WebGLRenderer.js 94.6 KB
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
 */

THREE.WebGLRenderer = function ( parameters ) {

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

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

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	_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 lights = [];
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	var opaqueObjects = [];
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	var transparentObjects = [];
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	var sprites = [];
	var lensFlares = [];

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

	// physically based shading

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

	// morphs

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

	// flags

	this.autoScaleCubemaps = true;

	// 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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	_currentGeometryProgram = '',
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	_currentCamera = null,

	_usedTextureUnits = 0,

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

	// frustum

	_frustum = new THREE.Frustum(),

	 // camera matrices cache

	_projScreenMatrix = new THREE.Matrix4(),

	_vector3 = new THREE.Vector3(),

	// light arrays cache

	_direction = new THREE.Vector3(),

	_lightsNeedUpdate = true,

	_lights = {

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

	// initialize

	var _gl;

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	try {

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

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

		if ( _gl === null ) {

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			if ( _canvas.getContext( 'webgl') !== null ) {

				throw 'Error creating WebGL context with your selected attributes.';

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		_canvas.addEventListener( 'webglcontextlost', function ( event ) {

			event.preventDefault();

			resetGLState();
			setDefaultGLState();

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			objects.clear();
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			properties.clear();
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		}, false );
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	} catch ( error ) {

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

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	var state = new THREE.WebGLState( _gl, paramThreeToGL );

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	if ( _gl.getShaderPrecisionFormat === undefined ) {

		_gl.getShaderPrecisionFormat = function () {

			return {
				'rangeMin': 1,
				'rangeMax': 1,
				'precision': 1
			};

		}
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	}
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	var properties = new THREE.WebGLProperties();
	var objects = new THREE.WebGLObjects( _gl, properties, this.info );
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	var extensions = new THREE.WebGLExtensions( _gl );

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

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		THREE.BufferGeometry.MaxIndex = 4294967296;
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	}

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	if ( _logarithmicDepthBuffer ) {

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		extensions.get( 'EXT_frag_depth' );
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	}

	//

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

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

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

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	};

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

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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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	};

	var resetGLState = function () {

		_currentProgram = null;
		_currentCamera = null;

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

		_lightsNeedUpdate = true;

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		state.reset();

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	};
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	setDefaultGLState();

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

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

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	var _supportsVertexTextures = _maxVertexTextures > 0;
	var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
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	var _supportsInstancedArrays = extensions.get( 'ANGLE_instanced_arrays' );
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	//
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	var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
	var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
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	var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
	var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
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	var getCompressedTextureFormats = ( function () {
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		var array;
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		return function () {
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			if ( array !== undefined ) {
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				return array;
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			}
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			array = [];
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			if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {

				var formats = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );

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				for ( var i = 0; i < formats.length; i ++ ) {
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					array.push( formats[ i ] );

				}

			}
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			return array;

		};

	} )();
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	// 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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	}

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	// Plugins

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

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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.forceContextLoss = function () {

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

	};

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	this.supportsVertexTextures = function () {

		return _supportsVertexTextures;

	};

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	this.supportsInstancedArrays = function () {

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		return _supportsInstancedArrays;
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	};

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	this.supportsFloatTextures = function () {

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		return extensions.get( 'OES_texture_float' );
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	};
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	this.supportsHalfFloatTextures = function () {

		return extensions.get( 'OES_texture_half_float' );

	};

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	this.supportsStandardDerivatives = function () {

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		return extensions.get( 'OES_standard_derivatives' );
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	};
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	this.supportsCompressedTextureS3TC = function () {

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		return extensions.get( 'WEBGL_compressed_texture_s3tc' );
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	};
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	this.supportsCompressedTexturePVRTC = function () {

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		return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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	};

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	this.supportsBlendMinMax = function () {

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		return extensions.get( 'EXT_blend_minmax' );
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	};

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	this.getMaxAnisotropy = ( function () {
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		var value;
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		return function () {

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

				value = 0;

			}
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			return value;

		}

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

		return _precision;

	};

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	this.getPixelRatio = function () {

		return pixelRatio;

	};

	this.setPixelRatio = function ( value ) {

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

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	this.getSize = function () {

		return {
			width: _width,
			height: _height
		};

	};

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

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

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

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

	};

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

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

	this.enableScissorTest = function ( enable ) {

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

	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

		_gl.clear( _gl.COLOR_BUFFER_BIT );

	};

	this.clearDepth = function () {

		_gl.clear( _gl.DEPTH_BUFFER_BIT );

	};

	this.clearStencil = function () {

		_gl.clear( _gl.STENCIL_BUFFER_BIT );
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	};

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

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

	};

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	// Reset

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	this.resetGLState = resetGLState;
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	// Events
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	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

	var deallocateTexture = function ( texture ) {

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

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

			// 2D texture

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

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		// remove all webgl properties
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		properties.delete( texture );
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	};

	var deallocateRenderTarget = function ( renderTarget ) {

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		var renderTargetProperties = properties.get( renderTarget );
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		if ( ! renderTarget || renderTargetProperties.__webglTexture === undefined ) return;
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		_gl.deleteTexture( renderTargetProperties.__webglTexture );
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		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

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

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

		} else {

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

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		properties.delete( renderTargetProperties );
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	};

	var deallocateMaterial = function ( material ) {

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		var program = properties.get( 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 --;

		}

758
		properties.delete( material );
759

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760 761 762 763 764 765
	};

	// Buffer rendering

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

766
		state.initAttributes();
767

768
		var objectProperties = properties.get( object );
769

770 771 772 773
		if ( object.hasPositions && ! objectProperties.__webglVertexBuffer ) objectProperties.__webglVertexBuffer = _gl.createBuffer();
		if ( object.hasNormals && ! objectProperties.__webglNormalBuffer ) objectProperties.__webglNormalBuffer = _gl.createBuffer();
		if ( object.hasUvs && ! objectProperties.__webglUvBuffer ) objectProperties.__webglUvBuffer = _gl.createBuffer();
		if ( object.hasColors && ! objectProperties.__webglColorBuffer ) objectProperties.__webglColorBuffer = _gl.createBuffer();
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774

775
		var attributes = program.getAttributes();
776

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777 778
		if ( object.hasPositions ) {

779
			_gl.bindBuffer( _gl.ARRAY_BUFFER, objectProperties.__webglVertexBuffer );
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780
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
781

782 783
			state.enableAttribute( attributes.position );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
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784 785 786 787 788

		}

		if ( object.hasNormals ) {

789
			_gl.bindBuffer( _gl.ARRAY_BUFFER, objectProperties.__webglNormalBuffer );
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790

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791
			if ( material instanceof THREE.MeshPhongMaterial === false && material.shading === THREE.FlatShading ) {
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792 793 794 795 796 797

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

798
				for ( i = 0; i < il; i += 9 ) {
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799 800 801

					normalArray = object.normalArray;

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802 803 804
					nax = normalArray[ i ];
					nay = normalArray[ i + 1 ];
					naz = normalArray[ i + 2 ];
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805

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806 807 808
					nbx = normalArray[ i + 3 ];
					nby = normalArray[ i + 4 ];
					nbz = normalArray[ i + 5 ];
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809

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810 811 812
					ncx = normalArray[ i + 6 ];
					ncy = normalArray[ i + 7 ];
					ncz = normalArray[ i + 8 ];
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813 814 815 816 817

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

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818
					normalArray[ i     ] = nx;
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819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834
					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 );
835

836
			state.enableAttribute( attributes.normal );
837

838
			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
839 840 841 842 843

		}

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

844
			_gl.bindBuffer( _gl.ARRAY_BUFFER, objectProperties.__webglUvBuffer );
M
Mr.doob 已提交
845
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
846

847
			state.enableAttribute( attributes.uv );
848

849
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
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850 851 852 853 854

		}

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

855
			_gl.bindBuffer( _gl.ARRAY_BUFFER, objectProperties.__webglColorBuffer );
M
Mr.doob 已提交
856
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
857

858
			state.enableAttribute( attributes.color );
859

860
			_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
861 862 863

		}

864
		state.disableUnusedAttributes();
865

M
Mr.doob 已提交
866 867 868 869 870 871
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

872
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
873

M
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874
		var extension;
B
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875

M
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876
		if ( geometry instanceof THREE.InstancedBufferGeometry ) {
B
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877

M
Mr.doob 已提交
878
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
879

M
Mr.doob 已提交
880
			if ( extension === null ) {
B
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881

882
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
883
				return;
B
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884

M
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885 886 887
			}

		}
B
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888

889
		var geometryAttributes = geometry.attributes;
890

891
		var programAttributes = program.getAttributes();
892

893
		var materialDefaultAttributeValues = material.defaultAttributeValues;
894

895
		for ( var name in programAttributes ) {
896

897
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
898

M
Mr.doob 已提交
899
			if ( programAttribute >= 0 ) {
M
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900

901
				var geometryAttribute = geometryAttributes[ name ];
902

M
Mr.doob 已提交
903
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
904

M
Mr.doob 已提交
905
					var size = geometryAttribute.itemSize;
B
Ben Adams 已提交
906
					state.enableAttribute( programAttribute );
M
Mr.doob 已提交
907

908 909
					var buffer = objects.getAttributeBuffer(geometryAttribute);

B
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910
					if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
911

M
Mr.doob 已提交
912 913 914 915
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

916
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
M
Mr.doob 已提交
917
						_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
918

M
Mr.doob 已提交
919
						if ( data instanceof THREE.InstancedInterleavedBuffer ) {
M
Mr.doob 已提交
920

M
Mr.doob 已提交
921
							if ( extension === null ) {
B
Ben Adams 已提交
922

923
								console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
924
								return;
B
Ben Adams 已提交
925

M
Mr.doob 已提交
926
							}
B
Ben Adams 已提交
927

M
Mr.doob 已提交
928
							extension.vertexAttribDivisorANGLE( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
929

M
Mr.doob 已提交
930
							if ( geometry.maxInstancedCount === undefined ) {
931

D
dubejf 已提交
932
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
933

M
Mr.doob 已提交
934
							}
B
Ben Adams 已提交
935

M
Mr.doob 已提交
936
						}
B
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937

B
Ben Adams 已提交
938 939
					} else {

940
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
M
Mr.doob 已提交
941
						_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
B
Ben Adams 已提交
942

M
Mr.doob 已提交
943
						if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
B
Ben Adams 已提交
944

M
Mr.doob 已提交
945
							if ( extension === null ) {
B
Ben Adams 已提交
946

947
								console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
948
								return;
B
Ben Adams 已提交
949

M
Mr.doob 已提交
950
							}
B
Ben Adams 已提交
951

M
Mr.doob 已提交
952
							extension.vertexAttribDivisorANGLE( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
953

M
Mr.doob 已提交
954
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
955

D
dubejf 已提交
956
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
957

M
Mr.doob 已提交
958
							}
B
Ben Adams 已提交
959

M
Mr.doob 已提交
960
						}
B
Ben Adams 已提交
961 962

					}
M
Mr.doob 已提交
963

964 965
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
966
					var value = materialDefaultAttributeValues[ name ];
967
					if ( value !== undefined ) {
M
Mr.doob 已提交
968

