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- /**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- */
- THREE.WebGLRenderer = function ( parameters ) {
- // Currently you can use just up to 4 directional / point lights total.
- // Chrome barfs on shader linking when there are more than 4 lights :(
- // The problem comes from shader using too many varying vectors.
- // This is not GPU limitation as the same shader works ok in Firefox
- // and Chrome with "--use-gl=desktop" flag.
- // Difference comes from Chrome on Windows using by default ANGLE,
- // thus going DirectX9 route (while FF uses OpenGL).
- // See http://code.google.com/p/chromium/issues/detail?id=63491
- var _this = this,
- _gl, _canvas = document.createElement( 'canvas' ),
- _programs = [],
- _currentProgram = null,
- _currentFramebuffer = null,
- _currentDepthMask = true,
- // gl state cache
- _oldDoubleSided = null,
- _oldFlipSided = null,
- _oldBlending = null,
- _oldDepth = null,
- _cullEnabled = true,
- _viewportX = 0,
- _viewportY = 0,
- _viewportWidth = 0,
- _viewportHeight = 0,
- // camera matrices caches
- _frustum = [
- new THREE.Vector4(),
- new THREE.Vector4(),
- new THREE.Vector4(),
- new THREE.Vector4(),
- new THREE.Vector4(),
- new THREE.Vector4()
- ],
- _projScreenMatrix = new THREE.Matrix4(),
- _projectionMatrixArray = new Float32Array( 16 ),
- _viewMatrixArray = new Float32Array( 16 ),
- _vector3 = new THREE.Vector4(),
- // light arrays cache
- _lights = {
- ambient: [ 0, 0, 0 ],
- directional: { length: 0, colors: new Array(), positions: new Array() },
- point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
- },
- // parameters
- parameters = parameters || {};
- stencil = parameters.stencil !== undefined ? parameters.stencil : true,
- antialias = parameters.antialias !== undefined ? parameters.antialias : false,
- clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
- clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
- this.data = {
- vertices: 0,
- faces: 0,
- drawCalls: 0
- };
- this.maxMorphTargets = 8;
- this.domElement = _canvas;
- this.autoClear = true;
- this.sortObjects = true;
- initGL( antialias, clearColor, clearAlpha, stencil );
- this.context = _gl;
- // prepare stencil shadow polygon
- if ( stencil ) {
- var _stencilShadow = {};
- _stencilShadow.vertices = new Float32Array( 12 );
- _stencilShadow.faces = new Uint16Array( 6 );
- _stencilShadow.darkness = 0.5;
- _stencilShadow.vertices[ 0 * 3 + 0 ] = -20; _stencilShadow.vertices[ 0 * 3 + 1 ] = -20; _stencilShadow.vertices[ 0 * 3 + 2 ] = -1;
- _stencilShadow.vertices[ 1 * 3 + 0 ] = 20; _stencilShadow.vertices[ 1 * 3 + 1 ] = -20; _stencilShadow.vertices[ 1 * 3 + 2 ] = -1;
- _stencilShadow.vertices[ 2 * 3 + 0 ] = 20; _stencilShadow.vertices[ 2 * 3 + 1 ] = 20; _stencilShadow.vertices[ 2 * 3 + 2 ] = -1;
- _stencilShadow.vertices[ 3 * 3 + 0 ] = -20; _stencilShadow.vertices[ 3 * 3 + 1 ] = 20; _stencilShadow.vertices[ 3 * 3 + 2 ] = -1;
- _stencilShadow.faces[ 0 ] = 0; _stencilShadow.faces[ 1 ] = 1; _stencilShadow.faces[ 2 ] = 2;
- _stencilShadow.faces[ 3 ] = 0; _stencilShadow.faces[ 4 ] = 2; _stencilShadow.faces[ 5 ] = 3;
- _stencilShadow.vertexBuffer = _gl.createBuffer();
- _stencilShadow.elementBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, _stencilShadow.vertices, _gl.STATIC_DRAW );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.faces, _gl.STATIC_DRAW );
- _stencilShadow.program = _gl.createProgram();
- _gl.attachShader( _stencilShadow.program, getShader( "fragment", THREE.ShaderLib.shadowPost.fragmentShader ));
- _gl.attachShader( _stencilShadow.program, getShader( "vertex", THREE.ShaderLib.shadowPost.vertexShader ));
- _gl.linkProgram( _stencilShadow.program );
- _stencilShadow.vertexLocation = _gl.getAttribLocation ( _stencilShadow.program, "position" );
- _stencilShadow.projectionLocation = _gl.getUniformLocation( _stencilShadow.program, "projectionMatrix" );
- _stencilShadow.darknessLocation = _gl.getUniformLocation( _stencilShadow.program, "darkness" );
- }
- // prepare lens flare
- var _lensFlare = {};
- var i;
- _lensFlare.vertices = new Float32Array( 8 + 8 );
- _lensFlare.faces = new Uint16Array( 6 );
- i = 0;
- _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
- _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
- _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
- _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
- _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
- _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
- _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
- _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
- i = 0;
- _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
- _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
- _lensFlare.vertexBuffer = _gl.createBuffer();
- _lensFlare.elementBuffer = _gl.createBuffer();
- _lensFlare.tempTexture = _gl.createTexture();
- _lensFlare.occlusionTexture = _gl.createTexture();
- _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
- _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
- _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
- if( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
- _lensFlare.hasVertexTexture = false;
- _lensFlare.program = _gl.createProgram();
- _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlare.fragmentShader ));
- _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlare.vertexShader ));
- _gl.linkProgram( _lensFlare.program );
- } else {
- _lensFlare.hasVertexTexture = true;
- _lensFlare.program = _gl.createProgram();
- _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlareVertexTexture.fragmentShader ));
- _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlareVertexTexture.vertexShader ));
- _gl.linkProgram( _lensFlare.program );
- }
- _lensFlare.attributes = {};
- _lensFlare.uniforms = {};
- _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
- _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "UV" );
- _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
- _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
- _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
- _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
- _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
- _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
- _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
- //_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
- //_gl.enableVertexAttribArray( _lensFlare.attributes.uv );
- var _lensFlareAttributesEnabled = false;
- // prepare sprites
-
- _sprite = {};
- _sprite.vertices = new Float32Array( 8 + 8 );
- _sprite.faces = new Uint16Array( 6 );
- i = 0;
- _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex
- _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv... etc.
- _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1;
- _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0;
- _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1;
- _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1;
- _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;
- _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1;
- i = 0;
- _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
- _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
- _sprite.vertexBuffer = _gl.createBuffer();
- _sprite.elementBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
- _sprite.program = _gl.createProgram();
- _gl.attachShader( _sprite.program, getShader( "fragment", THREE.ShaderLib.sprite.fragmentShader ));
- _gl.attachShader( _sprite.program, getShader( "vertex", THREE.ShaderLib.sprite.vertexShader ));
- _gl.linkProgram( _sprite.program );
- _sprite.attributes = {};
- _sprite.uniforms = {};
- _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
- _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
- _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
- _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
- _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
- _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
- _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
- _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
- _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
- _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
- _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
- _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
- _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
- _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
- //_gl.enableVertexAttribArray( _sprite.attributes.position );
- //_gl.enableVertexAttribArray( _sprite.attributes.uv );
- var _spriteAttributesEnabled = false;
- this.setSize = function ( width, height ) {
- _canvas.width = width;
- _canvas.height = height;
- this.setViewport( 0, 0, _canvas.width, _canvas.height );
- };
- this.setViewport = function ( x, y, width, height ) {
- _viewportX = x;
- _viewportY = y;
- _viewportWidth = width;
- _viewportHeight = height;
- _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
- };
- this.setScissor = function ( x, y, width, height ) {
- _gl.scissor( x, y, width, height );
- };
- this.enableScissorTest = function ( enable ) {
- if ( enable )
- _gl.enable( _gl.SCISSOR_TEST );
- else
- _gl.disable( _gl.SCISSOR_TEST );
- };
- this.enableDepthBufferWrite = function ( enable ) {
- _currentDepthMask = enable;
- _gl.depthMask( enable );
- };
- this.setClearColorHex = function ( hex, alpha ) {
- var color = new THREE.Color( hex );
- _gl.clearColor( color.r, color.g, color.b, alpha );
- };
- this.setClearColor = function ( color, alpha ) {
- _gl.clearColor( color.r, color.g, color.b, alpha );
- };
- this.clear = function () {
- _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT | _gl.STENCIL_BUFFER_BIT );
- };
- this.setStencilShadowDarkness = function( value ) {
-
- _stencilShadow.darkness = value;
- };
- this.getContext = function() {
-
- return _gl;
-
- }
- function setupLights ( program, lights ) {
- var l, ll, light, r = 0, g = 0, b = 0,
- color, position, intensity, distance,
- zlights = _lights,
- dcolors = zlights.directional.colors,
- dpositions = zlights.directional.positions,
- pcolors = zlights.point.colors,
- ppositions = zlights.point.positions,
- pdistances = zlights.point.distances,
- dlength = 0,
- plength = 0,
- doffset = 0,
- poffset = 0;
- for ( l = 0, ll = lights.length; l < ll; l++ ) {
- light = lights[ l ];
- color = light.color;
- position = light.position;
- intensity = light.intensity;
- distance = light.distance;
- if ( light instanceof THREE.AmbientLight ) {
- r += color.r;
- g += color.g;
- b += color.b;
- } else if ( light instanceof THREE.DirectionalLight ) {
- doffset = dlength * 3;
- dcolors[ doffset ] = color.r * intensity;
- dcolors[ doffset + 1 ] = color.g * intensity;
- dcolors[ doffset + 2 ] = color.b * intensity;
- dpositions[ doffset ] = position.x;
- dpositions[ doffset + 1 ] = position.y;
- dpositions[ doffset + 2 ] = position.z;
- dlength += 1;
- } else if( light instanceof THREE.PointLight ) {
- poffset = plength * 3;
- pcolors[ poffset ] = color.r * intensity;
- pcolors[ poffset + 1 ] = color.g * intensity;
- pcolors[ poffset + 2 ] = color.b * intensity;
- ppositions[ poffset ] = position.x;
- ppositions[ poffset + 1 ] = position.y;
- ppositions[ poffset + 2 ] = position.z;
- pdistances[ plength ] = distance;
- plength += 1;
- }
- }
- // null eventual remains from removed lights
- // (this is to avoid if in shader)
- for( l = dlength * 3; l < dcolors.length; l++ ) dcolors[ l ] = 0.0;
- for( l = plength * 3; l < pcolors.length; l++ ) pcolors[ l ] = 0.0;
- zlights.point.length = plength;
- zlights.directional.length = dlength;
- zlights.ambient[ 0 ] = r;
- zlights.ambient[ 1 ] = g;
- zlights.ambient[ 2 ] = b;
- };
- function createParticleBuffers ( geometry ) {
- geometry.__webglVertexBuffer = _gl.createBuffer();
- geometry.__webglColorBuffer = _gl.createBuffer();
- };
- function createLineBuffers( geometry ) {
- geometry.__webglVertexBuffer = _gl.createBuffer();
- geometry.__webglColorBuffer = _gl.createBuffer();
- };
- function createRibbonBuffers( geometry ) {
- geometry.__webglVertexBuffer = _gl.createBuffer();
- geometry.__webglColorBuffer = _gl.createBuffer();
- };
- function createMeshBuffers( geometryGroup ) {
- geometryGroup.__webglVertexBuffer = _gl.createBuffer();
- geometryGroup.__webglNormalBuffer = _gl.createBuffer();
- geometryGroup.__webglTangentBuffer = _gl.createBuffer();
- geometryGroup.__webglColorBuffer = _gl.createBuffer();
- geometryGroup.__webglUVBuffer = _gl.createBuffer();
- geometryGroup.__webglUV2Buffer = _gl.createBuffer();
- geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
- geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
- geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
- geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
- geometryGroup.__webglFaceBuffer = _gl.createBuffer();
- geometryGroup.__webglLineBuffer = _gl.createBuffer();
- if ( geometryGroup.numMorphTargets ) {
- var m, ml;
- geometryGroup.__webglMorphTargetsBuffers = [];
- for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
- geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
- }
- }
- };
- function initLineBuffers ( geometry ) {
- var nvertices = geometry.vertices.length;
- geometry.__vertexArray = new Float32Array( nvertices * 3 );
- geometry.__colorArray = new Float32Array( nvertices * 3 );
- geometry.__webglLineCount = nvertices;
- };
- function initRibbonBuffers ( geometry ) {
- var nvertices = geometry.vertices.length;
- geometry.__vertexArray = new Float32Array( nvertices * 3 );
- geometry.__colorArray = new Float32Array( nvertices * 3 );
- geometry.__webglVertexCount = nvertices;
- };
- function initParticleBuffers ( geometry ) {
- var nvertices = geometry.vertices.length;
- geometry.__vertexArray = new Float32Array( nvertices * 3 );
- geometry.__colorArray = new Float32Array( nvertices * 3 );
- geometry.__sortArray = [];
- geometry.__webglParticleCount = nvertices;
- };
- function initMeshBuffers ( geometryGroup, object ) {
- var f, fl, fi, face,
- m, ml, size,
- nvertices = 0, ntris = 0, nlines = 0,
- uvType,
- vertexColorType,
- normalType,
- materials,
- attribute,
- geometry = object.geometry,
- obj_faces = geometry.faces,
- chunk_faces = geometryGroup.faces;
- for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
- fi = chunk_faces[ f ];
- face = obj_faces[ fi ];
- if ( face instanceof THREE.Face3 ) {
- nvertices += 3;
- ntris += 1;
- nlines += 3;
- } else if ( face instanceof THREE.Face4 ) {
- nvertices += 4;
- ntris += 2;
- nlines += 4;
- }
- }
- materials = unrollGroupMaterials( geometryGroup, object );
- uvType = bufferGuessUVType( materials, geometryGroup, object );
- normalType = bufferGuessNormalType( materials, geometryGroup, object );
- vertexColorType = bufferGuessVertexColorType( materials, geometryGroup, object );
- //console.log("uvType",uvType, "normalType",normalType, "vertexColorType",vertexColorType, object, geometryGroup, materials );
- geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
- if ( normalType ) {
- geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
- }
- if ( geometry.hasTangents ) {
- geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
- }
- if ( vertexColorType ) {
- geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
- }
- if ( uvType ) {
- if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
- geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
- }
- if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
- geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
- }
- }
- if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
- geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
- geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
- geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
- geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
- }
- geometryGroup.__faceArray = new Uint16Array( ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 ));
- geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
- if ( geometryGroup.numMorphTargets ) {
- geometryGroup.__morphTargetsArrays = [];
- for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
- geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
- }
- }
- geometryGroup.__needsSmoothNormals = ( normalType == THREE.SmoothShading );
- geometryGroup.__uvType = uvType;
- geometryGroup.__vertexColorType = vertexColorType;
- geometryGroup.__normalType = normalType;
- geometryGroup.__webglFaceCount = ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 );
- geometryGroup.__webglLineCount = nlines * 2;
- // custom attributes
- for ( m = 0, ml = materials.length; m < ml; m ++ ) {
- if ( materials[ m ].attributes ) {
- geometryGroup.__webglCustomAttributes = {};
- for ( a in materials[ m ].attributes ) {
- attribute = materials[ m ].attributes[ a ];
- if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
-
- attribute.__webglInitialized = true;
-
- size = 1; // "f" and "i"
-
- if( attribute.type === "v2" ) size = 2;
- else if( attribute.type === "v3" ) size = 3;
- else if( attribute.type === "v4" ) size = 4;
- else if( attribute.type === "c" ) size = 3;
-
- attribute.size = size;
- attribute.needsUpdate = true;
- attribute.array = new Float32Array( nvertices * size );
- attribute.buffer = _gl.createBuffer();
- attribute.buffer.belongsToAttribute = a;
-
- }
- geometryGroup.__webglCustomAttributes[ a ] = attribute;
- }
- }
- }
- };
- function setMeshBuffers ( geometryGroup, object, hint ) {
- var f, fl, fi, face,
- vertexNormals, faceNormal, normal,
- vertexColors, faceColor,
- vertexTangents,
- uvType, vertexColorType, normalType,
- uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
- c1, c2, c3, c4,
- sw1, sw2, sw3, sw4,
- si1, si2, si3, si4,
- sa1, sa2, sa3, sa4,
- sb1, sb2, sb3, sb4,
- m, ml, i,
- vn, uvi, uv2i,
- vk, vkl, vka,
- a,
- vertexIndex = 0,
- offset = 0,
- offset_uv = 0,
- offset_uv2 = 0,
- offset_face = 0,
- offset_normal = 0,
- offset_tangent = 0,
- offset_line = 0,
- offset_color = 0,
- offset_skin = 0,
- offset_morphTarget = 0,
- offset_custom = 0,
- offset_customSrc = 0,
- vertexArray = geometryGroup.__vertexArray,
- uvArray = geometryGroup.__uvArray,
- uv2Array = geometryGroup.__uv2Array,
- normalArray = geometryGroup.__normalArray,
- tangentArray = geometryGroup.__tangentArray,
- colorArray = geometryGroup.__colorArray,
- skinVertexAArray = geometryGroup.__skinVertexAArray,
- skinVertexBArray = geometryGroup.__skinVertexBArray,
- skinIndexArray = geometryGroup.__skinIndexArray,
- skinWeightArray = geometryGroup.__skinWeightArray,
- morphTargetsArrays = geometryGroup.__morphTargetsArrays,
- customAttributes = geometryGroup.__webglCustomAttributes,
- customAttribute,
- faceArray = geometryGroup.__faceArray,
- lineArray = geometryGroup.__lineArray,
- needsSmoothNormals = geometryGroup.__needsSmoothNormals,
- vertexColorType = geometryGroup.__vertexColorType,
- uvType = geometryGroup.__uvType,
- normalType = geometryGroup.__normalType,
- geometry = object.geometry, // this is shared for all chunks
- dirtyVertices = geometry.__dirtyVertices,
- dirtyElements = geometry.__dirtyElements,
- dirtyUvs = geometry.__dirtyUvs,
- dirtyNormals = geometry.__dirtyNormals,
- dirtyTangents = geometry.__dirtyTangents,
- dirtyColors = geometry.__dirtyColors,
- dirtyMorphTargets = geometry.__dirtyMorphTargets,
- vertices = geometry.vertices,
- chunk_faces = geometryGroup.faces,
- obj_faces = geometry.faces,
- obj_uvs = geometry.faceVertexUvs[ 0 ],
- obj_uvs2 = geometry.faceVertexUvs[ 1 ],
- obj_colors = geometry.colors,
- obj_skinVerticesA = geometry.skinVerticesA,
- obj_skinVerticesB = geometry.skinVerticesB,
- obj_skinIndices = geometry.skinIndices,
- obj_skinWeights = geometry.skinWeights,
- obj_edgeFaces = object instanceof THREE.ShadowVolume ? geometry.edgeFaces : undefined;
- morphTargets = geometry.morphTargets;
- if ( customAttributes ) {
- for ( a in customAttributes ) {
- customAttributes[ a ].offset = 0;
- customAttributes[ a ].offsetSrc = 0;
- }
- }
- for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
- fi = chunk_faces[ f ];
- face = obj_faces[ fi ];
- if ( obj_uvs ) {
- uv = obj_uvs[ fi ];
- }
- if ( obj_uvs2 ) {
- uv2 = obj_uvs2[ fi ];
- }
- vertexNormals = face.vertexNormals;
- faceNormal = face.normal;
- vertexColors = face.vertexColors;
- faceColor = face.color;
- vertexTangents = face.vertexTangents;
- if ( face instanceof THREE.Face3 ) {
- if ( dirtyVertices ) {
- v1 = vertices[ face.a ].position;
- v2 = vertices[ face.b ].position;
- v3 = vertices[ face.c ].position;
- vertexArray[ offset ] = v1.x;
- vertexArray[ offset + 1 ] = v1.y;
- vertexArray[ offset + 2 ] = v1.z;
- vertexArray[ offset + 3 ] = v2.x;
- vertexArray[ offset + 4 ] = v2.y;
- vertexArray[ offset + 5 ] = v2.z;
- vertexArray[ offset + 6 ] = v3.x;
- vertexArray[ offset + 7 ] = v3.y;
- vertexArray[ offset + 8 ] = v3.z;
- offset += 9;
- }
- if ( customAttributes ) {
- for ( a in customAttributes ) {
- customAttribute = customAttributes[ a ];
- if ( customAttribute.needsUpdate ) {
- offset_custom = customAttribute.offset;
- offset_customSrc = customAttribute.offsetSrc;
- if( customAttribute.size === 1 ) {
- if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
-
- customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
- customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
- customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
-
- } else if( customAttribute.boundTo === "faces" ) {
-
- customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
- customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
- customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
- customAttribute.offsetSrc++;
-
- } else if( customAttribute.boundTo === "faceVertices" ) {
-
- customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
- customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
- customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
-
- customAttribute.offsetSrc += 3;
-
- }
- customAttribute.offset += 3;
- } else {
- if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
-
- v1 = customAttribute.value[ face.a ];
- v2 = customAttribute.value[ face.b ];
- v3 = customAttribute.value[ face.c ];
-
- } else if( customAttribute.boundTo === "faces" ) {
-
- v1 = customAttribute.value[ offset_customSrc ];
- v2 = customAttribute.value[ offset_customSrc ];
- v3 = customAttribute.value[ offset_customSrc ];
- customAttribute.offsetSrc++;
-
- } else if( customAttribute.boundTo === "faceVertices" ) {
-
- v1 = customAttribute.value[ offset_customSrc + 0 ];
- v2 = customAttribute.value[ offset_customSrc + 1 ];
- v3 = customAttribute.value[ offset_customSrc + 2 ];
-
- customAttribute.offsetSrc += 3;
- }
-
- if( customAttribute.size === 2 ) {
- customAttribute.array[ offset_custom + 0 ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v2.x;
- customAttribute.array[ offset_custom + 3 ] = v2.y;
- customAttribute.array[ offset_custom + 4 ] = v3.x;
- customAttribute.array[ offset_custom + 5 ] = v3.y;
- customAttribute.offset += 6;
- } else if( customAttribute.size === 3 ) {
- if( customAttribute.type === "c" ) {
-
- customAttribute.array[ offset_custom + 0 ] = v1.r;
- customAttribute.array[ offset_custom + 1 ] = v1.g;
- customAttribute.array[ offset_custom + 2 ] = v1.b;
- customAttribute.array[ offset_custom + 3 ] = v2.r;
- customAttribute.array[ offset_custom + 4 ] = v2.g;
- customAttribute.array[ offset_custom + 5 ] = v2.b;
- customAttribute.array[ offset_custom + 6 ] = v3.r;
- customAttribute.array[ offset_custom + 7 ] = v3.g;
- customAttribute.array[ offset_custom + 8 ] = v3.b;
-
- } else {
-
- customAttribute.array[ offset_custom + 0 ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v1.z;
- customAttribute.array[ offset_custom + 3 ] = v2.x;
- customAttribute.array[ offset_custom + 4 ] = v2.y;
- customAttribute.array[ offset_custom + 5 ] = v2.z;
- customAttribute.array[ offset_custom + 6 ] = v3.x;
- customAttribute.array[ offset_custom + 7 ] = v3.y;
- customAttribute.array[ offset_custom + 8 ] = v3.z;
-
- }
- customAttribute.offset += 9;
- } else {
- customAttribute.array[ offset_custom + 0 ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v1.z;
- customAttribute.array[ offset_custom + 3 ] = v1.w;
- customAttribute.array[ offset_custom + 4 ] = v2.x;
- customAttribute.array[ offset_custom + 5 ] = v2.y;
- customAttribute.array[ offset_custom + 6 ] = v2.z;
- customAttribute.array[ offset_custom + 7 ] = v2.w;
- customAttribute.array[ offset_custom + 8 ] = v3.x;
- customAttribute.array[ offset_custom + 9 ] = v3.y;
- customAttribute.array[ offset_custom + 10 ] = v3.z;
- customAttribute.array[ offset_custom + 11 ] = v3.w;
- customAttribute.offset += 12;
- }
- }
- }
- }
- }
- if ( dirtyMorphTargets ) {
- for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
- v1 = morphTargets[ vk ].vertices[ face.a ].position;
- v2 = morphTargets[ vk ].vertices[ face.b ].position;
- v3 = morphTargets[ vk ].vertices[ face.c ].position;
- vka = morphTargetsArrays[ vk ];
- vka[ offset_morphTarget + 0 ] = v1.x;
- vka[ offset_morphTarget + 1 ] = v1.y;
- vka[ offset_morphTarget + 2 ] = v1.z;
- vka[ offset_morphTarget + 3 ] = v2.x;
- vka[ offset_morphTarget + 4 ] = v2.y;
- vka[ offset_morphTarget + 5 ] = v2.z;
- vka[ offset_morphTarget + 6 ] = v3.x;
- vka[ offset_morphTarget + 7 ] = v3.y;
- vka[ offset_morphTarget + 8 ] = v3.z;
- }
- offset_morphTarget += 9;
- }
- if ( obj_skinWeights.length ) {
- // weights
- sw1 = obj_skinWeights[ face.a ];
- sw2 = obj_skinWeights[ face.b ];
- sw3 = obj_skinWeights[ face.c ];
- skinWeightArray[ offset_skin ] = sw1.x;
- skinWeightArray[ offset_skin + 1 ] = sw1.y;
- skinWeightArray[ offset_skin + 2 ] = sw1.z;
- skinWeightArray[ offset_skin + 3 ] = sw1.w;
- skinWeightArray[ offset_skin + 4 ] = sw2.x;
- skinWeightArray[ offset_skin + 5 ] = sw2.y;
- skinWeightArray[ offset_skin + 6 ] = sw2.z;
- skinWeightArray[ offset_skin + 7 ] = sw2.w;
- skinWeightArray[ offset_skin + 8 ] = sw3.x;
- skinWeightArray[ offset_skin + 9 ] = sw3.y;
- skinWeightArray[ offset_skin + 10 ] = sw3.z;
- skinWeightArray[ offset_skin + 11 ] = sw3.w;
- // indices
- si1 = obj_skinIndices[ face.a ];
- si2 = obj_skinIndices[ face.b ];
- si3 = obj_skinIndices[ face.c ];
