Files
three.js/src/renderers/WebGLRenderer.js
T
alteredq ac5276b41f Added normal + ambient occlusion + displacement mapping demo.
A lot of things going on in this commit:

- added tangents computation for geometries
    - mesh must have UV coordinates
    - to be called explicitly once geometry is loaded like this: geometry.computeTangents()
    - tangents are stored in Vertex objects
    - quads are not solved properly (though workaround hack seems to work at least somehow, as far as each vertex appears at least somewhere)

- extended VBOs in WebGLRenderer to include tangent streams (when available)

- added "normal" shader to ShaderUtils (to be used with MeshShaderMaterial)
   - Blinn-Phong with one directional and one point light (7 varyings gone, just one spare)
   - normal maps are in tangent space
   - displacement maps use simple luminance value (could be changed if better precision is needed)

- displacement mapping uses vertex texture fetch
    - this requires GPU with Shader Model 3.0
    - not currently supported in ANGLE
    - for this, added "supportsVertexTextures" method to WebGLRenderer API, so that application can handle this
2010-12-09 12:27:49 +01:00

1647 lines
41 KiB
JavaScript

/**
* @author supereggbert / http://www.paulbrunt.co.uk/
* @author mrdoob / http://mrdoob.com/
* @author alteredq / http://alteredqualia.com/
*/
THREE.WebGLRenderer = function ( scene ) {
// Currently you can use just up to 4 directional / point lights total.
// Chrome barfs on shader linking when there are more than 4 lights :(
// The problem comes from shader using too many varying vectors.
// This is not GPU limitation as the same shader works ok in Firefox
// and Chrome with "--use-gl=desktop" flag.
// Difference comes from Chrome on Windows using by default ANGLE,
// thus going DirectX9 route (while FF uses OpenGL).
// See http://code.google.com/p/chromium/issues/detail?id=63491
var _canvas = document.createElement( 'canvas' ), _gl,
_oldProgram, _uberProgram,
_modelViewMatrix = new THREE.Matrix4(), _normalMatrix,
_viewMatrixArray = new Float32Array(16),
_modelViewMatrixArray = new Float32Array(16),
_projectionMatrixArray = new Float32Array(16),
_normalMatrixArray = new Float32Array(9),
_objectMatrixArray = new Float32Array(16),
// ubershader material constants
BASIC = 0, LAMBERT = 1, PHONG = 2, DEPTH = 3, NORMAL = 4, CUBE = 5,
// heuristics to create shader parameters according to lights in the scene
// (not to blow over maxLights budget)
maxLightCount = allocateLights( scene, 4 );
this.domElement = _canvas;
this.autoClear = true;
initGL();
_uberProgram = initUbershader( maxLightCount.directional, maxLightCount.point );
_oldProgram = _uberProgram;
//alert( dumpObject( getGLParams() ) );
this.setSize = function ( width, height ) {
_canvas.width = width;
_canvas.height = height;
_gl.viewport( 0, 0, _canvas.width, _canvas.height );
};
this.clear = function () {
_gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT );
};
this.setupLights = function ( program, lights ) {
var l, ll, light, r, g, b,
ambientLights = [], pointLights = [], directionalLights = [],
colors = [], positions = [];
_gl.uniform1i( program.uniforms.enableLighting, lights.length );
for ( l = 0, ll = lights.length; l < ll; l++ ) {
light = lights[ l ];
if ( light instanceof THREE.AmbientLight ) {
ambientLights.push( light );
} else if ( light instanceof THREE.DirectionalLight ) {
directionalLights.push( light );
} else if( light instanceof THREE.PointLight ) {
pointLights.push( light );
}
}
// sum all ambient lights
r = g = b = 0.0;
for ( l = 0, ll = ambientLights.length; l < ll; l++ ) {
r += ambientLights[ l ].color.r;
g += ambientLights[ l ].color.g;
b += ambientLights[ l ].color.b;
}
_gl.uniform3f( program.uniforms.ambientLightColor, r, g, b );
// pass directional lights as float arrays
colors = []; positions = [];
for ( l = 0, ll = directionalLights.length; l < ll; l++ ) {
light = directionalLights[ l ];
colors.push( light.color.r * light.intensity );
colors.push( light.color.g * light.intensity );
colors.push( light.color.b * light.intensity );
positions.push( light.position.x );