969
						switch ( value.length ) {
M
Mr.doob 已提交
970

971 972 973
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
974

975 976 977
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
978

979 980 981
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
982

983 984
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
985 986

						}
M
Mr.doob 已提交
987 988 989 990 991 992 993 994

					}

				}

			}

		}
995

996
		state.disableUnusedAttributes();
997

M
Mr.doob 已提交
998 999
	}

M
Mr.doob 已提交
1000
	this.renderBufferDirect = function ( camera, lights, fog, material, object ) {
M
Mr.doob 已提交
1001

1002 1003
		if ( material.visible === false ) return;

M
Mr.doob 已提交
1004 1005
		setMaterial( material );

M
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1006
		var geometry = objects.geometries.get( object );
M
Mr.doob 已提交
1007
		var program = setProgram( camera, lights, fog, material, object );
M
Mr.doob 已提交
1008 1009 1010

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
M
Mr.doob 已提交
1011
			geometryProgram = geometry.id + '_' + program.id + '_' + wireframeBit;
M
Mr.doob 已提交
1012

1013
		if ( geometryProgram !== _currentGeometryProgram ) {
M
Mr.doob 已提交
1014

1015
			_currentGeometryProgram = geometryProgram;
M
Mr.doob 已提交
1016 1017 1018 1019 1020 1021
			updateBuffers = true;

		}

		if ( updateBuffers ) {

1022
			state.initAttributes();
M
Mr.doob 已提交
1023 1024 1025 1026 1027

		}

		if ( object instanceof THREE.Mesh ) {

1028
			renderMesh( material, geometry, object, program, updateBuffers );
1029

1030
		} else if ( object instanceof THREE.Line ) {
1031

1032
			renderLine( material, geometry, object, program, updateBuffers );
1033

M
Mr.doob 已提交
1034 1035 1036 1037
		} else if ( object instanceof THREE.PointCloud ) {

			renderPointCloud( material, geometry, object, program, updateBuffers );

1038
		}
1039

1040
	};
1041

M
Mr.doob 已提交
1042
	function renderMesh( material, geometry, object, program, updateBuffers ) {
1043

1044 1045 1046 1047 1048 1049 1050 1051
		var mode = _gl.TRIANGLES;

		if ( material.wireframe === true ) {

			mode = _gl.LINES;
			state.setLineWidth( material.wireframeLinewidth * pixelRatio );

		}
1052

1053
		var index = geometry.attributes.index;
1054

1055
		if ( index ) {
M
Mr.doob 已提交
1056

1057
			// indexed triangles
1058

1059
			var type, size;
1060

1061 1062
			var indexBuffer = objects.getAttributeBuffer(index);

1063
			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
1064

1065 1066
				type = _gl.UNSIGNED_INT;
				size = 4;
1067

1068
			} else {
B
Ben Adams 已提交
1069

1070 1071
				type = _gl.UNSIGNED_SHORT;
				size = 2;
B
Ben Adams 已提交
1072

1073
			}
1074

1075
			var offsets = geometry.offsets;
B
Ben Adams 已提交
1076

1077
			if ( offsets.length === 0 ) {
1078

1079
				if ( updateBuffers ) {
B
Ben Adams 已提交
1080

1081
					setupVertexAttributes( material, program, geometry, 0 );
1082
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
1083 1084 1085 1086

				}

				if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
B
Ben Adams 已提交
1087

1088 1089 1090 1091
					var extension = extensions.get( 'ANGLE_instanced_arrays' );

					if ( extension === null ) {

1092
						console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
1093
						return;
B
Ben Adams 已提交
1094 1095

					}
1096

1097
					extension.drawElementsInstancedANGLE( mode, index.array.length, type, 0, geometry.maxInstancedCount ); // Draw the instanced meshes
1098

1099
				} else {
M
Mr.doob 已提交
1100

1101
					_gl.drawElements( mode, index.array.length, type, 0 );
M
Mr.doob 已提交
1102

1103 1104 1105 1106
				}
				_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;
M
Mr.doob 已提交
1107

1108
			} else {
M
Mr.doob 已提交
1109

1110 1111 1112
				// 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
1113

1114
				updateBuffers = true;
1115

1116
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
Mr.doob 已提交
1117

1118
					var startIndex = offsets[ i ].index;
M
Mr.doob 已提交
1119

1120
					if ( updateBuffers ) {
M
Mr.doob 已提交
1121

1122
						setupVertexAttributes( material, program, geometry, startIndex );
1123
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
B
Ben Adams 已提交
1124

1125
					}
B
Ben Adams 已提交
1126

1127
					// render indexed triangles
B
Ben Adams 已提交
1128

1129
					if ( geometry instanceof THREE.InstancedBufferGeometry && offsets[i].instances > 0 ) {
B
Ben Adams 已提交
1130

1131
						var extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
1132

1133
						if ( extension === null ) {
B
Ben Adams 已提交
1134

1135
							console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
1136
							return;
M
Mr.doob 已提交
1137

B
Ben Adams 已提交
1138
						}
M
Mr.doob 已提交
1139

1140 1141 1142 1143 1144
						extension.drawElementsInstancedANGLE( mode, offsets[i].count, type, offsets[i].start * size, offsets[i].count, type, offsets[i].instances ); // Draw the instanced meshes

					} else {

						_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
M
Mr.doob 已提交
1145

1146
					}
M
Mr.doob 已提交
1147

1148 1149 1150 1151
					_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
1152 1153
				}

1154
			}
M
Mr.doob 已提交
1155

1156
		} else {
1157

1158
			// non-indexed triangles
1159

1160 1161 1162
			var offsets = geometry.offsets;

			if ( offsets.length === 0 ) {
M
Mr.doob 已提交
1163

1164
				if ( updateBuffers ) {
M
Mr.doob 已提交
1165

1166
					setupVertexAttributes( material, program, geometry, 0 );
M
Mr.doob 已提交
1167

1168
				}
1169

M
Mr.doob 已提交
1170
				var position = geometry.attributes.position;
M
Mr.doob 已提交
1171

1172
				// render non-indexed triangles
B
Ben Adams 已提交
1173

1174
				if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
B
Ben Adams 已提交
1175

1176
					var extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
1177

1178
					if ( extension === null ) {
M
Mr.doob 已提交
1179

1180
						console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
1181
						return;
M
Mr.doob 已提交
1182

1183 1184 1185 1186
					}

					if ( position instanceof THREE.InterleavedBufferAttribute ) {

D
dubejf 已提交
1187
						extension.drawArraysInstancedANGLE( mode, 0, position.data.count, geometry.maxInstancedCount ); // Draw the instanced meshes
B
Ben Adams 已提交
1188

1189 1190
					} else {

D
dubejf 已提交
1191
						extension.drawArraysInstancedANGLE( mode, 0, position.count, geometry.maxInstancedCount ); // Draw the instanced meshes
B
Ben Adams 已提交
1192

1193
					}
B
Ben Adams 已提交
1194

1195
				} else {
B
Ben Adams 已提交
1196

1197 1198
					if ( position instanceof THREE.InterleavedBufferAttribute ) {

D
dubejf 已提交
1199
						_gl.drawArrays( mode, 0, position.data.count );
1200 1201 1202

					} else {

D
dubejf 已提交
1203
						_gl.drawArrays( mode, 0, position.count );
1204 1205

					}
B
Ben Adams 已提交
1206

1207
				}
B
Ben Adams 已提交
1208

1209
				_this.info.render.calls++;
D
dubejf 已提交
1210 1211
				_this.info.render.vertices += position.count;
				_this.info.render.faces += position.count / 3;
1212

1213
			} else {
B
Ben Adams 已提交
1214

1215 1216 1217
				// 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
B
Ben Adams 已提交
1218

B
Ben Adams 已提交
1219
				if ( updateBuffers ) {
M
Mr.doob 已提交
1220

B
Ben Adams 已提交
1221
					setupVertexAttributes( material, program, geometry, 0 );
1222

B
Ben Adams 已提交
1223
				}
M
Mr.doob 已提交
1224

B
Ben Adams 已提交
1225
				for ( var i = 0, il = offsets.length; i < il; i++ ) {
M
Mr.doob 已提交
1226

1227 1228 1229 1230
					// render non-indexed triangles

					if ( geometry instanceof THREE.InstancedBufferGeometry ) {

1231
						console.error( 'THREE.WebGLRenderer.renderMesh: cannot use drawCalls with THREE.InstancedBufferGeometry.' );
1232 1233 1234 1235
						return;

					} else {

B
Ben Adams 已提交
1236
						_gl.drawArrays( mode, offsets[ i ].start, offsets[ i ].count );
1237 1238 1239 1240

					}

					_this.info.render.calls++;
B
Ben Adams 已提交
1241 1242
					_this.info.render.vertices += offsets[ i ].count;
					_this.info.render.faces += ( offsets[ i ].count  ) / 3;
1243 1244 1245

				}
			}
1246
		}
1247

M
Mr.doob 已提交
1248
	}
M
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1249

M
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1250
	function renderLine( material, geometry, object, program, updateBuffers ) {
M
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1251

1252
		var mode = object instanceof THREE.LineSegments ? _gl.LINES : _gl.LINE_STRIP;
M
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1253 1254 1255 1256 1257

		// In case user is not using Line*Material by mistake
		var lineWidth = material.linewidth !== undefined ? material.linewidth : 1;

		state.setLineWidth( lineWidth * pixelRatio );
1258

1259
		var index = geometry.attributes.index;
M
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1260

1261
		if ( index ) {
M
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1262

M
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1263
			// indexed lines
M
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1264

1265
			var type, size;
M
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1266

1267 1268
			var indexBuffer = objects.getAttributeBuffer(index);

1269
			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
M
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1270

1271 1272
				type = _gl.UNSIGNED_INT;
				size = 4;
M
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1273

1274
			} else {
M
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1275

1276 1277
				type = _gl.UNSIGNED_SHORT;
				size = 2;
M
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1278

1279
			}
M
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1280

1281
			var offsets = geometry.offsets;
M
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1282

1283
			if ( offsets.length === 0 ) {
M
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1284

1285
				if ( updateBuffers ) {
M
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1286

1287
					setupVertexAttributes( material, program, geometry, 0 );
1288
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
M
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1289

1290
				}
M
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1291

M
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1292
				_gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
1293 1294

				_this.info.render.calls ++;
M
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1295
				_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
M
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1296

1297
			} else {
M
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1298

1299 1300 1301
				// 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
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1302

1303
				if ( offsets.length > 1 ) updateBuffers = true;
M
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1304

1305
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
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1306

1307
					var startIndex = offsets[ i ].index;
M
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1308

1309
					if ( updateBuffers ) {
M
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1310

1311
						setupVertexAttributes( material, program, geometry, startIndex );
1312
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
M
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1313

1314
					}
M
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1315

M
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1316
					// render indexed lines
M
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1317

M
Mr.doob 已提交
1318
					_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
M
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1319

1320
					_this.info.render.calls ++;
M
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1321
					_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
M
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1322

M
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1323
				}
M
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1324

1325
			}
M
Mr.doob 已提交
1326

1327
		} else {
M
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1328

M
Mr.doob 已提交
1329
			// non-indexed lines
M
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1330

1331
			if ( updateBuffers ) {
M
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1332

1333
				setupVertexAttributes( material, program, geometry, 0 );
M
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1334

1335
			}
M
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1336

1337 1338
			var position = geometry.attributes.position;
			var offsets = geometry.offsets;
M
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1339

1340
			if ( offsets.length === 0 ) {
1341

1342
				_gl.drawArrays( mode, 0, position.array.length / 3 );
1343

1344
				_this.info.render.calls ++;
M
Mr.doob 已提交
1345
				_this.info.render.vertices += position.array.length / 3;
1346

