WebGLRenderer.js 120 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author szimek / https://github.com/szimek/
  6. */
  7. THREE.WebGLRenderer = function ( parameters ) {
  8. // Currently you can use just up to 4 directional / point lights total.
  9. // Chrome barfs on shader linking when there are more than 4 lights :(
  10. // The problem comes from shader using too many varying vectors.
  11. // This is not GPU limitation as the same shader works ok in Firefox
  12. // and Chrome with "--use-gl=desktop" flag.
  13. // Difference comes from Chrome on Windows using by default ANGLE,
  14. // thus going DirectX9 route (while FF uses OpenGL).
  15. // See http://code.google.com/p/chromium/issues/detail?id=63491
  16. var _gl,
  17. _canvas = document.createElement( 'canvas' ),
  18. _programs = [],
  19. _currentProgram = null,
  20. _currentFramebuffer = null,
  21. _currentDepthMask = true,
  22. _this = this,
  23. // gl state cache
  24. _oldDoubleSided = null,
  25. _oldFlipSided = null,
  26. _oldBlending = null,
  27. _oldDepth = null,
  28. _cullEnabled = true,
  29. _viewportX = 0,
  30. _viewportY = 0,
  31. _viewportWidth = 0,
  32. _viewportHeight = 0,
  33. // camera matrices caches
  34. _frustum = [
  35. new THREE.Vector4(),
  36. new THREE.Vector4(),
  37. new THREE.Vector4(),
  38. new THREE.Vector4(),
  39. new THREE.Vector4(),
  40. new THREE.Vector4()
  41. ],
  42. _projScreenMatrix = new THREE.Matrix4(),
  43. _projectionMatrixArray = new Float32Array( 16 ),
  44. _viewMatrixArray = new Float32Array( 16 ),
  45. _vector3 = new THREE.Vector4(),
  46. // light arrays cache
  47. _lights = {
  48. ambient: [ 0, 0, 0 ],
  49. directional: { length: 0, colors: new Array(), positions: new Array() },
  50. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
  51. },
  52. // parameters defaults
  53. stencil = true,
  54. antialias = true,
  55. clearColor = new THREE.Color( 0x000000 ),
  56. clearAlpha = 0;
  57. if ( parameters ) {
  58. if ( parameters.stencil != undefined ) stencil = parameters.stencil;
  59. if ( parameters.antialias !== undefined ) antialias = parameters.antialias;
  60. if ( parameters.clearColor !== undefined ) clearColor.setHex( parameters.clearColor );
  61. if ( parameters.clearAlpha !== undefined ) clearAlpha = parameters.clearAlpha;
  62. }
  63. this.maxMorphTargets = 8;
  64. this.domElement = _canvas;
  65. this.autoClear = true;
  66. this.sortObjects = true;
  67. initGL( antialias, clearColor, clearAlpha, stencil );
  68. this.context = _gl;
  69. // prepare stencil shadow polygon
  70. if ( stencil ) {
  71. var _stencilShadow = {};
  72. _stencilShadow.vertices = new Float32Array( 12 );
  73. _stencilShadow.faces = new Uint16Array( 6 );
  74. _stencilShadow.darkness = 0.5;
  75. _stencilShadow.vertices[ 0 * 3 + 0 ] = -20; _stencilShadow.vertices[ 0 * 3 + 1 ] = -20; _stencilShadow.vertices[ 0 * 3 + 2 ] = -1;
  76. _stencilShadow.vertices[ 1 * 3 + 0 ] = 20; _stencilShadow.vertices[ 1 * 3 + 1 ] = -20; _stencilShadow.vertices[ 1 * 3 + 2 ] = -1;
  77. _stencilShadow.vertices[ 2 * 3 + 0 ] = 20; _stencilShadow.vertices[ 2 * 3 + 1 ] = 20; _stencilShadow.vertices[ 2 * 3 + 2 ] = -1;
  78. _stencilShadow.vertices[ 3 * 3 + 0 ] = -20; _stencilShadow.vertices[ 3 * 3 + 1 ] = 20; _stencilShadow.vertices[ 3 * 3 + 2 ] = -1;
  79. _stencilShadow.faces[ 0 ] = 0; _stencilShadow.faces[ 1 ] = 1; _stencilShadow.faces[ 2 ] = 2;
  80. _stencilShadow.faces[ 3 ] = 0; _stencilShadow.faces[ 4 ] = 2; _stencilShadow.faces[ 5 ] = 3;
  81. _stencilShadow.vertexBuffer = _gl.createBuffer();
  82. _stencilShadow.elementBuffer = _gl.createBuffer();
  83. _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
  84. _gl.bufferData( _gl.ARRAY_BUFFER, _stencilShadow.vertices, _gl.STATIC_DRAW );
  85. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
  86. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.faces, _gl.STATIC_DRAW );
  87. _stencilShadow.program = _gl.createProgram();
  88. _gl.attachShader( _stencilShadow.program, getShader( "fragment", THREE.ShaderLib.shadowPost.fragmentShader ));
  89. _gl.attachShader( _stencilShadow.program, getShader( "vertex", THREE.ShaderLib.shadowPost.vertexShader ));
  90. _gl.linkProgram( _stencilShadow.program );
  91. _stencilShadow.vertexLocation = _gl.getAttribLocation ( _stencilShadow.program, "position" );
  92. _stencilShadow.projectionLocation = _gl.getUniformLocation( _stencilShadow.program, "projectionMatrix" );
  93. _stencilShadow.darknessLocation = _gl.getUniformLocation( _stencilShadow.program, "darkness" );
  94. }
  95. // prepare lens flare
  96. var _lensFlare = {};
  97. var i;
  98. _lensFlare.vertices = new Float32Array( 8 + 8 );
  99. _lensFlare.faces = new Uint16Array( 6 );
  100. _lensFlare.transparency = 0.5;
  101. i = 0;
  102. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
  103. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
  104. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
  105. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
  106. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  107. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  108. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
  109. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
  110. i = 0;
  111. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
  112. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
  113. _lensFlare.vertexBuffer = _gl.createBuffer();
  114. _lensFlare.elementBuffer = _gl.createBuffer();
  115. _lensFlare.tempTexture = _gl.createTexture();
  116. _lensFlare.occlusionTexture = _gl.createTexture();
  117. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  118. _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
  119. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  120. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
  121. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  122. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
  123. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  124. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  125. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  126. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  127. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  128. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  129. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  130. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  131. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  132. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  133. if( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
  134. _lensFlare.hasVertexTexture = false;
  135. _lensFlare.program = _gl.createProgram();
  136. _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlare.fragmentShader ));
  137. _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlare.vertexShader ));
  138. _gl.linkProgram( _lensFlare.program );
  139. } else {
  140. _lensFlare.hasVertexTexture = true;
  141. _lensFlare.program = _gl.createProgram();
  142. _gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlareVertexTexture.fragmentShader ));
  143. _gl.attachShader( _lensFlare.program, getShader( "vertex", THREE.ShaderLib.lensFlareVertexTexture.vertexShader ));
  144. _gl.linkProgram( _lensFlare.program );
  145. }
  146. _lensFlare.attributes = {};
  147. _lensFlare.uniforms = {};
  148. _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
  149. _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "UV" );
  150. _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
  151. _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
  152. _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
  153. _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
  154. _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
  155. _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
  156. _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
  157. this.setSize = function ( width, height ) {
  158. _canvas.width = width;
  159. _canvas.height = height;
  160. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  161. };
  162. this.setViewport = function ( x, y, width, height ) {
  163. _viewportX = x;
  164. _viewportY = y;
  165. _viewportWidth = width;
  166. _viewportHeight = height;
  167. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  168. };
  169. this.setScissor = function ( x, y, width, height ) {
  170. _gl.scissor( x, y, width, height );
  171. };
  172. this.enableScissorTest = function ( enable ) {
  173. if ( enable )
  174. _gl.enable( _gl.SCISSOR_TEST );
  175. else
  176. _gl.disable( _gl.SCISSOR_TEST );
  177. };
  178. this.enableDepthBufferWrite = function ( enable ) {
  179. _currentDepthMask = enable;
  180. _gl.depthMask( enable );
  181. };
  182. this.setClearColorHex = function ( hex, alpha ) {
  183. var color = new THREE.Color( hex );
  184. _gl.clearColor( color.r, color.g, color.b, alpha );
  185. };
  186. this.setClearColor = function ( color, alpha ) {
  187. _gl.clearColor( color.r, color.g, color.b, alpha );
  188. };
  189. this.clear = function () {
  190. _gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT | _gl.STENCIL_BUFFER_BIT );
  191. };
  192. this.setStencilShadowDarkness = function( value ) {
  193. _stencilShadow.darkness = value;
  194. };
  195. function setupLights ( program, lights ) {
  196. var l, ll, light, r = 0, g = 0, b = 0,
  197. color, position, intensity, distance,
  198. zlights = _lights,
  199. dcolors = zlights.directional.colors,
  200. dpositions = zlights.directional.positions,
  201. pcolors = zlights.point.colors,
  202. ppositions = zlights.point.positions,
  203. pdistances = zlights.point.distances,
  204. dlength = 0,
  205. plength = 0,
  206. doffset = 0,
  207. poffset = 0;
  208. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  209. light = lights[ l ];
  210. color = light.color;
  211. position = light.position;
  212. intensity = light.intensity;
  213. distance = light.distance;
  214. if ( light instanceof THREE.AmbientLight ) {
  215. r += color.r;
  216. g += color.g;
  217. b += color.b;
  218. } else if ( light instanceof THREE.DirectionalLight ) {
  219. doffset = dlength * 3;
  220. dcolors[ doffset ] = color.r * intensity;
  221. dcolors[ doffset + 1 ] = color.g * intensity;
  222. dcolors[ doffset + 2 ] = color.b * intensity;
  223. dpositions[ doffset ] = position.x;
  224. dpositions[ doffset + 1 ] = position.y;
  225. dpositions[ doffset + 2 ] = position.z;
  226. dlength += 1;
  227. } else if( light instanceof THREE.PointLight ) {
  228. poffset = plength * 3;
  229. pcolors[ poffset ] = color.r * intensity;
  230. pcolors[ poffset + 1 ] = color.g * intensity;
  231. pcolors[ poffset + 2 ] = color.b * intensity;
  232. ppositions[ poffset ] = position.x;
  233. ppositions[ poffset + 1 ] = position.y;
  234. ppositions[ poffset + 2 ] = position.z;
  235. pdistances[ plength ] = distance;
  236. plength += 1;
  237. }
  238. }
  239. // null eventual remains from removed lights
  240. // (this is to avoid if in shader)
  241. for( l = dlength * 3; l < dcolors.length; l++ ) dcolors[ l ] = 0.0;
  242. for( l = plength * 3; l < pcolors.length; l++ ) pcolors[ l ] = 0.0;
  243. zlights.point.length = plength;
  244. zlights.directional.length = dlength;
  245. zlights.ambient[ 0 ] = r;
  246. zlights.ambient[ 1 ] = g;
  247. zlights.ambient[ 2 ] = b;
  248. };
  249. function createParticleBuffers ( geometry ) {
  250. geometry.__webglVertexBuffer = _gl.createBuffer();
  251. geometry.__webglColorBuffer = _gl.createBuffer();
  252. };
  253. function createLineBuffers( geometry ) {
  254. geometry.__webglVertexBuffer = _gl.createBuffer();
  255. geometry.__webglColorBuffer = _gl.createBuffer();
  256. };
  257. function createRibbonBuffers( geometry ) {
  258. geometry.__webglVertexBuffer = _gl.createBuffer();
  259. geometry.__webglColorBuffer = _gl.createBuffer();
  260. };
  261. function createMeshBuffers( geometryGroup ) {
  262. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  263. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  264. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  265. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  266. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  267. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  268. geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
  269. geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
  270. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  271. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  272. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  273. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  274. if ( geometryGroup.numMorphTargets ) {
  275. var m, ml;
  276. geometryGroup.__webglMorphTargetsBuffers = [];
  277. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  278. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  279. }
  280. }
  281. };
  282. function initLineBuffers ( geometry ) {
  283. var nvertices = geometry.vertices.length;
  284. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  285. geometry.__colorArray = new Float32Array( nvertices * 3 );
  286. geometry.__webglLineCount = nvertices;
  287. };
  288. function initRibbonBuffers ( geometry ) {
  289. var nvertices = geometry.vertices.length;
  290. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  291. geometry.__colorArray = new Float32Array( nvertices * 3 );
  292. geometry.__webglVertexCount = nvertices;
  293. };
  294. function initParticleBuffers ( geometry ) {
  295. var nvertices = geometry.vertices.length;
  296. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  297. geometry.__colorArray = new Float32Array( nvertices * 3 );
  298. geometry.__sortArray = [];
  299. geometry.__webglParticleCount = nvertices;
  300. };
  301. function initMeshBuffers ( geometryGroup, object ) {
  302. var f, fl, fi, face,
  303. m, ml, size,
  304. nvertices = 0, ntris = 0, nlines = 0,
  305. uvType,
  306. vertexColorType,
  307. normalType,
  308. materials,
  309. attribute,
  310. geometry = object.geometry,
  311. obj_faces = geometry.faces,
  312. chunk_faces = geometryGroup.faces;
  313. for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
  314. fi = chunk_faces[ f ];
  315. face = obj_faces[ fi ];
  316. if ( face instanceof THREE.Face3 ) {
  317. nvertices += 3;
  318. ntris += 1;
  319. nlines += 3;
  320. } else if ( face instanceof THREE.Face4 ) {
  321. nvertices += 4;
  322. ntris += 2;
  323. nlines += 4;
  324. }
  325. }
  326. materials = unrollGroupMaterials( geometryGroup, object );
  327. uvType = bufferGuessUVType( materials, geometryGroup, object );
  328. normalType = bufferGuessNormalType( materials, geometryGroup, object );
  329. vertexColorType = bufferGuessVertexColorType( materials, geometryGroup, object );
  330. //console.log("uvType",uvType, "normalType",normalType, "vertexColorType",vertexColorType, object, geometryGroup, materials );
  331. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  332. if ( normalType ) {
  333. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  334. }
  335. if ( geometry.hasTangents ) {
  336. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  337. }
  338. if ( vertexColorType ) {
  339. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  340. }
  341. if ( uvType ) {
  342. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  343. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  344. }