positions.push( light.position.y );
positions.push( light.position.z );
}
if ( directionalLights.length ) {
_gl.uniform1i( program.uniforms.directionalLightNumber, directionalLights.length );
_gl.uniform3fv( program.uniforms.directionalLightDirection, positions );
_gl.uniform3fv( program.uniforms.directionalLightColor, colors );
}
// pass point lights as float arrays
colors = []; positions = [];
for ( l = 0, ll = pointLights.length; l < ll; l++ ) {
light = pointLights[ l ];
colors.push( light.color.r * light.intensity );
colors.push( light.color.g * light.intensity );
colors.push( light.color.b * light.intensity );
positions.push( light.position.x );
positions.push( light.position.y );
positions.push( light.position.z );
}
if ( pointLights.length ) {
_gl.uniform1i( program.uniforms.pointLightNumber, pointLights.length );
_gl.uniform3fv( program.uniforms.pointLightPosition, positions );
_gl.uniform3fv( program.uniforms.pointLightColor, colors );
}
};
this.createBuffers = function ( object, g ) {
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,
geometryChunk = object.geometry.geometryChunks[ g ],
needsSmoothNormals = bufferNeedsSmoothNormals ( geometryChunk, object );
for ( f = 0, fl = geometryChunk.faces.length; f < fl; f++ ) {
fi = geometryChunk.faces[ f ];
face = object.geometry.faces[ fi ];
vertexNormals = face.vertexNormals;
faceNormal = 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 ( 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 );
}
} else {
for ( i = 0; i < 3; i ++ ) {
normalArray.push( faceNormal.x, faceNormal.y, faceNormal.z );
}
}
if ( uv ) {
for ( i = 0; i < 3; i ++ ) {
uvArray.push( uv[ i ].u, uv[ i ].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 ( 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 ++ ) {
normalArray.push( faceNormal.x, faceNormal.y, faceNormal.z );
}
}
if ( uv ) {
for ( i = 0; i < 4; i ++ ) {
uvArray.push( uv[ i ].u, uv[ i ].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;
}
geometryChunk.__webGLVertexBuffer = _gl.createBuffer();
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLVertexBuffer );
_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( vertexArray ), _gl.STATIC_DRAW );
geometryChunk.__webGLNormalBuffer = _gl.createBuffer();
_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();
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLUVBuffer );
_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( uvArray ), _gl.STATIC_DRAW );
}
geometryChunk.__webGLFaceBuffer = _gl.createBuffer();
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLFaceBuffer );
_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( faceArray ), _gl.STATIC_DRAW );
geometryChunk.__webGLLineBuffer = _gl.createBuffer();
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLLineBuffer );
_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( lineArray ), _gl.STATIC_DRAW );
geometryChunk.__webGLFaceCount = faceArray.length;
geometryChunk.__webGLLineCount = lineArray.length;
};
this.renderBuffer = function ( camera, lights, material, geometryChunk ) {
var mColor, mOpacity, mReflectivity,
mWireframe, mLineWidth, mBlending,
mAmbient, mSpecular, mShininess,
mMap, envMap, mixEnvMap,
mRefractionRatio, useRefract,
program, u, identifiers, attributes;
if ( material instanceof THREE.MeshShaderMaterial ) {
if ( !material.program ) {
material.program = buildProgram( material.fragment_shader, material.vertex_shader );
identifiers = [ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition' ];
for( u in material.uniforms ) {
identifiers.push(u);
}
cacheUniformLocations( material.program, identifiers );
cacheAttributeLocations( material.program, [ "position", "normal", "uv", "tangent" ] );
}
program = material.program;
} else {
program = _uberProgram;
}
if( program != _oldProgram ) {
_gl.useProgram( program );
_oldProgram = program;
}
if ( program == _uberProgram ) {
this.setupLights( program, lights );
}
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 );
}
if ( material instanceof THREE.MeshPhongMaterial ||
material instanceof THREE.MeshLambertMaterial ||
material instanceof THREE.MeshBasicMaterial ) {