- skinIndexArray[ offset_skin ] = si1.x;
- skinIndexArray[ offset_skin + 1 ] = si1.y;
- skinIndexArray[ offset_skin + 2 ] = si1.z;
- skinIndexArray[ offset_skin + 3 ] = si1.w;
- skinIndexArray[ offset_skin + 4 ] = si2.x;
- skinIndexArray[ offset_skin + 5 ] = si2.y;
- skinIndexArray[ offset_skin + 6 ] = si2.z;
- skinIndexArray[ offset_skin + 7 ] = si2.w;
- skinIndexArray[ offset_skin + 8 ] = si3.x;
- skinIndexArray[ offset_skin + 9 ] = si3.y;
- skinIndexArray[ offset_skin + 10 ] = si3.z;
- skinIndexArray[ offset_skin + 11 ] = si3.w;
- // vertices A
- sa1 = obj_skinVerticesA[ face.a ];
- sa2 = obj_skinVerticesA[ face.b ];
- sa3 = obj_skinVerticesA[ face.c ];
- skinVertexAArray[ offset_skin ] = sa1.x;
- skinVertexAArray[ offset_skin + 1 ] = sa1.y;
- skinVertexAArray[ offset_skin + 2 ] = sa1.z;
- skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
- skinVertexAArray[ offset_skin + 4 ] = sa2.x;
- skinVertexAArray[ offset_skin + 5 ] = sa2.y;
- skinVertexAArray[ offset_skin + 6 ] = sa2.z;
- skinVertexAArray[ offset_skin + 7 ] = 1;
- skinVertexAArray[ offset_skin + 8 ] = sa3.x;
- skinVertexAArray[ offset_skin + 9 ] = sa3.y;
- skinVertexAArray[ offset_skin + 10 ] = sa3.z;
- skinVertexAArray[ offset_skin + 11 ] = 1;
- // vertices B
- sb1 = obj_skinVerticesB[ face.a ];
- sb2 = obj_skinVerticesB[ face.b ];
- sb3 = obj_skinVerticesB[ face.c ];
- skinVertexBArray[ offset_skin ] = sb1.x;
- skinVertexBArray[ offset_skin + 1 ] = sb1.y;
- skinVertexBArray[ offset_skin + 2 ] = sb1.z;
- skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
- skinVertexBArray[ offset_skin + 4 ] = sb2.x;
- skinVertexBArray[ offset_skin + 5 ] = sb2.y;
- skinVertexBArray[ offset_skin + 6 ] = sb2.z;
- skinVertexBArray[ offset_skin + 7 ] = 1;
- skinVertexBArray[ offset_skin + 8 ] = sb3.x;
- skinVertexBArray[ offset_skin + 9 ] = sb3.y;
- skinVertexBArray[ offset_skin + 10 ] = sb3.z;
- skinVertexBArray[ offset_skin + 11 ] = 1;
- offset_skin += 12;
- }
- if ( dirtyColors && vertexColorType ) {
- if ( vertexColors.length == 3 && vertexColorType == THREE.VertexColors ) {
- c1 = vertexColors[ 0 ];
- c2 = vertexColors[ 1 ];
- c3 = vertexColors[ 2 ];
- } else {
- c1 = faceColor;
- c2 = faceColor;
- c3 = faceColor;
- }
- colorArray[ offset_color ] = c1.r;
- colorArray[ offset_color + 1 ] = c1.g;
- colorArray[ offset_color + 2 ] = c1.b;
- colorArray[ offset_color + 3 ] = c2.r;
- colorArray[ offset_color + 4 ] = c2.g;
- colorArray[ offset_color + 5 ] = c2.b;
- colorArray[ offset_color + 6 ] = c3.r;
- colorArray[ offset_color + 7 ] = c3.g;
- colorArray[ offset_color + 8 ] = c3.b;
- offset_color += 9;
- }
- if ( dirtyTangents && geometry.hasTangents ) {
- t1 = vertexTangents[ 0 ];
- t2 = vertexTangents[ 1 ];
- t3 = vertexTangents[ 2 ];
- tangentArray[ offset_tangent ] = t1.x;
- tangentArray[ offset_tangent + 1 ] = t1.y;
- tangentArray[ offset_tangent + 2 ] = t1.z;
- tangentArray[ offset_tangent + 3 ] = t1.w;
- tangentArray[ offset_tangent + 4 ] = t2.x;
- tangentArray[ offset_tangent + 5 ] = t2.y;
- tangentArray[ offset_tangent + 6 ] = t2.z;
- tangentArray[ offset_tangent + 7 ] = t2.w;
- tangentArray[ offset_tangent + 8 ] = t3.x;
- tangentArray[ offset_tangent + 9 ] = t3.y;
- tangentArray[ offset_tangent + 10 ] = t3.z;
- tangentArray[ offset_tangent + 11 ] = t3.w;
- offset_tangent += 12;
- }
- if ( dirtyNormals && normalType ) {
- if ( vertexNormals.length == 3 && needsSmoothNormals ) {
- for ( i = 0; i < 3; i ++ ) {
- vn = vertexNormals[ i ];
- normalArray[ offset_normal ] = vn.x;
- normalArray[ offset_normal + 1 ] = vn.y;
- normalArray[ offset_normal + 2 ] = vn.z;
- offset_normal += 3;
- }
- } else {
- for ( i = 0; i < 3; i ++ ) {
- normalArray[ offset_normal ] = faceNormal.x;
- normalArray[ offset_normal + 1 ] = faceNormal.y;
- normalArray[ offset_normal + 2 ] = faceNormal.z;
- offset_normal += 3;
- }
- }
- }
- if ( dirtyUvs && uv !== undefined && uvType ) {
- for ( i = 0; i < 3; i ++ ) {
- uvi = uv[ i ];
- uvArray[ offset_uv ] = uvi.u;
- uvArray[ offset_uv + 1 ] = uvi.v;
- offset_uv += 2;
- }
- }
- if ( dirtyUvs && uv2 !== undefined && uvType ) {
- for ( i = 0; i < 3; i ++ ) {
- uv2i = uv2[ i ];
- uv2Array[ offset_uv2 ] = uv2i.u;
- uv2Array[ offset_uv2 + 1 ] = uv2i.v;
- offset_uv2 += 2;
- }
- }
- if ( dirtyElements ) {
- faceArray[ offset_face ] = vertexIndex;
- faceArray[ offset_face + 1 ] = vertexIndex + 1;
- faceArray[ offset_face + 2 ] = vertexIndex + 2;
- offset_face += 3;
- lineArray[ offset_line ] = vertexIndex;
- lineArray[ offset_line + 1 ] = vertexIndex + 1;
- lineArray[ offset_line + 2 ] = vertexIndex;
- lineArray[ offset_line + 3 ] = vertexIndex + 2;
- lineArray[ offset_line + 4 ] = vertexIndex + 1;
- lineArray[ offset_line + 5 ] = vertexIndex + 2;
- offset_line += 6;
- vertexIndex += 3;
- }
- } else if ( face instanceof THREE.Face4 ) {
- if ( dirtyVertices ) {
- v1 = vertices[ face.a ].position;
- v2 = vertices[ face.b ].position;
- v3 = vertices[ face.c ].position;
- v4 = vertices[ face.d ].position;
- vertexArray[ offset ] = v1.x;
- vertexArray[ offset + 1 ] = v1.y;
- vertexArray[ offset + 2 ] = v1.z;
- vertexArray[ offset + 3 ] = v2.x;
- vertexArray[ offset + 4 ] = v2.y;
- vertexArray[ offset + 5 ] = v2.z;
- vertexArray[ offset + 6 ] = v3.x;
- vertexArray[ offset + 7 ] = v3.y;
- vertexArray[ offset + 8 ] = v3.z;
- vertexArray[ offset + 9 ] = v4.x;
- vertexArray[ offset + 10 ] = v4.y;
- vertexArray[ offset + 11 ] = v4.z;
- offset += 12;
- }
- if ( customAttributes ) {
- for ( a in customAttributes ) {
- customAttribute = customAttributes[ a ];
- if ( customAttribute.needsUpdate ) {
- offset_custom = customAttribute.offset;
- offset_customSrc = customAttribute.offsetSrc;
- if( customAttribute.size === 1 ) {
- if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
-
- customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
- customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
- customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
- customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
-
- } else if( customAttribute.boundTo === "faces" ) {
-
- customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
- customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
- customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
- customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc ];
- customAttribute.offsetSrc++;
-
- } else if( customAttribute.boundTo === "faceVertices" ) {
-
- customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
- customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
- customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
- customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc + 3 ];
-
- customAttribute.offsetSrc += 4;
- }
- customAttribute.offset += 4;
- } else {
- if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
-
- v1 = customAttribute.value[ face.a ];
- v2 = customAttribute.value[ face.b ];
- v3 = customAttribute.value[ face.c ];
- v4 = customAttribute.value[ face.d ];
-
- } else if( customAttribute.boundTo === "faces" ) {
-
- v1 = customAttribute.value[ offset_customSrc ];
- v2 = customAttribute.value[ offset_customSrc ];
- v3 = customAttribute.value[ offset_customSrc ];
- v4 = customAttribute.value[ offset_customSrc ];
- customAttribute.offsetSrc++;
-
- } else if( customAttribute.boundTo === "faceVertices" ) {
-
- v1 = customAttribute.value[ offset_customSrc + 0 ];
- v2 = customAttribute.value[ offset_customSrc + 1 ];
- v3 = customAttribute.value[ offset_customSrc + 2 ];
- v4 = customAttribute.value[ offset_customSrc + 3 ];
-
- customAttribute.offsetSrc += 4;
- }
- if( customAttribute.size === 2 ) {
- customAttribute.array[ offset_custom + 0 ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v2.x;
- customAttribute.array[ offset_custom + 3 ] = v2.y;
- customAttribute.array[ offset_custom + 4 ] = v3.x;
- customAttribute.array[ offset_custom + 5 ] = v3.y;
- customAttribute.array[ offset_custom + 6 ] = v4.x;
- customAttribute.array[ offset_custom + 7 ] = v4.y;
- customAttribute.offset += 8;
- } else if( customAttribute.size === 3 ) {
- if( customAttribute.type === "c" ) {
-
- customAttribute.array[ offset_custom + 0 ] = v1.r;
- customAttribute.array[ offset_custom + 1 ] = v1.g;
- customAttribute.array[ offset_custom + 2 ] = v1.b;
- customAttribute.array[ offset_custom + 3 ] = v2.r;
- customAttribute.array[ offset_custom + 4 ] = v2.g;
- customAttribute.array[ offset_custom + 5 ] = v2.b;
- customAttribute.array[ offset_custom + 6 ] = v3.r;
- customAttribute.array[ offset_custom + 7 ] = v3.g;
- customAttribute.array[ offset_custom + 8 ] = v3.b;
- customAttribute.array[ offset_custom + 9 ] = v4.r;
- customAttribute.array[ offset_custom + 10 ] = v4.g;
- customAttribute.array[ offset_custom + 11 ] = v4.b;
- } else {
-
- customAttribute.array[ offset_custom + 0 ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v1.z;
- customAttribute.array[ offset_custom + 3 ] = v2.x;
- customAttribute.array[ offset_custom + 4 ] = v2.y;
- customAttribute.array[ offset_custom + 5 ] = v2.z;
- customAttribute.array[ offset_custom + 6 ] = v3.x;
- customAttribute.array[ offset_custom + 7 ] = v3.y;
- customAttribute.array[ offset_custom + 8 ] = v3.z;
- customAttribute.array[ offset_custom + 9 ] = v4.x;
- customAttribute.array[ offset_custom + 10 ] = v4.y;
- customAttribute.array[ offset_custom + 11 ] = v4.z;
-
- }
- customAttribute.offset += 12;
- } else {
- customAttribute.array[ offset_custom + 0 ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v1.z;
- customAttribute.array[ offset_custom + 3 ] = v1.w;
- customAttribute.array[ offset_custom + 4 ] = v2.x;
- customAttribute.array[ offset_custom + 5 ] = v2.y;
- customAttribute.array[ offset_custom + 6 ] = v2.z;
- customAttribute.array[ offset_custom + 7 ] = v2.w;
- customAttribute.array[ offset_custom + 8 ] = v3.x;
- customAttribute.array[ offset_custom + 9 ] = v3.y;
- customAttribute.array[ offset_custom + 10 ] = v3.z;
- customAttribute.array[ offset_custom + 11 ] = v3.w;
- customAttribute.array[ offset_custom + 12 ] = v4.x;
- customAttribute.array[ offset_custom + 13 ] = v4.y;
- customAttribute.array[ offset_custom + 14 ] = v4.z;
- customAttribute.array[ offset_custom + 15 ] = v4.w;
- customAttribute.offset += 16;
- }
- }
- }
- }
- }
- if ( dirtyMorphTargets ) {
- for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk++ ) {
- v1 = morphTargets[ vk ].vertices[ face.a ].position;
- v2 = morphTargets[ vk ].vertices[ face.b ].position;
- v3 = morphTargets[ vk ].vertices[ face.c ].position;
- v4 = morphTargets[ vk ].vertices[ face.d ].position;
- vka = morphTargetsArrays[ vk ];
- vka[ offset_morphTarget + 0 ] = v1.x;
- vka[ offset_morphTarget + 1 ] = v1.y;
- vka[ offset_morphTarget + 2 ] = v1.z;
- vka[ offset_morphTarget + 3 ] = v2.x;
- vka[ offset_morphTarget + 4 ] = v2.y;
- vka[ offset_morphTarget + 5 ] = v2.z;
- vka[ offset_morphTarget + 6 ] = v3.x;
- vka[ offset_morphTarget + 7 ] = v3.y;
- vka[ offset_morphTarget + 8 ] = v3.z;
- vka[ offset_morphTarget + 9 ] = v4.x;
- vka[ offset_morphTarget + 10 ] = v4.y;
- vka[ offset_morphTarget + 11 ] = v4.z;
- }
- offset_morphTarget += 12;
- }
- if ( obj_skinWeights.length ) {
- // weights
- sw1 = obj_skinWeights[ face.a ];
- sw2 = obj_skinWeights[ face.b ];
- sw3 = obj_skinWeights[ face.c ];
- sw4 = obj_skinWeights[ face.d ];
- skinWeightArray[ offset_skin ] = sw1.x;
- skinWeightArray[ offset_skin + 1 ] = sw1.y;
- skinWeightArray[ offset_skin + 2 ] = sw1.z;
- skinWeightArray[ offset_skin + 3 ] = sw1.w;
- skinWeightArray[ offset_skin + 4 ] = sw2.x;
- skinWeightArray[ offset_skin + 5 ] = sw2.y;
- skinWeightArray[ offset_skin + 6 ] = sw2.z;
- skinWeightArray[ offset_skin + 7 ] = sw2.w;
- skinWeightArray[ offset_skin + 8 ] = sw3.x;
- skinWeightArray[ offset_skin + 9 ] = sw3.y;
- skinWeightArray[ offset_skin + 10 ] = sw3.z;
- skinWeightArray[ offset_skin + 11 ] = sw3.w;
- skinWeightArray[ offset_skin + 12 ] = sw4.x;
- skinWeightArray[ offset_skin + 13 ] = sw4.y;
- skinWeightArray[ offset_skin + 14 ] = sw4.z;
- skinWeightArray[ offset_skin + 15 ] = sw4.w;
- // indices
- si1 = obj_skinIndices[ face.a ];
- si2 = obj_skinIndices[ face.b ];
- si3 = obj_skinIndices[ face.c ];
- si4 = obj_skinIndices[ face.d ];
- skinIndexArray[ offset_skin ] = si1.x;
- skinIndexArray[ offset_skin + 1 ] = si1.y;
- skinIndexArray[ offset_skin + 2 ] = si1.z;
- skinIndexArray[ offset_skin + 3 ] = si1.w;
- skinIndexArray[ offset_skin + 4 ] = si2.x;
- skinIndexArray[ offset_skin + 5 ] = si2.y;
- skinIndexArray[ offset_skin + 6 ] = si2.z;
- skinIndexArray[ offset_skin + 7 ] = si2.w;
- skinIndexArray[ offset_skin + 8 ] = si3.x;
- skinIndexArray[ offset_skin + 9 ] = si3.y;
- skinIndexArray[ offset_skin + 10 ] = si3.z;
- skinIndexArray[ offset_skin + 11 ] = si3.w;
- skinIndexArray[ offset_skin + 12 ] = si4.x;
- skinIndexArray[ offset_skin + 13 ] = si4.y;
- skinIndexArray[ offset_skin + 14 ] = si4.z;
- skinIndexArray[ offset_skin + 15 ] = si4.w;
- // vertices A
- sa1 = obj_skinVerticesA[ face.a ];
- sa2 = obj_skinVerticesA[ face.b ];
- sa3 = obj_skinVerticesA[ face.c ];
- sa4 = obj_skinVerticesA[ face.d ];
- skinVertexAArray[ offset_skin ] = sa1.x;
- skinVertexAArray[ offset_skin + 1 ] = sa1.y;
