WebGLRenderer.js 42.4 KB
Newer Older
N
Nicolas Garcia Belmonte 已提交
1 2 3
/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
4
 * @author alteredq / http://alteredqualia.com/
N
Nicolas Garcia Belmonte 已提交
5 6
 */

7
THREE.WebGLRenderer = function ( parameters ) {
M
Mr.doob 已提交
8

M
Mr.doob 已提交
9 10
	// Currently you can use just up to 4 directional / point lights total.
	// Chrome barfs on shader linking when there are more than 4 lights :(
M
Mr.doob 已提交
11

12
	// The problem comes from shader using too many varying vectors.
M
Mr.doob 已提交
13

14
	// This is not GPU limitation as the same shader works ok in Firefox
M
Mr.doob 已提交
15
	// and Chrome with "--use-gl=desktop" flag.
M
Mr.doob 已提交
16

M
Mr.doob 已提交
17
	// Difference comes from Chrome on Windows using by default ANGLE,
18
	// thus going DirectX9 route (while FF uses OpenGL).
M
Mr.doob 已提交
19

20
	// See http://code.google.com/p/chromium/issues/detail?id=63491
M
Mr.doob 已提交
21

M
Mr.doob 已提交
22
	var _canvas = document.createElement( 'canvas' ), _gl,
23
	_oldProgram = null,
24
	_modelViewMatrix = new THREE.Matrix4(), _normalMatrix,
M
Mr.doob 已提交
25 26 27 28

	_viewMatrixArray = new Float32Array(16),
	_modelViewMatrixArray = new Float32Array(16),
	_projectionMatrixArray = new Float32Array(16),
M
Mr.doob 已提交
29
	_normalMatrixArray = new Float32Array(9),
M
Mr.doob 已提交
30
	_objectMatrixArray = new Float32Array(16),
M
Mr.doob 已提交
31

32 33 34 35 36
	// parameters defaults
	
	antialias = true,
	clearColor = new THREE.Color( 0x000000 ),
	clearAlpha = 0;
37

38 39 40 41 42 43 44 45
	if ( parameters ) {
		
		if ( parameters.antialias !== undefined ) antialias = parameters.antialias;
		if ( parameters.clearColor !== undefined ) clearColor.setHex( parameters.clearColor );
		if ( parameters.clearAlpha !== undefined ) clearAlpha = parameters.clearAlpha;
		
	}
		
N
Nicolas Garcia Belmonte 已提交
46 47 48
	this.domElement = _canvas;
	this.autoClear = true;

49
	initGL( antialias, clearColor, clearAlpha );
M
Mr.doob 已提交
50

51
	//alert( dumpObject( getGLParams() ) );
M
Mr.doob 已提交
52

N
Nicolas Garcia Belmonte 已提交
53 54 55 56 57 58 59 60
	this.setSize = function ( width, height ) {

		_canvas.width = width;
		_canvas.height = height;
		_gl.viewport( 0, 0, _canvas.width, _canvas.height );

	};

61
	this.setClearColor = function( hex, alpha ) {
62

63 64
		var color = new THREE.Color( hex );
		_gl.clearColor( color.r, color.g, color.b, alpha );
65

66
	};
67

N
Nicolas Garcia Belmonte 已提交
68 69 70 71 72 73
	this.clear = function () {

		_gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT );

	};

74
	this.setupLights = function ( program, lights ) {
75

76 77 78
		var l, ll, light, r = g = b = 0,
			dcolors = [], dpositions = [],
			pcolors = [], ppositions = [];
79

80

81
		for ( l = 0, ll = lights.length; l < ll; l++ ) {
82

83
			light = lights[ l ];
84 85 86

			if ( light instanceof THREE.AmbientLight ) {

87 88 89 90
				r += light.color.r;
				g += light.color.g;
				b += light.color.b;
				
91
			} else if ( light instanceof THREE.DirectionalLight ) {
92

93 94 95 96 97 98 99
				dcolors.push( light.color.r * light.intensity,
							  light.color.g * light.intensity,
							  light.color.b * light.intensity );

				dpositions.push( light.position.x,
								 light.position.y,
								 light.position.z );
100

101 102
			} else if( light instanceof THREE.PointLight ) {

103 104 105
				pcolors.push( light.color.r * light.intensity,
							  light.color.g * light.intensity,
							  light.color.b * light.intensity );
M
Mr.doob 已提交
106

107 108 109 110
				ppositions.push( light.position.x,
								 light.position.y,
								 light.position.z );
				
111 112 113
			}

		}
114 115
		
		return { ambient: [ r, g, b ], directional: { colors: dcolors, positions: dpositions }, point: { colors: pcolors, positions: ppositions } };
M
Mr.doob 已提交
116

117
	};
M
Mr.doob 已提交
118

M
Mr.doob 已提交
119
	this.createBuffers = function ( object, g ) {
120

121
		var f, fl, fi, face, vertexNormals, faceNormal, normal, uv, v1, v2, v3, v4, t1, t2, t3, t4, m, ml, i,
122 123 124 125 126 127

		faceArray = [],
		lineArray = [],

		vertexArray = [],
		normalArray = [],
128
		tangentArray = [],
129 130
		uvArray = [],

131
		vertexIndex = 0,
132

M
Mr.doob 已提交
133
		geometryChunk = object.geometry.geometryChunks[ g ],
134

M
Mr.doob 已提交
135
		needsSmoothNormals = bufferNeedsSmoothNormals ( geometryChunk, object );
M
Mr.doob 已提交
136

M
Mr.doob 已提交
137
		for ( f = 0, fl = geometryChunk.faces.length; f < fl; f++ ) {
138

M
Mr.doob 已提交
139
			fi = geometryChunk.faces[ f ];
140 141 142

			face = object.geometry.faces[ fi ];
			vertexNormals = face.vertexNormals;
143
			faceNormal = face.normal;
144 145 146 147 148 149 150 151
			uv = object.geometry.uvs[ fi ];

			if ( face instanceof THREE.Face3 ) {

				v1 = object.geometry.vertices[ face.a ].position;
				v2 = object.geometry.vertices[ face.b ].position;
				v3 = object.geometry.vertices[ face.c ].position;

A
alteredq 已提交
152 153 154
				vertexArray.push( v1.x, v1.y, v1.z,
								  v2.x, v2.y, v2.z,
								  v3.x, v3.y, v3.z );
155

156
				if ( object.geometry.hasTangents ) {
157

158 159 160 161
					t1 = object.geometry.vertices[ face.a ].tangent;
					t2 = object.geometry.vertices[ face.b ].tangent;
					t3 = object.geometry.vertices[ face.c ].tangent;

A
alteredq 已提交
162 163 164
					tangentArray.push( t1.x, t1.y, t1.z, t1.w,
									   t2.x, t2.y, t2.z, t2.w,
									   t3.x, t3.y, t3.z, t3.w );
165

166 167
				}

168
				if ( vertexNormals.length == 3 && needsSmoothNormals ) {
169

170

M
Mr.doob 已提交
171 172 173 174 175
					for ( i = 0; i < 3; i ++ ) {

						normalArray.push( vertexNormals[ i ].x, vertexNormals[ i ].y, vertexNormals[ i ].z );

					}
176 177 178

				} else {

M
Mr.doob 已提交
179 180
					for ( i = 0; i < 3; i ++ ) {

181
						normalArray.push( faceNormal.x, faceNormal.y, faceNormal.z );
M
Mr.doob 已提交
182 183

					}
184 185 186 187 188

				}

				if ( uv ) {

M
Mr.doob 已提交
189 190 191
					for ( i = 0; i < 3; i ++ ) {

						uvArray.push( uv[ i ].u, uv[ i ].v );
M
Mr.doob 已提交
192

M
Mr.doob 已提交
193
					}
194 195 196 197 198 199 200

				}

				faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 );

				// TODO: don't add lines that already exist (faces sharing edge)

A
alteredq 已提交
201 202 203
				lineArray.push( vertexIndex, vertexIndex + 1,
								vertexIndex, vertexIndex + 2,
								vertexIndex + 1, vertexIndex + 2 );
204 205 206 207 208 209 210 211 212 213

				vertexIndex += 3;

