Added mesh stroke materials (wireframe) to WebGLRenderer.

Added multipass multimaterials to WebGLRenderer.

Refactored WebGLRenderer shader to become proto-mini-ubershader (untershader :).

Line width is currently not set properly on Chrome in Windows:

http://code.google.com/p/chromium/issues/detail?id=60124
This commit is contained in:
alteredq
2010-10-22 02:46:56 +02:00
parent ce000d482f
commit ecae266e8a
2 changed files with 417 additions and 292 deletions
+5 -2
View File
@@ -37,7 +37,7 @@
<br/>
<p>Best viewed in Chrome 7/8 or Firefox 4 using WebGL renderer.
<p>Canvas renderer is very slow on anything other than Chrome.
<p>Multi-materials currently work only in canvas renderer.
<p><a href="http://code.google.com/p/chromium/issues/detail?id=60124">Line width is not set properly</a> on Chrome in Windows.
</div>
<div id="log"></div>
@@ -148,7 +148,10 @@
sphere = new Sphere( 100, 16, 8, 1 );
for (var i=0; i<10; i++) {
mesh = new THREE.Mesh( sphere, [new THREE.MeshColorFillMaterial( 0xffffff ), new THREE.MeshColorStrokeMaterial(0x000000, 1, 1.5)] );
//mesh = new THREE.Mesh( sphere, new THREE.MeshColorFillMaterial( 0xffffff ) );
mesh = new THREE.Mesh( sphere, [ new THREE.MeshColorFillMaterial( 0xffffff ), new THREE.MeshColorStrokeMaterial( 0x000000, 1, 1.5 ) ] );
//mesh = new THREE.Mesh( sphere, new THREE.MeshColorStrokeMaterial( 0x00aa00, 1, 1.5 ) );
//mesh = new THREE.Mesh( sphere, new THREE.MeshFaceColorStrokeMaterial( 2.5 ) );
mesh.position.x = 500 * (Math.random() - 0.5);
mesh.position.y = 500 * (Math.random() - 0.5);
mesh.position.z = 500 * (Math.random() - 0.5);
+412 -290
View File
@@ -5,8 +5,9 @@
THREE.WebGLRenderer = function () {
var _canvas = document.createElement( 'canvas' ), _gl, _program,
viewMatrix = new THREE.Matrix4(), normalMatrix;
var _canvas = document.createElement( 'canvas' ),
_gl, _program,
_viewMatrix = new THREE.Matrix4(), _normalMatrix;
this.domElement = _canvas;
this.autoClear = true;
@@ -14,6 +15,9 @@ THREE.WebGLRenderer = function () {
initGL();
initProgram();
// material constants used in shader
var COLORFILL = 0, COLORSTROKE = 1, FACECOLORFILL = 2, FACECOLORSTROKE = 3, BITMAP = 4;
this.setSize = function ( width, height ) {
_canvas.width = width;
@@ -28,21 +32,10 @@ THREE.WebGLRenderer = function () {
};
this.render = function ( scene, camera ) {
var face, faceColor, object, material, normal, lightColor, lightPosition, light,
vertexArray, faceArray, colorArray, normalArray, vertexIndex,
o, ol, f, fl, m, ml, i, v1, v2, v3, v4,
l, ll,
uv, uvArray;
if ( this.autoClear ) {
this.clear();
}
//lighting
this.setupLights = function ( scene ) {
var l, ll, lightColor, lightPosition, light;
_gl.uniform1i( _program.enableLighting, scene.lights.length );
for ( l = 0, ll = scene.lights.length; l < ll; l++ ) {
@@ -54,7 +47,7 @@ THREE.WebGLRenderer = function () {
lightColor = light.color;
_gl.uniform3f( _program.ambientColor, lightColor.r, lightColor.g, lightColor.b );
} else if( light instanceof THREE.DirectionalLight ) {
} else if ( light instanceof THREE.DirectionalLight ) {
lightColor = light.color;
lightPosition = light.position;
@@ -64,270 +57,384 @@ THREE.WebGLRenderer = function () {
}
}
};
this.createBuffers = function ( object, materialIndex ) {
var materialFace = object.materialFaces[ materialIndex ];
var material = object.material[ materialIndex ];
var faceArray = [];
var lineArray = [];
var vertexArray = [];
var colorArray = [];
var normalArray = [];
var uvArray = [];
var vertexIndex = 0;
var f, fl, fi, face, faceColor, vertexNormals, normal, uv, v1, v2, v3, v4;
for ( f = 0, fl = materialFace.faces.length; f < fl; f++ ) {
fi = materialFace.faces[f];
face = object.geometry.faces[ fi ];
faceColor = face.color;
vertexNormals = face.vertexNormals;
normal = face.normal;
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;
vertexArray.push( v1.x, v1.y, v1.z );
vertexArray.push( v2.x, v2.y, v2.z );
vertexArray.push( v3.x, v3.y, v3.z );
if ( vertexNormals.length == 3 ) {