- skinVertexAArray[ offset_skin + 2 ] = sa1.z;
- skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
- skinVertexAArray[ offset_skin + 4 ] = sa2.x;
- skinVertexAArray[ offset_skin + 5 ] = sa2.y;
- skinVertexAArray[ offset_skin + 6 ] = sa2.z;
- skinVertexAArray[ offset_skin + 7 ] = 1;
- skinVertexAArray[ offset_skin + 8 ] = sa3.x;
- skinVertexAArray[ offset_skin + 9 ] = sa3.y;
- skinVertexAArray[ offset_skin + 10 ] = sa3.z;
- skinVertexAArray[ offset_skin + 11 ] = 1;
- skinVertexAArray[ offset_skin + 12 ] = sa4.x;
- skinVertexAArray[ offset_skin + 13 ] = sa4.y;
- skinVertexAArray[ offset_skin + 14 ] = sa4.z;
- skinVertexAArray[ offset_skin + 15 ] = 1;
- // vertices B
- sb1 = obj_skinVerticesB[ face.a ];
- sb2 = obj_skinVerticesB[ face.b ];
- sb3 = obj_skinVerticesB[ face.c ];
- sb4 = obj_skinVerticesB[ face.d ];
- skinVertexBArray[ offset_skin ] = sb1.x;
- skinVertexBArray[ offset_skin + 1 ] = sb1.y;
- skinVertexBArray[ offset_skin + 2 ] = sb1.z;
- skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
- skinVertexBArray[ offset_skin + 4 ] = sb2.x;
- skinVertexBArray[ offset_skin + 5 ] = sb2.y;
- skinVertexBArray[ offset_skin + 6 ] = sb2.z;
- skinVertexBArray[ offset_skin + 7 ] = 1;
- skinVertexBArray[ offset_skin + 8 ] = sb3.x;
- skinVertexBArray[ offset_skin + 9 ] = sb3.y;
- skinVertexBArray[ offset_skin + 10 ] = sb3.z;
- skinVertexBArray[ offset_skin + 11 ] = 1;
- skinVertexBArray[ offset_skin + 12 ] = sb4.x;
- skinVertexBArray[ offset_skin + 13 ] = sb4.y;
- skinVertexBArray[ offset_skin + 14 ] = sb4.z;
- skinVertexBArray[ offset_skin + 15 ] = 1;
- offset_skin += 16;
- }
- if ( dirtyColors && vertexColorType ) {
- if ( vertexColors.length == 4 && vertexColorType == THREE.VertexColors ) {
- c1 = vertexColors[ 0 ];
- c2 = vertexColors[ 1 ];
- c3 = vertexColors[ 2 ];
- c4 = vertexColors[ 3 ];
- } else {
- c1 = faceColor;
- c2 = faceColor;
- c3 = faceColor;
- c4 = faceColor;
- }
- colorArray[ offset_color ] = c1.r;
- colorArray[ offset_color + 1 ] = c1.g;
- colorArray[ offset_color + 2 ] = c1.b;
- colorArray[ offset_color + 3 ] = c2.r;
- colorArray[ offset_color + 4 ] = c2.g;
- colorArray[ offset_color + 5 ] = c2.b;
- colorArray[ offset_color + 6 ] = c3.r;
- colorArray[ offset_color + 7 ] = c3.g;
- colorArray[ offset_color + 8 ] = c3.b;
- colorArray[ offset_color + 9 ] = c4.r;
- colorArray[ offset_color + 10 ] = c4.g;
- colorArray[ offset_color + 11 ] = c4.b;
- offset_color += 12;
- }
- if ( dirtyTangents && geometry.hasTangents ) {
- t1 = vertexTangents[ 0 ];
- t2 = vertexTangents[ 1 ];
- t3 = vertexTangents[ 2 ];
- t4 = vertexTangents[ 3 ];
- tangentArray[ offset_tangent ] = t1.x;
- tangentArray[ offset_tangent + 1 ] = t1.y;
- tangentArray[ offset_tangent + 2 ] = t1.z;
- tangentArray[ offset_tangent + 3 ] = t1.w;
- tangentArray[ offset_tangent + 4 ] = t2.x;
- tangentArray[ offset_tangent + 5 ] = t2.y;
- tangentArray[ offset_tangent + 6 ] = t2.z;
- tangentArray[ offset_tangent + 7 ] = t2.w;
- tangentArray[ offset_tangent + 8 ] = t3.x;
- tangentArray[ offset_tangent + 9 ] = t3.y;
- tangentArray[ offset_tangent + 10 ] = t3.z;
- tangentArray[ offset_tangent + 11 ] = t3.w;
- tangentArray[ offset_tangent + 12 ] = t4.x;
- tangentArray[ offset_tangent + 13 ] = t4.y;
- tangentArray[ offset_tangent + 14 ] = t4.z;
- tangentArray[ offset_tangent + 15 ] = t4.w;
- offset_tangent += 16;
- }
- if ( dirtyNormals && normalType ) {
- if ( vertexNormals.length == 4 && needsSmoothNormals ) {
- for ( i = 0; i < 4; i ++ ) {
- vn = vertexNormals[ i ];
- normalArray[ offset_normal ] = vn.x;
- normalArray[ offset_normal + 1 ] = vn.y;
- normalArray[ offset_normal + 2 ] = vn.z;
- offset_normal += 3;
- }
- } else {
- for ( i = 0; i < 4; i ++ ) {
- normalArray[ offset_normal ] = faceNormal.x;
- normalArray[ offset_normal + 1 ] = faceNormal.y;
- normalArray[ offset_normal + 2 ] = faceNormal.z;
- offset_normal += 3;
- }
- }
- }
- if ( dirtyUvs && uv !== undefined && uvType ) {
- for ( i = 0; i < 4; i ++ ) {
- uvi = uv[ i ];
- uvArray[ offset_uv ] = uvi.u;
- uvArray[ offset_uv + 1 ] = uvi.v;
- offset_uv += 2;
- }
- }
- if ( dirtyUvs && uv2 !== undefined && uvType ) {
- for ( i = 0; i < 4; i ++ ) {
- uv2i = uv2[ i ];
- uv2Array[ offset_uv2 ] = uv2i.u;
- uv2Array[ offset_uv2 + 1 ] = uv2i.v;
- offset_uv2 += 2;
- }
- }
- if ( dirtyElements ) {
- faceArray[ offset_face ] = vertexIndex;
- faceArray[ offset_face + 1 ] = vertexIndex + 1;
- faceArray[ offset_face + 2 ] = vertexIndex + 3;
- faceArray[ offset_face + 3 ] = vertexIndex + 1;
- faceArray[ offset_face + 4 ] = vertexIndex + 2;
- faceArray[ offset_face + 5 ] = vertexIndex + 3;
- offset_face += 6;
- lineArray[ offset_line ] = vertexIndex;
- lineArray[ offset_line + 1 ] = vertexIndex + 1;
- lineArray[ offset_line + 2 ] = vertexIndex;
- lineArray[ offset_line + 3 ] = vertexIndex + 3;
- lineArray[ offset_line + 4 ] = vertexIndex + 1;
- lineArray[ offset_line + 5 ] = vertexIndex + 2;
- lineArray[ offset_line + 6 ] = vertexIndex + 2;
- lineArray[ offset_line + 7 ] = vertexIndex + 3;
- offset_line += 8;
- vertexIndex += 4;
- }
- }
- }
- if ( obj_edgeFaces ) {
- for ( f = 0, fl = obj_edgeFaces.length; f < fl; f ++ ) {
- faceArray[ offset_face ] = obj_edgeFaces[ f ].a;
- faceArray[ offset_face + 1 ] = obj_edgeFaces[ f ].b;
- faceArray[ offset_face + 2 ] = obj_edgeFaces[ f ].c;
- faceArray[ offset_face + 3 ] = obj_edgeFaces[ f ].a;
- faceArray[ offset_face + 4 ] = obj_edgeFaces[ f ].c;
- faceArray[ offset_face + 5 ] = obj_edgeFaces[ f ].d;
- offset_face += 6;
- }
- }
- if ( dirtyVertices ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
- }
- if ( customAttributes ) {
- for ( a in customAttributes ) {
- customAttribute = customAttributes[ a ];
- if ( customAttribute.needsUpdate ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
- customAttribute.needsUpdate = false;
- }
- }
- }
- if ( dirtyMorphTargets ) {
- for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
- _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
- }
- }
- if ( dirtyColors && offset_color > 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
- }
- if ( dirtyNormals ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
- }
- if ( dirtyTangents && geometry.hasTangents ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
- }
- if ( dirtyUvs && offset_uv > 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
- }
- if ( dirtyUvs && offset_uv2 > 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
- }
- if ( dirtyElements ) {
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
- }
- if ( offset_skin > 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
- }
- };
- function setLineBuffers ( geometry, hint ) {
- var v, c, vertex, offset,
- vertices = geometry.vertices,
- colors = geometry.colors,
- vl = vertices.length,
- cl = colors.length,
- vertexArray = geometry.__vertexArray,
- colorArray = geometry.__colorArray,
- dirtyVertices = geometry.__dirtyVertices,
- dirtyColors = geometry.__dirtyColors;
- if ( dirtyVertices ) {
- for ( v = 0; v < vl; v++ ) {
- vertex = vertices[ v ].position;
- offset = v * 3;
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
- }
- if ( dirtyColors ) {
- for ( c = 0; c < cl; c++ ) {
- color = colors[ c ];
- offset = c * 3;
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
- }
- };
- function setRibbonBuffers ( geometry, hint ) {
- var v, c, vertex, offset,
- vertices = geometry.vertices,
- colors = geometry.colors,
- vl = vertices.length,
- cl = colors.length,
- vertexArray = geometry.__vertexArray,
- colorArray = geometry.__colorArray,
- dirtyVertices = geometry.__dirtyVertices,
- dirtyColors = geometry.__dirtyColors;
- if ( dirtyVertices ) {
- for ( v = 0; v < vl; v++ ) {
- vertex = vertices[ v ].position;
- offset = v * 3;
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
- }
- if ( dirtyColors ) {
- for ( c = 0; c < cl; c++ ) {
- color = colors[ c ];
- offset = c * 3;
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
- }
- };
- function setParticleBuffers ( geometry, hint, object ) {
- var v, c, vertex, offset,
- vertices = geometry.vertices,
- vl = vertices.length,
- colors = geometry.colors,
- cl = colors.length,
- vertexArray = geometry.__vertexArray,
- colorArray = geometry.__colorArray,
- sortArray = geometry.__sortArray,
- dirtyVertices = geometry.__dirtyVertices,
- dirtyElements = geometry.__dirtyElements,
- dirtyColors = geometry.__dirtyColors;
- if ( object.sortParticles ) {
- _projScreenMatrix.multiplySelf( object.matrixWorld );
- for ( v = 0; v < vl; v++ ) {
- vertex = vertices[ v ].position;
- _vector3.copy( vertex );
- _projScreenMatrix.multiplyVector3( _vector3 );
- sortArray[ v ] = [ _vector3.z, v ];
- }
- sortArray.sort( function(a,b) { return b[0] - a[0]; } );
- for ( v = 0; v < vl; v++ ) {
- vertex = vertices[ sortArray[v][1] ].position;
- offset = v * 3;
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
- }
- for ( c = 0; c < cl; c++ ) {
- offset = c * 3;
- color = colors[ sortArray[c][1] ];
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
- }
- } else {
- if ( dirtyVertices ) {
- for ( v = 0; v < vl; v++ ) {
- vertex = vertices[ v ].position;
- offset = v * 3;
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
- }
- }
- if ( dirtyColors ) {
- for ( c = 0; c < cl; c++ ) {
- color = colors[ c ];
- offset = c * 3;
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
- }
- }
- }
- if ( dirtyVertices || object.sortParticles ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
- }
- if ( dirtyColors || object.sortParticles ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
- }
- };
- function setMaterialShaders( material, shaders ) {
- material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
- material.vertexShader = shaders.vertexShader;
- material.fragmentShader = shaders.fragmentShader;
- };
- function refreshUniformsCommon( uniforms, material ) {
- uniforms.diffuse.value = material.color;
- uniforms.opacity.value = material.opacity;
- uniforms.map.texture = material.map;
- uniforms.lightMap.texture = material.lightMap;
- uniforms.envMap.texture = material.envMap;
- uniforms.reflectivity.value = material.reflectivity;
- uniforms.refractionRatio.value = material.refractionRatio;
- uniforms.combine.value = material.combine;
- uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
- };
- function refreshUniformsLine( uniforms, material ) {
- uniforms.diffuse.value = material.color;
- uniforms.opacity.value = material.opacity;
- };
- function refreshUniformsParticle( uniforms, material ) {
- uniforms.psColor.value = material.color;
- uniforms.opacity.value = material.opacity;
- uniforms.size.value = material.size;
- uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
- uniforms.map.texture = material.map;
- };
- function refreshUniformsFog( uniforms, fog ) {
- uniforms.fogColor.value = fog.color;
- if ( fog instanceof THREE.Fog ) {
- uniforms.fogNear.value = fog.near;
- uniforms.fogFar.value = fog.far;
- } else if ( fog instanceof THREE.FogExp2 ) {
- uniforms.fogDensity.value = fog.density;
- }
- };
- function refreshUniformsPhong( uniforms, material ) {
- uniforms.ambient.value = material.ambient;
- uniforms.specular.value = material.specular;
- uniforms.shininess.value = material.shininess;
- };
- function refreshUniformsLights( uniforms, lights ) {
- uniforms.enableLighting.value = lights.directional.length + lights.point.length;
- uniforms.ambientLightColor.value = lights.ambient;
- uniforms.directionalLightColor.value = lights.directional.colors;
- uniforms.directionalLightDirection.value = lights.directional.positions;
- uniforms.pointLightColor.value = lights.point.colors;
- uniforms.pointLightPosition.value = lights.point.positions;
- uniforms.pointLightDistance.value = lights.point.distances;
- };
- this.initMaterial = function ( material, lights, fog, object ) {
- var u, a, identifiers, i, parameters, maxLightCount, maxBones, shaderID;
- if ( material instanceof THREE.MeshDepthMaterial ) {
- shaderID = 'depth';
- } else if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
- shaderID = 'shadowVolumeDynamic';
- } else if ( material instanceof THREE.MeshNormalMaterial ) {
- shaderID = 'normal';
- } else if ( material instanceof THREE.MeshBasicMaterial ) {
- shaderID = 'basic';
- } else if ( material instanceof THREE.MeshLambertMaterial ) {
- shaderID = 'lambert';
- } else if ( material instanceof THREE.MeshPhongMaterial ) {
- shaderID = 'phong';
- } else if ( material instanceof THREE.LineBasicMaterial ) {
- shaderID = 'basic';
- } else if ( material instanceof THREE.ParticleBasicMaterial ) {
- shaderID = 'particle_basic';
- }
- if ( shaderID ) {
- setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
- }
- // heuristics to create shader parameters according to lights in the scene
- // (not to blow over maxLights budget)
- maxLightCount = allocateLights( lights, 4 );
- maxBones = allocateBones( object );
- parameters = {
- map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
- vertexColors: material.vertexColors,
- fog: fog, sizeAttenuation: material.sizeAttenuation,
- skinning: material.skinning,
- morphTargets: material.morphTargets,
- maxMorphTargets: this.maxMorphTargets,
- maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
- maxBones: maxBones
- };
- material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
- var attributes = material.program.attributes;
- _gl.enableVertexAttribArray( attributes.position );
- if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
- if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
- if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
- if ( material.skinning &&
- attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
- attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
- _gl.enableVertexAttribArray( attributes.skinVertexA );
- _gl.enableVertexAttribArray( attributes.skinVertexB );
- _gl.enableVertexAttribArray( attributes.skinIndex );
- _gl.enableVertexAttribArray( attributes.skinWeight );
- }
- for ( a in material.attributes ) {
- if( attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
- }
- if ( material.morphTargets ) {
- material.numSupportedMorphTargets = 0;
- if ( attributes.morphTarget0 >= 0 ) {
- _gl.enableVertexAttribArray( attributes.morphTarget0 );
- material.numSupportedMorphTargets ++;
- }
- if ( attributes.morphTarget1 >= 0 ) {
- _gl.enableVertexAttribArray( attributes.morphTarget1 );
- material.numSupportedMorphTargets ++;
- }
- if ( attributes.morphTarget2 >= 0 ) {
- _gl.enableVertexAttribArray( attributes.morphTarget2 );
- material.numSupportedMorphTargets ++;
- }
- if ( attributes.morphTarget3 >= 0 ) {
- _gl.enableVertexAttribArray( attributes.morphTarget3 );
- material.numSupportedMorphTargets ++;
- }
- if ( attributes.morphTarget4 >= 0 ) {
- _gl.enableVertexAttribArray( attributes.morphTarget4 );
- material.numSupportedMorphTargets ++;
- }
- if ( attributes.morphTarget5 >= 0 ) {
- _gl.enableVertexAttribArray( attributes.morphTarget5 );
- material.numSupportedMorphTargets ++;
- }
- if ( attributes.morphTarget6 >= 0 ) {
- _gl.enableVertexAttribArray( attributes.morphTarget6 );
- material.numSupportedMorphTargets ++;
- }
- if ( attributes.morphTarget7 >= 0 ) {
- _gl.enableVertexAttribArray( attributes.morphTarget7 );
- material.numSupportedMorphTargets ++;
- }
- object.__webglMorphTargetInfluences = new Float32Array( this.maxMorphTargets );
- for ( var i = 0, il = this.maxMorphTargets; i < il; i ++ ) {
- object.__webglMorphTargetInfluences[ i ] = 0;
- }
- }
- };
- function setProgram( camera, lights, fog, material, object ) {
- if ( ! material.program ) {
- _this.initMaterial( material, lights, fog, object );
- }
- var program = material.program,
- p_uniforms = program.uniforms,
- m_uniforms = material.uniforms;
- if ( program != _currentProgram ) {
- _gl.useProgram( program );
- _currentProgram = program;
- }
- _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
- // refresh uniforms common to several materials
- if ( fog && (
- material instanceof THREE.MeshBasicMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.LineBasicMaterial ||
- material instanceof THREE.ParticleBasicMaterial ||
- material.fog )
- ) {
- refreshUniformsFog( m_uniforms, fog );
- }
- if ( material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material.lights ) {
- setupLights( program, lights );
- refreshUniformsLights( m_uniforms, _lights );
- }
- if ( material instanceof THREE.MeshBasicMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.MeshPhongMaterial ) {
- refreshUniformsCommon( m_uniforms, material );
- }
- // refresh single material specific uniforms
- if ( material instanceof THREE.LineBasicMaterial ) {
- refreshUniformsLine( m_uniforms, material );
- } else if ( material instanceof THREE.ParticleBasicMaterial ) {
- refreshUniformsParticle( m_uniforms, material );
- } else if ( material instanceof THREE.MeshPhongMaterial ) {
- refreshUniformsPhong( m_uniforms, material );
- } else if ( material instanceof THREE.MeshDepthMaterial ) {
- m_uniforms.mNear.value = camera.near;
- m_uniforms.mFar.value = camera.far;
- m_uniforms.opacity.value = material.opacity;
- } else if ( material instanceof THREE.MeshNormalMaterial ) {
- m_uniforms.opacity.value = material.opacity;
- }
- // load common uniforms
- loadUniformsGeneric( program, m_uniforms );
- loadUniformsMatrices( p_uniforms, object );
- // load material specific uniforms
- // (shader material also gets them for the sake of genericity)
- if ( material instanceof THREE.MeshShaderMaterial ||
- material instanceof THREE.MeshPhongMaterial ||
- material.envMap ) {
- if( p_uniforms.cameraPosition !== null ) {
-
- _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
-
- }
- }
- if ( material instanceof THREE.MeshShaderMaterial ||
- material.envMap ||
- material.skinning ) {
- if ( p_uniforms.objectMatrix !== null ) {
-
- _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
-
- }
- }
- if ( material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.MeshShaderMaterial ||
- material.skinning ) {
- if( p_uniforms.viewMatrix !== null ) {
-
- _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
-
- }
- }
- if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
- var dirLight = m_uniforms.directionalLightDirection.value;
- dirLight[ 0 ] = -lights[ 1 ].position.x;
- dirLight[ 1 ] = -lights[ 1 ].position.y;
- dirLight[ 2 ] = -lights[ 1 ].position.z;
- _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
- _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
- _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
- }
- if ( material.skinning ) {
- loadUniformsSkinning( p_uniforms, object );
- }
- return program;
- };
- function renderBuffer( camera, lights, fog, material, geometryGroup, object ) {
- if ( material.opacity == 0 ) return;
- var program, attributes, linewidth, primitives, a, attribute;
- program = setProgram( camera, lights, fog, material, object );
- attributes = program.attributes;
- // vertices
- if ( !material.morphTargets && attributes.position >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
- } else {
- setupMorphTargets( material, geometryGroup, object );
- }
- // custom attributes
- /* if ( geometryGroup.__webglCustomAttributes ) {
- for( a in geometryGroup.__webglCustomAttributes ) {
- if( attributes[ a ] >= 0 ) {
- attribute = geometryGroup.__webglCustomAttributes[ a ];
- _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
- _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
- }
- }
- }*/
- if ( material.attributes ) {
- for( a in material.attributes ) {
- if( attributes[ a ] >= 0 ) {
- attribute = material.attributes[ a ];
- _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
- _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
- }
- }
- }
- // colors
- if ( attributes.color >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
- _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
- }
- // normals
- if ( attributes.normal >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
- _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
- }
- // tangents
- if ( attributes.tangent >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
- _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
- }
- // uvs
- if ( attributes.uv >= 0 ) {
- if ( geometryGroup.__webglUVBuffer ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
- _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
- _gl.enableVertexAttribArray( attributes.uv );
- } else {
- _gl.disableVertexAttribArray( attributes.uv );
- }
- }
- if ( attributes.uv2 >= 0 ) {
- if ( geometryGroup.__webglUV2Buffer ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
- _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
- _gl.enableVertexAttribArray( attributes.uv2 );
- } else {
- _gl.disableVertexAttribArray( attributes.uv2 );
- }
- }
- if ( material.skinning &&
- attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
- attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
- _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
- _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
- _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
- _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
- }
- // render mesh
- if ( object instanceof THREE.Mesh ) {
- // wireframe
- if ( material.wireframe ) {
- _gl.lineWidth( material.wireframeLinewidth );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
- _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
- // triangles
- } else {
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
- _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
- }
- _this.data.vertices += geometryGroup.__webglFaceCount;
- _this.data.faces += geometryGroup.__webglFaceCount / 3;
- _this.data.drawCalls ++;
- // render lines
- } else if ( object instanceof THREE.Line ) {
- primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
- _gl.lineWidth( material.linewidth );
- _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
- _this.data.drawCalls ++;
- // render particles
- } else if ( object instanceof THREE.ParticleSystem ) {
- _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
- _this.data.drawCalls ++;
- // render ribbon
- } else if ( object instanceof THREE.Ribbon ) {
- _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
- _this.data.drawCalls ++;
- }
- };
- function setupMorphTargets( material, geometryGroup, object ) {
- // set base
- var attributes = material.program.attributes;
- if ( object.morphTargetBase !== - 1 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
- } else if ( attributes.position >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.morphTargetForcedOrder.length ) {
- // set forced order
- var m = 0;
- var order = object.morphTargetForcedOrder;
- var influences = object.morphTargetInfluences;
- while ( m < material.numSupportedMorphTargets && m < order.length ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
- _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
- object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ]];
- m ++;
- }
- } else {
- // find most influencing
- var used = [];
- var candidateInfluence = - 1;
- var candidate = 0;
- var influences = object.morphTargetInfluences;
- var i, il = influences.length;
- var m = 0;
- if ( object.morphTargetBase !== - 1 ) {
- used[ object.morphTargetBase ] = true;
- }
- while ( m < material.numSupportedMorphTargets ) {
- for ( i = 0; i < il; i ++ ) {
- if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
- candidate = i;
- candidateInfluence = influences[ candidate ];
- }
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
- _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
- object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
- used[ candidate ] = 1;
- candidateInfluence = -1;
- m ++;
- }
- }
- // load updated influences uniform
- if( material.program.uniforms.morphTargetInfluences !== null ) {
-
- _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
-
- }
- }
- function renderBufferImmediate( object, program, shading ) {
- if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
- if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
- if ( object.hasPos ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
- _gl.enableVertexAttribArray( program.attributes.position );
- _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.hasNormal ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
- if ( shading == THREE.FlatShading ) {
- var nx, ny, nz,
- nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
- normalArray,
- i, il = object.count * 3;
- for( i = 0; i < il; i += 9 ) {
- normalArray = object.normalArray;
- nax = normalArray[ i ];
- nay = normalArray[ i + 1 ];
- naz = normalArray[ i + 2 ];
- nbx = normalArray[ i + 3 ];
- nby = normalArray[ i + 4 ];
- nbz = normalArray[ i + 5 ];
- ncx = normalArray[ i + 6 ];
- ncy = normalArray[ i + 7 ];
- ncz = normalArray[ i + 8 ];
- nx = ( nax + nbx + ncx ) / 3;
- ny = ( nay + nby + ncy ) / 3;
- nz = ( naz + nbz + ncz ) / 3;
- normalArray[ i ] = nx;
- normalArray[ i + 1 ] = ny;
- normalArray[ i + 2 ] = nz;
- normalArray[ i + 3 ] = nx;
- normalArray[ i + 4 ] = ny;
- normalArray[ i + 5 ] = nz;
- normalArray[ i + 6 ] = nx;
- normalArray[ i + 7 ] = ny;
- normalArray[ i + 8 ] = nz;
- }
- }
- _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
- _gl.enableVertexAttribArray( program.attributes.normal );
- _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
- }
- _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
- object.count = 0;
- };
- function setObjectFaces( object ) {
- if ( _oldDoubleSided != object.doubleSided ) {
- if( object.doubleSided ) {
- _gl.disable( _gl.CULL_FACE );
- } else {
- _gl.enable( _gl.CULL_FACE );
- }
- _oldDoubleSided = object.doubleSided;
- }
- if ( _oldFlipSided != object.flipSided ) {
- if( object.flipSided ) {
- _gl.frontFace( _gl.CW );
- } else {
- _gl.frontFace( _gl.CCW );
- }
- _oldFlipSided = object.flipSided;
- }
- };
- function setDepthTest( test ) {
- if ( _oldDepth != test ) {
- if( test ) {
- _gl.enable( _gl.DEPTH_TEST );
- } else {
- _gl.disable( _gl.DEPTH_TEST );
- }
- _oldDepth = test;
- }
- };
- function computeFrustum( m ) {
- _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
- _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
- _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
- _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
