WebGLRenderer.js 145.7 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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	_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
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	_depth = parameters.depth !== undefined ? parameters.depth : true,
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	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
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	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
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	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
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	_logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
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	_clearColor = new THREE.Color( 0x000000 ),
	_clearAlpha = 0;
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	var opaqueObjects = [];
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	var transparentObjects = [];
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	// public properties

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

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

	// scene graph

	this.sortObjects = 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 = [],

	// internal state cache

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

	_usedTextureUnits = 0,

	// GL state cache

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	_oldDoubleSided = - 1,
	_oldFlipSided = - 1,
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	_oldBlending = - 1,
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	_oldBlendEquation = - 1,
	_oldBlendSrc = - 1,
	_oldBlendDst = - 1,
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	_oldDepthTest = - 1,
	_oldDepthWrite = - 1,
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	_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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	_newAttributes = new Uint8Array( 16 ),
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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 ],
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		directional: { length: 0, colors:[], positions: [] },
		point: { length: 0, colors: [], positions: [], distances: [] },
		spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] },
		hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
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	};

	// 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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	var _glExtensionFragDepth;
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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 );

	// clamp precision to maximum available

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

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	if ( _precision === 'highp' && ! highpAvailable ) {
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		if ( mediumpAvailable ) {

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			_precision = 'mediump';
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			console.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
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		} else {

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

	}

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	if ( _precision === 'mediump' && ! mediumpAvailable ) {
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		_precision = 'lowp';
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		console.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
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	}

	// 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 ( 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( 'THREE.WebGLRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
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		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;
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		_oldBlending = - 1;
		_oldDepthTest = - 1;
		_oldDepthWrite = - 1;
		_currentGeometryGroupHash = - 1;
		_currentMaterialId = - 1;
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		_lightsNeedUpdate = true;
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		_oldDoubleSided = - 1;
		_oldFlipSided = - 1;
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		initObjects( scene );
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		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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				}

			}

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			_this.info.memory.geometries --;

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		} else {

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			if ( geometry.geometryGroups !== undefined ) {

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				for ( var i = 0,l = geometry.geometryGroupsList.length; i<l;i++ ) {
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					var geometryGroup = geometry.geometryGroupsList[ i ];
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					if ( geometryGroup.numMorphTargets !== undefined ) {

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

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

						}

					}

					if ( geometryGroup.numMorphNormals !== undefined ) {

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

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

						}

					}

					deleteBuffers( geometryGroup );

				}

			} else {

				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 ) {

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

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		var program = material.program.program;
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		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 ];

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				if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
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					attribute.__webglInitialized = true;

784
					var size = 1;   // "f" and "i"
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					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;
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					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,

844 845 846
			nvertices = faces3.length * 3,
			ntris     = faces3.length * 1,
			nlines    = faces3.length * 3,
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848
			material = getBufferMaterial( object, geometryGroup );
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		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
851 852 853
		geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
		geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
		geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
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855
		if ( geometry.faceVertexUvs.length > 1 ) {
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857
			geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
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		}

		if ( geometry.hasTangents ) {

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

		}

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

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

		}

874
		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 ];

				}

935
				if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
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					attribute.__webglInitialized = true;

939
					var size = 1;   // "f" and "i"
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941 942 943 944
					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;
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					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
971 972
			 ? object.material.materials[ geometryGroup.materialIndex ]
			 : object.material;
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	};

	function materialNeedsSmoothNormals ( material ) {

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

	};

	//

	function initDirectBuffers( geometry ) {

986
		for ( var name in geometry.attributes ) {
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988
			var bufferType = ( name === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
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990
			var attribute = geometry.attributes[ name ];
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			attribute.buffer = _gl.createBuffer();

993 994
			_gl.bindBuffer( bufferType, attribute.buffer );
			_gl.bufferData( bufferType, attribute.array, _gl.STATIC_DRAW );
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		}

998
	}
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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 ++ ) {

1046
				vertex = vertices[ sortArray[ v ][ 1 ] ];
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				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;

1060
				color = colors[ sortArray[ c ][ 1 ] ];
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				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 ];

1074
					if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) continue;
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					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 ];

1098
							customAttribute.array[ offset ]   = value.x;
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							customAttribute.array[ offset + 1 ] = value.y;

							offset += 2;

						}

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

1107
						if ( customAttribute.type === 'c' ) {
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							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 ];

1131
								customAttribute.array[ offset ]   = value.x;
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								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 ||
1206
							 customAttribute.boundTo === 'vertices' ) ) {
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						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 ];

1226
								customAttribute.array[ offset ]   = value.x;
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								customAttribute.array[ offset + 1 ] = value.y;

								offset += 2;

							}

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

1235
							if ( customAttribute.type === 'c' ) {
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								for ( ca = 0; ca < cal; ca ++ ) {

									value = customAttribute.value[ ca ];

1241
									customAttribute.array[ offset ]   = value.r;
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									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 ];

1255
									customAttribute.array[ offset ]   = value.x;
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									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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	}
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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 ||
1408
						 customAttribute.boundTo === 'vertices' ) ) {
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					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 ];

1428
							customAttribute.array[ offset ]   = value.x;
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							customAttribute.array[ offset + 1 ] = value.y;

							offset += 2;

						}

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

1437
						if ( customAttribute.type === 'c' ) {
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							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

1443
								customAttribute.array[ offset ]   = value.r;
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								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 ];

1457
								customAttribute.array[ offset ]   = value.x;
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								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 ];

1473
							customAttribute.array[ offset ]    = value.x;
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							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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	}
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	function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {

		if ( ! geometryGroup.__inittedArrays ) {

			return;

		}

1503
		var needsSmoothNormals = materialNeedsSmoothNormals( material );
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		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,
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		c1, c2, c3,
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		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 ];

1632
					vka[ offset_morphTarget ]     = v1.x;
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					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 ];

1666
						nka[ offset_morphTarget ]     = n1.x;
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						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 ++ ) {

1704
				face = obj_faces[ chunk_faces3[ f ] ];
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				// 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 );

			}

		}

1764
		if ( dirtyColors ) {
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			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

1768
				face = obj_faces[ chunk_faces3[ f ] ];
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				vertexColors = face.vertexColors;
				faceColor = face.color;

1773
				if ( vertexColors.length === 3 && material.vertexColors === THREE.VertexColors ) {
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					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 ++ ) {

1816
				face = obj_faces[ chunk_faces3[ f ] ];
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				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 );

		}

1848
		if ( dirtyNormals ) {
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			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

1852
				face = obj_faces[ chunk_faces3[ f ] ];
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				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 );

		}

1892
		if ( dirtyUvs && obj_uvs ) {
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			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 );

			}

		}

1924
		if ( dirtyUvs && obj_uvs2 ) {
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			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 ++ ) {

1960
				faceArray[ offset_face ]   = vertexIndex;
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				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 ) {

2002
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
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						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

2006
							face = obj_faces[ chunk_faces3[ f ] ];
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2008
							customAttribute.array[ offset_custom ]     = customAttribute.value[ face.a ];
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							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];

							offset_custom += 3;

						}

2016
					} else if ( customAttribute.boundTo === 'faces' ) {
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						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

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

2022
							customAttribute.array[ offset_custom ]     = value;
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							customAttribute.array[ offset_custom + 1 ] = value;
							customAttribute.array[ offset_custom + 2 ] = value;

							offset_custom += 3;

						}

					}

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

2034
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
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						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

2038
							face = obj_faces[ chunk_faces3[ f ] ];
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							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];

2044
							customAttribute.array[ offset_custom ]     = v1.x;
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							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;

						}

2057
					} else if ( customAttribute.boundTo === 'faces' ) {
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						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

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

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

2067
							customAttribute.array[ offset_custom ]     = v1.x;
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							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;

2086
					if ( customAttribute.type === 'c' ) {
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2088
						pp = [ 'r', 'g', 'b' ];
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					} else {

2092
						pp = [ 'x', 'y', 'z' ];
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					}

2096
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
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						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

2100
							face = obj_faces[ chunk_faces3[ f ] ];
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							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];

2106
							customAttribute.array[ offset_custom ]     = v1[ pp[ 0 ] ];
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							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;

						}

2122
					} else if ( customAttribute.boundTo === 'faces' ) {
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						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

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

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

2132
							customAttribute.array[ offset_custom ]     = v1[ pp[ 0 ] ];
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							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;

						}

2148
					} else if ( customAttribute.boundTo === 'faceVertices' ) {
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						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 ];

2158
							customAttribute.array[ offset_custom ]     = v1[ pp[ 0 ] ];
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							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 ) {

2178
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
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2179 2180 2181

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

2182
							face = obj_faces[ chunk_faces3[ f ] ];
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2183 2184 2185 2186 2187

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

2188
							customAttribute.array[ offset_custom  ]   = v1.x;
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2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206
							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;

						}

2207
					} else if ( customAttribute.boundTo === 'faces' ) {
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2208 2209 2210 2211 2212 2213 2214 2215 2216

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

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

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

2217
							customAttribute.array[ offset_custom  ]   = v1.x;
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2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235
							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;

