Merge remote branch 'alteredq/master'

This commit is contained in:
Mr.doob
2010-12-09 13:33:36 +00:00
13 changed files with 709 additions and 13 deletions
+282
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@@ -0,0 +1,282 @@
<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js - webgl normal map</title>
<meta charset="utf-8">
<style type="text/css">
body {
background:#000;
color:#fff;
padding:0;
margin:0;
font-weight: bold;
overflow:hidden;
}
a { color: #ffffff; }
#info {
position: absolute;
top: 0px; width: 100%;
color: #ffffff;
padding: 5px;
font-family:Monospace;
font-size:13px;
text-align:center;
z-index:1000;
}
#oldie {
font-family:monospace;
font-size:13px;
text-align:center;
background:rgb(200,100,0);
color:#fff;
padding:1em;
width:475px;
margin:5em auto 0;
border:solid 2px #fff;
border-radius:10px;
display:none;
}
#vt { display:none }
#vt, #vt a { color:orange; }
.code { }
#log { position:absolute; top:50px; text-align:left; display:block; z-index:100 }
</style>
</head>
<body>
<pre id="log"></pre>
<div id="info">
<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl (<span id="description">normal + ao + displacement</span>) map demo.
ninja head from <a href="http://developer.amd.com/archive/gpu/MeshMapper/pages/default.aspx" target="_blank">AMD GPU MeshMapper</a>
<div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)<br/>
on Windows use <span class="code">Chrome --use-gl=desktop</span> or Firefox 4<br/>
please star this <a href="http://code.google.com/p/chromium/issues/detail?id=52497">Chrome issue</a> to get ANGLE support
</div>
</div>
<center>
<div id="oldie">
Sorry, your browser doesn't support <a href="http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation">WebGL</a>
and <a href="http://www.whatwg.org/specs/web-workers/current-work/">Web Workers</a>.<br/>
<br/>
Please try in
<a href="http://www.chromium.org/getting-involved/dev-channel">Chrome 9+</a> /
<a href="http://www.mozilla.com/en-US/firefox/all-beta.html">Firefox 4+</a> /
<a href="http://nightly.webkit.org/">Safari OSX 10.6+</a>
</div>
</center>
<script type="text/javascript" src="../build/ThreeExtras.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
<script type="text/javascript">
if ( !is_browser_compatible() ) {
document.getElementById( "oldie" ).style.display = "block";
}
var statsEnabled = true;
var container, stats, loader;
var camera, scene, webglRenderer;
var mesh, zmesh, lightMesh, geometry;
var mesh1, mesh2;
var directionalLight, pointLight, ambientLight;
var mouseX = 0;
var mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var r = 0.0;
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
init();
setInterval( loop, 1000 / 60 );
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.Camera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
camera.position.z = 6200;
scene = new THREE.Scene();
// LIGHTS
ambientLight = new THREE.AmbientLight( 0x111111 );
scene.addLight( ambientLight );
pointLight = new THREE.PointLight( 0xffff55 );
pointLight.position.z = 10000;
scene.addLight( pointLight );
directionalLight = new THREE.DirectionalLight( 0xaaaa88 );
directionalLight.position.x = 1;
directionalLight.position.y = 1;
directionalLight.position.z = 0.5;
directionalLight.position.normalize();
scene.addLight( directionalLight );
// light representation
var sphere = new Sphere( 100, 16, 8, 1 );
lightMesh = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color:0xffaa00 } ) );
lightMesh.position = pointLight.position;
lightMesh.scale.x = lightMesh.scale.y = lightMesh.scale.z = 0.05;
scene.addObject(lightMesh);
// common material parameters