			} else if ( face instanceof THREE.Face4 ) {

				v1 = object.geometry.vertices[ face.a ].position;
				v2 = object.geometry.vertices[ face.b ].position;
				v3 = object.geometry.vertices[ face.c ].position;
				v4 = object.geometry.vertices[ face.d ].position;

A
alteredq 已提交
214 215 216 217
				vertexArray.push( v1.x, v1.y, v1.z,
								  v2.x, v2.y, v2.z,
								  v3.x, v3.y, v3.z,
								  v4.x, v4.y, v4.z );
218

219
				if ( object.geometry.hasTangents ) {
220

221 222 223 224 225
					t1 = object.geometry.vertices[ face.a ].tangent;
					t2 = object.geometry.vertices[ face.b ].tangent;
					t3 = object.geometry.vertices[ face.c ].tangent;
					t4 = object.geometry.vertices[ face.d ].tangent;

A
alteredq 已提交
226 227 228 229
					tangentArray.push( t1.x, t1.y, t1.z, t1.w,
									   t2.x, t2.y, t2.z, t2.w,
									   t3.x, t3.y, t3.z, t3.w,
									   t4.x, t4.y, t4.z, t4.w );
230

231
				}
232

233
				if ( vertexNormals.length == 4 && needsSmoothNormals ) {
234

M
Mr.doob 已提交
235 236 237 238 239
					for ( i = 0; i < 4; i ++ ) {

						normalArray.push( vertexNormals[ i ].x, vertexNormals[ i ].y, vertexNormals[ i ].z );

					}
240

241 242
				} else {

M
Mr.doob 已提交
243 244
					for ( i = 0; i < 4; i ++ ) {

245
						normalArray.push( faceNormal.x, faceNormal.y, faceNormal.z );
M
Mr.doob 已提交
246 247

					}
248 249 250 251 252

				}

				if ( uv ) {

M
Mr.doob 已提交
253 254 255
					for ( i = 0; i < 4; i ++ ) {

						uvArray.push( uv[ i ].u, uv[ i ].v );
M
Mr.doob 已提交
256

M
Mr.doob 已提交
257
					}
258 259 260

				}

A
alteredq 已提交
261 262
				faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2,
								vertexIndex, vertexIndex + 2, vertexIndex + 3 );
263 264 265

				// TODO: don't add lines that already exist (faces sharing edge)

A
alteredq 已提交
266 267 268 269 270
				lineArray.push( vertexIndex, vertexIndex + 1,
								vertexIndex, vertexIndex + 2,
								vertexIndex, vertexIndex + 3,
								vertexIndex + 1, vertexIndex + 2,
								vertexIndex + 2, vertexIndex + 3 );
271 272

				vertexIndex += 4;
M
Mr.doob 已提交
273

274
			}
M
Mr.doob 已提交
275

276 277 278 279 280 281 282 283
		}

		if ( !vertexArray.length ) {

			return;

		}

M
Mr.doob 已提交
284 285
		geometryChunk.__webGLVertexBuffer = _gl.createBuffer();
		_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLVertexBuffer );
286 287
		_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( vertexArray ), _gl.STATIC_DRAW );

M
Mr.doob 已提交
288 289
		geometryChunk.__webGLNormalBuffer = _gl.createBuffer();
		_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLNormalBuffer );
290 291
		_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( normalArray ), _gl.STATIC_DRAW );

292
		if ( object.geometry.hasTangents ) {
293

294 295 296
			geometryChunk.__webGLTangentBuffer = _gl.createBuffer();
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLTangentBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( tangentArray ), _gl.STATIC_DRAW );
297

298
		}
299

300
		if ( uvArray.length > 0 ) {
M
Mr.doob 已提交
301

302 303 304
			geometryChunk.__webGLUVBuffer = _gl.createBuffer();
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLUVBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( uvArray ), _gl.STATIC_DRAW );
M
Mr.doob 已提交
305

306
		}
M
Mr.doob 已提交
307

M
Mr.doob 已提交
308 309
		geometryChunk.__webGLFaceBuffer = _gl.createBuffer();
		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLFaceBuffer );
310 311
		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( faceArray ), _gl.STATIC_DRAW );

M
Mr.doob 已提交
312 313
		geometryChunk.__webGLLineBuffer = _gl.createBuffer();
		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLLineBuffer );
314 315
		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( lineArray ), _gl.STATIC_DRAW );

M
Mr.doob 已提交
316 317
		geometryChunk.__webGLFaceCount = faceArray.length;
		geometryChunk.__webGLLineCount = lineArray.length;
318 319

	};
320

M
Mr.doob 已提交
321
	function setMaterialShaders( material, shaders ) {
322

M
Mr.doob 已提交
323 324
		material.fragment_shader = shaders.fragment_shader;
		material.vertex_shader = shaders.vertex_shader;
325
		material.uniforms = Uniforms.clone( shaders.uniforms );
326

M
Mr.doob 已提交
327
	};
328

329
	function refreshUniformsCommon( material, fog ) {
330
		
331 332 333 334 335 336
		// premultiply alpha
		material.uniforms.color.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
		
		// pure color
		//material.uniforms.color.value.setHex( material.color.hex );
		
337 338
		material.uniforms.opacity.value = material.opacity;
		material.uniforms.map.texture = material.map;
339

340 341 342 343 344
		material.uniforms.env_map.texture = material.env_map;
		material.uniforms.reflectivity.value = material.reflectivity;
		material.uniforms.refraction_ratio.value = material.refraction_ratio;
		material.uniforms.combine.value = material.combine;
		material.uniforms.useRefract.value = material.env_map && material.env_map.mapping instanceof THREE.CubeRefractionMapping;
345

346 347 348
		if ( fog ) {

			material.uniforms.fogColor.value.setHex( fog.color.hex );
349

350
			if ( fog instanceof THREE.Fog ) {
351

352 353
				material.uniforms.fogNear.value = fog.near;
				material.uniforms.fogFar.value = fog.far;
354

355
			} else if ( fog instanceof THREE.FogExp2 ) {
356

357
				material.uniforms.fogDensity.value = fog.density;
358

359 360 361
			}

		}
362

363 364
	};
	
365 366 367 368 369 370 371 372 373 374 375
	function refreshUniformsPhong( material ) {
		
		//material.uniforms.ambient.value.setHex( material.ambient.hex );
		//material.uniforms.specular.value.setHex( material.specular.hex );
		material.uniforms.ambient.value.setRGB( material.ambient.r, material.ambient.g, material.ambient.b );
		material.uniforms.specular.value.setRGB( material.specular.r, material.specular.g, material.specular.b );
		material.uniforms.shininess.value = material.shininess;
		
	};
	
	
376 377 378 379 380 381 382 383 384
	function refreshLights( material, lights ) {
		
		material.uniforms.enableLighting.value = lights.directional.positions.length + lights.point.positions.length;
		material.uniforms.ambientLightColor.value = lights.ambient;
		material.uniforms.directionalLightColor.value = lights.directional.colors;
		material.uniforms.directionalLightDirection.value = lights.directional.positions;
		material.uniforms.pointLightColor.value = lights.point.colors;
		material.uniforms.pointLightPosition.value = lights.point.positions;
		
A
alteredq 已提交
385
	};
386
	
A
alteredq 已提交
387
	this.renderBuffer = function ( camera, lights, fog, material, geometryChunk ) {
388

389
		var program, u, identifiers, attributes, parameters, vector_lights, maxLightCount;
M
Mr.doob 已提交
390

391
		if ( !material.program ) {
M
Mr.doob 已提交
392

393
			if ( material instanceof THREE.MeshDepthMaterial ) {
394

395
				setMaterialShaders( material, THREE.ShaderLib[ 'depth' ] );
396

397 398
				material.uniforms.mNear.value = camera.near;
				material.uniforms.mFar.value = camera.far;
399

400
			} else if ( material instanceof THREE.MeshNormalMaterial ) {
401

402
				setMaterialShaders( material, THREE.ShaderLib[ 'normal' ] );
403

404
			} else if ( material instanceof THREE.MeshBasicMaterial ) {
405

406
				setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );
407

408 409 410 411 412 413 414 415 416 417 418 419 420 421 422
				refreshUniformsCommon( material, fog );
				
