WebGLRenderer.js 156.1 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 ) {

	console.log( 'THREE.WebGLRenderer', THREE.REVISION );

	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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	_precision = parameters.precision !== undefined ? parameters.precision : 'highp',

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	_buffers = {},

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

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	_clearColor = new THREE.Color( 0x000000 ),
	_clearAlpha = 0;

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	// public properties

	this.domElement = _canvas;
	this.context = null;
	this.devicePixelRatio = parameters.devicePixelRatio !== undefined
				? parameters.devicePixelRatio
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				: self.devicePixelRatio !== undefined
					? self.devicePixelRatio
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					: 1;

	// clearing

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

	// scene graph

	this.sortObjects = true;
	this.autoUpdateObjects = true;

	// physically based shading

	this.gammaInput = false;
	this.gammaOutput = false;

	// shadow map

	this.shadowMapEnabled = false;
	this.shadowMapAutoUpdate = true;
	this.shadowMapType = THREE.PCFShadowMap;
	this.shadowMapCullFace = THREE.CullFaceFront;
	this.shadowMapDebug = false;
	this.shadowMapCascade = false;

	// morphs

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

	// flags

	this.autoScaleCubemaps = true;

	// custom render plugins

	this.renderPluginsPre = [];
	this.renderPluginsPost = [];

	// info

	this.info = {

		memory: {

			programs: 0,
			geometries: 0,
			textures: 0

		},

		render: {

			calls: 0,
			vertices: 0,
			faces: 0,
			points: 0

		}

	};

	// internal properties

	var _this = this,

	_programs = [],
	_programs_counter = 0,

	// internal state cache

	_currentProgram = null,
	_currentFramebuffer = null,
	_currentMaterialId = -1,
	_currentGeometryGroupHash = null,
	_currentCamera = null,

	_usedTextureUnits = 0,

	// GL state cache

	_oldDoubleSided = -1,
	_oldFlipSided = -1,

	_oldBlending = -1,

	_oldBlendEquation = -1,
	_oldBlendSrc = -1,
	_oldBlendDst = -1,

	_oldDepthTest = -1,
	_oldDepthWrite = -1,

	_oldPolygonOffset = null,
	_oldPolygonOffsetFactor = null,
	_oldPolygonOffsetUnits = null,

	_oldLineWidth = null,

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

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	_enabledAttributes = new Uint8Array( 16 ),
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	// frustum

	_frustum = new THREE.Frustum(),

	 // camera matrices cache

	_projScreenMatrix = new THREE.Matrix4(),
	_projScreenMatrixPS = new THREE.Matrix4(),

	_vector3 = new THREE.Vector3(),

	// light arrays cache

	_direction = new THREE.Vector3(),

	_lightsNeedUpdate = true,

	_lights = {

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

	};

	// initialize

	var _gl;

	var _glExtensionTextureFloat;
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	var _glExtensionTextureFloatLinear;
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	var _glExtensionStandardDerivatives;
	var _glExtensionTextureFilterAnisotropic;
	var _glExtensionCompressedTextureS3TC;
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	var _glExtensionElementIndexUint;
	
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	initGL();

	setDefaultGLState();

	this.context = _gl;

	// GPU capabilities

	var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
	var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
	var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
	var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );

	var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;

	var _supportsVertexTextures = ( _maxVertexTextures > 0 );
	var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;

	var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];

	//

	var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
	var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
	var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );

	var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
	var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
	var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );

	var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
	var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
	var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );

	var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
	var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
	var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );

	// clamp precision to maximum available

	var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
	var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;

	if ( _precision === "highp" && ! highpAvailable ) {

		if ( mediumpAvailable ) {

			_precision = "mediump";
			console.warn( "WebGLRenderer: highp not supported, using mediump" );

		} else {

			_precision = "lowp";
			console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );

		}

	}

	if ( _precision === "mediump" && ! mediumpAvailable ) {

		_precision = "lowp";
		console.warn( "WebGLRenderer: mediump not supported, using lowp" );

	}

	// API

	this.getContext = function () {

		return _gl;

	};

	this.supportsVertexTextures = function () {

		return _supportsVertexTextures;

	};

	this.supportsFloatTextures = function () {

		return _glExtensionTextureFloat;

	};
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	this.supportsStandardDerivatives = function () {

		return _glExtensionStandardDerivatives;

	};
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	this.supportsCompressedTextureS3TC = function () {

		return _glExtensionCompressedTextureS3TC;

	};
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	this.getMaxAnisotropy  = function () {

		return _maxAnisotropy;

	};

	this.getPrecision = function () {

		return _precision;

	};

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	this.setSize = function ( width, height, updateStyle ) {
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		_canvas.width = width * this.devicePixelRatio;
		_canvas.height = height * this.devicePixelRatio;
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		if ( this.devicePixelRatio !== 1 && 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 * this.devicePixelRatio;
		_viewportY = y * this.devicePixelRatio;
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		_viewportWidth = width * this.devicePixelRatio;
		_viewportHeight = height * this.devicePixelRatio;
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		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );

	};

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

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

	this.enableScissorTest = function ( enable ) {

		enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );

	};

	// Clearing

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

	};

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	this.setClearColorHex = function ( hex, alpha ) {
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		console.warn( 'DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
		this.setClearColor( hex, alpha );
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	};

	this.getClearColor = function () {

		return _clearColor;

	};

	this.getClearAlpha = function () {

		return _clearAlpha;

	};

	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 );

	};

	// Plugins

	this.addPostPlugin = function ( plugin ) {

		plugin.init( this );
		this.renderPluginsPost.push( plugin );

	};

	this.addPrePlugin = function ( plugin ) {

		plugin.init( this );
		this.renderPluginsPre.push( plugin );

	};

	// Rendering

	this.updateShadowMap = function ( scene, camera ) {

		_currentProgram = null;
		_oldBlending = -1;
		_oldDepthTest = -1;
		_oldDepthWrite = -1;
		_currentGeometryGroupHash = -1;
		_currentMaterialId = -1;
		_lightsNeedUpdate = true;
		_oldDoubleSided = -1;
		_oldFlipSided = -1;

		this.shadowMapPlugin.update( scene, camera );

	};

	// Internal functions

	// Buffer allocation

	function createParticleBuffers ( geometry ) {

		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();

		_this.info.memory.geometries ++;

	};

	function createLineBuffers ( geometry ) {

		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
		geometry.__webglLineDistanceBuffer = _gl.createBuffer();

		_this.info.memory.geometries ++;

	};

	function createMeshBuffers ( geometryGroup ) {

		geometryGroup.__webglVertexBuffer = _gl.createBuffer();
		geometryGroup.__webglNormalBuffer = _gl.createBuffer();
		geometryGroup.__webglTangentBuffer = _gl.createBuffer();
		geometryGroup.__webglColorBuffer = _gl.createBuffer();
		geometryGroup.__webglUVBuffer = _gl.createBuffer();
		geometryGroup.__webglUV2Buffer = _gl.createBuffer();

		geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
		geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();

		geometryGroup.__webglFaceBuffer = _gl.createBuffer();
		geometryGroup.__webglLineBuffer = _gl.createBuffer();

		var m, ml;

		if ( geometryGroup.numMorphTargets ) {

			geometryGroup.__webglMorphTargetsBuffers = [];

			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {

				geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );

			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__webglMorphNormalsBuffers = [];

			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {

				geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );

			}

		}

		_this.info.memory.geometries ++;

	};

	// Events

	var onGeometryDispose = function ( event ) {

		var geometry = event.target;

		geometry.removeEventListener( 'dispose', onGeometryDispose );

		deallocateGeometry( geometry );

	};

	var onTextureDispose = function ( event ) {

		var texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		deallocateTexture( texture );

		_this.info.memory.textures --;


	};

	var onRenderTargetDispose = function ( event ) {

		var renderTarget = event.target;

		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

		deallocateRenderTarget( renderTarget );

		_this.info.memory.textures --;

	};

	var onMaterialDispose = function ( event ) {

		var material = event.target;

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

	};

	// Buffer deallocation

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	var deleteBuffers = function ( geometry ) {
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		if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
		if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
		if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
		if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
		if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
		if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );

		if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
		if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );

		if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
		if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );

		if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
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		// custom attributes

		if ( geometry.__webglCustomAttributesList !== undefined ) {

			for ( var id in geometry.__webglCustomAttributesList ) {

				_gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
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			}

		}

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		_this.info.memory.geometries --;

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	};

	var deallocateGeometry = function ( geometry ) {

		geometry.__webglInit = undefined;
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		if ( geometry instanceof THREE.BufferGeometry ) {
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			var attributes = geometry.attributes;
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			for ( var key in attributes ) {
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				if ( attributes[ key ].buffer !== undefined ) {
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					_gl.deleteBuffer( attributes[ key ].buffer );
		
				}

			}

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			_this.info.memory.geometries --;

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		} else {

			if ( geometry.geometryGroups !== undefined ) {

				for ( var g in geometry.geometryGroups ) {

					var geometryGroup = geometry.geometryGroups[ g ];
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					if ( geometryGroup.numMorphTargets !== undefined ) {

						for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {

							_gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );

						}
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					}

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					if ( geometryGroup.numMorphNormals !== undefined ) {
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						for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
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							_gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
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						}
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					}

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					deleteBuffers( geometryGroup );
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				}
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			} else {
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				deleteBuffers( geometry );

			}
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		}
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	};

	var deallocateTexture = function ( texture ) {

		if ( texture.image && texture.image.__webglTextureCube ) {

			// cube texture

			_gl.deleteTexture( texture.image.__webglTextureCube );

		} else {

			// 2D texture

			if ( ! texture.__webglInit ) return;

			texture.__webglInit = false;
			_gl.deleteTexture( texture.__webglTexture );

		}

	};

	var deallocateRenderTarget = function ( renderTarget ) {

		if ( !renderTarget || ! renderTarget.__webglTexture ) return;

		_gl.deleteTexture( renderTarget.__webglTexture );

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

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

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

			}

		} else {

			_gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
			_gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );

		}

	};

	var deallocateMaterial = function ( material ) {

		var program = material.program;

		if ( program === undefined ) return;

		material.program = undefined;

		// only deallocate GL program if this was the last use of shared program
		// assumed there is only single copy of any program in the _programs list
		// (that's how it's constructed)

		var i, il, programInfo;
		var deleteProgram = false;

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

			programInfo = _programs[ i ];

			if ( programInfo.program === program ) {

				programInfo.usedTimes --;

				if ( programInfo.usedTimes === 0 ) {

					deleteProgram = true;

				}

				break;

			}

		}

		if ( deleteProgram === true ) {

			// avoid using array.splice, this is costlier than creating new array from scratch

			var newPrograms = [];

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

				programInfo = _programs[ i ];

				if ( programInfo.program !== program ) {

					newPrograms.push( programInfo );

				}

			}

			_programs = newPrograms;

			_gl.deleteProgram( program );

			_this.info.memory.programs --;

		}

	};

	// Buffer initialization

	function initCustomAttributes ( geometry, object ) {

		var nvertices = geometry.vertices.length;

		var material = object.material;

		if ( material.attributes ) {

			if ( geometry.__webglCustomAttributesList === undefined ) {

				geometry.__webglCustomAttributesList = [];

			}

			for ( var a in material.attributes ) {

				var attribute = material.attributes[ a ];

				if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {

					attribute.__webglInitialized = true;

					var size = 1;		// "f" and "i"

					if ( attribute.type === "v2" ) size = 2;
					else if ( attribute.type === "v3" ) size = 3;
					else if ( attribute.type === "v4" ) size = 4;
					else if ( attribute.type === "c"  ) size = 3;

					attribute.size = size;

					attribute.array = new Float32Array( nvertices * size );

					attribute.buffer = _gl.createBuffer();
					attribute.buffer.belongsToAttribute = a;

					attribute.needsUpdate = true;

				}

				geometry.__webglCustomAttributesList.push( attribute );

			}

		}

	};

	function initParticleBuffers ( geometry, object ) {

		var nvertices = geometry.vertices.length;

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
		geometry.__colorArray = new Float32Array( nvertices * 3 );

		geometry.__sortArray = [];

		geometry.__webglParticleCount = nvertices;

		initCustomAttributes ( geometry, object );

	};

	function initLineBuffers ( geometry, object ) {

		var nvertices = geometry.vertices.length;

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
		geometry.__colorArray = new Float32Array( nvertices * 3 );
		geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );

		geometry.__webglLineCount = nvertices;

		initCustomAttributes ( geometry, object );

	};

	function initMeshBuffers ( geometryGroup, object ) {

		var geometry = object.geometry,
			faces3 = geometryGroup.faces3,

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			nvertices = faces3.length * 3,
			ntris     = faces3.length * 1,
			nlines    = faces3.length * 3,
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			material = getBufferMaterial( object, geometryGroup ),

			uvType = bufferGuessUVType( material ),
			normalType = bufferGuessNormalType( material ),
			vertexColorType = bufferGuessVertexColorType( material );

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		// console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
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		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );

		if ( normalType ) {

			geometryGroup.__normalArray = new Float32Array( nvertices * 3 );

		}

		if ( geometry.hasTangents ) {

			geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );

		}

		if ( vertexColorType ) {

			geometryGroup.__colorArray = new Float32Array( nvertices * 3 );

		}

		if ( uvType ) {

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			if ( geometry.faceVertexUvs.length > 0 ) {
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				geometryGroup.__uvArray = new Float32Array( nvertices * 2 );

			}

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			if ( geometry.faceVertexUvs.length > 1 ) {
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				geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );

			}

		}

		if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {

			geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
			geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );

		}

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		var UintArray = _glExtensionElementIndexUint !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
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		geometryGroup.__typeArray = UintArray;
		geometryGroup.__faceArray = new UintArray( ntris * 3 );
		geometryGroup.__lineArray = new UintArray( nlines * 2 );
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		var m, ml;

		if ( geometryGroup.numMorphTargets ) {

			geometryGroup.__morphTargetsArrays = [];

			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {

				geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );

			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__morphNormalsArrays = [];

			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {

				geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );

			}

		}

		geometryGroup.__webglFaceCount = ntris * 3;
		geometryGroup.__webglLineCount = nlines * 2;


		// custom attributes

		if ( material.attributes ) {

			if ( geometryGroup.__webglCustomAttributesList === undefined ) {

				geometryGroup.__webglCustomAttributesList = [];