						}

2236
					} else if ( customAttribute.boundTo === 'faceVertices' ) {
M
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2237 2238 2239 2240 2241 2242 2243 2244 2245

						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 ];

2246
							customAttribute.array[ offset_custom  ]   = v1.x;
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2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293
							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;

		}

	};

2294
	function setDirectBuffers( geometry, hint ) {
M
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2295 2296 2297

		var attributes = geometry.attributes;

2298
		var attributeName, attributeItem;
M
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2299

2300
		for ( attributeName in attributes ) {
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2301

2302
			attributeItem = attributes[ attributeName ];
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2303

2304
			if ( attributeItem.needsUpdate ) {
M
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2305

2306
				if ( attributeName === 'index' ) {
M
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2307

2308 2309
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
					_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
2310

2311
				} else {
M
Mr.doob 已提交
2312

2313 2314
					_gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
					_gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
M
Mr.doob 已提交
2315

2316
				}
M
Mr.doob 已提交
2317

2318
				attributeItem.needsUpdate = false;
M
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2319

2320
			}
M
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2321 2322 2323

		}

M
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2324 2325
	}

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2326 2327 2328 2329
	// Buffer rendering

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

2330 2331
		initAttributes();

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2332 2333 2334 2335 2336 2337 2338 2339 2340
		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 );
2341
			enableAttribute( program.attributes.position );
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2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356
			_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;

2357
				for ( i = 0; i < il; i += 9 ) {
M
Mr.doob 已提交
2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376

					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;

2377
					normalArray[ i ]   = nx;
M
Mr.doob 已提交
2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393
					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 );
2394
			enableAttribute( program.attributes.normal );
M
Mr.doob 已提交
2395 2396 2397 2398 2399 2400 2401 2402
			_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 );
2403
			enableAttribute( program.attributes.uv );
M
Mr.doob 已提交
2404 2405 2406 2407 2408 2409 2410 2411
			_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 );
2412
			enableAttribute( program.attributes.color );
M
Mr.doob 已提交
2413 2414 2415 2416
			_gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );

		}

2417 2418
		disableUnusedAttributes();

M
Mr.doob 已提交
2419 2420 2421 2422 2423 2424
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

M
Mr.doob 已提交
2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441
	function setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex ) {

		for ( var attributeName in programAttributes ) {

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

			if ( attributePointer >= 0 ) {

				if ( attributeItem ) {

					var 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

M
Mr.doob 已提交
2442
				} else if ( material.defaultAttributeValues ) {
M
Mr.doob 已提交
2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458

					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 ] );

					}

				}

			}

		}
2459 2460

		disableUnusedAttributes();
2461

M
Mr.doob 已提交
2462 2463
	}

M
Mr.doob 已提交
2464 2465 2466 2467
	this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {

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

M
Mr.doob 已提交
2468
		var linewidth, a, attribute;
2469
		var attributeItem, attributeName, attributePointer, attributeSize;
M
Mr.doob 已提交
2470

M
Mr.doob 已提交
2471
		var program = setProgram( camera, lights, fog, material, object );
M
Mr.doob 已提交
2472

M
Mr.doob 已提交
2473 2474
		var programAttributes = program.attributes;
		var geometryAttributes = geometry.attributes;
M
Mr.doob 已提交
2475 2476 2477 2478 2479 2480 2481 2482 2483 2484 2485 2486 2487 2488

		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 ) {

2489
			initAttributes();
M
Mr.doob 已提交
2490 2491 2492 2493 2494 2495 2496

		}

		// render mesh

		if ( object instanceof THREE.Mesh ) {

2497
			var index = geometryAttributes[ 'index' ];
M
Mr.doob 已提交
2498 2499 2500

			if ( index ) {

2501 2502
				// indexed triangles

2503
				var type, size;
2504

2505
				if ( index.array instanceof Uint32Array ) {
2506

2507 2508
					type = _gl.UNSIGNED_INT;
					size = 4;
2509

2510
				} else {
2511

2512 2513
					type = _gl.UNSIGNED_SHORT;
					size = 2;
2514

2515 2516
				}

M
Mr.doob 已提交
2517 2518
				var offsets = geometry.offsets;

2519 2520
				if ( offsets.length === 0 ) {

M
Mr.doob 已提交
2521
					if ( updateBuffers ) {
2522

M
Mr.doob 已提交
2523 2524
						setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
2525 2526 2527

					}

2528
					_gl.drawElements( _gl.TRIANGLES, index.array.length, type, 0 );
2529 2530 2531 2532 2533 2534 2535 2536 2537 2538

					_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
M
Mr.doob 已提交
2539

2540
					updateBuffers = true;
M
Mr.doob 已提交
2541

2542
					for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
Mr.doob 已提交
2543

2544
						var startIndex = offsets[ i ].index;
M
Mr.doob 已提交
2545

2546
						if ( updateBuffers ) {
M
Mr.doob 已提交
2547

M
Mr.doob 已提交
2548
							setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
2549 2550
							_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );

M
Mr.doob 已提交
2551 2552
						}

2553
						// render indexed triangles
M
Mr.doob 已提交
2554

2555
						_gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, type, offsets[ i ].start * size );
M
Mr.doob 已提交
2556

2557 2558 2559
						_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;
M
Mr.doob 已提交
2560

2561
					}
M
Mr.doob 已提交
2562 2563 2564 2565 2566

				}

			} else {

2567 2568
				// non-indexed triangles

M
Mr.doob 已提交
2569 2570
				if ( updateBuffers ) {

M
Mr.doob 已提交
2571
					setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
M
Mr.doob 已提交
2572 2573 2574

				}

2575
				var position = geometry.attributes[ 'position' ];
2576

M
Mr.doob 已提交
2577 2578
				// render non-indexed triangles

2579
				_gl.drawArrays( _gl.TRIANGLES, 0, position.array.length / 3 );
M
Mr.doob 已提交
2580 2581

				_this.info.render.calls ++;
2582 2583
				_this.info.render.vertices += position.array.length / 3;
				_this.info.render.faces += position.array.length / 9;
M
Mr.doob 已提交
2584 2585 2586

			}

2587
		} else if ( object instanceof THREE.PointCloud ) {
M
Mr.doob 已提交
2588

2589 2590
			// render particles

M
Mr.doob 已提交
2591 2592
			if ( updateBuffers ) {

M
Mr.doob 已提交
2593
				setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
M
Mr.doob 已提交
2594

2595
			}
2596

2597
			var position = geometryAttributes[ 'position' ];
M
Mr.doob 已提交
2598

2599
			// render particles
M
Mr.doob 已提交
2600

2601
			_gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
M
Mr.doob 已提交
2602

2603
			_this.info.render.calls ++;
2604
			_this.info.render.points += position.array.length / 3;
M
Mr.doob 已提交
2605 2606 2607

		} else if ( object instanceof THREE.Line ) {

M
Mr.doob 已提交
2608
			var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
M
Mr.doob 已提交
2609

2610
			setLineWidth( material.linewidth );
M
Mr.doob 已提交
2611

2612
			var index = geometryAttributes[ 'index' ];
2613

2614
			if ( index ) {
M
Mr.doob 已提交
2615

2616
				// indexed lines
M
Mr.doob 已提交
2617

2618
				var type, size;
2619

2620
				if ( index.array instanceof Uint32Array ) {
2621

2622 2623
					type = _gl.UNSIGNED_INT;
					size = 4;
2624

2625
				} else {
2626

2627 2628
					type = _gl.UNSIGNED_SHORT;
					size = 2;
2629

2630
				}
M
Mr.doob 已提交
2631

2632
				var offsets = geometry.offsets;
M
Mr.doob 已提交
2633

2634
				if ( offsets.length === 0 ) {
M
Mr.doob 已提交
2635

2636
					if ( updateBuffers ) {
M
Mr.doob 已提交
2637

M
Mr.doob 已提交
2638
						setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
2639
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
M
Mr.doob 已提交
2640

2641
					}
2642

2643
					_gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
2644 2645

					_this.info.render.calls ++;
2646
					_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
2647

2648
				} else {
M
Mr.doob 已提交
2649

2650 2651 2652 2653 2654 2655 2656 2657 2658
					// 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;
M
Mr.doob 已提交
2659

2660 2661
						if ( updateBuffers ) {

M
Mr.doob 已提交
2662
							setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
2663 2664 2665
							_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );

						}
2666

2667
						// render indexed lines
2668

2669
						_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
2670 2671 2672 2673 2674 2675 2676 2677 2678 2679 2680

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

					}

				}

			} else {

				// non-indexed lines
M
Mr.doob 已提交
2681

2682
				if ( updateBuffers ) {
2683

M
Mr.doob 已提交
2684
					setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
2685

2686 2687
				}

2688
				var position = geometryAttributes[ 'position' ];
2689

M
Mr.doob 已提交
2690
				_gl.drawArrays( mode, 0, position.array.length / 3 );
2691

2692
				_this.info.render.calls ++;
2693
				_this.info.render.points += position.array.length / 3;
M
Mr.doob 已提交
2694