			} else if ( material instanceof THREE.MeshLambertMaterial ) {
				
				setMaterialShaders( material, THREE.ShaderLib[ 'lambert' ] );
				
				refreshUniformsCommon( material, fog );
				
			} else if ( material instanceof THREE.MeshPhongMaterial ) {
				
				setMaterialShaders( material, THREE.ShaderLib[ 'phong' ] );
				
				refreshUniformsCommon( material, fog );
				
			}
423

424 425
			// heuristics to create shader parameters according to lights in the scene
			// (not to blow over maxLights budget)
M
Mr.doob 已提交
426

427
			maxLightCount = allocateLights( lights, 4 );
M
Mr.doob 已提交
428

429 430
			parameters = { fog: fog, map: material.map, env_map: material.env_map, maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point };
			material.program = buildProgram( material.fragment_shader, material.vertex_shader, parameters );
M
Mr.doob 已提交
431

432 433
			identifiers = [ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition' ];
			for( u in material.uniforms ) {
434

435
				identifiers.push(u);
M
Mr.doob 已提交
436

M
Mr.doob 已提交
437
			}
M
Mr.doob 已提交
438

439 440
			cacheUniformLocations( material.program, identifiers );
			cacheAttributeLocations( material.program, [ "position", "normal", "uv", "tangent" ] );
M
Mr.doob 已提交
441

M
Mr.doob 已提交
442
		}
M
Mr.doob 已提交
443

444 445
		program = material.program;

M
Mr.doob 已提交
446
		if( program != _oldProgram ) {
M
Mr.doob 已提交
447

M
Mr.doob 已提交
448 449
			_gl.useProgram( program );
			_oldProgram = program;
M
Mr.doob 已提交
450

M
Mr.doob 已提交
451
		}
M
Mr.doob 已提交
452

453 454
		this.loadCamera( program, camera );
		this.loadMatrices( program );
M
Mr.doob 已提交
455

456
		if ( material instanceof THREE.MeshPhongMaterial || 
457
			 material instanceof THREE.MeshLambertMaterial ) {
458

459 460
			vector_lights = this.setupLights( program, lights );
			refreshLights( material, vector_lights );
M
Mr.doob 已提交
461 462 463

		}

464 465 466 467 468
		if ( material instanceof THREE.MeshBasicMaterial ||
			 material instanceof THREE.MeshLambertMaterial ||
			 material instanceof THREE.MeshPhongMaterial ) {
			
			refreshUniformsCommon( material, fog );
M
Mr.doob 已提交
469

A
alteredq 已提交
470
		}
471
		
M
Mr.doob 已提交
472
		if ( material instanceof THREE.MeshPhongMaterial ) {
473
			
474
			refreshUniformsPhong( material );
M
Mr.doob 已提交
475

476
		}
M
Mr.doob 已提交
477

478
		setUniforms( program, material.uniforms );
479

480
		attributes = program.attributes;
M
Mr.doob 已提交
481

482
		// vertices
M
Mr.doob 已提交
483

M
Mr.doob 已提交
484
		_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLVertexBuffer );
485
		_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
486
		_gl.enableVertexAttribArray( attributes.position );
487 488

		// normals
M
Mr.doob 已提交
489

490
		if ( attributes.normal >= 0 ) {
491

492 493
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLNormalBuffer );
			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
494
			_gl.enableVertexAttribArray( attributes.normal );
495

496
		}
497

498 499 500
		// tangents

		if ( attributes.tangent >= 0 ) {
501

502 503
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLTangentBuffer );
			_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
504
			_gl.enableVertexAttribArray( attributes.tangent );
505

506
		}
507

508
		// uvs
M
Mr.doob 已提交
509

M
Mr.doob 已提交
510 511
		if ( attributes.uv >= 0 ) {

512
			if ( geometryChunk.__webGLUVBuffer ) {
513

514
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLUVBuffer );
515
				_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
516

517
				_gl.enableVertexAttribArray( attributes.uv );
518

519
			} else {
520

521
				_gl.disableVertexAttribArray( attributes.uv );
M
Mr.doob 已提交
522

523
			}
524 525 526 527

		}

		// render triangles
M
Mr.doob 已提交
528

529
		if ( ! material.wireframe ) {
530

M
Mr.doob 已提交
531 532
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLFaceBuffer );
			_gl.drawElements( _gl.TRIANGLES, geometryChunk.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
533 534

		// render lines
M
Mr.doob 已提交
535

A
alteredq 已提交
536
		} else {
537

538
			_gl.lineWidth( material.wireframe_linewidth );
M
Mr.doob 已提交
539 540
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLLineBuffer );
			_gl.drawElements( _gl.LINES, geometryChunk.__webGLLineCount, _gl.UNSIGNED_SHORT, 0 );
541 542 543 544 545

		}

	};

A
alteredq 已提交
546
	this.renderPass = function ( camera, lights, fog, object, geometryChunk, blending, transparent ) {
M
Mr.doob 已提交
547

M
Mr.doob 已提交
548
		var i, l, m, ml, material, meshMaterial;
M
Mr.doob 已提交
549

M
Mr.doob 已提交
550
		for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
551

M
Mr.doob 已提交
552
			meshMaterial = object.materials[ m ];
553

M
Mr.doob 已提交
554
			if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
555

M
Mr.doob 已提交
556 557 558
				for ( i = 0, l = geometryChunk.materials.length; i < l; i++ ) {

					material = geometryChunk.materials[ i ];
559

560
					if ( material && material.blending == blending && ( material.opacity < 1.0 == transparent ) ) {
M
Mr.doob 已提交
561

M
Mr.doob 已提交
562
						this.setBlending( material.blending );
A
alteredq 已提交
563
						this.renderBuffer( camera, lights, fog, material, geometryChunk );
M
Mr.doob 已提交
564

565 566
					}

M
Mr.doob 已提交
567
				}
568

M
Mr.doob 已提交
569
			} else {
570

M
Mr.doob 已提交
571
				material = meshMaterial;
572
				if ( material && material.blending == blending && ( material.opacity < 1.0 == transparent ) ) {
M
Mr.doob 已提交
573

M
Mr.doob 已提交
574
					this.setBlending( material.blending );
A
alteredq 已提交
575
					this.renderBuffer( camera, lights, fog, material, geometryChunk );
M
Mr.doob 已提交
576

577 578 579
				}

			}
580 581

		}
M
Mr.doob 已提交
582

583
	};
M
Mr.doob 已提交
584

M
Mr.doob 已提交
585
	this.render = function( scene, camera ) {
M
Mr.doob 已提交
586

M
Mr.doob 已提交
587
		var o, ol, webGLObject, object, buffer,
A
alteredq 已提交
588 589
			lights = scene.lights,
			fog = scene.fog;
M
Mr.doob 已提交
590

M
Mr.doob 已提交
591
		this.initWebGLObjects( scene );
M
Mr.doob 已提交
592

593 594 595 596 597 598
		if ( this.autoClear ) {

			this.clear();

		}

599
		camera.autoUpdateMatrix && camera.updateMatrix();
M
Mr.doob 已提交
600

601 602
		_viewMatrixArray.set( camera.matrix.flatten() );
		_projectionMatrixArray.set( camera.projectionMatrix.flatten() );
M
Mr.doob 已提交
603

M
Mr.doob 已提交
604
		// opaque pass
M
Mr.doob 已提交
605

M
Mr.doob 已提交
606
		for ( o = 0, ol = scene.__webGLObjects.length; o < ol; o++ ) {
M
Mr.doob 已提交
607

M
Mr.doob 已提交
608
			webGLObject = scene.__webGLObjects[ o ];
M
Mr.doob 已提交
609

M
Mr.doob 已提交
610 611
			object = webGLObject.object;
			buffer = webGLObject.buffer;
M
Mr.doob 已提交
612

M
Mr.doob 已提交
613
			if ( object.visible ) {
M
Mr.doob 已提交
614

M
Mr.doob 已提交
615
				this.setupMatrices( object, camera );
A
alteredq 已提交
616
				this.renderPass( camera, lights, fog, object, buffer, THREE.NormalBlending, false );
M
Mr.doob 已提交
617

