Files
three.js/src/renderers/WebGLRenderer.js
T
alteredq ecae266e8a 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
2010-10-22 02:46:56 +02:00

615 lines
22 KiB
JavaScript

/**
* @author supereggbert / http://www.paulbrunt.co.uk/
* @author mrdoob / http://mrdoob.com/
*/
THREE.WebGLRenderer = function () {
var _canvas = document.createElement( 'canvas' ),
_gl, _program,
_viewMatrix = new THREE.Matrix4(), _normalMatrix;
this.domElement = _canvas;
this.autoClear = true;
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;
_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 ( scene ) {
var l, ll, lightColor, lightPosition, light;
_gl.uniform1i( _program.enableLighting, scene.lights.length );
for ( l = 0, ll = scene.lights.length; l < ll; l++ ) {
light = scene.lights[ l ];
if ( light instanceof THREE.AmbientLight ) {
lightColor = light.color;
_gl.uniform3f( _program.ambientColor, lightColor.r, lightColor.g, lightColor.b );
} else if ( light instanceof THREE.DirectionalLight ) {
lightColor = light.color;
lightPosition = light.position;
_gl.uniform3f( _program.lightingDirection, lightPosition.x, lightPosition.y, lightPosition.z );
_gl.uniform3f( _program.directionalColor, lightColor.r, lightColor.g, lightColor.b );
}
}
};
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 ];
this.setupMatrices( object, camera );
if ( object instanceof THREE.Mesh ) {
this.renderMesh( object, camera );
} else if ( object instanceof THREE.Line ) {
// TODO
// 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.
} 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)
}
}
};
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.enable( _gl.BLEND );
//_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
// _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE ); // cool!
_gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
_gl.clearColor( 0, 0, 0, 0 );
}
function initProgram() {
_program = _gl.createProgram();
_gl.attachShader( _program, getShader( "fragment", [
"#ifdef GL_ES",
"precision highp float;",
"#endif",
"uniform sampler2D diffuse;",
"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(material==4) {", // texture
"vec4 texelColor = texture2D(diffuse, vertexUv);",
"gl_FragColor = vec4(texelColor.rgb * lightWeighting, texelColor.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") ) );
_gl.attachShader( _program, getShader( "vertex", [
"attribute vec3 position;",
"attribute vec3 normal;",
"attribute vec4 color;",
"attribute vec2 uv;",
"uniform bool enableLighting;",
"uniform vec3 ambientColor;",
"uniform vec3 directionalColor;",
"uniform vec3 lightingDirection;",
"uniform mat4 viewMatrix;",
"uniform mat4 projectionMatrix;",
"uniform mat4 normalMatrix;",
"varying vec4 vertexColor;",
"varying vec2 vertexUv;",
"varying vec3 lightWeighting;",
"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;",
"}",
"vertexColor = color;",
"vertexUv = uv;",
"gl_Position = projectionMatrix * viewMatrix * vec4( position, 1.0 );",
"}"].join("\n") ) );
_gl.linkProgram( _program );
if ( !_gl.getProgramParameter( _program, _gl.LINK_STATUS ) ) {
alert( "Could not initialise shaders" );
}
_gl.useProgram( _program );
_program.viewMatrix = _gl.getUniformLocation( _program, "viewMatrix" );
_program.projectionMatrix = _gl.getUniformLocation( _program, "projectionMatrix" );
_program.normalMatrix = _gl.getUniformLocation( _program, "normalMatrix" );
_program.enableLighting = _gl.getUniformLocation(_program, 'enableLighting');
_program.ambientColor = _gl.getUniformLocation(_program, 'ambientColor');
_program.directionalColor = _gl.getUniformLocation(_program, 'directionalColor');
_program.lightingDirection = _gl.getUniformLocation(_program, 'lightingDirection');
_program.material = _gl.getUniformLocation(_program, 'material');
_program.uniformColor = _gl.getUniformLocation(_program, 'uniformColor');
_program.color = _gl.getAttribLocation( _program, "color" );
_gl.enableVertexAttribArray( _program.color );
_program.position = _gl.getAttribLocation( _program, "position" );
_gl.enableVertexAttribArray( _program.position );
_program.normal = _gl.getAttribLocation( _program, "normal" );
_gl.enableVertexAttribArray( _program.normal );
_program.uv = _gl.getAttribLocation( _program, "uv" );
_gl.enableVertexAttribArray( _program.uv );
_program.diffuse = _gl.getUniformLocation( _program, "diffuse");
_gl.uniform1i( _program.diffuse, 0 );
_program.viewMatrixArray = new Float32Array(16);
_program.projectionMatrixArray = new Float32Array(16);
}
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;
}
};