  345. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  346. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  347. }
  348. }
  349. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  350. geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 );
  351. geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 );
  352. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  353. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  354. }
  355. geometryGroup.__faceArray = new Uint16Array( ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 ));
  356. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  357. if ( geometryGroup.numMorphTargets ) {
  358. geometryGroup.__morphTargetsArrays = [];
  359. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
  360. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  361. }
  362. }
  363. geometryGroup.__needsSmoothNormals = ( normalType == THREE.SmoothShading );
  364. geometryGroup.__uvType = uvType;
  365. geometryGroup.__vertexColorType = vertexColorType;
  366. geometryGroup.__normalType = normalType;
  367. geometryGroup.__webglFaceCount = ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 );
  368. geometryGroup.__webglLineCount = nlines * 2;
  369. // custom attributes
  370. for ( m = 0, ml = materials.length; m < ml; m ++ ) {
  371. if ( materials[ m ].attributes ) {
  372. geometryGroup.__webglCustomAttributes = {};
  373. for ( a in materials[ m ].attributes ) {
  374. attribute = materials[ m ].attributes[ a ];
  375. size = 1; // "f" and "i"
  376. if( attribute.type === "v2" ) size = 2;
  377. else if( attribute.type === "v3" ) size = 3;
  378. else if( attribute.type === "v4" ) size = 4;
  379. else if( attribute.type === "c" ) size = 3;
  380. attribute.size = size;
  381. attribute.needsUpdate = true;
  382. attribute.array = new Float32Array( nvertices * size );
  383. attribute.buffer = _gl.createBuffer();
  384. geometryGroup.__webglCustomAttributes[ a ] = attribute;
  385. }
  386. }
  387. }
  388. };
  389. function setMeshBuffers ( geometryGroup, object, hint ) {
  390. var f, fl, fi, face,
  391. vertexNormals, faceNormal, normal,
  392. vertexColors, faceColor,
  393. vertexTangents,
  394. uvType, vertexColorType, normalType,
  395. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
  396. c1, c2, c3, c4,
  397. sw1, sw2, sw3, sw4,
  398. si1, si2, si3, si4,
  399. sa1, sa2, sa3, sa4,
  400. sb1, sb2, sb3, sb4,
  401. m, ml, i,
  402. vn, uvi, uv2i,
  403. vk, vkl, vka,
  404. a,
  405. vertexIndex = 0,
  406. offset = 0,
  407. offset_uv = 0,
  408. offset_uv2 = 0,
  409. offset_face = 0,
  410. offset_normal = 0,
  411. offset_tangent = 0,
  412. offset_line = 0,
  413. offset_color = 0,
  414. offset_skin = 0,
  415. offset_morphTarget = 0,
  416. offset_custom = 0,
  417. offset_customSrc = 0,
  418. vertexArray = geometryGroup.__vertexArray,
  419. uvArray = geometryGroup.__uvArray,
  420. uv2Array = geometryGroup.__uv2Array,
  421. normalArray = geometryGroup.__normalArray,
  422. tangentArray = geometryGroup.__tangentArray,
  423. colorArray = geometryGroup.__colorArray,
  424. skinVertexAArray = geometryGroup.__skinVertexAArray,
  425. skinVertexBArray = geometryGroup.__skinVertexBArray,
  426. skinIndexArray = geometryGroup.__skinIndexArray,
  427. skinWeightArray = geometryGroup.__skinWeightArray,
  428. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  429. customAttributes = geometryGroup.__webglCustomAttributes,
  430. customAttribute,
  431. faceArray = geometryGroup.__faceArray,
  432. lineArray = geometryGroup.__lineArray,
  433. needsSmoothNormals = geometryGroup.__needsSmoothNormals,
  434. vertexColorType = geometryGroup.__vertexColorType,
  435. uvType = geometryGroup.__uvType,
  436. normalType = geometryGroup.__normalType,
  437. geometry = object.geometry, // this is shared for all chunks
  438. dirtyVertices = geometry.__dirtyVertices,
  439. dirtyElements = geometry.__dirtyElements,
  440. dirtyUvs = geometry.__dirtyUvs,
  441. dirtyNormals = geometry.__dirtyNormals,
  442. dirtyTangents = geometry.__dirtyTangents,
  443. dirtyColors = geometry.__dirtyColors,
  444. dirtyMorphTargets = geometry.__dirtyMorphTargets,
  445. vertices = geometry.vertices,
  446. chunk_faces = geometryGroup.faces,
  447. obj_faces = geometry.faces,
  448. obj_uvs = geometry.faceVertexUvs[ 0 ],
  449. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  450. obj_colors = geometry.colors,
  451. obj_skinVerticesA = geometry.skinVerticesA,
  452. obj_skinVerticesB = geometry.skinVerticesB,
  453. obj_skinIndices = geometry.skinIndices,
  454. obj_skinWeights = geometry.skinWeights,
  455. obj_edgeFaces = geometry.edgeFaces,
  456. morphTargets = geometry.morphTargets;
  457. if ( customAttributes ) {
  458. for ( a in customAttributes ) {
  459. customAttributes[ a ].offset = 0;
  460. customAttributes[ a ].offsetSrc = 0;
  461. }
  462. }
  463. for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
  464. fi = chunk_faces[ f ];
  465. face = obj_faces[ fi ];
  466. if ( obj_uvs ) {
  467. uv = obj_uvs[ fi ];
  468. }
  469. if ( obj_uvs2 ) {
  470. uv2 = obj_uvs2[ fi ];
  471. }
  472. vertexNormals = face.vertexNormals;
  473. faceNormal = face.normal;
  474. vertexColors = face.vertexColors;
  475. faceColor = face.color;
  476. vertexTangents = face.vertexTangents;
  477. if ( face instanceof THREE.Face3 ) {
  478. if ( dirtyVertices ) {
  479. v1 = vertices[ face.a ].position;
  480. v2 = vertices[ face.b ].position;
  481. v3 = vertices[ face.c ].position;
  482. vertexArray[ offset ] = v1.x;
  483. vertexArray[ offset + 1 ] = v1.y;
  484. vertexArray[ offset + 2 ] = v1.z;
  485. vertexArray[ offset + 3 ] = v2.x;
  486. vertexArray[ offset + 4 ] = v2.y;
  487. vertexArray[ offset + 5 ] = v2.z;
  488. vertexArray[ offset + 6 ] = v3.x;
  489. vertexArray[ offset + 7 ] = v3.y;
  490. vertexArray[ offset + 8 ] = v3.z;
  491. offset += 9;
  492. }
  493. if ( customAttributes ) {
  494. for ( a in customAttributes ) {
  495. customAttribute = customAttributes[ a ];
  496. if ( customAttribute.needsUpdate ) {
  497. offset_custom = customAttribute.offset;
  498. offset_customSrc = customAttribute.offsetSrc;
  499. if( customAttribute.size === 1 ) {
  500. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  501. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
  502. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  503. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  504. } else if( customAttribute.boundTo === "faces" ) {
  505. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
  506. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
  507. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  508. customAttribute.offsetSrc++;
  509. } else if( customAttribute.boundTo === "faceVertices" ) {
  510. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
  511. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  512. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  513. customAttribute.offsetSrc += 3;
  514. }
  515. customAttribute.offset += 3;
  516. } else {
  517. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  518. v1 = customAttribute.value[ face.a ];
  519. v2 = customAttribute.value[ face.b ];
  520. v3 = customAttribute.value[ face.c ];
  521. } else if( customAttribute.boundTo === "faces" ) {
  522. v1 = customAttribute.value[ offset_customSrc ];
  523. v2 = customAttribute.value[ offset_customSrc ];
  524. v3 = customAttribute.value[ offset_customSrc ];
  525. customAttribute.offsetSrc++;
  526. } else if( customAttribute.boundTo === "faceVertices" ) {
  527. v1 = customAttribute.value[ offset_customSrc + 0 ];
  528. v2 = customAttribute.value[ offset_customSrc + 1 ];
  529. v3 = customAttribute.value[ offset_customSrc + 2 ];
  530. customAttribute.offsetSrc += 3;
  531. }
  532. if( customAttribute.size === 2 ) {
  533. customAttribute.array[ offset_custom + 0 ] = v1.x;
  534. customAttribute.array[ offset_custom + 1 ] = v1.y;
  535. customAttribute.array[ offset_custom + 2 ] = v2.x;
  536. customAttribute.array[ offset_custom + 3 ] = v2.y;
  537. customAttribute.array[ offset_custom + 4 ] = v3.x;
  538. customAttribute.array[ offset_custom + 5 ] = v3.y;
  539. customAttribute.offset += 6;
  540. } else if( customAttribute.size === 3 ) {
  541. if( customAttribute.type === "c" ) {
  542. customAttribute.array[ offset_custom + 0 ] = v1.r;
  543. customAttribute.array[ offset_custom + 1 ] = v1.g;
  544. customAttribute.array[ offset_custom + 2 ] = v1.b;
  545. customAttribute.array[ offset_custom + 3 ] = v2.r;
  546. customAttribute.array[ offset_custom + 4 ] = v2.g;
  547. customAttribute.array[ offset_custom + 5 ] = v2.b;
  548. customAttribute.array[ offset_custom + 6 ] = v3.r;
  549. customAttribute.array[ offset_custom + 7 ] = v3.g;
  550. customAttribute.array[ offset_custom + 8 ] = v3.b;
  551. } else {
  552. customAttribute.array[ offset_custom + 0 ] = v1.x;
  553. customAttribute.array[ offset_custom + 1 ] = v1.y;
  554. customAttribute.array[ offset_custom + 2 ] = v1.z;
  555. customAttribute.array[ offset_custom + 3 ] = v2.x;
  556. customAttribute.array[ offset_custom + 4 ] = v2.y;
  557. customAttribute.array[ offset_custom + 5 ] = v2.z;
  558. customAttribute.array[ offset_custom + 6 ] = v3.x;
  559. customAttribute.array[ offset_custom + 7 ] = v3.y;
  560. customAttribute.array[ offset_custom + 8 ] = v3.z;
  561. }
  562. customAttribute.offset += 9;
  563. } else {
  564. customAttribute.array[ offset_custom + 0 ] = v1.x;
  565. customAttribute.array[ offset_custom + 1 ] = v1.y;
  566. customAttribute.array[ offset_custom + 2 ] = v1.z;
  567. customAttribute.array[ offset_custom + 3 ] = v1.w;
  568. customAttribute.array[ offset_custom + 4 ] = v2.x;
  569. customAttribute.array[ offset_custom + 5 ] = v2.y;
  570. customAttribute.array[ offset_custom + 6 ] = v2.z;
  571. customAttribute.array[ offset_custom + 7 ] = v2.w;
  572. customAttribute.array[ offset_custom + 8 ] = v3.x;
  573. customAttribute.array[ offset_custom + 9 ] = v3.y;
  574. customAttribute.array[ offset_custom + 10 ] = v3.z;
  575. customAttribute.array[ offset_custom + 11 ] = v3.w;
  576. customAttribute.offset += 12;
  577. }
  578. }
  579. }
  580. }
  581. }
  582. if ( dirtyMorphTargets ) {
  583. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  584. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  585. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  586. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  587. vka = morphTargetsArrays[ vk ];
  588. vka[ offset_morphTarget + 0 ] = v1.x;
  589. vka[ offset_morphTarget + 1 ] = v1.y;
  590. vka[ offset_morphTarget + 2 ] = v1.z;
  591. vka[ offset_morphTarget + 3 ] = v2.x;
  592. vka[ offset_morphTarget + 4 ] = v2.y;
  593. vka[ offset_morphTarget + 5 ] = v2.z;
  594. vka[ offset_morphTarget + 6 ] = v3.x;
  595. vka[ offset_morphTarget + 7 ] = v3.y;
  596. vka[ offset_morphTarget + 8 ] = v3.z;
  597. }
  598. offset_morphTarget += 9;
  599. }
  600. if ( obj_skinWeights.length ) {
  601. // weights
  602. sw1 = obj_skinWeights[ face.a ];
  603. sw2 = obj_skinWeights[ face.b ];
  604. sw3 = obj_skinWeights[ face.c ];
  605. skinWeightArray[ offset_skin ] = sw1.x;
  606. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  607. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  608. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  609. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  610. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  611. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  612. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  613. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  614. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  615. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  616. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  617. // indices
  618. si1 = obj_skinIndices[ face.a ];
  619. si2 = obj_skinIndices[ face.b ];
  620. si3 = obj_skinIndices[ face.c ];
  621. skinIndexArray[ offset_skin ] = si1.x;
  622. skinIndexArray[ offset_skin + 1 ] = si1.y;
  623. skinIndexArray[ offset_skin + 2 ] = si1.z;
  624. skinIndexArray[ offset_skin + 3 ] = si1.w;
  625. skinIndexArray[ offset_skin + 4 ] = si2.x;
  626. skinIndexArray[ offset_skin + 5 ] = si2.y;
  627. skinIndexArray[ offset_skin + 6 ] = si2.z;
  628. skinIndexArray[ offset_skin + 7 ] = si2.w;
  629. skinIndexArray[ offset_skin + 8 ] = si3.x;
  630. skinIndexArray[ offset_skin + 9 ] = si3.y;
  631. skinIndexArray[ offset_skin + 10 ] = si3.z;
  632. skinIndexArray[ offset_skin + 11 ] = si3.w;
  633. // vertices A
  634. sa1 = obj_skinVerticesA[ face.a ];
  635. sa2 = obj_skinVerticesA[ face.b ];
  636. sa3 = obj_skinVerticesA[ face.c ];
  637. skinVertexAArray[ offset_skin ] = sa1.x;
  638. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  639. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  640. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  641. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  642. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  643. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  644. skinVertexAArray[ offset_skin + 7 ] = 1;
  645. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  646. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  647. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  648. skinVertexAArray[ offset_skin + 11 ] = 1;
  649. // vertices B
  650. sb1 = obj_skinVerticesB[ face.a ];
  651. sb2 = obj_skinVerticesB[ face.b ];
  652. sb3 = obj_skinVerticesB[ face.c ];
  653. skinVertexBArray[ offset_skin ] = sb1.x;
  654. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  655. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  656. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  657. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  658. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  659. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  660. skinVertexBArray[ offset_skin + 7 ] = 1;
  661. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  662. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  663. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  664. skinVertexBArray[ offset_skin + 11 ] = 1;
  665. offset_skin += 12;
  666. }
  667. if ( dirtyColors && vertexColorType ) {
  668. if ( vertexColors.length == 3 && vertexColorType == THREE.VertexColors ) {
  669. c1 = vertexColors[ 0 ];
  670. c2 = vertexColors[ 1 ];
  671. c3 = vertexColors[ 2 ];
  672. } else {
  673. c1 = faceColor;
  674. c2 = faceColor;
  675. c3 = faceColor;
  676. }
  677. colorArray[ offset_color ] = c1.r;
  678. colorArray[ offset_color + 1 ] = c1.g;
  679. colorArray[ offset_color + 2 ] = c1.b;
  680. colorArray[ offset_color + 3 ] = c2.r;
  681. colorArray[ offset_color + 4 ] = c2.g;
  682. colorArray[ offset_color + 5 ] = c2.b;
  683. colorArray[ offset_color + 6 ] = c3.r;
  684. colorArray[ offset_color + 7 ] = c3.g;
  685. colorArray[ offset_color + 8 ] = c3.b;
  686. offset_color += 9;
  687. }
  688. if ( dirtyTangents && geometry.hasTangents ) {
  689. t1 = vertexTangents[ 0 ];
  690. t2 = vertexTangents[ 1 ];
  691. t3 = vertexTangents[ 2 ];
  692. tangentArray[ offset_tangent ] = t1.x;
  693. tangentArray[ offset_tangent + 1 ] = t1.y;
  694. tangentArray[ offset_tangent + 2 ] = t1.z;
  695. tangentArray[ offset_tangent + 3 ] = t1.w;