2695
			}
M
Mr.doob 已提交
2696

2697
		}
M
Mr.doob 已提交
2698 2699 2700 2701 2702 2703 2704

	};

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

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

M
Mr.doob 已提交
2705
		var linewidth, a, attribute, i, il;
M
Mr.doob 已提交
2706

M
Mr.doob 已提交
2707
		var program = setProgram( camera, lights, fog, material, object );
M
Mr.doob 已提交
2708

M
Mr.doob 已提交
2709
		var attributes = program.attributes;
M
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2710 2711 2712 2713 2714 2715 2716 2717 2718 2719 2720 2721 2722 2723

		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 ) {

2724
			initAttributes();
M
Mr.doob 已提交
2725 2726 2727 2728 2729

		}

		// vertices

2730
		if ( ! material.morphTargets && attributes.position >= 0 ) {
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2731 2732 2733 2734 2735 2736 2737 2738 2739 2740 2741 2742 2743 2744 2745 2746 2747 2748 2749 2750 2751 2752 2753 2754 2755 2756 2757 2758 2759 2760 2761 2762 2763 2764 2765 2766 2767 2768 2769 2770 2771 2772 2773 2774 2775 2776 2777 2778 2779

			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 ) {

2780
				if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
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2782 2783 2784
					_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 ) {


2789
					_gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
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2791
				}
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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 ) {

2819
				if ( object.geometry.faceVertexUvs[ 0 ] ) {
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2821 2822 2823
					_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 ) {


2828
					_gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
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2829

2830
				}
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2831 2832 2833 2834 2835

			}

			if ( attributes.uv2 >= 0 ) {

2836
				if ( object.geometry.faceVertexUvs[ 1 ] ) {
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2837

2838 2839 2840
					_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 ) {


2845
					_gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
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2846

2847
				}
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2848 2849 2850 2851 2852 2853 2854 2855 2856 2857 2858 2859 2860 2861 2862 2863 2864 2865 2866 2867 2868 2869 2870 2871 2872 2873 2874 2875

			}

			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 );

			}

		}

2876 2877
		disableUnusedAttributes();

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2878 2879 2880 2881
		// render mesh

		if ( object instanceof THREE.Mesh ) {

2882
			var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
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2884
			// wireframe
2885

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2886 2887 2888 2889
			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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2891 2892 2893 2894 2895 2896

			// 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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2898 2899 2900 2901 2902 2903 2904 2905 2906 2907 2908

			}

			_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 mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
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2910 2911 2912

			setLineWidth( material.linewidth );

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2913
			_gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
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2914 2915 2916 2917 2918

			_this.info.render.calls ++;

		// render particles

2919
		} else if ( object instanceof THREE.PointCloud ) {
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2920 2921 2922 2923 2924 2925 2926 2927 2928 2929

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

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

		}

	};

2930 2931 2932 2933 2934 2935 2936 2937 2938 2939
	function initAttributes() {

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

			_newAttributes[ i ] = 0;

		}

	}

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Mr.doob 已提交
2940 2941
	function enableAttribute( attribute ) {

2942 2943
		_newAttributes[ attribute ] = 1;

2944
		if ( _enabledAttributes[ attribute ] === 0 ) {
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Mr.doob 已提交
2945 2946

			_gl.enableVertexAttribArray( attribute );
2947
			_enabledAttributes[ attribute ] = 1;
M
Mr.doob 已提交
2948 2949 2950

		}

2951
	}
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2952

2953
	function disableUnusedAttributes() {
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Mr.doob 已提交
2954

2955
		for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
M
Mr.doob 已提交
2956

2957
			if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
M
Mr.doob 已提交
2958

2959 2960
				_gl.disableVertexAttribArray( i );
				_enabledAttributes[ i ] = 0;
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Mr.doob 已提交
2961 2962 2963 2964 2965

			}

		}

2966
	}
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2967 2968 2969 2970 2971 2972 2973

	function setupMorphTargets ( material, geometryGroup, object ) {

		// set base

		var attributes = material.program.attributes;

2974
		if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
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Mr.doob 已提交
2975 2976 2977 2978 2979 2980 2981 2982 2983 2984 2985 2986 2987 2988 2989 2990 2991 2992 2993 2994 2995 2996 2997

			_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 ) {

2998
				if ( attributes[ 'morphTarget' + m ] >= 0 ) {
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Mr.doob 已提交
2999 3000

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
3001 3002
					enableAttribute( attributes[ 'morphTarget' + m ] );
					_gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
M
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3003 3004 3005

				}

3006
				if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
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Mr.doob 已提交
3007 3008

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
3009 3010
					enableAttribute( attributes[ 'morphNormal' + m ] );
					_gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
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3011 3012 3013 3014 3015 3016 3017 3018 3019 3020 3021 3022 3023 3024 3025 3026 3027 3028 3029 3030 3031 3032 3033 3034 3035 3036 3037 3038 3039 3040 3041 3042 3043 3044 3045 3046 3047 3048 3049 3050 3051 3052 3053 3054 3055 3056 3057 3058 3059 3060 3061

				}

				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 ];

3062
					if ( attributes[ 'morphTarget' + m ] >= 0 ) {
M
Mr.doob 已提交
3063 3064

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
3065 3066
						enableAttribute( attributes[ 'morphTarget' + m ] );
						_gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
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3067 3068 3069

					}

3070
					if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
M
Mr.doob 已提交
3071 3072

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
3073 3074
						enableAttribute( attributes[ 'morphNormal' + m ] );
						_gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
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Mr.doob 已提交
3075 3076 3077 3078 3079 3080 3081 3082 3083 3084 3085 3086 3087 3088 3089 3090 3091 3092 3093 3094 3095 3096 3097 3098 3099 3100 3101 3102 3103 3104 3105 3106 3107 3108 3109 3110 3111 3112 3113 3114 3115 3116


					}

					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 ) {

3117 3118 3119 3120 3121
		if ( a.material.id !== b.material.id ) {
		
			return b.material.id - a.material.id;

		} else if ( a.z !== b.z ) {
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3122 3123 3124 3125 3126

			return b.z - a.z;

		} else {

3127
			return a.id - b.id;
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3128 3129 3130 3131 3132

		}

	};

3133 3134 3135 3136 3137 3138 3139 3140 3141 3142 3143 3144 3145 3146
	function reversePainterSortStable ( a, b ) {

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

			return a.z - b.z;

		} else {

			return a.id - b.id;

		}

	};

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3147 3148 3149 3150 3151 3152 3153 3154 3155 3156 3157 3158 3159 3160 3161 3162 3163 3164 3165 3166 3167 3168 3169 3170 3171 3172 3173 3174
	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

3175
		_currentMaterialId = - 1;
3176
		_currentCamera = null;
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3177 3178 3179 3180
		_lightsNeedUpdate = true;

		// update scene graph

3181
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
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3182 3183 3184 3185 3186

		// update camera matrices and frustum

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

3187
		// update Skeleton objects
3188 3189

		scene.traverse( function ( object ) {
3190 3191 3192

			if ( object instanceof THREE.SkinnedMesh ) {

3193
				object.skeleton.update();
3194 3195 3196

			}

3197
		} );
3198

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3199 3200 3201 3202 3203
		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

3204
		initObjects( scene );
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3205

3206 3207 3208
		opaqueObjects.length = 0;
		transparentObjects.length = 0;
		
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3209
		projectObject( scene, scene, camera );
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3210

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3211
		if ( _this.sortObjects === true ) {
3212 3213 3214

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
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3215

3216 3217 3218 3219
		}

		// custom render plugins (pre pass)
		
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3220 3221 3222 3223 3224 3225 3226 3227 3228 3229 3230 3231 3232 3233 3234 3235 3236 3237 3238
		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)

3239
		
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3240 3241 3242 3243 3244 3245 3246 3247 3248 3249 3250 3251 3252 3253 3254 3255 3256 3257 3258 3259 3260 3261 3262 3263 3264 3265 3266 3267 3268 3269


		// 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 );

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			renderObjects( opaqueObjects, camera, lights, fog, true, material );
3271
			renderObjects( transparentObjects, camera, lights, fog, true, material );
3272
			renderObjectsImmediate( scene.__webglObjectsImmediate, '', camera, lights, fog, false, material );
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3273 3274 3275 3276 3277 3278 3279 3280 3281

		} else {

			var material = null;

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

			this.setBlending( THREE.NoBlending );

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3282
			renderObjects( opaqueObjects, camera, lights, fog, false, material );
3283
			renderObjectsImmediate( scene.__webglObjectsImmediate, 'opaque', camera, lights, fog, false, material );
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3284 3285 3286

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

3287
			renderObjects( transparentObjects, camera, lights, fog, true, material );
3288
			renderObjectsImmediate( scene.__webglObjectsImmediate, 'transparent', camera, lights, fog, true, material );
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3289 3290 3291 3292 3293 3294 3295 3296 3297 3298 3299 3300 3301 3302 3303 3304 3305 3306 3307 3308 3309 3310 3311 3312

		}

		// 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();

