WebGLRenderer.js 82.0 KB
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
 */

THREE.WebGLRenderer = function ( parameters ) {

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	console.log( 'THREE.WebGLRenderer', THREE.REVISION );
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	parameters = parameters || {};

	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
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	_context = parameters.context !== undefined ? parameters.context : null,
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	_width = _canvas.width,
	_height = _canvas.height,
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	pixelRatio = 1,

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	_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
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	_depth = parameters.depth !== undefined ? parameters.depth : true,
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	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
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	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
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	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,

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	_clearColor = new THREE.Color( 0x000000 ),
	_clearAlpha = 0;
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	var lights = [];
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	var opaqueObjects = [];
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	var opaqueObjectsLastIndex = - 1;
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	var transparentObjects = [];
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	var transparentObjectsLastIndex = - 1;
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	var morphInfluences = new Float32Array( 8 );

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	var sprites = [];
	var lensFlares = [];

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	// public properties

	this.domElement = _canvas;
	this.context = null;

	// clearing

	this.autoClear = true;
	this.autoClearColor = true;
	this.autoClearDepth = true;
	this.autoClearStencil = true;

	// scene graph

	this.sortObjects = true;

	// physically based shading

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	this.gammaFactor = 2.0;	// for backwards compatibility
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	this.gammaInput = false;
	this.gammaOutput = false;

	// morphs

	this.maxMorphTargets = 8;
	this.maxMorphNormals = 4;

	// flags

	this.autoScaleCubemaps = true;

	// internal properties

	var _this = this,

	// internal state cache

	_currentProgram = null,
	_currentFramebuffer = null,
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	_currentMaterialId = - 1,
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	_currentGeometryProgram = '',
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	_currentCamera = null,

	_usedTextureUnits = 0,

	_viewportX = 0,
	_viewportY = 0,
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	_viewportWidth = _canvas.width,
	_viewportHeight = _canvas.height,
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	_currentWidth = 0,
	_currentHeight = 0,

	// frustum

	_frustum = new THREE.Frustum(),

	 // camera matrices cache

	_projScreenMatrix = new THREE.Matrix4(),

	_vector3 = new THREE.Vector3(),

	// light arrays cache

	_direction = new THREE.Vector3(),

	_lightsNeedUpdate = true,

	_lights = {

		ambient: [ 0, 0, 0 ],
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		directional: { length: 0, colors: [], positions: [] },
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		point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
		spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
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		hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
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	},

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	// info

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	_infoMemory = {
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		geometries: 0,
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		textures: 0
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	},

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	_infoRender = {
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		calls: 0,
		vertices: 0,
		faces: 0,
		points: 0

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	};

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	this.info = {
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		render: _infoRender,
		memory: _infoMemory,
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		programs: null
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	};
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	// initialize

	var _gl;

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	try {

		var attributes = {
			alpha: _alpha,
			depth: _depth,
			stencil: _stencil,
			antialias: _antialias,
			premultipliedAlpha: _premultipliedAlpha,
			preserveDrawingBuffer: _preserveDrawingBuffer
		};

		_gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );

		if ( _gl === null ) {

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			if ( _canvas.getContext( 'webgl' ) !== null ) {
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				throw 'Error creating WebGL context with your selected attributes.';

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
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	} catch ( error ) {

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		console.error( 'THREE.WebGLRenderer: ' + error );
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	}

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	var extensions = new THREE.WebGLExtensions( _gl );

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	extensions.get( 'OES_texture_float' );
	extensions.get( 'OES_texture_float_linear' );
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	extensions.get( 'OES_texture_half_float' );
	extensions.get( 'OES_texture_half_float_linear' );
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	extensions.get( 'OES_standard_derivatives' );
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	extensions.get( 'ANGLE_instanced_arrays' );
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	if ( extensions.get( 'OES_element_index_uint' ) ) {

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		THREE.BufferGeometry.MaxIndex = 4294967296;
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	}

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	var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters );
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	var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
	var properties = new THREE.WebGLProperties();
	var objects = new THREE.WebGLObjects( _gl, properties, this.info );
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	var programCache = new THREE.WebGLPrograms( this, capabilities );
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	this.info.programs = programCache.programs;

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	var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender );
	var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
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	//

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	function glClearColor( r, g, b, a ) {
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		if ( _premultipliedAlpha === true ) {

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			r *= a; g *= a; b *= a;
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		}

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		_gl.clearColor( r, g, b, a );

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	}
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	function setDefaultGLState() {
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		state.init();
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		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );

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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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	}
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	function resetGLState() {
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		_currentProgram = null;
		_currentCamera = null;

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

		_lightsNeedUpdate = true;

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		state.reset();

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	}
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	setDefaultGLState();

	this.context = _gl;
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	this.capabilities = capabilities;
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	this.extensions = extensions;
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	this.state = state;
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	// shadow map

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	var shadowMap = new THREE.WebGLShadowMap( this, lights, objects );
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	this.shadowMap = shadowMap;
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	// Plugins

	var spritePlugin = new THREE.SpritePlugin( this, sprites );
	var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );

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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

		extensions.get( 'WEBGL_lose_context' ).loseContext();

	};

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	this.getMaxAnisotropy = ( function () {
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		var value;
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		return function getMaxAnisotropy() {
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			if ( value !== undefined ) return value;
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			var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
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			if ( extension !== null ) {
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				value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
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			} else {

				value = 0;

			}
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			return value;

		}

	} )();
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	this.getPrecision = function () {

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		return capabilities.precision;
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	};

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	this.getPixelRatio = function () {

		return pixelRatio;

	};

	this.setPixelRatio = function ( value ) {

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		if ( value !== undefined ) pixelRatio = value;
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	};

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	this.getSize = function () {

		return {
			width: _width,
			height: _height
		};

	};

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	this.setSize = function ( width, height, updateStyle ) {
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		_width = width;
		_height = height;

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		_canvas.width = width * pixelRatio;
		_canvas.height = height * pixelRatio;
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		if ( updateStyle !== false ) {
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			_canvas.style.width = width + 'px';
			_canvas.style.height = height + 'px';
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		}
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		this.setViewport( 0, 0, width, height );
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	};

	this.setViewport = function ( x, y, width, height ) {

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		_viewportX = x * pixelRatio;
		_viewportY = y * pixelRatio;
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		_viewportWidth = width * pixelRatio;
		_viewportHeight = height * pixelRatio;
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		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );

	};

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	this.getViewport = function ( dimensions ) {

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		dimensions.x = _viewportX / pixelRatio;
		dimensions.y = _viewportY / pixelRatio;
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		dimensions.z = _viewportWidth / pixelRatio;
		dimensions.w = _viewportHeight / pixelRatio;
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	};

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	this.setScissor = function ( x, y, width, height ) {

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		_gl.scissor(
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			x * pixelRatio,
			y * pixelRatio,
			width * pixelRatio,
			height * pixelRatio
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		);
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	};

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	this.enableScissorTest = function ( boolean ) {
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		state.setScissorTest( boolean );
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	};

	// Clearing

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	this.getClearColor = function () {
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		return _clearColor;
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	};

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	this.setClearColor = function ( color, alpha ) {
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		_clearColor.set( color );
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		_clearAlpha = alpha !== undefined ? alpha : 1;
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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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	};

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	this.getClearAlpha = function () {
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		return _clearAlpha;
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	};

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	this.setClearAlpha = function ( alpha ) {
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		_clearAlpha = alpha;
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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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	};

	this.clear = function ( color, depth, stencil ) {

		var bits = 0;

		if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
		if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
		if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;

		_gl.clear( bits );
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	};

	this.clearColor = function () {

		_gl.clear( _gl.COLOR_BUFFER_BIT );

	};

	this.clearDepth = function () {

		_gl.clear( _gl.DEPTH_BUFFER_BIT );

	};

	this.clearStencil = function () {

		_gl.clear( _gl.STENCIL_BUFFER_BIT );
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	};

	this.clearTarget = function ( renderTarget, color, depth, stencil ) {

		this.setRenderTarget( renderTarget );
		this.clear( color, depth, stencil );

	};

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	// Reset

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	this.resetGLState = resetGLState;
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	this.dispose = function() {

		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );

	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

		resetGLState();
		setDefaultGLState();

		properties.clear();

	};

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	function onTextureDispose( event ) {
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		var texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		deallocateTexture( texture );

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		_infoMemory.textures --;
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	}
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	function onRenderTargetDispose( event ) {
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		var renderTarget = event.target;

		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

		deallocateRenderTarget( renderTarget );

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		_infoMemory.textures --;
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	}
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	function onMaterialDispose( event ) {
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		var material = event.target;

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateTexture( texture ) {
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		var textureProperties = properties.get( texture );
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		if ( texture.image && textureProperties.__image__webglTextureCube ) {
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			// cube texture

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			_gl.deleteTexture( textureProperties.__image__webglTextureCube );
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		} else {

			// 2D texture

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			if ( textureProperties.__webglInit === undefined ) return;
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			_gl.deleteTexture( textureProperties.__webglTexture );
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		}

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		// remove all webgl properties
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		properties.delete( texture );
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	}
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	function deallocateRenderTarget( renderTarget ) {
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		var renderTargetProperties = properties.get( renderTarget );
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		var textureProperties = properties.get( renderTarget.texture );
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		if ( ! renderTarget || textureProperties.__webglTexture === undefined ) return;
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		_gl.deleteTexture( textureProperties.__webglTexture );
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		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

			for ( var i = 0; i < 6; i ++ ) {

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				_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
				_gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer[ i ] );
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			}

		} else {

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			_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
			_gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
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		}

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		properties.delete( renderTarget.texture );
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		properties.delete( renderTarget );
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	}
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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

		properties.delete( material );

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	}
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	function releaseMaterialProgramReference( material ) {
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		var programInfo = properties.get( material ).program;
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		material.program = undefined;

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		if ( programInfo !== undefined ) {
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			programCache.releaseProgram( programInfo );
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		}

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	}
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	// Buffer rendering

	this.renderBufferImmediate = function ( object, program, material ) {

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		state.initAttributes();
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		var buffers = properties.get( object );
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		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
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		var attributes = program.getAttributes();
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		if ( object.hasPositions ) {

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
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			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
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			state.enableAttribute( attributes.position );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
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		}

		if ( object.hasNormals ) {

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
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			if ( material.type !== 'MeshPhongMaterial' && material.shading === THREE.FlatShading ) {
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				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
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					var array = object.normalArray;
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					var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
					var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
					var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
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					array[ i + 0 ] = nx;
					array[ i + 1 ] = ny;
					array[ i + 2 ] = nz;
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					array[ i + 3 ] = nx;
					array[ i + 4 ] = ny;
					array[ i + 5 ] = nz;
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					array[ i + 6 ] = nx;
					array[ i + 7 ] = ny;
					array[ i + 8 ] = nz;
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				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
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			state.enableAttribute( attributes.normal );
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			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
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		}

		if ( object.hasUvs && material.map ) {

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			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
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			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
678

679
			state.enableAttribute( attributes.uv );
680

681
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
682 683 684 685 686

		}

		if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {

687
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
688
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
689