1347
			} else {
1348

1349
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
1350

1351
					_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
1352

1353
					_this.info.render.calls ++;
M
Mr.doob 已提交
1354
					_this.info.render.vertices += offsets[ i ].count;
1355 1356

				}
M
Mr.doob 已提交
1357

M
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1358
			}
M
Mr.doob 已提交
1359

1360
		}
M
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1361

M
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1362
	}
1363

M
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1364
	function renderPointCloud( material, geometry, object, program, updateBuffers ) {
M
Mr.doob 已提交
1365

M
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1366
		var mode = _gl.POINTS;
1367

1368
		var index = geometry.attributes.index;
M
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1369

1370
		if ( index ) {
M
Mr.doob 已提交
1371

M
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1372
			// indexed points
1373

1374
			var type, size;
1375

1376
			var indexBuffer = objects.getAttributeBuffer( index );
1377

M
Mr.doob 已提交
1378
			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
1379

1380 1381
				type = _gl.UNSIGNED_INT;
				size = 4;
1382

1383
			} else {
1384

1385 1386
				type = _gl.UNSIGNED_SHORT;
				size = 2;
M
Mr.doob 已提交
1387

1388
			}
M
Mr.doob 已提交
1389

1390
			var offsets = geometry.offsets;
M
Mr.doob 已提交
1391

1392
			if ( offsets.length === 0 ) {
M
Mr.doob 已提交
1393

1394
				if ( updateBuffers ) {
M
Mr.doob 已提交
1395

1396
					setupVertexAttributes( material, program, geometry, 0 );
1397
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
1398

1399
				}
1400

M
Mr.doob 已提交
1401
				_gl.drawElements( mode, index.array.length, type, 0);
1402

1403
				_this.info.render.calls ++;
M
Mr.doob 已提交
1404
				_this.info.render.points += index.array.length;
M
Mr.doob 已提交
1405

1406
			} else {
1407

1408 1409 1410
				// 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
1411

1412
				if ( offsets.length > 1 ) updateBuffers = true;
1413

1414
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
Mr.doob 已提交
1415

1416
					var startIndex = offsets[ i ].index;
1417

1418
					if ( updateBuffers ) {
1419

1420
						setupVertexAttributes( material, program, geometry, startIndex );
1421
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
1422

1423
					}
1424

M
Mr.doob 已提交
1425
					// render indexed points
1426

M
Mr.doob 已提交
1427
					_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
1428

1429
					_this.info.render.calls ++;
M
Mr.doob 已提交
1430
					_this.info.render.points += offsets[ i ].count;
1431 1432 1433

				}

1434
			}
1435

1436
		} else {
M
Mr.doob 已提交
1437

M
Mr.doob 已提交
1438
			// non-indexed points
1439

1440
			if ( updateBuffers ) {
1441

1442
				setupVertexAttributes( material, program, geometry, 0 );
1443

1444
			}
1445

1446 1447
			var position = geometry.attributes.position;
			var offsets = geometry.offsets;
1448

1449
			if ( offsets.length === 0 ) {
1450

1451
				_gl.drawArrays( mode, 0, position.array.length / 3 );
1452

1453
				_this.info.render.calls ++;
M
Mr.doob 已提交
1454
				_this.info.render.points += position.array.length / 3;
1455

1456
			} else {
1457

1458
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
1459

1460
					_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
1461

1462
					_this.info.render.calls ++;
M
Mr.doob 已提交
1463
					_this.info.render.points += offsets[ i ].count;
1464 1465

				}
M
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1466

1467
			}
M
Mr.doob 已提交
1468

1469
		}
M
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1470

M
Mr.doob 已提交
1471
	}
M
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1472 1473 1474 1475 1476

	// Sorting

	function painterSortStable ( a, b ) {

U
unconed 已提交
1477
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1478

U
unconed 已提交
1479
			return a.object.renderOrder - b.object.renderOrder;
1480

1481
		} else if ( a.object.material.id !== b.object.material.id ) {
M
Mr.doob 已提交
1482

1483
			return a.object.material.id - b.object.material.id;
1484 1485

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1486

M
Mr.doob 已提交
1487
			return a.z - b.z;
M
Mr.doob 已提交
1488 1489 1490

		} else {

1491
			return a.id - b.id;
M
Mr.doob 已提交
1492 1493 1494

		}

1495
	}
M
Mr.doob 已提交
1496

1497 1498
	function reversePainterSortStable ( a, b ) {

U
unconed 已提交
1499
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1500

U
unconed 已提交
1501
			return a.object.renderOrder - b.object.renderOrder;
1502 1503

		} if ( a.z !== b.z ) {
1504

M
Mr.doob 已提交
1505
			return b.z - a.z;
1506 1507 1508 1509 1510 1511 1512

		} else {

			return a.id - b.id;

		}

1513
	}
1514

M
Mr.doob 已提交
1515 1516 1517 1518 1519 1520
	// Rendering

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

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

1521
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1522 1523 1524 1525
			return;

		}

M
Mr.doob 已提交
1526
		var fog = scene.fog;
M
Mr.doob 已提交
1527 1528 1529

		// reset caching for this frame

1530
		_currentGeometryProgram = '';
1531
		_currentMaterialId = - 1;
1532
		_currentCamera = null;
M
Mr.doob 已提交
1533 1534 1535 1536
		_lightsNeedUpdate = true;

		// update scene graph

1537
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1538 1539 1540 1541 1542 1543 1544 1545 1546 1547

		// update camera matrices and frustum

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

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1548
		lights.length = 0;
1549 1550
		opaqueObjects.length = 0;
		transparentObjects.length = 0;
M
Mr.doob 已提交
1551

M
Mr.doob 已提交
1552 1553 1554
		sprites.length = 0;
		lensFlares.length = 0;

1555
		projectObject( scene );
M
Mr.doob 已提交
1556

M
Mr.doob 已提交
1557
		if ( _this.sortObjects === true ) {
1558 1559 1560

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1561

1562 1563
		}

B
Ben Adams 已提交
1564 1565
		objects.update( opaqueObjects );
		objects.update( transparentObjects );
M
Mr.doob 已提交
1566

M
Mr.doob 已提交
1567
		//
M
Mr.doob 已提交
1568

1569
		shadowMap.render( scene, camera );
M
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1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587

		//

		_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 immediate objects

M
Mr.doob 已提交
1588
		for ( var i = 0, il = objects.objectsImmediate.length; i < il; i ++ ) {
M
Mr.doob 已提交
1589

M
Mr.doob 已提交
1590
			var webglObject = objects.objectsImmediate[ i ];
M
Mr.doob 已提交
1591
			var object = webglObject.object;
M
Mr.doob 已提交
1592

1593
			if ( object.visible === true ) {
M
Mr.doob 已提交
1594 1595 1596

				setupMatrices( object, camera );

1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609
				var material = object.material;

				if ( material.transparent ) {

					webglObject.transparent = material;
					webglObject.opaque = null;

				} else {

					webglObject.opaque = material;
					webglObject.transparent = null;

				}
M
Mr.doob 已提交
1610 1611 1612 1613 1614 1615 1616

			}

		}

		if ( scene.overrideMaterial ) {

1617
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1618

1619 1620
			renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
			renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
M
Mr.doob 已提交
1621
			renderObjectsImmediate( objects.objectsImmediate, '', camera, lights, fog, overrideMaterial );
M
Mr.doob 已提交
1622 1623 1624 1625 1626

		} else {

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

M
Mr.doob 已提交
1627
			state.setBlending( THREE.NoBlending );
M
Mr.doob 已提交
1628

1629
			renderObjects( opaqueObjects, camera, lights, fog, null );
M
Mr.doob 已提交
1630
			renderObjectsImmediate( objects.objectsImmediate, 'opaque', camera, lights, fog, null );
M
Mr.doob 已提交
1631 1632 1633

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

1634
			renderObjects( transparentObjects, camera, lights, fog, null );
M
Mr.doob 已提交
1635
			renderObjectsImmediate( objects.objectsImmediate, 'transparent', camera, lights, fog, null );
M
Mr.doob 已提交
1636 1637 1638 1639 1640

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1641 1642
		spritePlugin.render( scene, camera );
		lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
M
Mr.doob 已提交
1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653

		// 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

M
Mr.doob 已提交
1654 1655
		state.setDepthTest( true );
		state.setDepthWrite( true );
1656
		state.setColorWrite( true );
M
Mr.doob 已提交
1657 1658 1659 1660

		// _gl.finish();

	};
M
Mr.doob 已提交
1661

1662
	function projectObject( object ) {
M
Mr.doob 已提交
1663

1664
		if ( object.visible === true ) {
M
Mr.doob 已提交
1665

1666
			if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
M
Mr.doob 已提交
1667

1668
				// skip
M
Mr.doob 已提交
1669

1670
			} else {
M
Mr.doob 已提交
1671

1672 1673
				// update Skeleton objects
				if ( object instanceof THREE.SkinnedMesh ) {
B
Ben Adams 已提交
1674

1675
					object.skeleton.update();
B
Ben Adams 已提交
1676

1677
				}
B
Ben Adams 已提交
1678

1679
				objects.init( object );
M
Mr.doob 已提交
1680

1681
				if ( object instanceof THREE.Light ) {
M
Mr.doob 已提交
1682

1683
					lights.push( object );
M
Mr.doob 已提交
1684

1685
				} else if ( object instanceof THREE.Sprite ) {
M
Mr.doob 已提交
1686

1687
					sprites.push( object );
M
Mr.doob 已提交
1688

1689
				} else if ( object instanceof THREE.LensFlare ) {
M
Mr.doob 已提交
1690

1691
					lensFlares.push( object );
M
Mr.doob 已提交
1692

1693
				} else {
M
Mr.doob 已提交
1694

1695
					var webglObject = objects.objects[ object.id ];
M
Mr.doob 已提交
1696

1697
					if ( webglObject && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
M
Mr.doob 已提交
1698

1699
						var material = object.material;
1700

1701
						if ( properties.get( material ) ) {
1702

1703
							material.program = properties.get( material ).program;
1704 1705 1706

						}

1707
						if ( material.transparent ) {
1708

1709
							transparentObjects.push( webglObject );
1710

1711
						} else {
1712

1713
							opaqueObjects.push( webglObject );
M
Mr.doob 已提交
1714

1715 1716 1717
						}

						if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1718

1719 1720
							_vector3.setFromMatrixPosition( object.matrixWorld );
							_vector3.applyProjection( _projScreenMatrix );
M
Mr.doob 已提交
1721

1722
							webglObject.z = _vector3.z;
M
Mr.doob 已提交
1723

1724
						}
O
OpenShift guest 已提交
1725

1726
					}
M
Mr.doob 已提交
1727

1728
				}
M
Mr.doob 已提交
1729

1730
			}
M
Mr.doob 已提交
1731

1732
			for ( var i = 0, l = object.children.length; i < l; i ++ ) {
M
Mr.doob 已提交
1733

1734
				projectObject( object.children[ i ] );
M
Mr.doob 已提交
1735

1736
			}
M
Mr.doob 已提交
1737

1738
		}
1739

1740
	}
M
Mr.doob 已提交
1741

1742
	function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
M
Mr.doob 已提交
1743