mColor = material.color;
mOpacity = material.opacity;
mWireframe = material.wireframe;
mLineWidth = material.wireframe_linewidth;
mBlending = material.blending;
mMap = material.map;
envMap = material.env_map;
mixEnvMap = material.combine == THREE.MixOperation;
mReflectivity = material.reflectivity;
useRefract = material.env_map && material.env_map.mapping instanceof THREE.CubeRefractionMapping;
mRefractionRatio = material.refraction_ratio;
_gl.uniform4f( program.uniforms.mColor, mColor.r * mOpacity, mColor.g * mOpacity, mColor.b * mOpacity, mOpacity );
_gl.uniform1i( program.uniforms.mixEnvMap, mixEnvMap );
_gl.uniform1f( program.uniforms.mReflectivity, mReflectivity );
_gl.uniform1i( program.uniforms.useRefract, useRefract );
_gl.uniform1f( program.uniforms.mRefractionRatio, mRefractionRatio );
}
if ( material instanceof THREE.MeshNormalMaterial ) {
mOpacity = material.opacity;
mBlending = material.blending;
_gl.uniform1f( program.uniforms.mOpacity, mOpacity );
_gl.uniform1i( program.uniforms.material, NORMAL );
} else if ( material instanceof THREE.MeshDepthMaterial ) {
mOpacity = material.opacity;
mWireframe = material.wireframe;
mLineWidth = material.wireframe_linewidth;
_gl.uniform1f( program.uniforms.mOpacity, mOpacity );
_gl.uniform1f( program.uniforms.m2Near, material.__2near );
_gl.uniform1f( program.uniforms.mFarPlusNear, material.__farPlusNear );
_gl.uniform1f( program.uniforms.mFarMinusNear, material.__farMinusNear );
_gl.uniform1i( program.uniforms.material, DEPTH );
} else if ( material instanceof THREE.MeshPhongMaterial ) {
mAmbient = material.ambient;
mSpecular = material.specular;
mShininess = material.shininess;
_gl.uniform4f( program.uniforms.mAmbient, mAmbient.r, mAmbient.g, mAmbient.b, mOpacity );
_gl.uniform4f( program.uniforms.mSpecular, mSpecular.r, mSpecular.g, mSpecular.b, mOpacity );
_gl.uniform1f( program.uniforms.mShininess, mShininess );
_gl.uniform1i( program.uniforms.material, PHONG );
} else if ( material instanceof THREE.MeshLambertMaterial ) {
_gl.uniform1i( program.uniforms.material, LAMBERT );
} else if ( material instanceof THREE.MeshBasicMaterial ) {
_gl.uniform1i( program.uniforms.material, BASIC );
} else if ( material instanceof THREE.MeshCubeMaterial ) {
_gl.uniform1i( program.uniforms.material, CUBE );
envMap = material.env_map;
}
if ( mMap ) {
setTexture( mMap, 0 );
_gl.uniform1i( program.uniforms.tMap, 0 );
_gl.uniform1i( program.uniforms.enableMap, 1 );
} else {
_gl.uniform1i( program.uniforms.enableMap, 0 );
}
if ( envMap ) {
setCubeTexture( envMap, 1 );
_gl.uniform1i( program.uniforms.tCube, 1 );
_gl.uniform1i( program.uniforms.enableCubeMap, 1 );
} else {
_gl.uniform1i( program.uniforms.enableCubeMap, 0 );
}
attributes = program.attributes;
// vertices
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLVertexBuffer );
_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
// normals
_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 ) {
if ( geometryChunk.__webGLUVBuffer ) {
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLUVBuffer );
_gl.enableVertexAttribArray( attributes.uv );
_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
} else {
_gl.disableVertexAttribArray( attributes.uv );
}
}
// render triangles
if ( ! mWireframe ) {
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLFaceBuffer );
_gl.drawElements( _gl.TRIANGLES, geometryChunk.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
// render lines
} else {
_gl.lineWidth( mLineWidth );
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLLineBuffer );
_gl.drawElements( _gl.LINES, geometryChunk.__webGLLineCount, _gl.UNSIGNED_SHORT, 0 );
}
};
this.renderPass = function ( camera, lights, object, geometryChunk, blending, transparent ) {
var i, l, m, ml, material, meshMaterial;
for ( m = 0, ml = object.material.length; m < ml; m++ ) {
meshMaterial = object.material[ m ];
if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
for ( i = 0, l = geometryChunk.material.length; i < l; i++ ) {
material = geometryChunk.material[ i ];
if ( material && material.blending == blending && ( material.opacity < 1.0 == transparent ) ) {
