mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-21 10:56:01 +10:00
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
615 lines
22 KiB
JavaScript
615 lines
22 KiB
JavaScript
/**
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* @author supereggbert / http://www.paulbrunt.co.uk/
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* @author mrdoob / http://mrdoob.com/
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*/
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THREE.WebGLRenderer = function () {
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var _canvas = document.createElement( 'canvas' ),
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_gl, _program,
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_viewMatrix = new THREE.Matrix4(), _normalMatrix;
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this.domElement = _canvas;
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this.autoClear = true;
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initGL();
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initProgram();
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// material constants used in shader
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var COLORFILL = 0, COLORSTROKE = 1, FACECOLORFILL = 2, FACECOLORSTROKE = 3, BITMAP = 4;
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this.setSize = function ( width, height ) {
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_canvas.width = width;
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_canvas.height = height;
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_gl.viewport( 0, 0, _canvas.width, _canvas.height );
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};
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this.clear = function () {
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_gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT );
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};
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this.setupLights = function ( scene ) {
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var l, ll, lightColor, lightPosition, light;
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_gl.uniform1i( _program.enableLighting, scene.lights.length );
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for ( l = 0, ll = scene.lights.length; l < ll; l++ ) {
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light = scene.lights[ l ];
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if ( light instanceof THREE.AmbientLight ) {
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lightColor = light.color;
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_gl.uniform3f( _program.ambientColor, lightColor.r, lightColor.g, lightColor.b );
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} else if ( light instanceof THREE.DirectionalLight ) {
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lightColor = light.color;
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lightPosition = light.position;
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_gl.uniform3f( _program.lightingDirection, lightPosition.x, lightPosition.y, lightPosition.z );
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_gl.uniform3f( _program.directionalColor, lightColor.r, lightColor.g, lightColor.b );
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}
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}
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};
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this.createBuffers = function ( object, materialIndex ) {
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var materialFace = object.materialFaces[ materialIndex ];
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var material = object.material[ materialIndex ];
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var faceArray = [];
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var lineArray = [];
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var vertexArray = [];
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var colorArray = [];
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var normalArray = [];
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var uvArray = [];
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var vertexIndex = 0;
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var f, fl, fi, face, faceColor, vertexNormals, normal, uv, v1, v2, v3, v4;
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for ( f = 0, fl = materialFace.faces.length; f < fl; f++ ) {
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fi = materialFace.faces[f];
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face = object.geometry.faces[ fi ];
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faceColor = face.color;
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vertexNormals = face.vertexNormals;
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normal = face.normal;
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uv = object.geometry.uvs[ fi ];
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if ( face instanceof THREE.Face3 ) {
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v1 = object.geometry.vertices[ face.a ].position;
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v2 = object.geometry.vertices[ face.b ].position;
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v3 = object.geometry.vertices[ face.c ].position;
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vertexArray.push( v1.x, v1.y, v1.z );
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vertexArray.push( v2.x, v2.y, v2.z );
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vertexArray.push( v3.x, v3.y, v3.z );
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if ( vertexNormals.length == 3 ) {
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normalArray.push( vertexNormals[0].x, vertexNormals[0].y, vertexNormals[0].z );
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normalArray.push( vertexNormals[1].x, vertexNormals[1].y, vertexNormals[1].z );
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normalArray.push( vertexNormals[2].x, vertexNormals[2].y, vertexNormals[2].z );
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}
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else {
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normalArray.push( normal.x, normal.y, normal.z );
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normalArray.push( normal.x, normal.y, normal.z );
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normalArray.push( normal.x, normal.y, normal.z );
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}
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colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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if ( uv ) {
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uvArray.push( uv[0].u, uv[0].v );
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uvArray.push( uv[1].u, uv[1].v );
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uvArray.push( uv[2].u, uv[2].v );
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}
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faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 );
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// TODO: don't add lines that already exist (faces sharing edge)
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lineArray.push( vertexIndex, vertexIndex + 1 );
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lineArray.push( vertexIndex, vertexIndex + 2 );