var ambient = 0x050505, diffuse = 0x555555, specular = 0xaa6600, shininess = 10, scale = 23;
// normal map shader
var fragment_shader = ShaderUtils.lib[ "normal" ].fragment_shader;
var vertex_shader = ShaderUtils.lib[ "normal" ].vertex_shader;
var uniforms = ShaderUtils.lib[ "normal" ].uniforms;
uniforms[ "tNormal" ].texture = ImageUtils.loadTexture( "textures/normal/ninja/normal.jpg" );
uniforms[ "tAO" ].texture = ImageUtils.loadTexture( "textures/normal/ninja/ao.jpg" );
uniforms[ "tDisplacement" ].texture = ImageUtils.loadTexture( "textures/normal/ninja/displacement.jpg" );
uniforms[ "uDisplacementBias" ].value = -0.428408 * scale;
uniforms[ "uDisplacementScale" ].value = 2.436143 * scale;
uniforms[ "uPointLightPos" ].value = pointLight.position;
uniforms[ "uPointLightColor" ].value = pointLight.color;
uniforms[ "uDirLightPos" ].value = directionalLight.position;
uniforms[ "uDirLightColor" ].value = directionalLight.color;
uniforms[ "uAmbientLightColor" ].value = ambientLight.color;
uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
uniforms[ "uSpecularColor" ].value.setHex( specular );
uniforms[ "uAmbientColor" ].value.setHex( ambient );
uniforms[ "uShininess" ].value = shininess;
var material1 = new THREE.MeshShaderMaterial( { fragment_shader: fragment_shader,
vertex_shader: vertex_shader,
uniforms: uniforms
} );
var material2 = new THREE.MeshPhongMaterial( { color: diffuse, specular: specular, ambient: ambient, shininess: shininess } );
loader = new THREE.Loader( true );
document.body.appendChild( loader.statusDomElement );
loader.loadBinary( "obj/ninja/NinjaLo_bin.js", function( geometry ) { createScene( geometry, scale, material1, material2 ) }, "obj/ninja" );
webglRenderer = new THREE.WebGLRenderer( scene );
webglRenderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( webglRenderer.domElement );
var description = "normal + ao" + ( webglRenderer.supportsVertexTextures() ? " + displacement" : " + <strike>displacement</strike>" );
document.getElementById( "description" ).innerHTML = description;
document.getElementById( "vt" ).style.display = webglRenderer.supportsVertexTextures() ? "none" : "block";
if ( statsEnabled ) {
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
}
}
function createScene( geometry, scale, material1, material2 ) {
geometry.computeTangents();
mesh1 = SceneUtils.addMesh( scene, geometry, scale, -scale * 12, 0, 0, 0,0,0, material1 );
mesh2 = SceneUtils.addMesh( scene, geometry, scale, scale * 12, 0, 0, 0,0,0, material2 );
loader.statusDomElement.style.display = "none";
}
function onDocumentMouseMove(event) {
mouseX = ( event.clientX - windowHalfX ) * 10;
mouseY = ( event.clientY - windowHalfY ) * 10;
}
function loop() {
var ry = mouseX * 0.0003, rx = mouseY * 0.0003;
if( mesh1 ) {
mesh1.rotation.y = ry;
mesh1.rotation.x = rx;
}
if( mesh2 ) {
mesh2.rotation.y = ry;
mesh2.rotation.x = rx;
}
lightMesh.position.x = 2500 * Math.cos( r );
lightMesh.position.z = 2500 * Math.sin( r );
r += 0.01;
webglRenderer.render( scene, camera );
if ( statsEnabled ) stats.update();
}
function log( text ) {
var e = document.getElementById("log");
e.innerHTML = text + "<br/>" + e.innerHTML;
}
function is_browser_compatible() {
// WebGL support
try { var test = new Float32Array(1); } catch(e) { return false; }
// Web workers
return !!window.Worker;
}
</script>
</body>
</html>
+7
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@@ -0,0 +1,7 @@
<Files *.js>
SetOutputFilter DEFLATE
</Files>
<Files *.bin>
SetOutputFilter DEFLATE
</Files>
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+22
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@@ -0,0 +1,22 @@