  696. tangentArray[ offset_tangent + 4 ] = t2.x;
  697. tangentArray[ offset_tangent + 5 ] = t2.y;
  698. tangentArray[ offset_tangent + 6 ] = t2.z;
  699. tangentArray[ offset_tangent + 7 ] = t2.w;
  700. tangentArray[ offset_tangent + 8 ] = t3.x;
  701. tangentArray[ offset_tangent + 9 ] = t3.y;
  702. tangentArray[ offset_tangent + 10 ] = t3.z;
  703. tangentArray[ offset_tangent + 11 ] = t3.w;
  704. offset_tangent += 12;
  705. }
  706. if ( dirtyNormals && normalType ) {
  707. if ( vertexNormals.length == 3 && needsSmoothNormals ) {
  708. for ( i = 0; i < 3; i ++ ) {
  709. vn = vertexNormals[ i ];
  710. normalArray[ offset_normal ] = vn.x;
  711. normalArray[ offset_normal + 1 ] = vn.y;
  712. normalArray[ offset_normal + 2 ] = vn.z;
  713. offset_normal += 3;
  714. }
  715. } else {
  716. for ( i = 0; i < 3; i ++ ) {
  717. normalArray[ offset_normal ] = faceNormal.x;
  718. normalArray[ offset_normal + 1 ] = faceNormal.y;
  719. normalArray[ offset_normal + 2 ] = faceNormal.z;
  720. offset_normal += 3;
  721. }
  722. }
  723. }
  724. if ( dirtyUvs && uv !== undefined && uvType ) {
  725. for ( i = 0; i < 3; i ++ ) {
  726. uvi = uv[ i ];
  727. uvArray[ offset_uv ] = uvi.u;
  728. uvArray[ offset_uv + 1 ] = uvi.v;
  729. offset_uv += 2;
  730. }
  731. }
  732. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  733. for ( i = 0; i < 3; i ++ ) {
  734. uv2i = uv2[ i ];
  735. uv2Array[ offset_uv2 ] = uv2i.u;
  736. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  737. offset_uv2 += 2;
  738. }
  739. }
  740. if ( dirtyElements ) {
  741. faceArray[ offset_face ] = vertexIndex;
  742. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  743. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  744. offset_face += 3;
  745. lineArray[ offset_line ] = vertexIndex;
  746. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  747. lineArray[ offset_line + 2 ] = vertexIndex;
  748. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  749. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  750. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  751. offset_line += 6;
  752. vertexIndex += 3;
  753. }
  754. } else if ( face instanceof THREE.Face4 ) {
  755. if ( dirtyVertices ) {
  756. v1 = vertices[ face.a ].position;
  757. v2 = vertices[ face.b ].position;
  758. v3 = vertices[ face.c ].position;
  759. v4 = vertices[ face.d ].position;
  760. vertexArray[ offset ] = v1.x;
  761. vertexArray[ offset + 1 ] = v1.y;
  762. vertexArray[ offset + 2 ] = v1.z;
  763. vertexArray[ offset + 3 ] = v2.x;
  764. vertexArray[ offset + 4 ] = v2.y;
  765. vertexArray[ offset + 5 ] = v2.z;
  766. vertexArray[ offset + 6 ] = v3.x;
  767. vertexArray[ offset + 7 ] = v3.y;
  768. vertexArray[ offset + 8 ] = v3.z;
  769. vertexArray[ offset + 9 ] = v4.x;
  770. vertexArray[ offset + 10 ] = v4.y;
  771. vertexArray[ offset + 11 ] = v4.z;
  772. offset += 12;
  773. }
  774. if ( customAttributes ) {
  775. for ( a in customAttributes ) {
  776. customAttribute = customAttributes[ a ];
  777. if ( customAttribute.needsUpdate ) {
  778. offset_custom = customAttribute.offset;
  779. offset_customSrc = customAttribute.offsetSrc;
  780. if( customAttribute.size === 1 ) {
  781. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  782. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
  783. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  784. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  785. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.d ];
  786. } else if( customAttribute.boundTo === "faces" ) {
  787. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
  788. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
  789. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  790. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
  791. customAttribute.offsetSrc++;
  792. } else if( customAttribute.boundTo === "faceVertices" ) {
  793. customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
  794. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
  795. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
  796. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 3 ];
  797. customAttribute.offsetSrc += 4;
  798. }
  799. customAttribute.offset += 4;
  800. } else {
  801. if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  802. v1 = customAttribute.value[ face.a ];
  803. v2 = customAttribute.value[ face.b ];
  804. v3 = customAttribute.value[ face.c ];
  805. v4 = customAttribute.value[ face.d ];
  806. } else if( customAttribute.boundTo === "faces" ) {
  807. v1 = customAttribute.value[ offset_customSrc ];
  808. v2 = customAttribute.value[ offset_customSrc ];
  809. v3 = customAttribute.value[ offset_customSrc ];
  810. v4 = customAttribute.value[ offset_customSrc ];
  811. customAttribute.offsetSrc++;
  812. } else if( customAttribute.boundTo === "faceVertices" ) {
  813. v1 = customAttribute.value[ offset_customSrc + 0 ];
  814. v2 = customAttribute.value[ offset_customSrc + 1 ];
  815. v3 = customAttribute.value[ offset_customSrc + 2 ];
  816. v4 = customAttribute.value[ offset_customSrc + 3 ];
  817. customAttribute.offsetSrc += 4;
  818. }
  819. if( customAttribute.size === 2 ) {
  820. customAttribute.array[ offset_custom + 0 ] = v1.x;
  821. customAttribute.array[ offset_custom + 1 ] = v1.y;
  822. customAttribute.array[ offset_custom + 2 ] = v2.x;
  823. customAttribute.array[ offset_custom + 3 ] = v2.y;
  824. customAttribute.array[ offset_custom + 4 ] = v3.x;
  825. customAttribute.array[ offset_custom + 5 ] = v3.y;
  826. customAttribute.array[ offset_custom + 6 ] = v4.x;
  827. customAttribute.array[ offset_custom + 7 ] = v4.y;
  828. customAttribute.offset += 8;
  829. } else if( customAttribute.size === 3 ) {
  830. if( customAttribute.type === "c" ) {
  831. customAttribute.array[ offset_custom + 0 ] = v1.r;
  832. customAttribute.array[ offset_custom + 1 ] = v1.g;
  833. customAttribute.array[ offset_custom + 2 ] = v1.b;
  834. customAttribute.array[ offset_custom + 3 ] = v2.r;
  835. customAttribute.array[ offset_custom + 4 ] = v2.g;
  836. customAttribute.array[ offset_custom + 5 ] = v2.b;
  837. customAttribute.array[ offset_custom + 6 ] = v3.r;
  838. customAttribute.array[ offset_custom + 7 ] = v3.g;
  839. customAttribute.array[ offset_custom + 8 ] = v3.b;
  840. customAttribute.array[ offset_custom + 9 ] = v4.r;
  841. customAttribute.array[ offset_custom + 10 ] = v4.g;
  842. customAttribute.array[ offset_custom + 11 ] = v4.b;
  843. } else {
  844. customAttribute.array[ offset_custom + 0 ] = v1.x;
  845. customAttribute.array[ offset_custom + 1 ] = v1.y;
  846. customAttribute.array[ offset_custom + 2 ] = v1.z;
  847. customAttribute.array[ offset_custom + 3 ] = v2.x;
  848. customAttribute.array[ offset_custom + 4 ] = v2.y;
  849. customAttribute.array[ offset_custom + 5 ] = v2.z;
  850. customAttribute.array[ offset_custom + 6 ] = v3.x;
  851. customAttribute.array[ offset_custom + 7 ] = v3.y;
  852. customAttribute.array[ offset_custom + 8 ] = v3.z;
  853. customAttribute.array[ offset_custom + 9 ] = v4.x;
  854. customAttribute.array[ offset_custom + 10 ] = v4.y;
  855. customAttribute.array[ offset_custom + 11 ] = v4.z;
  856. }
  857. customAttribute.offset += 12;
  858. } else {
  859. customAttribute.array[ offset_custom + 0 ] = v1.x;
  860. customAttribute.array[ offset_custom + 1 ] = v1.y;
  861. customAttribute.array[ offset_custom + 2 ] = v1.z;
  862. customAttribute.array[ offset_custom + 3 ] = v1.w;
  863. customAttribute.array[ offset_custom + 4 ] = v2.x;
  864. customAttribute.array[ offset_custom + 5 ] = v2.y;
  865. customAttribute.array[ offset_custom + 6 ] = v2.z;
  866. customAttribute.array[ offset_custom + 7 ] = v2.w;
  867. customAttribute.array[ offset_custom + 8 ] = v3.x;
  868. customAttribute.array[ offset_custom + 9 ] = v3.y;
  869. customAttribute.array[ offset_custom + 10 ] = v3.z;
  870. customAttribute.array[ offset_custom + 11 ] = v3.w;
  871. customAttribute.array[ offset_custom + 12 ] = v4.x;
  872. customAttribute.array[ offset_custom + 13 ] = v4.y;
  873. customAttribute.array[ offset_custom + 14 ] = v4.z;
  874. customAttribute.array[ offset_custom + 15 ] = v4.w;
  875. customAttribute.offset += 16;
  876. }
  877. }
  878. }
  879. }
  880. }
  881. if ( dirtyMorphTargets ) {
  882. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk++ ) {
  883. v1 = morphTargets[ vk ].vertices[ face.a ].position;
  884. v2 = morphTargets[ vk ].vertices[ face.b ].position;
  885. v3 = morphTargets[ vk ].vertices[ face.c ].position;
  886. v4 = morphTargets[ vk ].vertices[ face.d ].position;
  887. vka = morphTargetsArrays[ vk ];
  888. vka[ offset_morphTarget + 0 ] = v1.x;
  889. vka[ offset_morphTarget + 1 ] = v1.y;
  890. vka[ offset_morphTarget + 2 ] = v1.z;
  891. vka[ offset_morphTarget + 3 ] = v2.x;
  892. vka[ offset_morphTarget + 4 ] = v2.y;
  893. vka[ offset_morphTarget + 5 ] = v2.z;
  894. vka[ offset_morphTarget + 6 ] = v3.x;
  895. vka[ offset_morphTarget + 7 ] = v3.y;
  896. vka[ offset_morphTarget + 8 ] = v3.z;
  897. vka[ offset_morphTarget + 9 ] = v4.x;
  898. vka[ offset_morphTarget + 10 ] = v4.y;
  899. vka[ offset_morphTarget + 11 ] = v4.z;
  900. }
  901. offset_morphTarget += 12;
  902. }
  903. if ( obj_skinWeights.length ) {
  904. // weights
  905. sw1 = obj_skinWeights[ face.a ];
  906. sw2 = obj_skinWeights[ face.b ];
  907. sw3 = obj_skinWeights[ face.c ];
  908. sw4 = obj_skinWeights[ face.d ];
  909. skinWeightArray[ offset_skin ] = sw1.x;
  910. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  911. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  912. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  913. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  914. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  915. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  916. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  917. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  918. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  919. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  920. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  921. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  922. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  923. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  924. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  925. // indices
  926. si1 = obj_skinIndices[ face.a ];
  927. si2 = obj_skinIndices[ face.b ];
  928. si3 = obj_skinIndices[ face.c ];
  929. si4 = obj_skinIndices[ face.d ];
  930. skinIndexArray[ offset_skin ] = si1.x;
  931. skinIndexArray[ offset_skin + 1 ] = si1.y;
  932. skinIndexArray[ offset_skin + 2 ] = si1.z;
  933. skinIndexArray[ offset_skin + 3 ] = si1.w;
  934. skinIndexArray[ offset_skin + 4 ] = si2.x;
  935. skinIndexArray[ offset_skin + 5 ] = si2.y;
  936. skinIndexArray[ offset_skin + 6 ] = si2.z;
  937. skinIndexArray[ offset_skin + 7 ] = si2.w;
  938. skinIndexArray[ offset_skin + 8 ] = si3.x;
  939. skinIndexArray[ offset_skin + 9 ] = si3.y;
  940. skinIndexArray[ offset_skin + 10 ] = si3.z;
  941. skinIndexArray[ offset_skin + 11 ] = si3.w;
  942. skinIndexArray[ offset_skin + 12 ] = si4.x;
  943. skinIndexArray[ offset_skin + 13 ] = si4.y;
  944. skinIndexArray[ offset_skin + 14 ] = si4.z;
  945. skinIndexArray[ offset_skin + 15 ] = si4.w;
  946. // vertices A
  947. sa1 = obj_skinVerticesA[ face.a ];
  948. sa2 = obj_skinVerticesA[ face.b ];
  949. sa3 = obj_skinVerticesA[ face.c ];
  950. sa4 = obj_skinVerticesA[ face.d ];
  951. skinVertexAArray[ offset_skin ] = sa1.x;
  952. skinVertexAArray[ offset_skin + 1 ] = sa1.y;
  953. skinVertexAArray[ offset_skin + 2 ] = sa1.z;
  954. skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  955. skinVertexAArray[ offset_skin + 4 ] = sa2.x;
  956. skinVertexAArray[ offset_skin + 5 ] = sa2.y;
  957. skinVertexAArray[ offset_skin + 6 ] = sa2.z;
  958. skinVertexAArray[ offset_skin + 7 ] = 1;
  959. skinVertexAArray[ offset_skin + 8 ] = sa3.x;
  960. skinVertexAArray[ offset_skin + 9 ] = sa3.y;
  961. skinVertexAArray[ offset_skin + 10 ] = sa3.z;
  962. skinVertexAArray[ offset_skin + 11 ] = 1;
  963. skinVertexAArray[ offset_skin + 12 ] = sa4.x;
  964. skinVertexAArray[ offset_skin + 13 ] = sa4.y;
  965. skinVertexAArray[ offset_skin + 14 ] = sa4.z;
  966. skinVertexAArray[ offset_skin + 15 ] = 1;
  967. // vertices B
  968. sb1 = obj_skinVerticesB[ face.a ];
  969. sb2 = obj_skinVerticesB[ face.b ];
  970. sb3 = obj_skinVerticesB[ face.c ];
  971. sb4 = obj_skinVerticesB[ face.d ];
  972. skinVertexBArray[ offset_skin ] = sb1.x;
  973. skinVertexBArray[ offset_skin + 1 ] = sb1.y;
  974. skinVertexBArray[ offset_skin + 2 ] = sb1.z;
  975. skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
  976. skinVertexBArray[ offset_skin + 4 ] = sb2.x;
  977. skinVertexBArray[ offset_skin + 5 ] = sb2.y;
  978. skinVertexBArray[ offset_skin + 6 ] = sb2.z;
  979. skinVertexBArray[ offset_skin + 7 ] = 1;
  980. skinVertexBArray[ offset_skin + 8 ] = sb3.x;
  981. skinVertexBArray[ offset_skin + 9 ] = sb3.y;
  982. skinVertexBArray[ offset_skin + 10 ] = sb3.z;
  983. skinVertexBArray[ offset_skin + 11 ] = 1;
  984. skinVertexBArray[ offset_skin + 12 ] = sb4.x;
  985. skinVertexBArray[ offset_skin + 13 ] = sb4.y;
  986. skinVertexBArray[ offset_skin + 14 ] = sb4.z;
  987. skinVertexBArray[ offset_skin + 15 ] = 1;
  988. offset_skin += 16;
  989. }
  990. if ( dirtyColors && vertexColorType ) {
  991. if ( vertexColors.length == 4 && vertexColorType == THREE.VertexColors ) {
  992. c1 = vertexColors[ 0 ];
  993. c2 = vertexColors[ 1 ];
  994. c3 = vertexColors[ 2 ];
  995. c4 = vertexColors[ 3 ];
  996. } else {
  997. c1 = faceColor;
  998. c2 = faceColor;
  999. c3 = faceColor;
  1000. c4 = faceColor;
  1001. }
  1002. colorArray[ offset_color ] = c1.r;
  1003. colorArray[ offset_color + 1 ] = c1.g;
  1004. colorArray[ offset_color + 2 ] = c1.b;
  1005. colorArray[ offset_color + 3 ] = c2.r;
  1006. colorArray[ offset_color + 4 ] = c2.g;
  1007. colorArray[ offset_color + 5 ] = c2.b;
  1008. colorArray[ offset_color + 6 ] = c3.r;
  1009. colorArray[ offset_color + 7 ] = c3.g;
  1010. colorArray[ offset_color + 8 ] = c3.b;
  1011. colorArray[ offset_color + 9 ] = c4.r;
  1012. colorArray[ offset_color + 10 ] = c4.g;
  1013. colorArray[ offset_color + 11 ] = c4.b;
  1014. offset_color += 12;
  1015. }
  1016. if ( dirtyTangents && geometry.hasTangents ) {
  1017. t1 = vertexTangents[ 0 ];
  1018. t2 = vertexTangents[ 1 ];
  1019. t3 = vertexTangents[ 2 ];
  1020. t4 = vertexTangents[ 3 ];
  1021. tangentArray[ offset_tangent ] = t1.x;
  1022. tangentArray[ offset_tangent + 1 ] = t1.y;
  1023. tangentArray[ offset_tangent + 2 ] = t1.z;
  1024. tangentArray[ offset_tangent + 3 ] = t1.w;
  1025. tangentArray[ offset_tangent + 4 ] = t2.x;
  1026. tangentArray[ offset_tangent + 5 ] = t2.y;
  1027. tangentArray[ offset_tangent + 6 ] = t2.z;
  1028. tangentArray[ offset_tangent + 7 ] = t2.w;
  1029. tangentArray[ offset_tangent + 8 ] = t3.x;
  1030. tangentArray[ offset_tangent + 9 ] = t3.y;
  1031. tangentArray[ offset_tangent + 10 ] = t3.z;
  1032. tangentArray[ offset_tangent + 11 ] = t3.w;
  1033. tangentArray[ offset_tangent + 12 ] = t4.x;
  1034. tangentArray[ offset_tangent + 13 ] = t4.y;
  1035. tangentArray[ offset_tangent + 14 ] = t4.z;
  1036. tangentArray[ offset_tangent + 15 ] = t4.w;
  1037. offset_tangent += 16;
  1038. }