this.setBlending( material.blending );
this.renderBuffer( camera, lights, material, geometryChunk );
}
}
} else {
material = meshMaterial;
if ( material && material.blending == blending && ( material.opacity < 1.0 == transparent ) ) {
this.setBlending( material.blending );
this.renderBuffer( camera, lights, material, geometryChunk );
}
}
}
};
this.render = function( scene, camera ) {
var o, ol, webGLObject, object, buffer,
lights = scene.lights;
this.initWebGLObjects( scene );
if ( this.autoClear ) {
this.clear();
}
camera.autoUpdateMatrix && camera.updateMatrix();
// opaque pass
for ( o = 0, ol = scene.__webGLObjects.length; o < ol; o++ ) {
webGLObject = scene.__webGLObjects[ o ];
object = webGLObject.object;
buffer = webGLObject.buffer;
if ( object.visible ) {
this.setupMatrices( object, camera );
this.renderPass( camera, lights, object, buffer, THREE.NormalBlending, false );
}
}
// transparent pass
for ( o = 0, ol = scene.__webGLObjects.length; o < ol; o++ ) {
webGLObject = scene.__webGLObjects[ o ];
object = webGLObject.object;
buffer = webGLObject.buffer;
if ( object.visible ) {
this.setupMatrices( object, camera );
// opaque blended materials
this.renderPass( camera, lights, object, buffer, THREE.AdditiveBlending, false );
this.renderPass( camera, lights, object, buffer, THREE.SubtractiveBlending, false );
// transparent blended materials
this.renderPass( camera, lights, object, buffer, THREE.AdditiveBlending, true );
this.renderPass( camera, lights, object, buffer, THREE.SubtractiveBlending, true );
// transparent normal materials
this.renderPass( camera, lights, object, buffer, THREE.NormalBlending, true );
}
}
};
this.initWebGLObjects = function( scene ) {
var o, ol, object, globject, g, geometryChunk, objmap;
if ( !scene.__webGLObjects ) {
scene.__webGLObjects = [];
scene.__webGLObjectsMap = {};
}
for ( o = 0, ol = scene.objects.length; o < ol; o++ ) {
object = scene.objects[ o ];
if ( scene.__webGLObjectsMap[ object.id ] == undefined ) {
scene.__webGLObjectsMap[ object.id ] = {};
}
objmap = scene.__webGLObjectsMap[ object.id ];
if ( object instanceof THREE.Mesh ) {
// create separate VBOs per geometry chunk
for ( g in object.geometry.geometryChunks ) {
geometryChunk = object.geometry.geometryChunks[ g ];
// initialise VBO on the first access
if( ! geometryChunk.__webGLVertexBuffer ) {
this.createBuffers( object, g );
}
// create separate wrapper per each use of VBO
if ( objmap[ g ] == undefined ) {
globject = { buffer: geometryChunk, object: object };
scene.__webGLObjects.push( globject );
objmap[ g ] = 1;
}
}
}/* else if ( object instanceof THREE.Line ) {
} else if ( object instanceof THREE.Particle ) {
}*/
}
};
this.removeObject = function ( scene, object ) {
var o, ol, zobject;
for ( o = scene.__webGLObjects.length - 1; o >= 0; o-- ) {
zobject = scene.__webGLObjects[ o ].object;
if ( object == zobject ) {
scene.__webGLObjects.splice( o, 1 );
}
}
};
this.setupMatrices = function ( object, camera ) {
object.autoUpdateMatrix && object.updateMatrix();
_modelViewMatrix.multiply( camera.matrix, object.matrix );
_viewMatrixArray.set( camera.matrix.flatten() );
_modelViewMatrixArray.set( _modelViewMatrix.flatten() );
_projectionMatrixArray.set( camera.projectionMatrix.flatten() );
_normalMatrix = THREE.Matrix4.makeInvert3x3( _modelViewMatrix ).transpose();
_normalMatrixArray.set( _normalMatrix.m );
_objectMatrixArray.set( object.matrix.flatten() );
};
this.loadMatrices = function ( program ) {
_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 );
_gl.uniformMatrix4fv( program.uniforms.objectMatrix, false, _objectMatrixArray );
};
this.loadCamera = function( program, camera ) {
_gl.uniform3f( program.uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
};
this.setBlending = function( blending ) {
switch ( blending ) {
case THREE.AdditiveBlending:
_gl.blendEquation( _gl.FUNC_ADD );
_gl.blendFunc( _gl.ONE, _gl.ONE );
break;
case THREE.SubtractiveBlending:
//_gl.blendEquation( _gl.FUNC_SUBTRACT );
_gl.blendFunc( _gl.DST_COLOR, _gl.ZERO );
break;
default:
_gl.blendEquation( _gl.FUNC_ADD );
_gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
break;