// Converted from: ../../examples/obj/ninja/ninjaHead_Low.obj
// vertices: 4485
// faces: 4810
// materials: 0
//
// Generated with OBJ -> Three.js converter
// http://github.com/alteredq/three.js/blob/master/utils/exporters/convert_obj_threejs_slim.py
var model = {
'materials': [ {
"a_dbg_color" : 0xeeeeee,
"a_dbg_index" : 0,
"a_dbg_name" : "default"
}],
'buffers': 'NinjaLo_bin.bin',
'end': (new Date).getTime()
}
postMessage( model );
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@@ -0,0 +1,2 @@
DisplacementMap Scale: 2.436143
DisplacementMap Bias : -0.428408
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+117
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@@ -12,6 +12,8 @@ THREE.Geometry = function () {
this.geometryChunks = {};
this.hasTangents = false;
};
THREE.Geometry.prototype = {
@@ -167,6 +169,121 @@ THREE.Geometry.prototype = {
},
computeTangents: function() {
// based on http://www.terathon.com/code/tangent.html
// tangents go to vertices
var f, fl, v, vl, face, uv, vA, vB, vC, uvA, uvB, uvC,
x1, x2, y1, y2, z1, z2,
s1, s2, t1, t2, r, t, n,
tan1 = [], tan2 = [],
sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
n = new THREE.Vector3(), w;
for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
tan1[ v ] = new THREE.Vector3();
tan2[ v ] = new THREE.Vector3();
}
function handleTriangle( context, a, b, c ) {
vA = context.vertices[ a ].position;
vB = context.vertices[ b ].position;
vC = context.vertices[ c ].position;
uvA = uv[ 0 ];
uvB = uv[ 1 ];
uvC = uv[ 2 ];
x1 = vB.x - vA.x;
x2 = vC.x - vA.x;
y1 = vB.y - vA.y;
y2 = vC.y - vA.y;
z1 = vB.z - vA.z;
z2 = vC.z - vA.z;
s1 = uvB.u - uvA.u;
s2 = uvC.u - uvA.u;
t1 = uvB.v - uvA.v;
t2 = uvC.v - uvA.v;
r = 1.0 / ( s1 * t2 - s2 * t1 );
sdir.set( ( t2 * x1 - t1 * x2 ) * r,
( t2 * y1 - t1 * y2 ) * r,
( t2 * z1 - t1 * z2 ) * r );
tdir.set( ( s1 * x2 - s2 * x1 ) * r,
( s1 * y2 - s2 * y1 ) * r,
( s1 * z2 - s2 * z1 ) * r );
tan1[ a ].addSelf( sdir );
tan1[ b ].addSelf( sdir );
tan1[ c ].addSelf( sdir );
tan2[ a ].addSelf( tdir );
tan2[ b ].addSelf( tdir );
tan2[ c ].addSelf( tdir );
}
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
face = this.faces[ f ];
uv = this.uvs[ f ];
if ( face instanceof THREE.Face3 ) {
handleTriangle( this, face.a, face.b, face.c );
this.vertices[ face.a ].normal.copy( face.vertexNormals[ 0 ] );
this.vertices[ face.b ].normal.copy( face.vertexNormals[ 1 ] );
this.vertices[ face.c ].normal.copy( face.vertexNormals[ 2 ] );
} else if ( face instanceof THREE.Face4 ) {
handleTriangle( this, face.a, face.b, face.c );
// this messes up everything
// quads need to be handled differently
//handleTriangle( this, face.a, face.c, face.d );
this.vertices[ face.a ].normal.copy( face.vertexNormals[ 0 ] );
this.vertices[ face.b ].normal.copy( face.vertexNormals[ 1 ] );
this.vertices[ face.c ].normal.copy( face.vertexNormals[ 2 ] );
this.vertices[ face.d ].normal.copy( face.vertexNormals[ 3 ] );
}
}
for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
n.copy( this.vertices[ v ].normal );
t = tan1[ v ];
// Gram-Schmidt orthogonalize
tmp.copy( t );
tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
// Calculate handedness
tmp2.cross( this.vertices[ v ].normal, t );
test = tmp2.dot( tan2[ v ] );
w = (test < 0.0) ? -1.0 : 1.0;
this.vertices[ v ].tangent.set( tmp.x, tmp.y, tmp.z, w );
}
this.hasTangents = true;
},
computeBoundingBox: function () {
if ( this.vertices.length > 0 ) {
+2
View File
@@ -12,6 +12,8 @@ THREE.Vertex = function ( position, normal ) {
this.normalWorld = new THREE.Vector3();
this.normalScreen = new THREE.Vector3();
this.tangent = new THREE.Vector4();