	};
3313 3314 3315
	
	function projectObject(scene, object,camera){
		
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Mr.doob 已提交
3316
		if ( object.visible === false ) return;
3317
			
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3318 3319
		var webglObjects = scene.__webglObjects[ object.id ];
		
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3320
		if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
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3321 3322
			
			updateObject( scene, object );
3323
			
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3324
			for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
3325
				
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3326
				var webglObject = webglObjects[i];
3327
				
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3328 3329 3330 3331
				unrollBufferMaterial( webglObject );

				webglObject.render = true;

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3332
				if ( _this.sortObjects === true ) {
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3333 3334 3335 3336 3337 3338 3339 3340 3341 3342 3343

					if ( object.renderDepth !== null ) {

						webglObject.z = object.renderDepth;

					} else {

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

						webglObject.z = _vector3.z;
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3344

3345
					}
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3346

3347
				}
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3348

3349
			}
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3350 3351 3352 3353 3354 3355 3356

		}
		
		for ( var i = 0, l = object.children.length; i < l; i ++ ) {

			projectObject( scene, object.children[ i ], camera );

3357 3358 3359
		}
				
	}
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3360 3361 3362

	function renderPlugins( plugins, scene, camera ) {

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3363
		if ( plugins.length === 0 ) return;
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3364 3365 3366 3367 3368 3369 3370 3371

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

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

			_currentProgram = null;
			_currentCamera = null;

3372 3373 3374 3375 3376 3377 3378
			_oldBlending = - 1;
			_oldDepthTest = - 1;
			_oldDepthWrite = - 1;
			_oldDoubleSided = - 1;
			_oldFlipSided = - 1;
			_currentGeometryGroupHash = - 1;
			_currentMaterialId = - 1;
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3379 3380 3381 3382 3383 3384 3385 3386 3387 3388

			_lightsNeedUpdate = true;

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

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

			_currentProgram = null;
			_currentCamera = null;

3389 3390 3391 3392 3393 3394 3395
			_oldBlending = - 1;
			_oldDepthTest = - 1;
			_oldDepthWrite = - 1;
			_oldDoubleSided = - 1;
			_oldFlipSided = - 1;
			_currentGeometryGroupHash = - 1;
			_currentMaterialId = - 1;
M
Mr.doob 已提交
3396 3397 3398 3399 3400 3401 3402

			_lightsNeedUpdate = true;

		}

	};

3403
	function renderObjects( renderList, camera, lights, fog, useBlending, overrideMaterial ) {
M
Mr.doob 已提交
3404

3405
		var webglObject, object, buffer, material;
M
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3406

3407
		for ( var i = renderList.length - 1; i !== - 1; i -- ) {
M
Mr.doob 已提交
3408 3409 3410

			webglObject = renderList[ i ];

3411 3412
			object = webglObject.object;
			buffer = webglObject.buffer;
M
Mr.doob 已提交
3413

3414
			setupMatrices( object, camera );
M
Mr.doob 已提交
3415

3416
			if ( overrideMaterial ) {
M
Mr.doob 已提交
3417

3418
				material = overrideMaterial;
M
Mr.doob 已提交
3419

3420
			} else {
M
Mr.doob 已提交
3421

3422
				material = webglObject.material;
M
Mr.doob 已提交
3423

3424
				if ( ! material ) continue;
M
Mr.doob 已提交
3425

3426
				if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
M
Mr.doob 已提交
3427

3428 3429 3430
				_this.setDepthTest( material.depthTest );
				_this.setDepthWrite( material.depthWrite );
				setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
M
Mr.doob 已提交
3431

3432
			}
M
Mr.doob 已提交
3433

3434
			_this.setMaterialFaces( material );
M
Mr.doob 已提交
3435

3436
			if ( buffer instanceof THREE.BufferGeometry ) {
M
Mr.doob 已提交
3437

3438
				_this.renderBufferDirect( camera, lights, fog, material, buffer, object );
M
Mr.doob 已提交
3439

3440
			} else {
M
Mr.doob 已提交
3441

3442
				_this.renderBuffer( camera, lights, fog, material, buffer, object );
M
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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

			}

		}

	};

	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 );

3491
		_currentGeometryGroupHash = - 1;
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Mr.doob 已提交
3492 3493 3494 3495 3496 3497 3498 3499 3500

		_this.setMaterialFaces( material );

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

3501
			object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
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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

		}

	};

	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 ) {

3528 3529
		var object = globject.object;
		var buffer = globject.buffer;
M
Mr.doob 已提交
3530

3531 3532
		var geometry = object.geometry;
		var material = object.material;
M
Mr.doob 已提交
3533

3534
		if ( material instanceof THREE.MeshFaceMaterial ) {
M
Mr.doob 已提交
3535

3536
			var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
M
Mr.doob 已提交
3537

3538
			material = material.materials[ materialIndex ];
M
Mr.doob 已提交
3539

M
Mr.doob 已提交
3540 3541
			globject.material = material;

M
Mr.doob 已提交
3542 3543
			if ( material.transparent ) {

M
Mr.doob 已提交
3544
				transparentObjects.push( globject );
M
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3545 3546 3547

			} else {

M
Mr.doob 已提交
3548
				opaqueObjects.push( globject );
M
Mr.doob 已提交
3549 3550 3551

			}

M
Mr.doob 已提交
3552
		} else if ( material ) {
M
Mr.doob 已提交
3553

M
Mr.doob 已提交
3554
			globject.material = material;
M
Mr.doob 已提交
3555

M
Mr.doob 已提交
3556
			if ( material.transparent ) {
M
Mr.doob 已提交
3557

M
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3558
				transparentObjects.push( globject );
M
Mr.doob 已提交
3559

M
Mr.doob 已提交
3560
			} else {
M
Mr.doob 已提交
3561

M
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3562
				opaqueObjects.push( globject );
M
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3563 3564 3565 3566 3567 3568 3569 3570 3571

			}

		}

	};

	// Objects refresh

3572
	var initObjects = function ( scene ) {
M
Mr.doob 已提交
3573

3574
		if ( ! scene.__webglObjects ) {
M
Mr.doob 已提交
3575

3576
			scene.__webglObjects = {};
M
Mr.doob 已提交
3577 3578 3579 3580 3581 3582 3583 3584 3585 3586 3587 3588 3589 3590 3591 3592 3593 3594 3595 3596 3597 3598
			scene.__webglObjectsImmediate = [];

		}

		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 );

		}

	};

	// Objects adding

3599
	function addObject( object, scene ) {
M
Mr.doob 已提交
3600

3601
		var g, geometry, geometryGroup;
M
Mr.doob 已提交
3602

3603
		if ( object.__webglInit === undefined ) {
M
Mr.doob 已提交
3604 3605 3606 3607 3608 3609

			object.__webglInit = true;

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

3610 3611 3612 3613 3614
		}
		
		geometry = object.geometry;
		
		if ( geometry === undefined ) {
M
Mr.doob 已提交
3615

3616
			// ImmediateRenderObject
M
Mr.doob 已提交
3617

3618
		} else if ( geometry.__webglInit === undefined ) {
M
Mr.doob 已提交
3619

3620 3621
			geometry.__webglInit = true;
			geometry.addEventListener( 'dispose', onGeometryDispose );
M
Mr.doob 已提交
3622

3623
			if ( geometry instanceof THREE.BufferGeometry ) {
M
Mr.doob 已提交
3624

3625
				initDirectBuffers( geometry );
M
Mr.doob 已提交
3626

3627 3628 3629
			} else if ( object instanceof THREE.Mesh ) {
				
				if ( object.__webglActive !== undefined ) {
M
Mr.doob 已提交
3630

3631
					removeObject( object, scene );
M
Mr.doob 已提交
3632

3633 3634 3635
				}
				
				initGeometryGroups(scene, object, geometry);
M
Mr.doob 已提交
3636

3637
			} else if ( object instanceof THREE.Line ) {
M
Mr.doob 已提交
3638

3639
				if ( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
3640

3641 3642
					createLineBuffers( geometry );
					initLineBuffers( geometry, object );
M
Mr.doob 已提交
3643

3644 3645 3646
					geometry.verticesNeedUpdate = true;
					geometry.colorsNeedUpdate = true;
					geometry.lineDistancesNeedUpdate = true;
M
Mr.doob 已提交
3647

3648
				}
M
Mr.doob 已提交
3649

3650
			} else if ( object instanceof THREE.PointCloud ) {
M
Mr.doob 已提交
3651

3652
				if ( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
3653

3654 3655
					createParticleBuffers( geometry );
					initParticleBuffers( geometry, object );
M
Mr.doob 已提交
3656

3657 3658
					geometry.verticesNeedUpdate = true;
					geometry.colorsNeedUpdate = true;
M
Mr.doob 已提交
3659 3660 3661 3662 3663 3664 3665

				}

			}

		}

3666
		if ( object.__webglActive === undefined) {
M
Mr.doob 已提交
3667 3668 3669 3670 3671 3672 3673 3674 3675

			if ( object instanceof THREE.Mesh ) {

				geometry = object.geometry;

				if ( geometry instanceof THREE.BufferGeometry ) {

					addBuffer( scene.__webglObjects, geometry, object );