			}

			for ( var a in material.attributes ) {

				// Do a shallow copy of the attribute object so different geometryGroup chunks use different
				// attribute buffers which are correctly indexed in the setMeshBuffers function

				var originalAttribute = material.attributes[ a ];

				var attribute = {};

				for ( var property in originalAttribute ) {

					attribute[ property ] = originalAttribute[ property ];

				}

				if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {

					attribute.__webglInitialized = true;

					var size = 1;		// "f" and "i"

					if( attribute.type === "v2" ) size = 2;
					else if( attribute.type === "v3" ) size = 3;
					else if( attribute.type === "v4" ) size = 4;
					else if( attribute.type === "c"  ) size = 3;

					attribute.size = size;

					attribute.array = new Float32Array( nvertices * size );

					attribute.buffer = _gl.createBuffer();
					attribute.buffer.belongsToAttribute = a;

					originalAttribute.needsUpdate = true;
					attribute.__original = originalAttribute;

				}

				geometryGroup.__webglCustomAttributesList.push( attribute );

			}

		}

		geometryGroup.__inittedArrays = true;

	};

	function getBufferMaterial( object, geometryGroup ) {

		return object.material instanceof THREE.MeshFaceMaterial
			? object.material.materials[ geometryGroup.materialIndex ]
			: object.material;

	};

	function materialNeedsSmoothNormals ( material ) {

		return material && material.shading !== undefined && material.shading === THREE.SmoothShading;

	};

	function bufferGuessNormalType ( material ) {

		// only MeshBasicMaterial and MeshDepthMaterial don't need normals

		if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {

			return false;

		}

		if ( materialNeedsSmoothNormals( material ) ) {

			return THREE.SmoothShading;

		} else {

			return THREE.FlatShading;

		}

	};

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	function bufferGuessVertexColorType( material ) {
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		if ( material.vertexColors ) {

			return material.vertexColors;

		}

		return false;

	};

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	function bufferGuessUVType( material ) {
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		// material must use some texture to require uvs

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		if ( material.map ||
		     material.lightMap ||
		     material.bumpMap ||
		     material.normalMap ||
		     material.specularMap ||
		     material instanceof THREE.ShaderMaterial ) {
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			return true;

		}

		return false;

	};

	//

	function initDirectBuffers( geometry ) {

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		for ( var name in geometry.attributes ) {
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			var bufferType = ( name === "index" ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
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			var attribute = geometry.attributes[ name ];
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			attribute.buffer = _gl.createBuffer();

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			_gl.bindBuffer( bufferType, attribute.buffer );
			_gl.bufferData( bufferType, attribute.array, _gl.STATIC_DRAW );
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		}

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	}
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	// Buffer setting

	function setParticleBuffers ( geometry, hint, object ) {

		var v, c, vertex, offset, index, color,

		vertices = geometry.vertices,
		vl = vertices.length,

		colors = geometry.colors,
		cl = colors.length,

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,

		sortArray = geometry.__sortArray,

		dirtyVertices = geometry.verticesNeedUpdate,
		dirtyElements = geometry.elementsNeedUpdate,
		dirtyColors = geometry.colorsNeedUpdate,

		customAttributes = geometry.__webglCustomAttributesList,
		i, il,
		a, ca, cal, value,
		customAttribute;

		if ( object.sortParticles ) {

			_projScreenMatrixPS.copy( _projScreenMatrix );
			_projScreenMatrixPS.multiply( object.matrixWorld );

			for ( v = 0; v < vl; v ++ ) {

				vertex = vertices[ v ];

				_vector3.copy( vertex );
				_vector3.applyProjection( _projScreenMatrixPS );

				sortArray[ v ] = [ _vector3.z, v ];

			}

			sortArray.sort( numericalSort );

			for ( v = 0; v < vl; v ++ ) {

				vertex = vertices[ sortArray[v][1] ];

				offset = v * 3;

				vertexArray[ offset ]     = vertex.x;
				vertexArray[ offset + 1 ] = vertex.y;
				vertexArray[ offset + 2 ] = vertex.z;

			}

			for ( c = 0; c < cl; c ++ ) {

				offset = c * 3;

				color = colors[ sortArray[c][1] ];

				colorArray[ offset ]     = color.r;
				colorArray[ offset + 1 ] = color.g;
				colorArray[ offset + 2 ] = color.b;

			}

			if ( customAttributes ) {

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

					customAttribute = customAttributes[ i ];

					if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;

					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							index = sortArray[ ca ][ 1 ];

							customAttribute.array[ ca ] = customAttribute.value[ index ];

						}

					} else if ( customAttribute.size === 2 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							index = sortArray[ ca ][ 1 ];

							value = customAttribute.value[ index ];

							customAttribute.array[ offset ] 	= value.x;
							customAttribute.array[ offset + 1 ] = value.y;

							offset += 2;

						}

					} else if ( customAttribute.size === 3 ) {

						if ( customAttribute.type === "c" ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								index = sortArray[ ca ][ 1 ];

								value = customAttribute.value[ index ];

								customAttribute.array[ offset ]     = value.r;
								customAttribute.array[ offset + 1 ] = value.g;
								customAttribute.array[ offset + 2 ] = value.b;

								offset += 3;

							}

						} else {

							for ( ca = 0; ca < cal; ca ++ ) {

								index = sortArray[ ca ][ 1 ];

								value = customAttribute.value[ index ];

								customAttribute.array[ offset ] 	= value.x;
								customAttribute.array[ offset + 1 ] = value.y;
								customAttribute.array[ offset + 2 ] = value.z;

								offset += 3;

							}

						}

					} else if ( customAttribute.size === 4 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							index = sortArray[ ca ][ 1 ];

							value = customAttribute.value[ index ];

							customAttribute.array[ offset ]      = value.x;
							customAttribute.array[ offset + 1  ] = value.y;
							customAttribute.array[ offset + 2  ] = value.z;
							customAttribute.array[ offset + 3  ] = value.w;

							offset += 4;

						}

					}

				}

			}

		} else {

			if ( dirtyVertices ) {

				for ( v = 0; v < vl; v ++ ) {

					vertex = vertices[ v ];

					offset = v * 3;

					vertexArray[ offset ]     = vertex.x;
					vertexArray[ offset + 1 ] = vertex.y;
					vertexArray[ offset + 2 ] = vertex.z;

				}

			}

			if ( dirtyColors ) {

				for ( c = 0; c < cl; c ++ ) {

					color = colors[ c ];

					offset = c * 3;

					colorArray[ offset ]     = color.r;
					colorArray[ offset + 1 ] = color.g;
					colorArray[ offset + 2 ] = color.b;

				}

			}

			if ( customAttributes ) {

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

					customAttribute = customAttributes[ i ];

					if ( customAttribute.needsUpdate &&
						 ( customAttribute.boundTo === undefined ||
						   customAttribute.boundTo === "vertices") ) {

						cal = customAttribute.value.length;

						offset = 0;

						if ( customAttribute.size === 1 ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								customAttribute.array[ ca ] = customAttribute.value[ ca ];

							}

						} else if ( customAttribute.size === 2 ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

								customAttribute.array[ offset ] 	= value.x;
								customAttribute.array[ offset + 1 ] = value.y;

								offset += 2;

							}

						} else if ( customAttribute.size === 3 ) {

							if ( customAttribute.type === "c" ) {

								for ( ca = 0; ca < cal; ca ++ ) {

									value = customAttribute.value[ ca ];

									customAttribute.array[ offset ] 	= value.r;
									customAttribute.array[ offset + 1 ] = value.g;
									customAttribute.array[ offset + 2 ] = value.b;

									offset += 3;

								}

							} else {

								for ( ca = 0; ca < cal; ca ++ ) {

									value = customAttribute.value[ ca ];

									customAttribute.array[ offset ] 	= value.x;
									customAttribute.array[ offset + 1 ] = value.y;
									customAttribute.array[ offset + 2 ] = value.z;

									offset += 3;

								}

							}

						} else if ( customAttribute.size === 4 ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

								customAttribute.array[ offset ]      = value.x;
								customAttribute.array[ offset + 1  ] = value.y;
								customAttribute.array[ offset + 2  ] = value.z;
								customAttribute.array[ offset + 3  ] = value.w;

								offset += 4;

							}

						}

					}

				}

			}

		}

		if ( dirtyVertices || object.sortParticles ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

		}

		if ( dirtyColors || object.sortParticles ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

		}

		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

				if ( customAttribute.needsUpdate || object.sortParticles ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
					_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

				}

			}

		}

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	function setLineBuffers ( geometry, hint ) {

		var v, c, d, vertex, offset, color,

		vertices = geometry.vertices,
		colors = geometry.colors,
		lineDistances = geometry.lineDistances,

		vl = vertices.length,
		cl = colors.length,
		dl = lineDistances.length,

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,
		lineDistanceArray = geometry.__lineDistanceArray,

		dirtyVertices = geometry.verticesNeedUpdate,
		dirtyColors = geometry.colorsNeedUpdate,
		dirtyLineDistances = geometry.lineDistancesNeedUpdate,

		customAttributes = geometry.__webglCustomAttributesList,

		i, il,
		a, ca, cal, value,
		customAttribute;

		if ( dirtyVertices ) {

			for ( v = 0; v < vl; v ++ ) {

				vertex = vertices[ v ];

				offset = v * 3;

				vertexArray[ offset ]     = vertex.x;
				vertexArray[ offset + 1 ] = vertex.y;
				vertexArray[ offset + 2 ] = vertex.z;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

		}

		if ( dirtyColors ) {

			for ( c = 0; c < cl; c ++ ) {

				color = colors[ c ];

				offset = c * 3;

				colorArray[ offset ]     = color.r;
				colorArray[ offset + 1 ] = color.g;
				colorArray[ offset + 2 ] = color.b;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

		}

		if ( dirtyLineDistances ) {

			for ( d = 0; d < dl; d ++ ) {

				lineDistanceArray[ d ] = lineDistances[ d ];

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );

		}

		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

				if ( customAttribute.needsUpdate &&
					 ( customAttribute.boundTo === undefined ||
					   customAttribute.boundTo === "vertices" ) ) {

					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							customAttribute.array[ ca ] = customAttribute.value[ ca ];

						}

					} else if ( customAttribute.size === 2 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							value = customAttribute.value[ ca ];

							customAttribute.array[ offset ] 	= value.x;
							customAttribute.array[ offset + 1 ] = value.y;

							offset += 2;

						}

					} else if ( customAttribute.size === 3 ) {

						if ( customAttribute.type === "c" ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

								customAttribute.array[ offset ] 	= value.r;
								customAttribute.array[ offset + 1 ] = value.g;
								customAttribute.array[ offset + 2 ] = value.b;

								offset += 3;

							}

						} else {

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

								customAttribute.array[ offset ] 	= value.x;
								customAttribute.array[ offset + 1 ] = value.y;
								customAttribute.array[ offset + 2 ] = value.z;

								offset += 3;

							}

						}

					} else if ( customAttribute.size === 4 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							value = customAttribute.value[ ca ];

							customAttribute.array[ offset ] 	 = value.x;
							customAttribute.array[ offset + 1  ] = value.y;
							customAttribute.array[ offset + 2  ] = value.z;
							customAttribute.array[ offset + 3  ] = value.w;

							offset += 4;

						}

					}

					_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
					_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

				}

			}

		}

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Mr.doob 已提交
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	function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {

		if ( ! geometryGroup.__inittedArrays ) {

			return;

		}

		var normalType = bufferGuessNormalType( material ),
		vertexColorType = bufferGuessVertexColorType( material ),
		uvType = bufferGuessUVType( material ),

		needsSmoothNormals = ( normalType === THREE.SmoothShading );

		var f, fl, fi, face,
		vertexNormals, faceNormal, normal,
		vertexColors, faceColor,
		vertexTangents,
		uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
		c1, c2, c3, c4,
		sw1, sw2, sw3, sw4,
		si1, si2, si3, si4,
		sa1, sa2, sa3, sa4,
		sb1, sb2, sb3, sb4,
		m, ml, i, il,
		vn, uvi, uv2i,
		vk, vkl, vka,
		nka, chf, faceVertexNormals,
		a,

		vertexIndex = 0,

		offset = 0,
		offset_uv = 0,
		offset_uv2 = 0,
		offset_face = 0,
		offset_normal = 0,
		offset_tangent = 0,
		offset_line = 0,
		offset_color = 0,
		offset_skin = 0,
		offset_morphTarget = 0,
		offset_custom = 0,
		offset_customSrc = 0,

		value,

		vertexArray = geometryGroup.__vertexArray,
		uvArray = geometryGroup.__uvArray,
		uv2Array = geometryGroup.__uv2Array,
		normalArray = geometryGroup.__normalArray,
		tangentArray = geometryGroup.__tangentArray,
		colorArray = geometryGroup.__colorArray,

		skinIndexArray = geometryGroup.__skinIndexArray,
		skinWeightArray = geometryGroup.__skinWeightArray,

		morphTargetsArrays = geometryGroup.__morphTargetsArrays,
		morphNormalsArrays = geometryGroup.__morphNormalsArrays,

		customAttributes = geometryGroup.__webglCustomAttributesList,
		customAttribute,

		faceArray = geometryGroup.__faceArray,
		lineArray = geometryGroup.__lineArray,

		geometry = object.geometry, // this is shared for all chunks

		dirtyVertices = geometry.verticesNeedUpdate,
		dirtyElements = geometry.elementsNeedUpdate,
		dirtyUvs = geometry.uvsNeedUpdate,
		dirtyNormals = geometry.normalsNeedUpdate,
		dirtyTangents = geometry.tangentsNeedUpdate,
		dirtyColors = geometry.colorsNeedUpdate,
		dirtyMorphTargets = geometry.morphTargetsNeedUpdate,

		vertices = geometry.vertices,
		chunk_faces3 = geometryGroup.faces3,
		obj_faces = geometry.faces,

		obj_uvs  = geometry.faceVertexUvs[ 0 ],
		obj_uvs2 = geometry.faceVertexUvs[ 1 ],

		obj_colors = geometry.colors,

		obj_skinIndices = geometry.skinIndices,
		obj_skinWeights = geometry.skinWeights,

		morphTargets = geometry.morphTargets,
		morphNormals = geometry.morphNormals;

		if ( dirtyVertices ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces3[ f ] ];

				v1 = vertices[ face.a ];
				v2 = vertices[ face.b ];
				v3 = vertices[ face.c ];

				vertexArray[ offset ]     = v1.x;
				vertexArray[ offset + 1 ] = v1.y;
				vertexArray[ offset + 2 ] = v1.z;

				vertexArray[ offset + 3 ] = v2.x;
				vertexArray[ offset + 4 ] = v2.y;
				vertexArray[ offset + 5 ] = v2.z;

				vertexArray[ offset + 6 ] = v3.x;
				vertexArray[ offset + 7 ] = v3.y;
				vertexArray[ offset + 8 ] = v3.z;

				offset += 9;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

		}

		if ( dirtyMorphTargets ) {

			for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {

				offset_morphTarget = 0;

				for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

					chf = chunk_faces3[ f ];
					face = obj_faces[ chf ];