M
Mr.doob 已提交
1744
		var material = overrideMaterial;
M
Mr.doob 已提交
1745

M
Mr.doob 已提交
1746
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1747

M
Mr.doob 已提交
1748
			var webglObject = renderList[ i ];
M
Mr.doob 已提交
1749

M
Mr.doob 已提交
1750
			var object = webglObject.object;
M
Mr.doob 已提交
1751

1752
			setupMatrices( object, camera );
M
Mr.doob 已提交
1753

M
Mr.doob 已提交
1754
			if ( overrideMaterial === null ) material = object.material;
M
Mr.doob 已提交
1755

M
Mr.doob 已提交
1756
			if ( material instanceof THREE.MeshFaceMaterial ) {
M
Mr.doob 已提交
1757

M
Mr.doob 已提交
1758
				var materials = material.materials;
M
Mr.doob 已提交
1759

M
Mr.doob 已提交
1760
				for ( var j = 0, jl = materials.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1761

M
Mr.doob 已提交
1762
					_this.renderBufferDirect( camera, lights, fog, materials[ j ], object );
M
Mr.doob 已提交
1763

M
Mr.doob 已提交
1764 1765 1766
				}

				continue;
M
Mr.doob 已提交
1767

1768
			}
M
Mr.doob 已提交
1769

M
Mr.doob 已提交
1770
			_this.renderBufferDirect( camera, lights, fog, material, object );
M
Mr.doob 已提交
1771 1772 1773

		}

1774
	}
M
Mr.doob 已提交
1775

1776
	function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, overrideMaterial ) {
M
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1778
		var material = overrideMaterial;
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1779

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1780
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
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1781

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1782 1783
			var webglObject = renderList[ i ];
			var object = webglObject.object;
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1784

1785
			if ( object.visible === true ) {
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1786

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1787
				if ( overrideMaterial === null ) material = webglObject[ materialType ];
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				_this.renderImmediateObject( camera, lights, fog, material, object );

			}

		}

1795
	}
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1796 1797 1798

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

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1799 1800
		setMaterial( material );

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

1803
		_currentGeometryProgram = '';
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1804 1805 1806 1807 1808 1809 1810

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

1811
			object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
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		}

	};

	// Materials

1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829
	var shaderIDs = {
		MeshDepthMaterial: 'depth',
		MeshNormalMaterial: 'normal',
		MeshBasicMaterial: 'basic',
		MeshLambertMaterial: 'lambert',
		MeshPhongMaterial: 'phong',
		LineBasicMaterial: 'basic',
		LineDashedMaterial: 'dashed',
		PointCloudMaterial: 'particle_basic'
	};

1830
	function initMaterial( material, lights, fog, object ) {
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1831

1832
		var materialProperties = properties.get( material );
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1833

1834
		var shaderID = shaderIDs[ material.type ];
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1835 1836 1837 1838

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

1839 1840 1841
		var maxLightCount = allocateLights( lights );
		var maxShadows = allocateShadows( lights );
		var maxBones = allocateBones( object );
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1842

1843
		var parameters = {
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1844

1845 1846 1847
			precision: _precision,
			supportsVertexTextures: _supportsVertexTextures,

1848 1849
			map: !! material.map,
			envMap: !! material.envMap,
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1850
			envMapMode: material.envMap && material.envMap.mapping,
1851
			lightMap: !! material.lightMap,
1852
			aoMap: !! material.aoMap,
1853
			emissiveMap: !! material.emissiveMap,
1854 1855 1856
			bumpMap: !! material.bumpMap,
			normalMap: !! material.normalMap,
			specularMap: !! material.specularMap,
1857
			alphaMap: !! material.alphaMap,
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1858

1859 1860
			combine: material.combine,

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1861 1862 1863 1864 1865 1866
			vertexColors: material.vertexColors,

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

1867 1868
			flatShading: material.shading === THREE.FlatShading,

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1869
			sizeAttenuation: material.sizeAttenuation,
1870
			logarithmicDepthBuffer: _logarithmicDepthBuffer,
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			skinning: material.skinning,
			maxBones: maxBones,
1874
			useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
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			morphTargets: material.morphTargets,
			morphNormals: material.morphNormals,
1878 1879
			maxMorphTargets: _this.maxMorphTargets,
			maxMorphNormals: _this.maxMorphNormals,
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			maxDirLights: maxLightCount.directional,
			maxPointLights: maxLightCount.point,
			maxSpotLights: maxLightCount.spot,
			maxHemiLights: maxLightCount.hemi,

			maxShadows: maxShadows,
1887 1888 1889 1890
			shadowMapEnabled: shadowMap.enabled && object.receiveShadow && maxShadows > 0,
			shadowMapType: shadowMap.type,
			shadowMapDebug: shadowMap.debug,
			shadowMapCascade: shadowMap.cascade,
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			alphaTest: material.alphaTest,
			metal: material.metal,
			doubleSided: material.side === THREE.DoubleSide,
			flipSided: material.side === THREE.BackSide

		};

1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913
		// Generate code

		var chunks = [];

		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}

1914 1915
		if ( material.defines !== undefined ) {

1916
			for ( var name in material.defines ) {
1917

1918 1919
				chunks.push( name );
				chunks.push( material.defines[ name ] );
1920 1921

			}
1922 1923 1924

		}

1925
		for ( var name in parameters ) {
1926

1927 1928
			chunks.push( name );
			chunks.push( parameters[ name ] );
1929 1930 1931 1932 1933

		}

		var code = chunks.join();

1934
		if ( !materialProperties.program ) {
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1935

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1936 1937
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
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1938

1939
		} else if ( materialProperties.program.code !== code ) {
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1940

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1941 1942
			// changed glsl or parameters
			deallocateMaterial( material );
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1943

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1944
		} else if ( shaderID !== undefined ) {
B
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1945

T
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1946 1947 1948
			// same glsl
			return;

1949
		} else if ( materialProperties.__webglShader.uniforms === material.uniforms ) {
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1950

T
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1951
			// same uniforms (container object)
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1952
			return;
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1953 1954 1955 1956 1957 1958 1959

		}

		if ( shaderID ) {

			var shader = THREE.ShaderLib[ shaderID ];

1960
			materialProperties.__webglShader = {
1961
				name: material.type,
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1962 1963 1964 1965 1966 1967 1968
				uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
				vertexShader: shader.vertexShader,
				fragmentShader: shader.fragmentShader
			}

		} else {

1969
			materialProperties.__webglShader = {
1970
				name: material.type,
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1971 1972 1973 1974 1975 1976 1977
				uniforms: material.uniforms,
				vertexShader: material.vertexShader,
				fragmentShader: material.fragmentShader
			}

		}

1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998
		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 ) {

1999
			material.__webglShader = materialProperties.__webglShader;
2000
			program = new THREE.WebGLProgram( _this, code, material, parameters );
2001 2002 2003 2004 2005 2006
			_programs.push( program );

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

		}

2007
		materialProperties.program = program;
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2008

2009
		var attributes = program.getAttributes();
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2010 2011 2012 2013 2014

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

2015
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
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2016

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2017
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
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2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

2031
			for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
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2032

M
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2033
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
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2034 2035 2036 2037 2038 2039 2040 2041 2042

					material.numSupportedMorphNormals ++;

				}

			}

		}

2043
		materialProperties.uniformsList = [];
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2044

2045 2046
		var uniformLocations = materialProperties.program.getUniforms();
		for ( var u in materialProperties.__webglShader.uniforms ) {
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2047

2048
			var location = uniformLocations[ u ];
2049 2050

			if ( location ) {
2051
				materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
2052
			}
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2053 2054 2055

		}

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2056
	}
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2057

2058 2059
	function setMaterial( material ) {

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2060 2061
		setMaterialFaces( material );

2062 2063
		if ( material.transparent === true ) {

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2064
			state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
2065

2066 2067 2068 2069
		} else {

			state.setBlending( THREE.NoBlending );

2070 2071
		}

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2072
		state.setDepthFunc( material.depthFunc );
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2073 2074
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
2075
		state.setColorWrite( material.colorWrite );
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2076
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
2077 2078 2079

	}

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2080 2081
	function setMaterialFaces( material ) {

2082
		material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
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2083 2084 2085 2086
		state.setFlipSided( material.side === THREE.BackSide );

	}

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2087 2088 2089 2090
	function setProgram( camera, lights, fog, material, object ) {

		_usedTextureUnits = 0;

2091
		var materialProperties = properties.get( material );
2092

2093
		if ( material.needsUpdate || ! materialProperties.program ) {
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2094

2095
			initMaterial( material, lights, fog, object );
M
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2096 2097 2098 2099
			material.needsUpdate = false;

		}

2100
		var refreshProgram = false;
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2101
		var refreshMaterial = false;
2102
		var refreshLights = false;
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2103

2104
		var program = materialProperties.program,
2105
			p_uniforms = program.getUniforms(),
2106
			m_uniforms = materialProperties.__webglShader.uniforms;
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2107

2108
		if ( program.id !== _currentProgram ) {
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2109

2110 2111
			_gl.useProgram( program.program );
			_currentProgram = program.id;
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2112

2113
			refreshProgram = true;
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2114
			refreshMaterial = true;
2115
			refreshLights = true;
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2116 2117 2118 2119 2120

		}

		if ( material.id !== _currentMaterialId ) {

2121
			if ( _currentMaterialId === -1 ) refreshLights = true;
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2122
			_currentMaterialId = material.id;
2123

M
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2124 2125 2126 2127
			refreshMaterial = true;

		}

2128
		if ( refreshProgram || camera !== _currentCamera ) {
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2129 2130 2131

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

2132 2133
			if ( _logarithmicDepthBuffer ) {

2134
				_gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
2135 2136 2137 2138

			}


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2139 2140
			if ( camera !== _currentCamera ) _currentCamera = camera;

2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158
			// 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 ||
2159
				 material instanceof THREE.MeshBasicMaterial ||
2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {

				if ( p_uniforms.viewMatrix !== null ) {

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

				}

			}

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2171 2172 2173 2174 2175 2176 2177 2178
		}

		// 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 ) {

2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191
			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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2192 2193 2194 2195 2196 2197

				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
2198
					_this.setTexture( object.skeleton.boneTexture, textureUnit );
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2199 2200 2201

				}

2202 2203
				if ( p_uniforms.boneTextureWidth !== null ) {

2204
					_gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
2205 2206 2207 2208 2209

				}

				if ( p_uniforms.boneTextureHeight !== null ) {

2210
					_gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
2211 2212 2213

				}

2214
			} else if ( object.skeleton && object.skeleton.boneMatrices ) {
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2215 2216 2217

				if ( p_uniforms.boneGlobalMatrices !== null ) {

2218
					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
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2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241

				}

			}

		}

		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 ) {

2242
					refreshLights = true;
2243
					setupLights( lights );
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2244 2245 2246
					_lightsNeedUpdate = false;
				}

2247 2248
				if ( refreshLights ) {
					refreshUniformsLights( m_uniforms, _lights );
2249
					markUniformsLightsNeedsUpdate( m_uniforms, true );
2250
				} else {
2251
					markUniformsLightsNeedsUpdate( m_uniforms, false );
2252
				}
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2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274

			}

			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 );

2275
			} else if ( material instanceof THREE.PointCloudMaterial ) {
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2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286

				refreshUniformsParticle( m_uniforms, material );

			} else if ( material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

			} else if ( material instanceof THREE.MeshLambertMaterial ) {

				refreshUniformsLambert( m_uniforms, material );