normalArray.push( vertexNormals[0].x, vertexNormals[0].y, vertexNormals[0].z );
normalArray.push( vertexNormals[1].x, vertexNormals[1].y, vertexNormals[1].z );
normalArray.push( vertexNormals[2].x, vertexNormals[2].y, vertexNormals[2].z );
}
else {
normalArray.push( normal.x, normal.y, normal.z );
normalArray.push( normal.x, normal.y, normal.z );
normalArray.push( normal.x, normal.y, normal.z );
}
colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
if ( uv ) {
uvArray.push( uv[0].u, uv[0].v );
uvArray.push( uv[1].u, uv[1].v );
uvArray.push( uv[2].u, uv[2].v );
}
faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 );
// TODO: don't add lines that already exist (faces sharing edge)
lineArray.push( vertexIndex, vertexIndex + 1 );
lineArray.push( vertexIndex, vertexIndex + 2 );
lineArray.push( vertexIndex + 1, vertexIndex + 2 );
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;
vertexArray.push( v1.x, v1.y, v1.z );
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 ( vertexNormals.length == 4 ) {
normalArray.push( vertexNormals[0].x, vertexNormals[0].y, vertexNormals[0].z );
normalArray.push( vertexNormals[1].x, vertexNormals[1].y, vertexNormals[1].z );
normalArray.push( vertexNormals[2].x, vertexNormals[2].y, vertexNormals[2].z );
normalArray.push( vertexNormals[3].x, vertexNormals[3].y, vertexNormals[3].z );
}
else {
normalArray.push( normal.x, normal.y, normal.z );
normalArray.push( normal.x, normal.y, normal.z );
normalArray.push( normal.x, normal.y, normal.z );
normalArray.push( normal.x, normal.y, normal.z );
}
colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
if ( uv ) {
uvArray.push( uv[0].u, uv[0].v );
uvArray.push( uv[1].u, uv[1].v );
uvArray.push( uv[2].u, uv[2].v );
uvArray.push( uv[3].u, uv[3].v );
}
faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 );
faceArray.push( vertexIndex, vertexIndex + 2, vertexIndex + 3 );
// TODO: don't add lines that already exist (faces sharing edge)
lineArray.push( vertexIndex, vertexIndex + 1 );
lineArray.push( vertexIndex, vertexIndex + 2 );
lineArray.push( vertexIndex, vertexIndex + 3 );
lineArray.push( vertexIndex + 1, vertexIndex + 2 );
lineArray.push( vertexIndex + 2, vertexIndex + 3 );
vertexIndex += 4;
}
}
if ( !vertexArray.length ) {
return;
}
/*
log( "vertices: " + vertexArray.length/3 );
log( "faces: " + faceArray.length/3 );
log( "normals: " + normalArray.length/3 );
log( "colors: " + colorArray.length/4 );
log( "uvs: " + uvArray.length/2 );
*/
materialFace.__webGLVertexBuffer = _gl.createBuffer();
_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLVertexBuffer );
_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( vertexArray ), _gl.STATIC_DRAW );
materialFace.__webGLNormalBuffer = _gl.createBuffer();
_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLNormalBuffer );
_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( normalArray ), _gl.STATIC_DRAW );
materialFace.__webGLColorBuffer = _gl.createBuffer();
_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLColorBuffer );
_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( colorArray ), _gl.STATIC_DRAW );
materialFace.__webGLUVBuffer = _gl.createBuffer();
_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLUVBuffer );
_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( uvArray ), _gl.STATIC_DRAW );
materialFace.__webGLFaceBuffer = _gl.createBuffer();
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFace.__webGLFaceBuffer );
_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( faceArray ), _gl.STATIC_DRAW );
materialFace.__webGLLineBuffer = _gl.createBuffer();
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFace.__webGLLineBuffer );
_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( lineArray ), _gl.STATIC_DRAW );
materialFace.__webGLFaceCount = faceArray.length;
materialFace.__webGLLineCount = lineArray.length;
}
this.renderMesh = function ( object, camera ) {
var m, ml, mf, material, materialFace, fi, lineWidth;
// create separate VBOs per material
for (var mf in object.materialFaces ) {