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lineArray.push( vertexIndex + 1, vertexIndex + 2 );
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vertexIndex += 3;
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} else if ( face instanceof THREE.Face4 ) {
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v1 = object.geometry.vertices[ face.a ].position;
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v2 = object.geometry.vertices[ face.b ].position;
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v3 = object.geometry.vertices[ face.c ].position;
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v4 = object.geometry.vertices[ face.d ].position;
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vertexArray.push( v1.x, v1.y, v1.z );
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vertexArray.push( v2.x, v2.y, v2.z );
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vertexArray.push( v3.x, v3.y, v3.z );
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vertexArray.push( v4.x, v4.y, v4.z );
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if ( vertexNormals.length == 4 ) {
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normalArray.push( vertexNormals[0].x, vertexNormals[0].y, vertexNormals[0].z );
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normalArray.push( vertexNormals[1].x, vertexNormals[1].y, vertexNormals[1].z );
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normalArray.push( vertexNormals[2].x, vertexNormals[2].y, vertexNormals[2].z );
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normalArray.push( vertexNormals[3].x, vertexNormals[3].y, vertexNormals[3].z );
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}
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else {
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normalArray.push( normal.x, normal.y, normal.z );
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normalArray.push( normal.x, normal.y, normal.z );
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normalArray.push( normal.x, normal.y, normal.z );
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normalArray.push( normal.x, normal.y, normal.z );
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}
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colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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colorArray.push( faceColor.r, faceColor.g, faceColor.b, faceColor.a );
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if ( uv ) {
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uvArray.push( uv[0].u, uv[0].v );
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uvArray.push( uv[1].u, uv[1].v );
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uvArray.push( uv[2].u, uv[2].v );
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uvArray.push( uv[3].u, uv[3].v );
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}
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faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 );
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faceArray.push( vertexIndex, vertexIndex + 2, vertexIndex + 3 );
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// TODO: don't add lines that already exist (faces sharing edge)
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lineArray.push( vertexIndex, vertexIndex + 1 );
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lineArray.push( vertexIndex, vertexIndex + 2 );
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lineArray.push( vertexIndex, vertexIndex + 3 );
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lineArray.push( vertexIndex + 1, vertexIndex + 2 );
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lineArray.push( vertexIndex + 2, vertexIndex + 3 );
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vertexIndex += 4;
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}
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}
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if ( !vertexArray.length ) {
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return;
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}
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/*
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log( "vertices: " + vertexArray.length/3 );
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log( "faces: " + faceArray.length/3 );
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log( "normals: " + normalArray.length/3 );
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log( "colors: " + colorArray.length/4 );
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log( "uvs: " + uvArray.length/2 );
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*/
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materialFace.__webGLVertexBuffer = _gl.createBuffer();
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_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLVertexBuffer );
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_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( vertexArray ), _gl.STATIC_DRAW );
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materialFace.__webGLNormalBuffer = _gl.createBuffer();
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_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLNormalBuffer );
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_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( normalArray ), _gl.STATIC_DRAW );
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materialFace.__webGLColorBuffer = _gl.createBuffer();
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_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLColorBuffer );
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_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( colorArray ), _gl.STATIC_DRAW );
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materialFace.__webGLUVBuffer = _gl.createBuffer();
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_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLUVBuffer );
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_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( uvArray ), _gl.STATIC_DRAW );
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materialFace.__webGLFaceBuffer = _gl.createBuffer();
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_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFace.__webGLFaceBuffer );
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_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( faceArray ), _gl.STATIC_DRAW );
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materialFace.__webGLLineBuffer = _gl.createBuffer();
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_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFace.__webGLLineBuffer );
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_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( lineArray ), _gl.STATIC_DRAW );
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materialFace.__webGLFaceCount = faceArray.length;
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materialFace.__webGLLineCount = lineArray.length;
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}
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this.renderMesh = function ( object, camera ) {
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var m, ml, mf, material, materialFace, fi, lineWidth;
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// create separate VBOs per material