2287 2288 2289 2290
			} else if ( material instanceof THREE.MeshBasicMaterial ) {

				refreshUniformsBasic( m_uniforms, material );

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2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310
			} 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

2311
			loadUniformsGeneric( materialProperties.uniformsList );
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2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324

		}

		loadUniformsMatrices( p_uniforms, object );

		if ( p_uniforms.modelMatrix !== null ) {

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

		}

		return program;

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2325
	}
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2326 2327 2328 2329 2330 2331 2332

	// Uniforms (refresh uniforms objects)

	function refreshUniformsCommon ( uniforms, material ) {

		uniforms.opacity.value = material.opacity;

2333
		uniforms.diffuse.value = material.color;
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2334 2335 2336

		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
2337
		uniforms.alphaMap.value = material.alphaMap;
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2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353

		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
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2354 2355 2356 2357 2358
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2359
		// 6. emissive map
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2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378

		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;

2379 2380 2381 2382
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2383 2384 2385 2386
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

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2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398
		}

		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;
2399
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
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2400

2401
		uniforms.reflectivity.value = material.reflectivity;
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2402 2403
		uniforms.refractionRatio.value = material.refractionRatio;

M
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2404
	}
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	function refreshUniformsLine ( uniforms, material ) {

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

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2411
	}
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	function refreshUniformsDash ( uniforms, material ) {

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

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2419
	}
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	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;

2430 2431 2432 2433 2434 2435 2436 2437 2438
		if ( material.map !== null ) {

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

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

		}

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2439
	}
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2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454 2455

	function refreshUniformsFog ( uniforms, fog ) {

		uniforms.fogColor.value = fog.color;

		if ( fog instanceof THREE.Fog ) {

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

		} else if ( fog instanceof THREE.FogExp2 ) {

			uniforms.fogDensity.value = fog.density;

		}

M
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2456
	}
M
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2457 2458 2459 2460 2461

	function refreshUniformsPhong ( uniforms, material ) {

		uniforms.shininess.value = material.shininess;

2462 2463
		uniforms.emissive.value = material.emissive;
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2464

2465 2466 2467 2468 2469 2470
		uniforms.lightMap.value = material.lightMap;
		uniforms.lightMapIntensity.value = material.lightMapIntensity;

		uniforms.aoMap.value = material.aoMap;
		uniforms.aoMapIntensity.value = material.aoMapIntensity;

2471 2472
		uniforms.emissiveMap.value = material.emissiveMap;

M
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2473
	}
M
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2474 2475 2476

	function refreshUniformsLambert ( uniforms, material ) {

2477
		uniforms.emissive.value = material.emissive;
M
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2478

M
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2479
	}
M
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2480

2481 2482 2483 2484 2485 2486 2487
	function refreshUniformsBasic ( uniforms, material ) {

		uniforms.aoMap.value = material.aoMap;
		uniforms.aoMapIntensity.value = material.aoMapIntensity;

	}

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2488 2489 2490 2491 2492 2493 2494 2495 2496 2497
	function refreshUniformsLights ( uniforms, lights ) {

		uniforms.ambientLightColor.value = lights.ambient;

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

		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
		uniforms.pointLightDistance.value = lights.point.distances;
M
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2498
		uniforms.pointLightDecay.value = lights.point.decays;
M
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2499 2500 2501 2502 2503 2504 2505

		uniforms.spotLightColor.value = lights.spot.colors;
		uniforms.spotLightPosition.value = lights.spot.positions;
		uniforms.spotLightDistance.value = lights.spot.distances;
		uniforms.spotLightDirection.value = lights.spot.directions;
		uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
		uniforms.spotLightExponent.value = lights.spot.exponents;
M
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2506
		uniforms.spotLightDecay.value = lights.spot.decays;
M
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2507 2508 2509 2510 2511

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

M
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2512
	}
M
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2513

2514 2515
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
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2516
	function markUniformsLightsNeedsUpdate ( uniforms, value ) {
2517

M
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2518
		uniforms.ambientLightColor.needsUpdate = value;
2519

M
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2520 2521
		uniforms.directionalLightColor.needsUpdate = value;
		uniforms.directionalLightDirection.needsUpdate = value;
2522

M
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2523 2524 2525 2526
		uniforms.pointLightColor.needsUpdate = value;
		uniforms.pointLightPosition.needsUpdate = value;
		uniforms.pointLightDistance.needsUpdate = value;
		uniforms.pointLightDecay.needsUpdate = value;
2527

M
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2528 2529 2530 2531 2532 2533 2534
		uniforms.spotLightColor.needsUpdate = value;
		uniforms.spotLightPosition.needsUpdate = value;
		uniforms.spotLightDistance.needsUpdate = value;
		uniforms.spotLightDirection.needsUpdate = value;
		uniforms.spotLightAngleCos.needsUpdate = value;
		uniforms.spotLightExponent.needsUpdate = value;
		uniforms.spotLightDecay.needsUpdate = value;
2535

M
Mr.doob 已提交
2536 2537 2538
		uniforms.hemisphereLightSkyColor.needsUpdate = value;
		uniforms.hemisphereLightGroundColor.needsUpdate = value;
		uniforms.hemisphereLightDirection.needsUpdate = value;
2539

M
Mr.doob 已提交
2540
	}
2541

M
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2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555 2556 2557 2558 2559 2560 2561 2562 2563 2564 2565 2566 2567 2568 2569 2570 2571
	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 ++;

				}

			}

		}

M
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2572
	}
M
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2573 2574 2575 2576 2577 2578 2579 2580 2581 2582 2583 2584 2585

	// 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 );

		}

M
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2586
	}
M
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2587 2588 2589 2590 2591 2592 2593

	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= _maxTextures ) {

2594
			console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
M
Mr.doob 已提交
2595 2596 2597 2598 2599 2600 2601

		}

		_usedTextureUnits += 1;

		return textureUnit;

M
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2602
	}
M
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2603

2604
	function loadUniformsGeneric ( uniforms ) {
M
Mr.doob 已提交
2605

M
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2606
		var texture, textureUnit, offset;
M
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2607

M
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2608 2609 2610
		for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {

			var uniform = uniforms[ j ][ 0 ];
M
Mr.doob 已提交
2611

2612 2613
			// needsUpdate property is not added to all uniforms.
			if ( uniform.needsUpdate === false ) continue;
2614

M
Mr.doob 已提交
2615 2616
			var type = uniform.type;
			var value = uniform.value;
2617
			var location = uniforms[ j ][ 1 ];
M
Mr.doob 已提交
2618

2619
			switch ( type ) {
M
Mr.doob 已提交
2620

2621 2622 2623 2624 2625 2626 2627 2628 2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641 2642 2643 2644 2645 2646 2647 2648 2649 2650 2651 2652 2653 2654 2655 2656 2657 2658 2659 2660 2661 2662 2663 2664 2665 2666 2667 2668 2669 2670 2671 2672 2673 2674
				case '1i':
					_gl.uniform1i( location, value );
					break;

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

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

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

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

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

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

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

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

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

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

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

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

				//

M
Mr.doob 已提交
2675
				case 'i':
M
Mr.doob 已提交
2676

2677 2678
					// single integer
					_gl.uniform1i( location, value );
M
Mr.doob 已提交
2679

2680
					break;
M
Mr.doob 已提交
2681

2682
				case 'f':
M
Mr.doob 已提交
2683

2684 2685
					// single float
					_gl.uniform1f( location, value );
M
Mr.doob 已提交
2686

2687
					break;
M
Mr.doob 已提交
2688

2689
				case 'v2':
M
Mr.doob 已提交
2690

2691 2692
					// single THREE.Vector2
					_gl.uniform2f( location, value.x, value.y );
M
Mr.doob 已提交
2693

2694
					break;
M
Mr.doob 已提交
2695

2696
				case 'v3':
M
Mr.doob 已提交
2697

2698 2699
					// single THREE.Vector3
					_gl.uniform3f( location, value.x, value.y, value.z );
M
Mr.doob 已提交
2700

2701
					break;
M
Mr.doob 已提交
2702

M
Mr.doob 已提交
2703
				case 'v4':
M
Mr.doob 已提交
2704

2705 2706
					// single THREE.Vector4
					_gl.uniform4f( location, value.x, value.y, value.z, value.w );
M
Mr.doob 已提交
2707

2708
					break;
M
Mr.doob 已提交
2709

2710
				case 'c':
M
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2711

2712 2713
					// single THREE.Color
					_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
2714

2715
					break;
M
Mr.doob 已提交
2716

2717
				case 'iv1':
M
Mr.doob 已提交
2718

2719 2720
					// flat array of integers (JS or typed array)
					_gl.uniform1iv( location, value );
M
Mr.doob 已提交
2721

2722
					break;
M
Mr.doob 已提交
2723

2724
				case 'iv':
M
Mr.doob 已提交
2725

2726 2727
					// flat array of integers with 3 x N size (JS or typed array)
					_gl.uniform3iv( location, value );
M
Mr.doob 已提交
2728

2729
					break;
M
Mr.doob 已提交
2730

2731
				case 'fv1':
M
Mr.doob 已提交
2732

2733 2734
					// flat array of floats (JS or typed array)
					_gl.uniform1fv( location, value );
M
Mr.doob 已提交
2735

2736
					break;
M
Mr.doob 已提交
2737

2738
				case 'fv':
M
Mr.doob 已提交
2739

2740 2741
					// flat array of floats with 3 x N size (JS or typed array)
					_gl.uniform3fv( location, value );
M
Mr.doob 已提交
2742

2743
					break;
M
Mr.doob 已提交
2744

2745
				case 'v2v':
M
Mr.doob 已提交
2746

2747
					// array of THREE.Vector2
M
Mr.doob 已提交
2748

2749
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2750

2751
						uniform._array = new Float32Array( 2 * value.length );
M
Mr.doob 已提交
2752

2753
					}
M
Mr.doob 已提交
2754

2755
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2756

2757
						offset = i * 2;
M
Mr.doob 已提交
2758

M
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2759
						uniform._array[ offset + 0 ] = value[ i ].x;
2760
						uniform._array[ offset + 1 ] = value[ i ].y;
M
Mr.doob 已提交
2761

2762
					}
M
Mr.doob 已提交
2763

2764
					_gl.uniform2fv( location, uniform._array );
M
Mr.doob 已提交
2765

2766
					break;
M
Mr.doob 已提交
2767

2768
				case 'v3v':
M
Mr.doob 已提交
2769

2770
					// array of THREE.Vector3
M
Mr.doob 已提交
2771

2772
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2773

2774
						uniform._array = new Float32Array( 3 * value.length );
M
Mr.doob 已提交
2775

2776
					}
M
Mr.doob 已提交
2777

2778
					for ( var i = 0, il = value.length; i < il; i ++ ) {
R
Ryan Tsao 已提交
2779

2780
						offset = i * 3;
R
Ryan Tsao 已提交
2781

M
Mr.doob 已提交
2782
						uniform._array[ offset + 0 ] = value[ i ].x;
2783 2784
						uniform._array[ offset + 1 ] = value[ i ].y;
						uniform._array[ offset + 2 ] = value[ i ].z;
R
Ryan Tsao 已提交
2785