M
Mr.doob 已提交
3676 3677
				} else if ( geometry instanceof THREE.Geometry ) {

3678 3679 3680
					for ( var i = 0,l = geometry.geometryGroupsList.length; i<l;i++ ) {
	
						geometryGroup = geometry.geometryGroupsList[ i ];
M
Mr.doob 已提交
3681
						addBuffer( scene.__webglObjects, geometryGroup, object );
3682
						
M
Mr.doob 已提交
3683
					}
M
Mr.doob 已提交
3684 3685
				}

M
Mr.doob 已提交
3686
			} else if ( object instanceof THREE.Line ||
3687
						object instanceof THREE.PointCloud ) {
M
Mr.doob 已提交
3688 3689 3690 3691 3692 3693 3694 3695 3696 3697 3698 3699 3700 3701 3702

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

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

				addBufferImmediate( scene.__webglObjectsImmediate, object );

			}

			object.__webglActive = true;

		}

	};
3703
	
M
Mr.doob 已提交
3704
	function initGeometryGroups( scene, object, geometry ) {
3705 3706 3707 3708
		
		var g, geometryGroup, material,addBuffers = false;
		material = object.material;

3709
		if ( geometry.geometryGroups === undefined || geometry.groupsNeedUpdate ) {
3710
			
O
OpenShift guest 已提交
3711
			delete scene.__webglObjects[object.id];
3712
			geometry.makeGroups( material instanceof THREE.MeshFaceMaterial, _glExtensionElementIndexUint ? 4294967296 : 65535  );
3713
			geometry.groupsNeedUpdate = false;
M
Mr.doob 已提交
3714

3715
		}
M
Mr.doob 已提交
3716

3717 3718
		// create separate VBOs per geometry chunk

3719
		for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
3720

3721
			geometryGroup = geometry.geometryGroupsList[ i ];
3722 3723 3724 3725 3726 3727 3728 3729 3730 3731 3732 3733 3734 3735 3736 3737 3738 3739 3740 3741 3742 3743 3744 3745 3746 3747 3748

			// initialise VBO on the first access

			if ( ! geometryGroup.__webglVertexBuffer ) {

				createMeshBuffers( geometryGroup );
				initMeshBuffers( geometryGroup, object );

				geometry.verticesNeedUpdate = true;
				geometry.morphTargetsNeedUpdate = true;
				geometry.elementsNeedUpdate = true;
				geometry.uvsNeedUpdate = true;
				geometry.normalsNeedUpdate = true;
				geometry.tangentsNeedUpdate = true;
				geometry.colorsNeedUpdate = true;
				
				addBuffers = true;
				
			} else {
				
				addBuffers = false;
				
			}
			
			if ( addBuffers || object.__webglActive === undefined ) {
				addBuffer( scene.__webglObjects, geometryGroup, object );
			}
M
Mr.doob 已提交
3749 3750 3751

		}

3752
		object.__webglActive = true;
M
Mr.doob 已提交
3753

3754
	}
3755
	
3756
	function addBuffer( objlist, buffer, object ) {
M
Mr.doob 已提交
3757

O
OpenShift guest 已提交
3758 3759 3760
		var id = object.id;
		objlist[id] = objlist[id] || [];
		objlist[id].push(
M
Mr.doob 已提交
3761
			{
O
OpenShift guest 已提交
3762
				id: id,
M
Mr.doob 已提交
3763 3764
				buffer: buffer,
				object: object,
3765
				material: null,
3766
				z: 0
M
Mr.doob 已提交
3767 3768 3769 3770 3771
			}
		);

	};

3772
	function addBufferImmediate( objlist, object ) {
M
Mr.doob 已提交
3773 3774 3775

		objlist.push(
			{
3776
				id: null,
M
Mr.doob 已提交
3777 3778
				object: object,
				opaque: null,
3779 3780
				transparent: null,
				z: 0
M
Mr.doob 已提交
3781 3782 3783 3784 3785 3786 3787
			}
		);

	};

	// Objects updates

3788
	function updateObject(scene, object ) {
M
Mr.doob 已提交
3789 3790 3791 3792

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

3793
		if ( geometry instanceof THREE.BufferGeometry ) {
M
Mr.doob 已提交
3794

3795
			setDirectBuffers( geometry, _gl.DYNAMIC_DRAW );
M
Mr.doob 已提交
3796

M
Mr.doob 已提交
3797 3798 3799
		} else if ( object instanceof THREE.Mesh ) {

			// check all geometry groups
3800
			if ( geometry.buffersNeedUpdate || geometry.groupsNeedUpdate ) {
3801
				
3802 3803 3804 3805 3806 3807 3808 3809 3810
				if ( geometry instanceof THREE.BufferGeometry ) {

					initDirectBuffers( geometry );

				} else if ( object instanceof THREE.Mesh ) {
				
					initGeometryGroups(scene, object,geometry);
					
				}
3811
				
3812
			}
M
Mr.doob 已提交
3813

3814
			for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
M
Mr.doob 已提交
3815 3816 3817 3818 3819

				geometryGroup = geometry.geometryGroupsList[ i ];

				material = getBufferMaterial( object, geometryGroup );

O
add fix  
OpenShift guest 已提交
3820
				if ( geometry.buffersNeedUpdate || geometry.groupsNeedUpdate) {
M
Mr.doob 已提交
3821 3822 3823 3824 3825 3826 3827 3828 3829 3830 3831

					initMeshBuffers( geometryGroup, object );

				}

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

				if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
					 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
					 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {

3832
					setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
M
Mr.doob 已提交
3833 3834 3835 3836 3837 3838 3839 3840 3841 3842 3843 3844 3845 3846 3847 3848 3849

				}

			}

			geometry.verticesNeedUpdate = false;
			geometry.morphTargetsNeedUpdate = false;
			geometry.elementsNeedUpdate = false;
			geometry.uvsNeedUpdate = false;
			geometry.normalsNeedUpdate = false;
			geometry.colorsNeedUpdate = false;
			geometry.tangentsNeedUpdate = false;

			geometry.buffersNeedUpdate = false;

			material.attributes && clearCustomAttributes( material );

M
Mr.doob 已提交
3850 3851
		} else if ( object instanceof THREE.Line ) {

3852
			material = getBufferMaterial( object, geometry );
M
Mr.doob 已提交
3853

3854
			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
M
Mr.doob 已提交
3855

3856
			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
M
Mr.doob 已提交
3857

3858
				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
M
Mr.doob 已提交
3859

3860
			}
M
Mr.doob 已提交
3861

3862 3863 3864
			geometry.verticesNeedUpdate = false;
			geometry.colorsNeedUpdate = false;
			geometry.lineDistancesNeedUpdate = false;
M
Mr.doob 已提交
3865

3866
			material.attributes && clearCustomAttributes( material );
M
Mr.doob 已提交
3867 3868


3869
		} else if ( object instanceof THREE.PointCloud ) {
M
Mr.doob 已提交
3870

3871
			material = getBufferMaterial( object, geometry );
M
Mr.doob 已提交
3872

3873
			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
M
Mr.doob 已提交
3874

3875
			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
M
Mr.doob 已提交
3876

3877
				setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
M
Mr.doob 已提交
3878

3879
			}
M
Mr.doob 已提交
3880

3881 3882
			geometry.verticesNeedUpdate = false;
			geometry.colorsNeedUpdate = false;
M
Mr.doob 已提交
3883

3884
			material.attributes && clearCustomAttributes( material );
M
Mr.doob 已提交
3885 3886 3887 3888 3889 3890 3891

		}

	};

	// Objects updates - custom attributes check

3892
	function areCustomAttributesDirty( material ) {
M
Mr.doob 已提交
3893 3894 3895 3896 3897 3898 3899 3900 3901 3902 3903

		for ( var a in material.attributes ) {

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

		}

		return false;

	};

3904
	function clearCustomAttributes( material ) {
M
Mr.doob 已提交
3905 3906 3907 3908 3909 3910 3911 3912 3913 3914 3915

		for ( var a in material.attributes ) {

			material.attributes[ a ].needsUpdate = false;

		}

	};

	// Objects removal

3916
	function removeObject( object, scene ) {
M
Mr.doob 已提交
3917 3918

		if ( object instanceof THREE.Mesh  ||
3919
			 object instanceof THREE.PointCloud ||
M
Mr.doob 已提交
3920 3921
			 object instanceof THREE.Line ) {

3922
			removeInstancesWebglObjects( scene.__webglObjects, object );
M
Mr.doob 已提交
3923 3924 3925 3926 3927 3928 3929

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

			removeInstances( scene.__webglObjectsImmediate, object );

		}

3930
		delete object.__webglActive;
M
Mr.doob 已提交
3931 3932

	};
3933 3934
	
	
M
Mr.doob 已提交
3935

3936
	function removeInstancesWebglObjects( objlist, object ) {
M
Mr.doob 已提交
3937

3938
		delete objlist[ object.id ]; 
M
Mr.doob 已提交
3939 3940 3941

	};