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for (var mf in object.materialFaces ) {
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materialFace = object.materialFaces[ mf ];
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material = object.material[ mf ];
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if( !material ) continue;
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// initialise on the first access
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if( !materialFace.__webGLVertexBuffer ) {
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this.createBuffers( object, mf );
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}
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for ( m = 0, ml = object.material.length; m < ml; m++ ) {
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material = object.material[ m ];
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if ( material instanceof THREE.MeshBitmapUVMappingMaterial &&
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!( m == mf || mf == material.decalIndex ) ) {
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continue;
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}
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//if ( m == element.materialIndex || element.materialIndex == material.decalIndex )
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if ( material instanceof THREE.MeshColorFillMaterial ) {
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color = material.color;
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_gl.uniform4f( _program.uniformColor, color.r, color.g, color.b, color.a );
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_gl.uniform1i( _program.material, COLORFILL );
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} else if ( material instanceof THREE.MeshColorStrokeMaterial ) {
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lineWidth = material.lineWidth;
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color = material.color;
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_gl.uniform4f( _program.uniformColor, color.r, color.g, color.b, color.a );
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_gl.uniform1i( _program.material, COLORSTROKE );
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} else if ( material instanceof THREE.MeshFaceColorFillMaterial ) {
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_gl.uniform1i( _program.material, FACECOLORFILL );
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} else if ( material instanceof THREE.MeshFaceColorStrokeMaterial ) {
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lineWidth = material.lineWidth;
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_gl.uniform1i( _program.material, FACECOLORSTROKE );
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} else if ( material instanceof THREE.MeshBitmapUVMappingMaterial ) {
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if ( !material.__webGLTexture && material.loaded ) {
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material.__webGLTexture = _gl.createTexture();
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_gl.bindTexture( _gl.TEXTURE_2D, material.__webGLTexture );
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_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, material.bitmap ) ;
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_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.LINEAR );
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//_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_NEAREST );
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_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_LINEAR );
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_gl.generateMipmap( _gl.TEXTURE_2D );
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_gl.bindTexture( _gl.TEXTURE_2D, null );
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}
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_gl.activeTexture( _gl.TEXTURE0 );
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_gl.bindTexture( _gl.TEXTURE_2D, material.__webGLTexture );
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_gl.uniform1i( _program.diffuse, 0 );
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_gl.uniform1i( _program.material, BITMAP );
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}
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// vertices
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_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLVertexBuffer );
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_gl.vertexAttribPointer( _program.position, 3, _gl.FLOAT, false, 0, 0 );
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// normals
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_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLNormalBuffer );
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_gl.vertexAttribPointer( _program.normal, 3, _gl.FLOAT, false, 0, 0 );
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// colors
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_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLColorBuffer );
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_gl.vertexAttribPointer( _program.color, 4, _gl.FLOAT, false, 0, 0 );
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// uvs
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if ( material instanceof THREE.MeshBitmapUVMappingMaterial ) {
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_gl.bindBuffer( _gl.ARRAY_BUFFER, materialFace.__webGLUVBuffer );
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_gl.enableVertexAttribArray( _program.uv );
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_gl.vertexAttribPointer( _program.uv, 2, _gl.FLOAT, false, 0, 0 );
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}
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else {
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_gl.disableVertexAttribArray( _program.uv );
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}
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// render triangles
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if ( material instanceof THREE.MeshBitmapUVMappingMaterial ||
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material instanceof THREE.MeshFaceColorFillMaterial ||
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material instanceof THREE.MeshColorFillMaterial ) {
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_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFace.__webGLFaceBuffer );
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_gl.drawElements( _gl.TRIANGLES, materialFace.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
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}
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// render lines
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else if ( material instanceof THREE.MeshColorStrokeMaterial ||
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material instanceof THREE.MeshFaceColorStrokeMaterial ) {
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_gl.lineWidth( lineWidth );
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_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, materialFace.__webGLLineBuffer );
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_gl.drawElements( _gl.LINES, materialFace.__webGLLineCount, _gl.UNSIGNED_SHORT, 0 );
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}
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}