this.__visible = true;
}
+195
View File
@@ -62,6 +62,201 @@ var ShaderUtils = {
"}"
].join("\n")
},
'normal' : {
uniforms: {
"tNormal": { type: "t", value: 2, texture: null },
"tAO": { type: "t", value: 3, texture: null },
"tDisplacement": { type: "t", value: 4, texture: null },
"uDisplacementBias": { type: "f", value: -0.5 },
"uDisplacementScale":{ type: "f", value: 2.5 },
"uPointLightPos": { type: "v3", value: new THREE.Vector3() },
"uPointLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
"uDirLightPos": { type: "v3", value: new THREE.Vector3() },
"uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
"uAmbientLightColor":{ type: "c", value: new THREE.Color( 0x050505 ) },
"uDiffuseColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
"uAmbientColor": { type: "c", value: new THREE.Color( 0x050505 ) },
"uShininess": { type: "f", value: 30 }
},
fragment_shader: [
"uniform vec3 uDirLightPos;",
"uniform vec3 uDirLightColor;",
"uniform vec3 uPointLightPos;",
"uniform vec3 uPointLightColor;",
"uniform vec3 uAmbientColor;",
"uniform vec3 uDiffuseColor;",
"uniform vec3 uSpecularColor;",
"uniform float uShininess;",
"uniform sampler2D tNormal;",
"uniform sampler2D tAO;",
"varying vec3 vTangent;",
"varying vec3 vBinormal;",
"varying vec3 vNormal;",
"varying vec2 vUv;",
"varying vec3 vLightWeighting;",
"varying vec3 vPointLightVector;",
"varying vec3 vViewPosition;",
"void main() {",
"vec3 normalTex = normalize( texture2D( tNormal, vUv ).xyz * 2.0 - 1.0 );",
"vec3 aoTex = texture2D( tAO, vUv ).xyz;",
"mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
"vec3 finalNormal = tsb * normalTex;",
"vec3 normal = normalize( finalNormal );",
"vec3 viewPosition = normalize( vViewPosition );",
// point light
"vec4 pointDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );",
"vec4 pointSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );",
"vec3 pointVector = normalize( vPointLightVector );",
"vec3 pointHalfVector = normalize( vPointLightVector + 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, uShininess );",
"pointDiffuse += vec4( uDiffuseColor, 1.0 ) * pointDiffuseWeight;",
"pointSpecular += vec4( uSpecularColor, 1.0 ) * pointSpecularWeight;",
// directional light
"vec4 dirDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );",
"vec4 dirSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );",
"vec4 lDirection = viewMatrix * vec4( uDirLightPos, 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, uShininess );",
"dirDiffuse += vec4( uDiffuseColor, 1.0 ) * dirDiffuseWeight;",
"dirSpecular += vec4( uSpecularColor, 1.0 ) * dirSpecularWeight;",
// all lights contribution summation
"vec4 totalLight = vec4( uAmbientColor, 1.0 );",
"totalLight += dirDiffuse + dirSpecular;",
"totalLight += pointDiffuse + pointSpecular;",
"gl_FragColor = vec4( totalLight.xyz * vLightWeighting * aoTex, 1.0 );",
"}"
].join("\n"),
vertex_shader: [
"attribute vec4 tangent;",
"uniform vec3 uDirLightPos;",
"uniform vec3 uDirLightColor;",
"uniform vec3 uPointLightPos;",
"uniform vec3 uPointLightColor;",
"uniform vec3 uAmbientLightColor;",
"#ifdef VERTEX_TEXTURES",
"uniform sampler2D tDisplacement;",
"uniform float uDisplacementScale;",
"uniform float uDisplacementBias;",
"#endif",
"varying vec3 vTangent;",
"varying vec3 vBinormal;",
"varying vec3 vNormal;",
"varying vec2 vUv;",
"varying vec3 vLightWeighting;",
"varying vec3 vPointLightVector;",
"varying vec3 vViewPosition;",
"void main() {",
"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
"vViewPosition = cameraPosition - mPosition.xyz;",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"vNormal = normalize( normalMatrix * normal );",