}
};
this.setFaceCulling = function ( cullFace, frontFace ) {
if ( cullFace ) {
if ( !frontFace || frontFace == "ccw" ) {
_gl.frontFace( _gl.CCW );
} else {
_gl.frontFace( _gl.CW );
}
if( cullFace == "back" ) {
_gl.cullFace( _gl.BACK );
} else if( cullFace == "front" ) {
_gl.cullFace( _gl.FRONT );
} else {
_gl.cullFace( _gl.FRONT_AND_BACK );
}
_gl.enable( _gl.CULL_FACE );
} else {
_gl.disable( _gl.CULL_FACE );
}
};
this.supportsVertexTextures = function() {
return maxVertexTextures() > 0;
};
function maxVertexTextures() {
return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
};
function initGL() {
try {
_gl = _canvas.getContext( 'experimental-webgl', { antialias: true} );
} 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 );
_gl.frontFace( _gl.CCW );
_gl.cullFace( _gl.BACK );
_gl.enable( _gl.CULL_FACE );
_gl.enable( _gl.BLEND );
_gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
_gl.clearColor( 0, 0, 0, 0 );
};
function generateFragmentShader( maxDirLights, maxPointLights ) {
var chunks = [
maxDirLights ? "#define MAX_DIR_LIGHTS " + maxDirLights : "",
maxPointLights ? "#define MAX_POINT_LIGHTS " + maxPointLights : "",
"uniform int material;", // 0 - Basic, 1 - Lambert, 2 - Phong, 3 - Depth, 4 - Normal, 5 - Cube
"uniform bool enableMap;",
"uniform bool enableCubeMap;",
"uniform bool mixEnvMap;",
"uniform samplerCube tCube;",
"uniform float mReflectivity;",
"uniform sampler2D tMap;",
"uniform vec4 mColor;",
"uniform float mOpacity;",
"uniform vec4 mAmbient;",
"uniform vec4 mSpecular;",
"uniform float mShininess;",
"uniform float m2Near;",
"uniform float mFarPlusNear;",
"uniform float mFarMinusNear;",
"uniform int pointLightNumber;",
"uniform int directionalLightNumber;",
maxDirLights ? "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];" : "",
"varying vec3 vNormal;",
"varying vec2 vUv;",
"varying vec3 vLightWeighting;",
maxPointLights ? "varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];" : "",
"varying vec3 vViewPosition;",
"varying vec3 vReflect;",
"uniform vec3 cameraPosition;",
"void main() {",
"vec4 mapColor = vec4( 1.0, 1.0, 1.0, 1.0 );",
"vec4 cubeColor = vec4( 1.0, 1.0, 1.0, 1.0 );",
// diffuse map
"if ( enableMap ) {",
"mapColor = texture2D( tMap, vUv );",
"}",
// cube map
"if ( enableCubeMap ) {",
"cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
// "cubeColor.r = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) ).r;",
// "cubeColor.g = textureCube( tCube, vec3( -vReflect.x + 0.005, vReflect.yz ) ).g;",
// "cubeColor.b = textureCube( tCube, vec3( -vReflect.x + 0.01, vReflect.yz ) ).b;",
"}",
// Cube
"if ( material == 5 ) { ",
"vec3 wPos = cameraPosition - vViewPosition;",
"gl_FragColor = textureCube( tCube, vec3( -wPos.x, wPos.yz ) );",
// Normals
"} else if ( material == 4 ) { ",
"gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, mOpacity );",
// Depth
"} else if ( material == 3 ) { ",
// this breaks shader validation in Chrome 9.0.576.0 dev
// and also latest continuous build Chromium 9.0.583.0 (66089)
// (curiously it works in Chrome 9.0.576.0 canary build and Firefox 4b7)
//"float w = 1.0 - ( m2Near / ( mFarPlusNear - gl_FragCoord.z * mFarMinusNear ) );",
"float w = 0.5;",
"gl_FragColor = vec4( w, w, w, mOpacity );",
// Blinn-Phong
// based on o3d example
"} else if ( material == 2 ) { ",
"vec3 normal = normalize( vNormal );",
"vec3 viewPosition = normalize( vViewPosition );",
// point lights
maxPointLights ? "vec4 pointDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );" : "",
maxPointLights ? "vec4 pointSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );" : "",
maxPointLights ? "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {" : "",
maxPointLights ? "vec3 pointVector = normalize( vPointLightVector[ i ] );" : "",
maxPointLights ? "vec3 pointHalfVector = normalize( vPointLightVector[ i ] + vViewPosition );" : "",
maxPointLights ? "float pointDotNormalHalf = dot( normal, pointHalfVector );" : "",
maxPointLights ? "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );" : "",
// Ternary conditional is from the original o3d shader. Here it produces abrupt dark cutoff artefacts.