- _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
- _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
- var i, plane;
- for ( i = 0; i < 6; i ++ ) {
- plane = _frustum[ i ];
- plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
- }
- };
- function isInFrustum( object ) {
- var distance, matrix = object.matrixWorld,
- radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
- for ( var i = 0; i < 6; i ++ ) {
- distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
- if ( distance <= radius ) return false;
- }
- return true;
- };
- function addToFixedArray( where, what ) {
- where.list[ where.count ] = what;
- where.count += 1;
- };
- function unrollImmediateBufferMaterials( globject ) {
- var i, l, m, ml, material,
- object = globject.object,
- opaque = globject.opaque,
- transparent = globject.transparent;
- transparent.count = 0;
- opaque.count = 0;
- for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
- material = object.materials[ m ];
- material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
- }
- };
- function unrollBufferMaterials( globject ) {
- var i, l, m, ml, material, meshMaterial,
- object = globject.object,
- buffer = globject.buffer,
- opaque = globject.opaque,
- transparent = globject.transparent;
- transparent.count = 0;
- opaque.count = 0;
- for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
- meshMaterial = object.materials[ m ];
- if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
- for ( i = 0, l = buffer.materials.length; i < l; i++ ) {
- material = buffer.materials[ i ];
- if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
- }
- } else {
- material = meshMaterial;
- if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
- }
- }
- };
- function painterSort( a, b ) {
- return b.z - a.z;
- };
- this.render = function( scene, camera, renderTarget, forceClear ) {
- var i, program, opaque, transparent, material,
- o, ol, oil, webglObject, object, buffer,
- lights = scene.lights,
- fog = scene.fog;
- _this.data.vertices = 0;
- _this.data.faces = 0;
- _this.data.drawCalls = 0;
- camera.matrixAutoUpdate && camera.update( undefined, true );
- scene.update( undefined, false, camera );
- camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
- camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
- _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
- computeFrustum( _projScreenMatrix );
- this.initWebGLObjects( scene );
- setRenderTarget( renderTarget );
- if ( this.autoClear || forceClear ) {
- this.clear();
- }
- // set matrices
- ol = scene.__webglObjects.length;
- for ( o = 0; o < ol; o++ ) {
- webglObject = scene.__webglObjects[ o ];
- object = webglObject.object;
- if ( object.visible ) {
- if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
- object.matrixWorld.flattenToArray( object._objectMatrixArray );
- setupMatrices( object, camera );
- unrollBufferMaterials( webglObject );
- webglObject.render = true;
- if ( this.sortObjects ) {
- _vector3.copy( object.position );
- _projScreenMatrix.multiplyVector3( _vector3 );
- webglObject.z = _vector3.z;
- }
- } else {
- webglObject.render = false;
- }
- } else {
- webglObject.render = false;
- }
- }
- if ( this.sortObjects ) {
- scene.__webglObjects.sort( painterSort );
- }
- oil = scene.__webglObjectsImmediate.length;
- for ( o = 0; o < oil; o++ ) {
- webglObject = scene.__webglObjectsImmediate[ o ];
- object = webglObject.object;
- if ( object.visible ) {
- if( object.matrixAutoUpdate ) {
- object.matrixWorld.flattenToArray( object._objectMatrixArray );
- }
- setupMatrices( object, camera );
- unrollImmediateBufferMaterials( webglObject );
- }
- }
- // opaque pass
- setBlending( THREE.NormalBlending );
- for ( o = 0; o < ol; o ++ ) {
- webglObject = scene.__webglObjects[ o ];
- if ( webglObject.render ) {
- object = webglObject.object;
- buffer = webglObject.buffer;
- opaque = webglObject.opaque;
- setObjectFaces( object );
- for ( i = 0; i < opaque.count; i ++ ) {
- material = opaque.list[ i ];
- setDepthTest( material.depthTest );
- renderBuffer( camera, lights, fog, material, buffer, object );
- }
- }
- }
- // opaque pass (immediate simulator)
- for ( o = 0; o < oil; o++ ) {
- webglObject = scene.__webglObjectsImmediate[ o ];
- object = webglObject.object;
- if ( object.visible ) {
- opaque = webglObject.opaque;
- setObjectFaces( object );
- for( i = 0; i < opaque.count; i++ ) {
- material = opaque.list[ i ];
- setDepthTest( material.depthTest );
- program = setProgram( camera, lights, fog, material, object );
- object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
- }
- }
- }
- // transparent pass
- for ( o = 0; o < ol; o ++ ) {
- webglObject = scene.__webglObjects[ o ];
- if ( webglObject.render ) {
- object = webglObject.object;
- buffer = webglObject.buffer;
- transparent = webglObject.transparent;
- setObjectFaces( object );
- for ( i = 0; i < transparent.count; i ++ ) {
- material = transparent.list[ i ];
- setBlending( material.blending );
- setDepthTest( material.depthTest );
- renderBuffer( camera, lights, fog, material, buffer, object );
- }
- }
- }
- // transparent pass (immediate simulator)
- for ( o = 0; o < oil; o++ ) {
- webglObject = scene.__webglObjectsImmediate[ o ];
- object = webglObject.object;
- if ( object.visible ) {
- transparent = webglObject.transparent;
- setObjectFaces( object );
- for ( i = 0; i < transparent.count; i ++ ) {
- material = transparent.list[ i ];
- setBlending( material.blending );
- setDepthTest( material.depthTest );
- program = setProgram( camera, lights, fog, material, object );
- object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
- }
- }
- }
- // render 2d
- if ( scene.__webglSprites.length ) {
- renderSprites( scene, camera );
- }
- // render stencil shadows
- if ( stencil && scene.__webglShadowVolumes.length && scene.lights.length ) {
- renderStencilShadows( scene );
- }
- // render lens flares
- if ( scene.__webglLensFlares.length ) {
- renderLensFlares( scene, camera );
- }
- // Generate mipmap if we're using any kind of mipmap filtering
- if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
- updateRenderTargetMipmap( renderTarget );
- }
- };
- /*
- * Stencil Shadows
- * method: we're rendering the world in light, then the shadow
- * volumes into the stencil and last a big darkening
- * quad over the whole thing. This is not how "you're
- * supposed to" do stencil shadows but is much faster
- *
- */
- function renderStencilShadows( scene ) {
- // setup stencil
- _gl.enable( _gl.POLYGON_OFFSET_FILL );
- _gl.polygonOffset( 0.1, 1.0 );
- _gl.enable( _gl.STENCIL_TEST );
- _gl.enable( _gl.DEPTH_TEST );
- _gl.depthMask( false );
- _gl.colorMask( false, false, false, false );
- _gl.stencilFunc( _gl.ALWAYS, 1, 0xFF );
- _gl.stencilOpSeparate( _gl.BACK, _gl.KEEP, _gl.INCR, _gl.KEEP );
- _gl.stencilOpSeparate( _gl.FRONT, _gl.KEEP, _gl.DECR, _gl.KEEP );
- // loop through all directional lights
- var l, ll = scene.lights.length;
- var p;
- var light, lights = scene.lights;
- var dirLight = [];
- var object, geometryGroup, material;
- var program;
- var p_uniforms;
- var m_uniforms;
- var attributes;
- var o, ol = scene.__webglShadowVolumes.length;
- for ( l = 0; l < ll; l++ ) {
- light = scene.lights[ l ];
- if ( light instanceof THREE.DirectionalLight && light.castShadow ) {
- dirLight[ 0 ] = -light.position.x;
- dirLight[ 1 ] = -light.position.y;
- dirLight[ 2 ] = -light.position.z;
- // render all volumes
- for ( o = 0; o < ol; o++ ) {
- object = scene.__webglShadowVolumes[ o ].object;
- geometryGroup = scene.__webglShadowVolumes[ o ].buffer;
- material = object.materials[ 0 ];
- if ( !material.program ) _this.initMaterial( material, lights, undefined, object );
- program = material.program,
- p_uniforms = program.uniforms,
- m_uniforms = material.uniforms,
- attributes = program.attributes;
- if ( _currentProgram !== program ) {
- _gl.useProgram( program );
- _currentProgram = program;
- _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
- _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
- _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
- }
- object.matrixWorld.flattenToArray( object._objectMatrixArray );
- _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
- _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
- _gl.cullFace( _gl.FRONT );
- _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
- _gl.cullFace( _gl.BACK );
- _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
- }
- }
- }
- // setup color+stencil
- _gl.disable( _gl.POLYGON_OFFSET_FILL );
- _gl.colorMask( true, true, true, true );
- _gl.stencilFunc( _gl.NOTEQUAL, 0, 0xFF );
- _gl.stencilOp( _gl.KEEP, _gl.KEEP, _gl.KEEP );
- _gl.disable( _gl.DEPTH_TEST );
- // draw darkening polygon
- _oldBlending = -1;
- _currentProgram = _stencilShadow.program;
- _gl.useProgram( _stencilShadow.program );
- _gl.uniformMatrix4fv( _stencilShadow.projectionLocation, false, _projectionMatrixArray );
- _gl.uniform1f( _stencilShadow.darknessLocation, _stencilShadow.darkness );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
- _gl.vertexAttribPointer( _stencilShadow.vertexLocation, 3, _gl.FLOAT, false, 0, 0 );
- _gl.enableVertexAttribArray( _stencilShadow.vertexLocation );
- _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
- _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
- // disable stencil
- _gl.disable( _gl.STENCIL_TEST );
- _gl.enable( _gl.DEPTH_TEST );
- _gl.depthMask( _currentDepthMask );
- }
- /*
- * Render sprites
- *
- */
- function renderSprites( scene, camera ) {
- var o, ol, object;
- var attributes = _sprite.attributes;
- var uniforms = _sprite.uniforms;
- var anyCustom = false;
- var invAspect = _viewportHeight / _viewportWidth;
- var size, scale = [];
- var screenPosition;
- var halfViewportWidth = _viewportWidth * 0.5;
- var halfViewportHeight = _viewportHeight * 0.5;
- var mergeWith3D = true;
- // setup gl
- _gl.useProgram( _sprite.program );
- _currentProgram = _sprite.program;
- _oldBlending = -1;
- if ( !_spriteAttributesEnabled ) {
- _gl.enableVertexAttribArray( _sprite.attributes.position );
- _gl.enableVertexAttribArray( _sprite.attributes.uv );
- _spriteAttributesEnabled = true;
- }
- _gl.disable( _gl.CULL_FACE );
- _gl.enable( _gl.BLEND );
- _gl.depthMask( true );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
- _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
- _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
- _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, _projectionMatrixArray );
- _gl.activeTexture( _gl.TEXTURE0 );
- _gl.uniform1i( uniforms.map, 0 );
- // update positions and sort
- for( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
- object = scene.__webglSprites[ o ];
- if( !object.useScreenCoordinates ) {
- object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
- object.z = -object._modelViewMatrix.n34;
- } else {
- object.z = -object.position.z;
- }
- }
- scene.__webglSprites.sort( painterSort );
- // render all non-custom shader sprites
- for ( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
- object = scene.__webglSprites[ o ];
- if ( object.material === undefined ) {
- if ( object.map && object.map.image && object.map.image.width ) {
- if ( object.useScreenCoordinates ) {
- _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
- _gl.uniform3f( uniforms.screenPosition, ( object.position.x - halfViewportWidth ) / halfViewportWidth,
- ( halfViewportHeight - object.position.y ) / halfViewportHeight,
- Math.max( 0, Math.min( 1, object.position.z )));
- } else {
- _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
- _gl.uniform1i( uniforms.affectedByDistance, object.affectedByDistance ? 1 : 0 );
- _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
- }
- size = object.map.image.width / ( object.affectedByDistance ? 1 : _viewportHeight );
- scale[ 0 ] = size * invAspect * object.scale.x;
- scale[ 1 ] = size * object.scale.y;
- _gl.uniform2f( uniforms.uvScale, object.uvScale.x, object.uvScale.y );
- _gl.uniform2f( uniforms.uvOffset, object.uvOffset.x, object.uvOffset.y );
- _gl.uniform2f( uniforms.alignment, object.alignment.x, object.alignment.y );
- _gl.uniform1f( uniforms.opacity, object.opacity );
- _gl.uniform1f( uniforms.rotation, object.rotation );
- _gl.uniform2fv( uniforms.scale, scale );
- if ( object.mergeWith3D && !mergeWith3D ) {
- _gl.enable( _gl.DEPTH_TEST );
- mergeWith3D = true;
- } else if ( !object.mergeWith3D && mergeWith3D ) {
- _gl.disable( _gl.DEPTH_TEST );
- mergeWith3D = false;
- }
- setBlending( object.blending );
- setTexture( object.map, 0 );
- _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
- }
- } else {
- anyCustom = true;
- }
- }
- // loop through all custom
- /*
- if( anyCustom ) {
- }
- */
- // restore gl
- _gl.enable( _gl.CULL_FACE );
- _gl.enable( _gl.DEPTH_TEST );
- _gl.depthMask( _currentDepthMask );
- }
- /*
- * Render lens flares
- * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
- * reads these back and calculates occlusion.
- * Then LensFlare.updateLensFlares() is called to re-position and
- * update transparency of flares. Then they are rendered.
