WebGLRenderer.js 129.3 KB
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
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 * @author alteredq / http://alteredqualia.com/
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 * @author szimek / https://github.com/szimek/
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 */

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THREE.WebGLRenderer = function ( parameters ) {
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	// Currently you can use just up to 4 directional / point lights total.
	// Chrome barfs on shader linking when there are more than 4 lights :(
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	// The problem comes from shader using too many varying vectors.
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	// This is not GPU limitation as the same shader works ok in Firefox
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	// and Chrome with "--use-gl=desktop" flag.
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	// Difference comes from Chrome on Windows using by default ANGLE,
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	// thus going DirectX9 route (while FF uses OpenGL).
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	// See http://code.google.com/p/chromium/issues/detail?id=63491
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	var _this = this,
	_gl, _canvas = document.createElement( 'canvas' ),
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	_programs = [],
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	_currentProgram = null,
	_currentFramebuffer = null,
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	_currentDepthMask = true,
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	// gl state cache
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	_oldDoubleSided = null,
	_oldFlipSided = null,
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	_oldBlending = null,
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	_oldDepth = null,
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	_cullEnabled = true,
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	_viewportX = 0,
	_viewportY = 0,
	_viewportWidth = 0,
	_viewportHeight = 0,

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	// camera matrices caches
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	_frustum = [
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		new THREE.Vector4(),
		new THREE.Vector4(),
		new THREE.Vector4(),
		new THREE.Vector4(),
		new THREE.Vector4(),
		new THREE.Vector4()
	 ],

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	_projScreenMatrix = new THREE.Matrix4(),
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	_projectionMatrixArray = new Float32Array( 16 ),
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	_viewMatrixArray = new Float32Array( 16 ),
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	_vector3 = new THREE.Vector4(),
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	// light arrays cache
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	_lights = {

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		ambient: [ 0, 0, 0 ],
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		directional: { length: 0, colors: new Array(), positions: new Array() },
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		point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
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	},

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	// parameters
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	parameters = parameters || {};
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	stencil = parameters.stencil !== undefined ? parameters.stencil : true,
	antialias = parameters.antialias !== undefined ? parameters.antialias : false,
	clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
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	clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
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	this.data = {

		vertices: 0,
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		faces: 0,
		drawCalls: 0
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	};
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	this.maxMorphTargets = 8;
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	this.domElement = _canvas;
	this.autoClear = true;
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	this.sortObjects = true;
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	initGL( antialias, clearColor, clearAlpha, stencil );
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	this.context = _gl;

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	var _supportsVertexTextures = ( maxVertexTextures() > 0 );
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	// prepare stencil shadow polygon
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	if ( stencil ) {

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		var _stencilShadow      = {};
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		_stencilShadow.vertices = new Float32Array( 12 );
		_stencilShadow.faces    = new Uint16Array( 6 );
		_stencilShadow.darkness = 0.5;
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		_stencilShadow.vertices[ 0 * 3 + 0 ] = -20; _stencilShadow.vertices[ 0 * 3 + 1 ] = -20; _stencilShadow.vertices[ 0 * 3 + 2 ] = -1;
		_stencilShadow.vertices[ 1 * 3 + 0 ] =  20; _stencilShadow.vertices[ 1 * 3 + 1 ] = -20; _stencilShadow.vertices[ 1 * 3 + 2 ] = -1;
		_stencilShadow.vertices[ 2 * 3 + 0 ] =  20; _stencilShadow.vertices[ 2 * 3 + 1 ] =  20; _stencilShadow.vertices[ 2 * 3 + 2 ] = -1;
		_stencilShadow.vertices[ 3 * 3 + 0 ] = -20; _stencilShadow.vertices[ 3 * 3 + 1 ] =  20; _stencilShadow.vertices[ 3 * 3 + 2 ] = -1;
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		_stencilShadow.faces[ 0 ] = 0; _stencilShadow.faces[ 1 ] = 1; _stencilShadow.faces[ 2 ] = 2;
		_stencilShadow.faces[ 3 ] = 0; _stencilShadow.faces[ 4 ] = 2; _stencilShadow.faces[ 5 ] = 3;
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		_stencilShadow.vertexBuffer  = _gl.createBuffer();
		_stencilShadow.elementBuffer = _gl.createBuffer();
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		_gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
		_gl.bufferData( _gl.ARRAY_BUFFER,  _stencilShadow.vertices, _gl.STATIC_DRAW );
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		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.faces, _gl.STATIC_DRAW );
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		_stencilShadow.program = _gl.createProgram();
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		_gl.attachShader( _stencilShadow.program, getShader( "fragment", THREE.ShaderLib.shadowPost.fragmentShader ));
		_gl.attachShader( _stencilShadow.program, getShader( "vertex",   THREE.ShaderLib.shadowPost.vertexShader   ));
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		_gl.linkProgram( _stencilShadow.program );
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		_stencilShadow.vertexLocation     = _gl.getAttribLocation ( _stencilShadow.program, "position"         );
		_stencilShadow.projectionLocation = _gl.getUniformLocation( _stencilShadow.program, "projectionMatrix" );
		_stencilShadow.darknessLocation   = _gl.getUniformLocation( _stencilShadow.program, "darkness"         );
	}
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	// prepare lens flare
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	var _lensFlare = {};
	var i;
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	_lensFlare.vertices     = new Float32Array( 8 + 8 );
	_lensFlare.faces        = new Uint16Array( 6 );
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	i = 0;
	_lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1;	// vertex
	_lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 0;	// uv... etc.
	_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = -1;
	_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 0;
	_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;
	_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;
	_lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
	_lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 1;