// Using just pow works ok in Chrome, but makes different artefact in Firefox 4.
// Zeroing on negative pointDotNormalHalf seems to work in both.
//"float specularCompPoint = dot( normal, pointVector ) < 0.0 || pointDotNormalHalf < 0.0 ? 0.0 : pow( pointDotNormalHalf, mShininess );",
//"float specularCompPoint = pow( pointDotNormalHalf, mShininess );",
//"float pointSpecularWeight = pointDotNormalHalf < 0.0 ? 0.0 : pow( pointDotNormalHalf, mShininess );",
// Ternary conditional inside for loop breaks Chrome shader linking.
// Must do it with if.
maxPointLights ? "float pointSpecularWeight = 0.0;" : "",
maxPointLights ? "if ( pointDotNormalHalf >= 0.0 )" : "",
maxPointLights ? "pointSpecularWeight = pow( pointDotNormalHalf, mShininess );" : "",
maxPointLights ? "pointDiffuse += mColor * pointDiffuseWeight;" : "",
maxPointLights ? "pointSpecular += mSpecular * pointSpecularWeight;" : "",
maxPointLights ? "}" : "",
// directional lights
maxDirLights ? "vec4 dirDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );" : "",
maxDirLights ? "vec4 dirSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );" : "",
maxDirLights ? "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {" : "",
maxDirLights ? "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );" : "",
maxDirLights ? "vec3 dirVector = normalize( lDirection.xyz );" : "",
maxDirLights ? "vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );" : "",
maxDirLights ? "float dirDotNormalHalf = dot( normal, dirHalfVector );" : "",
maxDirLights ? "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );" : "",
maxDirLights ? "float dirSpecularWeight = 0.0;" : "",
maxDirLights ? "if ( dirDotNormalHalf >= 0.0 )" : "",
maxDirLights ? "dirSpecularWeight = pow( dirDotNormalHalf, mShininess );" : "",
maxDirLights ? "dirDiffuse += mColor * dirDiffuseWeight;" : "",
maxDirLights ? "dirSpecular += mSpecular * dirSpecularWeight;" : "",
maxDirLights ? "}" : "",
// all lights contribution summation
"vec4 totalLight = mAmbient;",
maxDirLights ? "totalLight += dirDiffuse + dirSpecular;" : "",
maxPointLights ? "totalLight += pointDiffuse + pointSpecular;" : "",
// looks nicer with weighting
"if ( mixEnvMap ) {",
"gl_FragColor = vec4( mix( mapColor.rgb * totalLight.xyz * vLightWeighting, cubeColor.rgb, mReflectivity ), mapColor.a );",
"} else {",
"gl_FragColor = vec4( mapColor.rgb * cubeColor.rgb * totalLight.xyz * vLightWeighting, mapColor.a );",
"}",
// Lambert: diffuse lighting
"} else if ( material == 1 ) {",
"if ( mixEnvMap ) {",
"gl_FragColor = vec4( mix( mColor.rgb * mapColor.rgb * vLightWeighting, cubeColor.rgb, mReflectivity ), mColor.a * mapColor.a );",
"} else {",
"gl_FragColor = vec4( mColor.rgb * mapColor.rgb * cubeColor.rgb * vLightWeighting, mColor.a * mapColor.a );",
"}",
// Basic: unlit color / texture
"} else {",
"if ( mixEnvMap ) {",
"gl_FragColor = mix( mColor * mapColor, cubeColor, mReflectivity );",
"} else {",
"gl_FragColor = mColor * mapColor * cubeColor;",
"}",
"}",
"}" ];
return chunks.join("\n");
};
function generateVertexShader( maxDirLights, maxPointLights ) {
var chunks = [
maxDirLights ? "#define MAX_DIR_LIGHTS " + maxDirLights : "",
maxPointLights ? "#define MAX_POINT_LIGHTS " + maxPointLights : "",
"uniform bool enableLighting;",
"uniform bool useRefract;",
"uniform int pointLightNumber;",
"uniform int directionalLightNumber;",
"uniform vec3 ambientLightColor;",
maxDirLights ? "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];" : "",
maxDirLights ? "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];" : "",
maxPointLights ? "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];" : "",
maxPointLights ? "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];" : "",
"varying vec3 vNormal;",
"varying vec2 vUv;",
"varying vec3 vLightWeighting;",
maxPointLights ? "varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];" : "",
"varying vec3 vViewPosition;",
"varying vec3 vReflect;",
"uniform float mRefractionRatio;",
"void main(void) {",
// world space