- *
- */
- function renderLensFlares( scene, camera ) {
- var object, objectZ, geometryGroup, material;
- var o, ol = scene.__webglLensFlares.length;
- var f, fl, flare;
- var tempPosition = new THREE.Vector3();
- var invAspect = _viewportHeight / _viewportWidth;
- var halfViewportWidth = _viewportWidth * 0.5;
- var halfViewportHeight = _viewportHeight * 0.5;
- var size = 16 / _viewportHeight;
- var scale = [ size * invAspect, size ];
- var screenPosition = [ 1, 1, 0 ];
- var screenPositionPixels = [ 1, 1 ];
- var sampleX, sampleY, readBackPixels = _lensFlare.readBackPixels;
- var sampleMidX = 7 * 4;
- var sampleMidY = 7 * 16 * 4;
- var sampleIndex, visibility;
- var uniforms = _lensFlare.uniforms;
- var attributes = _lensFlare.attributes;
- // set lensflare program and reset blending
- _gl.useProgram( _lensFlare.program );
- _currentProgram = _lensFlare.program;
- _oldBlending = -1;
- if ( ! _lensFlareAttributesEnabled ) {
-
- _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
- _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
-
- _lensFlareAttributesEnabled = true;
- }
- // loop through all lens flares to update their occlusion and positions
- // setup gl and common used attribs/unforms
- _gl.uniform1i( uniforms.occlusionMap, 0 );
- _gl.uniform1i( uniforms.map, 1 );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
- _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
- _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
- _gl.disable( _gl.CULL_FACE );
- _gl.depthMask( false );
- _gl.activeTexture( _gl.TEXTURE0 );
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
- _gl.activeTexture( _gl.TEXTURE1 );
- for ( o = 0; o < ol; o ++ ) {
- // calc object screen position
- object = scene.__webglLensFlares[ o ].object;
- tempPosition.set( object.matrixWorld.n14, object.matrixWorld.n24, object.matrixWorld.n34 );
- camera.matrixWorldInverse.multiplyVector3( tempPosition );
- objectZ = tempPosition.z;
- camera.projectionMatrix.multiplyVector3( tempPosition );
- // setup arrays for gl programs
- screenPosition[ 0 ] = tempPosition.x;
- screenPosition[ 1 ] = tempPosition.y;
- screenPosition[ 2 ] = tempPosition.z;
- screenPositionPixels[ 0 ] = screenPosition[ 0 ] * halfViewportWidth + halfViewportWidth;
- screenPositionPixels[ 1 ] = screenPosition[ 1 ] * halfViewportHeight + halfViewportHeight;
- // screen cull
- if ( _lensFlare.hasVertexTexture || ( screenPositionPixels[ 0 ] > 0 &&
- screenPositionPixels[ 0 ] < _viewportWidth &&
- screenPositionPixels[ 1 ] > 0 &&
- screenPositionPixels[ 1 ] < _viewportHeight )) {
- // save current RGB to temp texture
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
- _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
- // render pink quad
- _gl.uniform1i( uniforms.renderType, 0 );
- _gl.uniform2fv( uniforms.scale, scale );
- _gl.uniform3fv( uniforms.screenPosition, screenPosition );
- _gl.disable( _gl.BLEND );
- _gl.enable( _gl.DEPTH_TEST );
- _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
- // copy result to occlusionMap
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
- _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
- // restore graphics
- _gl.uniform1i( uniforms.renderType, 1 );
- _gl.disable( _gl.DEPTH_TEST );
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
- _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
- // update object positions
- object.positionScreen.x = screenPosition[ 0 ];
- object.positionScreen.y = screenPosition[ 1 ];
- object.positionScreen.z = screenPosition[ 2 ];
- if ( object.customUpdateCallback ) {
- object.customUpdateCallback( object );
- } else {
- object.updateLensFlares();
- }
- // render flares
- _gl.uniform1i( uniforms.renderType, 2 );
- _gl.enable( _gl.BLEND );
- for ( f = 0, fl = object.lensFlares.length; f < fl; f ++ ) {
- flare = object.lensFlares[ f ];
- if ( flare.opacity > 0.001 && flare.scale > 0.001 ) {
- screenPosition[ 0 ] = flare.x;
- screenPosition[ 1 ] = flare.y;
- screenPosition[ 2 ] = flare.z;
- size = flare.size * flare.scale / _viewportHeight;
- scale[ 0 ] = size * invAspect;
- scale[ 1 ] = size;
- _gl.uniform3fv( uniforms.screenPosition, screenPosition );
- _gl.uniform2fv( uniforms.scale, scale );
- _gl.uniform1f( uniforms.rotation, flare.rotation );
- _gl.uniform1f( uniforms.opacity, flare.opacity );
- setBlending( flare.blending );
- setTexture( flare.texture, 1 );
- _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
- }
- }
- }
- }
- // restore gl
- _gl.enable( _gl.CULL_FACE );
- _gl.enable( _gl.DEPTH_TEST );
- _gl.depthMask( _currentDepthMask );
- };
- function setupMatrices( object, camera ) {
- object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
- THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
- };
- this.initWebGLObjects = function ( scene ) {
- if ( !scene.__webglObjects ) {
- scene.__webglObjects = [];
- scene.__webglObjectsImmediate = [];
- scene.__webglShadowVolumes = [];
- scene.__webglLensFlares = [];
- scene.__webglSprites = [];
- }
- while ( scene.__objectsAdded.length ) {
- addObject( scene.__objectsAdded[ 0 ], scene );
- scene.__objectsAdded.splice( 0, 1 );
- }
- while ( scene.__objectsRemoved.length ) {
- removeObject( scene.__objectsRemoved[ 0 ], scene );
- scene.__objectsRemoved.splice( 0, 1 );
- }
- // update must be called after objects adding / removal
- for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
- updateObject( scene.__webglObjects[ o ].object, scene );
- }
- for ( var o = 0, ol = scene.__webglShadowVolumes.length; o < ol; o ++ ) {
- updateObject( scene.__webglShadowVolumes[ o ].object, scene );
- }
- for ( var o = 0, ol = scene.__webglLensFlares.length; o < ol; o ++ ) {
- updateObject( scene.__webglLensFlares[ o ].object, scene );
- }
- /*
- for ( var o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
- updateObject( scene.__webglSprites[ o ].object, scene );
- }
- */
- };
- function addObject( object, scene ) {
- var g, geometry, geometryGroup;
- if ( object._modelViewMatrix == undefined ) {
- object._modelViewMatrix = new THREE.Matrix4();
- object._normalMatrixArray = new Float32Array( 9 );
- object._modelViewMatrixArray = new Float32Array( 16 );
- object._objectMatrixArray = new Float32Array( 16 );
- object.matrixWorld.flattenToArray( object._objectMatrixArray );
- }
- if ( object instanceof THREE.Mesh ) {
- geometry = object.geometry;
- if ( geometry.geometryGroups == undefined ) {
- sortFacesByMaterial( geometry );
- }
- // create separate VBOs per geometry chunk
- for ( g in geometry.geometryGroups ) {
- geometryGroup = geometry.geometryGroups[ g ];
- // initialise VBO on the first access
- if ( ! geometryGroup.__webglVertexBuffer ) {
- createMeshBuffers( geometryGroup );
- initMeshBuffers( geometryGroup, object );
- geometry.__dirtyVertices = true;
- geometry.__dirtyMorphTargets = true;
- geometry.__dirtyElements = true;
- geometry.__dirtyUvs = true;
- geometry.__dirtyNormals = true;
- geometry.__dirtyTangents = true;
- geometry.__dirtyColors = true;
- }
- // create separate wrapper per each use of VBO
- if ( object instanceof THREE.ShadowVolume ) {
- addBuffer( scene.__webglShadowVolumes, geometryGroup, object );
- } else {
- addBuffer( scene.__webglObjects, geometryGroup, object );
- }
- }
- } else if ( object instanceof THREE.LensFlare ) {
- addBuffer( scene.__webglLensFlares, undefined, object );
- } else if ( object instanceof THREE.Ribbon ) {
- geometry = object.geometry;
- if( ! geometry.__webglVertexBuffer ) {
- createRibbonBuffers( geometry );
- initRibbonBuffers( geometry );
- geometry.__dirtyVertices = true;
- geometry.__dirtyColors = true;
- }
- addBuffer( scene.__webglObjects, geometry, object );
- } else if ( object instanceof THREE.Line ) {
- geometry = object.geometry;
- if( ! geometry.__webglVertexBuffer ) {
- createLineBuffers( geometry );
- initLineBuffers( geometry );
- geometry.__dirtyVertices = true;
- geometry.__dirtyColors = true;
- }
- addBuffer( scene.__webglObjects, geometry, object );
- } else if ( object instanceof THREE.ParticleSystem ) {
- geometry = object.geometry;
- if ( ! geometry.__webglVertexBuffer ) {
- createParticleBuffers( geometry );
- initParticleBuffers( geometry );
- geometry.__dirtyVertices = true;
- geometry.__dirtyColors = true;
- }
- addBuffer( scene.__webglObjects, geometry, object );
- } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
- addBufferImmediate( scene.__webglObjectsImmediate, object );
- } else if ( object instanceof THREE.Sprite ) {
- scene.__webglSprites.push( object );
- }
- /*else if ( object instanceof THREE.Particle ) {
- }*/
- };
- function updateObject( object, scene ) {
- var g, geometry, geometryGroup, a, customAttributeDirty;
- if ( object instanceof THREE.Mesh ) {
- geometry = object.geometry;
- // check all geometry groups
- for ( g in geometry.geometryGroups ) {
- geometryGroup = geometry.geometryGroups[ g ];
- customAttributeDirty = false;
- for ( a in geometryGroup.__webglCustomAttributes ) {
- if( geometryGroup.__webglCustomAttributes[ a ].needsUpdate ) {
- customAttributeDirty = true;
- break;
- }
- }
- if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
- geometry.__dirtyUvs || geometry.__dirtyNormals ||
- geometry.__dirtyColors || geometry.__dirtyTangents || customAttributeDirty ) {
- setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW );
- }
- }
- geometry.__dirtyVertices = false;
- geometry.__dirtyMorphTargets = false;
- geometry.__dirtyElements = false;
- geometry.__dirtyUvs = false;
- geometry.__dirtyNormals = false;
- geometry.__dirtyTangents = false;
- geometry.__dirtyColors = false;
- } else if ( object instanceof THREE.Ribbon ) {
- geometry = object.geometry;
- if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
- setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
- }
- geometry.__dirtyVertices = false;
- geometry.__dirtyColors = false;
- } else if ( object instanceof THREE.Line ) {
- geometry = object.geometry;
- if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
- setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
- }
- geometry.__dirtyVertices = false;
- geometry.__dirtyColors = false;
- } else if ( object instanceof THREE.ParticleSystem ) {
- geometry = object.geometry;
- if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
- setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
- }
- geometry.__dirtyVertices = false;
- geometry.__dirtyColors = false;
- }/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
- // it updates itself in render callback
- } else if ( object instanceof THREE.Particle ) {
- }*/
- };
- function removeObject( object, scene ) {
- var o, ol, zobject;
- if ( object instanceof THREE.Mesh ) {
- for ( o = scene.__webglObjects.length - 1; o >= 0; o -- ) {
- zobject = scene.__webglObjects[ o ].object;
- if ( object == zobject ) {
- scene.__webglObjects.splice( o, 1 );
- return;
- }
- }
- } else if ( object instanceof THREE.Sprite ) {
- for ( o = scene.__webglSprites.length - 1; o >= 0; o -- ) {
- zobject = scene.__webglSprites[ o ];
- if ( object == zobject ) {
- scene.__webglSprites.splice( o, 1 );
- return;
- }
- }
- }
- // add shadows, etc
- };
- function sortFacesByMaterial( geometry ) {
- // TODO
- // Should optimize by grouping faces with ColorFill / ColorStroke materials
- // which could then use vertex color attributes instead of each being
- // in its separate VBO
- var i, l, f, fl, face, material, materials, vertices, mhash, ghash, hash_map = {};
- var numMorphTargets = geometry.morphTargets !== undefined ? geometry.morphTargets.length : 0;
- geometry.geometryGroups = {};
- function materialHash( material ) {
- var hash_array = [];
- for ( i = 0, l = material.length; i < l; i++ ) {
- if ( material[ i ] == undefined ) {
- hash_array.push( "undefined" );
- } else {
- hash_array.push( material[ i ].id );
- }
- }
- return hash_array.join( '_' );
- }
- for ( f = 0, fl = geometry.faces.length; f < fl; f++ ) {
- face = geometry.faces[ f ];
- materials = face.materials;
- mhash = materialHash( materials );
- if ( hash_map[ mhash ] == undefined ) {
- hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };
- }
- ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
- if ( geometry.geometryGroups[ ghash ] == undefined ) {
- geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
- }
- vertices = face instanceof THREE.Face3 ? 3 : 4;
- if ( geometry.geometryGroups[ ghash ].vertices + vertices > 65535 ) {
- hash_map[ mhash ].counter += 1;
- ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
- if ( geometry.geometryGroups[ ghash ] == undefined ) {
- geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
- }
- }
- geometry.geometryGroups[ ghash ].faces.push( f );
- geometry.geometryGroups[ ghash ].vertices += vertices;
- }
- };
- function addBuffer( objlist, buffer, object ) {
- objlist.push( {
- buffer: buffer, object: object,
- opaque: { list: [], count: 0 },
- transparent: { list: [], count: 0 }
- } );
- };
- function addBufferImmediate( objlist, object ) {
- objlist.push( {
- object: object,
- opaque: { list: [], count: 0 },
- transparent: { list: [], count: 0 }
- } );
- };
- this.setFaceCulling = function ( cullFace, frontFace ) {
- if ( cullFace ) {
- if ( !frontFace || frontFace == "ccw" ) {
- _gl.frontFace( _gl.CCW );
- } else {
- _gl.frontFace( _gl.CW );
- }
- if( cullFace == "back" ) {
- _gl.cullFace( _gl.BACK );
- } else if( cullFace == "front" ) {
- _gl.cullFace( _gl.FRONT );
- } else {
- _gl.cullFace( _gl.FRONT_AND_BACK );
- }
- _gl.enable( _gl.CULL_FACE );
- } else {
- _gl.disable( _gl.CULL_FACE );
- }
- };
- this.supportsVertexTextures = function () {
- return maxVertexTextures() > 0;
- };
- function maxVertexTextures() {
- return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
- };
- function initGL( antialias, clearColor, clearAlpha, stencil ) {
- try {
- if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: antialias, stencil: stencil } ) ) ) {
- throw 'Error creating WebGL context.';
- }
- } catch ( e ) {
- console.error( e );
- }
- console.log(
- navigator.userAgent + " | " +
- _gl.getParameter( _gl.VERSION ) + " | " +
- _gl.getParameter( _gl.VENDOR ) + " | " +
- _gl.getParameter( _gl.RENDERER ) + " | " +
- _gl.getParameter( _gl.SHADING_LANGUAGE_VERSION )
- );
- _gl.clearColor( 0, 0, 0, 1 );
- _gl.clearDepth( 1 );
- _gl.enable( _gl.DEPTH_TEST );
- _gl.depthFunc( _gl.LEQUAL );
- _gl.frontFace( _gl.CCW );
- _gl.cullFace( _gl.BACK );
- _gl.enable( _gl.CULL_FACE );
- _gl.enable( _gl.BLEND );
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
- _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
- // _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, true );
- _cullEnabled = true;
- };
- function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
- var p, pl, program, code;
- var chunks = [];
- // Generate code
- if ( shaderID ) {
- chunks.push( shaderID );
- } else {
- chunks.push( fragmentShader );
- chunks.push( vertexShader );
- }
- for ( p in parameters ) {
- chunks.push( p );
- chunks.push( parameters[ p ] );
- }
- code = chunks.join();
- // Check if code has been already compiled
- for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
- if ( _programs[ p ].code == code ) {
- // console.log( "Code already compiled." /*: \n\n" + code*/ );
- return _programs[ p ].program;
- }
- }
- //console.log( "building new program " );
- //
- program = _gl.createProgram(),
- prefix_fragment = [
- "#ifdef GL_ES",
- "precision highp float;",
- "#endif",
- "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
- "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
- parameters.fog ? "#define USE_FOG" : "",
- parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
- parameters.map ? "#define USE_MAP" : "",
- parameters.envMap ? "#define USE_ENVMAP" : "",
- parameters.lightMap ? "#define USE_LIGHTMAP" : "",
- parameters.vertexColors ? "#define USE_COLOR" : "",
- "uniform mat4 viewMatrix;",
- "uniform vec3 cameraPosition;",
- ""
- ].join("\n"),