	i = 0;
	_lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
	_lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;

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	_lensFlare.vertexBuffer     = _gl.createBuffer();
	_lensFlare.elementBuffer    = _gl.createBuffer();
	_lensFlare.tempTexture      = _gl.createTexture();
	_lensFlare.occlusionTexture = _gl.createTexture();
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	_gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
	_gl.bufferData( _gl.ARRAY_BUFFER,  _lensFlare.vertices, _gl.STATIC_DRAW );
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	_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
	_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );

	_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
	_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
	_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
	_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
	_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
	_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );

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	_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
	_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
	_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
	_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
	_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
	_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );

	if( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
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		_lensFlare.hasVertexTexture = false;

		_lensFlare.program = _gl.createProgram();
		_gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlare.fragmentShader ));
		_gl.attachShader( _lensFlare.program, getShader( "vertex",   THREE.ShaderLib.lensFlare.vertexShader   ));
		_gl.linkProgram( _lensFlare.program );

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	} else {

		_lensFlare.hasVertexTexture = true;
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		_lensFlare.program = _gl.createProgram();
		_gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlareVertexTexture.fragmentShader ));
		_gl.attachShader( _lensFlare.program, getShader( "vertex",   THREE.ShaderLib.lensFlareVertexTexture.vertexShader   ));
		_gl.linkProgram( _lensFlare.program );
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	}
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	_lensFlare.attributes = {};
	_lensFlare.uniforms = {};
	_lensFlare.attributes.vertex       = _gl.getAttribLocation ( _lensFlare.program, "position" );
	_lensFlare.attributes.uv           = _gl.getAttribLocation ( _lensFlare.program, "UV" );
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	_lensFlare.uniforms.renderType     = _gl.getUniformLocation( _lensFlare.program, "renderType" );
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	_lensFlare.uniforms.map            = _gl.getUniformLocation( _lensFlare.program, "map" );
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	_lensFlare.uniforms.occlusionMap   = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
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	_lensFlare.uniforms.opacity        = _gl.getUniformLocation( _lensFlare.program, "opacity" );
	_lensFlare.uniforms.scale          = _gl.getUniformLocation( _lensFlare.program, "scale" );
	_lensFlare.uniforms.rotation       = _gl.getUniformLocation( _lensFlare.program, "rotation" );
	_lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );

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	//_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
	//_gl.enableVertexAttribArray( _lensFlare.attributes.uv );
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	var _lensFlareAttributesEnabled = false;
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	// prepare sprites
	
	_sprite = {};

	_sprite.vertices = new Float32Array( 8 + 8 );
	_sprite.faces    = new Uint16Array( 6 );

	i = 0;
	_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1;	// vertex
	_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 0;	// uv... etc.
	_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = -1;
	_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 0;
	_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;
	_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;
	_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;
	_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 1;

	i = 0;
	_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
	_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;

	_sprite.vertexBuffer  = _gl.createBuffer();
	_sprite.elementBuffer = _gl.createBuffer();

	_gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
	_gl.bufferData( _gl.ARRAY_BUFFER,  _sprite.vertices, _gl.STATIC_DRAW );

	_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
	_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );


	_sprite.program = _gl.createProgram();
	_gl.attachShader( _sprite.program, getShader( "fragment", THREE.ShaderLib.sprite.fragmentShader ));
	_gl.attachShader( _sprite.program, getShader( "vertex",   THREE.ShaderLib.sprite.vertexShader   ));
	_gl.linkProgram( _sprite.program );

