update method

void update(
  1. Object3D object,
  2. BufferGeometry geometry,
  3. Material material,
  4. WebGLProgram program,
)

Implementation

void update(Object3D object, BufferGeometry geometry, Material material,
    WebGLProgram program) {
  List<num>? objectInfluences = object.morphTargetInfluences;

  if (capabilities.isWebGL2 == true) {
    // instead of using attributes, the WebGL 2 code path encodes morph targets
    // into an array of data textures. Each layer represents a single morph target.

    var morphAttribute = geometry.morphAttributes["position"] ??
        geometry.morphAttributes["normal"] ??
        geometry.morphAttributes["color"];
    var morphTargetsCount =
        (morphAttribute != null) ? morphAttribute.length : 0;

    Map? entry = morphTextures.get(geometry);

    if (entry == null || (entry["count"] != morphTargetsCount)) {
      if (entry != null) entry["texture"].dispose();

      var hasMorphPosition = geometry.morphAttributes["position"] != null;
      var hasMorphNormals = geometry.morphAttributes["normal"] != null;
      var hasMorphColors = geometry.morphAttributes["color"] != null;

      var morphTargets = geometry.morphAttributes["position"] ?? [];
      var morphNormals = geometry.morphAttributes["normal"] ?? [];
      var morphColors = geometry.morphAttributes["color"] ?? [];

      int vertexDataCount = 0;
      if (hasMorphPosition) vertexDataCount = 1;
      if (hasMorphNormals) vertexDataCount = 2;
      if (hasMorphColors) vertexDataCount = 3;

      int width = (geometry.attributes["position"].count * vertexDataCount)
          .toInt();
      int height = 1;

      if (width > capabilities.maxTextureSize) {
        height = Math.ceil(width / capabilities.maxTextureSize).toInt();
        width = capabilities.maxTextureSize.toInt();
      }

      var buffer =
          Float32Array((width * height * 4 * morphTargetsCount).toInt());

      var texture =
          DataArrayTexture(buffer, width, height, morphTargetsCount);
      texture.type = FloatType;
      texture.needsUpdate = true;

      // fill buffer

      int vertexDataStride = vertexDataCount * 4;

      for (var i = 0; i < morphTargetsCount; i++) {
        var morphTarget = morphTargets[i];


        int offset = (width * height * 4 * i).toInt();

        for (var j = 0; j < morphTarget.count; j++) {
          var stride = j * vertexDataStride;

          if (hasMorphPosition == true) {
            morph.fromBufferAttribute(morphTarget, j);

            if (morphTarget.normalized == true) {
              denormalize(morph, morphTarget);
            }

            buffer[offset + stride + 0] = morph.x.toDouble();
            buffer[offset + stride + 1] = morph.y.toDouble();
            buffer[offset + stride + 2] = morph.z.toDouble();
            buffer[offset + stride + 3] = 0;
          }

          if (hasMorphNormals == true) {
            var morphNormal = morphNormals[i];
            morph.fromBufferAttribute(morphNormal, j);

            if (morphNormal.normalized == true) {
              denormalize(morph, morphNormal);
            }

            buffer[offset + stride + 4] = morph.x.toDouble();
            buffer[offset + stride + 5] = morph.y.toDouble();
            buffer[offset + stride + 6] = morph.z.toDouble();
            buffer[offset + stride + 7] = 0;
          }

          if (hasMorphColors == true) {
            var morphColor = morphColors[i];
            morph.fromBufferAttribute(morphColor, j);

            if (morphColor.normalized == true) {
              denormalize(morph, morphColor);
            }

            buffer[offset + stride + 8] = morph.x.toDouble();
            buffer[offset + stride + 9] = morph.y.toDouble();
            buffer[offset + stride + 10] = morph.z.toDouble();
            buffer[offset + stride + 11] =
                ((morphColor.itemSize == 4) ? morph.w : 1).toDouble();
          }
        }
      }

      entry = {
        "count": morphTargetsCount,
        "texture": texture,
        "size": Vector2(width.toDouble(), height.toDouble())
      };

      morphTextures.set(geometry, entry);

      disposeTexture() {
        texture.dispose();

        morphTextures.delete(geometry);

        geometry.removeEventListener('dispose', disposeTexture);
      }

      geometry.addEventListener('dispose', disposeTexture);
    }

    //

    num morphInfluencesSum = 0;

    for (var i = 0; i < objectInfluences!.length; i++) {
      morphInfluencesSum += objectInfluences[i];
    }

    var morphBaseInfluence =
        geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;

    program
        .getUniforms()
        .setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence);
    program
        .getUniforms()
        .setValue(gl, 'morphTargetInfluences', objectInfluences);

    program
        .getUniforms()
        .setValue(gl, 'morphTargetsTexture', entry["texture"], textures);
    program
        .getUniforms()
        .setValue(gl, 'morphTargetsTextureSize', entry["size"]);
  } else {
    // When object doesn't have morph target influences defined, we treat it as a 0-length array
    // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences

    var length = objectInfluences == undefined ? 0 : objectInfluences!.length;

    List<List<num>>? influences = influencesList[geometry.id];

    if (influences == undefined || influences!.length != length) {
      // initialise list

      influences = [];

      for (var i = 0; i < length; i++) {
        influences.add([i, 0.0]);
      }

      influencesList[geometry.id] = influences;
    }

    // Collect influences

    for (var i = 0; i < length; i++) {
      var influence = influences[i];

      influence[0] = i;
      influence[1] = objectInfluences![i];
    }

    influences.sort(absNumericalSort);

    for (var i = 0; i < 8; i++) {
      if (i < length && influences[i][1] != 0) {
        workInfluences[i][0] = influences[i][0];
        workInfluences[i][1] = influences[i][1];
      } else {
        workInfluences[i][0] = Math.MAX_SAFE_INTEGER;
        workInfluences[i][1] = 0;
      }
    }

    workInfluences.sort(numericalSort);

    var morphTargets = geometry.morphAttributes["position"];
    var morphNormals = geometry.morphAttributes["normal"];

    num morphInfluencesSum = 0;

    for (var i = 0; i < 8; i++) {
      var influence = workInfluences[i];
      var index = influence[0].toInt();
      var value = influence[1];

      if (index != Math.MAX_SAFE_INTEGER && value != 0) {
        if (morphTargets != null &&
            geometry.getAttribute('morphTarget$i') != morphTargets[index]) {
          geometry.setAttribute('morphTarget$i', morphTargets[index]);
        }

        if (morphNormals != null &&
            geometry.getAttribute('morphNormal$i') != morphNormals[index]) {
          geometry.setAttribute('morphNormal$i', morphNormals[index]);
        }

        morphInfluences[i] = value.toDouble();
        morphInfluencesSum += value;
      } else {
        if (morphTargets != null &&
            geometry.hasAttribute('morphTarget$i') == true) {
          geometry.deleteAttribute('morphTarget$i');
        }

        if (morphNormals != null &&
            geometry.hasAttribute('morphNormal$i') == true) {
          geometry.deleteAttribute('morphNormal$i');
        }

        morphInfluences[i] = 0;
      }
    }

    // GLSL shader uses formula baseinfluence * base + sum(target * influence)
    // This allows us to switch between absolute morphs and relative morphs without changing shader code
    // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
    var morphBaseInfluence =
        geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;

    program
        .getUniforms()
        .setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence);
    program
        .getUniforms()
        .setValue(gl, 'morphTargetInfluences', morphInfluences);
  }
}