					// morph positions

					v1 = morphTargets[ vk ].vertices[ face.a ];
					v2 = morphTargets[ vk ].vertices[ face.b ];
					v3 = morphTargets[ vk ].vertices[ face.c ];

					vka = morphTargetsArrays[ vk ];

					vka[ offset_morphTarget ] 	  = v1.x;
					vka[ offset_morphTarget + 1 ] = v1.y;
					vka[ offset_morphTarget + 2 ] = v1.z;

					vka[ offset_morphTarget + 3 ] = v2.x;
					vka[ offset_morphTarget + 4 ] = v2.y;
					vka[ offset_morphTarget + 5 ] = v2.z;

					vka[ offset_morphTarget + 6 ] = v3.x;
					vka[ offset_morphTarget + 7 ] = v3.y;
					vka[ offset_morphTarget + 8 ] = v3.z;

					// morph normals

					if ( material.morphNormals ) {

						if ( needsSmoothNormals ) {

							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];

							n1 = faceVertexNormals.a;
							n2 = faceVertexNormals.b;
							n3 = faceVertexNormals.c;

						} else {

							n1 = morphNormals[ vk ].faceNormals[ chf ];
							n2 = n1;
							n3 = n1;

						}

						nka = morphNormalsArrays[ vk ];

						nka[ offset_morphTarget ] 	  = n1.x;
						nka[ offset_morphTarget + 1 ] = n1.y;
						nka[ offset_morphTarget + 2 ] = n1.z;

						nka[ offset_morphTarget + 3 ] = n2.x;
						nka[ offset_morphTarget + 4 ] = n2.y;
						nka[ offset_morphTarget + 5 ] = n2.z;

						nka[ offset_morphTarget + 6 ] = n3.x;
						nka[ offset_morphTarget + 7 ] = n3.y;
						nka[ offset_morphTarget + 8 ] = n3.z;

					}

					//

					offset_morphTarget += 9;

				}

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
				_gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );

				if ( material.morphNormals ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
					_gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );

				}

			}

		}

		if ( obj_skinWeights.length ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces3[ f ]	];

				// weights

				sw1 = obj_skinWeights[ face.a ];
				sw2 = obj_skinWeights[ face.b ];
				sw3 = obj_skinWeights[ face.c ];

				skinWeightArray[ offset_skin ]     = sw1.x;
				skinWeightArray[ offset_skin + 1 ] = sw1.y;
				skinWeightArray[ offset_skin + 2 ] = sw1.z;
				skinWeightArray[ offset_skin + 3 ] = sw1.w;

				skinWeightArray[ offset_skin + 4 ] = sw2.x;
				skinWeightArray[ offset_skin + 5 ] = sw2.y;
				skinWeightArray[ offset_skin + 6 ] = sw2.z;
				skinWeightArray[ offset_skin + 7 ] = sw2.w;

				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
				skinWeightArray[ offset_skin + 10 ] = sw3.z;
				skinWeightArray[ offset_skin + 11 ] = sw3.w;

				// indices

				si1 = obj_skinIndices[ face.a ];
				si2 = obj_skinIndices[ face.b ];
				si3 = obj_skinIndices[ face.c ];

				skinIndexArray[ offset_skin ]     = si1.x;
				skinIndexArray[ offset_skin + 1 ] = si1.y;
				skinIndexArray[ offset_skin + 2 ] = si1.z;
				skinIndexArray[ offset_skin + 3 ] = si1.w;

				skinIndexArray[ offset_skin + 4 ] = si2.x;
				skinIndexArray[ offset_skin + 5 ] = si2.y;
				skinIndexArray[ offset_skin + 6 ] = si2.z;
				skinIndexArray[ offset_skin + 7 ] = si2.w;

				skinIndexArray[ offset_skin + 8 ]  = si3.x;
				skinIndexArray[ offset_skin + 9 ]  = si3.y;
				skinIndexArray[ offset_skin + 10 ] = si3.z;
				skinIndexArray[ offset_skin + 11 ] = si3.w;

				offset_skin += 12;

			}

			if ( offset_skin > 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );

			}

		}

		if ( dirtyColors && vertexColorType ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces3[ f ]	];

				vertexColors = face.vertexColors;
				faceColor = face.color;

				if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {

					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];

				} else {

					c1 = faceColor;
					c2 = faceColor;
					c3 = faceColor;

				}

				colorArray[ offset_color ]     = c1.r;
				colorArray[ offset_color + 1 ] = c1.g;
				colorArray[ offset_color + 2 ] = c1.b;

				colorArray[ offset_color + 3 ] = c2.r;
				colorArray[ offset_color + 4 ] = c2.g;
				colorArray[ offset_color + 5 ] = c2.b;

				colorArray[ offset_color + 6 ] = c3.r;
				colorArray[ offset_color + 7 ] = c3.g;
				colorArray[ offset_color + 8 ] = c3.b;

				offset_color += 9;

			}

			if ( offset_color > 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

			}

		}

		if ( dirtyTangents && geometry.hasTangents ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces3[ f ]	];

				vertexTangents = face.vertexTangents;

				t1 = vertexTangents[ 0 ];
				t2 = vertexTangents[ 1 ];
				t3 = vertexTangents[ 2 ];

				tangentArray[ offset_tangent ]     = t1.x;
				tangentArray[ offset_tangent + 1 ] = t1.y;
				tangentArray[ offset_tangent + 2 ] = t1.z;
				tangentArray[ offset_tangent + 3 ] = t1.w;

				tangentArray[ offset_tangent + 4 ] = t2.x;
				tangentArray[ offset_tangent + 5 ] = t2.y;
				tangentArray[ offset_tangent + 6 ] = t2.z;
				tangentArray[ offset_tangent + 7 ] = t2.w;

				tangentArray[ offset_tangent + 8 ]  = t3.x;
				tangentArray[ offset_tangent + 9 ]  = t3.y;
				tangentArray[ offset_tangent + 10 ] = t3.z;
				tangentArray[ offset_tangent + 11 ] = t3.w;

				offset_tangent += 12;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );

		}

		if ( dirtyNormals && normalType ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces3[ f ]	];

				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;

				if ( vertexNormals.length === 3 && needsSmoothNormals ) {

					for ( i = 0; i < 3; i ++ ) {

						vn = vertexNormals[ i ];

						normalArray[ offset_normal ]     = vn.x;
						normalArray[ offset_normal + 1 ] = vn.y;
						normalArray[ offset_normal + 2 ] = vn.z;

						offset_normal += 3;

					}

				} else {

					for ( i = 0; i < 3; i ++ ) {

						normalArray[ offset_normal ]     = faceNormal.x;
						normalArray[ offset_normal + 1 ] = faceNormal.y;
						normalArray[ offset_normal + 2 ] = faceNormal.z;

						offset_normal += 3;

					}

				}

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );

		}

		if ( dirtyUvs && obj_uvs && uvType ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				fi = chunk_faces3[ f ];

				uv = obj_uvs[ fi ];

				if ( uv === undefined ) continue;

				for ( i = 0; i < 3; i ++ ) {

					uvi = uv[ i ];

					uvArray[ offset_uv ]     = uvi.x;
					uvArray[ offset_uv + 1 ] = uvi.y;

					offset_uv += 2;

				}

			}

			if ( offset_uv > 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );

			}

		}

		if ( dirtyUvs && obj_uvs2 && uvType ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				fi = chunk_faces3[ f ];

				uv2 = obj_uvs2[ fi ];

				if ( uv2 === undefined ) continue;

				for ( i = 0; i < 3; i ++ ) {

					uv2i = uv2[ i ];

					uv2Array[ offset_uv2 ]     = uv2i.x;
					uv2Array[ offset_uv2 + 1 ] = uv2i.y;

					offset_uv2 += 2;

				}

			}

			if ( offset_uv2 > 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );

			}

		}

		if ( dirtyElements ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				faceArray[ offset_face ] 	 = vertexIndex;
				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 2;

				offset_face += 3;

				lineArray[ offset_line ]     = vertexIndex;
				lineArray[ offset_line + 1 ] = vertexIndex + 1;

				lineArray[ offset_line + 2 ] = vertexIndex;
				lineArray[ offset_line + 3 ] = vertexIndex + 2;

				lineArray[ offset_line + 4 ] = vertexIndex + 1;
				lineArray[ offset_line + 5 ] = vertexIndex + 2;

				offset_line += 6;

				vertexIndex += 3;

			}

			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );

			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );

		}

		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

				if ( ! customAttribute.__original.needsUpdate ) continue;

				offset_custom = 0;
				offset_customSrc = 0;

				if ( customAttribute.size === 1 ) {

					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces3[ f ]	];

							customAttribute.array[ offset_custom ] 	   = customAttribute.value[ face.a ];
							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];

							offset_custom += 3;

						}

					} else if ( customAttribute.boundTo === "faces" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							customAttribute.array[ offset_custom ] 	   = value;
							customAttribute.array[ offset_custom + 1 ] = value;
							customAttribute.array[ offset_custom + 2 ] = value;

							offset_custom += 3;

						}

					}

				} else if ( customAttribute.size === 2 ) {

					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces3[ f ]	];

							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];

							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;

							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;

							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;

							offset_custom += 6;

						}

					} else if ( customAttribute.boundTo === "faces" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							v1 = value;
							v2 = value;
							v3 = value;

							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;

							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;

							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;

							offset_custom += 6;

						}

					}

				} else if ( customAttribute.size === 3 ) {

					var pp;

					if ( customAttribute.type === "c" ) {

						pp = [ "r", "g", "b" ];

					} else {

						pp = [ "x", "y", "z" ];

					}

					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces3[ f ]	];

							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];

							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];

							offset_custom += 9;

						}

					} else if ( customAttribute.boundTo === "faces" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							v1 = value;
							v2 = value;
							v3 = value;

							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];

							offset_custom += 9;

						}

					} else if ( customAttribute.boundTo === "faceVertices" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							v1 = value[ 0 ];
							v2 = value[ 1 ];
							v3 = value[ 2 ];

							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];

							offset_custom += 9;

						}

					}

				} else if ( customAttribute.size === 4 ) {

					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces3[ f ]	];

							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;

							offset_custom += 12;

						}

					} else if ( customAttribute.boundTo === "faces" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							v1 = value;
							v2 = value;
							v3 = value;

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;

							offset_custom += 12;

						}

					} else if ( customAttribute.boundTo === "faceVertices" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							v1 = value[ 0 ];
							v2 = value[ 1 ];
							v3 = value[ 2 ];

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;

							offset_custom += 12;

						}

					}

				}

				_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

			}

		}

		if ( dispose ) {

			delete geometryGroup.__inittedArrays;
			delete geometryGroup.__colorArray;
			delete geometryGroup.__normalArray;
			delete geometryGroup.__tangentArray;
			delete geometryGroup.__uvArray;
			delete geometryGroup.__uv2Array;
			delete geometryGroup.__faceArray;
			delete geometryGroup.__vertexArray;
			delete geometryGroup.__lineArray;
			delete geometryGroup.__skinIndexArray;
			delete geometryGroup.__skinWeightArray;

		}

	};

2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417
	// used by renderBufferDirect for THREE.Line
	function setupLinesVertexAttributes( material, programAttributes, geometryAttributes, startIndex ) {

		var attributeItem, attributeName, attributePointer, attributeSize;

		for ( attributeName in programAttributes ) {

			attributePointer = programAttributes[ attributeName ];
			attributeItem = geometryAttributes[ attributeName ];
			
			if ( attributePointer >= 0 ) {

				if ( attributeItem ) {

					attributeSize = attributeItem.itemSize;
					_gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
					enableAttribute( attributePointer );
					_gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32

				} else if ( material.defaultAttributeValues ) {

					if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {

						_gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );

					} else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {

						_gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );

					}

				}

			}

		}

	}

2418
	function setDirectBuffers( geometry, hint ) {
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2419 2420 2421

		var attributes = geometry.attributes;

2422
		var attributeName, attributeItem;
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2423

2424
		for ( attributeName in attributes ) {
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2425

2426
			attributeItem = attributes[ attributeName ];
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2427

2428
			if ( attributeItem.needsUpdate ) {
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2430
				if ( attributeName === 'index' ) {
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2431

2432 2433
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
					_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
2434

2435
				} else {
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2436

2437 2438
					_gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
					_gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
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2439

2440
				}
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2441

2442
				attributeItem.needsUpdate = false;
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2443

2444
			}
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2445 2446 2447

		}

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2448 2449
	}

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	// Buffer rendering

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

		if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
		if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
		if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
		if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();

		if ( object.hasPositions ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.position );
			_gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );

		}

		if ( object.hasNormals ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );

			if ( material.shading === THREE.FlatShading ) {

				var nx, ny, nz,
					nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
					normalArray,
					i, il = object.count * 3;

				for( i = 0; i < il; i += 9 ) {

					normalArray = object.normalArray;

					nax  = normalArray[ i ];
					nay  = normalArray[ i + 1 ];
					naz  = normalArray[ i + 2 ];

					nbx  = normalArray[ i + 3 ];
					nby  = normalArray[ i + 4 ];
					nbz  = normalArray[ i + 5 ];

					ncx  = normalArray[ i + 6 ];
					ncy  = normalArray[ i + 7 ];
					ncz  = normalArray[ i + 8 ];

					nx = ( nax + nbx + ncx ) / 3;
					ny = ( nay + nby + ncy ) / 3;
					nz = ( naz + nbz + ncz ) / 3;

					normalArray[ i ] 	 = nx;
					normalArray[ i + 1 ] = ny;
					normalArray[ i + 2 ] = nz;

					normalArray[ i + 3 ] = nx;
					normalArray[ i + 4 ] = ny;
					normalArray[ i + 5 ] = nz;

					normalArray[ i + 6 ] = nx;
					normalArray[ i + 7 ] = ny;
					normalArray[ i + 8 ] = nz;