618
			}
M
Mr.doob 已提交
619

M
Mr.doob 已提交
620
		}
M
Mr.doob 已提交
621

M
Mr.doob 已提交
622
		// transparent pass
M
Mr.doob 已提交
623

M
Mr.doob 已提交
624
		for ( o = 0, ol = scene.__webGLObjects.length; o < ol; o++ ) {
M
Mr.doob 已提交
625

M
Mr.doob 已提交
626
			webGLObject = scene.__webGLObjects[ o ];
M
Mr.doob 已提交
627

M
Mr.doob 已提交
628 629
			object = webGLObject.object;
			buffer = webGLObject.buffer;
M
Mr.doob 已提交
630

M
Mr.doob 已提交
631
			if ( object.visible ) {
M
Mr.doob 已提交
632

M
Mr.doob 已提交
633
				this.setupMatrices( object, camera );
634

635
				// opaque blended materials
M
Mr.doob 已提交
636

A
alteredq 已提交
637 638
				this.renderPass( camera, lights, fog, object, buffer, THREE.AdditiveBlending, false );
				this.renderPass( camera, lights, fog, object, buffer, THREE.SubtractiveBlending, false );
M
Mr.doob 已提交
639

640
				// transparent blended materials
M
Mr.doob 已提交
641

A
alteredq 已提交
642 643
				this.renderPass( camera, lights, fog, object, buffer, THREE.AdditiveBlending, true );
				this.renderPass( camera, lights, fog, object, buffer, THREE.SubtractiveBlending, true );
644

645
				// transparent normal materials
M
Mr.doob 已提交
646

A
alteredq 已提交
647
				this.renderPass( camera, lights, fog, object, buffer, THREE.NormalBlending, true );
M
Mr.doob 已提交
648

649
			}
M
Mr.doob 已提交
650

M
Mr.doob 已提交
651
		}
M
Mr.doob 已提交
652

M
Mr.doob 已提交
653
	};
M
Mr.doob 已提交
654

M
Mr.doob 已提交
655
	this.initWebGLObjects = function( scene ) {
M
Mr.doob 已提交
656

M
Mr.doob 已提交
657
		var o, ol, object, globject, g, geometryChunk, objmap;
M
Mr.doob 已提交
658

M
Mr.doob 已提交
659
		if ( !scene.__webGLObjects ) {
M
Mr.doob 已提交
660

M
Mr.doob 已提交
661
			scene.__webGLObjects = [];
M
Mr.doob 已提交
662
			scene.__webGLObjectsMap = {};
M
Mr.doob 已提交
663

M
Mr.doob 已提交
664
		}
M
Mr.doob 已提交
665

666 667 668 669
		for ( o = 0, ol = scene.objects.length; o < ol; o++ ) {

			object = scene.objects[ o ];

M
Mr.doob 已提交
670
			if ( scene.__webGLObjectsMap[ object.id ] == undefined ) {
M
Mr.doob 已提交
671

M
Mr.doob 已提交
672
				scene.__webGLObjectsMap[ object.id ] = {};
M
Mr.doob 已提交
673

M
Mr.doob 已提交
674
			}
M
Mr.doob 已提交
675

M
Mr.doob 已提交
676
			objmap = scene.__webGLObjectsMap[ object.id ];
M
Mr.doob 已提交
677

678 679
			if ( object instanceof THREE.Mesh ) {

M
Mr.doob 已提交
680
				// create separate VBOs per geometry chunk
M
Mr.doob 已提交
681

M
Mr.doob 已提交
682
				for ( g in object.geometry.geometryChunks ) {
M
Mr.doob 已提交
683

M
Mr.doob 已提交
684
					geometryChunk = object.geometry.geometryChunks[ g ];
M
Mr.doob 已提交
685

M
Mr.doob 已提交
686
					// initialise VBO on the first access
M
Mr.doob 已提交
687

M
Mr.doob 已提交
688
					if( ! geometryChunk.__webGLVertexBuffer ) {
M
Mr.doob 已提交
689

M
Mr.doob 已提交
690
						this.createBuffers( object, g );
M
Mr.doob 已提交
691 692

					}
M
Mr.doob 已提交
693

M
Mr.doob 已提交
694
					// create separate wrapper per each use of VBO
M
Mr.doob 已提交
695

M
Mr.doob 已提交
696
					if ( objmap[ g ] == undefined ) {
M
Mr.doob 已提交
697

M
Mr.doob 已提交
698 699
						globject = { buffer: geometryChunk, object: object };
						scene.__webGLObjects.push( globject );
M
Mr.doob 已提交
700

M
Mr.doob 已提交
701
						objmap[ g ] = 1;
M
Mr.doob 已提交
702

M
Mr.doob 已提交
703
					}
M
Mr.doob 已提交
704

M
Mr.doob 已提交
705
				}
706

M
Mr.doob 已提交
707 708
			}/* else if ( object instanceof THREE.Line ) {

M
Mr.doob 已提交
709
			} else if ( object instanceof THREE.Particle ) {
M
Mr.doob 已提交
710 711 712

			}*/

M
Mr.doob 已提交
713
		}
714 715 716 717 718 719

	};

	this.removeObject = function ( scene, object ) {

		var o, ol, zobject;
M
Mr.doob 已提交
720

721
		for ( o = scene.__webGLObjects.length - 1; o >= 0; o-- ) {
M
Mr.doob 已提交
722

M
Mr.doob 已提交
723
			zobject = scene.__webGLObjects[ o ].object;
M
Mr.doob 已提交
724

725
			if ( object == zobject ) {
726 727 728 729

				scene.__webGLObjects.splice( o, 1 );

			}
M
Mr.doob 已提交
730

731
		}
M
Mr.doob 已提交
732

M
Mr.doob 已提交
733
	};
M
Mr.doob 已提交
734

M
Mr.doob 已提交
735
	this.setupMatrices = function ( object, camera ) {
736

M
Mr.doob 已提交
737
		object.autoUpdateMatrix && object.updateMatrix();
738

M
Mr.doob 已提交
739
		_modelViewMatrix.multiply( camera.matrix, object.matrix );
M
Mr.doob 已提交
740
		_modelViewMatrixArray.set( _modelViewMatrix.flatten() );
741

M
Mr.doob 已提交
742
		_normalMatrix = THREE.Matrix4.makeInvert3x3( _modelViewMatrix ).transpose();
M
Mr.doob 已提交
743
		_normalMatrixArray.set( _normalMatrix.m );
744

M
Mr.doob 已提交
745
		_objectMatrixArray.set( object.matrix.flatten() );
M
Mr.doob 已提交
746

M
Mr.doob 已提交
747
	};
M
Mr.doob 已提交
748

M
Mr.doob 已提交
749
	this.loadMatrices = function ( program ) {
M
Mr.doob 已提交
750

M
Mr.doob 已提交
751 752 753 754
		_gl.uniformMatrix4fv( program.uniforms.viewMatrix, false, _viewMatrixArray );
		_gl.uniformMatrix4fv( program.uniforms.modelViewMatrix, false, _modelViewMatrixArray );
		_gl.uniformMatrix4fv( program.uniforms.projectionMatrix, false, _projectionMatrixArray );
		_gl.uniformMatrix3fv( program.uniforms.normalMatrix, false, _normalMatrixArray );
M
Mr.doob 已提交
755
		_gl.uniformMatrix4fv( program.uniforms.objectMatrix, false, _objectMatrixArray );
M
Mr.doob 已提交
756

M
Mr.doob 已提交
757
	};
758

M
Mr.doob 已提交
759
	this.loadCamera = function( program, camera ) {
M
Mr.doob 已提交
760

M
Mr.doob 已提交
761
		_gl.uniform3f( program.uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
M
Mr.doob 已提交
762

M
Mr.doob 已提交
763
	};
M
Mr.doob 已提交
764

M
Mr.doob 已提交
765
	this.setBlending = function( blending ) {
M
Mr.doob 已提交
766

M
Mr.doob 已提交
767
		switch ( blending ) {
768

M
Mr.doob 已提交
769
			case THREE.AdditiveBlending:
770

M
Mr.doob 已提交
771 772
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.ONE, _gl.ONE );
M
Mr.doob 已提交
773