  1039. if ( dirtyNormals && normalType ) {
  1040. if ( vertexNormals.length == 4 && needsSmoothNormals ) {
  1041. for ( i = 0; i < 4; i ++ ) {
  1042. vn = vertexNormals[ i ];
  1043. normalArray[ offset_normal ] = vn.x;
  1044. normalArray[ offset_normal + 1 ] = vn.y;
  1045. normalArray[ offset_normal + 2 ] = vn.z;
  1046. offset_normal += 3;
  1047. }
  1048. } else {
  1049. for ( i = 0; i < 4; i ++ ) {
  1050. normalArray[ offset_normal ] = faceNormal.x;
  1051. normalArray[ offset_normal + 1 ] = faceNormal.y;
  1052. normalArray[ offset_normal + 2 ] = faceNormal.z;
  1053. offset_normal += 3;
  1054. }
  1055. }
  1056. }
  1057. if ( dirtyUvs && uv !== undefined && uvType ) {
  1058. for ( i = 0; i < 4; i ++ ) {
  1059. uvi = uv[ i ];
  1060. uvArray[ offset_uv ] = uvi.u;
  1061. uvArray[ offset_uv + 1 ] = uvi.v;
  1062. offset_uv += 2;
  1063. }
  1064. }
  1065. if ( dirtyUvs && uv2 !== undefined && uvType ) {
  1066. for ( i = 0; i < 4; i ++ ) {
  1067. uv2i = uv2[ i ];
  1068. uv2Array[ offset_uv2 ] = uv2i.u;
  1069. uv2Array[ offset_uv2 + 1 ] = uv2i.v;
  1070. offset_uv2 += 2;
  1071. }
  1072. }
  1073. if ( dirtyElements ) {
  1074. faceArray[ offset_face ] = vertexIndex;
  1075. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  1076. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  1077. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  1078. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  1079. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  1080. offset_face += 6;
  1081. lineArray[ offset_line ] = vertexIndex;
  1082. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  1083. lineArray[ offset_line + 2 ] = vertexIndex;
  1084. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  1085. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  1086. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  1087. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  1088. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  1089. offset_line += 8;
  1090. vertexIndex += 4;
  1091. }
  1092. }
  1093. }
  1094. if ( obj_edgeFaces ) {
  1095. for ( f = 0, fl = obj_edgeFaces.length; f < fl; f ++ ) {
  1096. faceArray[ offset_face ] = obj_edgeFaces[ f ].a;
  1097. faceArray[ offset_face + 1 ] = obj_edgeFaces[ f ].b;
  1098. faceArray[ offset_face + 2 ] = obj_edgeFaces[ f ].c;
  1099. faceArray[ offset_face + 3 ] = obj_edgeFaces[ f ].a;
  1100. faceArray[ offset_face + 4 ] = obj_edgeFaces[ f ].c;
  1101. faceArray[ offset_face + 5 ] = obj_edgeFaces[ f ].d;
  1102. offset_face += 6;
  1103. }
  1104. }
  1105. if ( dirtyVertices ) {
  1106. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1107. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1108. }
  1109. if ( customAttributes ) {
  1110. for ( a in customAttributes ) {
  1111. customAttribute = customAttributes[ a ];
  1112. if ( customAttribute.needsUpdate ) {
  1113. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  1114. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  1115. customAttribute.needsUpdate = false;
  1116. }
  1117. }
  1118. }
  1119. if ( dirtyMorphTargets ) {
  1120. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  1121. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  1122. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  1123. }
  1124. }
  1125. if ( dirtyColors && offset_color > 0 ) {
  1126. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1127. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1128. }
  1129. if ( dirtyNormals ) {
  1130. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1131. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  1132. }
  1133. if ( dirtyTangents && geometry.hasTangents ) {
  1134. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1135. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  1136. }
  1137. if ( dirtyUvs && offset_uv > 0 ) {
  1138. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1139. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  1140. }
  1141. if ( dirtyUvs && offset_uv2 > 0 ) {
  1142. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1143. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  1144. }
  1145. if ( dirtyElements ) {
  1146. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1147. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  1148. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1149. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  1150. }
  1151. if ( offset_skin > 0 ) {
  1152. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1153. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
  1154. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1155. _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );
  1156. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1157. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  1158. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1159. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  1160. }
  1161. };
  1162. function setLineBuffers ( geometry, hint ) {
  1163. var v, c, vertex, offset,
  1164. vertices = geometry.vertices,
  1165. colors = geometry.colors,
  1166. vl = vertices.length,
  1167. cl = colors.length,
  1168. vertexArray = geometry.__vertexArray,
  1169. colorArray = geometry.__colorArray,
  1170. dirtyVertices = geometry.__dirtyVertices,
  1171. dirtyColors = geometry.__dirtyColors;
  1172. if ( dirtyVertices ) {
  1173. for ( v = 0; v < vl; v++ ) {
  1174. vertex = vertices[ v ].position;
  1175. offset = v * 3;
  1176. vertexArray[ offset ] = vertex.x;
  1177. vertexArray[ offset + 1 ] = vertex.y;
  1178. vertexArray[ offset + 2 ] = vertex.z;
  1179. }
  1180. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1181. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1182. }
  1183. if ( dirtyColors ) {
  1184. for ( c = 0; c < cl; c++ ) {
  1185. color = colors[ c ];
  1186. offset = c * 3;
  1187. colorArray[ offset ] = color.r;
  1188. colorArray[ offset + 1 ] = color.g;
  1189. colorArray[ offset + 2 ] = color.b;
  1190. }
  1191. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1192. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1193. }
  1194. };
  1195. function setRibbonBuffers ( geometry, hint ) {
  1196. var v, c, vertex, offset,
  1197. vertices = geometry.vertices,
  1198. colors = geometry.colors,
  1199. vl = vertices.length,
  1200. cl = colors.length,
  1201. vertexArray = geometry.__vertexArray,
  1202. colorArray = geometry.__colorArray,
  1203. dirtyVertices = geometry.__dirtyVertices,
  1204. dirtyColors = geometry.__dirtyColors;
  1205. if ( dirtyVertices ) {
  1206. for ( v = 0; v < vl; v++ ) {
  1207. vertex = vertices[ v ].position;
  1208. offset = v * 3;
  1209. vertexArray[ offset ] = vertex.x;
  1210. vertexArray[ offset + 1 ] = vertex.y;
  1211. vertexArray[ offset + 2 ] = vertex.z;
  1212. }
  1213. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1214. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1215. }
  1216. if ( dirtyColors ) {
  1217. for ( c = 0; c < cl; c++ ) {
  1218. color = colors[ c ];
  1219. offset = c * 3;
  1220. colorArray[ offset ] = color.r;
  1221. colorArray[ offset + 1 ] = color.g;
  1222. colorArray[ offset + 2 ] = color.b;
  1223. }
  1224. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1225. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1226. }
  1227. };
  1228. function setParticleBuffers ( geometry, hint, object ) {
  1229. var v, c, vertex, offset,
  1230. vertices = geometry.vertices,
  1231. vl = vertices.length,
  1232. colors = geometry.colors,
  1233. cl = colors.length,
  1234. vertexArray = geometry.__vertexArray,
  1235. colorArray = geometry.__colorArray,
  1236. sortArray = geometry.__sortArray,
  1237. dirtyVertices = geometry.__dirtyVertices,
  1238. dirtyElements = geometry.__dirtyElements,
  1239. dirtyColors = geometry.__dirtyColors;
  1240. if ( object.sortParticles ) {
  1241. _projScreenMatrix.multiplySelf( object.matrixWorld );
  1242. for ( v = 0; v < vl; v++ ) {
  1243. vertex = vertices[ v ].position;
  1244. _vector3.copy( vertex );
  1245. _projScreenMatrix.multiplyVector3( _vector3 );
  1246. sortArray[ v ] = [ _vector3.z, v ];
  1247. }
  1248. sortArray.sort( function(a,b) { return b[0] - a[0]; } );
  1249. for ( v = 0; v < vl; v++ ) {
  1250. vertex = vertices[ sortArray[v][1] ].position;
  1251. offset = v * 3;
  1252. vertexArray[ offset ] = vertex.x;
  1253. vertexArray[ offset + 1 ] = vertex.y;
  1254. vertexArray[ offset + 2 ] = vertex.z;
  1255. }
  1256. for ( c = 0; c < cl; c++ ) {
  1257. offset = c * 3;
  1258. color = colors[ sortArray[c][1] ];
  1259. colorArray[ offset ] = color.r;
  1260. colorArray[ offset + 1 ] = color.g;
  1261. colorArray[ offset + 2 ] = color.b;
  1262. }
  1263. } else {
  1264. if ( dirtyVertices ) {
  1265. for ( v = 0; v < vl; v++ ) {
  1266. vertex = vertices[ v ].position;
  1267. offset = v * 3;
  1268. vertexArray[ offset ] = vertex.x;
  1269. vertexArray[ offset + 1 ] = vertex.y;
  1270. vertexArray[ offset + 2 ] = vertex.z;
  1271. }
  1272. }
  1273. if ( dirtyColors ) {
  1274. for ( c = 0; c < cl; c++ ) {
  1275. color = colors[ c ];
  1276. offset = c * 3;
  1277. colorArray[ offset ] = color.r;
  1278. colorArray[ offset + 1 ] = color.g;
  1279. colorArray[ offset + 2 ] = color.b;
  1280. }
  1281. }
  1282. }
  1283. if ( dirtyVertices || object.sortParticles ) {
  1284. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  1285. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  1286. }
  1287. if ( dirtyColors || object.sortParticles ) {
  1288. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  1289. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  1290. }
  1291. };
  1292. function setMaterialShaders( material, shaders ) {
  1293. material.uniforms = Uniforms.clone( shaders.uniforms );
  1294. material.vertexShader = shaders.vertexShader;
  1295. material.fragmentShader = shaders.fragmentShader;
  1296. };
  1297. function refreshUniformsCommon( uniforms, material ) {
  1298. uniforms.diffuse.value.setRGB( material.color.r, material.color.g, material.color.b );
  1299. uniforms.opacity.value = material.opacity;
  1300. uniforms.map.texture = material.map;
  1301. uniforms.lightMap.texture = material.lightMap;
  1302. uniforms.envMap.texture = material.envMap;
  1303. uniforms.reflectivity.value = material.reflectivity;
  1304. uniforms.refractionRatio.value = material.refractionRatio;
  1305. uniforms.combine.value = material.combine;
  1306. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  1307. };
  1308. function refreshUniformsLine( uniforms, material ) {
  1309. uniforms.diffuse.value.setRGB( material.color.r, material.color.g, material.color.b );
  1310. uniforms.opacity.value = material.opacity;
  1311. };
  1312. function refreshUniformsParticle( uniforms, material ) {
  1313. uniforms.psColor.value.setRGB( material.color.r, material.color.g, material.color.b );
  1314. uniforms.opacity.value = material.opacity;
  1315. uniforms.size.value = material.size;
  1316. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  1317. uniforms.map.texture = material.map;
  1318. };
  1319. function refreshUniformsFog( uniforms, fog ) {
  1320. uniforms.fogColor.value.setHex( fog.color.hex );
  1321. if ( fog instanceof THREE.Fog ) {
  1322. uniforms.fogNear.value = fog.near;
  1323. uniforms.fogFar.value = fog.far;
  1324. } else if ( fog instanceof THREE.FogExp2 ) {
  1325. uniforms.fogDensity.value = fog.density;
  1326. }
  1327. };
  1328. function refreshUniformsPhong( uniforms, material ) {
  1329. //uniforms.ambient.value.setHex( material.ambient.hex );
  1330. //uniforms.specular.value.setHex( material.specular.hex );
  1331. uniforms.ambient.value.setRGB( material.ambient.r, material.ambient.g, material.ambient.b );
  1332. uniforms.specular.value.setRGB( material.specular.r, material.specular.g, material.specular.b );
  1333. uniforms.shininess.value = material.shininess;
  1334. };
  1335. function refreshUniformsLights( uniforms, lights ) {
  1336. uniforms.enableLighting.value = lights.directional.length + lights.point.length;
  1337. uniforms.ambientLightColor.value = lights.ambient;
  1338. uniforms.directionalLightColor.value = lights.directional.colors;
  1339. uniforms.directionalLightDirection.value = lights.directional.positions;
  1340. uniforms.pointLightColor.value = lights.point.colors;
  1341. uniforms.pointLightPosition.value = lights.point.positions;
  1342. uniforms.pointLightDistance.value = lights.point.distances;
  1343. };
  1344. this.initMaterial = function ( material, lights, fog, object ) {
  1345. var u, a, identifiers, i, parameters, maxLightCount, maxBones, shaderID;
  1346. if ( material instanceof THREE.MeshDepthMaterial ) {
  1347. shaderID = 'depth';
  1348. } else if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1349. shaderID = 'shadowVolumeDynamic';
  1350. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1351. shaderID = 'normal';
  1352. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  1353. shaderID = 'basic';
  1354. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  1355. shaderID = 'lambert';
  1356. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1357. shaderID = 'phong';
  1358. } else if ( material instanceof THREE.LineBasicMaterial ) {
  1359. shaderID = 'basic';
  1360. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1361. shaderID = 'particle_basic';
  1362. }
  1363. if ( shaderID ) {
  1364. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  1365. }
  1366. // heuristics to create shader parameters according to lights in the scene
  1367. // (not to blow over maxLights budget)
  1368. maxLightCount = allocateLights( lights, 4 );
  1369. maxBones = allocateBones( object );
  1370. parameters = {
  1371. map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
  1372. vertexColors: material.vertexColors,
  1373. fog: fog, sizeAttenuation: material.sizeAttenuation,
  1374. skinning: material.skinning,
  1375. morphTargets: material.morphTargets,
  1376. maxMorphTargets: this.maxMorphTargets,
  1377. maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
  1378. maxBones: maxBones
  1379. };
  1380. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
  1381. var attributes = material.program.attributes;
  1382. _gl.enableVertexAttribArray( attributes.position );
  1383. if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
  1384. if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
  1385. if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
  1386. if ( material.skinning &&
  1387. attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
  1388. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1389. _gl.enableVertexAttribArray( attributes.skinVertexA );
  1390. _gl.enableVertexAttribArray( attributes.skinVertexB );
  1391. _gl.enableVertexAttribArray( attributes.skinIndex );
  1392. _gl.enableVertexAttribArray( attributes.skinWeight );
  1393. }
  1394. for ( a in material.attributes ) {
  1395. if( attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
  1396. }
  1397. if ( material.morphTargets ) {
  1398. material.numSupportedMorphTargets = 0;
  1399. if ( attributes.morphTarget0 >= 0 ) {
  1400. _gl.enableVertexAttribArray( attributes.morphTarget0 );
  1401. material.numSupportedMorphTargets ++;
  1402. }
  1403. if ( attributes.morphTarget1 >= 0 ) {
  1404. _gl.enableVertexAttribArray( attributes.morphTarget1 );