"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
"vViewPosition = cameraPosition - mPosition.xyz;",
// this doesn't work on Mac
//"vec3 nWorld = mat3(objectMatrix) * normal;",
"vec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;",
// eye space
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"vec3 transformedNormal = normalize( normalMatrix * normal );",
"if ( !enableLighting ) {",
"vLightWeighting = vec3( 1.0, 1.0, 1.0 );",
"} else {",
"vLightWeighting = ambientLightColor;",
// directional lights
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 ? "vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;" : "",
maxDirLights ? "}" : "",
// point lights
maxPointLights ? "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {" : "",
maxPointLights ? "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );" : "",
maxPointLights ? "vPointLightVector[ i ] = normalize( lPosition.xyz - mvPosition.xyz );" : "",
maxPointLights ? "float pointLightWeighting = max( dot( transformedNormal, vPointLightVector[ i ] ), 0.0 );" : "",
maxPointLights ? "vLightWeighting += pointLightColor[ i ] * pointLightWeighting;" : "",
maxPointLights ? "}" : "",
"}",
"vNormal = transformedNormal;",
"vUv = uv;",
"if ( useRefract ) {",
"vReflect = refract( normalize(mPosition.xyz - cameraPosition), normalize(nWorld.xyz), mRefractionRatio );",
"} else {",
"vReflect = reflect( normalize(mPosition.xyz - cameraPosition), normalize(nWorld.xyz) );",
"}",
"gl_Position = projectionMatrix * mvPosition;",
"}" ];
return chunks.join("\n");
};
function buildProgram( fragment_shader, vertex_shader ) {
var program = _gl.createProgram(),
prefix_fragment = [
"#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;",
"attribute vec2 uv;",
""
].join("\n");
_gl.attachShader( program, getShader( "fragment", prefix_fragment + fragment_shader ) );
_gl.attachShader( program, getShader( "vertex", prefix_vertex + vertex_shader ) );
_gl.linkProgram( program );
if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
alert( "Could not initialise shaders\n"+
"VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
}
program.uniforms = {};
program.attributes = {};
return program;
};
function setUniforms( program, uniforms ) {
var u, value, type, location, texture;
for( u in uniforms ) {
type = uniforms[u].type;
value = uniforms[u].value;
location = program.uniforms[u];
if( type == "i" ) {
_gl.uniform1i( location, value );
} 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" ) {
_gl.uniform1i( location, value );
texture = uniforms[u].texture;
if ( !texture ) continue;
if ( texture.image instanceof Array && texture.image.length == 6 ) {
setCubeTexture( texture, value );
} else {
setTexture( texture, value );
}
}
}
};
function setCubeTexture( texture, slot ) {
if ( texture.image.length == 6 ) {
if ( !texture.image.__webGLTextureCube &&
!texture.image.__cubeMapInitialized && texture.image.loadCount == 6 ) {
texture.image.__webGLTextureCube = _gl.createTexture();
_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
_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 );
_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 );
for ( var i = 0; i < 6; ++i ) {
_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
}
_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
texture.image.__cubeMapInitialized = true;
}
_gl.activeTexture( _gl.TEXTURE0 + slot );
_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
}
};
function setTexture( texture, slot ) {
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 );
_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 ) );
_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 ) );
_gl.generateMipmap( _gl.TEXTURE_2D );
_gl.bindTexture( _gl.TEXTURE_2D, null );
}
_gl.activeTexture( _gl.TEXTURE0 + slot );
_gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
};
function cacheUniformLocations( program, identifiers ) {
var i, l, id;
for( i = 0, l = identifiers.length; i < l; i++ ) {
id = identifiers[ i ];
program.uniforms[ id ] = _gl.getUniformLocation( program, id );
}
};