3942
	function removeInstances( objlist, object ) {
M
Mr.doob 已提交
3943 3944 3945 3946 3947 3948 3949 3950 3951 3952 3953 3954 3955 3956 3957 3958 3959 3960 3961 3962 3963 3964 3965 3966 3967 3968 3969 3970 3971 3972 3973 3974 3975 3976 3977 3978 3979 3980 3981 3982 3983 3984 3985 3986 3987 3988 3989 3990 3991

		for ( var o = objlist.length - 1; o >= 0; o -- ) {

			if ( objlist[ o ].object === 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';

3992
		} else if ( material instanceof THREE.PointCloudMaterial ) {
M
Mr.doob 已提交
3993 3994 3995 3996 3997 3998 3999

			shaderID = 'particle_basic';

		}

		if ( shaderID ) {

4000 4001 4002 4003 4004 4005 4006 4007 4008 4009 4010 4011 4012 4013 4014
			var shader = THREE.ShaderLib[ shaderID ];

			material.__webglShader = {
				uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
				vertexShader: shader.vertexShader,
				fragmentShader: shader.fragmentShader
			}

		} else {

			material.__webglShader = {
				uniforms: material.uniforms,
				vertexShader: material.vertexShader,
				fragmentShader: material.fragmentShader
			}
M
Mr.doob 已提交
4015 4016 4017 4018 4019 4020 4021 4022 4023 4024 4025 4026 4027 4028

		}

		// 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 = {

4029 4030 4031
			precision: _precision,
			supportsVertexTextures: _supportsVertexTextures,

4032 4033 4034 4035 4036 4037
			map: !! material.map,
			envMap: !! material.envMap,
			lightMap: !! material.lightMap,
			bumpMap: !! material.bumpMap,
			normalMap: !! material.normalMap,
			specularMap: !! material.specularMap,
4038
			alphaMap: !! material.alphaMap,
M
Mr.doob 已提交
4039 4040 4041 4042 4043 4044 4045 4046

			vertexColors: material.vertexColors,

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

			sizeAttenuation: material.sizeAttenuation,
4047
			logarithmicDepthBuffer: _logarithmicDepthBuffer,
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			skinning: material.skinning,
			maxBones: maxBones,
4051
			useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
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4052 4053 4054 4055 4056 4057 4058 4059 4060 4061 4062 4063

			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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			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

		};

4077 4078 4079 4080 4081 4082 4083 4084 4085 4086 4087 4088 4089 4090 4091 4092 4093 4094 4095 4096 4097 4098 4099 4100 4101 4102 4103 4104 4105 4106 4107 4108 4109 4110 4111 4112 4113 4114 4115 4116 4117 4118 4119 4120 4121 4122 4123 4124 4125 4126 4127 4128 4129 4130 4131 4132 4133 4134 4135 4136
		// Generate code

		var chunks = [];

		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}

		for ( var d in material.defines ) {

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

		}

		for ( var p in parameters ) {

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

		}

		var code = chunks.join();

		var program;

		// Check if code has been already compiled

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

			var programInfo = _programs[ p ];

			if ( programInfo.code === code ) {

				program = programInfo;
				program.usedTimes ++;

				break;

			}

		}

		if ( program === undefined ) {

			program = new THREE.WebGLProgram( this, code, material, parameters );
			_programs.push( program );

			_this.info.memory.programs = _programs.length;

		}

		material.program = program;
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		var attributes = material.program.attributes;

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

4144
			var id, base = 'morphTarget';
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			for ( i = 0; i < this.maxMorphTargets; i ++ ) {

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

4164
			var id, base = 'morphNormal';
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			for ( i = 0; i < this.maxMorphNormals; i ++ ) {

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					material.numSupportedMorphNormals ++;

				}

			}

		}

		material.uniformsList = [];

4182
		for ( u in material.__webglShader.uniforms ) {
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4184 4185 4186 4187 4188
			var location = material.program.uniforms[ u ];

			if ( location ) {
				material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
			}
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		}

	};

	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 );

			}

		}

4217
		var refreshProgram = false;
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4218
		var refreshMaterial = false;
4219
		var refreshLights = false;
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4220 4221 4222

		var program = material.program,
			p_uniforms = program.uniforms,
4223
			m_uniforms = material.__webglShader.uniforms;
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4224

4225
		if ( program.id !== _currentProgram ) {
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4226

4227 4228
			_gl.useProgram( program.program );
			_currentProgram = program.id;
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4229

4230
			refreshProgram = true;
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4231
			refreshMaterial = true;
4232
			refreshLights = true;
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4233 4234 4235 4236 4237

		}

		if ( material.id !== _currentMaterialId ) {

4238
			if ( _currentMaterialId === -1 ) refreshLights = true;
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4239
			_currentMaterialId = material.id;
4240

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4241 4242 4243 4244
			refreshMaterial = true;

		}

4245
		if ( refreshProgram || camera !== _currentCamera ) {
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			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );

4249 4250
			if ( _logarithmicDepthBuffer ) {

4251
				_gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
4252 4253 4254 4255

			}


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4256 4257
			if ( camera !== _currentCamera ) _currentCamera = camera;

4258 4259 4260 4261 4262 4263 4264 4265 4266 4267 4268 4269 4270 4271 4272 4273 4274 4275 4276 4277 4278 4279 4280 4281 4282 4283 4284 4285 4286
			// 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 ) {

					_vector3.setFromMatrixPosition( camera.matrixWorld );
					_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 );

				}

			}

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		}

		// 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 ) {

4295 4296 4297 4298 4299 4300 4301 4302 4303 4304 4305 4306 4307
			if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {

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

			}

			if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {

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

			}

			if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
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				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
4314
					_this.setTexture( object.skeleton.boneTexture, textureUnit );
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				}

4318 4319
				if ( p_uniforms.boneTextureWidth !== null ) {

4320
					_gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
4321 4322 4323 4324 4325

				}

				if ( p_uniforms.boneTextureHeight !== null ) {

4326
					_gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
4327 4328 4329

				}

4330
			} else if ( object.skeleton && object.skeleton.boneMatrices ) {
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				if ( p_uniforms.boneGlobalMatrices !== null ) {

4334
					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
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				}

			}

		}

		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 ) {

4358
					refreshLights = true;
4359
					setupLights( lights );
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4360 4361 4362
					_lightsNeedUpdate = false;
				}

4363 4364
				if ( refreshLights ) {
					refreshUniformsLights( m_uniforms, _lights );
4365
					markUniformsLightsNeedsUpdate( m_uniforms, true );
4366
				} else {
4367
					markUniformsLightsNeedsUpdate( m_uniforms, false );
4368
				}
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4369 4370 4371 4372 4373 4374 4375 4376 4377 4378 4379 4380 4381 4382 4383 4384 4385 4386 4387 4388 4389 4390

			}

			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 );

4391
			} else if ( material instanceof THREE.PointCloudMaterial ) {
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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

4423
			loadUniformsGeneric( material.uniformsList );
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		}

		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;
4458
		uniforms.alphaMap.value = material.alphaMap;
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4459 4460 4461 4462 4463 4464 4465 4466 4467 4468 4469 4470 4471 4472 4473 4474

		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
4475 4476 4477 4478
		//  1. color map
		//  2. specular map
		//  3. normal map
		//  4. bump map
4479
		//  5. alpha map
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4480 4481 4482 4483 4484 4485 4486 4487 4488 4489 4490 4491 4492 4493 4494 4495 4496 4497 4498

		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;

4499 4500 4501 4502
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

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4503 4504 4505 4506 4507 4508 4509 4510 4511 4512 4513 4514
		}

		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;
4515
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
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4516 4517 4518 4519 4520 4521 4522 4523 4524 4525 4526 4527 4528 4529 4530 4531 4532 4533 4534 4535 4536 4537 4538 4539 4540 4541 4542 4543 4544 4545 4546 4547 4548 4549 4550 4551 4552 4553 4554 4555 4556 4557 4558 4559 4560 4561 4562 4563 4564 4565 4566 4567 4568 4569 4570 4571 4572 4573 4574 4575 4576 4577 4578 4579 4580 4581 4582 4583 4584 4585 4586 4587 4588 4589 4590 4591 4592 4593 4594 4595 4596 4597 4598 4599 4600 4601 4602 4603 4604 4605 4606 4607 4608 4609 4610 4611 4612 4613 4614 4615 4616 4617 4618 4619 4620 4621 4622 4623 4624 4625 4626 4627 4628 4629 4630 4631 4632 4633 4634 4635 4636 4637 4638 4639 4640 4641 4642 4643 4644 4645 4646 4647 4648

		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;

	};

4649 4650
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

4651
	function markUniformsLightsNeedsUpdate ( uniforms, boolean ) {
4652

4653
		uniforms.ambientLightColor.needsUpdate = boolean;
4654

4655 4656
		uniforms.directionalLightColor.needsUpdate = boolean;
		uniforms.directionalLightDirection.needsUpdate = boolean;
4657