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.normal );
			_gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );

		}

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

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.uv );
			_gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );

		}

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

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.color );
			_gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );

		}

		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

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

		if ( material.visible === false ) return;

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2549
		var linewidth, a, attribute;
2550
		var attributeItem, attributeName, attributePointer, attributeSize;
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2551

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2552
		var program = setProgram( camera, lights, fog, material, object );
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2553

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2554 2555
		var programAttributes = program.attributes;
		var geometryAttributes = geometry.attributes;
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2556 2557 2558 2559 2560 2561 2562 2563 2564 2565 2566 2567 2568 2569 2570 2571 2572 2573 2574 2575 2576 2577

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
			geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;

		if ( geometryHash !== _currentGeometryGroupHash ) {

			_currentGeometryGroupHash = geometryHash;
			updateBuffers = true;

		}

		if ( updateBuffers ) {

			disableAttributes();

		}

		// render mesh

		if ( object instanceof THREE.Mesh ) {

2578
			var index = geometryAttributes[ "index" ];
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2579 2580 2581

			if ( index ) {

2582 2583
				// indexed triangles

2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597
				var type, size;
			
				if ( index.array instanceof Uint32Array ) {
					
					type = _gl.UNSIGNED_INT;
					size = 4;
					
				} else {
					
					type = _gl.UNSIGNED_SHORT;
					size = 2;
					
				}

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2598 2599
				var offsets = geometry.offsets;

2600 2601 2602 2603 2604 2605 2606 2607 2608 2609 2610 2611 2612 2613
				if ( offsets.length === 0 ) {

					for ( attributeName in programAttributes ) {

						attributePointer = programAttributes[ attributeName ];
						attributeItem = geometryAttributes[ attributeName ];

						if ( attributePointer >= 0 ) {

							if ( attributeItem ) {

								attributeSize = attributeItem.itemSize;
								_gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
								enableAttribute( attributePointer );
2614
								_gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
2615 2616 2617 2618 2619 2620 2621 2622 2623 2624

							} else if ( material.defaultAttributeValues ) {

								if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {

									_gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );

								} else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {

									_gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
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2625

2626 2627 2628 2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641 2642 2643 2644
								}

							}

						}

					}

					_gl.drawElements( _gl.TRIANGLES, index.array.length, type, 0 );

					_this.info.render.calls ++;
					_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
					_this.info.render.faces += index.array.length / 3;

				} else {

					// if there is more than 1 chunk
					// must set attribute pointers to use new offsets for each chunk
					// even if geometry and materials didn't change
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2645

2646
					updateBuffers = true;
M
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2647

2648
					for ( var i = 0, il = offsets.length; i < il; i ++ ) {
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2649

2650
						var startIndex = offsets[ i ].index;
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2651

2652
						if ( updateBuffers ) {
M
Mr.doob 已提交
2653

2654
							for ( attributeName in programAttributes ) {
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2655

2656 2657
								attributePointer = programAttributes[ attributeName ];
								attributeItem = geometryAttributes[ attributeName ];
M
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2658

2659
								if ( attributePointer >= 0 ) {
M
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2660

2661
									if ( attributeItem ) {
M
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2662

2663 2664 2665 2666
										attributeSize = attributeItem.itemSize;
										_gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
										enableAttribute( attributePointer );
										_gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
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2667

2668
									} else if ( material.defaultAttributeValues ) {
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2669

2670
										if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
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2671

2672
											_gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
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2673

2674 2675 2676 2677 2678
										} else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {

											_gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );

										}
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2679

2680
									}
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2681

2682
								}
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2683

2684
							}
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2685

2686 2687 2688 2689
							// indices

							_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );

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2690 2691
						}

2692
						// render indexed triangles
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2693

2694
						_gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, type, offsets[ i ].start * size );
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2695

2696 2697 2698
						_this.info.render.calls ++;
						_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
						_this.info.render.faces += offsets[ i ].count / 3;
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2699

2700
					}
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2701 2702 2703 2704 2705

				}

			} else {

2706 2707
				// non-indexed triangles

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2708 2709
				if ( updateBuffers ) {

2710
					for ( attributeName in programAttributes ) {
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2711

2712
						if ( attributeName === 'index') continue;
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2713

2714 2715
						attributePointer = programAttributes[ attributeName ];
						attributeItem = geometryAttributes[ attributeName ];
2716
						
2717
						if ( attributePointer >= 0 ) {
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2718

2719
							if ( attributeItem ) {
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2720

2721 2722 2723 2724
								attributeSize = attributeItem.itemSize;
								_gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
								enableAttribute( attributePointer );
								_gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
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2725 2726 2727

							} else if ( material.defaultAttributeValues && material.defaultAttributeValues[ attributeName ] ) {

2728
								if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
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2729

2730
									_gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
M
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2731 2732 2733

								} else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {

2734
									_gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
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2735

2736
								}
M
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2737

2738
							}
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2739

2740
						}
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2741 2742 2743 2744 2745

					}

				}

2746 2747
				var position = geometry.attributes[ "position" ];

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2748 2749
				// render non-indexed triangles

2750
				_gl.drawArrays( _gl.TRIANGLES, 0, position.array.length / 3 );
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2751 2752

				_this.info.render.calls ++;
2753 2754
				_this.info.render.vertices += position.array.length / 3;
				_this.info.render.faces += position.array.length / 3 / 3;
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2755 2756 2757 2758 2759

			}

		} else if ( object instanceof THREE.ParticleSystem ) {

2760 2761
			// render particles

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2762 2763
			if ( updateBuffers ) {

2764
				for ( attributeName in programAttributes ) {
M
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2765

2766 2767
					attributePointer = programAttributes[ attributeName ];
					attributeItem = geometryAttributes[ attributeName ];
2768
					
2769
					if ( attributePointer >= 0 ) {
M
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2770

2771
						if ( attributeItem ) {
M
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2772

2773 2774 2775 2776
							attributeSize = attributeItem.itemSize;
							_gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
							enableAttribute( attributePointer );
							_gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
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2777 2778 2779

						} else if ( material.defaultAttributeValues && material.defaultAttributeValues[ attributeName ] ) {

2780
							if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
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2781

2782
								_gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
M
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2783 2784 2785

							} else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {

2786
								_gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
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2787

2788
							}
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2789

2790
						}
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2791

2792
					}
M
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2793 2794 2795

				}

2796
			}
2797

2798
			var position = geometryAttributes[ "position" ];
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2799

2800
			// render particles
M
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2801

2802
			_gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
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2803

2804
			_this.info.render.calls ++;
2805
			_this.info.render.points += position.array.length / 3;
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2806 2807 2808

		} else if ( object instanceof THREE.Line ) {

2809
			var primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
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2810

2811
			setLineWidth( material.linewidth );
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2812

2813 2814 2815
			var index = geometryAttributes[ "index" ];
			
			if ( index ) {
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2816

2817
				// indexed lines
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2818

2819 2820 2821 2822 2823 2824 2825 2826 2827 2828 2829 2830 2831
				var type, size;
				
				if ( index.array instanceof Uint32Array ){
					
					type = _gl.UNSIGNED_INT;
					size = 4;
					
				} else {
					
					type = _gl.UNSIGNED_SHORT;
					size = 2;
					
				}
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2832

2833
				var offsets = geometry.offsets;
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Mr.doob 已提交
2834

2835
				if ( offsets.length === 0 ) {
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2836

2837
					if ( updateBuffers ) {
M
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2838

2839
						setupLinesVertexAttributes( material, programAttributes, geometryAttributes, 0 );
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Mr.doob 已提交
2840

2841 2842
						// indices
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
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2843

2844
					}
2845
					
2846
					_gl.drawElements( _gl.LINES, index.array.length, type, 0 ); // 2 bytes per Uint16Array
2847 2848

					_this.info.render.calls ++;
2849
					_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
2850

2851
				} else {
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2852

2853 2854 2855 2856 2857 2858 2859 2860 2861
					// if there is more than 1 chunk
					// must set attribute pointers to use new offsets for each chunk
					// even if geometry and materials didn't change

					if ( offsets.length > 1 ) updateBuffers = true;

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

						var startIndex = offsets[ i ].index;
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2862

2863 2864 2865 2866 2867 2868 2869 2870
						if ( updateBuffers ) {

							setupLinesVertexAttributes(material, programAttributes, geometryAttributes, startIndex);

							// indices
							_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );

						}
2871

2872 2873 2874 2875 2876 2877 2878 2879 2880 2881 2882 2883 2884 2885
						// render indexed lines
						
						_gl.drawElements( _gl.LINES, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array

						_this.info.render.calls ++;
						_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared

					}

				}

			} else {

				// non-indexed lines
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2886

2887
				if ( updateBuffers ) {
2888

2889 2890
					setupLinesVertexAttributes( material, programAttributes, geometryAttributes, 0 );

2891 2892 2893 2894
				}

				var position = geometryAttributes[ "position" ];

2895
				_gl.drawArrays( primitives, 0, position.array.length / 3 );
2896

2897
				_this.info.render.calls ++;
2898
				_this.info.render.points += position.array.length;
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2899

2900
			}
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2902
		}
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2903 2904 2905 2906 2907 2908 2909

	};

	this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {

		if ( material.visible === false ) return;

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2910
		var linewidth, a, attribute, i, il;
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2911

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2912
		var program = setProgram( camera, lights, fog, material, object );
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2914
		var attributes = program.attributes;
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2915 2916 2917 2918 2919 2920 2921 2922 2923 2924 2925 2926 2927 2928 2929 2930 2931 2932 2933 2934 2935 2936 2937 2938 2939 2940 2941 2942 2943 2944 2945 2946 2947 2948 2949 2950 2951 2952 2953 2954 2955 2956 2957 2958 2959 2960 2961 2962 2963 2964 2965 2966 2967 2968 2969 2970 2971 2972 2973 2974 2975 2976 2977 2978 2979 2980 2981 2982 2983 2984

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
			geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;

		if ( geometryGroupHash !== _currentGeometryGroupHash ) {

			_currentGeometryGroupHash = geometryGroupHash;
			updateBuffers = true;

		}

		if ( updateBuffers ) {

			disableAttributes();

		}

		// vertices

		if ( !material.morphTargets && attributes.position >= 0 ) {

			if ( updateBuffers ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
				enableAttribute( attributes.position );
				_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

			}

		} else {

			if ( object.morphTargetBase ) {

				setupMorphTargets( material, geometryGroup, object );

			}

		}


		if ( updateBuffers ) {

			// custom attributes

			// Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers

			if ( geometryGroup.__webglCustomAttributesList ) {

				for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {

					attribute = geometryGroup.__webglCustomAttributesList[ i ];

					if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {

						_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
						enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
						_gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );

					}

				}

			}


			// colors

			if ( attributes.color >= 0 ) {

2985
				if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
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2987 2988 2989
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
					enableAttribute( attributes.color );
					_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
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				} else if ( material.defaultAttributeValues ) {


2994
					_gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
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2996
				}
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2997

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			}

			// normals

			if ( attributes.normal >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
				enableAttribute( attributes.normal );
				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );

			}

			// tangents

			if ( attributes.tangent >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
				enableAttribute( attributes.tangent );
				_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );

			}

			// uvs

			if ( attributes.uv >= 0 ) {

3024
				if ( object.geometry.faceVertexUvs[0] ) {
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3026 3027 3028
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
					enableAttribute( attributes.uv );
					_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
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				} else if ( material.defaultAttributeValues ) {


3033
					_gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
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3035
				}
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			}

			if ( attributes.uv2 >= 0 ) {

3041
				if ( object.geometry.faceVertexUvs[1] ) {
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3043 3044 3045
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
					enableAttribute( attributes.uv2 );
					_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
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				} else if ( material.defaultAttributeValues ) {


3050
					_gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
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3051

3052
				}
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			}

			if ( material.skinning &&
				 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
				enableAttribute( attributes.skinIndex );
				_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
				enableAttribute( attributes.skinWeight );
				_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );

			}

			// line distances

			if ( attributes.lineDistance >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
				enableAttribute( attributes.lineDistance );
				_gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );

			}

		}

		// render mesh

		if ( object instanceof THREE.Mesh ) {

3085
			var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
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3087
			// wireframe
3088
			
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3089 3090 3091 3092
			if ( material.wireframe ) {

				setLineWidth( material.wireframeLinewidth );
				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
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				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
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			// triangles

			} else {

				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
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				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
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			}

			_this.info.render.calls ++;
			_this.info.render.vertices += geometryGroup.__webglFaceCount;
			_this.info.render.faces += geometryGroup.__webglFaceCount / 3;

		// render lines

		} else if ( object instanceof THREE.Line ) {

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			var primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
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			setLineWidth( material.linewidth );

			_gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );

			_this.info.render.calls ++;

		// render particles

		} else if ( object instanceof THREE.ParticleSystem ) {

			_gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );

			_this.info.render.calls ++;
			_this.info.render.points += geometryGroup.__webglParticleCount;

		}

	};

	function enableAttribute( attribute ) {

3135
		if ( _enabledAttributes[ attribute ] === 0 ) {
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3136 3137

			_gl.enableVertexAttribArray( attribute );
3138
			_enabledAttributes[ attribute ] = 1;
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3139 3140 3141 3142 3143 3144 3145 3146 3147

		}

	};

	function disableAttributes() {

		for ( var attribute in _enabledAttributes ) {

3148
			if ( _enabledAttributes[ attribute ] === 1 ) {
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				_gl.disableVertexAttribArray( attribute );
3151
				_enabledAttributes[ attribute ] = 0;
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			}

		}

	};

	function setupMorphTargets ( material, geometryGroup, object ) {

		// set base

		var attributes = material.program.attributes;

		if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
			enableAttribute( attributes.position );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

		} else if ( attributes.position >= 0 ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			enableAttribute( attributes.position );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

		}

		if ( object.morphTargetForcedOrder.length ) {

			// set forced order

			var m = 0;
			var order = object.morphTargetForcedOrder;
			var influences = object.morphTargetInfluences;

			while ( m < material.numSupportedMorphTargets && m < order.length ) {

				if ( attributes[ "morphTarget" + m ] >= 0 ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
					enableAttribute( attributes[ "morphTarget" + m ] );
					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