2786
					}
R
Ryan Tsao 已提交
2787

2788
					_gl.uniform3fv( location, uniform._array );
R
Ryan Tsao 已提交
2789

2790
					break;
R
Ryan Tsao 已提交
2791

2792
				case 'v4v':
R
Ryan Tsao 已提交
2793

2794
					// array of THREE.Vector4
R
Ryan Tsao 已提交
2795

2796
					if ( uniform._array === undefined ) {
R
Ryan Tsao 已提交
2797

2798
						uniform._array = new Float32Array( 4 * value.length );
R
Ryan Tsao 已提交
2799

2800
					}
M
Mr.doob 已提交
2801

2802
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2803

2804
						offset = i * 4;
M
Mr.doob 已提交
2805

M
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2806
						uniform._array[ offset + 0 ] = value[ i ].x;
2807 2808 2809
						uniform._array[ offset + 1 ] = value[ i ].y;
						uniform._array[ offset + 2 ] = value[ i ].z;
						uniform._array[ offset + 3 ] = value[ i ].w;
M
Mr.doob 已提交
2810

2811
					}
M
Mr.doob 已提交
2812

2813
					_gl.uniform4fv( location, uniform._array );
M
Mr.doob 已提交
2814

2815
					break;
M
Mr.doob 已提交
2816

2817
				case 'm3':
M
Mr.doob 已提交
2818

2819 2820
					// single THREE.Matrix3
					_gl.uniformMatrix3fv( location, false, value.elements );
M
Mr.doob 已提交
2821

2822
					break;
M
Mr.doob 已提交
2823

2824
				case 'm3v':
M
Mr.doob 已提交
2825

2826
					// array of THREE.Matrix3
M
Mr.doob 已提交
2827

2828
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2829

2830
						uniform._array = new Float32Array( 9 * value.length );
M
Mr.doob 已提交
2831

2832
					}
M
Mr.doob 已提交
2833

2834
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2835

2836
						value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
M
Mr.doob 已提交
2837

2838
					}
M
Mr.doob 已提交
2839

2840
					_gl.uniformMatrix3fv( location, false, uniform._array );
M
Mr.doob 已提交
2841

2842
					break;
M
Mr.doob 已提交
2843

2844
				case 'm4':
M
Mr.doob 已提交
2845

2846 2847
					// single THREE.Matrix4
					_gl.uniformMatrix4fv( location, false, value.elements );
M
Mr.doob 已提交
2848

2849
					break;
M
Mr.doob 已提交
2850

2851
				case 'm4v':
M
Mr.doob 已提交
2852

2853
					// array of THREE.Matrix4
M
Mr.doob 已提交
2854

2855
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2856

2857
						uniform._array = new Float32Array( 16 * value.length );
M
Mr.doob 已提交
2858

2859 2860 2861 2862 2863 2864 2865 2866 2867 2868 2869
					}

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

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

					}

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

					break;
M
Mr.doob 已提交
2870

2871
				case 't':
M
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2872

2873
					// single THREE.Texture (2d or cube)
M
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2874

2875 2876 2877 2878
					texture = value;
					textureUnit = getTextureUnit();

					_gl.uniform1i( location, textureUnit );
M
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2879

2880
					if ( ! texture ) continue;
M
Mr.doob 已提交
2881

2882
					if ( texture instanceof THREE.CubeTexture ||
2883
						 ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
M
Mr.doob 已提交
2884

2885
						setCubeTexture( texture, textureUnit );
M
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2886

2887 2888 2889 2890 2891 2892 2893 2894 2895 2896 2897 2898 2899 2900 2901 2902 2903 2904 2905 2906 2907 2908 2909 2910 2911 2912 2913 2914 2915 2916 2917 2918 2919 2920 2921 2922 2923 2924 2925 2926 2927 2928 2929 2930
					} 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:
2931

2932
					console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
2933

M
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2934 2935 2936 2937
			}

		}

M
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2938
	}
M
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2939 2940 2941 2942

	function setupMatrices ( object, camera ) {

		object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
2943
		object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
M
Mr.doob 已提交
2944

M
Mr.doob 已提交
2945
	}
M
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2946 2947 2948

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

M
Mr.doob 已提交
2949
		array[ offset + 0 ] = color.r * intensity;
M
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2950 2951 2952
		array[ offset + 1 ] = color.g * intensity;
		array[ offset + 2 ] = color.b * intensity;

M
Mr.doob 已提交
2953
	}
M
Mr.doob 已提交
2954

2955
	function setupLights ( lights ) {
M
Mr.doob 已提交
2956

B
brason 已提交
2957
		var l, ll, light,
M
Mr.doob 已提交
2958 2959
		r = 0, g = 0, b = 0,
		color, skyColor, groundColor,
B
brason 已提交
2960
		intensity,
M
Mr.doob 已提交
2961 2962 2963 2964 2965 2966 2967 2968 2969 2970
		distance,

		zlights = _lights,

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

		pointColors = zlights.point.colors,
		pointPositions = zlights.point.positions,
		pointDistances = zlights.point.distances,
M
Mr.doob 已提交
2971
		pointDecays = zlights.point.decays,
M
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2972 2973 2974 2975 2976 2977 2978

		spotColors = zlights.spot.colors,
		spotPositions = zlights.spot.positions,
		spotDistances = zlights.spot.distances,
		spotDirections = zlights.spot.directions,
		spotAnglesCos = zlights.spot.anglesCos,
		spotExponents = zlights.spot.exponents,
M
Mr.doob 已提交
2979
		spotDecays = zlights.spot.decays,
M
Mr.doob 已提交
2980 2981 2982 2983 2984 2985 2986 2987 2988 2989 2990 2991 2992 2993 2994 2995 2996 2997 2998 2999 3000 3001 3002 3003 3004 3005 3006 3007 3008 3009 3010 3011 3012 3013

		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;

3014 3015 3016
				r += color.r;
				g += color.g;
				b += color.b;
M
Mr.doob 已提交
3017 3018 3019 3020 3021 3022 3023

			} else if ( light instanceof THREE.DirectionalLight ) {

				dirCount += 1;

				if ( ! light.visible ) continue;

3024 3025
				_direction.setFromMatrixPosition( light.matrixWorld );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
3026 3027 3028 3029 3030
				_direction.sub( _vector3 );
				_direction.normalize();

				dirOffset = dirLength * 3;

M
Mr.doob 已提交
3031
				dirPositions[ dirOffset + 0 ] = _direction.x;
M
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3032 3033 3034
				dirPositions[ dirOffset + 1 ] = _direction.y;
				dirPositions[ dirOffset + 2 ] = _direction.z;

3035
				setColorLinear( dirColors, dirOffset, color, intensity );
M
Mr.doob 已提交
3036 3037 3038 3039 3040 3041 3042 3043 3044 3045 3046

				dirLength += 1;

			} else if ( light instanceof THREE.PointLight ) {

				pointCount += 1;

				if ( ! light.visible ) continue;

				pointOffset = pointLength * 3;

3047
				setColorLinear( pointColors, pointOffset, color, intensity );
M
Mr.doob 已提交
3048

3049
				_vector3.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3050

M
Mr.doob 已提交
3051
				pointPositions[ pointOffset + 0 ] = _vector3.x;
M
Mr.doob 已提交
3052 3053 3054
				pointPositions[ pointOffset + 1 ] = _vector3.y;
				pointPositions[ pointOffset + 2 ] = _vector3.z;

M
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3055
				// distance is 0 if decay is 0, because there is no attenuation at all.
M
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3056
				pointDistances[ pointLength ] = distance;
M
Mr.doob 已提交
3057
				pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
3058 3059 3060 3061 3062 3063 3064 3065 3066 3067 3068

				pointLength += 1;

			} else if ( light instanceof THREE.SpotLight ) {

				spotCount += 1;

				if ( ! light.visible ) continue;

				spotOffset = spotLength * 3;

3069
				setColorLinear( spotColors, spotOffset, color, intensity );
M
Mr.doob 已提交
3070

G
gero3 已提交
3071
				_direction.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3072

M
Mr.doob 已提交
3073
				spotPositions[ spotOffset + 0 ] = _direction.x;
G
gero3 已提交
3074 3075
				spotPositions[ spotOffset + 1 ] = _direction.y;
				spotPositions[ spotOffset + 2 ] = _direction.z;
M
Mr.doob 已提交
3076 3077 3078

				spotDistances[ spotLength ] = distance;

3079
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
3080 3081 3082
				_direction.sub( _vector3 );
				_direction.normalize();

M
Mr.doob 已提交
3083
				spotDirections[ spotOffset + 0 ] = _direction.x;
M
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3084 3085 3086 3087 3088
				spotDirections[ spotOffset + 1 ] = _direction.y;
				spotDirections[ spotOffset + 2 ] = _direction.z;

				spotAnglesCos[ spotLength ] = Math.cos( light.angle );
				spotExponents[ spotLength ] = light.exponent;
M
Mr.doob 已提交
3089
				spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
3090 3091 3092 3093 3094 3095 3096 3097 3098

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {

				hemiCount += 1;

				if ( ! light.visible ) continue;

3099
				_direction.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3100 3101 3102 3103
				_direction.normalize();

				hemiOffset = hemiLength * 3;

M
Mr.doob 已提交
3104
				hemiPositions[ hemiOffset + 0 ] = _direction.x;
M
Mr.doob 已提交
3105 3106 3107 3108 3109 3110
				hemiPositions[ hemiOffset + 1 ] = _direction.y;
				hemiPositions[ hemiOffset + 2 ] = _direction.z;

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

3111 3112
				setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
				setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
M
Mr.doob 已提交
3113 3114 3115 3116 3117 3118 3119 3120 3121 3122 3123 3124 3125 3126 3127 3128 3129 3130 3131 3132 3133 3134 3135 3136 3137

				hemiLength += 1;

			}

		}

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

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

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

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

M
Mr.doob 已提交
3138
	}
M
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3139 3140 3141 3142 3143 3144 3145

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

		if ( cullFace === THREE.CullFaceNone ) {

3146
			state.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
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

		} 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 );

			}

3174
			state.enable( _gl.CULL_FACE );
M
Mr.doob 已提交
3175 3176 3177 3178 3179

		}

	};

M
Mr.doob 已提交
3180
	this.setMaterialFaces = setMaterialFaces;
M
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3181 3182 3183 3184 3185

	// Textures

	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {

3186 3187
		var extension;

M
Mr.doob 已提交
3188 3189 3190 3191 3192 3193 3194 3195 3196 3197 3198 3199
		if ( isImagePowerOfTwo ) {

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

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

		} else {

			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
M
Mr.doob 已提交
3200 3201 3202

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

3203
				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
M
Mr.doob 已提交
3204

3205
			}
M
Mr.doob 已提交
3206 3207 3208 3209

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

M
Mr.doob 已提交
3210 3211
			if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {

3212
				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
M
Mr.doob 已提交
3213

3214
			}
M
Mr.doob 已提交
3215

M
Mr.doob 已提交
3216 3217
		}

3218 3219
		extension = extensions.get( 'EXT_texture_filter_anisotropic' );

3220
		if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
M
Mr.doob 已提交
3221

3222
			if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
M
Mr.doob 已提交
3223

3224
				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
3225
				properties.get( texture ).__currentAnisotropy = texture.anisotropy;
M
Mr.doob 已提交
3226 3227 3228 3229 3230

