNeedsSmoothNormals( geometryGroup, object ) {
  2992. var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
  2993. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  2994. meshMaterial = object.materials[ m ];
  2995. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2996. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  2997. if ( materialNeedsSmoothNormals( geometryGroup.materials[ i ] ) ) {
  2998. needsSmoothNormals = true;
  2999. break;
  3000. }
  3001. }
  3002. } else {
  3003. if ( materialNeedsSmoothNormals( meshMaterial ) ) {
  3004. needsSmoothNormals = true;
  3005. break;
  3006. }
  3007. }
  3008. if ( needsSmoothNormals ) break;
  3009. }
  3010. return needsSmoothNormals;
  3011. };
  3012. function unrollGroupMaterials( geometryGroup, object ) {
  3013. var m, ml, i, il,
  3014. material, meshMaterial,
  3015. materials = [];
  3016. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  3017. meshMaterial = object.materials[ m ];
  3018. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  3019. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  3020. material = geometryGroup.materials[ i ];
  3021. if ( material ) {
  3022. materials.push( material );
  3023. }
  3024. }
  3025. } else {
  3026. material = meshMaterial;
  3027. if ( material ) {
  3028. materials.push( material );
  3029. }
  3030. }
  3031. }
  3032. return materials;
  3033. };
  3034. function bufferGuessVertexColorType( materials, geometryGroup, object ) {
  3035. var i, m, ml = materials.length;
  3036. // use vertexColor type from the first material in unrolled materials
  3037. for ( i = 0; i < ml; i++ ) {
  3038. m = materials[ i ];
  3039. if ( m.vertexColors ) {
  3040. return m.vertexColors;
  3041. }
  3042. }
  3043. return false;
  3044. };
  3045. function bufferGuessNormalType( materials, geometryGroup, object ) {
  3046. var i, m, ml = materials.length;
  3047. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  3048. for ( i = 0; i < ml; i++ ) {
  3049. m = materials[ i ];
  3050. if ( ( m instanceof THREE.MeshBasicMaterial && !m.envMap ) || m instanceof THREE.MeshDepthMaterial ) continue;
  3051. if ( materialNeedsSmoothNormals( m ) ) {
  3052. return THREE.SmoothShading;
  3053. } else {
  3054. return THREE.FlatShading;
  3055. }
  3056. }
  3057. return false;
  3058. };
  3059. function bufferGuessUVType( materials, geometryGroup, object ) {
  3060. var i, m, ml = materials.length;
  3061. // material must use some texture to require uvs
  3062. for ( i = 0; i < ml; i++ ) {
  3063. m = materials[ i ];
  3064. if ( m.map || m.lightMap || m instanceof THREE.MeshShaderMaterial ) {
  3065. return true;
  3066. }
  3067. }
  3068. return false;
  3069. };
  3070. function allocateBones( object ) {
  3071. // default for when object is not specified
  3072. // ( for example when prebuilding shader
  3073. // to be used with multiple objects )
  3074. //
  3075. // - leave some extra space for other uniforms
  3076. // - limit here is ANGLE's 254 max uniform vectors
  3077. // (up to 54 should be safe)
  3078. var maxBones = 50;
  3079. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  3080. maxBones = object.bones.length;
  3081. }
  3082. return maxBones;
  3083. };
  3084. function allocateLights( lights, maxLights ) {
  3085. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  3086. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  3087. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  3088. light = lights[ l ];
  3089. if ( light instanceof THREE.DirectionalLight ) dirLights++;
  3090. if ( light instanceof THREE.PointLight ) pointLights++;
  3091. }
  3092. if ( ( pointLights + dirLights ) <= maxLights ) {
  3093. maxDirLights = dirLights;
  3094. maxPointLights = pointLights;
  3095. } else {
  3096. maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
  3097. maxPointLights = maxLights - maxDirLights;
  3098. }
  3099. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  3100. };
  3101. /* DEBUG
  3102. function getGLParams() {
  3103. var params = {
  3104. 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
  3105. 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
  3106. 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
  3107. 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  3108. 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
  3109. 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
  3110. 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
  3111. }
  3112. return params;
  3113. };
  3114. function dumpObject( obj ) {
  3115. var p, str = "";
  3116. for ( p in obj ) {
  3117. str += p + ": " + obj[p] + "\n";
  3118. }
  3119. return str;
  3120. }
  3121. */
  3122. };