  1405. material.numSupportedMorphTargets ++;
  1406. }
  1407. if ( attributes.morphTarget2 >= 0 ) {
  1408. _gl.enableVertexAttribArray( attributes.morphTarget2 );
  1409. material.numSupportedMorphTargets ++;
  1410. }
  1411. if ( attributes.morphTarget3 >= 0 ) {
  1412. _gl.enableVertexAttribArray( attributes.morphTarget3 );
  1413. material.numSupportedMorphTargets ++;
  1414. }
  1415. if ( attributes.morphTarget4 >= 0 ) {
  1416. _gl.enableVertexAttribArray( attributes.morphTarget4 );
  1417. material.numSupportedMorphTargets ++;
  1418. }
  1419. if ( attributes.morphTarget5 >= 0 ) {
  1420. _gl.enableVertexAttribArray( attributes.morphTarget5 );
  1421. material.numSupportedMorphTargets ++;
  1422. }
  1423. if ( attributes.morphTarget6 >= 0 ) {
  1424. _gl.enableVertexAttribArray( attributes.morphTarget6 );
  1425. material.numSupportedMorphTargets ++;
  1426. }
  1427. if ( attributes.morphTarget7 >= 0 ) {
  1428. _gl.enableVertexAttribArray( attributes.morphTarget7 );
  1429. material.numSupportedMorphTargets ++;
  1430. }
  1431. object.__webglMorphTargetInfluences = new Float32Array( this.maxMorphTargets );
  1432. for ( var i = 0, il = this.maxMorphTargets; i < il; i ++ ) {
  1433. object.__webglMorphTargetInfluences[ i ] = 0;
  1434. }
  1435. }
  1436. };
  1437. function setProgram( camera, lights, fog, material, object ) {
  1438. if ( ! material.program ) {
  1439. _this.initMaterial( material, lights, fog, object );
  1440. }
  1441. var program = material.program,
  1442. p_uniforms = program.uniforms,
  1443. m_uniforms = material.uniforms;
  1444. if ( program != _currentProgram ) {
  1445. _gl.useProgram( program );
  1446. _currentProgram = program;
  1447. }
  1448. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  1449. // refresh uniforms common to several materials
  1450. if ( fog && (
  1451. material instanceof THREE.MeshBasicMaterial ||
  1452. material instanceof THREE.MeshLambertMaterial ||
  1453. material instanceof THREE.MeshPhongMaterial ||
  1454. material instanceof THREE.LineBasicMaterial ||
  1455. material instanceof THREE.ParticleBasicMaterial ||
  1456. material.fog )
  1457. ) {
  1458. refreshUniformsFog( m_uniforms, fog );
  1459. }
  1460. if ( material instanceof THREE.MeshPhongMaterial ||
  1461. material instanceof THREE.MeshLambertMaterial ||
  1462. material.lights ) {
  1463. setupLights( program, lights );
  1464. refreshUniformsLights( m_uniforms, _lights );
  1465. }
  1466. if ( material instanceof THREE.MeshBasicMaterial ||
  1467. material instanceof THREE.MeshLambertMaterial ||
  1468. material instanceof THREE.MeshPhongMaterial ) {
  1469. refreshUniformsCommon( m_uniforms, material );
  1470. }
  1471. // refresh single material specific uniforms
  1472. if ( material instanceof THREE.LineBasicMaterial ) {
  1473. refreshUniformsLine( m_uniforms, material );
  1474. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  1475. refreshUniformsParticle( m_uniforms, material );
  1476. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  1477. refreshUniformsPhong( m_uniforms, material );
  1478. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  1479. m_uniforms.mNear.value = camera.near;
  1480. m_uniforms.mFar.value = camera.far;
  1481. m_uniforms.opacity.value = material.opacity;
  1482. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  1483. m_uniforms.opacity.value = material.opacity;
  1484. }
  1485. // load common uniforms
  1486. loadUniformsGeneric( program, m_uniforms );
  1487. loadUniformsMatrices( p_uniforms, object );
  1488. // load material specific uniforms
  1489. // (shader material also gets them for the sake of genericity)
  1490. if ( material instanceof THREE.MeshShaderMaterial ||
  1491. material instanceof THREE.MeshPhongMaterial ||
  1492. material.envMap ) {
  1493. _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
  1494. }
  1495. if ( material instanceof THREE.MeshShaderMaterial ||
  1496. material.envMap ||
  1497. material.skinning ) {
  1498. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1499. }
  1500. if ( material instanceof THREE.MeshPhongMaterial ||
  1501. material instanceof THREE.MeshLambertMaterial ||
  1502. material instanceof THREE.MeshShaderMaterial ||
  1503. material.skinning ) {
  1504. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1505. }
  1506. if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {
  1507. var dirLight = m_uniforms.directionalLightDirection.value;
  1508. dirLight[ 0 ] = -lights.position.x;
  1509. dirLight[ 1 ] = -lights.position.y;
  1510. dirLight[ 2 ] = -lights.position.z;
  1511. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  1512. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1513. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1514. }
  1515. if ( material.skinning ) {
  1516. loadUniformsSkinning( p_uniforms, object );
  1517. }
  1518. return program;
  1519. };
  1520. function renderBuffer( camera, lights, fog, material, geometryGroup, object ) {
  1521. if ( material.opacity == 0 ) return;
  1522. var program, attributes, linewidth, primitives, a, attribute;
  1523. program = setProgram( camera, lights, fog, material, object );
  1524. attributes = program.attributes;
  1525. // vertices
  1526. if ( !material.morphTargets ) {
  1527. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1528. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1529. } else {
  1530. setupMorphTargets( material, geometryGroup, object );
  1531. }
  1532. // custom attributes
  1533. if ( geometryGroup.__webglCustomAttributes ) {
  1534. for( a in geometryGroup.__webglCustomAttributes ) {
  1535. if( attributes[ a ] >= 0 ) {
  1536. attribute = geometryGroup.__webglCustomAttributes[ a ];
  1537. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  1538. _gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
  1539. }
  1540. }
  1541. }
  1542. // colors
  1543. if ( attributes.color >= 0 ) {
  1544. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  1545. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  1546. }
  1547. // normals
  1548. if ( attributes.normal >= 0 ) {
  1549. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1550. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1551. }
  1552. // tangents
  1553. if ( attributes.tangent >= 0 ) {
  1554. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  1555. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  1556. }
  1557. // uvs
  1558. if ( attributes.uv >= 0 ) {
  1559. if ( geometryGroup.__webglUVBuffer ) {
  1560. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  1561. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  1562. _gl.enableVertexAttribArray( attributes.uv );
  1563. } else {
  1564. _gl.disableVertexAttribArray( attributes.uv );
  1565. }
  1566. }
  1567. if ( attributes.uv2 >= 0 ) {
  1568. if ( geometryGroup.__webglUV2Buffer ) {
  1569. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  1570. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  1571. _gl.enableVertexAttribArray( attributes.uv2 );
  1572. } else {
  1573. _gl.disableVertexAttribArray( attributes.uv2 );
  1574. }
  1575. }
  1576. if ( material.skinning &&
  1577. attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
  1578. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  1579. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
  1580. _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
  1581. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
  1582. _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
  1583. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  1584. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  1585. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  1586. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  1587. }
  1588. // render mesh
  1589. if ( object instanceof THREE.Mesh ) {
  1590. // wireframe
  1591. if ( material.wireframe ) {
  1592. _gl.lineWidth( material.wireframeLinewidth );
  1593. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  1594. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  1595. // triangles
  1596. } else {
  1597. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1598. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1599. }
  1600. // render lines
  1601. } else if ( object instanceof THREE.Line ) {
  1602. primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  1603. _gl.lineWidth( material.linewidth );
  1604. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  1605. // render particles
  1606. } else if ( object instanceof THREE.ParticleSystem ) {
  1607. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  1608. // render ribbon
  1609. } else if ( object instanceof THREE.Ribbon ) {
  1610. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  1611. }
  1612. };
  1613. function setupMorphTargets( material, geometryGroup, object ) {
  1614. // set base
  1615. var attributes = material.program.attributes;
  1616. if ( object.morphTargetBase !== - 1 ) {
  1617. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  1618. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1619. } else {
  1620. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1621. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1622. }
  1623. if ( object.morphTargetForcedOrder.length ) {
  1624. // set forced order
  1625. var m = 0;
  1626. var order = object.morphTargetForcedOrder;
  1627. var influences = object.morphTargetInfluences;
  1628. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  1629. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  1630. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1631. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ]];
  1632. m ++;
  1633. }
  1634. } else {
  1635. // find most influencing
  1636. var used = [];
  1637. var candidateInfluence = - 1;
  1638. var candidate = 0;
  1639. var influences = object.morphTargetInfluences;
  1640. var i, il = influences.length;
  1641. var m = 0;
  1642. if ( object.morphTargetBase !== - 1 ) {
  1643. used[ object.morphTargetBase ] = true;
  1644. }
  1645. while ( m < material.numSupportedMorphTargets ) {
  1646. for ( i = 0; i < il; i ++ ) {
  1647. if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
  1648. candidate = i;
  1649. candidateInfluence = influences[ candidate ];
  1650. }
  1651. }
  1652. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
  1653. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  1654. object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
  1655. used[ candidate ] = 1;
  1656. candidateInfluence = -1;
  1657. m ++;
  1658. }
  1659. }
  1660. // load updated influences uniform
  1661. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  1662. }
  1663. function renderBufferImmediate( object, program, shading ) {
  1664. if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  1665. if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  1666. if ( object.hasPos ) {
  1667. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  1668. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  1669. _gl.enableVertexAttribArray( program.attributes.position );
  1670. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1671. }
  1672. if ( object.hasNormal ) {
  1673. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  1674. if ( shading == THREE.FlatShading ) {
  1675. var nx, ny, nz,
  1676. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  1677. normalArray,
  1678. i, il = object.count * 3;
  1679. for( i = 0; i < il; i += 9 ) {
  1680. normalArray = object.normalArray;
  1681. nax = normalArray[ i ];
  1682. nay = normalArray[ i + 1 ];
  1683. naz = normalArray[ i + 2 ];
  1684. nbx = normalArray[ i + 3 ];
  1685. nby = normalArray[ i + 4 ];
  1686. nbz = normalArray[ i + 5 ];
  1687. ncx = normalArray[ i + 6 ];
  1688. ncy = normalArray[ i + 7 ];
  1689. ncz = normalArray[ i + 8 ];
  1690. nx = ( nax + nbx + ncx ) / 3;
  1691. ny = ( nay + nby + ncy ) / 3;
  1692. nz = ( naz + nbz + ncz ) / 3;
  1693. normalArray[ i ] = nx;
  1694. normalArray[ i + 1 ] = ny;
  1695. normalArray[ i + 2 ] = nz;
  1696. normalArray[ i + 3 ] = nx;
  1697. normalArray[ i + 4 ] = ny;
  1698. normalArray[ i + 5 ] = nz;
  1699. normalArray[ i + 6 ] = nx;
  1700. normalArray[ i + 7 ] = ny;
  1701. normalArray[ i + 8 ] = nz;
  1702. }
  1703. }
  1704. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  1705. _gl.enableVertexAttribArray( program.attributes.normal );
  1706. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1707. }
  1708. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  1709. object.count = 0;
  1710. };
  1711. function setObjectFaces( object ) {
  1712. if ( _oldDoubleSided != object.doubleSided ) {
  1713. if( object.doubleSided ) {
  1714. _gl.disable( _gl.CULL_FACE );
  1715. } else {
  1716. _gl.enable( _gl.CULL_FACE );
  1717. }
  1718. _oldDoubleSided = object.doubleSided;
  1719. }
  1720. if ( _oldFlipSided != object.flipSided ) {
  1721. if( object.flipSided ) {
  1722. _gl.frontFace( _gl.CW );
  1723. } else {
  1724. _gl.frontFace( _gl.CCW );
  1725. }
  1726. _oldFlipSided = object.flipSided;
  1727. }
  1728. };
  1729. function setDepthTest( test ) {
  1730. if ( _oldDepth != test ) {
  1731. if( test ) {
  1732. _gl.enable( _gl.DEPTH_TEST );
  1733. } else {
  1734. _gl.disable( _gl.DEPTH_TEST );
  1735. }
  1736. _oldDepth = test;
  1737. }
  1738. };
  1739. function computeFrustum( m ) {
  1740. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  1741. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  1742. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  1743. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  1744. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  1745. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  1746. var i, plane;
  1747. for ( i = 0; i < 6; i ++ ) {
  1748. plane = _frustum[ i ];
  1749. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  1750. }
  1751. };
  1752. function isInFrustum( object ) {
  1753. var distance, matrix = object.matrixWorld,
  1754. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  1755. for ( var i = 0; i < 6; i ++ ) {
  1756. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  1757. if ( distance <= radius ) return false;
  1758. }
  1759. return true;
  1760. };
  1761. function addToFixedArray( where, what ) {
  1762. where.list[ where.count ] = what;
  1763. where.count += 1;
  1764. };
  1765. function unrollImmediateBufferMaterials( globject ) {
  1766. var i, l, m, ml, material,
  1767. object = globject.object,
  1768. opaque = globject.opaque,
  1769. transparent = globject.transparent;
  1770. transparent.count = 0;
  1771. opaque.count = 0;
  1772. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1773. material = object.materials[ m ];
  1774. material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1775. }
  1776. };
  1777. function unrollBufferMaterials( globject ) {
  1778. var i, l, m, ml, material, meshMaterial,
  1779. object = globject.object,
  1780. buffer = globject.buffer,
  1781. opaque = globject.opaque,
  1782. transparent = globject.transparent;
  1783. transparent.count = 0;
  1784. opaque.count = 0;
  1785. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  1786. meshMaterial = object.materials[ m ];
  1787. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  1788. for ( i = 0, l = buffer.materials.length; i < l; i++ ) {