				}

				if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
					enableAttribute( attributes[ "morphNormal" + m ] );
					_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );

				}

				object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];

				m ++;
			}

		} else {

			// find the most influencing

			var influence, activeInfluenceIndices = [];
			var influences = object.morphTargetInfluences;
			var i, il = influences.length;

			for ( i = 0; i < il; i ++ ) {

				influence = influences[ i ];

				if ( influence > 0 ) {

					activeInfluenceIndices.push( [ influence, i ] );

				}

			}

			if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {

				activeInfluenceIndices.sort( numericalSort );
				activeInfluenceIndices.length = material.numSupportedMorphTargets;

			} else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {

				activeInfluenceIndices.sort( numericalSort );

			} else if ( activeInfluenceIndices.length === 0 ) {

				activeInfluenceIndices.push( [ 0, 0 ] );

			};

			var influenceIndex, m = 0;

			while ( m < material.numSupportedMorphTargets ) {

				if ( activeInfluenceIndices[ m ] ) {

					influenceIndex = activeInfluenceIndices[ m ][ 1 ];

					if ( attributes[ "morphTarget" + m ] >= 0 ) {

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
						enableAttribute( attributes[ "morphTarget" + m ] );
						_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

					}

					if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
						enableAttribute( attributes[ "morphNormal" + m ] );
						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );


					}

					object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];

				} else {

					/*
					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

					if ( material.morphNormals ) {

						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );

					}
					*/

					object.__webglMorphTargetInfluences[ m ] = 0;

				}

				m ++;

			}

		}

		// load updated influences uniform

		if ( material.program.uniforms.morphTargetInfluences !== null ) {

			_gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );

		}

	};

	// Sorting

	function painterSortStable ( a, b ) {

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

			return b.z - a.z;

		} else {

3314
			return a.id - b.id;
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		}

	};

	function numericalSort ( a, b ) {

		return b[ 0 ] - a[ 0 ];

	};


	// Rendering

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

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

			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
			return;

		}

		var i, il,

		webglObject, object,
		renderList,

		lights = scene.__lights,
		fog = scene.fog;

		// reset caching for this frame

		_currentMaterialId = -1;
		_lightsNeedUpdate = true;

		// update scene graph

3353
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
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		// update camera matrices and frustum

		if ( camera.parent === undefined ) camera.updateMatrixWorld();

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

		// update WebGL objects

		if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );

		// custom render plugins (pre pass)

		renderPlugins( this.renderPluginsPre, scene, camera );

		//

		_this.info.render.calls = 0;
		_this.info.render.vertices = 0;
		_this.info.render.faces = 0;
		_this.info.render.points = 0;

		this.setRenderTarget( renderTarget );

		if ( this.autoClear || forceClear ) {

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

		}

		// set matrices for regular objects (frustum culled)

		renderList = scene.__webglObjects;

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

			webglObject = renderList[ i ];
			object = webglObject.object;

3396
			webglObject.id = i;
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			webglObject.render = false;

			if ( object.visible ) {

				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {

					setupMatrices( object, camera );

					unrollBufferMaterial( webglObject );

					webglObject.render = true;

					if ( this.sortObjects === true ) {

						if ( object.renderDepth !== null ) {

							webglObject.z = object.renderDepth;

						} else {

3417
							_vector3.setFromMatrixPosition( object.matrixWorld );
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3418 3419 3420 3421 3422 3423 3424 3425 3426 3427 3428 3429 3430 3431 3432 3433 3434 3435 3436 3437 3438 3439 3440 3441 3442 3443 3444 3445 3446 3447 3448 3449 3450 3451 3452 3453 3454 3455 3456 3457 3458 3459 3460 3461 3462 3463 3464 3465 3466 3467 3468 3469 3470 3471 3472 3473 3474 3475 3476 3477 3478 3479 3480 3481 3482 3483 3484 3485 3486 3487 3488 3489 3490 3491 3492 3493 3494 3495 3496 3497 3498 3499 3500 3501 3502 3503 3504 3505 3506 3507 3508 3509 3510 3511 3512 3513 3514 3515 3516 3517 3518 3519 3520 3521 3522 3523 3524 3525 3526 3527 3528 3529 3530 3531 3532 3533 3534 3535 3536 3537 3538 3539 3540 3541 3542 3543 3544 3545 3546 3547 3548 3549 3550
							_vector3.applyProjection( _projScreenMatrix );

							webglObject.z = _vector3.z;

						}

					}

				}

			}

		}

		if ( this.sortObjects ) {

			renderList.sort( painterSortStable );

		}

		// set matrices for immediate objects

		renderList = scene.__webglObjectsImmediate;

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

			webglObject = renderList[ i ];
			object = webglObject.object;

			if ( object.visible ) {

				setupMatrices( object, camera );

				unrollImmediateBufferMaterial( webglObject );

			}

		}

		if ( scene.overrideMaterial ) {

			var material = scene.overrideMaterial;

			this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
			this.setDepthTest( material.depthTest );
			this.setDepthWrite( material.depthWrite );
			setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

			renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );

		} else {

			var material = null;

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

			this.setBlending( THREE.NoBlending );

			renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );

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

			renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );

		}

		// custom render plugins (post pass)

		renderPlugins( this.renderPluginsPost, scene, camera );


		// Generate mipmap if we're using any kind of mipmap filtering

		if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {

			updateRenderTargetMipmap( renderTarget );

		}

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

		this.setDepthTest( true );
		this.setDepthWrite( true );

		// _gl.finish();

	};

	function renderPlugins( plugins, scene, camera ) {

		if ( ! plugins.length ) return;

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

			// reset state for plugin (to start from clean slate)

			_currentProgram = null;
			_currentCamera = null;

			_oldBlending = -1;
			_oldDepthTest = -1;
			_oldDepthWrite = -1;
			_oldDoubleSided = -1;
			_oldFlipSided = -1;
			_currentGeometryGroupHash = -1;
			_currentMaterialId = -1;

			_lightsNeedUpdate = true;

			plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );

			// reset state after plugin (anything could have changed)

			_currentProgram = null;
			_currentCamera = null;

			_oldBlending = -1;
			_oldDepthTest = -1;
			_oldDepthWrite = -1;
			_oldDoubleSided = -1;
			_oldFlipSided = -1;
			_currentGeometryGroupHash = -1;
			_currentMaterialId = -1;

			_lightsNeedUpdate = true;

		}

	};

3551
	function renderObjects( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
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3552 3553 3554 3555 3556 3557 3558 3559 3560 3561 3562 3563 3564 3565 3566 3567 3568 3569 3570 3571 3572 3573 3574 3575 3576 3577 3578 3579 3580 3581 3582 3583 3584 3585 3586 3587 3588 3589 3590 3591 3592 3593 3594 3595 3596 3597 3598 3599 3600 3601 3602 3603 3604 3605 3606 3607 3608 3609 3610 3611 3612 3613 3614 3615 3616 3617 3618 3619 3620 3621 3622 3623 3624 3625 3626 3627 3628 3629 3630 3631 3632 3633 3634 3635 3636 3637 3638 3639 3640 3641 3642 3643 3644 3645 3646 3647 3648 3649 3650 3651 3652 3653 3654 3655 3656 3657 3658 3659 3660 3661 3662 3663 3664 3665 3666 3667 3668 3669 3670 3671 3672 3673 3674 3675 3676 3677 3678 3679 3680 3681 3682 3683 3684 3685 3686 3687 3688 3689 3690

		var webglObject, object, buffer, material, start, end, delta;

		if ( reverse ) {

			start = renderList.length - 1;
			end = -1;
			delta = -1;

		} else {

			start = 0;
			end = renderList.length;
			delta = 1;
		}

		for ( var i = start; i !== end; i += delta ) {

			webglObject = renderList[ i ];

			if ( webglObject.render ) {

				object = webglObject.object;
				buffer = webglObject.buffer;

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );

					_this.setDepthTest( material.depthTest );
					_this.setDepthWrite( material.depthWrite );
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

				_this.setMaterialFaces( material );

				if ( buffer instanceof THREE.BufferGeometry ) {

					_this.renderBufferDirect( camera, lights, fog, material, buffer, object );

				} else {

					_this.renderBuffer( camera, lights, fog, material, buffer, object );

				}

			}

		}

	};

	function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {

		var webglObject, object, material, program;

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

			webglObject = renderList[ i ];
			object = webglObject.object;

			if ( object.visible ) {

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );

					_this.setDepthTest( material.depthTest );
					_this.setDepthWrite( material.depthWrite );
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

				_this.renderImmediateObject( camera, lights, fog, material, object );

			}

		}

	};

	this.renderImmediateObject = function ( camera, lights, fog, material, object ) {

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

		_currentGeometryGroupHash = -1;

		_this.setMaterialFaces( material );

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

			object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );

		}

	};

	function unrollImmediateBufferMaterial ( globject ) {

		var object = globject.object,
			material = object.material;

		if ( material.transparent ) {

			globject.transparent = material;
			globject.opaque = null;

		} else {

			globject.opaque = material;
			globject.transparent = null;

		}

	};

	function unrollBufferMaterial ( globject ) {

3691 3692
		var object = globject.object;
		var buffer = globject.buffer;
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3694 3695
		var geometry = object.geometry;
		var material = object.material;
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3697
		if ( material instanceof THREE.MeshFaceMaterial ) {
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3699
			var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
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3701
			material = material.materials[ materialIndex ];
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			if ( material.transparent ) {

				globject.transparent = material;
				globject.opaque = null;

			} else {

				globject.opaque = material;
				globject.transparent = null;

			}

		} else {

			if ( material ) {

				if ( material.transparent ) {

					globject.transparent = material;
					globject.opaque = null;

				} else {

					globject.opaque = material;
					globject.transparent = null;

				}

			}

		}

	};

	// Objects refresh

	this.initWebGLObjects = function ( scene ) {

		if ( !scene.__webglObjects ) {

			scene.__webglObjects = [];
			scene.__webglObjectsImmediate = [];
			scene.__webglSprites = [];
			scene.__webglFlares = [];

		}

		while ( scene.__objectsAdded.length ) {

			addObject( scene.__objectsAdded[ 0 ], scene );
			scene.__objectsAdded.splice( 0, 1 );

		}

		while ( scene.__objectsRemoved.length ) {

			removeObject( scene.__objectsRemoved[ 0 ], scene );
			scene.__objectsRemoved.splice( 0, 1 );

		}

		// update must be called after objects adding / removal

		for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {

3768 3769 3770 3771 3772 3773 3774 3775 3776 3777 3778 3779 3780 3781 3782 3783 3784
			var object = scene.__webglObjects[ o ].object;

			// TODO: Remove this hack (WebGLRenderer refactoring)

			if ( object.__webglInit === undefined ) {

				if ( object.__webglActive !== undefined ) {

					removeObject( object, scene );

				}

				addObject( object, scene );

			}

			updateObject( object );
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		}

	};

	// Objects adding

3792
	function addObject( object, scene ) {
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		var g, geometry, material, geometryGroup;

3796
		if ( object.__webglInit === undefined ) {
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			object.__webglInit = true;

			object._modelViewMatrix = new THREE.Matrix4();
			object._normalMatrix = new THREE.Matrix3();

			if ( object.geometry !== undefined && object.geometry.__webglInit === undefined ) {

				object.geometry.__webglInit = true;
				object.geometry.addEventListener( 'dispose', onGeometryDispose );

			}

3810 3811
			geometry = object.geometry;

3812 3813 3814 3815 3816
			if ( geometry === undefined ) {

				// fail silently for now

			} else if ( geometry instanceof THREE.BufferGeometry ) {
3817 3818 3819 3820

				initDirectBuffers( geometry );

			} else if ( object instanceof THREE.Mesh ) {
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				material = object.material;

3824
				if ( geometry.geometryGroups === undefined ) {
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					geometry.makeGroups( material instanceof THREE.MeshFaceMaterial, _glExtensionElementIndexUint ? 4294967296 : 65535  );
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3827

3828
				}
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3830
				// create separate VBOs per geometry chunk
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3831

3832
				for ( g in geometry.geometryGroups ) {
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3834
					geometryGroup = geometry.geometryGroups[ g ];
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3836
					// initialise VBO on the first access
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3837

3838
					if ( ! geometryGroup.__webglVertexBuffer ) {
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3839

3840 3841
						createMeshBuffers( geometryGroup );
						initMeshBuffers( geometryGroup, object );
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3842

3843 3844 3845 3846 3847 3848 3849
						geometry.verticesNeedUpdate = true;
						geometry.morphTargetsNeedUpdate = true;
						geometry.elementsNeedUpdate = true;
						geometry.uvsNeedUpdate = true;
						geometry.normalsNeedUpdate = true;
						geometry.tangentsNeedUpdate = true;
						geometry.colorsNeedUpdate = true;
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					}

				}

			} else if ( object instanceof THREE.Line ) {

				if ( ! geometry.__webglVertexBuffer ) {

3859 3860
					createLineBuffers( geometry );
					initLineBuffers( geometry, object );
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3862 3863 3864
					geometry.verticesNeedUpdate = true;
					geometry.colorsNeedUpdate = true;
					geometry.lineDistancesNeedUpdate = true;
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				}

			} else if ( object instanceof THREE.ParticleSystem ) {

				if ( ! geometry.__webglVertexBuffer ) {

3872 3873
					createParticleBuffers( geometry );
					initParticleBuffers( geometry, object );
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3875 3876
					geometry.verticesNeedUpdate = true;
					geometry.colorsNeedUpdate = true;
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				}

			}

		}

3884
		if ( object.__webglActive === undefined ) {
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			if ( object instanceof THREE.Mesh ) {

				geometry = object.geometry;

				if ( geometry instanceof THREE.BufferGeometry ) {

					addBuffer( scene.__webglObjects, geometry, object );

				} else if ( geometry instanceof THREE.Geometry ) {

					for ( g in geometry.geometryGroups ) {

						geometryGroup = geometry.geometryGroups[ g ];

						addBuffer( scene.__webglObjects, geometryGroup, object );

					}

				}

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			} else if ( object instanceof THREE.Line ||
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						object instanceof THREE.ParticleSystem ) {

				geometry = object.geometry;
				addBuffer( scene.__webglObjects, geometry, object );

			} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {

				addBufferImmediate( scene.__webglObjectsImmediate, object );

			} else if ( object instanceof THREE.Sprite ) {

				scene.__webglSprites.push( object );

			} else if ( object instanceof THREE.LensFlare ) {

				scene.__webglFlares.push( object );

			}

			object.__webglActive = true;

		}

	};

3932
	function addBuffer( objlist, buffer, object ) {
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3933 3934 3935

		objlist.push(
			{
3936
				id: null,
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3937 3938 3939
				buffer: buffer,
				object: object,
				opaque: null,
3940 3941
				transparent: null,
				z: 0
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3942 3943 3944 3945 3946
			}
		);

	};

3947
	function addBufferImmediate( objlist, object ) {
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3948 3949 3950

		objlist.push(
			{
3951
				id: null,
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3952 3953
				object: object,
				opaque: null,
3954 3955
				transparent: null,
				z: 0
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3956 3957 3958 3959 3960 3961 3962
			}
		);

	};

	// Objects updates

3963
	function updateObject( object ) {
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3964 3965 3966 3967

		var geometry = object.geometry,
			geometryGroup, customAttributesDirty, material;

3968
		if ( geometry instanceof THREE.BufferGeometry ) {
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3969

3970
			setDirectBuffers( geometry, _gl.DYNAMIC_DRAW );
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3971

3972
		} else if ( object instanceof THREE.Mesh ) {
M
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3973

3974
			// check all geometry groups
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3975

3976
			for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
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3977

3978
				geometryGroup = geometry.geometryGroupsList[ i ];
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3979

3980
				material = getBufferMaterial( object, geometryGroup );
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Mr.doob 已提交
3981

3982
				if ( geometry.buffersNeedUpdate ) {
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3983

3984
					initMeshBuffers( geometryGroup, object );
M
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3985

3986
				}
M
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3987

3988
				customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
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3990 3991 3992
				if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
					 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
					 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
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3994
					setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
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3995 3996 3997

				}

3998
			}
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4000 4001 4002 4003 4004 4005 4006
			geometry.verticesNeedUpdate = false;
			geometry.morphTargetsNeedUpdate = false;
			geometry.elementsNeedUpdate = false;
			geometry.uvsNeedUpdate = false;
			geometry.normalsNeedUpdate = false;
			geometry.colorsNeedUpdate = false;
			geometry.tangentsNeedUpdate = false;
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4007

4008
			geometry.buffersNeedUpdate = false;
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4009

4010
			material.attributes && clearCustomAttributes( material );
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4011 4012 4013

		} else if ( object instanceof THREE.Line ) {

4014
			material = getBufferMaterial( object, geometry );
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4015

4016
			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
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4017

4018
			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
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4019

4020
				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
M
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4021

4022
			}
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4024 4025 4026
			geometry.verticesNeedUpdate = false;
			geometry.colorsNeedUpdate = false;
			geometry.lineDistancesNeedUpdate = false;
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4027

4028
			material.attributes && clearCustomAttributes( material );
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4029 4030


4031
		} else if ( object instanceof THREE.ParticleSystem ) {
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4032

4033
			material = getBufferMaterial( object, geometry );
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4034

4035
			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
M
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4036

4037
			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
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4038

4039
				setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
M
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4040

4041
			}
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4042

4043 4044
			geometry.verticesNeedUpdate = false;
			geometry.colorsNeedUpdate = false;
M
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4045

4046
			material.attributes && clearCustomAttributes( material );
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		}

	};

	// Objects updates - custom attributes check

4054
	function areCustomAttributesDirty( material ) {
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4055 4056 4057 4058 4059 4060 4061 4062 4063 4064 4065

		for ( var a in material.attributes ) {

			if ( material.attributes[ a ].needsUpdate ) return true;

		}

		return false;

	};

4066
	function clearCustomAttributes( material ) {
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4067 4068 4069 4070 4071 4072 4073 4074 4075 4076 4077

		for ( var a in material.attributes ) {

			material.attributes[ a ].needsUpdate = false;

		}

	};

	// Objects removal

4078
	function removeObject( object, scene ) {
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4079 4080 4081 4082 4083 4084 4085 4086 4087 4088 4089 4090 4091 4092 4093 4094 4095 4096 4097 4098 4099

		if ( object instanceof THREE.Mesh  ||
			 object instanceof THREE.ParticleSystem ||
			 object instanceof THREE.Line ) {

			removeInstances( scene.__webglObjects, object );

		} else if ( object instanceof THREE.Sprite ) {

			removeInstancesDirect( scene.__webglSprites, object );

		} else if ( object instanceof THREE.LensFlare ) {

			removeInstancesDirect( scene.__webglFlares, object );

		} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {

			removeInstances( scene.__webglObjectsImmediate, object );

		}

4100
		delete object.__webglActive;
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4101 4102 4103

	};

4104
	function removeInstances( objlist, object ) {
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		for ( var o = objlist.length - 1; o >= 0; o -- ) {

			if ( objlist[ o ].object === object ) {

				objlist.splice( o, 1 );

			}

		}

	};

4118
	function removeInstancesDirect( objlist, object ) {
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		for ( var o = objlist.length - 1; o >= 0; o -- ) {

			if ( objlist[ o ] === object ) {

				objlist.splice( o, 1 );

			}

		}

	};

	// Materials

	this.initMaterial = function ( material, lights, fog, object ) {

		material.addEventListener( 'dispose', onMaterialDispose );

		var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;

		if ( material instanceof THREE.MeshDepthMaterial ) {

			shaderID = 'depth';

		} else if ( material instanceof THREE.MeshNormalMaterial ) {

			shaderID = 'normal';

		} else if ( material instanceof THREE.MeshBasicMaterial ) {

			shaderID = 'basic';

		} else if ( material instanceof THREE.MeshLambertMaterial ) {

			shaderID = 'lambert';

		} else if ( material instanceof THREE.MeshPhongMaterial ) {

			shaderID = 'phong';

		} else if ( material instanceof THREE.LineBasicMaterial ) {

			shaderID = 'basic';

		} else if ( material instanceof THREE.LineDashedMaterial ) {

			shaderID = 'dashed';

4168
		} else if ( material instanceof THREE.ParticleSystemMaterial ) {
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			shaderID = 'particle_basic';

		}

		if ( shaderID ) {

			setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );

		}

		// heuristics to create shader parameters according to lights in the scene
		// (not to blow over maxLights budget)

		maxLightCount = allocateLights( lights );

		maxShadows = allocateShadows( lights );

		maxBones = allocateBones( object );

		parameters = {

			map: !!material.map,
			envMap: !!material.envMap,
			lightMap: !!material.lightMap,
			bumpMap: !!material.bumpMap,
			normalMap: !!material.normalMap,
			specularMap: !!material.specularMap,

			vertexColors: material.vertexColors,

			fog: fog,
			useFog: material.fog,
			fogExp: fog instanceof THREE.FogExp2,

			sizeAttenuation: material.sizeAttenuation,

			skinning: material.skinning,
			maxBones: maxBones,
			useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,

			morphTargets: material.morphTargets,
			morphNormals: material.morphNormals,
			maxMorphTargets: this.maxMorphTargets,
			maxMorphNormals: this.maxMorphNormals,

			maxDirLights: maxLightCount.directional,
			maxPointLights: maxLightCount.point,
			maxSpotLights: maxLightCount.spot,
			maxHemiLights: maxLightCount.hemi,

			maxShadows: maxShadows,
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			shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
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4222 4223 4224 4225 4226 4227 4228 4229 4230 4231 4232 4233
			shadowMapType: this.shadowMapType,
			shadowMapDebug: this.shadowMapDebug,
			shadowMapCascade: this.shadowMapCascade,

			alphaTest: material.alphaTest,
			metal: material.metal,
			wrapAround: material.wrapAround,
			doubleSided: material.side === THREE.DoubleSide,
			flipSided: material.side === THREE.BackSide

		};

4234
		material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters, material.index0AttributeName );
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		var attributes = material.program.attributes;

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

			var id, base = "morphTarget";

			for ( i = 0; i < this.maxMorphTargets; i ++ ) {

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

			var id, base = "morphNormal";

			for ( i = 0; i < this.maxMorphNormals; i ++ ) {

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					material.numSupportedMorphNormals ++;

				}

			}

		}

		material.uniformsList = [];

		for ( u in material.uniforms ) {

			material.uniformsList.push( [ material.uniforms[ u ], u ] );

		}

	};

	function setMaterialShaders( material, shaders ) {

		material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
		material.vertexShader = shaders.vertexShader;
		material.fragmentShader = shaders.fragmentShader;

	};

	function setProgram( camera, lights, fog, material, object ) {

		_usedTextureUnits = 0;

		if ( material.needsUpdate ) {

			if ( material.program ) deallocateMaterial( material );

			_this.initMaterial( material, lights, fog, object );
			material.needsUpdate = false;

		}

		if ( material.morphTargets ) {

			if ( ! object.__webglMorphTargetInfluences ) {

				object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );

			}

		}

		var refreshMaterial = false;

		var program = material.program,
			p_uniforms = program.uniforms,
			m_uniforms = material.uniforms;

		if ( program !== _currentProgram ) {

			_gl.useProgram( program );
			_currentProgram = program;

			refreshMaterial = true;

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
			refreshMaterial = true;

		}

		if ( refreshMaterial || camera !== _currentCamera ) {

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

			if ( camera !== _currentCamera ) _currentCamera = camera;

		}

		// 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 ) {

			if ( _supportsBoneTextures && object.useVertexTexture ) {

				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
					_this.setTexture( object.boneTexture, textureUnit );

				}

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				if ( p_uniforms.boneTextureWidth !== null ) {

					_gl.uniform1i( p_uniforms.boneTextureWidth, object.boneTextureWidth );

				}

				if ( p_uniforms.boneTextureHeight !== null ) {

					_gl.uniform1i( p_uniforms.boneTextureHeight, object.boneTextureHeight );

				}

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			} else {

				if ( p_uniforms.boneGlobalMatrices !== null ) {

					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );

				}

			}

		}

		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 ) {

					setupLights( program, lights );
					_lightsNeedUpdate = false;

				}

				refreshUniformsLights( m_uniforms, _lights );

			}

			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 );

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			} else if ( material instanceof THREE.ParticleSystemMaterial ) {
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				refreshUniformsParticle( m_uniforms, material );

			} else if ( material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

			} else if ( material instanceof THREE.MeshLambertMaterial ) {

				refreshUniformsLambert( 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 ) {

				refreshUniformsShadow( m_uniforms, lights );

			}

			// load common uniforms

			loadUniformsGeneric( program, material.uniformsList );

			// 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 ) {

				if ( p_uniforms.cameraPosition !== null ) {

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

				}

			}

			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {

				if ( p_uniforms.viewMatrix !== null ) {

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

				}

			}

		}

		loadUniformsMatrices( p_uniforms, object );

		if ( p_uniforms.modelMatrix !== null ) {

			_gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );

		}

		return program;

	};

	// Uniforms (refresh uniforms objects)

	function refreshUniformsCommon ( uniforms, material ) {

		uniforms.opacity.value = material.opacity;

		if ( _this.gammaInput ) {

			uniforms.diffuse.value.copyGammaToLinear( material.color );

		} else {

			uniforms.diffuse.value = material.color;

		}

		uniforms.map.value = material.map;
		uniforms.lightMap.value = material.lightMap;
		uniforms.specularMap.value = material.specularMap;

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;

		}

		if ( material.normalMap ) {

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

		}

		// uv repeat and offset setting priorities
		//	1. color map
		//	2. specular map
		//	3. normal map
		//	4. bump map

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

		}

		if ( uvScaleMap !== undefined ) {

			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;
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;

		if ( _this.gammaInput ) {

			//uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
			uniforms.reflectivity.value = material.reflectivity;

		} else {

			uniforms.reflectivity.value = material.reflectivity;

		}

		uniforms.refractionRatio.value = material.refractionRatio;
		uniforms.combine.value = material.combine;
		uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;

	};

	function refreshUniformsLine ( uniforms, material ) {

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

	};

	function refreshUniformsDash ( uniforms, material ) {

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

	};

	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;

	};

	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;

		}

	};

	function refreshUniformsPhong ( uniforms, material ) {

		uniforms.shininess.value = material.shininess;

		if ( _this.gammaInput ) {

			uniforms.ambient.value.copyGammaToLinear( material.ambient );
			uniforms.emissive.value.copyGammaToLinear( material.emissive );
			uniforms.specular.value.copyGammaToLinear( material.specular );

		} else {

			uniforms.ambient.value = material.ambient;
			uniforms.emissive.value = material.emissive;
			uniforms.specular.value = material.specular;

		}

		if ( material.wrapAround ) {

			uniforms.wrapRGB.value.copy( material.wrapRGB );

		}

	};

	function refreshUniformsLambert ( uniforms, material ) {

		if ( _this.gammaInput ) {

			uniforms.ambient.value.copyGammaToLinear( material.ambient );
			uniforms.emissive.value.copyGammaToLinear( material.emissive );

		} else {

			uniforms.ambient.value = material.ambient;
			uniforms.emissive.value = material.emissive;

		}

		if ( material.wrapAround ) {

			uniforms.wrapRGB.value.copy( material.wrapRGB );

		}

	};

	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;

		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;

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

	};

	function refreshUniformsShadow ( uniforms, lights ) {

		if ( uniforms.shadowMatrix ) {

			var j = 0;

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

				var light = lights[ i ];

				if ( ! light.castShadow ) continue;

				if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {

					uniforms.shadowMap.value[ j ] = light.shadowMap;
					uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;

					uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;

					uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
					uniforms.shadowBias.value[ j ] = light.shadowBias;

					j ++;

				}

			}

		}

	};

	// Uniforms (load to GPU)

	function loadUniformsMatrices ( uniforms, object ) {

		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );

		if ( uniforms.normalMatrix ) {

			_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );

		}

	};

	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= _maxTextures ) {

			console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );

		}

		_usedTextureUnits += 1;

		return textureUnit;

	};

	function loadUniformsGeneric ( program, uniforms ) {

		var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;

		for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {

			location = program.uniforms[ uniforms[ j ][ 1 ] ];
			if ( !location ) continue;

			uniform = uniforms[ j ][ 0 ];

			type = uniform.type;
			value = uniform.value;

			if ( type === "i" ) { // single integer

				_gl.uniform1i( location, value );