materialFace = object.materialFaces[ mf ];
material = object.material[ mf ];
if( !material ) continue;
// initialise on the first access
if( !materialFace.__webGLVertexBuffer ) {
this.createBuffers( object, mf );
}
for ( m = 0, ml = object.material.length; m < ml; m++ ) {
material = object.material[ m ];
if ( material instanceof THREE.MeshBitmapUVMappingMaterial &&
!( m == mf || mf == material.decalIndex ) ) {
continue;
}
//if ( m == element.materialIndex || element.materialIndex == material.decalIndex )
if ( material instanceof THREE.MeshColorFillMaterial ) {
color = material.color;
_gl.uniform4f( _program.uniformColor, color.r, color.g, color.b, color.a );
_gl.uniform1i( _program.material, COLORFILL );
} else if ( material instanceof THREE.MeshColorStrokeMaterial ) {
lineWidth = material.lineWidth;
color = material.color;
_gl.uniform4f( _program.uniformColor, color.r, color.g, color.b, color.a );
_gl.uniform1i( _program.material, COLORSTROKE );
} else if ( material instanceof THREE.MeshFaceColorFillMaterial ) {
_gl.uniform1i( _program.material, FACECOLORFILL );
} else if ( material instanceof THREE.MeshFaceColorStrokeMaterial ) {
lineWidth = material.lineWidth;
_gl.uniform1i( _program.material, FACECOLORSTROKE );
} else if ( material instanceof THREE.MeshBitmapUVMappingMaterial ) {
if ( !material.__webGLTexture && material.loaded ) {
material.__webGLTexture = _gl.createTexture();
_gl.bindTexture( _gl.TEXTURE_2D, material.__webGLTexture );
_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, material.bitmap ) ;
_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.LINEAR );
//_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_NEAREST );
_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_LINEAR );
_gl.generateMipmap( _gl.TEXTURE_2D );
_gl.bindTexture( _gl.TEXTURE_2D, null );
}
_gl.activeTexture( _gl.TEXTURE0 );
_gl.bindTexture( _gl.TEXTURE_2D, material.__webGLTexture );
_gl.uniform1i( _program.diffuse, 0 );
_gl.uniform1i( _program.material, BITMAP );
}
// vertices
_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLVertexBuffer );
_gl.vertexAttribPointer( _program.position, 3, _gl.FLOAT, false, 0, 0 );
// normals
_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLNormalBuffer );
_gl.vertexAttribPointer( _program.normal, 3, _gl.FLOAT, false, 0, 0 );
// colors
_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLColorBuffer );
_gl.vertexAttribPointer( _program.color, 4, _gl.FLOAT, false, 0, 0 );
// uvs
if ( material instanceof THREE.MeshBitmapUVMappingMaterial ) {
_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLUVBuffer );
_gl.enableVertexAttribArray( _program.uv );
_gl.vertexAttribPointer( _program.uv, 2, _gl.FLOAT, false, 0, 0 );
}
else {
_gl.disableVertexAttribArray( _program.uv );
}
// render triangles
if ( material instanceof THREE.MeshBitmapUVMappingMaterial ||
material instanceof THREE.MeshFaceColorFillMaterial ||
material instanceof THREE.MeshColorFillMaterial ) {
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFace.__webGLFaceBuffer );
_gl.drawElements( _gl.TRIANGLES, materialFace.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
}
// render lines
else if ( material instanceof THREE.MeshColorStrokeMaterial ||
material instanceof THREE.MeshFaceColorStrokeMaterial ) {
_gl.lineWidth( lineWidth );
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFace.__webGLLineBuffer );
_gl.drawElements( _gl.LINES, materialFace.__webGLLineCount, _gl.UNSIGNED_SHORT, 0 );
}
}
}
};
this.setupMatrices = function ( object, camera ) {
_viewMatrix.multiply( camera.matrix, object.matrix );
_program.viewMatrixArray = new Float32Array( _viewMatrix.flatten() );
_program.projectionMatrixArray = new Float32Array( camera.projectionMatrix.flatten() );
_normalMatrix = THREE.Matrix4.makeInvert( _viewMatrix ).transpose();
_program.normalMatrixArray = new Float32Array( _normalMatrix.flatten() );
_gl.uniformMatrix4fv( _program.viewMatrix, false, _program.viewMatrixArray );
_gl.uniformMatrix4fv( _program.projectionMatrix, false, _program.projectionMatrixArray );