- prefix_vertex = [
- maxVertexTextures() > 0 ? "#define VERTEX_TEXTURES" : "",
- "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
- "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
- "#define MAX_BONES " + parameters.maxBones,
- parameters.map ? "#define USE_MAP" : "",
- parameters.envMap ? "#define USE_ENVMAP" : "",
- parameters.lightMap ? "#define USE_LIGHTMAP" : "",
- parameters.vertexColors ? "#define USE_COLOR" : "",
- parameters.skinning ? "#define USE_SKINNING" : "",
- parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
- parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
- "uniform mat4 objectMatrix;",
- "uniform mat4 modelViewMatrix;",
- "uniform mat4 projectionMatrix;",
- "uniform mat4 viewMatrix;",
- "uniform mat3 normalMatrix;",
- "uniform vec3 cameraPosition;",
- "uniform mat4 cameraInverseMatrix;",
- "attribute vec3 position;",
- "attribute vec3 normal;",
- "attribute vec2 uv;",
- "attribute vec2 uv2;",
- "#ifdef USE_COLOR",
- "attribute vec3 color;",
- "#endif",
- "#ifdef USE_MORPHTARGETS",
- "attribute vec3 morphTarget0;",
- "attribute vec3 morphTarget1;",
- "attribute vec3 morphTarget2;",
- "attribute vec3 morphTarget3;",
- "attribute vec3 morphTarget4;",
- "attribute vec3 morphTarget5;",
- "attribute vec3 morphTarget6;",
- "attribute vec3 morphTarget7;",
- "#endif",
- "#ifdef USE_SKINNING",
- "attribute vec4 skinVertexA;",
- "attribute vec4 skinVertexB;",
- "attribute vec4 skinIndex;",
- "attribute vec4 skinWeight;",
- "#endif",
- ""
- ].join("\n");
- _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
- _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
- _gl.linkProgram( program );
- if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
- console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
- }
- //console.log( prefix_fragment + fragmentShader );
- //console.log( prefix_vertex + vertexShader );
- program.uniforms = {};
- program.attributes = {};
- var identifiers, u, a, i;
- // cache uniform locations
- identifiers = [
- 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
- 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
- ];
- for ( u in uniforms ) {
- identifiers.push( u );
- }
- cacheUniformLocations( program, identifiers );
- // cache attributes locations
- identifiers = [
- "position", "normal", "uv", "uv2", "tangent", "color",
- "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
- ];
- for ( i = 0; i < parameters.maxMorphTargets; i++ ) {
- identifiers.push( "morphTarget" + i );
- }
- for ( a in attributes ) {
- identifiers.push( a );
- }
- cacheAttributeLocations( program, identifiers );
- _programs.push( { program: program, code: code } );
- return program;
- };
- function loadUniformsSkinning( uniforms, object ) {
- _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
- _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
- };
- function loadUniformsMatrices( uniforms, object ) {
- _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
- _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
- };
- function loadUniformsGeneric( program, uniforms ) {
- var u, uniform, value, type, location, texture;
- for( u in uniforms ) {
- location = program.uniforms[u];
- if ( !location ) continue;
- uniform = uniforms[u];
- type = uniform.type;
- value = uniform.value;
- if( type == "i" ) {
- _gl.uniform1i( location, value );
- } else if( type == "f" ) {
- _gl.uniform1f( location, value );
- } else if( type == "fv1" ) {
- _gl.uniform1fv( location, value );
- } else if( type == "fv" ) {
- _gl.uniform3fv( location, value );
- } else if( type == "v2" ) {
- _gl.uniform2f( location, value.x, value.y );
- } else if( type == "v3" ) {
- _gl.uniform3f( location, value.x, value.y, value.z );
- } else if( type == "v4" ) {
- _gl.uniform4f( location, value.x, value.y, value.z, value.w );
- } else if( type == "c" ) {
- _gl.uniform3f( location, value.r, value.g, value.b );
- } else if( type == "t" ) {
- _gl.uniform1i( location, value );
- texture = uniform.texture;
- if ( !texture ) continue;
- if ( texture.image instanceof Array && texture.image.length == 6 ) {
- setCubeTexture( texture, value );
- } else {
- setTexture( texture, value );
- }
- }
- }
- };
- function setBlending( blending ) {
- if ( blending != _oldBlending ) {
- switch ( blending ) {
- case THREE.AdditiveBlending:
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
- break;
- case THREE.SubtractiveBlending:
- // TODO: Find blendFuncSeparate() combination
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
- break;
- case THREE.MultiplyBlending:
- // TODO: Find blendFuncSeparate() combination
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
- break;
- default:
- _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
- _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
- break;
- }
- _oldBlending = blending;
- }
- };
- function setTextureParameters( textureType, texture, image ) {
- if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
- _gl.generateMipmap( textureType );
- } else {
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
- }
- };
- function setTexture( texture, slot ) {
- if ( texture.needsUpdate ) {
- if ( !texture.__webglInit ) {
- texture.__webglTexture = _gl.createTexture();
- _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
- _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
- texture.__webglInit = true;
- } else {
- _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
- // _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
- _gl.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
- }
- setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
- _gl.bindTexture( _gl.TEXTURE_2D, null );
- texture.needsUpdate = false;
- }
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
- };
- function setCubeTexture( texture, slot ) {
- if ( texture.image.length == 6 ) {
- if ( texture.needsUpdate ) {
- if ( !texture.__webglInit ) {
- texture.image.__webglTextureCube = _gl.createTexture();
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
- for ( var i = 0; i < 6; ++i ) {
- _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
- }
- texture.__webglInit = true;
- } else {
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
- for ( var i = 0; i < 6; ++i ) {
- // _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
- _gl.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
- }
- }
- setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[0] );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
- texture.needsUpdate = false;
- }
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
- }
- };
- function setRenderTarget( renderTexture ) {
- if ( renderTexture && !renderTexture.__webglFramebuffer ) {
- if( renderTexture.depthBuffer === undefined ) renderTexture.depthBuffer = true;
- if( renderTexture.stencilBuffer === undefined ) renderTexture.stencilBuffer = true;
- renderTexture.__webglFramebuffer = _gl.createFramebuffer();
- renderTexture.__webglRenderbuffer = _gl.createRenderbuffer();
- renderTexture.__webglTexture = _gl.createTexture();
- // Setup texture
- _gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webglTexture );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrapS ) );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrapT ) );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.magFilter ) );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.minFilter ) );
- _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
- // Setup render and frame buffer
- _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webglFramebuffer );
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webglTexture, 0 );
- if ( renderTexture.depthBuffer && !renderTexture.stencilBuffer ) {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
- /* For some reason this is not working. Defaulting to RGBA4.
- } else if( !renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTexture.width, renderTexture.height );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
- */
- } else if( renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTexture.width, renderTexture.height );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
- } else {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTexture.width, renderTexture.height );
- }
- // Release everything
- _gl.bindTexture( _gl.TEXTURE_2D, null );
- _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
- }
- var framebuffer, width, height;
- if ( renderTexture ) {
- framebuffer = renderTexture.__webglFramebuffer;
- width = renderTexture.width;
- height = renderTexture.height;
- } else {
- framebuffer = null;
- width = _viewportWidth;
- height = _viewportHeight;
- }
- if ( framebuffer != _currentFramebuffer ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- _gl.viewport( _viewportX, _viewportY, width, height );
- _currentFramebuffer = framebuffer;
- }
- };
- function updateRenderTargetMipmap( renderTarget ) {
- _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
- _gl.generateMipmap( _gl.TEXTURE_2D );
- _gl.bindTexture( _gl.TEXTURE_2D, null );
- };
- function cacheUniformLocations( program, identifiers ) {
- var i, l, id;
- for( i = 0, l = identifiers.length; i < l; i++ ) {
- id = identifiers[ i ];
- program.uniforms[ id ] = _gl.getUniformLocation( program, id );
- }
- };
- function cacheAttributeLocations( program, identifiers ) {
- var i, l, id;
- for( i = 0, l = identifiers.length; i < l; i++ ) {
- id = identifiers[ i ];
- program.attributes[ id ] = _gl.getAttribLocation( program, id );
- }
- };
- function getShader( type, string ) {
- var shader;
- if ( type == "fragment" ) {
- shader = _gl.createShader( _gl.FRAGMENT_SHADER );
- } else if ( type == "vertex" ) {
- shader = _gl.createShader( _gl.VERTEX_SHADER );
- }
- _gl.shaderSource( shader, string );
- _gl.compileShader( shader );
- if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
- console.error( _gl.getShaderInfoLog( shader ) );
- console.error( string );
- return null;
- }
- return shader;
- };
- // fallback filters for non-power-of-2 textures
- function filterFallback( f ) {
- switch ( f ) {
- case THREE.NearestFilter:
- case THREE.NearestMipMapNearestFilter:
- case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
- case THREE.LinearFilter:
- case THREE.LinearMipMapNearestFilter:
- case THREE.LinearMipMapLinearFilter:
- default:
- return _gl.LINEAR; break;
- }
- };
- function paramThreeToGL( p ) {
- switch ( p ) {
- case THREE.RepeatWrapping: return _gl.REPEAT; break;
- case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
- case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
- case THREE.NearestFilter: return _gl.NEAREST; break;
- case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
- case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
- case THREE.LinearFilter: return _gl.LINEAR; break;
- case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
- case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
- case THREE.ByteType: return _gl.BYTE; break;
- case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
- case THREE.ShortType: return _gl.SHORT; break;
- case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
- case THREE.IntType: return _gl.INT; break;
- case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
- case THREE.FloatType: return _gl.FLOAT; break;
- case THREE.AlphaFormat: return _gl.ALPHA; break;
- case THREE.RGBFormat: return _gl.RGB; break;
- case THREE.RGBAFormat: return _gl.RGBA; break;
- case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
- case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
- }
- return 0;
- };
- function isPowerOfTwo( value ) {
- return ( value & ( value - 1 ) ) == 0;
- };
- function materialNeedsSmoothNormals( material ) {
- return material && material.shading != undefined && material.shading == THREE.SmoothShading;
- };
- function bufferNeedsSmoothNormals( geometryGroup, object ) {
- var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
- for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
- meshMaterial = object.materials[ m ];
- if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
- for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
- if ( materialNeedsSmoothNormals( geometryGroup.materials[ i ] ) ) {
- needsSmoothNormals = true;
- break;
- }
- }
- } else {
- if ( materialNeedsSmoothNormals( meshMaterial ) ) {
- needsSmoothNormals = true;
- break;
- }
- }
- if ( needsSmoothNormals ) break;
- }
- return needsSmoothNormals;
- };
- function unrollGroupMaterials( geometryGroup, object ) {
- var m, ml, i, il,
- material, meshMaterial,
- materials = [];
- for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
- meshMaterial = object.materials[ m ];
- if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
- for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
- material = geometryGroup.materials[ i ];
- if ( material ) {
- materials.push( material );
- }
- }
- } else {
- material = meshMaterial;
- if ( material ) {
- materials.push( material );
- }
- }
- }
- return materials;
- };
- function bufferGuessVertexColorType( materials, geometryGroup, object ) {
- var i, m, ml = materials.length;
- // use vertexColor type from the first material in unrolled materials
- for ( i = 0; i < ml; i++ ) {
- m = materials[ i ];
- if ( m.vertexColors ) {
- return m.vertexColors;
- }
- }
- return false;
- };
- function bufferGuessNormalType( materials, geometryGroup, object ) {
- var i, m, ml = materials.length;
- // only MeshBasicMaterial and MeshDepthMaterial don't need normals
- for ( i = 0; i < ml; i++ ) {
- m = materials[ i ];
- if ( ( m instanceof THREE.MeshBasicMaterial && !m.envMap ) || m instanceof THREE.MeshDepthMaterial ) continue;
- if ( materialNeedsSmoothNormals( m ) ) {
- return THREE.SmoothShading;
- } else {
- return THREE.FlatShading;
- }
- }
- return false;
- };
- function bufferGuessUVType( materials, geometryGroup, object ) {
- var i, m, ml = materials.length;
- // material must use some texture to require uvs
- for ( i = 0; i < ml; i++ ) {
- m = materials[ i ];
- if ( m.map || m.lightMap || m instanceof THREE.MeshShaderMaterial ) {
- return true;
- }
- }
- return false;
- };
- function allocateBones( object ) {
- // default for when object is not specified
- // ( for example when prebuilding shader
- // to be used with multiple objects )
- //
- // - leave some extra space for other uniforms
- // - limit here is ANGLE's 254 max uniform vectors
- // (up to 54 should be safe)
- var maxBones = 50;
- if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
- maxBones = object.bones.length;
- }
- return maxBones;
- };
- function allocateLights( lights, maxLights ) {
- var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
- dirLights = pointLights = maxDirLights = maxPointLights = 0;
- for ( l = 0, ll = lights.length; l < ll; l++ ) {
- light = lights[ l ];
- if ( light instanceof THREE.DirectionalLight ) dirLights++;
- if ( light instanceof THREE.PointLight ) pointLights++;
- }
- if ( ( pointLights + dirLights ) <= maxLights ) {
- maxDirLights = dirLights;
- maxPointLights = pointLights;
- } else {
- maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
- maxPointLights = maxLights - maxDirLights;
- }
- return { 'directional' : maxDirLights, 'point' : maxPointLights };
- };
- /* DEBUG
- function getGLParams() {
- var params = {
- 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
- 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
- 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
- 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
- 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
- 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
- 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
- }
- return params;
- };
- function dumpObject( obj ) {
- var p, str = "";
- for ( p in obj ) {
- str += p + ": " + obj[p] + "\n";
- }
- return str;
- }
- */
- };
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