			} else if ( type === "f" ) { // single float

				_gl.uniform1f( location, value );

			} else if ( type === "v2" ) { // single THREE.Vector2

				_gl.uniform2f( location, value.x, value.y );

			} else if ( type === "v3" ) { // single THREE.Vector3

				_gl.uniform3f( location, value.x, value.y, value.z );

			} else if ( type === "v4" ) { // single THREE.Vector4

				_gl.uniform4f( location, value.x, value.y, value.z, value.w );

			} else if ( type === "c" ) { // single THREE.Color

				_gl.uniform3f( location, value.r, value.g, value.b );

			} else if ( type === "iv1" ) { // flat array of integers (JS or typed array)

				_gl.uniform1iv( location, value );

			} else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)

				_gl.uniform3iv( location, value );

			} else if ( type === "fv1" ) { // flat array of floats (JS or typed array)

				_gl.uniform1fv( location, value );

			} else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)

				_gl.uniform3fv( location, value );

			} else if ( type === "v2v" ) { // array of THREE.Vector2

				if ( uniform._array === undefined ) {

					uniform._array = new Float32Array( 2 * value.length );

				}

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

					offset = i * 2;

					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;

				}

				_gl.uniform2fv( location, uniform._array );

			} else if ( type === "v3v" ) { // array of THREE.Vector3

				if ( uniform._array === undefined ) {

					uniform._array = new Float32Array( 3 * value.length );

				}

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

					offset = i * 3;

					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;
					uniform._array[ offset + 2 ] = value[ i ].z;

				}

				_gl.uniform3fv( location, uniform._array );

			} else if ( type === "v4v" ) { // array of THREE.Vector4

				if ( uniform._array === undefined ) {

					uniform._array = new Float32Array( 4 * value.length );

				}

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

					offset = i * 4;

					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;
					uniform._array[ offset + 2 ] = value[ i ].z;
					uniform._array[ offset + 3 ] = value[ i ].w;

				}

				_gl.uniform4fv( location, uniform._array );

			} else if ( type === "m4") { // single THREE.Matrix4

				if ( uniform._array === undefined ) {

					uniform._array = new Float32Array( 16 );

				}

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

			} else if ( type === "m4v" ) { // array of THREE.Matrix4

				if ( uniform._array === undefined ) {

					uniform._array = new Float32Array( 16 * value.length );

				}

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

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

				}

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

			} else if ( type === "t" ) { // single THREE.Texture (2d or cube)

				texture = value;
				textureUnit = getTextureUnit();

				_gl.uniform1i( location, textureUnit );

				if ( !texture ) continue;

				if ( texture.image instanceof Array && texture.image.length === 6 ) {

					setCubeTexture( texture, textureUnit );

				} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {

					setCubeTextureDynamic( texture, textureUnit );

				} else {

					_this.setTexture( texture, textureUnit );

				}

			} else if ( type === "tv" ) { // array of THREE.Texture (2d)

				if ( uniform._array === undefined ) {

					uniform._array = [];

				}

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

					uniform._array[ i ] = getTextureUnit();

				}

				_gl.uniform1iv( location, uniform._array );

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

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

					if ( !texture ) continue;

					_this.setTexture( texture, textureUnit );

				}

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			} else {

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

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			}

		}

	};

	function setupMatrices ( object, camera ) {

		object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
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		object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
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	};

	//

	function setColorGamma( array, offset, color, intensitySq ) {

		array[ offset ]     = color.r * color.r * intensitySq;
		array[ offset + 1 ] = color.g * color.g * intensitySq;
		array[ offset + 2 ] = color.b * color.b * intensitySq;

	};

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

		array[ offset ]     = color.r * intensity;
		array[ offset + 1 ] = color.g * intensity;
		array[ offset + 2 ] = color.b * intensity;

	};

	function setupLights ( program, lights ) {

		var l, ll, light, n,
		r = 0, g = 0, b = 0,
		color, skyColor, groundColor,
		intensity,  intensitySq,
		position,
		distance,

		zlights = _lights,

		dirColors = zlights.directional.colors,
		dirPositions = zlights.directional.positions,

		pointColors = zlights.point.colors,
		pointPositions = zlights.point.positions,
		pointDistances = zlights.point.distances,

		spotColors = zlights.spot.colors,
		spotPositions = zlights.spot.positions,
		spotDistances = zlights.spot.distances,
		spotDirections = zlights.spot.directions,
		spotAnglesCos = zlights.spot.anglesCos,
		spotExponents = zlights.spot.exponents,

		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;

				if ( _this.gammaInput ) {

					r += color.r * color.r;
					g += color.g * color.g;
					b += color.b * color.b;

				} else {

					r += color.r;
					g += color.g;
					b += color.b;

				}

			} else if ( light instanceof THREE.DirectionalLight ) {

				dirCount += 1;

				if ( ! light.visible ) continue;

5081 5082
				_direction.setFromMatrixPosition( light.matrixWorld );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
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				_direction.sub( _vector3 );
				_direction.normalize();

				// skip lights with undefined direction
				// these create troubles in OpenGL (making pixel black)

				if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;

				dirOffset = dirLength * 3;

				dirPositions[ dirOffset ]     = _direction.x;
				dirPositions[ dirOffset + 1 ] = _direction.y;
				dirPositions[ dirOffset + 2 ] = _direction.z;

				if ( _this.gammaInput ) {

					setColorGamma( dirColors, dirOffset, color, intensity * intensity );

				} else {

					setColorLinear( dirColors, dirOffset, color, intensity );

				}

				dirLength += 1;

			} else if ( light instanceof THREE.PointLight ) {

				pointCount += 1;

				if ( ! light.visible ) continue;

				pointOffset = pointLength * 3;

				if ( _this.gammaInput ) {

					setColorGamma( pointColors, pointOffset, color, intensity * intensity );

				} else {

					setColorLinear( pointColors, pointOffset, color, intensity );

				}

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				_vector3.setFromMatrixPosition( light.matrixWorld );
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				pointPositions[ pointOffset ]     = _vector3.x;
				pointPositions[ pointOffset + 1 ] = _vector3.y;
				pointPositions[ pointOffset + 2 ] = _vector3.z;

				pointDistances[ pointLength ] = distance;

				pointLength += 1;

			} else if ( light instanceof THREE.SpotLight ) {

				spotCount += 1;

				if ( ! light.visible ) continue;

				spotOffset = spotLength * 3;

				if ( _this.gammaInput ) {

					setColorGamma( spotColors, spotOffset, color, intensity * intensity );

				} else {

					setColorLinear( spotColors, spotOffset, color, intensity );

				}

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				_vector3.setFromMatrixPosition( light.matrixWorld );
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				spotPositions[ spotOffset ]     = _vector3.x;
				spotPositions[ spotOffset + 1 ] = _vector3.y;
				spotPositions[ spotOffset + 2 ] = _vector3.z;

				spotDistances[ spotLength ] = distance;

				_direction.copy( _vector3 );
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				_vector3.setFromMatrixPosition( light.target.matrixWorld );
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				_direction.sub( _vector3 );
				_direction.normalize();

				spotDirections[ spotOffset ]     = _direction.x;
				spotDirections[ spotOffset + 1 ] = _direction.y;
				spotDirections[ spotOffset + 2 ] = _direction.z;

				spotAnglesCos[ spotLength ] = Math.cos( light.angle );
				spotExponents[ spotLength ] = light.exponent;

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {

				hemiCount += 1;

				if ( ! light.visible ) continue;

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				_direction.setFromMatrixPosition( light.matrixWorld );
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				_direction.normalize();

				// skip lights with undefined direction
				// these create troubles in OpenGL (making pixel black)

				if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;

				hemiOffset = hemiLength * 3;

				hemiPositions[ hemiOffset ]     = _direction.x;
				hemiPositions[ hemiOffset + 1 ] = _direction.y;
				hemiPositions[ hemiOffset + 2 ] = _direction.z;

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

				if ( _this.gammaInput ) {

					intensitySq = intensity * intensity;

					setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
					setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );

				} else {

					setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
					setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );

				}

				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;

	};

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

		if ( cullFace === THREE.CullFaceNone ) {

			_gl.disable( _gl.CULL_FACE );

		} 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 );

			}

			_gl.enable( _gl.CULL_FACE );

		}

	};

	this.setMaterialFaces = function ( material ) {

		var doubleSided = material.side === THREE.DoubleSide;
		var flipSided = material.side === THREE.BackSide;

		if ( _oldDoubleSided !== doubleSided ) {

			if ( doubleSided ) {

				_gl.disable( _gl.CULL_FACE );

			} else {

				_gl.enable( _gl.CULL_FACE );

			}

			_oldDoubleSided = doubleSided;

		}

		if ( _oldFlipSided !== flipSided ) {

			if ( flipSided ) {

				_gl.frontFace( _gl.CW );

			} else {

				_gl.frontFace( _gl.CCW );

			}

			_oldFlipSided = flipSided;

		}

	};

	this.setDepthTest = function ( depthTest ) {

		if ( _oldDepthTest !== depthTest ) {

			if ( depthTest ) {

				_gl.enable( _gl.DEPTH_TEST );

			} else {

				_gl.disable( _gl.DEPTH_TEST );

			}

			_oldDepthTest = depthTest;

		}

	};

	this.setDepthWrite = function ( depthWrite ) {

		if ( _oldDepthWrite !== depthWrite ) {

			_gl.depthMask( depthWrite );
			_oldDepthWrite = depthWrite;

		}

	};

	function setLineWidth ( width ) {

		if ( width !== _oldLineWidth ) {

			_gl.lineWidth( width );

			_oldLineWidth = width;

		}

	};

	function setPolygonOffset ( polygonoffset, factor, units ) {

		if ( _oldPolygonOffset !== polygonoffset ) {

			if ( polygonoffset ) {

				_gl.enable( _gl.POLYGON_OFFSET_FILL );

			} else {

				_gl.disable( _gl.POLYGON_OFFSET_FILL );

			}

			_oldPolygonOffset = polygonoffset;

		}

		if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {

			_gl.polygonOffset( factor, units );

			_oldPolygonOffsetFactor = factor;
			_oldPolygonOffsetUnits = units;

		}

	};

	this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {

		if ( blending !== _oldBlending ) {

			if ( blending === THREE.NoBlending ) {

				_gl.disable( _gl.BLEND );

			} else if ( blending === THREE.AdditiveBlending ) {

				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );

			} else if ( blending === THREE.SubtractiveBlending ) {

				// TODO: Find blendFuncSeparate() combination
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );

			} else if ( blending === THREE.MultiplyBlending ) {

				// TODO: Find blendFuncSeparate() combination
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );

			} else if ( blending === THREE.CustomBlending ) {

				_gl.enable( _gl.BLEND );

			} else {

				_gl.enable( _gl.BLEND );
				_gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
				_gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );

			}

			_oldBlending = blending;

		}

		if ( blending === THREE.CustomBlending ) {

			if ( blendEquation !== _oldBlendEquation ) {

				_gl.blendEquation( paramThreeToGL( blendEquation ) );

				_oldBlendEquation = blendEquation;

			}

			if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {

				_gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );

				_oldBlendSrc = blendSrc;
				_oldBlendDst = blendDst;

			}

		} else {

			_oldBlendEquation = null;
			_oldBlendSrc = null;
			_oldBlendDst = null;

		}

	};

	// Defines

	function generateDefines ( defines ) {

		var value, chunk, chunks = [];

		for ( var d in defines ) {

			value = defines[ d ];
			if ( value === false ) continue;

			chunk = "#define " + d + " " + value;
			chunks.push( chunk );

		}

		return chunks.join( "\n" );

	};

	// Shaders

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	function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters, index0AttributeName ) {
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		var p, pl, d, program, code;
		var chunks = [];

		// Generate code

		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

			chunks.push( fragmentShader );
			chunks.push( vertexShader );

		}

		for ( d in defines ) {

			chunks.push( d );
			chunks.push( defines[ d ] );

		}

		for ( p in parameters ) {

			chunks.push( p );
			chunks.push( parameters[ p ] );

		}

		code = chunks.join();

		// Check if code has been already compiled

		for ( p = 0, pl = _programs.length; p < pl; p ++ ) {

			var programInfo = _programs[ p ];

			if ( programInfo.code === code ) {

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				// console.log( "Code already compiled." /*: \n\n" + code*/ );
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				programInfo.usedTimes ++;

				return programInfo.program;

			}

		}

		var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";

		if ( parameters.shadowMapType === THREE.PCFShadowMap ) {

			shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";

		} else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {

			shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";

		}

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		// console.log( "building new program " );
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		//

		var customDefines = generateDefines( defines );

		//

		program = _gl.createProgram();

		var prefix_vertex = [

			"precision " + _precision + " float;",
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			"precision " + _precision + " int;",
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			customDefines,

			_supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",

			_this.gammaInput ? "#define GAMMA_INPUT" : "",
			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",

			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,

			"#define MAX_SHADOWS " + parameters.maxShadows,

			"#define MAX_BONES " + parameters.maxBones,

			parameters.map ? "#define USE_MAP" : "",
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
			parameters.normalMap ? "#define USE_NORMALMAP" : "",
			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
			parameters.vertexColors ? "#define USE_COLOR" : "",

			parameters.skinning ? "#define USE_SKINNING" : "",
			parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",

			parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
			parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
			parameters.wrapAround ? "#define WRAP_AROUND" : "",
			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
			parameters.flipSided ? "#define FLIP_SIDED" : "",

			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
			parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",

			parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",

			"uniform mat4 modelMatrix;",
			"uniform mat4 modelViewMatrix;",
			"uniform mat4 projectionMatrix;",
			"uniform mat4 viewMatrix;",
			"uniform mat3 normalMatrix;",
			"uniform vec3 cameraPosition;",

			"attribute vec3 position;",
			"attribute vec3 normal;",
			"attribute vec2 uv;",
			"attribute vec2 uv2;",

			"#ifdef USE_COLOR",

				"attribute vec3 color;",

			"#endif",

			"#ifdef USE_MORPHTARGETS",

				"attribute vec3 morphTarget0;",
				"attribute vec3 morphTarget1;",
				"attribute vec3 morphTarget2;",
				"attribute vec3 morphTarget3;",