			}

		}

M
Mr.doob 已提交
3231
	}
M
Mr.doob 已提交
3232

3233
	this.uploadTexture = function ( texture, slot ) {
M
Mr.doob 已提交
3234

3235
		var textureProperties = properties.get( texture );
3236

3237
		if ( textureProperties.__webglInit === undefined ) {
3238

3239
			textureProperties.__webglInit = true;
3240 3241 3242 3243 3244

			texture.__webglInit = true;

			texture.addEventListener( 'dispose', onTextureDispose );

3245
			textureProperties.__webglTexture = _gl.createTexture();
3246 3247 3248 3249

			_this.info.memory.textures ++;

		}
M
Mr.doob 已提交
3250

B
Ben Adams 已提交
3251
		state.activeTexture( _gl.TEXTURE0 + slot );
3252
		state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
M
Mr.doob 已提交
3253

H
Henri Astre 已提交
3254 3255 3256 3257
		_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 );

3258 3259
		texture.image = clampToMaxSize( texture.image, _maxTextureSize );

H
Henri Astre 已提交
3260 3261 3262 3263
		var image = texture.image,
		isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
		glFormat = paramThreeToGL( texture.format ),
		glType = paramThreeToGL( texture.type );
M
Mr.doob 已提交
3264

H
Henri Astre 已提交
3265
		setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
M
Mr.doob 已提交
3266

H
Henri Astre 已提交
3267
		var mipmap, mipmaps = texture.mipmaps;
M
Mr.doob 已提交
3268

H
Henri Astre 已提交
3269
		if ( texture instanceof THREE.DataTexture ) {
M
Mr.doob 已提交
3270

H
Henri Astre 已提交
3271 3272 3273
			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels
M
Mr.doob 已提交
3274

H
Henri Astre 已提交
3275 3276 3277
			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {

				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3278

H
Henri Astre 已提交
3279
					mipmap = mipmaps[ i ];
3280
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3281

H
Henri Astre 已提交
3282
				}
M
Mr.doob 已提交
3283

H
Henri Astre 已提交
3284
				texture.generateMipmaps = false;
M
Mr.doob 已提交
3285

H
Henri Astre 已提交
3286
			} else {
M
Mr.doob 已提交
3287

3288
				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
Mr.doob 已提交
3289

H
Henri Astre 已提交
3290
			}
M
Mr.doob 已提交
3291

H
Henri Astre 已提交
3292
		} else if ( texture instanceof THREE.CompressedTexture ) {
M
Mr.doob 已提交
3293

H
Henri Astre 已提交
3294
			for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3295

H
Henri Astre 已提交
3296
				mipmap = mipmaps[ i ];
M
Mr.doob 已提交
3297

3298
				if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
3299

3300
					if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
M
Mr.doob 已提交
3301

3302
						state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
3303

3304
					} else {
M
Mr.doob 已提交
3305

3306
						console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
M
Mr.doob 已提交
3307

3308
					}
M
Mr.doob 已提交
3309

H
Henri Astre 已提交
3310
				} else {
M
Mr.doob 已提交
3311

3312
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3313

M
Mr.doob 已提交
3314 3315
				}

H
Henri Astre 已提交
3316 3317 3318 3319 3320 3321 3322 3323 3324
			}

		} 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 ) {
M
Mr.doob 已提交
3325

3326
				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3327 3328

					mipmap = mipmaps[ i ];
3329
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
M
Mr.doob 已提交
3330 3331 3332

				}

H
Henri Astre 已提交
3333
				texture.generateMipmaps = false;
M
Mr.doob 已提交
3334

H
Henri Astre 已提交
3335
			} else {
M
Mr.doob 已提交
3336

3337
				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
Mr.doob 已提交
3338

H
Henri Astre 已提交
3339
			}
M
Mr.doob 已提交
3340

H
Henri Astre 已提交
3341
		}
M
Mr.doob 已提交
3342

H
Henri Astre 已提交
3343
		if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
3344

H
Henri Astre 已提交
3345
		texture.needsUpdate = false;
M
Mr.doob 已提交
3346

B
Ben Adams 已提交
3347
		if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
3348

H
Henri Astre 已提交
3349
	};
M
Mr.doob 已提交
3350

H
Henri Astre 已提交
3351
	this.setTexture = function ( texture, slot ) {
M
Mr.doob 已提交
3352

3353
		// if the image has been uploaded into a separate renderer, will need to reupload to this renderer
3354
		if ( ( texture.image && texture.image.complete !== false ) && texture.__webglInit === true && properties.get( texture ).__webglInit === undefined ) {
3355 3356 3357 3358 3359

			texture.needsUpdate = true;

		}

3360
		if ( texture.needsUpdate === true ) {
M
Mr.doob 已提交
3361

3362
			var image = texture.image;
M
Mr.doob 已提交
3363

3364 3365
			if ( image === undefined ) {

3366
				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
3367 3368 3369 3370
				return;

			}

3371
			if ( image.complete === false ) {
M
Mr.doob 已提交
3372

3373
				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
3374 3375 3376 3377
				return;

			}

3378
			_this.uploadTexture( texture, slot );
3379
			return;
M
Mr.doob 已提交
3380 3381 3382

		}

B
Ben Adams 已提交
3383
		state.activeTexture( _gl.TEXTURE0 + slot );
3384
		state.bindTexture( _gl.TEXTURE_2D, properties.get( texture ).__webglTexture );
3385

M
Mr.doob 已提交
3386 3387 3388 3389
	};

	function clampToMaxSize ( image, maxSize ) {

3390
		if ( image.width > maxSize || image.height > maxSize ) {
M
Mr.doob 已提交
3391

3392 3393
			// Warning: Scaling through the canvas will only work with images that use
			// premultiplied alpha.
M
Mr.doob 已提交
3394

3395
			var scale = maxSize / Math.max( image.width, image.height );
M
Mr.doob 已提交
3396

3397 3398 3399
			var canvas = document.createElement( 'canvas' );
			canvas.width = Math.floor( image.width * scale );
			canvas.height = Math.floor( image.height * scale );
M
Mr.doob 已提交
3400

3401 3402
			var context = canvas.getContext( '2d' );
			context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
M
Mr.doob 已提交
3403

3404
			console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
M
Mr.doob 已提交
3405

3406 3407 3408
			return canvas;

		}
M
Mr.doob 已提交
3409

3410
		return image;
M
Mr.doob 已提交
3411 3412 3413 3414 3415

	}

	function setCubeTexture ( texture, slot ) {

3416
		var textureProperties = properties.get( texture );
3417

M
Mr.doob 已提交
3418 3419 3420 3421
		if ( texture.image.length === 6 ) {

			if ( texture.needsUpdate ) {

3422
				if ( ! textureProperties.__image__webglTextureCube ) {
M
Mr.doob 已提交
3423

3424 3425
					texture.addEventListener( 'dispose', onTextureDispose );

3426
					textureProperties.__image__webglTextureCube = _gl.createTexture();
M
Mr.doob 已提交
3427 3428 3429 3430 3431

					_this.info.memory.textures ++;

				}

B
Ben Adams 已提交
3432
				state.activeTexture( _gl.TEXTURE0 + slot );
3433
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
M
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3434 3435 3436

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

M
Mr.doob 已提交
3437 3438
				var isCompressed = texture instanceof THREE.CompressedTexture;
				var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
M
Mr.doob 已提交
3439 3440 3441 3442 3443

				var cubeImage = [];

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

3444
					if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
M
Mr.doob 已提交
3445 3446 3447 3448 3449

						cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );

					} else {

3450
						cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
M
Mr.doob 已提交
3451 3452 3453 3454 3455 3456

					}

				}

				var image = cubeImage[ 0 ],
3457
				isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
M
Mr.doob 已提交
3458 3459 3460 3461 3462 3463 3464
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );

				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

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

3465
					if ( ! isCompressed ) {
M
Mr.doob 已提交
3466

M
Mr.doob 已提交
3467
						if ( isDataTexture ) {
3468

3469
							state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
3470

M
Mr.doob 已提交
3471
						} else {
3472

3473
							state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
3474

M
Mr.doob 已提交
3475 3476
						}

3477
					} else {
3478

M
Mr.doob 已提交
3479 3480
						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

3481
						for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
M
Mr.doob 已提交
3482 3483

							mipmap = mipmaps[ j ];
M
Mr.doob 已提交
3484

3485
							if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
3486

3487
								if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
M
Mr.doob 已提交
3488

3489
									state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
3490

3491
								} else {
M
Mr.doob 已提交
3492

3493
									console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
M
Mr.doob 已提交
3494

3495
								}
M
Mr.doob 已提交
3496

3497
							} else {
M
Mr.doob 已提交
3498

3499
								state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3500

3501
							}
M
Mr.doob 已提交
3502

3503
						}
M
Mr.doob 已提交
3504

M
Mr.doob 已提交
3505
					}
M
Mr.doob 已提交
3506

M
Mr.doob 已提交
3507 3508 3509 3510 3511 3512 3513 3514 3515 3516
				}

				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}

				texture.needsUpdate = false;

B
Ben Adams 已提交
3517
				if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
3518 3519 3520

			} else {

B
Ben Adams 已提交
3521
				state.activeTexture( _gl.TEXTURE0 + slot );
3522
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
M
Mr.doob 已提交
3523 3524 3525 3526 3527

			}

		}

M
Mr.doob 已提交
3528
	}
M
Mr.doob 已提交
3529 3530 3531

	function setCubeTextureDynamic ( texture, slot ) {

B
Ben Adams 已提交
3532
		state.activeTexture( _gl.TEXTURE0 + slot );
3533
		state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
M
Mr.doob 已提交
3534

M
Mr.doob 已提交
3535
	}
M
Mr.doob 已提交
3536 3537 3538 3539 3540 3541

	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {

		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
3542
		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, properties.get( renderTarget ).__webglTexture, 0 );
M
Mr.doob 已提交
3543

M
Mr.doob 已提交
3544
	}
M
Mr.doob 已提交
3545

M
Mr.doob 已提交
3546
	function setupRenderBuffer ( renderbuffer, renderTarget ) {
M
Mr.doob 已提交
3547 3548 3549 3550 3551 3552 3553 3554 3555

		_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.
3556
		} else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
M
Mr.doob 已提交
3557 3558 3559 3560 3561 3562 3563 3564 3565 3566 3567 3568 3569 3570 3571

			_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 );

		}

M
Mr.doob 已提交
3572
	}
M
Mr.doob 已提交
3573 3574 3575 3576 3577

	this.setRenderTarget = function ( renderTarget ) {

		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );

3578
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
3579

3580
			var renderTargetProperties = properties.get( renderTarget );
M
Mr.doob 已提交
3581 3582 3583 3584 3585 3586

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

			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

3587
			renderTargetProperties.__webglTexture = _gl.createTexture();
M
Mr.doob 已提交
3588 3589 3590 3591 3592

			_this.info.memory.textures ++;

			// Setup texture, create render and frame buffers

3593
			var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
M
Mr.doob 已提交
3594 3595 3596 3597 3598
				glFormat = paramThreeToGL( renderTarget.format ),
				glType = paramThreeToGL( renderTarget.type );

			if ( isCube ) {

3599 3600
				renderTargetProperties.__webglFramebuffer = [];
				renderTargetProperties.__webglRenderbuffer = [];
M
Mr.doob 已提交
3601

3602
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTargetProperties.__webglTexture );
B
Ben Adams 已提交
3603

M
Mr.doob 已提交
3604 3605 3606 3607
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );

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

3608 3609
					renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
					renderTargetProperties.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
M
Mr.doob 已提交
3610