M
Mr.doob 已提交
774
				break;
775

M
Mr.doob 已提交
776
			case THREE.SubtractiveBlending:
777

M
Mr.doob 已提交
778 779
				//_gl.blendEquation( _gl.FUNC_SUBTRACT );
				_gl.blendFunc( _gl.DST_COLOR, _gl.ZERO );
M
Mr.doob 已提交
780

M
Mr.doob 已提交
781
				break;
M
Mr.doob 已提交
782

M
Mr.doob 已提交
783
			default:
M
Mr.doob 已提交
784

M
Mr.doob 已提交
785 786
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
M
Mr.doob 已提交
787

M
Mr.doob 已提交
788
				break;
N
Nicolas Garcia Belmonte 已提交
789
		}
M
Mr.doob 已提交
790

N
Nicolas Garcia Belmonte 已提交
791
	};
M
Mr.doob 已提交
792

M
Mr.doob 已提交
793
	this.setFaceCulling = function ( cullFace, frontFace ) {
M
Mr.doob 已提交
794

795
		if ( cullFace ) {
M
Mr.doob 已提交
796

797
			if ( !frontFace || frontFace == "ccw" ) {
M
Mr.doob 已提交
798

799
				_gl.frontFace( _gl.CCW );
M
Mr.doob 已提交
800

801
			} else {
M
Mr.doob 已提交
802

803
				_gl.frontFace( _gl.CW );
M
Mr.doob 已提交
804

805
			}
M
Mr.doob 已提交
806

807
			if( cullFace == "back" ) {
M
Mr.doob 已提交
808

809
				_gl.cullFace( _gl.BACK );
M
Mr.doob 已提交
810

811
			} else if( cullFace == "front" ) {
M
Mr.doob 已提交
812

813
				_gl.cullFace( _gl.FRONT );
M
Mr.doob 已提交
814

815
			} else {
M
Mr.doob 已提交
816

817
				_gl.cullFace( _gl.FRONT_AND_BACK );
M
Mr.doob 已提交
818

819
			}
M
Mr.doob 已提交
820

821
			_gl.enable( _gl.CULL_FACE );
M
Mr.doob 已提交
822

823
		} else {
M
Mr.doob 已提交
824

825
			_gl.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
826

827 828 829
		}

	};
N
Nicolas Garcia Belmonte 已提交
830

831
	this.supportsVertexTextures = function() {
832

833
		return maxVertexTextures() > 0;
834

835
	};
836

837
	function maxVertexTextures() {
838

839 840 841
		return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );

	};
842

843
	function initGL( antialias, clearColor, clearAlpha ) {
N
Nicolas Garcia Belmonte 已提交
844 845 846

		try {

847
			_gl = _canvas.getContext( 'experimental-webgl', { antialias: antialias } );
N
Nicolas Garcia Belmonte 已提交
848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863

		} catch(e) { }

		if (!_gl) {

			alert("WebGL not supported");
			throw "cannot create webgl context";

		}

		_gl.clearColor( 0, 0, 0, 1 );
		_gl.clearDepth( 1 );

		_gl.enable( _gl.DEPTH_TEST );
		_gl.depthFunc( _gl.LEQUAL );

864 865
		_gl.frontFace( _gl.CCW );
		_gl.cullFace( _gl.BACK );
866
		_gl.enable( _gl.CULL_FACE );
M
Mr.doob 已提交
867

N
Nicolas Garcia Belmonte 已提交
868
		_gl.enable( _gl.BLEND );
869
		_gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
870
		_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
N
Nicolas Garcia Belmonte 已提交
871

872
	};
873
	
874
	function buildProgram( fragment_shader, vertex_shader, parameters ) {
M
Mr.doob 已提交
875

M
Mr.doob 已提交
876
		var program = _gl.createProgram(),
M
Mr.doob 已提交
877

M
Mr.doob 已提交
878 879 880 881
		prefix_fragment = [
			"#ifdef GL_ES",
			"precision highp float;",
			"#endif",
882 883 884
		
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
A
alteredq 已提交
885

886 887
			parameters.fog ? "#define USE_FOG" : "",
			parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
888

889 890
			parameters.map ? "#define USE_MAP" : "",
			parameters.env_map ? "#define USE_ENVMAP" : "",
891

892
			"uniform mat4 viewMatrix;",
893
			"uniform vec3 cameraPosition;",
M
Mr.doob 已提交
894 895
			""
		].join("\n"),
896

M
Mr.doob 已提交
897
		prefix_vertex = [
898
			maxVertexTextures() > 0 ? "#define VERTEX_TEXTURES" : "",
899

900 901 902
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,

903 904 905
			parameters.map ? "#define USE_MAP" : "",
			parameters.env_map ? "#define USE_ENVMAP" : "",

M
Mr.doob 已提交
906 907 908
			"uniform mat4 objectMatrix;",
			"uniform mat4 modelViewMatrix;",
			"uniform mat4 projectionMatrix;",
909 910
			"uniform mat4 viewMatrix;",
			"uniform mat3 normalMatrix;",
M
Mr.doob 已提交
911
			"uniform vec3 cameraPosition;",
M
Mr.doob 已提交
912 913 914
			"attribute vec3 position;",
			"attribute vec3 normal;",
			"attribute vec2 uv;",
M
Mr.doob 已提交
915 916
			""
		].join("\n");
917

M
Mr.doob 已提交
918 919
		_gl.attachShader( program, getShader( "fragment", prefix_fragment + fragment_shader ) );
		_gl.attachShader( program, getShader( "vertex", prefix_vertex + vertex_shader ) );
M
Mr.doob 已提交
920

M
Mr.doob 已提交
921
		_gl.linkProgram( program );
N
Nicolas Garcia Belmonte 已提交
922

M
Mr.doob 已提交
923
		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
N
Nicolas Garcia Belmonte 已提交
924

M
Mr.doob 已提交
925 926
			alert( "Could not initialise shaders\n"+
					"VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
927 928 929
			
			//console.log( prefix_fragment + fragment_shader );
			//console.log( prefix_vertex + vertex_shader );
M
Mr.doob 已提交
930

N
Nicolas Garcia Belmonte 已提交
931
		}
M
Mr.doob 已提交
932

M
Mr.doob 已提交
933
		program.uniforms = {};
934
		program.attributes = {};
M
Mr.doob 已提交
935

M
Mr.doob 已提交
936
		return program;
M
Mr.doob 已提交
937

M
Mr.doob 已提交
938
	};
M
Mr.doob 已提交
939

M
Mr.doob 已提交
940
	function setUniforms( program, uniforms ) {
M
Mr.doob 已提交
941

M
Mr.doob 已提交
942
		var u, value, type, location, texture;
M
Mr.doob 已提交
943

M
Mr.doob 已提交
944
		for( u in uniforms ) {
M
Mr.doob 已提交
945

M
Mr.doob 已提交
946 947 948
			type = uniforms[u].type;
			value = uniforms[u].value;
			location = program.uniforms[u];
M
Mr.doob 已提交
949

M
Mr.doob 已提交
950
			if( type == "i" ) {
M
Mr.doob 已提交
951

M
Mr.doob 已提交
952
				_gl.uniform1i( location, value );
M
Mr.doob 已提交
953

M
Mr.doob 已提交
954
			} else if( type == "f" ) {
M
Mr.doob 已提交
955

M
Mr.doob 已提交
956
				_gl.uniform1f( location, value );
957

958 959 960 961
			} else if( type == "fv" ) {

				_gl.uniform3fv( location, value );

962 963 964 965
			} else if( type == "v2" ) {

				_gl.uniform2f( location, value.x, value.y );

966 967 968
			} else if( type == "v3" ) {

				_gl.uniform3f( location, value.x, value.y, value.z );
969

970 971 972
			} else if( type == "c" ) {

				_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
973

M
Mr.doob 已提交
974
			} else if( type == "t" ) {
M
Mr.doob 已提交
975

M
Mr.doob 已提交
976
				_gl.uniform1i( location, value );
M
Mr.doob 已提交
977

M
Mr.doob 已提交
978
				texture = uniforms[u].texture;
M
Mr.doob 已提交
979

980
				if ( !texture ) continue;
M
Mr.doob 已提交
981

982
				if ( texture.image instanceof Array && texture.image.length == 6 ) {
M
Mr.doob 已提交
983