4658 4659 4660
		uniforms.pointLightColor.needsUpdate = boolean;
		uniforms.pointLightPosition.needsUpdate = boolean;
		uniforms.pointLightDistance.needsUpdate = boolean;
4661

4662 4663 4664 4665 4666 4667
		uniforms.spotLightColor.needsUpdate = boolean;
		uniforms.spotLightPosition.needsUpdate = boolean;
		uniforms.spotLightDistance.needsUpdate = boolean;
		uniforms.spotLightDirection.needsUpdate = boolean;
		uniforms.spotLightAngleCos.needsUpdate = boolean;
		uniforms.spotLightExponent.needsUpdate = boolean;
4668

4669 4670 4671
		uniforms.hemisphereLightSkyColor.needsUpdate = boolean;
		uniforms.hemisphereLightGroundColor.needsUpdate = boolean;
		uniforms.hemisphereLightDirection.needsUpdate = boolean;
4672 4673 4674

	};

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Mr.doob 已提交
4675 4676 4677 4678 4679 4680 4681 4682 4683 4684 4685 4686 4687 4688 4689 4690 4691 4692 4693 4694 4695 4696 4697 4698 4699 4700 4701 4702 4703 4704 4705 4706 4707 4708 4709 4710 4711 4712 4713 4714 4715 4716 4717 4718 4719 4720 4721 4722 4723 4724 4725 4726
	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 ) {

4727
			console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
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4728 4729 4730 4731 4732 4733 4734 4735 4736

		}

		_usedTextureUnits += 1;

		return textureUnit;

	};

4737
	function loadUniformsGeneric ( uniforms ) {
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4738

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4739
		var texture, textureUnit, offset;
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4740

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4741 4742 4743
		for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {

			var uniform = uniforms[ j ][ 0 ];
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4744

4745 4746
			// needsUpdate property is not added to all uniforms.
			if ( uniform.needsUpdate === false ) continue;
4747

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Mr.doob 已提交
4748 4749
			var type = uniform.type;
			var value = uniform.value;
4750
			var location = uniforms[ j ][ 1 ];
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4751

4752
			switch ( type ) {
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4753

4754 4755 4756 4757 4758 4759 4760 4761 4762 4763 4764 4765 4766 4767 4768 4769 4770 4771 4772 4773 4774 4775 4776 4777 4778 4779 4780 4781 4782 4783 4784 4785 4786 4787 4788 4789 4790 4791 4792 4793 4794 4795 4796 4797 4798 4799 4800 4801 4802 4803 4804 4805 4806 4807
				case '1i':
					_gl.uniform1i( location, value );
					break;

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

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

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

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

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

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

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

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

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

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

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

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

				//

4808
				case 'i': 
M
Mr.doob 已提交
4809

4810 4811
					// single integer
					_gl.uniform1i( location, value );
M
Mr.doob 已提交
4812

4813
					break;
M
Mr.doob 已提交
4814

4815
				case 'f':
M
Mr.doob 已提交
4816

4817 4818
					// single float
					_gl.uniform1f( location, value );
M
Mr.doob 已提交
4819

4820
					break;
M
Mr.doob 已提交
4821

4822
				case 'v2':
M
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4823

4824 4825
					// single THREE.Vector2
					_gl.uniform2f( location, value.x, value.y );
M
Mr.doob 已提交
4826

4827
					break;
M
Mr.doob 已提交
4828

4829
				case 'v3':
M
Mr.doob 已提交
4830

4831 4832
					// single THREE.Vector3
					_gl.uniform3f( location, value.x, value.y, value.z );
M
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4833

4834
					break;
M
Mr.doob 已提交
4835

4836
				case 'v4': 
M
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4837

4838 4839
					// single THREE.Vector4
					_gl.uniform4f( location, value.x, value.y, value.z, value.w );
M
Mr.doob 已提交
4840

4841
					break;
M
Mr.doob 已提交
4842

4843
				case 'c':
M
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4844

4845 4846
					// single THREE.Color
					_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
4847

4848
					break;
M
Mr.doob 已提交
4849

4850
				case 'iv1':
M
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4851

4852 4853
					// flat array of integers (JS or typed array)
					_gl.uniform1iv( location, value );
M
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4854

4855
					break;
M
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4856

4857
				case 'iv':
M
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4858

4859 4860
					// flat array of integers with 3 x N size (JS or typed array)
					_gl.uniform3iv( location, value );
M
Mr.doob 已提交
4861

4862
					break;
M
Mr.doob 已提交
4863

4864
				case 'fv1':
M
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4865

4866 4867
					// flat array of floats (JS or typed array)
					_gl.uniform1fv( location, value );
M
Mr.doob 已提交
4868

4869
					break;
M
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4870

4871
				case 'fv':
M
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4872

4873 4874
					// flat array of floats with 3 x N size (JS or typed array)
					_gl.uniform3fv( location, value );
M
Mr.doob 已提交
4875

4876
					break;
M
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4877

4878
				case 'v2v':
M
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4879

4880
					// array of THREE.Vector2
M
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4881

4882
					if ( uniform._array === undefined ) {
M
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4883

4884
						uniform._array = new Float32Array( 2 * value.length );
M
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4885

4886
					}
M
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4887

4888
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
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4889

4890
						offset = i * 2;
M
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4891

4892 4893
						uniform._array[ offset ]   = value[ i ].x;
						uniform._array[ offset + 1 ] = value[ i ].y;
M
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4894

4895
					}
M
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4896

4897
					_gl.uniform2fv( location, uniform._array );
M
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4898

4899
					break;
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4900

4901
				case 'v3v':
M
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4902

4903
					// array of THREE.Vector3
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4904

4905
					if ( uniform._array === undefined ) {
M
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4906

4907
						uniform._array = new Float32Array( 3 * value.length );
M
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4908

4909
					}
M
Mr.doob 已提交
4910

4911
					for ( var i = 0, il = value.length; i < il; i ++ ) {
R
Ryan Tsao 已提交
4912

4913
						offset = i * 3;
R
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4914

4915 4916 4917
						uniform._array[ offset ]   = value[ i ].x;
						uniform._array[ offset + 1 ] = value[ i ].y;
						uniform._array[ offset + 2 ] = value[ i ].z;
R
Ryan Tsao 已提交
4918

4919
					}
R
Ryan Tsao 已提交
4920

4921
					_gl.uniform3fv( location, uniform._array );
R
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4922

4923
					break;
R
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4924

4925
				case 'v4v':
R
Ryan Tsao 已提交
4926

4927
					// array of THREE.Vector4
R
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4928

4929
					if ( uniform._array === undefined ) {
R
Ryan Tsao 已提交
4930

4931
						uniform._array = new Float32Array( 4 * value.length );
R
Ryan Tsao 已提交
4932

4933
					}
M
Mr.doob 已提交
4934

4935
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
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4936

4937
						offset = i * 4;
M
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4938

4939 4940 4941 4942
						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;
M
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4943

4944
					}
M
Mr.doob 已提交
4945

4946
					_gl.uniform4fv( location, uniform._array );
M
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4947

4948
					break;
M
Mr.doob 已提交
4949

4950
				case 'm3':
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4951

4952 4953
					// single THREE.Matrix3
					_gl.uniformMatrix3fv( location, false, value.elements );
M
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4954

4955
					break;
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Mr.doob 已提交
4956

4957
				case 'm3v':
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4958

4959
					// array of THREE.Matrix3
M
Mr.doob 已提交
4960

4961
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
4962

4963
						uniform._array = new Float32Array( 9 * value.length );
M
Mr.doob 已提交
4964

4965
					}
M
Mr.doob 已提交
4966

4967
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
4968

4969
						value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
M
Mr.doob 已提交
4970

4971
					}
M
Mr.doob 已提交
4972

4973
					_gl.uniformMatrix3fv( location, false, uniform._array );
M
Mr.doob 已提交
4974

4975
					break;
M
Mr.doob 已提交
4976

4977
				case 'm4':
M
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4978

4979 4980
					// single THREE.Matrix4
					_gl.uniformMatrix4fv( location, false, value.elements );
M
Mr.doob 已提交
4981

4982
					break;
M
Mr.doob 已提交
4983

4984
				case 'm4v':
M
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4985

4986
					// array of THREE.Matrix4
M
Mr.doob 已提交
4987

4988
					if ( uniform._array === undefined ) {
M
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4989

4990
						uniform._array = new Float32Array( 16 * value.length );
M
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4991

4992 4993 4994 4995 4996 4997 4998 4999 5000 5001 5002
					}

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

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

					}

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

					break;
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Mr.doob 已提交
5003

5004
				case 't':
M
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5005

5006
					// single THREE.Texture (2d or cube)
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5007

5008 5009 5010 5011
					texture = value;
					textureUnit = getTextureUnit();

					_gl.uniform1i( location, textureUnit );
M
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5012

5013
					if ( ! texture ) continue;
M
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5014

5015 5016
					if ( texture instanceof THREE.CubeTexture ||
					   ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
M
Mr.doob 已提交
5017