  1789. material = buffer.materials[ i ];
  1790. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1791. }
  1792. } else {
  1793. material = meshMaterial;
  1794. if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
  1795. }
  1796. }
  1797. };
  1798. function painterSort( a, b ) {
  1799. return b.z - a.z;
  1800. };
  1801. this.render = function( scene, camera, renderTarget, forceClear ) {
  1802. var i, program, opaque, transparent, material,
  1803. o, ol, oil, webglObject, object, buffer,
  1804. lights = scene.lights,
  1805. fog = scene.fog;
  1806. camera.matrixAutoUpdate && camera.updateMatrix();
  1807. scene.update( undefined, false, camera );
  1808. camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
  1809. camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
  1810. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  1811. computeFrustum( _projScreenMatrix );
  1812. this.initWebGLObjects( scene );
  1813. setRenderTarget( renderTarget );
  1814. if ( this.autoClear || forceClear ) {
  1815. this.clear();
  1816. }
  1817. // set matrices
  1818. ol = scene.__webglObjects.length;
  1819. for ( o = 0; o < ol; o++ ) {
  1820. webglObject = scene.__webglObjects[ o ];
  1821. object = webglObject.object;
  1822. if ( object.visible ) {
  1823. if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
  1824. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1825. setupMatrices( object, camera );
  1826. unrollBufferMaterials( webglObject );
  1827. webglObject.render = true;
  1828. if ( this.sortObjects ) {
  1829. _vector3.copy( object.position );
  1830. _projScreenMatrix.multiplyVector3( _vector3 );
  1831. webglObject.z = _vector3.z;
  1832. }
  1833. } else {
  1834. webglObject.render = false;
  1835. }
  1836. } else {
  1837. webglObject.render = false;
  1838. }
  1839. }
  1840. if ( this.sortObjects ) {
  1841. scene.__webglObjects.sort( painterSort );
  1842. }
  1843. oil = scene.__webglObjectsImmediate.length;
  1844. for ( o = 0; o < oil; o++ ) {
  1845. webglObject = scene.__webglObjectsImmediate[ o ];
  1846. object = webglObject.object;
  1847. if ( object.visible ) {
  1848. if( object.matrixAutoUpdate ) {
  1849. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1850. }
  1851. setupMatrices( object, camera );
  1852. unrollImmediateBufferMaterials( webglObject );
  1853. }
  1854. }
  1855. // opaque pass
  1856. setBlending( THREE.NormalBlending );
  1857. for ( o = 0; o < ol; o ++ ) {
  1858. webglObject = scene.__webglObjects[ o ];
  1859. if ( webglObject.render ) {
  1860. object = webglObject.object;
  1861. buffer = webglObject.buffer;
  1862. opaque = webglObject.opaque;
  1863. setObjectFaces( object );
  1864. for ( i = 0; i < opaque.count; i ++ ) {
  1865. material = opaque.list[ i ];
  1866. setDepthTest( material.depthTest );
  1867. renderBuffer( camera, lights, fog, material, buffer, object );
  1868. }
  1869. }
  1870. }
  1871. // opaque pass (immediate simulator)
  1872. for ( o = 0; o < oil; o++ ) {
  1873. webglObject = scene.__webglObjectsImmediate[ o ];
  1874. object = webglObject.object;
  1875. if ( object.visible ) {
  1876. opaque = webglObject.opaque;
  1877. setObjectFaces( object );
  1878. for( i = 0; i < opaque.count; i++ ) {
  1879. material = opaque.list[ i ];
  1880. setDepthTest( material.depthTest );
  1881. program = setProgram( camera, lights, fog, material, object );
  1882. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  1883. }
  1884. }
  1885. }
  1886. // transparent pass
  1887. for ( o = 0; o < ol; o ++ ) {
  1888. webglObject = scene.__webglObjects[ o ];
  1889. if ( webglObject.render ) {
  1890. object = webglObject.object;
  1891. buffer = webglObject.buffer;
  1892. transparent = webglObject.transparent;
  1893. setObjectFaces( object );
  1894. for ( i = 0; i < transparent.count; i ++ ) {
  1895. material = transparent.list[ i ];
  1896. setBlending( material.blending );
  1897. setDepthTest( material.depthTest );
  1898. renderBuffer( camera, lights, fog, material, buffer, object );
  1899. }
  1900. }
  1901. }
  1902. // transparent pass (immediate simulator)
  1903. for ( o = 0; o < oil; o++ ) {
  1904. webglObject = scene.__webglObjectsImmediate[ o ];
  1905. object = webglObject.object;
  1906. if ( object.visible ) {
  1907. transparent = webglObject.transparent;
  1908. setObjectFaces( object );
  1909. for ( i = 0; i < transparent.count; i ++ ) {
  1910. material = transparent.list[ i ];
  1911. setBlending( material.blending );
  1912. setDepthTest( material.depthTest );
  1913. program = setProgram( camera, lights, fog, material, object );
  1914. object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
  1915. }
  1916. }
  1917. }
  1918. // render stencil shadows
  1919. if ( stencil && scene.__webglShadowVolumes.length && scene.lights.length ) {
  1920. renderStencilShadows( scene );
  1921. }
  1922. // render lens flares
  1923. if ( scene.__webglLensFlares.length ) {
  1924. renderLensFlares( scene, camera );
  1925. }
  1926. // Generate mipmap if we're using any kind of mipmap filtering
  1927. if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  1928. updateRenderTargetMipmap( renderTarget );
  1929. }
  1930. };
  1931. /*
  1932. * Stencil Shadows
  1933. * method: we're rendering the world in light, then the shadow
  1934. * volumes into the stencil and last a big darkening
  1935. * quad over the whole thing. This is not how "you're
  1936. * supposed to" do stencil shadows but is much faster
  1937. *
  1938. */
  1939. function renderStencilShadows( scene ) {
  1940. // setup stencil
  1941. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  1942. _gl.polygonOffset( 0.1, 1.0 );
  1943. _gl.enable( _gl.STENCIL_TEST );
  1944. _gl.enable( _gl.DEPTH_TEST );
  1945. _gl.depthMask( false );
  1946. _gl.colorMask( false, false, false, false );
  1947. _gl.stencilFunc( _gl.ALWAYS, 1, 0xFF );
  1948. _gl.stencilOpSeparate( _gl.BACK, _gl.KEEP, _gl.INCR, _gl.KEEP );
  1949. _gl.stencilOpSeparate( _gl.FRONT, _gl.KEEP, _gl.DECR, _gl.KEEP );
  1950. // loop through all directional lights
  1951. var l, ll = scene.lights.length;
  1952. var p;
  1953. var light, lights = scene.lights;
  1954. var dirLight = [];
  1955. var object, geometryGroup, material;
  1956. var program;
  1957. var p_uniforms;
  1958. var m_uniforms;
  1959. var attributes;
  1960. var o, ol = scene.__webglShadowVolumes.length;
  1961. for ( l = 0; l < ll; l++ ) {
  1962. light = scene.lights[ l ];
  1963. if ( light instanceof THREE.DirectionalLight ) {
  1964. dirLight[ 0 ] = -light.position.x;
  1965. dirLight[ 1 ] = -light.position.y;
  1966. dirLight[ 2 ] = -light.position.z;
  1967. // render all volumes
  1968. for ( o = 0; o < ol; o++ ) {
  1969. object = scene.__webglShadowVolumes[ o ].object;
  1970. geometryGroup = scene.__webglShadowVolumes[ o ].buffer;
  1971. material = object.materials[ 0 ];
  1972. if ( !material.program ) _this.initMaterial( material, lights, undefined, object );
  1973. program = material.program,
  1974. p_uniforms = program.uniforms,
  1975. m_uniforms = material.uniforms,
  1976. attributes = program.attributes;
  1977. if ( _currentProgram !== program ) {
  1978. _gl.useProgram( program );
  1979. _currentProgram = program;
  1980. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
  1981. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
  1982. _gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
  1983. }
  1984. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  1985. _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
  1986. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  1987. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  1988. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  1989. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  1990. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  1991. _gl.cullFace( _gl.FRONT );
  1992. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1993. _gl.cullFace( _gl.BACK );
  1994. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  1995. }
  1996. }
  1997. }
  1998. // setup color+stencil
  1999. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  2000. _gl.colorMask( true, true, true, true );
  2001. _gl.stencilFunc( _gl.NOTEQUAL, 0, 0xFF );
  2002. _gl.stencilOp( _gl.KEEP, _gl.KEEP, _gl.KEEP );
  2003. _gl.disable( _gl.DEPTH_TEST );
  2004. // draw darkening polygon
  2005. _oldBlending = "";
  2006. _currentProgram = _stencilShadow.program;
  2007. _gl.useProgram( _stencilShadow.program );
  2008. _gl.uniformMatrix4fv( _stencilShadow.projectionLocation, false, _projectionMatrixArray );
  2009. _gl.uniform1f( _stencilShadow.darknessLocation, _stencilShadow.darkness );
  2010. _gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
  2011. _gl.vertexAttribPointer( _stencilShadow.vertexLocation, 3, _gl.FLOAT, false, 0, 0 );
  2012. _gl.enableVertexAttribArray( _stencilShadow.vertexLocation );
  2013. _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2014. _gl.blendEquation( _gl.FUNC_ADD );
  2015. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
  2016. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2017. // disable stencil
  2018. _gl.disable( _gl.STENCIL_TEST );
  2019. _gl.enable( _gl.DEPTH_TEST );
  2020. _gl.depthMask( _currentDepthMask );
  2021. }
  2022. /*
  2023. * Render lens flares
  2024. * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  2025. * reads these back and calculates occlusion.
  2026. * Then LensFlare.updateLensFlares() is called to re-position and
  2027. * update transparency of flares. Then they are rendered.
  2028. *
  2029. */
  2030. function renderLensFlares( scene, camera ) {
  2031. var object, objectZ, geometryGroup, material;
  2032. var o, ol = scene.__webglLensFlares.length;
  2033. var f, fl, flare;
  2034. var tempPosition = new THREE.Vector3();
  2035. var invAspect = _viewportHeight / _viewportWidth;
  2036. var halfViewportWidth = _viewportWidth * 0.5;
  2037. var halfViewportHeight = _viewportHeight * 0.5;
  2038. var size = 16 / _viewportHeight;
  2039. var scale = [ size * invAspect, size ];
  2040. var screenPosition = [ 1, 1, 0 ];
  2041. var screenPositionPixels = [ 1, 1 ];
  2042. var sampleX, sampleY, readBackPixels = _lensFlare.readBackPixels;
  2043. var sampleMidX = 7 * 4;
  2044. var sampleMidY = 7 * 16 * 4;
  2045. var sampleIndex, visibility;
  2046. var uniforms = _lensFlare.uniforms;
  2047. var attributes = _lensFlare.attributes;
  2048. // set lensflare program and reset blending
  2049. _gl.useProgram( _lensFlare.program );
  2050. _currentProgram = _lensFlare.program;
  2051. _oldBlending = "";
  2052. // loop through all lens flares to update their occlusion and positions
  2053. // setup gl and common used attribs/unforms
  2054. _gl.uniform1i( uniforms.occlusionMap, 0 );
  2055. _gl.uniform1i( uniforms.map, 1 );
  2056. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  2057. _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
  2058. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  2059. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  2060. _gl.disable( _gl.CULL_FACE );
  2061. _gl.depthMask( false );
  2062. _gl.activeTexture( _gl.TEXTURE0 );
  2063. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  2064. _gl.activeTexture( _gl.TEXTURE1 );
  2065. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2066. for ( o = 0; o < ol; o ++ ) {
  2067. // calc object screen position
  2068. object = scene.__webglLensFlares[ o ].object;
  2069. tempPosition.set( object.matrixWorld.n14, object.matrixWorld.n24, object.matrixWorld.n34 );
  2070. camera.matrixWorldInverse.multiplyVector3( tempPosition );
  2071. objectZ = tempPosition.z;
  2072. camera.projectionMatrix.multiplyVector3( tempPosition );
  2073. // setup arrays for gl programs
  2074. screenPosition[ 0 ] = tempPosition.x;
  2075. screenPosition[ 1 ] = tempPosition.y;
  2076. screenPosition[ 2 ] = tempPosition.z;
  2077. screenPositionPixels[ 0 ] = screenPosition[ 0 ] * halfViewportWidth + halfViewportWidth;
  2078. screenPositionPixels[ 1 ] = screenPosition[ 1 ] * halfViewportHeight + halfViewportHeight;
  2079. // screen cull or go on if vertex texture
  2080. if( _lensFlare.hasVertexTexture ||
  2081. ( screenPositionPixels[ 0 ] > 0 &&
  2082. screenPositionPixels[ 0 ] < _viewportWidth &&
  2083. screenPositionPixels[ 1 ] > 0 &&
  2084. screenPositionPixels[ 1 ] < _viewportHeight )) {
  2085. // save current RGB to temp texture
  2086. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2087. _gl.copyTexSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16 );
  2088. // render pink quad
  2089. _gl.uniform1i( uniforms.renderType, 0 );
  2090. _gl.uniform2fv( uniforms.scale, scale );
  2091. _gl.uniform3fv( uniforms.screenPosition, screenPosition );
  2092. _gl.disable( _gl.BLEND );
  2093. _gl.enable( _gl.DEPTH_TEST );
  2094. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2095. // copy result to occlusionMap
  2096. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  2097. _gl.copyTexSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16 );
  2098. // restore graphics
  2099. _gl.uniform1i( uniforms.renderType, 1 );
  2100. _gl.disable( _gl.DEPTH_TEST );
  2101. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  2102. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2103. // update object positions
  2104. object.positionScreen.x = screenPosition[ 0 ];
  2105. object.positionScreen.y = screenPosition[ 1 ];
  2106. object.positionScreen.z = screenPosition[ 2 ];
  2107. if ( object.customUpdateCallback ) {
  2108. object.customUpdateCallback( object );
  2109. } else {
  2110. object.updateLensFlares();
  2111. }
  2112. // render flares
  2113. _gl.uniform1i( uniforms.renderType, 2 );
  2114. _gl.enable( _gl.BLEND );
  2115. for ( f = 0, fl = object.lensFlares.length; f < fl; f ++ ) {
  2116. flare = object.lensFlares[ f ];
  2117. if ( flare.opacity > 0.001 && flare.scale > 0.001 ) {
  2118. screenPosition[ 0 ] = flare.x;
  2119. screenPosition[ 1 ] = flare.y;
  2120. screenPosition[ 2 ] = flare.z;
  2121. size = flare.size * flare.scale / _viewportHeight;
  2122. scale[ 0 ] = size * invAspect;
  2123. scale[ 1 ] = size;
  2124. _gl.uniform3fv( uniforms.screenPosition, screenPosition );
  2125. _gl.uniform2fv( uniforms.scale, scale );
  2126. _gl.uniform1f( uniforms.rotation, flare.rotation );
  2127. _gl.uniform1f( uniforms.opacity, flare.opacity );
  2128. setBlending( flare.blending );
  2129. setTexture( flare.texture, 1 );
  2130. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  2131. }
  2132. }
  2133. }
  2134. }
  2135. // restore gl
  2136. _gl.enable( _gl.CULL_FACE );
  2137. _gl.enable( _gl.DEPTH_TEST );
  2138. _gl.depthMask( _currentDepthMask );
  2139. }
  2140. function setupMatrices( object, camera ) {
  2141. object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  2142. THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
  2143. }
  2144. this.initWebGLObjects = function ( scene ) {
  2145. if ( !scene.__webglObjects ) {
  2146. scene.__webglObjects = [];
  2147. scene.__webglObjectsImmediate = [];
  2148. scene.__webglShadowVolumes = [];
  2149. scene.__webglLensFlares = [];
  2150. }
  2151. while ( scene.__objectsAdded.length ) {
  2152. addObject( scene.__objectsAdded[ 0 ], scene );
  2153. scene.__objectsAdded.splice( 0, 1 );
  2154. }