984
					setCubeTexture( texture, value );
M
Mr.doob 已提交
985

986
				} else {
M
Mr.doob 已提交
987

988
					setTexture( texture, value );
M
Mr.doob 已提交
989

990
				}
M
Mr.doob 已提交
991

992
			}
M
Mr.doob 已提交
993

994
		}
M
Mr.doob 已提交
995

996
	};
M
Mr.doob 已提交
997

998
	function setCubeTexture( texture, slot ) {
M
Mr.doob 已提交
999

1000
		if ( texture.image.length == 6 ) {
N
Nicolas Garcia Belmonte 已提交
1001

1002 1003
			if ( !texture.image.__webGLTextureCube &&
				 !texture.image.__cubeMapInitialized && texture.image.loadCount == 6 ) {
M
Mr.doob 已提交
1004

1005
				texture.image.__webGLTextureCube = _gl.createTexture();
N
Nicolas Garcia Belmonte 已提交
1006

1007
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
1008

1009 1010
				_gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
				_gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
M
Mr.doob 已提交
1011

1012 1013
				_gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_MAG_FILTER, _gl.LINEAR );
				_gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_LINEAR );
M
Mr.doob 已提交
1014

1015
				for ( var i = 0; i < 6; ++i ) {
M
Mr.doob 已提交
1016

1017
					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
M
Mr.doob 已提交
1018

1019
				}
M
Mr.doob 已提交
1020

1021
				_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
1022

1023
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
1024

1025
				texture.image.__cubeMapInitialized = true;
M
Mr.doob 已提交
1026

M
Mr.doob 已提交
1027
			}
1028 1029 1030

			_gl.activeTexture( _gl.TEXTURE0 + slot );
			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
M
Mr.doob 已提交
1031

1032
		}
M
Mr.doob 已提交
1033

M
Mr.doob 已提交
1034
	};
M
Mr.doob 已提交
1035

1036
	function setTexture( texture, slot ) {
M
Mr.doob 已提交
1037

1038 1039 1040 1041 1042
		if ( !texture.__webGLTexture && texture.image.loaded ) {

			texture.__webGLTexture = _gl.createTexture();
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
			_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
M
Mr.doob 已提交
1043

1044 1045
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrap_s ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrap_t ) );
M
Mr.doob 已提交
1046 1047 1048

			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.mag_filter ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.min_filter ) );
1049 1050 1051 1052 1053 1054 1055
			_gl.generateMipmap( _gl.TEXTURE_2D );
			_gl.bindTexture( _gl.TEXTURE_2D, null );

		}

		_gl.activeTexture( _gl.TEXTURE0 + slot );
		_gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
M
Mr.doob 已提交
1056

1057
	};
M
Mr.doob 已提交
1058

M
Mr.doob 已提交
1059
	function cacheUniformLocations( program, identifiers ) {
M
Mr.doob 已提交
1060

M
Mr.doob 已提交
1061
		var i, l, id;
M
Mr.doob 已提交
1062

M
Mr.doob 已提交
1063
		for( i = 0, l = identifiers.length; i < l; i++ ) {
M
Mr.doob 已提交
1064

1065 1066
			id = identifiers[ i ];
			program.uniforms[ id ] = _gl.getUniformLocation( program, id );
M
Mr.doob 已提交
1067

M
Mr.doob 已提交
1068
		}
M
Mr.doob 已提交
1069

M
Mr.doob 已提交
1070
	};
M
Mr.doob 已提交
1071

1072
	function cacheAttributeLocations( program, identifiers ) {
1073

1074
		var i, l, id;
M
Mr.doob 已提交
1075

1076
		for( i = 0, l = identifiers.length; i < l; i++ ) {
M
Mr.doob 已提交
1077

1078 1079
			id = identifiers[ i ];
			program.attributes[ id ] = _gl.getAttribLocation( program, id );
M
Mr.doob 已提交
1080

1081
		}
M
Mr.doob 已提交
1082

M
Mr.doob 已提交
1083
	};
M
Mr.doob 已提交
1084

N
Nicolas Garcia Belmonte 已提交
1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109
	function getShader( type, string ) {

		var shader;

		if ( type == "fragment" ) {

			shader = _gl.createShader( _gl.FRAGMENT_SHADER );

		} else if ( type == "vertex" ) {

			shader = _gl.createShader( _gl.VERTEX_SHADER );

		}

		_gl.shaderSource( shader, string );
		_gl.compileShader( shader );

		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {

			alert( _gl.getShaderInfoLog( shader ) );
			return null;

		}

		return shader;
M
Mr.doob 已提交
1110

1111
	};
N
Nicolas Garcia Belmonte 已提交
1112

1113
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
1114

1115
		switch ( p ) {
M
Mr.doob 已提交
1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128

			case THREE.RepeatWrapping: return _gl.REPEAT; break;
			case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
			case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;

			case THREE.NearestFilter: return _gl.NEAREST; break;
			case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
			case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;

			case THREE.LinearFilter: return _gl.LINEAR; break;
			case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
			case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;

1129
		}
M
Mr.doob 已提交
1130

1131
		return 0;
M
Mr.doob 已提交
1132

1133 1134 1135 1136 1137 1138
	};

	function materialNeedsSmoothNormals( material ) {

		return material && material.shading != undefined && material.shading == THREE.SmoothShading;

1139
	};
M
Mr.doob 已提交
1140

M
Mr.doob 已提交
1141
	function bufferNeedsSmoothNormals( geometryChunk, object ) {
M
Mr.doob 已提交
1142

1143
		var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
M
Mr.doob 已提交
1144

M
Mr.doob 已提交
1145
		for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
1146

M
Mr.doob 已提交
1147
			meshMaterial = object.materials[ m ];
1148 1149 1150

			if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {

M
Mr.doob 已提交
1151
				for ( i = 0, l = geometryChunk.materials.length; i < l; i++ ) {
1152

M
Mr.doob 已提交
1153
					if ( materialNeedsSmoothNormals( geometryChunk.materials[ i ] ) ) {
1154

1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175
						needsSmoothNormals = true;
						break;

					}

				}

			} else {

				if ( materialNeedsSmoothNormals( meshMaterial ) ) {

					needsSmoothNormals = true;
					break;

				}

			}

			if ( needsSmoothNormals ) break;

		}
M
Mr.doob 已提交
1176

1177
		return needsSmoothNormals;
M
Mr.doob 已提交
1178

1179
	};
M
Mr.doob 已提交
1180

1181
	function allocateLights( lights, maxLights ) {
1182 1183 1184

		if ( scene ) {

1185 1186
			var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
			dirLights = pointLights = maxDirLights = maxPointLights = 0;
1187

1188
			for ( l = 0, ll = lights.length; l < ll; l++ ) {
1189

1190
				light = lights[ l ];
1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215

				if ( light instanceof THREE.DirectionalLight ) dirLights++;
				if ( light instanceof THREE.PointLight ) pointLights++;

			}

			if ( ( pointLights + dirLights ) <= maxLights ) {

				maxDirLights = dirLights;
				maxPointLights = pointLights;

			} else {

				maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
				maxPointLights = maxLights - maxDirLights;

			}

			return { 'directional' : maxDirLights, 'point' : maxPointLights };

		}

		return { 'directional' : 1, 'point' : maxLights - 1 };

	};
M
Mr.doob 已提交
1216

A
alteredq 已提交
1217
	/* DEBUG
1218
	function getGLParams() {
M
Mr.doob 已提交
1219

1220
		var params  = {
M
Mr.doob 已提交
1221

1222 1223
			'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
			'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
M
Mr.doob 已提交
1224

1225 1226 1227
			'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
			'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
			'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
M
Mr.doob 已提交
1228

1229 1230 1231
			'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
			'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
		}
M
Mr.doob 已提交
1232

1233 1234
		return params;
	};
M
Mr.doob 已提交
1235

1236
	function dumpObject( obj ) {
M
Mr.doob 已提交
1237

1238 1239
		var p, str = "";
		for ( p in obj ) {
M
Mr.doob 已提交
1240

1241
			str += p + ": " + obj[p] + "\n";
M
Mr.doob 已提交
1242

1243
		}
M
Mr.doob 已提交
1244

1245 1246
		return str;
	}
A
alteredq 已提交
1247
	*/
1248

1249
};
1250

1251 1252
THREE.Snippets = {
	
1253
	fog_pars_fragment: [
M
Mr.doob 已提交
1254

1255
	"#ifdef USE_FOG",
1256

1257
		"uniform vec3 fogColor;",
1258

1259 1260 1261 1262 1263 1264
		"#ifdef FOG_EXP2",
			"uniform float fogDensity;",
		"#else",
			"uniform float fogNear;",
			"uniform float fogFar;",
		"#endif",
1265