5018
						setCubeTexture( texture, textureUnit );
M
Mr.doob 已提交
5019

5020 5021 5022 5023 5024 5025 5026 5027 5028 5029 5030 5031 5032 5033 5034 5035 5036 5037 5038 5039 5040 5041 5042 5043 5044 5045 5046 5047 5048 5049 5050 5051 5052 5053 5054 5055 5056 5057 5058 5059 5060 5061 5062 5063
					} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {

						setCubeTextureDynamic( texture, textureUnit );

					} else {

						_this.setTexture( texture, textureUnit );

					}

					break;

				case 'tv':

					// array of THREE.Texture (2d)

					if ( uniform._array === undefined ) {

						uniform._array = [];

					}

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

						uniform._array[ i ] = getTextureUnit();

					}

					_gl.uniform1iv( location, uniform._array );

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

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

						if ( ! texture ) continue;

						_this.setTexture( texture, textureUnit );

					}

					break;

				default:
5064

5065
					console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
5066

M
Mr.doob 已提交
5067 5068 5069 5070 5071 5072 5073 5074 5075
			}

		}

	};

	function setupMatrices ( object, camera ) {

		object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
5076
		object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
M
Mr.doob 已提交
5077 5078 5079 5080 5081 5082 5083 5084 5085 5086 5087 5088 5089 5090 5091 5092 5093 5094 5095 5096 5097

	};

	//

	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;

	};

5098
	function setupLights ( lights ) {
M
Mr.doob 已提交
5099 5100 5101 5102 5103 5104 5105 5106 5107 5108 5109 5110 5111 5112 5113 5114 5115 5116 5117 5118 5119 5120 5121 5122 5123 5124 5125 5126 5127 5128 5129 5130 5131 5132 5133 5134 5135 5136 5137 5138 5139 5140 5141 5142 5143 5144 5145 5146 5147 5148 5149 5150 5151 5152 5153 5154 5155 5156 5157 5158 5159 5160 5161 5162 5163 5164 5165 5166 5167 5168 5169 5170 5171 5172 5173 5174 5175

		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;

5176 5177
				_direction.setFromMatrixPosition( light.matrixWorld );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
5178 5179 5180 5181 5182 5183 5184 5185 5186 5187 5188 5189 5190 5191 5192 5193 5194 5195 5196 5197 5198 5199 5200 5201 5202 5203 5204 5205 5206 5207 5208 5209 5210 5211 5212 5213 5214 5215 5216
				_direction.sub( _vector3 );
				_direction.normalize();

				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 );

				}

5217
				_vector3.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
5218 5219 5220 5221 5222 5223 5224 5225 5226 5227 5228 5229 5230 5231 5232 5233 5234 5235 5236 5237 5238 5239 5240 5241 5242 5243 5244

				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 );

				}

G
gero3 已提交
5245
				_direction.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
5246

G
gero3 已提交
5247 5248 5249
				spotPositions[ spotOffset ]     = _direction.x;
				spotPositions[ spotOffset + 1 ] = _direction.y;
				spotPositions[ spotOffset + 2 ] = _direction.z;
M
Mr.doob 已提交
5250 5251 5252

				spotDistances[ spotLength ] = distance;

5253
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
5254 5255 5256 5257 5258 5259 5260 5261 5262 5263 5264 5265 5266 5267 5268 5269 5270 5271
				_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;

5272
				_direction.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
5273 5274 5275 5276 5277 5278 5279 5280 5281 5282 5283 5284 5285 5286 5287 5288 5289 5290 5291 5292 5293 5294 5295 5296 5297 5298 5299 5300 5301 5302 5303 5304 5305 5306 5307 5308 5309 5310 5311 5312 5313 5314 5315 5316 5317 5318 5319 5320 5321 5322 5323 5324 5325 5326 5327 5328 5329 5330 5331 5332 5333 5334 5335 5336 5337 5338 5339 5340 5341 5342 5343 5344 5345 5346 5347 5348 5349 5350 5351 5352 5353 5354 5355 5356 5357 5358 5359 5360 5361 5362 5363 5364 5365 5366 5367 5368 5369 5370 5371 5372 5373 5374 5375 5376 5377 5378 5379 5380 5381 5382 5383 5384 5385 5386 5387 5388 5389 5390 5391 5392 5393 5394 5395 5396 5397 5398 5399 5400 5401 5402 5403 5404 5405 5406 5407 5408 5409 5410 5411 5412 5413 5414 5415 5416 5417 5418 5419 5420 5421 5422 5423 5424 5425 5426 5427 5428 5429 5430 5431 5432 5433 5434 5435 5436 5437 5438 5439 5440 5441 5442 5443 5444 5445 5446 5447 5448 5449 5450 5451 5452 5453 5454 5455 5456 5457 5458 5459 5460 5461 5462 5463 5464 5465 5466 5467 5468 5469 5470 5471 5472 5473 5474 5475 5476 5477 5478 5479 5480 5481 5482 5483 5484 5485 5486 5487 5488 5489 5490 5491 5492 5493 5494 5495 5496 5497 5498 5499 5500 5501 5502 5503 5504 5505 5506 5507 5508 5509 5510 5511 5512 5513 5514 5515 5516 5517 5518 5519 5520 5521 5522 5523 5524 5525 5526 5527 5528 5529 5530 5531 5532 5533 5534 5535 5536 5537 5538 5539 5540 5541 5542 5543 5544 5545 5546 5547 5548 5549 5550 5551 5552 5553 5554 5555 5556 5557 5558 5559 5560 5561 5562 5563 5564 5565 5566 5567 5568 5569 5570 5571 5572 5573 5574 5575 5576 5577 5578 5579 5580 5581 5582 5583 5584 5585 5586 5587 5588 5589 5590 5591 5592 5593 5594 5595 5596 5597 5598 5599 5600 5601 5602 5603 5604 5605 5606
				_direction.normalize();

				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;

		}

	};

	// 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,
5607
			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 ) {

5640
				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
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					mipmap = mipmaps[ i ];
5643
					if ( texture.format !== THREE.RGBAFormat ) {
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						_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;

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		var ctx = canvas.getContext( '2d' );
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		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 ) {

5725 5726
					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 ++ ) {

5765
					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;

5773
						for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
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							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.
5835
		} else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
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			_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 ) {

6102
		if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
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			return 1024;

		} else {

			// default for when object is not specified
			// ( for example when prebuilding shader
			//   to be used with multiple objects )
			//
6112
			//  - leave some extra space for other uniforms
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			//  - 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 ) {

6123
				maxBones = Math.min( object.skeleton.bones.length, maxBones );
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6124

6125
				if ( maxBones < object.skeleton.bones.length ) {
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6126

6127
					console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
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				}

			}

			return maxBones;

		}

	};

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	function allocateLights( lights ) {
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6140

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		var dirLights = 0;
		var pointLights = 0;
		var spotLights = 0;
		var hemiLights = 0;
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6145

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		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
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6147

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6148
			var light = lights[ l ];
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6149

6150
			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 ++;

		}

6159
		return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
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	};

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6163
	function allocateShadows( lights ) {
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6164

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6165
		var maxShadows = 0;
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6166

6167
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
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6168

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6169
			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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6185 6186 6187

		try {

6188 6189
			var attributes = {
				alpha: _alpha,
6190
				depth: _depth,
6191
				stencil: _stencil,
6192 6193
				antialias: _antialias,
				premultipliedAlpha: _premultipliedAlpha,
6194 6195 6196
				preserveDrawingBuffer: _preserveDrawingBuffer
			};

6197
			_gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
6198 6199

			if ( _gl === null ) {
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				throw 'Error creating WebGL context.';

			}

		} catch ( error ) {

			console.error( error );

		}

		_glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
6212
		_glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
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		_glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );

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6215
		_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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6217
		_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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6219
		_glExtensionElementIndexUint = _gl.getExtension( 'OES_element_index_uint' );
6220 6221


6222
		if ( _glExtensionTextureFloat === null ) {
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			console.log( 'THREE.WebGLRenderer: Float textures not supported.' );

		}

6228
		if ( _glExtensionStandardDerivatives === null ) {
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			console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );

		}

6234
		if ( _glExtensionTextureFilterAnisotropic === null ) {
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			console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );

		}

6240
		if ( _glExtensionCompressedTextureS3TC === null ) {
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6241 6242

			console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
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6243 6244 6245

		}

6246
		if ( _glExtensionElementIndexUint === null ) {
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6247 6248

			console.log( 'THREE.WebGLRenderer: elementindex as unsigned integer not supported.' );
M
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6249 6250

		}
6251

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6252
		if ( _gl.getShaderPrecisionFormat === undefined ) {
6253

6254
			_gl.getShaderPrecisionFormat = function () {
6255

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6256
				return {
6257 6258 6259
					'rangeMin': 1,
					'rangeMax': 1,
					'precision': 1
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6260
				};
6261

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6262 6263 6264
			}
		}

6265 6266 6267 6268 6269 6270
		if ( _logarithmicDepthBuffer ) {

			_glExtensionFragDepth = _gl.getExtension( 'EXT_frag_depth' );

		}

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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 );

6290
		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
6291

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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() );

};