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}
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};
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this.setupMatrices = function ( object, camera ) {
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_viewMatrix.multiply( camera.matrix, object.matrix );
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_program.viewMatrixArray = new Float32Array( _viewMatrix.flatten() );
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_program.projectionMatrixArray = new Float32Array( camera.projectionMatrix.flatten() );
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_normalMatrix = THREE.Matrix4.makeInvert( _viewMatrix ).transpose();
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_program.normalMatrixArray = new Float32Array( _normalMatrix.flatten() );
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_gl.uniformMatrix4fv( _program.viewMatrix, false, _program.viewMatrixArray );
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_gl.uniformMatrix4fv( _program.projectionMatrix, false, _program.projectionMatrixArray );
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_gl.uniformMatrix4fv( _program.normalMatrix, false, _program.normalMatrixArray );
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};
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this.render = function ( scene, camera ) {
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var o, ol, object;
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if ( this.autoClear ) {
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this.clear();
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}
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this.setupLights( scene );
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for ( o = 0, ol = scene.objects.length; o < ol; o++ ) {
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object = scene.objects[ o ];
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this.setupMatrices( object, camera );
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if ( object instanceof THREE.Mesh ) {
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this.renderMesh( object, camera );
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} else if ( object instanceof THREE.Line ) {
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// TODO
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// It would be very inefficient to do lines one-by-one.
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// This will need a complete redesign from how CanvasRenderer does it.
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// Though it could be brute forced, if only used for lightweight
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// stuff (as CanvasRenderer can only handle small number of elements
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// anyways).
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// Heavy-duty wireframe lines are handled efficiently in mesh renderer.
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} else if ( object instanceof THREE.Particle ) {
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// TODO
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// The same as with lines, particles shouldn't be handled one-by-one.
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// Again, heavy duty particle system would require different approach,
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// like one VBO per particle system and then update attribute arrays,
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// though the best would be to move also behavior computation
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// into the shader (ala http://spidergl.org/example.php?id=11)
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}
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}
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};
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function initGL() {
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try {
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_gl = _canvas.getContext( 'experimental-webgl', { antialias: true} );
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} catch(e) { }
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if (!_gl) {
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alert("WebGL not supported");
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throw "cannot create webgl context";
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}
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_gl.clearColor( 0, 0, 0, 1 );
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_gl.clearDepth( 1 );
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_gl.enable( _gl.DEPTH_TEST );
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_gl.depthFunc( _gl.LEQUAL );
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_gl.enable( _gl.BLEND );
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//_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
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// _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE ); // cool!
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_gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
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_gl.clearColor( 0, 0, 0, 0 );
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}
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function initProgram() {
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_program = _gl.createProgram();
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_gl.attachShader( _program, getShader( "fragment", [
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"#ifdef GL_ES",
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"precision highp float;",
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"#endif",
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"uniform sampler2D diffuse;",
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"uniform vec4 uniformColor;",
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"varying vec2 vertexUv;",
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"varying vec4 vertexColor;",
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"varying vec3 lightWeighting;",
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"uniform int material;", // 0 - ColorFill, 1 - ColorStroke, 2 - FaceColorFill, 3 - FaceColorStroke, 4 - Bitmap
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"void main(){",
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"if(material==4) {", // texture
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"vec4 texelColor = texture2D(diffuse, vertexUv);",
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"gl_FragColor = vec4(texelColor.rgb * lightWeighting, texelColor.a);",
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"} else if(material==3) {", // wireframe using vertex color
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"gl_FragColor = vec4(vertexColor.rgb * lightWeighting, vertexColor.a);",
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"} else if(material==2) {", // triangle using vertex color
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"gl_FragColor = vec4(vertexColor.rgb * lightWeighting, vertexColor.a);",
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"} else if(material==1) {", // wireframe using uniform color
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"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;
|
|
}
|
|
|
|
};
|