  2155. while ( scene.__objectsRemoved.length ) {
  2156. removeObject( scene.__objectsRemoved[ 0 ], scene );
  2157. scene.__objectsRemoved.splice( 0, 1 );
  2158. }
  2159. // update must be called after objects adding / removal
  2160. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  2161. updateObject( scene.__webglObjects[ o ].object, scene );
  2162. }
  2163. for ( var o = 0, ol = scene.__webglShadowVolumes.length; o < ol; o ++ ) {
  2164. updateObject( scene.__webglShadowVolumes[ o ].object, scene );
  2165. }
  2166. for ( var o = 0, ol = scene.__webglLensFlares.length; o < ol; o ++ ) {
  2167. updateObject( scene.__webglLensFlares[ o ].object, scene );
  2168. }
  2169. };
  2170. function addObject( object, scene ) {
  2171. var g, geometry, geometryGroup;
  2172. if ( object._modelViewMatrix == undefined ) {
  2173. object._modelViewMatrix = new THREE.Matrix4();
  2174. object._normalMatrixArray = new Float32Array( 9 );
  2175. object._modelViewMatrixArray = new Float32Array( 16 );
  2176. object._objectMatrixArray = new Float32Array( 16 );
  2177. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  2178. }
  2179. if ( object instanceof THREE.Mesh ) {
  2180. geometry = object.geometry;
  2181. if ( geometry.geometryGroups == undefined ) {
  2182. sortFacesByMaterial( geometry );
  2183. }
  2184. // create separate VBOs per geometry chunk
  2185. for ( g in geometry.geometryGroups ) {
  2186. geometryGroup = geometry.geometryGroups[ g ];
  2187. // initialise VBO on the first access
  2188. if ( ! geometryGroup.__webglVertexBuffer ) {
  2189. createMeshBuffers( geometryGroup );
  2190. initMeshBuffers( geometryGroup, object );
  2191. geometry.__dirtyVertices = true;
  2192. geometry.__dirtyMorphTargets = true;
  2193. geometry.__dirtyElements = true;
  2194. geometry.__dirtyUvs = true;
  2195. geometry.__dirtyNormals = true;
  2196. geometry.__dirtyTangents = true;
  2197. geometry.__dirtyColors = true;
  2198. }
  2199. // create separate wrapper per each use of VBO
  2200. if ( object instanceof THREE.ShadowVolume ) {
  2201. addBuffer( scene.__webglShadowVolumes, geometryGroup, object );
  2202. } else {
  2203. addBuffer( scene.__webglObjects, geometryGroup, object );
  2204. }
  2205. }
  2206. } else if ( object instanceof THREE.LensFlare ) {
  2207. addBuffer( scene.__webglLensFlares, undefined, object );
  2208. } else if ( object instanceof THREE.Ribbon ) {
  2209. geometry = object.geometry;
  2210. if( ! geometry.__webglVertexBuffer ) {
  2211. createRibbonBuffers( geometry );
  2212. initRibbonBuffers( geometry );
  2213. geometry.__dirtyVertices = true;
  2214. geometry.__dirtyColors = true;
  2215. }
  2216. addBuffer( scene.__webglObjects, geometry, object );
  2217. } else if ( object instanceof THREE.Line ) {
  2218. geometry = object.geometry;
  2219. if( ! geometry.__webglVertexBuffer ) {
  2220. createLineBuffers( geometry );
  2221. initLineBuffers( geometry );
  2222. geometry.__dirtyVertices = true;
  2223. geometry.__dirtyColors = true;
  2224. }
  2225. addBuffer( scene.__webglObjects, geometry, object );
  2226. } else if ( object instanceof THREE.ParticleSystem ) {
  2227. geometry = object.geometry;
  2228. if ( ! geometry.__webglVertexBuffer ) {
  2229. createParticleBuffers( geometry );
  2230. initParticleBuffers( geometry );
  2231. geometry.__dirtyVertices = true;
  2232. geometry.__dirtyColors = true;
  2233. }
  2234. addBuffer( scene.__webglObjects, geometry, object );
  2235. } else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2236. addBufferImmediate( scene.__webglObjectsImmediate, object );
  2237. }/*else if ( object instanceof THREE.Particle ) {
  2238. }*/
  2239. };
  2240. function updateObject( object, scene ) {
  2241. var g, geometry, geometryGroup, a, customAttributeDirty;
  2242. if ( object instanceof THREE.Mesh ) {
  2243. geometry = object.geometry;
  2244. // check all geometry groups
  2245. for ( g in geometry.geometryGroups ) {
  2246. geometryGroup = geometry.geometryGroups[ g ];
  2247. customAttributeDirty = false;
  2248. for ( a in geometryGroup.__webglCustomAttributes ) {
  2249. if( geometryGroup.__webglCustomAttributes[ a ].needsUpdate ) {
  2250. customAttributeDirty = true;
  2251. break;
  2252. }
  2253. }
  2254. if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
  2255. geometry.__dirtyUvs || geometry.__dirtyNormals ||
  2256. geometry.__dirtyColors || geometry.__dirtyTangents || customAttributeDirty ) {
  2257. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW );
  2258. }
  2259. }
  2260. geometry.__dirtyVertices = false;
  2261. geometry.__dirtyMorphTargets = false;
  2262. geometry.__dirtyElements = false;
  2263. geometry.__dirtyUvs = false;
  2264. geometry.__dirtyNormals = false;
  2265. geometry.__dirtyTangents = false;
  2266. geometry.__dirtyColors = false;
  2267. } else if ( object instanceof THREE.Ribbon ) {
  2268. geometry = object.geometry;
  2269. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2270. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  2271. }
  2272. geometry.__dirtyVertices = false;
  2273. geometry.__dirtyColors = false;
  2274. } else if ( object instanceof THREE.Line ) {
  2275. geometry = object.geometry;
  2276. if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
  2277. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  2278. }
  2279. geometry.__dirtyVertices = false;
  2280. geometry.__dirtyColors = false;
  2281. } else if ( object instanceof THREE.ParticleSystem ) {
  2282. geometry = object.geometry;
  2283. if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
  2284. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  2285. }
  2286. geometry.__dirtyVertices = false;
  2287. geometry.__dirtyColors = false;
  2288. }/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
  2289. // it updates itself in render callback
  2290. } else if ( object instanceof THREE.Particle ) {
  2291. }*/
  2292. };
  2293. function removeObject( object, scene ) {
  2294. var o, ol, zobject;
  2295. for ( o = scene.__webglObjects.length - 1; o >= 0; o-- ) {
  2296. zobject = scene.__webglObjects[ o ].object;
  2297. if ( object == zobject ) {
  2298. scene.__webglObjects.splice( o, 1 );
  2299. }
  2300. }
  2301. };
  2302. function sortFacesByMaterial( geometry ) {
  2303. // TODO
  2304. // Should optimize by grouping faces with ColorFill / ColorStroke materials
  2305. // which could then use vertex color attributes instead of each being
  2306. // in its separate VBO
  2307. var i, l, f, fl, face, material, materials, vertices, mhash, ghash, hash_map = {};
  2308. var numMorphTargets = geometry.morphTargets !== undefined ? geometry.morphTargets.length : 0;
  2309. geometry.geometryGroups = {};
  2310. function materialHash( material ) {
  2311. var hash_array = [];
  2312. for ( i = 0, l = material.length; i < l; i++ ) {
  2313. if ( material[ i ] == undefined ) {
  2314. hash_array.push( "undefined" );
  2315. } else {
  2316. hash_array.push( material[ i ].id );
  2317. }
  2318. }
  2319. return hash_array.join( '_' );
  2320. }
  2321. for ( f = 0, fl = geometry.faces.length; f < fl; f++ ) {
  2322. face = geometry.faces[ f ];
  2323. materials = face.materials;
  2324. mhash = materialHash( materials );
  2325. if ( hash_map[ mhash ] == undefined ) {
  2326. hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };
  2327. }
  2328. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2329. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2330. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2331. }
  2332. vertices = face instanceof THREE.Face3 ? 3 : 4;
  2333. if ( geometry.geometryGroups[ ghash ].vertices + vertices > 65535 ) {
  2334. hash_map[ mhash ].counter += 1;
  2335. ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;
  2336. if ( geometry.geometryGroups[ ghash ] == undefined ) {
  2337. geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
  2338. }
  2339. }
  2340. geometry.geometryGroups[ ghash ].faces.push( f );
  2341. geometry.geometryGroups[ ghash ].vertices += vertices;
  2342. }
  2343. };
  2344. function addBuffer( objlist, buffer, object ) {
  2345. objlist.push( {
  2346. buffer: buffer, object: object,
  2347. opaque: { list: [], count: 0 },
  2348. transparent: { list: [], count: 0 }
  2349. } );
  2350. };
  2351. function addBufferImmediate( objlist, object ) {
  2352. objlist.push( {
  2353. object: object,
  2354. opaque: { list: [], count: 0 },
  2355. transparent: { list: [], count: 0 }
  2356. } );
  2357. };
  2358. this.setFaceCulling = function ( cullFace, frontFace ) {
  2359. if ( cullFace ) {
  2360. if ( !frontFace || frontFace == "ccw" ) {
  2361. _gl.frontFace( _gl.CCW );
  2362. } else {
  2363. _gl.frontFace( _gl.CW );
  2364. }
  2365. if( cullFace == "back" ) {
  2366. _gl.cullFace( _gl.BACK );
  2367. } else if( cullFace == "front" ) {
  2368. _gl.cullFace( _gl.FRONT );
  2369. } else {
  2370. _gl.cullFace( _gl.FRONT_AND_BACK );
  2371. }
  2372. _gl.enable( _gl.CULL_FACE );
  2373. } else {
  2374. _gl.disable( _gl.CULL_FACE );
  2375. }
  2376. };
  2377. this.supportsVertexTextures = function () {
  2378. return maxVertexTextures() > 0;
  2379. };
  2380. function maxVertexTextures() {
  2381. return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  2382. };
  2383. function initGL( antialias, clearColor, clearAlpha, stencil ) {
  2384. try {
  2385. if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: antialias, stencil: stencil } ) ) ) {
  2386. throw 'Error creating WebGL context.';
  2387. }
  2388. } catch ( e ) {
  2389. console.error( e );
  2390. }
  2391. _gl.clearColor( 0, 0, 0, 1 );
  2392. _gl.clearDepth( 1 );
  2393. _gl.enable( _gl.DEPTH_TEST );
  2394. _gl.depthFunc( _gl.LEQUAL );
  2395. _gl.frontFace( _gl.CCW );
  2396. _gl.cullFace( _gl.BACK );
  2397. _gl.enable( _gl.CULL_FACE );
  2398. _gl.enable( _gl.BLEND );
  2399. _gl.blendEquation( _gl.FUNC_ADD );
  2400. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  2401. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  2402. // _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, true );
  2403. _cullEnabled = true;
  2404. };
  2405. function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
  2406. var p, pl, program, code;
  2407. var chunks = [];
  2408. // Generate code
  2409. if ( shaderID ) {
  2410. chunks.push( shaderID );
  2411. } else {
  2412. chunks.push( fragmentShader );
  2413. chunks.push( vertexShader );
  2414. }
  2415. for ( p in parameters ) {
  2416. chunks.push( p );
  2417. chunks.push( parameters[ p ] );
  2418. }
  2419. code = chunks.join();
  2420. // Check if code has been already compiled
  2421. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  2422. if ( _programs[ p ].code == code ) {
  2423. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  2424. return _programs[ p ].program;
  2425. }
  2426. }
  2427. //console.log( "building new program " );
  2428. //
  2429. program = _gl.createProgram(),
  2430. prefix_fragment = [
  2431. "#ifdef GL_ES",
  2432. "precision highp float;",
  2433. "#endif",
  2434. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2435. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2436. parameters.fog ? "#define USE_FOG" : "",
  2437. parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
  2438. parameters.map ? "#define USE_MAP" : "",
  2439. parameters.envMap ? "#define USE_ENVMAP" : "",
  2440. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2441. parameters.vertexColors ? "#define USE_COLOR" : "",
  2442. "uniform mat4 viewMatrix;",
  2443. "uniform vec3 cameraPosition;",
  2444. ""
  2445. ].join("\n"),
  2446. prefix_vertex = [
  2447. maxVertexTextures() > 0 ? "#define VERTEX_TEXTURES" : "",
  2448. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  2449. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  2450. "#define MAX_BONES " + parameters.maxBones,
  2451. parameters.map ? "#define USE_MAP" : "",
  2452. parameters.envMap ? "#define USE_ENVMAP" : "",
  2453. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  2454. parameters.vertexColors ? "#define USE_COLOR" : "",
  2455. parameters.skinning ? "#define USE_SKINNING" : "",
  2456. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  2457. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  2458. "uniform mat4 objectMatrix;",
  2459. "uniform mat4 modelViewMatrix;",
  2460. "uniform mat4 projectionMatrix;",
  2461. "uniform mat4 viewMatrix;",
  2462. "uniform mat3 normalMatrix;",
  2463. "uniform vec3 cameraPosition;",
  2464. "uniform mat4 cameraInverseMatrix;",
  2465. "attribute vec3 position;",
  2466. "attribute vec3 normal;",
  2467. "attribute vec2 uv;",
  2468. "attribute vec2 uv2;",
  2469. "#ifdef USE_COLOR",
  2470. "attribute vec3 color;",
  2471. "#endif",
  2472. "#ifdef USE_MORPHTARGETS",
  2473. "attribute vec3 morphTarget0;",
  2474. "attribute vec3 morphTarget1;",
  2475. "attribute vec3 morphTarget2;",
  2476. "attribute vec3 morphTarget3;",
  2477. "attribute vec3 morphTarget4;",
  2478. "attribute vec3 morphTarget5;",
  2479. "attribute vec3 morphTarget6;",
  2480. "attribute vec3 morphTarget7;",
  2481. "#endif",
  2482. "#ifdef USE_SKINNING",
  2483. "attribute vec4 skinVertexA;",
  2484. "attribute vec4 skinVertexB;",
  2485. "attribute vec4 skinIndex;",
  2486. "attribute vec4 skinWeight;",
  2487. "#endif",
  2488. ""
  2489. ].join("\n");
  2490. _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
  2491. _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
  2492. _gl.linkProgram( program );
  2493. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  2494. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  2495. }
  2496. //console.log( prefix_fragment + fragmentShader );
  2497. //console.log( prefix_vertex + vertexShader );
  2498. program.uniforms = {};
  2499. program.attributes = {};
  2500. var identifiers, u, a, i;
  2501. // cache uniform locations
  2502. identifiers = [
  2503. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
  2504. 'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'
  2505. ];
  2506. for ( u in uniforms ) {
  2507. identifiers.push( u );
  2508. }
  2509. cacheUniformLocations( program, identifiers );
  2510. // cache attributes locations
  2511. identifiers = [
  2512. "position", "normal", "uv", "uv2", "tangent", "color",
  2513. "skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
  2514. ];
  2515. for ( i = 0; i < parameters.maxMorphTargets; i++ ) {
  2516. identifiers.push( "morphTarget" + i );
  2517. }
  2518. for ( a in attributes ) {
  2519. identifiers.push( a );
  2520. }
  2521. cacheAttributeLocations( program, identifiers );
  2522. _programs.push( { program: program, code: code } );
  2523. return program;
  2524. };
  2525. function loadUniformsSkinning( uniforms, object ) {
  2526. _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
  2527. _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
  2528. };
  2529. function loadUniformsMatrices( uniforms, object ) {
  2530. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
  2531. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
  2532. };
  2533. function loadUniformsGeneric( program, uniforms ) {
  2534. var u, uniform, value, type, location, texture;
  2535. for( u in uniforms ) {
  2536. location = program.uniforms[u];
  2537. if ( !location ) continue;
  2538. uniform = uniforms[u];
  2539. type = uniform.type;