_gl.uniformMatrix4fv( _program.normalMatrix, false, _program.normalMatrixArray );
};
this.render = function ( scene, camera ) {
var o, ol, object;
if ( this.autoClear ) {
this.clear();
}
this.setupLights( scene );
for ( o = 0, ol = scene.objects.length; o < ol; o++ ) {
object = scene.objects[ o ];
var materialFace, fi;
this.setupMatrices( object, camera );
if ( object instanceof THREE.Mesh ) {
viewMatrix.multiply( camera.matrix, object.matrix );
this.renderMesh( object, camera );
} else if ( object instanceof THREE.Line ) {
// TODO
_program.viewMatrixArray = new Float32Array( viewMatrix.flatten() );
_program.projectionMatrixArray = new Float32Array( camera.projectionMatrix.flatten() );
// It would be very inefficient to do lines one-by-one.
// This will need a complete redesign from how CanvasRenderer does it.
// Though it could be brute forced, if only used for lightweight
// stuff (as CanvasRenderer can only handle small number of elements
// anyways).
// Heavy-duty wireframe lines are handled efficiently in mesh renderer.
normalMatrix = THREE.Matrix4.makeInvert(viewMatrix).transpose();
_program.normalMatrixArray = new Float32Array( normalMatrix.flatten() );
_gl.uniformMatrix4fv( _program.viewMatrix, false, _program.viewMatrixArray );
_gl.uniformMatrix4fv( _program.projectionMatrix, false, _program.projectionMatrixArray );
_gl.uniformMatrix4fv( _program.normalMatrix, false, _program.normalMatrixArray );
// create separate VBOs per material
for (var m in object.materialFaces ) {
materialFace = object.materialFaces[m];
material = object.material[m];
if( !material ) continue;
//log(material);
if( !materialFace.__webGLVertexBuffer ) {
vertexArray = [];
faceArray = [];
colorArray = [];
normalArray = [];
uvArray = [];
vertexIndex = 0;
//log( "object.geometry.uvs: " + object.geometry.uvs.length + " " + object.geometry.uvs);
for ( f = 0, fl = materialFace.faces.length; f < fl; f++ ) {
fi = materialFace.faces[f];
face = object.geometry.faces[ fi ];
faceColor = face.color;
vertexNormals = face.vertexNormals;
normal = face.normal;
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;
vertexArray.push( v1.x, v1.y, v1.z );
vertexArray.push( v2.x, v2.y, v2.z );
vertexArray.push( v3.x, v3.y, v3.z );
if ( vertexNormals.length == 3 ) {
normalArray.push( vertexNormals[0].x, vertexNormals[0].y, vertexNormals[0].z );
normalArray.push( vertexNormals[1].x, vertexNormals[1].y, vertexNormals[1].z );
normalArray.push( vertexNormals[2].x, vertexNormals[2].y, vertexNormals[2].z );
}
else {
normalArray.push( normal.x, normal.y, normal.z );
normalArray.push( normal.x, normal.y, normal.z );
normalArray.push( normal.x, normal.y, normal.z );
}
colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
if ( uv ) {
uvArray.push( uv[0].u, uv[0].v );
uvArray.push( uv[1].u, uv[1].v );
uvArray.push( uv[2].u, uv[2].v );
}
faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 );
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;
vertexArray.push( v1.x, v1.y, v1.z );
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 ( vertexNormals.length == 4 ) {
normalArray.push( vertexNormals[0].x, vertexNormals[0].y, vertexNormals[0].z );
normalArray.push( vertexNormals[1].x, vertexNormals[1].y, vertexNormals[1].z );
normalArray.push( vertexNormals[2].x, vertexNormals[2].y, vertexNormals[2].z );
normalArray.push( vertexNormals[3].x, vertexNormals[3].y, vertexNormals[3].z );
}
else {
normalArray.push( normal.x, normal.y, normal.z );
normalArray.push( normal.x, normal.y, normal.z );
normalArray.push( normal.x, normal.y, normal.z );
normalArray.push( normal.x, normal.y, normal.z );
}
colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
if ( uv ) {
uvArray.push( uv[0].u, uv[0].v );
uvArray.push( uv[1].u, uv[1].v );
uvArray.push( uv[2].u, uv[2].v );
uvArray.push( uv[3].u, uv[3].v );
}
faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 );
faceArray.push( vertexIndex, vertexIndex + 2, vertexIndex + 3 );
vertexIndex += 4;
}
}
if ( !vertexArray.length ) {