690
			state.enableAttribute( attributes.color );
691

692
			_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
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693 694 695

		}

696
		state.disableUnusedAttributes();
697

M
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698 699 700 701 702 703
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

704 705
	this.renderBufferDirect = function ( camera, lights, fog, geometry, material, object, group ) {

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706 707 708 709
		setMaterial( material );

		var program = setProgram( camera, lights, fog, material, object );

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710 711
		var updateBuffers = false;
		var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
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712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742

		if ( geometryProgram !== _currentGeometryProgram ) {

			_currentGeometryProgram = geometryProgram;
			updateBuffers = true;

		}

		// morph targets

		var morphTargetInfluences = object.morphTargetInfluences;

		if ( morphTargetInfluences !== undefined ) {

			var activeInfluences = [];

			for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {

				var influence = morphTargetInfluences[ i ];
				activeInfluences.push( [ influence, i ] );

			}

			activeInfluences.sort( numericalSort );

			if ( activeInfluences.length > 8 ) {

				activeInfluences.length = 8;

			}

743 744
			var morphAttributes = geometry.morphAttributes;

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Mr.doob 已提交
745 746 747 748 749 750 751
			for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

				var influence = activeInfluences[ i ];
				morphInfluences[ i ] = influence[ 0 ];

				if ( influence[ 0 ] !== 0 ) {

752
					var index = influence[ 1 ];
M
Mr.doob 已提交
753

754 755
					if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
					if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
M
Mr.doob 已提交
756 757 758

				} else {

759 760
					if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
					if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
M
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761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777

				}

			}

			var uniforms = program.getUniforms();

			if ( uniforms.morphTargetInfluences !== null ) {

				_gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences );

			}

			updateBuffers = true;

		}

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778 779
		//

780
		var index = geometry.index;
781 782
		var position = geometry.attributes.position;

783 784
		if ( material.wireframe === true ) {

785
			index = objects.getWireframeAttribute( geometry );
786 787 788

		}

789 790
		var renderer;

791
		if ( index !== null ) {
792

793 794
			renderer = indexedBufferRenderer;
			renderer.setIndex( index );
795

796
		} else {
797

798
			renderer = bufferRenderer;
799

800
		}
M
Mr.doob 已提交
801

802
		if ( updateBuffers ) {
M
Mr.doob 已提交
803

804
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
805

806
			if ( index !== null ) {
807

808
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
809 810 811

			}

812
		}
813

814
		if ( group === null ) {
815

816
			var count;
817

818
			if ( index !== null ) {
819

820
				count = index.array.length;
821

822
			} else {
823

824
				count = position.count;
825

826
			}
827

828 829
			var drawRange = geometry.drawRange;

830
			group = {
831 832
				start: drawRange.start,
				count: Math.min( drawRange.count, count )
833
			};
834 835

		}
836

837
		if ( object instanceof THREE.Mesh ) {
838

839
			if ( material.wireframe === true ) {
840

841 842
				state.setLineWidth( material.wireframeLinewidth * pixelRatio );
				renderer.setMode( _gl.LINES );
843

844
			} else {
845

846
				renderer.setMode( _gl.TRIANGLES );
847

848
			}
849

850
			if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
851

852
				renderer.renderInstances( geometry );
853

854
			} else {
855

856
				renderer.render( group.start, group.count );
857

858
			}
859

860
		} else if ( object instanceof THREE.Line ) {
861

862
			var lineWidth = material.linewidth;
863

864
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
865

866
			state.setLineWidth( lineWidth * pixelRatio );
867

868
			if ( object instanceof THREE.LineSegments ) {
869

870
				renderer.setMode( _gl.LINES );
871

872
			} else {
873

874
				renderer.setMode( _gl.LINE_STRIP );
875 876

			}
M
Mr.doob 已提交
877

878
			renderer.render( group.start, group.count );
879

880
		} else if ( object instanceof THREE.Points ) {
881 882

			renderer.setMode( _gl.POINTS );
883
			renderer.render( group.start, group.count );
884

M
Mr.doob 已提交
885 886 887 888
		}

	};

889
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
890

M
Mr.doob 已提交
891
		var extension;
B
Ben Adams 已提交
892

M
Mr.doob 已提交
893
		if ( geometry instanceof THREE.InstancedBufferGeometry ) {
B
Ben Adams 已提交
894

M
Mr.doob 已提交
895
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
896

M
Mr.doob 已提交
897
			if ( extension === null ) {
B
Ben Adams 已提交
898

899
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
900
				return;
B
Ben Adams 已提交
901

M
Mr.doob 已提交
902 903 904
			}

		}
B
Ben Adams 已提交
905

906 907
		if ( startIndex === undefined ) startIndex = 0;

908 909
		state.initAttributes();

910
		var geometryAttributes = geometry.attributes;
911

912
		var programAttributes = program.getAttributes();
913

914
		var materialDefaultAttributeValues = material.defaultAttributeValues;
915

916
		for ( var name in programAttributes ) {
917

918
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
919

M
Mr.doob 已提交
920
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
921

922
				var geometryAttribute = geometryAttributes[ name ];
923

M
Mr.doob 已提交
924
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
925

926
					var size = geometryAttribute.itemSize;
G
gero3 已提交
927
					var buffer = objects.getAttributeBuffer( geometryAttribute );
928

B
Ben Adams 已提交
929
					if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
930

M
Mr.doob 已提交
931 932 933 934 935
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

						if ( data instanceof THREE.InstancedInterleavedBuffer ) {
M
Mr.doob 已提交
936

937
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
B
Ben Adams 已提交
938

M
Mr.doob 已提交
939
							if ( geometry.maxInstancedCount === undefined ) {
940

D
dubejf 已提交
941
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
942

M
Mr.doob 已提交
943
							}
B
Ben Adams 已提交
944

945
						} else {
B
Ben Adams 已提交
946

947
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
948

949
						}
950

951
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
952 953 954
						_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );

					} else {
B
Ben Adams 已提交
955

M
Mr.doob 已提交
956
						if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
B
Ben Adams 已提交
957

958
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
B
Ben Adams 已提交
959

M
Mr.doob 已提交
960
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
961

D
dubejf 已提交
962
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
963

M
Mr.doob 已提交
964
							}
B
Ben Adams 已提交
965

966 967 968 969
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
970
						}
B
Ben Adams 已提交
971

972 973 974
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
						_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32

B
Ben Adams 已提交
975
					}
M
Mr.doob 已提交
976

977 978
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
979
					var value = materialDefaultAttributeValues[ name ];
980

981
					if ( value !== undefined ) {
M
Mr.doob 已提交
982

983
						switch ( value.length ) {
M
Mr.doob 已提交
984

985 986 987
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
988

989 990 991
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
992

993 994 995
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
996

997 998
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
999 1000

						}
M
Mr.doob 已提交
1001 1002 1003 1004 1005 1006 1007 1008

					}

				}

			}

		}
1009

1010
		state.disableUnusedAttributes();
1011

M
Mr.doob 已提交
1012 1013
	}

M
Mr.doob 已提交
1014 1015
	// Sorting

1016 1017 1018 1019 1020 1021
	function numericalSort ( a, b ) {

		return b[ 0 ] - a[ 0 ];

	}

M
Mr.doob 已提交
1022 1023
	function painterSortStable ( a, b ) {

U
unconed 已提交
1024
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1025

U
unconed 已提交
1026
			return a.object.renderOrder - b.object.renderOrder;
1027

M
Mr.doob 已提交
1028
		} else if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
1029

M
Mr.doob 已提交
1030
			return a.material.id - b.material.id;
1031 1032

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1033

M
Mr.doob 已提交
1034
			return a.z - b.z;
M
Mr.doob 已提交
1035 1036 1037

		} else {

1038
			return a.id - b.id;
M
Mr.doob 已提交
1039 1040 1041

		}

1042
	}
M
Mr.doob 已提交
1043

1044 1045
	function reversePainterSortStable ( a, b ) {

U
unconed 已提交
1046
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1047

U
unconed 已提交
1048
			return a.object.renderOrder - b.object.renderOrder;
1049 1050

		} if ( a.z !== b.z ) {
1051

M
Mr.doob 已提交
1052
			return b.z - a.z;
1053 1054 1055 1056 1057 1058 1059

		} else {

			return a.id - b.id;

		}

1060
	}
1061

M
Mr.doob 已提交
1062 1063 1064 1065 1066 1067
	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {

		if ( camera instanceof THREE.Camera === false ) {

1068
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1069 1070 1071 1072
			return;

		}

M
Mr.doob 已提交
1073
		var fog = scene.fog;
M
Mr.doob 已提交
1074 1075 1076

		// reset caching for this frame

1077
		_currentGeometryProgram = '';
1078
		_currentMaterialId = - 1;
1079
		_currentCamera = null;
M
Mr.doob 已提交
1080 1081 1082 1083
		_lightsNeedUpdate = true;

		// update scene graph

1084
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1085 1086 1087

		// update camera matrices and frustum

1088
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1089 1090 1091 1092 1093 1094

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

M
Mr.doob 已提交
1095
		lights.length = 0;
1096

M
Marius Kintel 已提交
1097 1098
		opaqueObjectsLastIndex = - 1;
		transparentObjectsLastIndex = - 1;
M
Mr.doob 已提交
1099

M
Mr.doob 已提交
1100 1101 1102
		sprites.length = 0;
		lensFlares.length = 0;

1103
		projectObject( scene );
M
Mr.doob 已提交
1104

1105 1106 1107
		opaqueObjects.length = opaqueObjectsLastIndex + 1;
		transparentObjects.length = transparentObjectsLastIndex + 1;

M
Mr.doob 已提交
1108
		if ( _this.sortObjects === true ) {
1109 1110 1111

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1112

1113 1114
		}

M
Mr.doob 已提交
1115
		//
M
Mr.doob 已提交
1116

1117
		shadowMap.render( scene );
M
Mr.doob 已提交
1118 1119 1120

		//

1121 1122 1123 1124
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1125 1126 1127 1128 1129 1130 1131 1132 1133

		this.setRenderTarget( renderTarget );

		if ( this.autoClear || forceClear ) {

			this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );

		}

1134
		//
M
Mr.doob 已提交
1135 1136 1137

		if ( scene.overrideMaterial ) {

1138
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1139

1140 1141
			renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
			renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
1142

M
Mr.doob 已提交
1143 1144 1145 1146
		} else {

			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1147
			state.setBlending( THREE.NoBlending );
1148
			renderObjects( opaqueObjects, camera, lights, fog );
M
Mr.doob 已提交
1149 1150 1151

			// transparent pass (back-to-front order)

1152
			renderObjects( transparentObjects, camera, lights, fog );
M
Mr.doob 已提交
1153 1154 1155 1156 1157

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1158 1159
		spritePlugin.render( scene, camera );
		lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
M
Mr.doob 已提交
1160 1161

		// Generate mipmap if we're using any kind of mipmap filtering
M
Marius Kintel 已提交
1162