				"#ifdef USE_MORPHNORMALS",

					"attribute vec3 morphNormal0;",
					"attribute vec3 morphNormal1;",
					"attribute vec3 morphNormal2;",
					"attribute vec3 morphNormal3;",

				"#else",

					"attribute vec3 morphTarget4;",
					"attribute vec3 morphTarget5;",
					"attribute vec3 morphTarget6;",
					"attribute vec3 morphTarget7;",

				"#endif",

			"#endif",

			"#ifdef USE_SKINNING",

				"attribute vec4 skinIndex;",
				"attribute vec4 skinWeight;",

			"#endif",

			""

		].join("\n");

		var prefix_fragment = [

			"precision " + _precision + " float;",
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			"precision " + _precision + " int;",
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			( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",

			customDefines,

			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,

			"#define MAX_SHADOWS " + parameters.maxShadows,

			parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",

			_this.gammaInput ? "#define GAMMA_INPUT" : "",
			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",

			( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
			( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",

			parameters.map ? "#define USE_MAP" : "",
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
			parameters.normalMap ? "#define USE_NORMALMAP" : "",
			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
			parameters.vertexColors ? "#define USE_COLOR" : "",

			parameters.metal ? "#define METAL" : "",
			parameters.wrapAround ? "#define WRAP_AROUND" : "",
			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
			parameters.flipSided ? "#define FLIP_SIDED" : "",

			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
			parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",

			"uniform mat4 viewMatrix;",
			"uniform vec3 cameraPosition;",
			""

		].join("\n");

		var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );
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		var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
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		_gl.attachShader( program, glVertexShader );
		_gl.attachShader( program, glFragmentShader );

5713
		// Force a particular attribute to index 0.
5714
		// because potentially expensive emulation is done by browser if attribute 0 is disabled.
5715 5716 5717
		// And, color, for example is often automatically bound to index 0 so disabling it
		if ( index0AttributeName !== undefined ) {

5718
			_gl.bindAttribLocation( program, 0, index0AttributeName );
5719

5720 5721
		}

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		_gl.linkProgram( program );

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		if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {

			console.error( 'Could not initialise shader' );
			console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) );
			console.error( 'gl.getError()', _gl.getError() );

		}

		if ( _gl.getProgramInfoLog( program ) !== '' ) {

			console.error( 'gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) );
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		}

		// clean up

		_gl.deleteShader( glFragmentShader );
		_gl.deleteShader( glVertexShader );

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		// console.log( prefix_fragment + fragmentShader );
		// console.log( prefix_vertex + vertexShader );
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		program.uniforms = {};
		program.attributes = {};

		var identifiers, u, a, i;

		// cache uniform locations

		identifiers = [

			'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
			'morphTargetInfluences'

		];

		if ( parameters.useVertexTexture ) {

			identifiers.push( 'boneTexture' );
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			identifiers.push( 'boneTextureWidth' );
			identifiers.push( 'boneTextureHeight' );
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		} else {

			identifiers.push( 'boneGlobalMatrices' );

		}

		for ( u in uniforms ) {

			identifiers.push( u );

		}

		cacheUniformLocations( program, identifiers );

		// cache attributes locations

		identifiers = [

			"position", "normal", "uv", "uv2", "tangent", "color",
			"skinIndex", "skinWeight", "lineDistance"

		];

		for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {

			identifiers.push( "morphTarget" + i );

		}

		for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {

			identifiers.push( "morphNormal" + i );

		}

		for ( a in attributes ) {

			identifiers.push( a );

		}

		cacheAttributeLocations( program, identifiers );

		program.id = _programs_counter ++;

		_programs.push( { program: program, code: code, usedTimes: 1 } );

		_this.info.memory.programs = _programs.length;

		return program;

	};

	// Shader parameters cache

	function cacheUniformLocations ( program, identifiers ) {

		var i, l, id;

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

			id = identifiers[ i ];
			program.uniforms[ id ] = _gl.getUniformLocation( program, id );

		}

	};

	function cacheAttributeLocations ( program, identifiers ) {

		var i, l, id;

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

			id = identifiers[ i ];
			program.attributes[ id ] = _gl.getAttribLocation( program, id );

		}

	};

	function addLineNumbers ( string ) {

		var chunks = string.split( "\n" );

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

			// Chrome reports shader errors on lines
			// starting counting from 1

			chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];

		}

		return chunks.join( "\n" );

	};

	function getShader ( type, string ) {

		var shader;

		if ( type === "fragment" ) {

			shader = _gl.createShader( _gl.FRAGMENT_SHADER );

		} else if ( type === "vertex" ) {

			shader = _gl.createShader( _gl.VERTEX_SHADER );

		}

		_gl.shaderSource( shader, string );
		_gl.compileShader( shader );

		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {

			console.error( _gl.getShaderInfoLog( shader ) );
			console.error( addLineNumbers( string ) );
			return null;

		}

		return shader;

	};

	// Textures

	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {

		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 );

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

		}

		if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {

			if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {

				_gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
				texture.__oldAnisotropy = texture.anisotropy;

			}

		}

	};

	this.setTexture = function ( texture, slot ) {

		if ( texture.needsUpdate ) {

			if ( ! texture.__webglInit ) {

				texture.__webglInit = true;

				texture.addEventListener( 'dispose', onTextureDispose );

				texture.__webglTexture = _gl.createTexture();

				_this.info.memory.textures ++;

			}

			_gl.activeTexture( _gl.TEXTURE0 + slot );
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );

			_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 );

			var image = texture.image,
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			isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
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			glFormat = paramThreeToGL( texture.format ),
			glType = paramThreeToGL( texture.type );

			setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );

			var mipmap, mipmaps = texture.mipmaps;

			if ( texture instanceof THREE.DataTexture ) {

				// 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 ) {

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

						mipmap = mipmaps[ i ];
						_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

					}

					texture.generateMipmaps = false;

				} else {

					_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );

				}

			} else if ( texture instanceof THREE.CompressedTexture ) {

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

					mipmap = mipmaps[ i ];
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					if ( texture.format!==THREE.RGBAFormat ) {
						_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
					} else {
						_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
					}
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				}

			} else { // regular Texture (image, video, canvas)

				// 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 ) {

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

						mipmap = mipmaps[ i ];
						_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );

					}

					texture.generateMipmaps = false;

				} else {

					_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );

				}

			}

			if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );

			texture.needsUpdate = false;

			if ( texture.onUpdate ) texture.onUpdate();

		} else {

			_gl.activeTexture( _gl.TEXTURE0 + slot );
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );

		}

	};

	function clampToMaxSize ( image, maxSize ) {

		if ( image.width <= maxSize && image.height <= maxSize ) {

			return image;

		}

		// Warning: Scaling through the canvas will only work with images that use
		// premultiplied alpha.

		var maxDimension = Math.max( image.width, image.height );
		var newWidth = Math.floor( image.width * maxSize / maxDimension );
		var newHeight = Math.floor( image.height * maxSize / maxDimension );

		var canvas = document.createElement( 'canvas' );
		canvas.width = newWidth;
		canvas.height = newHeight;

		var ctx = canvas.getContext( "2d" );
		ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );

		return canvas;

	}

	function setCubeTexture ( texture, slot ) {

		if ( texture.image.length === 6 ) {

			if ( texture.needsUpdate ) {

				if ( ! texture.image.__webglTextureCube ) {

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					texture.addEventListener( 'dispose', onTextureDispose );

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					texture.image.__webglTextureCube = _gl.createTexture();

					_this.info.memory.textures ++;

				}

				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );

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

				var isCompressed = texture instanceof THREE.CompressedTexture;

				var cubeImage = [];

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

					if ( _this.autoScaleCubemaps && ! isCompressed ) {

						cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );

					} else {

						cubeImage[ i ] = texture.image[ i ];

					}

				}

				var image = cubeImage[ 0 ],
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				isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
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				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );

				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

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

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					if( !isCompressed ) {
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						_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );

					} else {
						
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						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

						for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {

							mipmap = mipmaps[ j ];
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							if ( texture.format!==THREE.RGBAFormat ) {
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								_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
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							} else {
								_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
							}
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						}
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					}
				}

				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}

				texture.needsUpdate = false;

				if ( texture.onUpdate ) texture.onUpdate();

			} else {

				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );

			}

		}

	};

	function setCubeTextureDynamic ( texture, slot ) {

		_gl.activeTexture( _gl.TEXTURE0 + slot );
		_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );

	};

	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {

		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );

	};

	function setupRenderBuffer ( renderbuffer, renderTarget  ) {

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

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
		*/
		} 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 );

		}

	};

	this.setRenderTarget = function ( renderTarget ) {

		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );

		if ( renderTarget && ! renderTarget.__webglFramebuffer ) {

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

			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

			renderTarget.__webglTexture = _gl.createTexture();

			_this.info.memory.textures ++;

			// Setup texture, create render and frame buffers

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			var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
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				glFormat = paramThreeToGL( renderTarget.format ),
				glType = paramThreeToGL( renderTarget.type );

			if ( isCube ) {

				renderTarget.__webglFramebuffer = [];
				renderTarget.__webglRenderbuffer = [];

				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );

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

					renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
					renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();

					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );

					setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
					setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );

				}

				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

			} else {

				renderTarget.__webglFramebuffer = _gl.createFramebuffer();

				if ( renderTarget.shareDepthFrom ) {

					renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;

				} else {

					renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();

				}

				_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );

				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );

				setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );

				if ( renderTarget.shareDepthFrom ) {

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

						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );

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

						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );

					}

				} else {

					setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );

				}

				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );

			}

			// Release everything

			if ( isCube ) {

				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

			} else {

				_gl.bindTexture( _gl.TEXTURE_2D, null );

			}

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

		}

		var framebuffer, width, height, vx, vy;

		if ( renderTarget ) {

			if ( isCube ) {

				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];

			} else {

				framebuffer = renderTarget.__webglFramebuffer;

			}

			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;

		}

		_currentWidth = width;
		_currentHeight = height;

	};

	function updateRenderTargetMipmap ( renderTarget ) {

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

		} else {

			_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
			_gl.generateMipmap( _gl.TEXTURE_2D );
			_gl.bindTexture( _gl.TEXTURE_2D, null );

		}

	};

	// 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;

	};

	// Map three.js constants to WebGL constants

	function paramThreeToGL ( p ) {

		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;

		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;

		if ( _glExtensionCompressedTextureS3TC !== undefined ) {

			if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;

		}

		return 0;

	};

	// Allocations

	function allocateBones ( object ) {

		if ( _supportsBoneTextures && object && object.useVertexTexture ) {

			return 1024;

		} else {

			// default for when object is not specified
			// ( for example when prebuilding shader
			//   to be used with multiple objects )
			//
			// 	- leave some extra space for other uniforms
			//  - limit here is ANGLE's 254 max uniform vectors
			//    (up to 54 should be safe)

			var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );

			var maxBones = nVertexMatrices;

			if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {

				maxBones = Math.min( object.bones.length, maxBones );

				if ( maxBones < object.bones.length ) {

					console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );

				}

			}

			return maxBones;

		}

	};

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	function allocateLights( lights ) {
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		var dirLights = 0;
		var pointLights = 0;
		var spotLights = 0;
		var hemiLights = 0;
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		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
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			var light = lights[ l ];
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6495
			if ( light.onlyShadow || light.visible === false ) continue;
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			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
			if ( light instanceof THREE.PointLight ) pointLights ++;
			if ( light instanceof THREE.SpotLight ) spotLights ++;
			if ( light instanceof THREE.HemisphereLight ) hemiLights ++;

		}

		return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };

	};

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	function allocateShadows( lights ) {
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		var maxShadows = 0;
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		for ( var l = 0, ll = lights.length; l < ll; l++ ) {
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			var light = lights[ l ];
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			if ( ! light.castShadow ) continue;

			if ( light instanceof THREE.SpotLight ) maxShadows ++;
			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;

		}

		return maxShadows;

	};

	// Initialization

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	function initGL() {
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		try {

6533 6534 6535 6536 6537 6538 6539 6540
			var attributes = {
				alpha: _alpha,
				premultipliedAlpha: _premultipliedAlpha,
				antialias: _antialias,
				stencil: _stencil,
				preserveDrawingBuffer: _preserveDrawingBuffer
			};

6541
			_gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
6542 6543

			if ( _gl === null ) {
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				throw 'Error creating WebGL context.';

			}

		} catch ( error ) {

			console.error( error );

		}

		_glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
6556
		_glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
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		_glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );

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		_glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
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		_glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
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6563
		_glExtensionElementIndexUint = _gl.getExtension( 'OES_element_index_uint' );
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6566
		if ( _glExtensionTextureFloat === null ) {
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			console.log( 'THREE.WebGLRenderer: Float textures not supported.' );

		}

6572
		if ( _glExtensionStandardDerivatives === null ) {
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			console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );

		}

6578
		if ( _glExtensionTextureFilterAnisotropic === null ) {
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			console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );

		}

6584
		if ( _glExtensionCompressedTextureS3TC === null ) {
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			console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
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		}

6590
		if ( _glExtensionElementIndexUint === null ) {
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			console.log( 'THREE.WebGLRenderer: elementindex as unsigned integer not supported.' );
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		}
6595

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		if ( _gl.getShaderPrecisionFormat === undefined ) {
6597 6598 6599

			_gl.getShaderPrecisionFormat = function() {

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				return {
					"rangeMin"  : 1,
					"rangeMax"  : 1,
					"precision" : 1
				};
6605

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			}
		}

	};

	function setDefaultGLState () {

		_gl.clearColor( 0, 0, 0, 1 );
		_gl.clearDepth( 1 );
		_gl.clearStencil( 0 );

		_gl.enable( _gl.DEPTH_TEST );
		_gl.depthFunc( _gl.LEQUAL );

		_gl.frontFace( _gl.CCW );
		_gl.cullFace( _gl.BACK );
		_gl.enable( _gl.CULL_FACE );

		_gl.enable( _gl.BLEND );
		_gl.blendEquation( _gl.FUNC_ADD );
		_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );

6628 6629
		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
		
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		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );

	};

	// default plugins (order is important)

	this.shadowMapPlugin = new THREE.ShadowMapPlugin();
	this.addPrePlugin( this.shadowMapPlugin );

	this.addPostPlugin( new THREE.SpritePlugin() );
	this.addPostPlugin( new THREE.LensFlarePlugin() );

};