  2540. value = uniform.value;
  2541. if( type == "i" ) {
  2542. _gl.uniform1i( location, value );
  2543. } else if( type == "f" ) {
  2544. _gl.uniform1f( location, value );
  2545. } else if( type == "fv1" ) {
  2546. _gl.uniform1fv( location, value );
  2547. } else if( type == "fv" ) {
  2548. _gl.uniform3fv( location, value );
  2549. } else if( type == "v2" ) {
  2550. _gl.uniform2f( location, value.x, value.y );
  2551. } else if( type == "v3" ) {
  2552. _gl.uniform3f( location, value.x, value.y, value.z );
  2553. } else if( type == "v4" ) {
  2554. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  2555. } else if( type == "c" ) {
  2556. _gl.uniform3f( location, value.r, value.g, value.b );
  2557. } else if( type == "t" ) {
  2558. _gl.uniform1i( location, value );
  2559. texture = uniform.texture;
  2560. if ( !texture ) continue;
  2561. if ( texture.image instanceof Array && texture.image.length == 6 ) {
  2562. setCubeTexture( texture, value );
  2563. } else {
  2564. setTexture( texture, value );
  2565. }
  2566. }
  2567. }
  2568. };
  2569. function setBlending( blending ) {
  2570. if ( blending != _oldBlending ) {
  2571. switch ( blending ) {
  2572. case THREE.AdditiveBlending:
  2573. _gl.blendEquation( _gl.FUNC_ADD );
  2574. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  2575. break;
  2576. case THREE.SubtractiveBlending:
  2577. // TODO: Find blendFuncSeparate() combination
  2578. _gl.blendEquation( _gl.FUNC_ADD );
  2579. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  2580. break;
  2581. case THREE.MultiplyBlending:
  2582. // TODO: Find blendFuncSeparate() combination
  2583. _gl.blendEquation( _gl.FUNC_ADD );
  2584. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  2585. break;
  2586. default:
  2587. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  2588. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  2589. break;
  2590. }
  2591. _oldBlending = blending;
  2592. }
  2593. };
  2594. function setTextureParameters( textureType, texture, image ) {
  2595. if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
  2596. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  2597. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  2598. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  2599. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  2600. _gl.generateMipmap( textureType );
  2601. } else {
  2602. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  2603. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  2604. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  2605. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  2606. }
  2607. };
  2608. function setTexture( texture, slot ) {
  2609. if ( texture.needsUpdate ) {
  2610. if ( !texture.__webglInit ) {
  2611. texture.__webglTexture = _gl.createTexture();
  2612. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2613. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2614. texture.__webglInit = true;
  2615. } else {
  2616. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2617. _gl.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
  2618. }
  2619. setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
  2620. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2621. texture.needsUpdate = false;
  2622. }
  2623. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2624. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  2625. };
  2626. function setCubeTexture( texture, slot ) {
  2627. if ( texture.image.length == 6 ) {
  2628. if ( texture.needsUpdate ) {
  2629. if ( !texture.__webglInit ) {
  2630. texture.image.__webglTextureCube = _gl.createTexture();
  2631. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2632. for ( var i = 0; i < 6; ++i ) {
  2633. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2634. }
  2635. texture.__webglInit = true;
  2636. } else {
  2637. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2638. for ( var i = 0; i < 6; ++i ) {
  2639. _gl.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
  2640. }
  2641. }
  2642. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[0] );
  2643. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  2644. texture.needsUpdate = false;
  2645. }
  2646. _gl.activeTexture( _gl.TEXTURE0 + slot );
  2647. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  2648. }
  2649. };
  2650. function setRenderTarget( renderTexture ) {
  2651. if ( renderTexture && !renderTexture.__webglFramebuffer ) {
  2652. if( renderTexture.depthBuffer === undefined ) renderTexture.depthBuffer = true;
  2653. if( renderTexture.stencilBuffer === undefined ) renderTexture.stencilBuffer = true;
  2654. renderTexture.__webglFramebuffer = _gl.createFramebuffer();
  2655. renderTexture.__webglRenderbuffer = _gl.createRenderbuffer();
  2656. renderTexture.__webglTexture = _gl.createTexture();
  2657. // Setup texture
  2658. _gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webglTexture );
  2659. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrapS ) );
  2660. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrapT ) );
  2661. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.magFilter ) );
  2662. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.minFilter ) );
  2663. _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
  2664. // Setup render and frame buffer
  2665. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2666. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webglFramebuffer );
  2667. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webglTexture, 0 );
  2668. if( renderTexture.depthBuffer && !renderTexture.stencilBuffer ) {
  2669. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
  2670. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2671. /* For some reason this is not working. Defaulting to RGBA4.
  2672. } else if( !renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  2673. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTexture.width, renderTexture.height );
  2674. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2675. */
  2676. } else if( renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
  2677. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTexture.width, renderTexture.height );
  2678. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
  2679. } else {
  2680. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTexture.width, renderTexture.height );
  2681. }
  2682. // Release everything
  2683. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2684. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  2685. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
  2686. }
  2687. var framebuffer, width, height;
  2688. if ( renderTexture ) {
  2689. framebuffer = renderTexture.__webglFramebuffer;
  2690. width = renderTexture.width;
  2691. height = renderTexture.height;
  2692. } else {
  2693. framebuffer = null;
  2694. width = _viewportWidth;
  2695. height = _viewportHeight;
  2696. }
  2697. if ( framebuffer != _currentFramebuffer ) {
  2698. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  2699. _gl.viewport( _viewportX, _viewportY, width, height );
  2700. _currentFramebuffer = framebuffer;
  2701. }
  2702. };
  2703. function updateRenderTargetMipmap( renderTarget ) {
  2704. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  2705. _gl.generateMipmap( _gl.TEXTURE_2D );
  2706. _gl.bindTexture( _gl.TEXTURE_2D, null );
  2707. };
  2708. function cacheUniformLocations( program, identifiers ) {
  2709. var i, l, id;
  2710. for( i = 0, l = identifiers.length; i < l; i++ ) {
  2711. id = identifiers[ i ];
  2712. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  2713. }
  2714. };
  2715. function cacheAttributeLocations( program, identifiers ) {
  2716. var i, l, id;
  2717. for( i = 0, l = identifiers.length; i < l; i++ ) {
  2718. id = identifiers[ i ];
  2719. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  2720. }
  2721. };
  2722. function getShader( type, string ) {
  2723. var shader;
  2724. if ( type == "fragment" ) {
  2725. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  2726. } else if ( type == "vertex" ) {
  2727. shader = _gl.createShader( _gl.VERTEX_SHADER );
  2728. }
  2729. _gl.shaderSource( shader, string );
  2730. _gl.compileShader( shader );
  2731. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  2732. console.error( _gl.getShaderInfoLog( shader ) );
  2733. console.error( string );
  2734. return null;
  2735. }
  2736. return shader;
  2737. };
  2738. // fallback filters for non-power-of-2 textures
  2739. function filterFallback( f ) {
  2740. switch ( f ) {
  2741. case THREE.NearestFilter:
  2742. case THREE.NearestMipMapNearestFilter:
  2743. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;
  2744. case THREE.LinearFilter:
  2745. case THREE.LinearMipMapNearestFilter:
  2746. case THREE.LinearMipMapLinearFilter:
  2747. default:
  2748. return _gl.LINEAR; break;
  2749. }
  2750. };
  2751. function paramThreeToGL( p ) {
  2752. switch ( p ) {
  2753. case THREE.RepeatWrapping: return _gl.REPEAT; break;
  2754. case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
  2755. case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
  2756. case THREE.NearestFilter: return _gl.NEAREST; break;
  2757. case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
  2758. case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
  2759. case THREE.LinearFilter: return _gl.LINEAR; break;
  2760. case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
  2761. case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
  2762. case THREE.ByteType: return _gl.BYTE; break;
  2763. case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
  2764. case THREE.ShortType: return _gl.SHORT; break;
  2765. case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
  2766. case THREE.IntType: return _gl.INT; break;
  2767. case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
  2768. case THREE.FloatType: return _gl.FLOAT; break;
  2769. case THREE.AlphaFormat: return _gl.ALPHA; break;
  2770. case THREE.RGBFormat: return _gl.RGB; break;
  2771. case THREE.RGBAFormat: return _gl.RGBA; break;
  2772. case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
  2773. case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;
  2774. }
  2775. return 0;
  2776. };
  2777. function isPowerOfTwo( value ) {
  2778. return ( value & ( value - 1 ) ) == 0;
  2779. };
  2780. function materialNeedsSmoothNormals( material ) {
  2781. return material && material.shading != undefined && material.shading == THREE.SmoothShading;
  2782. };
  2783. function bufferNeedsSmoothNormals( geometryGroup, object ) {
  2784. var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
  2785. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  2786. meshMaterial = object.materials[ m ];
  2787. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2788. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  2789. if ( materialNeedsSmoothNormals( geometryGroup.materials[ i ] ) ) {
  2790. needsSmoothNormals = true;
  2791. break;
  2792. }
  2793. }
  2794. } else {
  2795. if ( materialNeedsSmoothNormals( meshMaterial ) ) {
  2796. needsSmoothNormals = true;
  2797. break;
  2798. }
  2799. }
  2800. if ( needsSmoothNormals ) break;
  2801. }
  2802. return needsSmoothNormals;
  2803. };
  2804. function unrollGroupMaterials( geometryGroup, object ) {
  2805. var m, ml, i, il,
  2806. material, meshMaterial,
  2807. materials = [];
  2808. for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
  2809. meshMaterial = object.materials[ m ];
  2810. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  2811. for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
  2812. material = geometryGroup.materials[ i ];
  2813. if ( material ) {
  2814. materials.push( material );
  2815. }
  2816. }
  2817. } else {
  2818. material = meshMaterial;
  2819. if ( material ) {
  2820. materials.push( material );
  2821. }
  2822. }
  2823. }
  2824. return materials;
  2825. };
  2826. function bufferGuessVertexColorType( materials, geometryGroup, object ) {
  2827. var i, m, ml = materials.length;
  2828. // use vertexColor type from the first material in unrolled materials
  2829. for ( i = 0; i < ml; i++ ) {
  2830. m = materials[ i ];
  2831. if ( m.vertexColors ) {
  2832. return m.vertexColors;
  2833. }
  2834. }
  2835. return false;
  2836. };
  2837. function bufferGuessNormalType( materials, geometryGroup, object ) {
  2838. var i, m, ml = materials.length;
  2839. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  2840. for ( i = 0; i < ml; i++ ) {
  2841. m = materials[ i ];
  2842. if ( ( m instanceof THREE.MeshBasicMaterial && !m.envMap ) || m instanceof THREE.MeshDepthMaterial ) continue;
  2843. if ( materialNeedsSmoothNormals( m ) ) {
  2844. return THREE.SmoothShading;
  2845. } else {
  2846. return THREE.FlatShading;
  2847. }
  2848. }
  2849. return false;
  2850. };
  2851. function bufferGuessUVType( materials, geometryGroup, object ) {
  2852. var i, m, ml = materials.length;
  2853. // material must use some texture to require uvs
  2854. for ( i = 0; i < ml; i++ ) {
  2855. m = materials[ i ];
  2856. if ( m.map || m.lightMap || m instanceof THREE.MeshShaderMaterial ) {
  2857. return true;
  2858. }
  2859. }
  2860. return false;
  2861. };
  2862. function allocateBones( object ) {
  2863. // default for when object is not specified
  2864. // ( for example when prebuilding shader
  2865. // to be used with multiple objects )
  2866. //
  2867. // - leave some extra space for other uniforms
  2868. // - limit here is ANGLE's 254 max uniform vectors
  2869. // (up to 54 should be safe)
  2870. var maxBones = 50;
  2871. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  2872. maxBones = object.bones.length;
  2873. }
  2874. return maxBones;
  2875. };
  2876. function allocateLights( lights, maxLights ) {
  2877. var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
  2878. dirLights = pointLights = maxDirLights = maxPointLights = 0;
  2879. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  2880. light = lights[ l ];
  2881. if ( light instanceof THREE.DirectionalLight ) dirLights++;
  2882. if ( light instanceof THREE.PointLight ) pointLights++;
  2883. }
  2884. if ( ( pointLights + dirLights ) <= maxLights ) {
  2885. maxDirLights = dirLights;
  2886. maxPointLights = pointLights;
  2887. } else {
  2888. maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
  2889. maxPointLights = maxLights - maxDirLights;
  2890. }
  2891. return { 'directional' : maxDirLights, 'point' : maxPointLights };
  2892. };
  2893. /* DEBUG
  2894. function getGLParams() {
  2895. var params = {
  2896. 'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
  2897. 'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
  2898. 'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
  2899. 'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
  2900. 'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
  2901. 'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
  2902. 'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
  2903. }
  2904. return params;
  2905. };
  2906. function dumpObject( obj ) {
  2907. var p, str = "";
  2908. for ( p in obj ) {
  2909. str += p + ": " + obj[p] + "\n";
  2910. }
  2911. return str;
  2912. }
  2913. */
  2914. };