1163
		if ( renderTarget ) {
M
Marius Kintel 已提交
1164

1165
			var texture = renderTarget.texture;
1166
			var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height );
M
Marius Kintel 已提交
1167 1168
			if ( texture.generateMipmaps && isTargetPowerOfTwo && texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {

1169
				 updateRenderTargetMipmap( renderTarget );
M
Marius Kintel 已提交
1170

1171
			}
M
Marius Kintel 已提交
1172

M
Mr.doob 已提交
1173 1174 1175 1176
		}

		// Ensure depth buffer writing is enabled so it can be cleared on next render

M
Mr.doob 已提交
1177 1178
		state.setDepthTest( true );
		state.setDepthWrite( true );
1179
		state.setColorWrite( true );
M
Mr.doob 已提交
1180 1181 1182 1183

		// _gl.finish();

	};
M
Mr.doob 已提交
1184

M
Mr.doob 已提交
1185 1186
	function pushRenderItem( object, geometry, material, z, group ) {

1187
		var array, index;
M
Mr.doob 已提交
1188

1189
		// allocate the next position in the appropriate array
M
Mr.doob 已提交
1190 1191 1192

		if ( material.transparent ) {

1193 1194
			array = transparentObjects;
			index = ++ transparentObjectsLastIndex;
M
Mr.doob 已提交
1195 1196 1197

		} else {

1198 1199 1200 1201 1202
			array = opaqueObjects;
			index = ++ opaqueObjectsLastIndex;

		}

1203 1204
		// recycle existing render item or grow the array

1205 1206 1207 1208 1209 1210 1211 1212 1213 1214
		var renderItem = array[ index ];

		if ( renderItem !== undefined ) {

			renderItem.id = object.id;
			renderItem.object = object;
			renderItem.geometry = geometry;
			renderItem.material = material;
			renderItem.z = _vector3.z;
			renderItem.group = group;
M
Mr.doob 已提交
1215 1216 1217

		} else {

1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228
			renderItem = {
				id: object.id,
				object: object,
				geometry: geometry,
				material: material,
				z: _vector3.z,
				group: group
			};

			// assert( index === array.length );
			array.push( renderItem );
M
Mr.doob 已提交
1229 1230 1231 1232 1233

		}

	}

1234
	function projectObject( object ) {
M
Mr.doob 已提交
1235

M
Mr.doob 已提交
1236
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1237

1238
		if ( object instanceof THREE.Light ) {
M
Mr.doob 已提交
1239

1240
			lights.push( object );
M
Mr.doob 已提交
1241

1242
		} else if ( object instanceof THREE.Sprite ) {
M
Mr.doob 已提交
1243

1244
			sprites.push( object );
M
Mr.doob 已提交
1245

1246
		} else if ( object instanceof THREE.LensFlare ) {
M
Mr.doob 已提交
1247

1248
			lensFlares.push( object );
M
Mr.doob 已提交
1249

1250
		} else if ( object instanceof THREE.ImmediateRenderObject ) {
M
Mr.doob 已提交
1251

1252 1253 1254 1255 1256 1257 1258 1259
			if ( _this.sortObjects === true ) {

				_vector3.setFromMatrixPosition( object.matrixWorld );
				_vector3.applyProjection( _projScreenMatrix );

			}

			pushRenderItem( object, null, object.material, _vector3.z, null );
1260

1261
		} else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
M
Mr.doob 已提交
1262

1263
			if ( object instanceof THREE.SkinnedMesh ) {
M
Mr.doob 已提交
1264

1265
				object.skeleton.update();
M
Mr.doob 已提交
1266

1267
			}
1268

1269
			if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
1270

1271
				var material = object.material;
1272

1273
				if ( material.visible === true ) {
1274

M
Mr.doob 已提交
1275 1276 1277 1278 1279 1280 1281
					if ( _this.sortObjects === true ) {

						_vector3.setFromMatrixPosition( object.matrixWorld );
						_vector3.applyProjection( _projScreenMatrix );

					}

M
Mr.doob 已提交
1282 1283
					var geometry = objects.update( object );

1284
					if ( material instanceof THREE.MeshFaceMaterial ) {
1285

M
Mr.doob 已提交
1286
						var groups = geometry.groups;
1287
						var materials = material.materials;
1288

M
Mr.doob 已提交
1289
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
1290

M
Mr.doob 已提交
1291 1292
							var group = groups[ i ];
							var groupMaterial = materials[ group.materialIndex ];
1293

M
Mr.doob 已提交
1294
							if ( groupMaterial.visible === true ) {
1295

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1296
								pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
M
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1297

M
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1298
							}
M
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1299

M
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1300
						}
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1301

1302
					} else {
1303

1304
						pushRenderItem( object, geometry, material, _vector3.z, null );
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1306
					}
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1307

1308
				}
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1309

1310
			}
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1311

M
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1312
		}
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1313

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1314
		var children = object.children;
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1315

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1316 1317 1318
		for ( var i = 0, l = children.length; i < l; i ++ ) {

			projectObject( children[ i ] );
M
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1319

1320
		}
1321

1322
	}
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1323

1324
	function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
M
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1325

M
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1326
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1327

1328
			var renderItem = renderList[ i ];
M
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1329

1330
			var object = renderItem.object;
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1331 1332 1333
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
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1335 1336
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
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1337

1338
			if ( object instanceof THREE.ImmediateRenderObject ) {
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1339

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1340
				setMaterial( material );
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1341

M
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1342
				var program = setProgram( camera, lights, fog, material, object );
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1343

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1344
				_currentGeometryProgram = '';
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1345

M
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1346
				object.render( function ( object ) {
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1347

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1348
					_this.renderBufferImmediate( object, program, material );
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1349

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1350
				} );
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1351

1352
			} else {
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1353

1354
				_this.renderBufferDirect( camera, lights, fog, geometry, material, object, group );
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1355

1356
			}
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1357

1358
		}
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1359

1360
	}
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1361

1362
	function initMaterial( material, lights, fog, object ) {
M
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1363

1364
		var materialProperties = properties.get( material );
G
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1365 1366

		var parameters = programCache.getParameters( material, lights, fog, object );
G
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1367
		var code = programCache.getProgramCode( material, parameters );
G
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1368

1369
		var program = materialProperties.program;
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1370
		var programChange = true;
1371

1372
		if ( program === undefined ) {
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1373

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1374 1375
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
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1376

1377
		} else if ( program.code !== code ) {
B
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1378

M
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1379
			// changed glsl or parameters
1380
			releaseMaterialProgramReference( material );
B
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1381

G
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1382
		} else if ( parameters.shaderID !== undefined ) {
B
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1383

T
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1384
			// same glsl and uniform list
T
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1385 1386
			return;

T
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1387
		} else {
B
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1388

T
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1389 1390
			// only rebuild uniform list
			programChange = false;
B
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1391 1392 1393

		}

1394
		if ( programChange ) {
B
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1395

1396
			if ( parameters.shaderID ) {
B
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1397

1398
				var shader = THREE.ShaderLib[ parameters.shaderID ];
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1399

1400 1401 1402 1403 1404 1405
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader
				};
B
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1406

1407
			} else {
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1408

1409 1410 1411 1412 1413 1414
				materialProperties.__webglShader = {
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
					fragmentShader: material.fragmentShader
				};
G
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1415

1416
			}
G
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1417

1418
			material.__webglShader = materialProperties.__webglShader;
G
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1419

1420
			program = programCache.acquireProgram( material, parameters, code );
B
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1421

1422 1423
			materialProperties.program = program;
			material.program = program;
1424 1425 1426

		}

1427
		var attributes = program.getAttributes();
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1428 1429 1430 1431 1432

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1433
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
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1434

M
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1435
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
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1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

1449
			for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
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1450

M
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1451
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
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1452 1453 1454 1455 1456 1457 1458 1459 1460

					material.numSupportedMorphNormals ++;

				}

			}

		}

1461
		materialProperties.uniformsList = [];
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1462

1463
		var uniformLocations = materialProperties.program.getUniforms();
M
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1464

1465
		for ( var u in materialProperties.__webglShader.uniforms ) {
M
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1466

1467
			var location = uniformLocations[ u ];
1468 1469

			if ( location ) {
G
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1470

1471
				materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
G
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1472

1473
			}
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1474 1475 1476

		}

M
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1477
	}
M
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1478

1479 1480
	function setMaterial( material ) {

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1481 1482
		setMaterialFaces( material );

1483 1484
		if ( material.transparent === true ) {

M
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1485
			state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
1486

1487 1488 1489 1490
		} else {

			state.setBlending( THREE.NoBlending );

1491 1492
		}

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1493
		state.setDepthFunc( material.depthFunc );
M
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1494 1495
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
1496
		state.setColorWrite( material.colorWrite );
M
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1497
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
1498 1499 1500

	}

M
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1501 1502
	function setMaterialFaces( material ) {

1503
		material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
M
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1504 1505 1506 1507
		state.setFlipSided( material.side === THREE.BackSide );

	}

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1508 1509 1510 1511
	function setProgram( camera, lights, fog, material, object ) {

		_usedTextureUnits = 0;

1512
		var materialProperties = properties.get( material );
1513

1514
		if ( material.needsUpdate || ! materialProperties.program ) {
M
Mr.doob 已提交
1515

1516
			initMaterial( material, lights, fog, object );
M
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1517 1518 1519 1520
			material.needsUpdate = false;

		}

1521
		var refreshProgram = false;
M
Mr.doob 已提交
1522
		var refreshMaterial = false;
1523
		var refreshLights = false;
M
Mr.doob 已提交
1524

1525
		var program = materialProperties.program,
1526
			p_uniforms = program.getUniforms(),
1527
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
1528

1529
		if ( program.id !== _currentProgram ) {
M
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1530

1531 1532
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
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1533

1534
			refreshProgram = true;
M
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1535
			refreshMaterial = true;
1536
			refreshLights = true;
M
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1537 1538 1539 1540 1541

		}

		if ( material.id !== _currentMaterialId ) {

G
gero3 已提交
1542
			if ( _currentMaterialId === - 1 ) refreshLights = true;
M
Mr.doob 已提交
1543
			_currentMaterialId = material.id;
1544

M
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1545 1546 1547 1548
			refreshMaterial = true;

		}

1549
		if ( refreshProgram || camera !== _currentCamera ) {
M
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1550 1551 1552

			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );

G
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1553
			if ( capabilities.logarithmicDepthBuffer ) {
1554

1555
				_gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1556 1557 1558 1559

			}


M
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1560 1561
			if ( camera !== _currentCamera ) _currentCamera = camera;

1562 1563 1564 1565 1566 1567 1568
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

			if ( material instanceof THREE.ShaderMaterial ||
				 material instanceof THREE.MeshPhongMaterial ||
				 material.envMap ) {

1569
				if ( p_uniforms.cameraPosition !== undefined ) {
1570 1571 1572 1573 1574 1575 1576 1577 1578 1579

					_vector3.setFromMatrixPosition( camera.matrixWorld );
					_gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );

				}

			}

			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
1580
				 material instanceof THREE.MeshBasicMaterial ||
1581 1582 1583
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {

1584
				if ( p_uniforms.viewMatrix !== undefined ) {
1585 1586

					_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
M
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1587

1588 1589 1590 1591
				}

			}

M
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1592 1593 1594 1595 1596 1597 1598 1599
		}

		// skinning uniforms must be set even if material didn't change
		// auto-setting of texture unit for bone texture must go before other textures
		// not sure why, but otherwise weird things happen

		if ( material.skinning ) {

1600
			if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
1601 1602 1603 1604 1605

				_gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );

			}

1606
			if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
1607 1608 1609 1610 1611

				_gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );

			}

1612
			if ( capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture ) {
M
Mr.doob 已提交
1613

1614
				if ( p_uniforms.boneTexture !== undefined ) {
M
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1615 1616 1617 1618

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
1619
					_this.setTexture( object.skeleton.boneTexture, textureUnit );
M
Mr.doob 已提交
1620 1621 1622

				}

1623
				if ( p_uniforms.boneTextureWidth !== undefined ) {
1624

1625
					_gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
1626 1627 1628

				}

1629
				if ( p_uniforms.boneTextureHeight !== undefined ) {
1630

1631
					_gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
1632 1633 1634

				}

1635
			} else if ( object.skeleton && object.skeleton.boneMatrices ) {
M
Mr.doob 已提交
1636

1637
				if ( p_uniforms.boneGlobalMatrices !== undefined ) {
M
Mr.doob 已提交
1638

1639
					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
M
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1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662

				}

			}

		}

		if ( refreshMaterial ) {

			// refresh uniforms common to several materials

			if ( fog && material.fog ) {

				refreshUniformsFog( m_uniforms, fog );

			}

			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material.lights ) {

				if ( _lightsNeedUpdate ) {

1663
					refreshLights = true;
T
tschw 已提交
1664
					setupLights( lights, camera );
M
Mr.doob 已提交
1665
					_lightsNeedUpdate = false;
G
gero3 已提交
1666

M
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1667 1668
				}

1669
				if ( refreshLights ) {
G
gero3 已提交
1670

1671
					refreshUniformsLights( m_uniforms, _lights );
1672
					markUniformsLightsNeedsUpdate( m_uniforms, true );
G
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1673

1674
				} else {
G
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1675

1676
					markUniformsLightsNeedsUpdate( m_uniforms, false );
G
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1677

1678
				}
M
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1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700

			}

			if ( material instanceof THREE.MeshBasicMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

			if ( material instanceof THREE.LineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

			} else if ( material instanceof THREE.LineDashedMaterial ) {

				refreshUniformsLine( m_uniforms, material );
				refreshUniformsDash( m_uniforms, material );

1701
			} else if ( material instanceof THREE.PointsMaterial ) {
M
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1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722

				refreshUniformsParticle( m_uniforms, material );

			} else if ( material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

			} else if ( material instanceof THREE.MeshDepthMaterial ) {

				m_uniforms.mNear.value = camera.near;
				m_uniforms.mFar.value = camera.far;
				m_uniforms.opacity.value = material.opacity;

			} else if ( material instanceof THREE.MeshNormalMaterial ) {

				m_uniforms.opacity.value = material.opacity;

			}

			if ( object.receiveShadow && ! material._shadowPass ) {

1723
				refreshUniformsShadow( m_uniforms, lights, camera );
M
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1724 1725 1726 1727 1728

			}

			// load common uniforms

1729
			loadUniformsGeneric( materialProperties.uniformsList );
M
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1730 1731 1732 1733 1734

		}

		loadUniformsMatrices( p_uniforms, object );

1735
		if ( p_uniforms.modelMatrix !== undefined ) {
M
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1736 1737

			_gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
M
Mr.doob 已提交
1738

M
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1739 1740 1741 1742
		}

		return program;

M
Mr.doob 已提交
1743
	}
M
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1744 1745 1746 1747 1748 1749 1750

	// Uniforms (refresh uniforms objects)

	function refreshUniformsCommon ( uniforms, material ) {

		uniforms.opacity.value = material.opacity;

1751
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
1752

1753
		if ( material.emissive ) {
M
Mr.doob 已提交
1754

1755
			uniforms.emissive.value = material.emissive;
M
Mr.doob 已提交
1756 1757 1758

		}

1759 1760 1761
		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
		uniforms.alphaMap.value = material.alphaMap;
M
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1762

1763
		if ( material.aoMap ) {
1764

1765 1766
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1767 1768 1769

		}

M
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1770
		// uv repeat and offset setting priorities
M
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1771 1772 1773 1774 1775
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1776
		// 6. emissive map
M
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1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1788 1789 1790 1791
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
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1792 1793 1794 1795 1796 1797 1798 1799
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1800 1801 1802 1803
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

1804 1805 1806 1807
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
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1808 1809 1810 1811
		}

		if ( uvScaleMap !== undefined ) {

1812
			if ( uvScaleMap instanceof THREE.WebGLRenderTarget ) uvScaleMap = uvScaleMap.texture;
M
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1813 1814 1815 1816 1817 1818 1819 1820
			var offset = uvScaleMap.offset;
			var repeat = uvScaleMap.repeat;

			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );

		}

		uniforms.envMap.value = material.envMap;
1821
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
M
Mr.doob 已提交
1822

1823
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
1824 1825
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
1826
	}
M
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1827 1828 1829 1830 1831 1832

	function refreshUniformsLine ( uniforms, material ) {

		uniforms.diffuse.value = material.color;
		uniforms.opacity.value = material.opacity;

M
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1833
	}
M
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1834 1835 1836 1837 1838 1839 1840

	function refreshUniformsDash ( uniforms, material ) {

		uniforms.dashSize.value = material.dashSize;
		uniforms.totalSize.value = material.dashSize + material.gapSize;
		uniforms.scale.value = material.scale;

M
Mr.doob 已提交
1841
	}
M
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1842 1843 1844 1845 1846 1847 1848 1849 1850 1851

	function refreshUniformsParticle ( uniforms, material ) {

		uniforms.psColor.value = material.color;
		uniforms.opacity.value = material.opacity;
		uniforms.size.value = material.size;
		uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.

		uniforms.map.value = material.map;

1852 1853 1854 1855 1856 1857 1858 1859 1860
		if ( material.map !== null ) {

			var offset = material.map.offset;
			var repeat = material.map.repeat;

			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );

		}

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1861
	}
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1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877

	function refreshUniformsFog ( uniforms, fog ) {

		uniforms.fogColor.value = fog.color;

		if ( fog instanceof THREE.Fog ) {

			uniforms.fogNear.value = fog.near;
			uniforms.fogFar.value = fog.far;

		} else if ( fog instanceof THREE.FogExp2 ) {

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
1878
	}
M
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1879 1880 1881

	function refreshUniformsPhong ( uniforms, material ) {

1882
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
1883 1884
		uniforms.shininess.value = material.shininess;

1885 1886 1887 1888
		if ( material.lightMap ) {

			uniforms.lightMap.value = material.lightMap;
			uniforms.lightMapIntensity.value = material.lightMapIntensity;
M
Mr.doob 已提交
1889

1890
		}
1891

1892
		if ( material.emissiveMap ) {
1893

1894
			uniforms.emissiveMap.value = material.emissiveMap;
1895

1896
		}
M
Mr.doob 已提交
1897

1898 1899 1900 1901
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
1902

1903
		}
M
Mr.doob 已提交
1904

1905 1906 1907 1908 1909 1910
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );

		}
M
Mr.doob 已提交
1911

1912 1913 1914 1915 1916
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
1917

1918
		}
1919 1920 1921

	}

M
Mr.doob 已提交
1922 1923 1924 1925 1926 1927 1928 1929 1930 1931
	function refreshUniformsLights ( uniforms, lights ) {

		uniforms.ambientLightColor.value = lights.ambient;

		uniforms.directionalLightColor.value = lights.directional.colors;
		uniforms.directionalLightDirection.value = lights.directional.positions;

		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
		uniforms.pointLightDistance.value = lights.point.distances;
M
Mr.doob 已提交
1932
		uniforms.pointLightDecay.value = lights.point.decays;
M
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1933 1934 1935 1936 1937 1938 1939

		uniforms.spotLightColor.value = lights.spot.colors;
		uniforms.spotLightPosition.value = lights.spot.positions;
		uniforms.spotLightDistance.value = lights.spot.distances;
		uniforms.spotLightDirection.value = lights.spot.directions;
		uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
		uniforms.spotLightExponent.value = lights.spot.exponents;
M
Mr.doob 已提交
1940
		uniforms.spotLightDecay.value = lights.spot.decays;
M
Mr.doob 已提交
1941 1942 1943 1944 1945

		uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
		uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
		uniforms.hemisphereLightDirection.value = lights.hemi.positions;

M
Mr.doob 已提交
1946
	}
M
Mr.doob 已提交
1947

1948 1949
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
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1950
	function markUniformsLightsNeedsUpdate ( uniforms, value ) {
1951

M
Mr.doob 已提交
1952
		uniforms.ambientLightColor.needsUpdate = value;
1953

M
Mr.doob 已提交
1954 1955
		uniforms.directionalLightColor.needsUpdate = value;
		uniforms.directionalLightDirection.needsUpdate = value;
1956

M
Mr.doob 已提交
1957 1958 1959 1960
		uniforms.pointLightColor.needsUpdate = value;
		uniforms.pointLightPosition.needsUpdate = value;
		uniforms.pointLightDistance.needsUpdate = value;
		uniforms.pointLightDecay.needsUpdate = value;
1961

M
Mr.doob 已提交
1962 1963 1964 1965 1966 1967 1968
		uniforms.spotLightColor.needsUpdate = value;
		uniforms.spotLightPosition.needsUpdate = value;
		uniforms.spotLightDistance.needsUpdate = value;
		uniforms.spotLightDirection.needsUpdate = value;
		uniforms.spotLightAngleCos.needsUpdate = value;
		uniforms.spotLightExponent.needsUpdate = value;
		uniforms.spotLightDecay.needsUpdate = value;
1969

M
Mr.doob 已提交
1970 1971 1972
		uniforms.hemisphereLightSkyColor.needsUpdate = value;
		uniforms.hemisphereLightGroundColor.needsUpdate = value;
		uniforms.hemisphereLightDirection.needsUpdate = value;
1973

M
Mr.doob 已提交
1974
	}
1975

1976
	function refreshUniformsShadow ( uniforms, lights, camera ) {
M
Mr.doob 已提交
1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987

		if ( uniforms.shadowMatrix ) {

			var j = 0;

			for ( var i = 0, il = lights.length; i < il; i ++ ) {

				var light = lights[ i ];

				if ( ! light.castShadow ) continue;

1988
				if ( light instanceof THREE.PointLight || light instanceof THREE.SpotLight || light instanceof THREE.DirectionalLight ) {
1989

1990
					if ( light instanceof THREE.PointLight ) {
1991

1992 1993 1994 1995 1996
						// for point lights we set the shadow matrix to be a translation-only matrix
						// equal to inverse of the light's position
						_vector3.setFromMatrixPosition( light.matrixWorld ).negate();
						light.shadowMatrix.identity().setPosition( _vector3 );