continue;
}
/*
log( "vertices: " + vertexArray.length/3 );
log( "faces: " + faceArray.length/3 );
log( "normals: " + normalArray.length/3 );
log( "colors: " + colorArray.length/4 );
log( "uvs: " + uvArray.length/2 );
*/
materialFace.__webGLVertexBuffer = _gl.createBuffer();
_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLVertexBuffer );
_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( vertexArray ), _gl.STATIC_DRAW );
materialFace.__webGLNormalBuffer = _gl.createBuffer();
_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLNormalBuffer );
_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( normalArray ), _gl.STATIC_DRAW );
if( material instanceof THREE.MeshFaceColorFillMaterial || material instanceof THREE.MeshBitmapUVMappingMaterial ) {
materialFace.__webGLColorBuffer = _gl.createBuffer();
_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLColorBuffer );
_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( colorArray ), _gl.STATIC_DRAW );
}
materialFace.__webGLUVBuffer = _gl.createBuffer();
_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLUVBuffer );
_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( uvArray ), _gl.STATIC_DRAW );
materialFace.__webGLFaceBuffer = _gl.createBuffer();
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFace.__webGLFaceBuffer );
_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( faceArray ), _gl.STATIC_DRAW );
materialFace.__webGLFaceCount = faceArray.length;
}
if ( material instanceof THREE.MeshColorFillMaterial ) {
if ( !materialFace.__webGLColorBuffer ) {
colorArray = [];
for ( i = 0; i < materialFace.__webGLFaceCount; i ++ ) {
colorArray.push( material.color.r, material.color.g, material.color.b, material.color.a );
}
materialFace.__webGLColorBuffer = _gl.createBuffer();
_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLColorBuffer );
_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( colorArray ), _gl.STATIC_DRAW );
}
_gl.uniform1i( _program.enableTexture, 0 );
} else if ( material instanceof THREE.MeshFaceColorFillMaterial ) {
_gl.uniform1i( _program.enableTexture, 0 );
} else if ( material instanceof THREE.MeshBitmapUVMappingMaterial ) {
if ( !material.__webGLTexture && material.loaded ) {
//log(material.bitmap);
material.__webGLTexture = _gl.createTexture();
_gl.bindTexture( _gl.TEXTURE_2D, material.__webGLTexture );
_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, material.bitmap ) ;
_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.LINEAR );
//_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_NEAREST );
_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_LINEAR );
_gl.generateMipmap( _gl.TEXTURE_2D );
_gl.bindTexture( _gl.TEXTURE_2D, null );
}
_gl.uniform1i( _program.enableTexture, 1 );
_gl.activeTexture( _gl.TEXTURE0 );
_gl.bindTexture( _gl.TEXTURE_2D, material.__webGLTexture );
_gl.uniform1i( _program.diffuse, 0 );
}
// vertices
_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLVertexBuffer );
_gl.vertexAttribPointer( _program.position, 3, _gl.FLOAT, false, 0, 0 );
// normals
_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLNormalBuffer );
_gl.vertexAttribPointer( _program.normal, 3, _gl.FLOAT, false, 0, 0 );
// uvs
_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLUVBuffer );
if ( object.geometry.uvs.length ) {
_gl.enableVertexAttribArray( _program.uv );
_gl.vertexAttribPointer( _program.uv, 2, _gl.FLOAT, false, 0, 0 );
}
else {
_gl.disableVertexAttribArray( _program.uv );
}
// colors
_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLColorBuffer );
_gl.enableVertexAttribArray( _program.color );
_gl.vertexAttribPointer( _program.color, 4, _gl.FLOAT, false, 0, 0 );
// render faces
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFace.__webGLFaceBuffer );
_gl.drawElements( _gl.TRIANGLES, materialFace.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
}
} else if ( object instanceof THREE.Particle ) {
// TODO
// The same as with lines, particles shouldn't be handled one-by-one.