function cacheAttributeLocations( program, identifiers ) {
var i, l, id;
for( i = 0, l = identifiers.length; i < l; i++ ) {
id = identifiers[ i ];
program.attributes[ id ] = _gl.getAttribLocation( program, id );
if ( program.attributes[ id ] >= 0 ) {
_gl.enableVertexAttribArray( program.attributes[ id ] );
}
}
};
function initUbershader( maxDirLights, maxPointLights ) {
var vertex_shader = generateVertexShader( maxDirLights, maxPointLights ),
fragment_shader = generateFragmentShader( maxDirLights, maxPointLights ),
program;
//log ( vertex_shader );
//log ( fragment_shader );
program = buildProgram( fragment_shader, vertex_shader );
_gl.useProgram( program );
// matrices
// lights
// material properties (Basic / Lambert / Blinn-Phong shader)
// material properties (Depth)
cacheUniformLocations( program, [ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
'enableLighting', 'ambientLightColor',
'material', 'mColor', 'mAmbient', 'mSpecular', 'mShininess', 'mOpacity',
'enableMap', 'tMap',
'enableCubeMap', 'tCube', 'mixEnvMap', 'mReflectivity',
'mRefractionRatio', 'useRefract',
'm2Near', 'mFarPlusNear', 'mFarMinusNear'
] );
if ( maxDirLights ) {
cacheUniformLocations( program, [ 'directionalLightNumber', 'directionalLightColor', 'directionalLightDirection' ] );
}
if ( maxPointLights ) {
cacheUniformLocations( program, [ 'pointLightNumber', 'pointLightColor', 'pointLightPosition' ] );
}
// texture (diffuse map)
_gl.uniform1i( program.uniforms.enableMap, 0 );
_gl.uniform1i( program.uniforms.tMap, 0 );
// cube texture
_gl.uniform1i( program.uniforms.enableCubeMap, 0 );
_gl.uniform1i( program.uniforms.tCube, 1 ); // it's important to use non-zero texture unit, otherwise it doesn't work
_gl.uniform1i( program.uniforms.mixEnvMap, 0 );
// refraction
_gl.uniform1i( program.uniforms.useRefract, 0 );
// attribute arrays
cacheAttributeLocations( program, [ "position", "normal", "uv" ] );
return program;
};
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;
};
function paramThreeToGL( p ) {
switch ( p ) {
case THREE.RepeatWrapping: return _gl.REPEAT; break;
case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;
case THREE.NearestFilter: return _gl.NEAREST; break;
case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;
case THREE.LinearFilter: return _gl.LINEAR; break;
case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;
}
return 0;
};
function materialNeedsSmoothNormals( material ) {
return material && material.shading != undefined && material.shading == THREE.SmoothShading;
};
function bufferNeedsSmoothNormals( geometryChunk, object ) {
var m, ml, i, l, needsSmoothNormals = false;
for ( m = 0, ml = object.material.length; m < ml; m++ ) {
meshMaterial = object.material[ m ];
if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
for ( i = 0, l = geometryChunk.material.length; i < l; i++ ) {
if ( materialNeedsSmoothNormals( geometryChunk.material[ i ] ) ) {
needsSmoothNormals = true;
break;
}
}
} else {
if ( materialNeedsSmoothNormals( meshMaterial ) ) {
needsSmoothNormals = true;
break;
}
}
if ( needsSmoothNormals ) break;
}
return needsSmoothNormals;
};
function allocateLights( scene, maxLights ) {
if ( scene ) {
var l, ll, light, dirLights = pointLights = maxDirLights = maxPointLights = 0;
for ( l = 0, ll = scene.lights.length; l < ll; l++ ) {
light = scene.lights[ l ];
if ( light instanceof THREE.DirectionalLight ) dirLights++;
if ( light instanceof THREE.PointLight ) pointLights++;
}
if ( ( pointLights + dirLights ) <= maxLights ) {
maxDirLights = dirLights;
maxPointLights = pointLights;
} else {
maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
maxPointLights = maxLights - maxDirLights;
}
return { 'directional' : maxDirLights, 'point' : maxPointLights };
}
return { 'directional' : 1, 'point' : maxLights - 1 };
};
/* DEBUG
function getGLParams() {
var params = {
'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
}
return params;
};
function dumpObject( obj ) {
var p, str = "";
for ( p in obj ) {
str += p + ": " + obj[p] + "\n";
}
return str;
}
*/
};