1997
						// for point lights we set the sign of the shadowDarkness uniform to be negative
1998
						uniforms.shadowDarkness.value[ j ] = - light.shadowDarkness;
1999

2000
					} else {
M
Marius Kintel 已提交
2001

2002
						uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
M
Mark Kellogg 已提交
2003

2004
					}
M
Mr.doob 已提交
2005

2006
					uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
2007
					uniforms.shadowMap.value[ j ] =  light.shadowMap;
M
Mr.doob 已提交
2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018
					uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
					uniforms.shadowBias.value[ j ] = light.shadowBias;

					j ++;

				}

			}

		}

M
Mr.doob 已提交
2019
	}
M
Mr.doob 已提交
2020 2021 2022 2023 2024

	// Uniforms (load to GPU)

	function loadUniformsMatrices ( uniforms, object ) {

2025
		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object.modelViewMatrix.elements );
M
Mr.doob 已提交
2026 2027 2028

		if ( uniforms.normalMatrix ) {

2029
			_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object.normalMatrix.elements );
M
Mr.doob 已提交
2030 2031 2032

		}

M
Mr.doob 已提交
2033
	}
M
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2034 2035 2036 2037 2038

	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

G
gero3 已提交
2039
		if ( textureUnit >= capabilities.maxTextures ) {
M
Mr.doob 已提交
2040

G
gero3 已提交
2041
			console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
M
Mr.doob 已提交
2042 2043 2044 2045 2046 2047 2048

		}

		_usedTextureUnits += 1;

		return textureUnit;

M
Mr.doob 已提交
2049
	}
M
Mr.doob 已提交
2050

2051
	function loadUniformsGeneric ( uniforms ) {
M
Mr.doob 已提交
2052

M
Mr.doob 已提交
2053
		var texture, textureUnit;
M
Mr.doob 已提交
2054

M
Mr.doob 已提交
2055 2056 2057
		for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {

			var uniform = uniforms[ j ][ 0 ];
M
Mr.doob 已提交
2058

2059 2060
			// needsUpdate property is not added to all uniforms.
			if ( uniform.needsUpdate === false ) continue;
2061

M
Mr.doob 已提交
2062 2063
			var type = uniform.type;
			var value = uniform.value;
2064
			var location = uniforms[ j ][ 1 ];
M
Mr.doob 已提交
2065

2066
			switch ( type ) {
M
Mr.doob 已提交
2067

2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121
				case '1i':
					_gl.uniform1i( location, value );
					break;

				case '1f':
					_gl.uniform1f( location, value );
					break;

				case '2f':
					_gl.uniform2f( location, value[ 0 ], value[ 1 ] );
					break;

				case '3f':
					_gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
					break;

				case '4f':
					_gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
					break;

				case '1iv':
					_gl.uniform1iv( location, value );
					break;

				case '3iv':
					_gl.uniform3iv( location, value );
					break;

				case '1fv':
					_gl.uniform1fv( location, value );
					break;

				case '2fv':
					_gl.uniform2fv( location, value );
					break;

				case '3fv':
					_gl.uniform3fv( location, value );
					break;

				case '4fv':
					_gl.uniform4fv( location, value );
					break;

				case 'Matrix3fv':
					_gl.uniformMatrix3fv( location, false, value );
					break;

				case 'Matrix4fv':
					_gl.uniformMatrix4fv( location, false, value );
					break;

				//

M
Mr.doob 已提交
2122
				case 'i':
M
Mr.doob 已提交
2123

2124 2125
					// single integer
					_gl.uniform1i( location, value );
M
Mr.doob 已提交
2126

2127
					break;
M
Mr.doob 已提交
2128

2129
				case 'f':
M
Mr.doob 已提交
2130

2131 2132
					// single float
					_gl.uniform1f( location, value );
M
Mr.doob 已提交
2133

2134
					break;
M
Mr.doob 已提交
2135

2136
				case 'v2':
M
Mr.doob 已提交
2137

2138 2139
					// single THREE.Vector2
					_gl.uniform2f( location, value.x, value.y );
M
Mr.doob 已提交
2140

2141
					break;
M
Mr.doob 已提交
2142

2143
				case 'v3':
M
Mr.doob 已提交
2144

2145 2146
					// single THREE.Vector3
					_gl.uniform3f( location, value.x, value.y, value.z );
M
Mr.doob 已提交
2147

2148
					break;
M
Mr.doob 已提交
2149

M
Mr.doob 已提交
2150
				case 'v4':
M
Mr.doob 已提交
2151

2152 2153
					// single THREE.Vector4
					_gl.uniform4f( location, value.x, value.y, value.z, value.w );
M
Mr.doob 已提交
2154

2155
					break;
M
Mr.doob 已提交
2156

2157
				case 'c':
M
Mr.doob 已提交
2158

2159 2160
					// single THREE.Color
					_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
2161

2162
					break;
M
Mr.doob 已提交
2163

2164
				case 'iv1':
M
Mr.doob 已提交
2165

2166 2167
					// flat array of integers (JS or typed array)
					_gl.uniform1iv( location, value );
M
Mr.doob 已提交
2168

2169
					break;
M
Mr.doob 已提交
2170

2171
				case 'iv':
M
Mr.doob 已提交
2172

2173 2174
					// flat array of integers with 3 x N size (JS or typed array)
					_gl.uniform3iv( location, value );
M
Mr.doob 已提交
2175

2176
					break;
M
Mr.doob 已提交
2177

2178
				case 'fv1':
M
Mr.doob 已提交
2179

2180 2181
					// flat array of floats (JS or typed array)
					_gl.uniform1fv( location, value );
M
Mr.doob 已提交
2182

2183
					break;
M
Mr.doob 已提交
2184

2185
				case 'fv':
M
Mr.doob 已提交
2186

2187 2188
					// flat array of floats with 3 x N size (JS or typed array)
					_gl.uniform3fv( location, value );
M
Mr.doob 已提交
2189

2190
					break;
M
Mr.doob 已提交
2191

2192
				case 'v2v':
M
Mr.doob 已提交
2193

2194
					// array of THREE.Vector2
M
Mr.doob 已提交
2195

2196
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2197

2198
						uniform._array = new Float32Array( 2 * value.length );
M
Mr.doob 已提交
2199

2200
					}
M
Mr.doob 已提交
2201

M
Mr.doob 已提交
2202
					for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) {
M
Mr.doob 已提交
2203

M
Mr.doob 已提交
2204 2205
						uniform._array[ i2 + 0 ] = value[ i ].x;
						uniform._array[ i2 + 1 ] = value[ i ].y;
M
Mr.doob 已提交
2206

2207
					}
M
Mr.doob 已提交
2208

2209
					_gl.uniform2fv( location, uniform._array );
M
Mr.doob 已提交
2210

2211
					break;
M
Mr.doob 已提交
2212

2213
				case 'v3v':
M
Mr.doob 已提交
2214

2215
					// array of THREE.Vector3
M
Mr.doob 已提交
2216

2217
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2218

2219
						uniform._array = new Float32Array( 3 * value.length );
M
Mr.doob 已提交
2220

2221
					}
M
Mr.doob 已提交
2222

M
Mr.doob 已提交
2223
					for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) {
R
Ryan Tsao 已提交
2224

M
Mr.doob 已提交
2225 2226 2227
						uniform._array[ i3 + 0 ] = value[ i ].x;
						uniform._array[ i3 + 1 ] = value[ i ].y;
						uniform._array[ i3 + 2 ] = value[ i ].z;
R
Ryan Tsao 已提交
2228

2229
					}
R
Ryan Tsao 已提交
2230

2231
					_gl.uniform3fv( location, uniform._array );
R
Ryan Tsao 已提交
2232

2233
					break;
R
Ryan Tsao 已提交
2234

2235
				case 'v4v':
R
Ryan Tsao 已提交
2236

2237
					// array of THREE.Vector4
R
Ryan Tsao 已提交
2238

2239
					if ( uniform._array === undefined ) {
R
Ryan Tsao 已提交
2240

2241
						uniform._array = new Float32Array( 4 * value.length );
R
Ryan Tsao 已提交
2242

2243
					}
M
Mr.doob 已提交
2244

M
Mr.doob 已提交
2245
					for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) {
M
Mr.doob 已提交
2246

M
Mr.doob 已提交
2247 2248 2249 2250
						uniform._array[ i4 + 0 ] = value[ i ].x;
						uniform._array[ i4 + 1 ] = value[ i ].y;
						uniform._array[ i4 + 2 ] = value[ i ].z;
						uniform._array[ i4 + 3 ] = value[ i ].w;
M
Mr.doob 已提交
2251

2252
					}
M
Mr.doob 已提交
2253

2254
					_gl.uniform4fv( location, uniform._array );
M
Mr.doob 已提交
2255

2256
					break;
M
Mr.doob 已提交
2257

2258
				case 'm3':
M
Mr.doob 已提交
2259

2260 2261
					// single THREE.Matrix3
					_gl.uniformMatrix3fv( location, false, value.elements );
M
Mr.doob 已提交
2262

2263
					break;
M
Mr.doob 已提交
2264

2265
				case 'm3v':
M
Mr.doob 已提交
2266

2267
					// array of THREE.Matrix3
M
Mr.doob 已提交
2268

2269
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2270

2271
						uniform._array = new Float32Array( 9 * value.length );
M
Mr.doob 已提交
2272

2273
					}
M
Mr.doob 已提交
2274

2275
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2276

2277
						value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
M
Mr.doob 已提交
2278

2279
					}
M
Mr.doob 已提交
2280

2281
					_gl.uniformMatrix3fv( location, false, uniform._array );
M
Mr.doob 已提交
2282

2283
					break;
M
Mr.doob 已提交
2284

2285
				case 'm4':
M
Mr.doob 已提交
2286

2287 2288
					// single THREE.Matrix4
					_gl.uniformMatrix4fv( location, false, value.elements );
M
Mr.doob 已提交
2289

2290
					break;
M
Mr.doob 已提交
2291

2292
				case 'm4v':
M
Mr.doob 已提交
2293

2294
					// array of THREE.Matrix4
M
Mr.doob 已提交
2295

2296
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2297

2298
						uniform._array = new Float32Array( 16 * value.length );
M
Mr.doob 已提交
2299

2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310
					}

					for ( var i = 0, il = value.length; i < il; i ++ ) {

						value[ i ].flattenToArrayOffset( uniform._array, i * 16 );

					}

					_gl.uniformMatrix4fv( location, false, uniform._array );

					break;
M
Mr.doob 已提交
2311

2312
				case 't':
M
Mr.doob 已提交
2313

2314
					// single THREE.Texture (2d or cube)
M
Mr.doob 已提交
2315

2316 2317 2318 2319
					texture = value;
					textureUnit = getTextureUnit();

					_gl.uniform1i( location, textureUnit );
M
Mr.doob 已提交
2320

2321
					if ( ! texture ) continue;
M
Mr.doob 已提交
2322

2323
					if ( texture instanceof THREE.CubeTexture ||
G
gero3 已提交
2324 2325 2326
						 ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {

						// CompressedTexture can have Array in image :/
M
Mr.doob 已提交
2327

2328
						setCubeTexture( texture, textureUnit );
M
Mr.doob 已提交
2329

2330 2331
					} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {

2332 2333 2334 2335 2336
						setCubeTextureDynamic( texture.texture, textureUnit );

					} else if ( texture instanceof THREE.WebGLRenderTarget ) {

						_this.setTexture( texture.texture, textureUnit );
2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347

					} else {

						_this.setTexture( texture, textureUnit );

					}

					break;

				case 'tv':

2348
					// array of THREE.Texture (2d or cube)
2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369

					if ( uniform._array === undefined ) {

						uniform._array = [];

					}

					for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {

						uniform._array[ i ] = getTextureUnit();

					}

					_gl.uniform1iv( location, uniform._array );

					for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {

						texture = uniform.value[ i ];
						textureUnit = uniform._array[ i ];

						if ( ! texture ) continue;
2370

2371
						if ( texture instanceof THREE.CubeTexture ||
2372 2373 2374
						   ( texture.image instanceof Array && texture.image.length === 6 ) ) {

							// CompressedTexture can have Array in image :/
2375

2376 2377
							setCubeTexture( texture, textureUnit );

2378 2379 2380 2381
						} else if ( texture instanceof THREE.WebGLRenderTarget ) {

							_this.setTexture( texture.texture, textureUnit );

2382 2383
						} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {

2384
							setCubeTextureDynamic( texture.texture, textureUnit );
2385 2386 2387 2388 2389 2390

						} else {

							_this.setTexture( texture, textureUnit );

						}
2391 2392 2393 2394 2395 2396

					}

					break;

				default:
2397

2398
					console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
2399

M
Mr.doob 已提交
2400 2401 2402 2403
			}

		}

M
Mr.doob 已提交
2404
	}
M
Mr.doob 已提交
2405 2406 2407

	function setColorLinear( array, offset, color, intensity ) {

M
Mr.doob 已提交
2408
		array[ offset + 0 ] = color.r * intensity;
M
Mr.doob 已提交
2409 2410 2411
		array[ offset + 1 ] = color.g * intensity;
		array[ offset + 2 ] = color.b * intensity;

M
Mr.doob 已提交
2412
	}
M
Mr.doob 已提交
2413

T
tschw 已提交
2414
	function setupLights ( lights, camera ) {
M
Mr.doob 已提交
2415

B
brason 已提交
2416
		var l, ll, light,
M
Mr.doob 已提交
2417 2418
		r = 0, g = 0, b = 0,
		color, skyColor, groundColor,
B
brason 已提交
2419
		intensity,
M
Mr.doob 已提交
2420 2421 2422 2423
		distance,

		zlights = _lights,

T
tschw 已提交
2424 2425
		viewMatrix = camera.matrixWorldInverse,

M
Mr.doob 已提交
2426 2427 2428 2429 2430 2431
		dirColors = zlights.directional.colors,
		dirPositions = zlights.directional.positions,

		pointColors = zlights.point.colors,
		pointPositions = zlights.point.positions,
		pointDistances = zlights.point.distances,
M
Mr.doob 已提交
2432
		pointDecays = zlights.point.decays,
M
Mr.doob 已提交
2433 2434 2435 2436 2437 2438 2439

		spotColors = zlights.spot.colors,
		spotPositions = zlights.spot.positions,
		spotDistances = zlights.spot.distances,
		spotDirections = zlights.spot.directions,
		spotAnglesCos = zlights.spot.anglesCos,
		spotExponents = zlights.spot.exponents,
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Mr.doob 已提交
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		spotDecays = zlights.spot.decays,
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2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473 2474

		hemiSkyColors = zlights.hemi.skyColors,
		hemiGroundColors = zlights.hemi.groundColors,
		hemiPositions = zlights.hemi.positions,

		dirLength = 0,
		pointLength = 0,
		spotLength = 0,
		hemiLength = 0,

		dirCount = 0,
		pointCount = 0,
		spotCount = 0,
		hemiCount = 0,

		dirOffset = 0,
		pointOffset = 0,
		spotOffset = 0,
		hemiOffset = 0;

		for ( l = 0, ll = lights.length; l < ll; l ++ ) {

			light = lights[ l ];

			if ( light.onlyShadow ) continue;

			color = light.color;
			intensity = light.intensity;
			distance = light.distance;

			if ( light instanceof THREE.AmbientLight ) {

				if ( ! light.visible ) continue;

2475 2476 2477
				r += color.r;
				g += color.g;
				b += color.b;
M
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2478 2479 2480 2481 2482 2483 2484

			} else if ( light instanceof THREE.DirectionalLight ) {

				dirCount += 1;

				if ( ! light.visible ) continue;

2485 2486
				_direction.setFromMatrixPosition( light.matrixWorld );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
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2487
				_direction.sub( _vector3 );
T
tschw 已提交
2488
				_direction.transformDirection( viewMatrix );
M
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2489 2490 2491

				dirOffset = dirLength * 3;

M
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2492
				dirPositions[ dirOffset + 0 ] = _direction.x;
M
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2493 2494 2495
				dirPositions[ dirOffset + 1 ] = _direction.y;
				dirPositions[ dirOffset + 2 ] = _direction.z;

2496
				setColorLinear( dirColors, dirOffset, color, intensity );
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2497 2498 2499 2500 2501 2502 2503 2504 2505 2506 2507

				dirLength += 1;

			} else if ( light instanceof THREE.PointLight ) {

				pointCount += 1;

				if ( ! light.visible ) continue;

				pointOffset = pointLength * 3;

2508
				setColorLinear( pointColors, pointOffset, color, intensity );
M
Mr.doob 已提交
2509

2510
				_vector3.setFromMatrixPosition( light.matrixWorld );
T
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2511
				_vector3.applyMatrix4( viewMatrix );
M
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2512

M
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2513
				pointPositions[ pointOffset + 0 ] = _vector3.x;
M
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2514 2515 2516
				pointPositions[ pointOffset + 1 ] = _vector3.y;
				pointPositions[ pointOffset + 2 ] = _vector3.z;

M
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2517
				// distance is 0 if decay is 0, because there is no attenuation at all.
M
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2518
				pointDistances[ pointLength ] = distance;
M
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2519
				pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
M
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2520 2521 2522 2523 2524 2525 2526 2527 2528 2529 2530

				pointLength += 1;

			} else if ( light instanceof THREE.SpotLight ) {

				spotCount += 1;

				if ( ! light.visible ) continue;

				spotOffset = spotLength * 3;

2531
				setColorLinear( spotColors, spotOffset, color, intensity );
M
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2532

G
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2533
				_direction.setFromMatrixPosition( light.matrixWorld );
T
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2534
				_vector3.copy( _direction ).applyMatrix4( viewMatrix );
M
Mr.doob 已提交
2535

T
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2536 2537 2538
				spotPositions[ spotOffset + 0 ] = _vector3.x;
				spotPositions[ spotOffset + 1 ] = _vector3.y;
				spotPositions[ spotOffset + 2 ] = _vector3.z;
M
Mr.doob 已提交
2539 2540 2541

				spotDistances[ spotLength ] = distance;

2542
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
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2543
				_direction.sub( _vector3 );
T
tschw 已提交
2544
				_direction.transformDirection( viewMatrix );
M
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2545

M
Mr.doob 已提交
2546
				spotDirections[ spotOffset + 0 ] = _direction.x;
M
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2547 2548 2549 2550 2551
				spotDirections[ spotOffset + 1 ] = _direction.y;
				spotDirections[ spotOffset + 2 ] = _direction.z;

				spotAnglesCos[ spotLength ] = Math.cos( light.angle );
				spotExponents[ spotLength ] = light.exponent;
M
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2552
				spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
M
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2553 2554 2555 2556 2557 2558 2559 2560 2561

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {

				hemiCount += 1;

				if ( ! light.visible ) continue;

2562
				_direction.setFromMatrixPosition( light.matrixWorld );
T
tschw 已提交
2563
				_direction.transformDirection( viewMatrix );
M
Mr.doob 已提交
2564 2565 2566

				hemiOffset = hemiLength * 3;

M
Mr.doob 已提交
2567
				hemiPositions[ hemiOffset + 0 ] = _direction.x;
M
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2568 2569 2570 2571 2572 2573
				hemiPositions[ hemiOffset + 1 ] = _direction.y;
				hemiPositions[ hemiOffset + 2 ] = _direction.z;

				skyColor = light.color;
				groundColor = light.groundColor;

2574 2575
				setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
				setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
M
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2576 2577 2578 2579 2580 2581 2582 2583 2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598 2599 2600

				hemiLength += 1;

			}

		}

		// null eventual remains from removed lights
		// (this is to avoid if in shader)

		for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
		for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
		for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
		for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
		for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;

		zlights.directional.length = dirLength;
		zlights.point.length = pointLength;
		zlights.spot.length = spotLength;
		zlights.hemi.length = hemiLength;

		zlights.ambient[ 0 ] = r;
		zlights.ambient[ 1 ] = g;
		zlights.ambient[ 2 ] = b;

M
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2601
	}
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2602 2603 2604 2605 2606 2607 2608

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

		if ( cullFace === THREE.CullFaceNone ) {

2609
			state.disable( _gl.CULL_FACE );
M
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2610 2611 2612 2613 2614 2615 2616 2617 2618 2619 2620 2621 2622 2623 2624 2625 2626 2627 2628 2629 2630 2631 2632 2633 2634 2635 2636

		} else {

			if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {

				_gl.frontFace( _gl.CW );

			} else {

				_gl.frontFace( _gl.CCW );

			}

			if ( cullFace === THREE.CullFaceBack ) {

				_gl.cullFace( _gl.BACK );

			} else if ( cullFace === THREE.CullFaceFront ) {

				_gl.cullFace( _gl.FRONT );

			} else {

				_gl.cullFace( _gl.FRONT_AND_BACK );

			}

2637
			state.enable( _gl.CULL_FACE );
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2638 2639 2640 2641 2642 2643 2644 2645 2646

		}

	};

	// Textures

	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {

2647 2648
		var extension;

M
Mr.doob 已提交
2649 2650 2651 2652 2653 2654 2655 2656 2657 2658 2659 2660
		if ( isImagePowerOfTwo ) {

			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );

			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );

		} else {

			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
M
Mr.doob 已提交
2661 2662 2663

			if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {

2664
				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
M
Mr.doob 已提交
2665

2666
			}
M
Mr.doob 已提交
2667 2668 2669 2670

			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );

M
Mr.doob 已提交
2671 2672
			if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {

2673
				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
M
Mr.doob 已提交
2674

2675
			}
M
Mr.doob 已提交
2676

M
Mr.doob 已提交
2677 2678
		}

2679 2680
		extension = extensions.get( 'EXT_texture_filter_anisotropic' );

2681
		if ( extension ) {
M
Mr.doob 已提交
2682

2683 2684
			if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
			if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
M
Mr.doob 已提交
2685

2686
			if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
M
Mr.doob 已提交
2687