// tangent and binormal vectors
"vTangent = normalize( normalMatrix * tangent.xyz );",
"vBinormal = cross( vNormal, vTangent ) * tangent.w;",
"vBinormal = normalize( vBinormal );",
"vUv = uv;",
// ambient light
"vLightWeighting = uAmbientLightColor;",
// point light
"vec4 lPosition = viewMatrix * vec4( uPointLightPos, 1.0 );",
"vPointLightVector = normalize( lPosition.xyz - mvPosition.xyz );",
"float pointLightWeighting = max( dot( vNormal, vPointLightVector ), 0.0 );",
"vLightWeighting += uPointLightColor * pointLightWeighting;",
// directional light
"vec4 lDirection = viewMatrix * vec4( uDirLightPos, 0.0 );",
"float directionalLightWeighting = max( dot( vNormal, normalize( lDirection.xyz ) ), 0.0 );",
"vLightWeighting += uDirLightColor * directionalLightWeighting;",
// displacement mapping
"#ifdef VERTEX_TEXTURES",
"vec3 dv = texture2D( tDisplacement, uv ).xyz;",
"float df = uDisplacementScale * dv.x + uDisplacementBias;",
"vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;",
"gl_Position = projectionMatrix * displacedPosition;",
"#else",
"gl_Position = projectionMatrix * mvPosition;",
"#endif",
"}"
].join("\n")
}
}
+2 -1
View File
@@ -21,9 +21,10 @@ THREE.MeshShaderMaterial = function ( parameters ) {
this.vertex_shader = "void main() {}";
this.uniforms = {};
this.opacity = 1;
this.shading = THREE.SmoothShading;
this.blending = THREE.NormalBlending;
this.wireframe = false;
this.wireframe_linewidth = 1;
this.wireframe_linecap = 'round';
+80 -12
View File
@@ -159,13 +159,14 @@ THREE.WebGLRenderer = function ( scene ) {
this.createBuffers = function ( object, g ) {
var f, fl, fi, face, vertexNormals, normal, uv, v1, v2, v3, v4, m, ml, i,
var f, fl, fi, face, vertexNormals, normal, uv, v1, v2, v3, v4, t1, t2, t3, t4, m, ml, i,
faceArray = [],
lineArray = [],
vertexArray = [],
normalArray = [],
tangentArray = [],
uvArray = [],
vertexIndex = 0,
@@ -193,8 +194,21 @@ THREE.WebGLRenderer = function ( scene ) {
vertexArray.push( v2.x, v2.y, v2.z );
vertexArray.push( v3.x, v3.y, v3.z );
if ( object.geometry.hasTangents ) {
t1 = object.geometry.vertices[ face.a ].tangent;
t2 = object.geometry.vertices[ face.b ].tangent;
t3 = object.geometry.vertices[ face.c ].tangent;
tangentArray.push( t1.x, t1.y, t1.z, t1.w );
tangentArray.push( t2.x, t2.y, t2.z, t2.w );
tangentArray.push( t3.x, t3.y, t3.z, t3.w );
}
if ( vertexNormals.length == 3 && needsSmoothNormals ) {
for ( i = 0; i < 3; i ++ ) {
normalArray.push( vertexNormals[ i ].x, vertexNormals[ i ].y, vertexNormals[ i ].z );
@@ -242,15 +256,29 @@ THREE.WebGLRenderer = function ( scene ) {
vertexArray.push( v2.x, v2.y, v2.z );
vertexArray.push( v3.x, v3.y, v3.z );
vertexArray.push( v4.x, v4.y, v4.z );
if ( object.geometry.hasTangents ) {
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;
tangentArray.push( t1.x, t1.y, t1.z, t1.w );
tangentArray.push( t2.x, t2.y, t2.z, t2.w );
tangentArray.push( t3.x, t3.y, t3.z, t3.w );
tangentArray.push( t4.x, t4.y, t4.z, t4.w );
}
if ( vertexNormals.length == 4 && needsSmoothNormals ) {
for ( i = 0; i < 4; i ++ ) {
normalArray.push( vertexNormals[ i ].x, vertexNormals[ i ].y, vertexNormals[ i ].z );
}
} else {
for ( i = 0; i < 4; i ++ ) {
@@ -302,6 +330,14 @@ THREE.WebGLRenderer = function ( scene ) {
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLNormalBuffer );
_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( normalArray ), _gl.STATIC_DRAW );
if ( object.geometry.hasTangents ) {
geometryChunk.__webGLTangentBuffer = _gl.createBuffer();
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLTangentBuffer );
_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( tangentArray ), _gl.STATIC_DRAW );