1266
	"#endif"
1267

1268
	].join("\n"),
M
Mr.doob 已提交
1269

1270
	fog_fragment: [
1271

1272
	"#ifdef USE_FOG",
1273

1274 1275 1276 1277 1278 1279 1280 1281 1282
		"float depth = gl_FragCoord.z / gl_FragCoord.w;",

		"#ifdef FOG_EXP2",
			"const float LOG2 = 1.442695;",
			"float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
			"fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
		"#else",
			"float fogFactor = smoothstep( fogNear, fogFar, depth );",
		"#endif",
1283

1284
		"gl_FragColor = mix( gl_FragColor, vec4( fogColor, 1.0 ), fogFactor );",
M
Mr.doob 已提交
1285

1286 1287
	"#endif"
	
1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425
	].join("\n"),
	
	envmap_pars_fragment: [
	
	"#ifdef USE_ENVMAP",
	
		"varying vec3 vReflect;",
		"uniform float reflectivity;",
		"uniform samplerCube env_map;",
		"uniform int combine;",
	
	"#endif"
	
	].join("\n"),
	
	envmap_fragment: [
	
	"#ifdef USE_ENVMAP",

		"cubeColor = textureCube( env_map, vec3( -vReflect.x, vReflect.yz ) );",
		
		"if ( combine == 1 ) {",

			"gl_FragColor = mix( gl_FragColor, cubeColor, reflectivity );",

		"} else {",

			"gl_FragColor = gl_FragColor * cubeColor;",

		"}",	

	"#endif"
	
	].join("\n"),
	
	envmap_pars_vertex: [
	
	"#ifdef USE_ENVMAP",
	
		"varying vec3 vReflect;",
		"uniform float refraction_ratio;",
		"uniform bool useRefract;",
		
	"#endif"
	
	].join("\n"),

	envmap_vertex : [
	
	"#ifdef USE_ENVMAP",
	
		"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
		"vec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;",
	
		"if ( useRefract ) {",

			"vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refraction_ratio );",

		"} else {",

			"vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",

		"}",

	"#endif"
	
	].join("\n"),
	
	map_pars_fragment: [
	
	"#ifdef USE_MAP",
		
		"varying vec2 vUv;",
		"uniform sampler2D map;",
		  
	"#endif"
	
	].join("\n"),
	
	map_pars_vertex: [
	
	"#ifdef USE_MAP",
	
		"varying vec2 vUv;",

	"#endif"
	
	].join("\n"),
	
	map_fragment: [

	"#ifdef USE_MAP",

		"mapColor = texture2D( map, vUv );",

	"#endif"
	
	].join("\n"),
	
	map_vertex: [
	
	"#ifdef USE_MAP",
	
		"vUv = uv;",
		
	"#endif"
	
	].join("\n"),
	
	lights_pars_vertex: [
	
	"uniform bool enableLighting;",
	"uniform vec3 ambientLightColor;",
	
	"#if MAX_DIR_LIGHTS > 0",
	
		"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
		"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
		
	"#endif",

	"#if MAX_POINT_LIGHTS > 0",
	
		"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
		"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
		
		"#ifdef PHONG",
			"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];",
		"#endif",
		
	"#endif"
	
	].join("\n"),
	
	lights_vertex: [
	
	"if ( !enableLighting ) {",

A
alteredq 已提交
1426
		"vLightWeighting = vec3( 1.0 );",
1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461

	"} else {",

		"vLightWeighting = ambientLightColor;",

		"#if MAX_DIR_LIGHTS > 0",
		
		"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
		
			"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
			"float directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );",
			"vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;",
			
		"}",
		
		"#endif",

		"#if MAX_POINT_LIGHTS > 0",
		
		"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
		
			"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
			"vec3 pointLightVector = normalize( lPosition.xyz - mvPosition.xyz );",
			"float pointLightWeighting = max( dot( transformedNormal, pointLightVector ), 0.0 );",
			"vLightWeighting += pointLightColor[ i ] * pointLightWeighting;",
			
			"#ifdef PHONG",
				"vPointLightVector[ i ] = pointLightVector;",
			"#endif",
			
		"}",
		
		"#endif",
		
	"}"
1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546
	
	].join("\n"),
	
	lights_pars_fragment: [
	
	"#if MAX_DIR_LIGHTS > 0",
		"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
	"#endif",
	
	"#if MAX_POINT_LIGHTS > 0",
		"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];",
	"#endif",
	
	"varying vec3 vViewPosition;",
	"varying vec3 vNormal;"
	
	].join("\n"),
	
	lights_fragment: [
	
	"vec3 normal = normalize( vNormal );",
	"vec3 viewPosition = normalize( vViewPosition );",
	
	"vec4 mSpecular = vec4( specular, opacity );",

	"#if MAX_POINT_LIGHTS > 0",
		
		"vec4 pointDiffuse  = vec4( 0.0 );",
		"vec4 pointSpecular = vec4( 0.0 );",

		"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",

			"vec3 pointVector = normalize( vPointLightVector[ i ] );",
			"vec3 pointHalfVector = normalize( vPointLightVector[ i ] + vViewPosition );",

			"float pointDotNormalHalf = dot( normal, pointHalfVector );",
			"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",

			"float pointSpecularWeight = 0.0;",
			"if ( pointDotNormalHalf >= 0.0 )",
				"pointSpecularWeight = pow( pointDotNormalHalf, shininess );",

			"pointDiffuse  += mColor * pointDiffuseWeight;",
			"pointSpecular += mSpecular * pointSpecularWeight;",

			"}",

	"#endif",
	
	"#if MAX_DIR_LIGHTS > 0",
	
		"vec4 dirDiffuse  = vec4( 0.0 );",
		"vec4 dirSpecular = vec4( 0.0 );" ,

		"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",

			"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",

			"vec3 dirVector = normalize( lDirection.xyz );",
			"vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );",

			"float dirDotNormalHalf = dot( normal, dirHalfVector );",

			"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",

			"float dirSpecularWeight = 0.0;",
			"if ( dirDotNormalHalf >= 0.0 )",
				"dirSpecularWeight = pow( dirDotNormalHalf, shininess );",

			"dirDiffuse  += mColor * dirDiffuseWeight;",
			"dirSpecular += mSpecular * dirSpecularWeight;",

		"}",
	
	"#endif",

	"vec4 totalLight = vec4( ambient, opacity );",

	"#if MAX_DIR_LIGHTS > 0",
		"totalLight += dirDiffuse + dirSpecular;",
	"#endif",
	
	"#if MAX_POINT_LIGHTS > 0",
		"totalLight += pointDiffuse + pointSpecular;",
	"#endif"
1547

1548
	].join("\n")
1549

1550
};
1551

1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585
THREE.UniformsLib = {
	
	common: {
		
	"color"   : { type: "c", value: new THREE.Color( 0xeeeeee ) },
	"opacity" : { type: "f", value: 1 },
	"map"     : { type: "t", value: 0, texture: null },
	
	"env_map" 		  : { type: "t", value: 1, texture: null },
	"useRefract"	  : { type: "i", value: 0 },
	"reflectivity"    : { type: "f", value: 1 },
	"refraction_ratio": { type: "f", value: 0.98 },
	"combine"		  : { type: "i", value: 0 },
	
	"fogDensity": { type: "f", value: 0.00025 },
	"fogNear"	: { type: "f", value: 1 },
	"fogFar"	: { type: "f", value: 2000 },
	"fogColor"	: { type: "c", value: new THREE.Color( 0xffffff ) }
	
	},
	
	lights: {
		
	"enableLighting" 			: { type: "i", value: 1 },
	"ambientLightColor" 		: { type: "fv", value: [] },
	"directionalLightDirection" : { type: "fv", value: [] },
	"directionalLightColor" 	: { type: "fv", value: [] },
	"pointLightPosition"		: { type: "fv", value: [] },
	"pointLightColor"			: { type: "fv", value: [] }
	