// Again, heavy duty particle system would require different approach,
// like one VBO per particle system and then update attribute arrays,
// though the best would be to move also behavior computation
// into the shader (ala http://spidergl.org/example.php?id=11)
}
}
};
@@ -370,19 +477,32 @@ THREE.WebGLRenderer = function () {
"precision highp float;",
"#endif",
"uniform bool enableTexture;",
"uniform sampler2D diffuse;",
"varying vec2 vuv;",
"varying vec4 vcolor;",
"uniform vec4 uniformColor;",
"varying vec2 vertexUv;",
"varying vec4 vertexColor;",
"varying vec3 lightWeighting;",
"uniform int material;", // 0 - ColorFill, 1 - ColorStroke, 2 - FaceColorFill, 3 - FaceColorStroke, 4 - Bitmap
"void main(){",
"if(enableTexture) {",
"vec4 texelColor = texture2D(diffuse, vuv);",
"if(material==4) {", // texture
"vec4 texelColor = texture2D(diffuse, vertexUv);",
"gl_FragColor = vec4(texelColor.rgb * lightWeighting, texelColor.a);",
"} else {",
"gl_FragColor = vec4(vcolor.rgb * lightWeighting, vcolor.a);",
"} else if(material==3) {", // wireframe using vertex color
"gl_FragColor = vec4(vertexColor.rgb * lightWeighting, vertexColor.a);",
"} else if(material==2) {", // triangle using vertex color
"gl_FragColor = vec4(vertexColor.rgb * lightWeighting, vertexColor.a);",
"} else if(material==1) {", // wireframe using uniform color
"gl_FragColor = vec4(uniformColor.rgb * lightWeighting, uniformColor.a);",
"} else {", // triangle using uniform color
"gl_FragColor = vec4(uniformColor.rgb * lightWeighting, uniformColor.a);",
"}",
"}"
].join("\n") ) );
@@ -401,22 +521,23 @@ THREE.WebGLRenderer = function () {
"uniform mat4 viewMatrix;",
"uniform mat4 projectionMatrix;",
"uniform mat4 normalMatrix;",
"varying vec4 vcolor;",
"varying vec4 vertexColor;",
"varying vec2 vertexUv;",
"varying vec3 lightWeighting;",
"varying vec2 vuv;",
"void main(void) {",
"if(!enableLighting) {",
"lightWeighting = vec3(1.0, 1.0, 1.0);",
"} else {",
"vec4 transformedNormal = normalMatrix * vec4(normal, 1.0);",
"float directionalLightWeighting = max(dot(normalize(transformedNormal.xyz), lightingDirection), 0.0);",
"lightWeighting = ambientColor + directionalColor * directionalLightWeighting;",
"}",
"if(!enableLighting) {",
"lightWeighting = vec3(1.0, 1.0, 1.0);",
"} else {",
"vec4 transformedNormal = normalMatrix * vec4(normal, 1.0);",
"float directionalLightWeighting = max(dot(normalize(transformedNormal.xyz), lightingDirection), 0.0);",
"lightWeighting = ambientColor + directionalColor * directionalLightWeighting;",
"}",
"vcolor = color;",
"vuv = uv;",
"vertexColor = color;",
"vertexUv = uv;",
"gl_Position = projectionMatrix * viewMatrix * vec4( position, 1.0 );",
"}"].join("\n") ) );
@@ -440,7 +561,8 @@ THREE.WebGLRenderer = function () {
_program.directionalColor = _gl.getUniformLocation(_program, 'directionalColor');
_program.lightingDirection = _gl.getUniformLocation(_program, 'lightingDirection');
_program.enableTexture = _gl.getUniformLocation(_program, 'enableTexture');
_program.material = _gl.getUniformLocation(_program, 'material');
_program.uniformColor = _gl.getUniformLocation(_program, 'uniformColor');
_program.color = _gl.getAttribLocation( _program, "color" );
_gl.enableVertexAttribArray( _program.color );