}
if ( uvArray.length > 0 ) {
geometryChunk.__webGLUVBuffer = _gl.createBuffer();
@@ -346,7 +382,7 @@ THREE.WebGLRenderer = function ( scene ) {
}
cacheUniformLocations( material.program, identifiers );
cacheAttributeLocations( material.program, [ "position", "normal", "uv" ] );
cacheAttributeLocations( material.program, [ "position", "normal", "uv", "tangent" ] );
}
@@ -374,12 +410,13 @@ THREE.WebGLRenderer = function ( scene ) {
this.loadCamera( program, camera );
this.loadMatrices( program );
if ( material instanceof THREE.MeshShaderMaterial ) {
mWireframe = material.wireframe;
mLineWidth = material.wireframe_linewidth;
mBlending = material.blending;
setUniforms( program, material.uniforms );
}
@@ -505,6 +542,15 @@ THREE.WebGLRenderer = function ( scene ) {
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLNormalBuffer );
_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
// tangents
if ( attributes.tangent >= 0 ) {
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLTangentBuffer );
_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
}
// uvs
if ( attributes.uv >= 0 ) {
@@ -826,6 +872,19 @@ THREE.WebGLRenderer = function ( scene ) {
};
this.supportsVertexTextures = function() {
return maxVertexTextures() > 0;
};
function maxVertexTextures() {
return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
};
function initGL() {
try {
@@ -888,7 +947,6 @@ THREE.WebGLRenderer = function ( scene ) {
"uniform int pointLightNumber;",
"uniform int directionalLightNumber;",
maxDirLights ? "uniform mat4 viewMatrix;" : "",
maxDirLights ? "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];" : "",
"varying vec3 vNormal;",
@@ -939,7 +997,7 @@ THREE.WebGLRenderer = function ( scene ) {
"} else if ( material == 4 ) { ",
"gl_FragColor = vec4( 0.5*normalize( vNormal ) + vec3(0.5, 0.5, 0.5), mOpacity );",
"gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, mOpacity );",
// Depth
@@ -1094,9 +1152,6 @@ THREE.WebGLRenderer = function ( scene ) {
maxPointLights ? "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];" : "",
maxPointLights ? "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];" : "",
"uniform mat4 viewMatrix;",
"uniform mat3 normalMatrix;",
"varying vec3 vNormal;",
"varying vec2 vUv;",
@@ -1137,7 +1192,7 @@ THREE.WebGLRenderer = function ( scene ) {
maxDirLights ? "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {" : "",
maxDirLights ? "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );" : "",
maxDirLights ? "float directionalLightWeighting = max( dot( transformedNormal, normalize(lDirection.xyz ) ), 0.0 );" : "",
maxDirLights ? "float directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );" : "",
maxDirLights ? "vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;" : "",
maxDirLights ? "}" : "",
@@ -1181,13 +1236,18 @@ THREE.WebGLRenderer = function ( scene ) {
"#ifdef GL_ES",
"precision highp float;",
"#endif",
"uniform mat4 viewMatrix;",
""
].join("\n"),
prefix_vertex = [
maxVertexTextures() > 0 ? "#define VERTEX_TEXTURES" : "",
"uniform mat4 objectMatrix;",
"uniform mat4 modelViewMatrix;",
"uniform mat4 projectionMatrix;",
"uniform mat4 viewMatrix;",
"uniform mat3 normalMatrix;",
"uniform vec3 cameraPosition;",
"attribute vec3 position;",
"attribute vec3 normal;",
@@ -1231,6 +1291,14 @@ THREE.WebGLRenderer = function ( scene ) {
} else if( type == "f" ) {
_gl.uniform1f( location, value );
} else if( type == "v3" ) {
_gl.uniform3f( location, value.x, value.y, value.z );
} else if( type == "c" ) {
_gl.uniform3f( location, value.r, value.g, value.b );
} else if( type == "t" ) {