	}
	
};

1586
THREE.ShaderLib = {
1587

1588
	'depth': {
M
Mr.doob 已提交
1589

1590 1591
		uniforms: { "mNear": { type: "f", value: 1.0 },
					"mFar" : { type: "f", value: 2000.0 } },
1592

1593
		fragment_shader: [
M
Mr.doob 已提交
1594

1595 1596
			"uniform float mNear;",
			"uniform float mFar;",
M
Mr.doob 已提交
1597

1598
			"void main() {",
M
Mr.doob 已提交
1599

1600 1601 1602
				"float depth = gl_FragCoord.z / gl_FragCoord.w;",
				"float color = 1.0 - smoothstep( mNear, mFar, depth );",
				"gl_FragColor = vec4( vec3( color ), 1.0 );",
M
Mr.doob 已提交
1603

1604
			"}"
M
Mr.doob 已提交
1605

1606
		].join("\n"),
1607

1608
		vertex_shader: [
1609

1610
			"void main() {",
1611

1612
				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
1613

1614
			"}"
1615

1616
		].join("\n")
1617

1618
	},
1619

1620
	'normal': {
M
Mr.doob 已提交
1621

1622
		uniforms: { },
1623

1624
		fragment_shader: [
1625

1626
			"varying vec3 vNormal;",
M
Mr.doob 已提交
1627

1628
			"void main() {",
1629

1630
				"gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, 1.0 );",
M
Mr.doob 已提交
1631

1632
			"}"
M
Mr.doob 已提交
1633

1634
		].join("\n"),
M
Mr.doob 已提交
1635

1636
		vertex_shader: [
1637

1638
			"varying vec3 vNormal;",
1639

1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651
			"void main() {",

				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
				"vNormal = normalize( normalMatrix * normal );",

				"gl_Position = projectionMatrix * mvPosition;",

			"}"

		].join("\n")

	},
1652

1653
	'basic': {
1654 1655 1656
		
		uniforms: THREE.UniformsLib[ "common" ],
		
1657
		fragment_shader: [
1658

1659 1660 1661
			"uniform vec3 color;",
			"uniform float opacity;",
			
1662 1663 1664
			THREE.Snippets[ "map_pars_fragment" ],
			THREE.Snippets[ "envmap_pars_fragment" ],
			THREE.Snippets[ "fog_pars_fragment" ],
1665 1666
				
			"void main() {",
1667

1668
				"vec4 mColor = vec4( color, opacity );",
A
alteredq 已提交
1669 1670
				"vec4 mapColor = vec4( 1.0 );",
				"vec4 cubeColor = vec4( 1.0 );",
1671

1672
				THREE.Snippets[ "map_fragment" ],
1673
				
1674 1675 1676 1677 1678 1679
				"gl_FragColor = mColor * mapColor;",
				
				THREE.Snippets[ "envmap_fragment" ],
				THREE.Snippets[ "fog_fragment" ],
				
			"}"
1680

1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695
		].join("\n"),
		
		vertex_shader: [
			
			THREE.Snippets[ "map_pars_vertex" ],
			THREE.Snippets[ "envmap_pars_vertex" ],
			
			"void main() {",
		
				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
				
				THREE.Snippets[ "map_vertex" ],
				THREE.Snippets[ "envmap_vertex" ],
				
				"gl_Position = projectionMatrix * mvPosition;",
1696

1697
			"}"
1698

1699 1700 1701
		].join("\n")
		
	},
1702

1703 1704
	'lambert': {
		
1705 1706
		uniforms: Uniforms.merge( [ THREE.UniformsLib[ "common" ], 
									THREE.UniformsLib[ "lights" ] ] ),
1707 1708 1709 1710 1711 1712 1713
		
		fragment_shader: [
			
			"uniform vec3 color;",
			"uniform float opacity;",
			
			"varying vec3 vLightWeighting;",
1714
				
1715 1716 1717
			THREE.Snippets[ "map_pars_fragment" ],
			THREE.Snippets[ "envmap_pars_fragment" ],
			THREE.Snippets[ "fog_pars_fragment" ],
1718
				
1719 1720 1721
			"void main() {",
					
				"vec4 mColor = vec4( color, opacity );",
A
alteredq 已提交
1722 1723
				"vec4 mapColor = vec4( 1.0 );",
				"vec4 cubeColor = vec4( 1.0 );",
1724 1725

				THREE.Snippets[ "map_fragment" ],
1726

1727
				"gl_FragColor =  mColor * mapColor * vec4( vLightWeighting, 1.0 );",
1728
				
1729
				THREE.Snippets[ "envmap_fragment" ],
1730 1731 1732 1733 1734 1735 1736 1737
				THREE.Snippets[ "fog_fragment" ],

			"}"

		].join("\n"),

		vertex_shader: [
		
1738
			"varying vec3 vLightWeighting;",
1739
			
1740 1741 1742
			THREE.Snippets[ "map_pars_vertex" ],
			THREE.Snippets[ "envmap_pars_vertex" ],
			THREE.Snippets[ "lights_pars_vertex" ],
1743 1744 1745
			
			"void main() {",
		
1746
				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
1747
				
1748 1749
				THREE.Snippets[ "map_vertex" ],
				THREE.Snippets[ "envmap_vertex" ],
1750
				
1751
				"vec3 transformedNormal = normalize( normalMatrix * normal );",
1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764
				
				THREE.Snippets[ "lights_vertex" ],
				
				"gl_Position = projectionMatrix * mvPosition;",

			"}"

		].join("\n")
		
	},
	
	'phong': {
		
1765 1766 1767 1768 1769 1770 1771 1772 1773
		uniforms: Uniforms.merge( [ THREE.UniformsLib[ "common" ], 
									THREE.UniformsLib[ "lights" ],
									
								    { "ambient"  : { type: "c", value: new THREE.Color( 0x050505 ) },
									  "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
									  "shininess": { type: "f", value: 30 }
									}
									
								] ),
1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835
		
		fragment_shader: [
			
			"uniform vec3 color;",
			"uniform float opacity;",
			
			"uniform vec3 ambient;",
			"uniform vec3 specular;",
			"uniform float shininess;",
				
			"varying vec3 vLightWeighting;",
				
			THREE.Snippets[ "map_pars_fragment" ],
			THREE.Snippets[ "envmap_pars_fragment" ],
			THREE.Snippets[ "fog_pars_fragment" ],
			THREE.Snippets[ "lights_pars_fragment" ],
				
			"void main() {",
					
				"vec4 mColor = vec4( color, opacity );",
				"vec4 mapColor = vec4( 1.0 );",
				"vec4 cubeColor = vec4( 1.0 );",

				THREE.Snippets[ "map_fragment" ],
				THREE.Snippets[ "lights_fragment" ],

				"gl_FragColor =  mapColor * totalLight * vec4( vLightWeighting, 1.0 );",
				
				THREE.Snippets[ "envmap_fragment" ],
				THREE.Snippets[ "fog_fragment" ],

			"}"

		].join("\n"),

		vertex_shader: [
		
			"#define PHONG",
			
			"varying vec3 vLightWeighting;",
			"varying vec3 vViewPosition;",
			"varying vec3 vNormal;",
			
			THREE.Snippets[ "map_pars_vertex" ],
			THREE.Snippets[ "envmap_pars_vertex" ],
			THREE.Snippets[ "lights_pars_vertex" ],
			
			"void main() {",
		
				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
				
				THREE.Snippets[ "map_vertex" ],
				THREE.Snippets[ "envmap_vertex" ],
				
				"#ifndef USE_ENVMAP",
					"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
				"#endif",
				
				"vViewPosition = cameraPosition - mPosition.xyz;",
				
				"vec3 transformedNormal = normalize( normalMatrix * normal );",
				"vNormal = transformedNormal;",
1836

1837
				THREE.Snippets[ "lights_vertex" ],
1838
				
1839
				"gl_Position = projectionMatrix * mvPosition;",
1840 1841 1842 1843 1844

			"}"

		].join("\n")
		
1845
	}	
A
alteredq 已提交
1846

N
Nicolas Garcia Belmonte 已提交
1847
};