2688
				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
2689
				properties.get( texture ).__currentAnisotropy = texture.anisotropy;
M
Mr.doob 已提交
2690 2691 2692 2693 2694

			}

		}

M
Mr.doob 已提交
2695
	}
M
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2696

2697
	function uploadTexture( textureProperties, texture, slot ) {
2698

2699
		if ( textureProperties.__webglInit === undefined ) {
2700

2701
			textureProperties.__webglInit = true;
2702 2703 2704 2705 2706

			texture.__webglInit = true;

			texture.addEventListener( 'dispose', onTextureDispose );

2707
			textureProperties.__webglTexture = _gl.createTexture();
2708

2709
			_infoMemory.textures ++;
2710 2711

		}
M
Mr.doob 已提交
2712

B
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2713
		state.activeTexture( _gl.TEXTURE0 + slot );
2714
		state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
M
Mr.doob 已提交
2715

H
Henri Astre 已提交
2716 2717 2718 2719
		_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
		_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
		_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );

G
gero3 已提交
2720
		texture.image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
2721

H
Henri Astre 已提交
2722 2723 2724 2725
		var image = texture.image,
		isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
		glFormat = paramThreeToGL( texture.format ),
		glType = paramThreeToGL( texture.type );
M
Mr.doob 已提交
2726

H
Henri Astre 已提交
2727
		setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
M
Mr.doob 已提交
2728

H
Henri Astre 已提交
2729
		var mipmap, mipmaps = texture.mipmaps;
M
Mr.doob 已提交
2730

H
Henri Astre 已提交
2731
		if ( texture instanceof THREE.DataTexture ) {
M
Mr.doob 已提交
2732

H
Henri Astre 已提交
2733 2734 2735
			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels
M
Mr.doob 已提交
2736

H
Henri Astre 已提交
2737 2738 2739
			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {

				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
2740

H
Henri Astre 已提交
2741
					mipmap = mipmaps[ i ];
2742
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
2743

H
Henri Astre 已提交
2744
				}
M
Mr.doob 已提交
2745

H
Henri Astre 已提交
2746
				texture.generateMipmaps = false;
M
Mr.doob 已提交
2747

H
Henri Astre 已提交
2748
			} else {
M
Mr.doob 已提交
2749

2750
				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
Mr.doob 已提交
2751

H
Henri Astre 已提交
2752
			}
M
Mr.doob 已提交
2753

H
Henri Astre 已提交
2754
		} else if ( texture instanceof THREE.CompressedTexture ) {
M
Mr.doob 已提交
2755

H
Henri Astre 已提交
2756
			for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
2757

H
Henri Astre 已提交
2758
				mipmap = mipmaps[ i ];
M
Mr.doob 已提交
2759

2760
				if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
2761

2762
					if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
M
Mr.doob 已提交
2763

2764
						state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
2765

2766
					} else {
M
Mr.doob 已提交
2767

2768
						console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
M
Mr.doob 已提交
2769

2770
					}
M
Mr.doob 已提交
2771

H
Henri Astre 已提交
2772
				} else {
M
Mr.doob 已提交
2773

2774
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
2775

M
Mr.doob 已提交
2776 2777
				}

H
Henri Astre 已提交
2778 2779
			}

G
gero3 已提交
2780 2781 2782
		} else {

			// regular Texture (image, video, canvas)
H
Henri Astre 已提交
2783 2784 2785 2786 2787 2788

			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels

			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
M
Mr.doob 已提交
2789

2790
				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
2791 2792

					mipmap = mipmaps[ i ];
2793
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
M
Mr.doob 已提交
2794 2795 2796

				}

H
Henri Astre 已提交
2797
				texture.generateMipmaps = false;
M
Mr.doob 已提交
2798

H
Henri Astre 已提交
2799
			} else {
M
Mr.doob 已提交
2800

2801
				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
Mr.doob 已提交
2802

H
Henri Astre 已提交
2803
			}
M
Mr.doob 已提交
2804

H
Henri Astre 已提交
2805
		}
M
Mr.doob 已提交
2806

H
Henri Astre 已提交
2807
		if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
2808

2809
		textureProperties.__version = texture.version;
M
Mr.doob 已提交
2810

B
Ben Adams 已提交
2811
		if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
2812

2813
	}
M
Mr.doob 已提交
2814

H
Henri Astre 已提交
2815
	this.setTexture = function ( texture, slot ) {
M
Mr.doob 已提交
2816

2817 2818 2819
		var textureProperties = properties.get( texture );

		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
M
Mr.doob 已提交
2820

2821
			var image = texture.image;
M
Mr.doob 已提交
2822

2823 2824
			if ( image === undefined ) {

2825
				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
2826 2827 2828 2829
				return;

			}

2830
			if ( image.complete === false ) {
M
Mr.doob 已提交
2831

2832
				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
2833 2834 2835 2836
				return;

			}

2837
			uploadTexture( textureProperties, texture, slot );
2838
			return;
M
Mr.doob 已提交
2839 2840 2841

		}

B
Ben Adams 已提交
2842
		state.activeTexture( _gl.TEXTURE0 + slot );
2843
		state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
2844

M
Mr.doob 已提交
2845 2846 2847 2848
	};

	function clampToMaxSize ( image, maxSize ) {

2849
		if ( image.width > maxSize || image.height > maxSize ) {
M
Mr.doob 已提交
2850

2851 2852
			// Warning: Scaling through the canvas will only work with images that use
			// premultiplied alpha.
M
Mr.doob 已提交
2853

2854
			var scale = maxSize / Math.max( image.width, image.height );
M
Mr.doob 已提交
2855

2856 2857 2858
			var canvas = document.createElement( 'canvas' );
			canvas.width = Math.floor( image.width * scale );
			canvas.height = Math.floor( image.height * scale );
M
Mr.doob 已提交
2859

2860 2861
			var context = canvas.getContext( '2d' );
			context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
M
Mr.doob 已提交
2862

2863
			console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
M
Mr.doob 已提交
2864

2865 2866 2867
			return canvas;

		}
M
Mr.doob 已提交
2868

2869
		return image;
M
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2870 2871 2872 2873 2874

	}

	function setCubeTexture ( texture, slot ) {

2875
		var textureProperties = properties.get( texture );
2876

M
Mr.doob 已提交
2877 2878
		if ( texture.image.length === 6 ) {

2879
			if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
M
Mr.doob 已提交
2880

2881
				if ( ! textureProperties.__image__webglTextureCube ) {
M
Mr.doob 已提交
2882

2883 2884
					texture.addEventListener( 'dispose', onTextureDispose );

2885
					textureProperties.__image__webglTextureCube = _gl.createTexture();
M
Mr.doob 已提交
2886

2887
					_infoMemory.textures ++;
M
Mr.doob 已提交
2888 2889 2890

				}

B
Ben Adams 已提交
2891
				state.activeTexture( _gl.TEXTURE0 + slot );
2892
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
M
Mr.doob 已提交
2893 2894 2895

				_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );

M
Mr.doob 已提交
2896 2897
				var isCompressed = texture instanceof THREE.CompressedTexture;
				var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
M
Mr.doob 已提交
2898 2899 2900 2901 2902

				var cubeImage = [];

				for ( var i = 0; i < 6; i ++ ) {

2903
					if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
M
Mr.doob 已提交
2904

G
gero3 已提交
2905
						cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
M
Mr.doob 已提交
2906 2907 2908

					} else {

2909
						cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
M
Mr.doob 已提交
2910 2911 2912 2913 2914 2915

					}

				}

				var image = cubeImage[ 0 ],
2916
				isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
M
Mr.doob 已提交
2917 2918 2919 2920 2921 2922 2923
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );

				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

				for ( var i = 0; i < 6; i ++ ) {

2924
					if ( ! isCompressed ) {
M
Mr.doob 已提交
2925

M
Mr.doob 已提交
2926
						if ( isDataTexture ) {
2927

2928
							state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
2929

M
Mr.doob 已提交
2930
						} else {
2931

2932
							state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
2933

M
Mr.doob 已提交
2934 2935
						}

2936
					} else {
2937

M
Mr.doob 已提交
2938 2939
						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

2940
						for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
M
Mr.doob 已提交
2941 2942

							mipmap = mipmaps[ j ];
M
Mr.doob 已提交
2943

2944
							if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
2945

2946
								if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
M
Mr.doob 已提交
2947

2948
									state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
2949

2950
								} else {
M
Mr.doob 已提交
2951

2952
									console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
M
Mr.doob 已提交
2953

2954
								}
M
Mr.doob 已提交
2955

2956
							} else {
M
Mr.doob 已提交
2957

2958
								state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
2959

2960
							}
M
Mr.doob 已提交
2961

2962
						}
M
Mr.doob 已提交
2963

M
Mr.doob 已提交
2964
					}
M
Mr.doob 已提交
2965

M
Mr.doob 已提交
2966 2967 2968 2969 2970 2971 2972 2973
				}

				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}

2974
				textureProperties.__version = texture.version;
M
Mr.doob 已提交
2975

B
Ben Adams 已提交
2976
				if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
2977 2978 2979

			} else {

B
Ben Adams 已提交
2980
				state.activeTexture( _gl.TEXTURE0 + slot );
2981
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
M
Mr.doob 已提交
2982 2983 2984 2985 2986

			}

		}

M
Mr.doob 已提交
2987
	}
M
Mr.doob 已提交
2988 2989 2990

	function setCubeTextureDynamic ( texture, slot ) {

B
Ben Adams 已提交
2991
		state.activeTexture( _gl.TEXTURE0 + slot );
2992
		state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
M
Mr.doob 已提交
2993

M
Mr.doob 已提交
2994
	}
M
Mr.doob 已提交
2995 2996 2997 2998 2999 3000

	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {

		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
3001
		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
M
Mr.doob 已提交
3002

M
Mr.doob 已提交
3003
	}
M
Mr.doob 已提交
3004

M
Mr.doob 已提交
3005
	function setupRenderBuffer ( renderbuffer, renderTarget ) {
M
Mr.doob 已提交
3006 3007 3008 3009 3010 3011 3012 3013 3014

		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );

		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

		/* For some reason this is not working. Defaulting to RGBA4.
3015
		} else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
M
Mr.doob 已提交
3016 3017 3018 3019

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
		*/
G
gero3 已提交
3020

M
Mr.doob 已提交
3021 3022 3023 3024 3025 3026 3027 3028 3029 3030 3031
		} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

		} else {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );

		}

M
Mr.doob 已提交
3032
	}
M
Mr.doob 已提交
3033 3034 3035 3036 3037

	this.setRenderTarget = function ( renderTarget ) {

		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );

3038
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
3039

3040
			var renderTargetProperties = properties.get( renderTarget );
3041
			var textureProperties = properties.get( renderTarget.texture );
M
Mr.doob 已提交
3042 3043 3044 3045 3046 3047

			if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
			if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;

			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

3048
			textureProperties.__webglTexture = _gl.createTexture();
M
Mr.doob 已提交
3049