3611
					state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
M
Mr.doob 已提交
3612

3613 3614
					setupFrameBuffer( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
					setupRenderBuffer( renderTargetProperties.__webglRenderbuffer[ i ], renderTarget );
M
Mr.doob 已提交
3615 3616 3617

				}

3618
				if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
M
Mr.doob 已提交
3619 3620 3621

			} else {

3622
				renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
M
Mr.doob 已提交
3623 3624 3625

				if ( renderTarget.shareDepthFrom ) {

3626
					renderTargetProperties.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
M
Mr.doob 已提交
3627 3628 3629

				} else {

3630
					renderTargetProperties.__webglRenderbuffer = _gl.createRenderbuffer();
M
Mr.doob 已提交
3631 3632 3633

				}

3634
				state.bindTexture( _gl.TEXTURE_2D, renderTargetProperties.__webglTexture );
M
Mr.doob 已提交
3635 3636
				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );

3637
				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
M
Mr.doob 已提交
3638

3639
				setupFrameBuffer( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
M
Mr.doob 已提交
3640 3641 3642 3643 3644

				if ( renderTarget.shareDepthFrom ) {

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

3645
						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
M
Mr.doob 已提交
3646 3647 3648

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

3649
						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
M
Mr.doob 已提交
3650 3651 3652 3653 3654

					}

				} else {

3655
					setupRenderBuffer( renderTargetProperties.__webglRenderbuffer, renderTarget );
M
Mr.doob 已提交
3656 3657 3658

				}

3659
				if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
3660 3661 3662 3663 3664 3665 3666

			}

			// Release everything

			if ( isCube ) {

B
Ben Adams 已提交
3667
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
3668 3669 3670

			} else {

B
Ben Adams 已提交
3671
				state.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
3672 3673 3674 3675 3676 3677 3678 3679 3680 3681 3682 3683

			}

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

		}

		var framebuffer, width, height, vx, vy;

		if ( renderTarget ) {

3684
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
3685

M
Mr.doob 已提交
3686 3687
			if ( isCube ) {

3688
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
3689 3690 3691

			} else {

3692
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
3693 3694 3695 3696 3697 3698 3699 3700 3701 3702 3703 3704 3705 3706 3707 3708 3709 3710 3711 3712 3713 3714 3715 3716 3717 3718 3719 3720 3721 3722 3723 3724 3725 3726 3727

			}

			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;

	};

3728
	this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
3729

G
gero3 已提交
3730
		if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
3731

3732
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
3733
			return;
3734

G
gero3 已提交
3735
		}
3736

3737
		if ( properties.get( renderTarget ).__webglFramebuffer ) {
3738

G
gero3 已提交
3739
			if ( renderTarget.format !== THREE.RGBAFormat ) {
3740

3741
				console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
G
gero3 已提交
3742
				return;
3743

G
gero3 已提交
3744
			}
3745

G
gero3 已提交
3746
			var restore = false;
3747

3748
			if ( properties.get( renderTarget ).__webglFramebuffer !== _currentFramebuffer ) {
3749

3750
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, properties.get( renderTarget ).__webglFramebuffer );
3751

G
gero3 已提交
3752
				restore = true;
3753

G
gero3 已提交
3754
			}
3755

G
gero3 已提交
3756
			if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
3757

G
gero3 已提交
3758
				_gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
3759

G
gero3 已提交
3760
			} else {
3761

3762
				console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
3763

G
gero3 已提交
3764
			}
3765

G
gero3 已提交
3766
			if ( restore ) {
3767

G
gero3 已提交
3768
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
3769

G
gero3 已提交
3770
			}
3771

G
gero3 已提交
3772
		}
3773 3774 3775

	};

M
Mr.doob 已提交
3776 3777 3778 3779
	function updateRenderTargetMipmap ( renderTarget ) {

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

3780
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( renderTarget ).__webglTexture );
M
Mr.doob 已提交
3781
			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
B
Ben Adams 已提交
3782
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
3783 3784 3785

		} else {

3786
			state.bindTexture( _gl.TEXTURE_2D, properties.get( renderTarget ).__webglTexture );
M
Mr.doob 已提交
3787
			_gl.generateMipmap( _gl.TEXTURE_2D );
B
Ben Adams 已提交
3788
			state.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
3789 3790 3791

		}

M
Mr.doob 已提交
3792
	}
M
Mr.doob 已提交
3793 3794 3795 3796 3797 3798 3799 3800 3801 3802 3803 3804 3805

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

	function filterFallback ( f ) {

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

			return _gl.NEAREST;

		}

		return _gl.LINEAR;

M
Mr.doob 已提交
3806
	}
M
Mr.doob 已提交
3807 3808 3809 3810 3811

	// Map three.js constants to WebGL constants

	function paramThreeToGL ( p ) {

3812 3813
		var extension;

M
Mr.doob 已提交
3814 3815 3816 3817 3818 3819 3820 3821 3822 3823 3824 3825 3826 3827 3828 3829 3830 3831 3832 3833 3834 3835 3836 3837
		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;

3838 3839 3840 3841 3842 3843 3844 3845
		extension = extensions.get( 'OES_texture_half_float' );

		if ( extension !== null ) {

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

		}

M
Mr.doob 已提交
3846 3847 3848 3849 3850 3851 3852 3853 3854 3855 3856 3857 3858 3859 3860 3861 3862 3863 3864 3865 3866 3867 3868
		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;

3869
		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
M
Mr.doob 已提交
3870

3871 3872 3873 3874 3875 3876
		if ( extension !== null ) {

			if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
M
Mr.doob 已提交
3877 3878 3879

		}

3880 3881 3882
		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		if ( extension !== null ) {
P
Pierre Lepers 已提交
3883

3884 3885 3886 3887
			if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
			if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
			if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
			if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
P
Pierre Lepers 已提交
3888 3889 3890

		}

3891 3892 3893
		extension = extensions.get( 'EXT_blend_minmax' );

		if ( extension !== null ) {
3894

3895 3896
			if ( p === THREE.MinEquation ) return extension.MIN_EXT;
			if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
3897 3898 3899

		}

M
Mr.doob 已提交
3900 3901
		return 0;

M
Mr.doob 已提交
3902
	}
M
Mr.doob 已提交
3903 3904 3905 3906 3907

	// Allocations

	function allocateBones ( object ) {

3908
		if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
M
Mr.doob 已提交
3909 3910 3911 3912 3913 3914

			return 1024;

		} else {

			// default for when object is not specified
M
Mr.doob 已提交
3915
			// ( for example when prebuilding shader to be used with multiple objects )
M
Mr.doob 已提交
3916
			//
3917
			//  - leave some extra space for other uniforms
M
Mr.doob 已提交
3918 3919 3920 3921 3922 3923 3924 3925 3926 3927
			//  - 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 ) {

3928
				maxBones = Math.min( object.skeleton.bones.length, maxBones );
M
Mr.doob 已提交
3929

3930
				if ( maxBones < object.skeleton.bones.length ) {
M
Mr.doob 已提交
3931

3932
					console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
M
Mr.doob 已提交
3933 3934 3935 3936 3937 3938 3939 3940 3941

				}

			}

			return maxBones;

		}

M
Mr.doob 已提交
3942
	}
M
Mr.doob 已提交
3943

M
Mr.doob 已提交
3944
	function allocateLights( lights ) {
M
Mr.doob 已提交
3945

M
Mr.doob 已提交
3946 3947 3948 3949
		var dirLights = 0;
		var pointLights = 0;
		var spotLights = 0;
		var hemiLights = 0;
M
Mr.doob 已提交
3950

M
Mr.doob 已提交
3951
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
M
Mr.doob 已提交
3952

M
Mr.doob 已提交
3953
			var light = lights[ l ];
M
Mr.doob 已提交
3954

3955
			if ( light.onlyShadow || light.visible === false ) continue;
M
Mr.doob 已提交
3956 3957 3958 3959 3960 3961 3962 3963

			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
			if ( light instanceof THREE.PointLight ) pointLights ++;
			if ( light instanceof THREE.SpotLight ) spotLights ++;
			if ( light instanceof THREE.HemisphereLight ) hemiLights ++;

		}

3964
		return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
M
Mr.doob 已提交
3965

M
Mr.doob 已提交
3966
	}
M
Mr.doob 已提交
3967

M
Mr.doob 已提交
3968
	function allocateShadows( lights ) {
M
Mr.doob 已提交
3969

M
Mr.doob 已提交
3970
		var maxShadows = 0;
M
Mr.doob 已提交
3971

3972
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
M
Mr.doob 已提交
3973

M
Mr.doob 已提交
3974
			var light = lights[ l ];
M
Mr.doob 已提交
3975 3976 3977 3978 3979 3980 3981 3982 3983 3984

			if ( ! light.castShadow ) continue;

			if ( light instanceof THREE.SpotLight ) maxShadows ++;
			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;

		}

		return maxShadows;

3985
	}
M
Mr.doob 已提交
3986

M
Mr.doob 已提交
3987
	// DEPRECATED
3988

M
Mr.doob 已提交
3989 3990
	this.initMaterial = function () {

3991
		console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
M
Mr.doob 已提交
3992 3993

	};
M
Mr.doob 已提交
3994

M
Mr.doob 已提交
3995
	this.addPrePlugin = function () {
M
Mr.doob 已提交
3996

3997
		console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
M
Mr.doob 已提交
3998 3999 4000 4001 4002

	};

	this.addPostPlugin = function () {

4003
		console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
M
Mr.doob 已提交
4004 4005

	};
M
Mr.doob 已提交
4006

M
Mr.doob 已提交
4007 4008
	this.updateShadowMap = function () {

4009
		console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
M
Mr.doob 已提交
4010 4011 4012

	};

4013 4014 4015
	Object.defineProperties( this, {
		shadowMapEnabled: {
			get: function () {
M
Mr.doob 已提交
4016
				return shadowMap.enabled;
4017 4018
			},
			set: function ( value ) {
4019
				console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
M
Mr.doob 已提交
4020
				shadowMap.enabled = value;
4021 4022 4023 4024
			}
		},
		shadowMapType: {
			get: function () {
M
Mr.doob 已提交
4025
				return shadowMap.type;
4026 4027
			},
			set: function ( value ) {
4028
				console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
M
Mr.doob 已提交
4029
				shadowMap.type = value;
4030 4031 4032 4033
			}
		},
		shadowMapCullFace: {
			get: function () {
M
Mr.doob 已提交
4034
				return shadowMap.cullFace;
4035 4036
			},
			set: function ( value ) {
4037
				console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
M
Mr.doob 已提交
4038
				shadowMap.cullFace = value;
4039 4040 4041 4042
			}
		},
		shadowMapDebug: {
			get: function () {
M
Mr.doob 已提交
4043
				return shadowMap.debug;
4044 4045
			},
			set: function ( value ) {
4046
				console.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
M
Mr.doob 已提交
4047
				shadowMap.debug = value;
4048 4049 4050 4051
			}
		},
		shadowMapCascade: {
			get: function () {
M
Mr.doob 已提交
4052
				return shadowMap.cascade;
4053 4054
			},
			set: function ( value ) {
4055
				console.warn( 'THREE.WebGLRenderer: .shadowMapCascade is now .shadowMap.cascade.' );
M
Mr.doob 已提交
4056
				shadowMap.cascade = value;
4057 4058 4059 4060
			}
		}
	} );

M
Mr.doob 已提交
4061
};