3050
			_infoMemory.textures ++;
M
Mr.doob 已提交
3051 3052 3053

			// Setup texture, create render and frame buffers

3054
			var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
3055 3056
				glFormat = paramThreeToGL( renderTarget.texture.format ),
				glType = paramThreeToGL( renderTarget.texture.type );
M
Mr.doob 已提交
3057 3058 3059

			if ( isCube ) {

3060 3061
				renderTargetProperties.__webglFramebuffer = [];
				renderTargetProperties.__webglRenderbuffer = [];
M
Mr.doob 已提交
3062

3063
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
B
Ben Adams 已提交
3064

3065
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
M
Mr.doob 已提交
3066 3067 3068

				for ( var i = 0; i < 6; i ++ ) {

3069 3070
					renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
					renderTargetProperties.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
3071
					state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
M
Mr.doob 已提交
3072

3073 3074
					setupFrameBuffer( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
					setupRenderBuffer( renderTargetProperties.__webglRenderbuffer[ i ], renderTarget );
M
Mr.doob 已提交
3075 3076 3077

				}

3078
				if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
M
Mr.doob 已提交
3079 3080 3081

			} else {

3082
				renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
M
Mr.doob 已提交
3083 3084 3085

				if ( renderTarget.shareDepthFrom ) {

3086
					renderTargetProperties.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
M
Mr.doob 已提交
3087 3088 3089

				} else {

3090
					renderTargetProperties.__webglRenderbuffer = _gl.createRenderbuffer();
M
Mr.doob 已提交
3091 3092 3093

				}

3094 3095
				state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
				setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
M
Mr.doob 已提交
3096

3097
				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
M
Mr.doob 已提交
3098

3099
				setupFrameBuffer( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
M
Mr.doob 已提交
3100 3101 3102 3103 3104

				if ( renderTarget.shareDepthFrom ) {

					if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

3105
						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
M
Mr.doob 已提交
3106 3107 3108

					} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

3109
						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
M
Mr.doob 已提交
3110 3111 3112 3113 3114

					}

				} else {

3115
					setupRenderBuffer( renderTargetProperties.__webglRenderbuffer, renderTarget );
M
Mr.doob 已提交
3116 3117 3118

				}

3119
				if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
3120 3121 3122 3123 3124 3125 3126

			}

			// Release everything

			if ( isCube ) {

B
Ben Adams 已提交
3127
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
3128 3129 3130

			} else {

B
Ben Adams 已提交
3131
				state.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
3132 3133 3134 3135 3136 3137 3138 3139 3140 3141 3142 3143

			}

			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );

		}

		var framebuffer, width, height, vx, vy;

		if ( renderTarget ) {

3144
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
3145

M
Mr.doob 已提交
3146 3147
			if ( isCube ) {

3148
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
3149 3150 3151

			} else {

3152
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
3153 3154 3155 3156 3157 3158 3159 3160 3161 3162 3163 3164 3165 3166 3167 3168 3169 3170 3171 3172 3173 3174 3175 3176 3177 3178 3179 3180 3181 3182

			}

			width = renderTarget.width;
			height = renderTarget.height;

			vx = 0;
			vy = 0;

		} else {

			framebuffer = null;

			width = _viewportWidth;
			height = _viewportHeight;

			vx = _viewportX;
			vy = _viewportY;

		}

		if ( framebuffer !== _currentFramebuffer ) {

			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
			_gl.viewport( vx, vy, width, height );

			_currentFramebuffer = framebuffer;

		}

3183
		if ( isCube ) {
M
Mark Kellogg 已提交
3184

3185 3186
			var textureProperties = properties.get( renderTarget.texture );
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0,  _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, 0 );
M
Mark Kellogg 已提交
3187

3188 3189
		}

M
Mr.doob 已提交
3190 3191 3192 3193 3194
		_currentWidth = width;
		_currentHeight = height;

	};

3195
	this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
3196

G
gero3 已提交
3197
		if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
3198

3199
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
3200
			return;
3201

G
gero3 已提交
3202
		}
3203

3204
		if ( properties.get( renderTarget ).__webglFramebuffer ) {
3205

G
gero3 已提交
3206
			var restore = false;
3207

3208
			if ( properties.get( renderTarget ).__webglFramebuffer !== _currentFramebuffer ) {
3209

3210
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, properties.get( renderTarget ).__webglFramebuffer );
3211

G
gero3 已提交
3212
				restore = true;
3213

G
gero3 已提交
3214
			}
3215

3216
			if ( renderTarget.texture.format !== THREE.RGBAFormat && paramThreeToGL( renderTarget.texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
3217 3218 3219 3220 3221 3222

				console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
				return;

			}

3223
			if ( renderTarget.texture.type !== THREE.UnsignedByteType && paramThreeToGL( renderTarget.texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) ) {
3224 3225 3226 3227 3228 3229

				console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
				return;

			}

G
gero3 已提交
3230
			if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
3231

3232
				_gl.readPixels( x, y, width, height, paramThreeToGL( renderTarget.texture.format ), paramThreeToGL( renderTarget.texture.type ), buffer );
3233

G
gero3 已提交
3234
			} else {
3235

3236
				console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
3237

G
gero3 已提交
3238
			}
3239

G
gero3 已提交
3240
			if ( restore ) {
3241

G
gero3 已提交
3242
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
3243

G
gero3 已提交
3244
			}
3245

G
gero3 已提交
3246
		}
3247 3248 3249

	};

3250
	function updateRenderTargetMipmap( renderTarget ) {
M
Mr.doob 已提交
3251

3252
		var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
3253
		var texture = properties.get( renderTarget.texture ).__webglTexture;
M
Mr.doob 已提交
3254

3255 3256 3257
		state.bindTexture( target, texture );
		_gl.generateMipmap( target );
		state.bindTexture( target, null );
M
Mr.doob 已提交
3258

M
Mr.doob 已提交
3259
	}
M
Mr.doob 已提交
3260 3261 3262 3263 3264 3265 3266 3267 3268 3269 3270 3271 3272

	// Fallback filters for non-power-of-2 textures

	function filterFallback ( f ) {

		if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {

			return _gl.NEAREST;

		}

		return _gl.LINEAR;

M
Mr.doob 已提交
3273
	}
M
Mr.doob 已提交
3274 3275 3276 3277 3278

	// Map three.js constants to WebGL constants

	function paramThreeToGL ( p ) {

3279 3280
		var extension;

M
Mr.doob 已提交
3281 3282 3283 3284 3285 3286 3287 3288 3289 3290 3291 3292 3293 3294 3295 3296 3297 3298 3299 3300 3301 3302 3303 3304
		if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
		if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
		if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;

		if ( p === THREE.NearestFilter ) return _gl.NEAREST;
		if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
		if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;

		if ( p === THREE.LinearFilter ) return _gl.LINEAR;
		if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
		if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;

		if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;

		if ( p === THREE.ByteType ) return _gl.BYTE;
		if ( p === THREE.ShortType ) return _gl.SHORT;
		if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === THREE.IntType ) return _gl.INT;
		if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === THREE.FloatType ) return _gl.FLOAT;

3305 3306 3307 3308 3309 3310 3311 3312
		extension = extensions.get( 'OES_texture_half_float' );

		if ( extension !== null ) {

			if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;

		}

M
Mr.doob 已提交
3313 3314 3315 3316 3317 3318 3319 3320 3321 3322 3323 3324 3325 3326 3327 3328 3329 3330 3331 3332 3333 3334 3335
		if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
		if ( p === THREE.RGBFormat ) return _gl.RGB;
		if ( p === THREE.RGBAFormat ) return _gl.RGBA;
		if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
		if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;

		if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
		if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;

		if ( p === THREE.ZeroFactor ) return _gl.ZERO;
		if ( p === THREE.OneFactor ) return _gl.ONE;
		if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;

		if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
		if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;

3336
		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
M
Mr.doob 已提交
3337

3338 3339 3340 3341 3342 3343
		if ( extension !== null ) {

			if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
M
Mr.doob 已提交
3344 3345 3346

		}

3347 3348 3349
		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		if ( extension !== null ) {
P
Pierre Lepers 已提交
3350

3351 3352 3353 3354
			if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
			if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
			if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
			if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
P
Pierre Lepers 已提交
3355 3356 3357

		}

3358 3359 3360
		extension = extensions.get( 'EXT_blend_minmax' );

		if ( extension !== null ) {
3361

3362 3363
			if ( p === THREE.MinEquation ) return extension.MIN_EXT;
			if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
3364 3365 3366

		}

M
Mr.doob 已提交
3367 3368
		return 0;

M
Mr.doob 已提交
3369
	}
M
Mr.doob 已提交
3370

M
Mr.doob 已提交
3371
	// DEPRECATED
3372

3373 3374 3375 3376 3377 3378 3379 3380 3381 3382 3383 3384 3385 3386 3387 3388 3389 3390 3391 3392 3393 3394 3395 3396 3397 3398 3399 3400 3401 3402 3403 3404 3405 3406 3407 3408 3409 3410 3411 3412 3413 3414
	this.supportsFloatTextures = function () {

		console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
		return extensions.get( 'OES_texture_float' );

	};

	this.supportsHalfFloatTextures = function () {

		console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
		return extensions.get( 'OES_texture_half_float' );

	};

	this.supportsStandardDerivatives = function () {

		console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
		return extensions.get( 'OES_standard_derivatives' );

	};

	this.supportsCompressedTextureS3TC = function () {

		console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
		return extensions.get( 'WEBGL_compressed_texture_s3tc' );

	};

	this.supportsCompressedTexturePVRTC = function () {

		console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
		return extensions.get( 'WEBGL_compressed_texture_pvrtc' );

	};

	this.supportsBlendMinMax = function () {

		console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
		return extensions.get( 'EXT_blend_minmax' );

	};

3415 3416
	this.supportsVertexTextures = function () {

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		return capabilities.vertexTextures;
3418 3419 3420 3421 3422 3423 3424 3425 3426 3427 3428 3429

	};

	this.supportsInstancedArrays = function () {

		console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
		return extensions.get( 'ANGLE_instanced_arrays' );

	};

	//

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	this.initMaterial = function () {

3432
		console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
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	};
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	this.addPrePlugin = function () {
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		console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
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	};

	this.addPostPlugin = function () {

3444
		console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
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	};
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	this.updateShadowMap = function () {

3450
		console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
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	};

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	Object.defineProperties( this, {
		shadowMapEnabled: {
			get: function () {
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				return shadowMap.enabled;
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			},
			set: function ( value ) {
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				console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
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				shadowMap.enabled = value;
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			}
		},
		shadowMapType: {
			get: function () {
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				return shadowMap.type;
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			},
			set: function ( value ) {
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				console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
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				shadowMap.type = value;
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			}
		},
		shadowMapCullFace: {
			get: function () {
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				return shadowMap.cullFace;
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			},
			set: function ( value ) {
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				console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
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				shadowMap.cullFace = value;
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			}
		},
		shadowMapDebug: {
			get: function () {
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				return shadowMap.debug;
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			},
			set: function ( value ) {
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				console.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
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				shadowMap.debug = value;
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			}
		}
	} );

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};