	_sprite.attributes = {};
	_sprite.uniforms = {};
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	_sprite.attributes.position           = _gl.getAttribLocation ( _sprite.program, "position" );
	_sprite.attributes.uv                 = _gl.getAttribLocation ( _sprite.program, "uv" );
	_sprite.uniforms.uvOffset             = _gl.getUniformLocation( _sprite.program, "uvOffset" );
	_sprite.uniforms.uvScale              = _gl.getUniformLocation( _sprite.program, "uvScale" );
	_sprite.uniforms.rotation             = _gl.getUniformLocation( _sprite.program, "rotation" );
	_sprite.uniforms.scale                = _gl.getUniformLocation( _sprite.program, "scale" );
	_sprite.uniforms.alignment            = _gl.getUniformLocation( _sprite.program, "alignment" );
	_sprite.uniforms.map                  = _gl.getUniformLocation( _sprite.program, "map" );
	_sprite.uniforms.opacity              = _gl.getUniformLocation( _sprite.program, "opacity" );
	_sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
	_sprite.uniforms.affectedByDistance   = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
	_sprite.uniforms.screenPosition    	  = _gl.getUniformLocation( _sprite.program, "screenPosition" );
	_sprite.uniforms.modelViewMatrix      = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
	_sprite.uniforms.projectionMatrix     = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
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	//_gl.enableVertexAttribArray( _sprite.attributes.position );
	//_gl.enableVertexAttribArray( _sprite.attributes.uv );
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	var _spriteAttributesEnabled = false;
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	this.setSize = function ( width, height ) {

		_canvas.width = width;
		_canvas.height = height;
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		this.setViewport( 0, 0, _canvas.width, _canvas.height );

	};
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	this.setViewport = function ( x, y, width, height ) {
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		_viewportX = x;
		_viewportY = y;
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		_viewportWidth = width;
		_viewportHeight = height;
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		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
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	};
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	this.setScissor = function ( x, y, width, height ) {
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		_gl.scissor( x, y, width, height );
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	};
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	this.enableScissorTest = function ( enable ) {
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		if ( enable )
			_gl.enable( _gl.SCISSOR_TEST );
		else
			_gl.disable( _gl.SCISSOR_TEST );
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	};
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	this.enableDepthBufferWrite = function ( enable ) {
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		_currentDepthMask = enable;
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		_gl.depthMask( enable );

	};
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	this.setClearColorHex = function ( hex, alpha ) {
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		var color = new THREE.Color( hex );
		_gl.clearColor( color.r, color.g, color.b, alpha );
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	};
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	this.setClearColor = function ( color, alpha ) {
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		_gl.clearColor( color.r, color.g, color.b, alpha );

	};
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	this.clear = function () {

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		_gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT | _gl.STENCIL_BUFFER_BIT );
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	};

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	this.setStencilShadowDarkness = function( value ) {
		
		_stencilShadow.darkness = value;
	};

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	this.getContext = function() {
		
		return _gl;
		
	}

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	function setupLights ( program, lights ) {
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		var l, ll, light, r = 0, g = 0, b = 0,
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		color, position, intensity, distance,
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		zlights = _lights,
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		dcolors = zlights.directional.colors,
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		dpositions = zlights.directional.positions,
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		pcolors = zlights.point.colors,
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		ppositions = zlights.point.positions,
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		pdistances = zlights.point.distances,
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		dlength = 0,
		plength = 0,
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		doffset = 0,
		poffset = 0;
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		for ( l = 0, ll = lights.length; l < ll; l++ ) {
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			light = lights[ l ];
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			color = light.color;
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			position = light.position;
			intensity = light.intensity;
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			distance = light.distance;
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			if ( light instanceof THREE.AmbientLight ) {

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				r += color.r;
				g += color.g;
				b += color.b;
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			} else if ( light instanceof THREE.DirectionalLight ) {
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				doffset = dlength * 3;
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				dcolors[ doffset ] = color.r * intensity;
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				dcolors[ doffset + 1 ] = color.g * intensity;
				dcolors[ doffset + 2 ] = color.b * intensity;
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				dpositions[ doffset ] = position.x;
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				dpositions[ doffset + 1 ] = position.y;
				dpositions[ doffset + 2 ] = position.z;
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				dlength += 1;
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			} else if( light instanceof THREE.PointLight ) {

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				poffset = plength * 3;
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				pcolors[ poffset ] = color.r * intensity;
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				pcolors[ poffset + 1 ] = color.g * intensity;
				pcolors[ poffset + 2 ] = color.b * intensity;
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				ppositions[ poffset ] = position.x;
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				ppositions[ poffset + 1 ] = position.y;
				ppositions[ poffset + 2 ] = position.z;
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				pdistances[ plength ] = distance;

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				plength += 1;
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			}

		}
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		// null eventual remains from removed lights
		// (this is to avoid if in shader)
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		for( l = dlength * 3; l < dcolors.length; l++ ) dcolors[ l ] = 0.0;
		for( l = plength * 3; l < pcolors.length; l++ ) pcolors[ l ] = 0.0;
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		zlights.point.length = plength;
		zlights.directional.length = dlength;
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		zlights.ambient[ 0 ] = r;
		zlights.ambient[ 1 ] = g;
		zlights.ambient[ 2 ] = b;
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	};
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	function createParticleBuffers ( geometry ) {
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		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
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445
	};
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446

447
	function createLineBuffers( geometry ) {
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448

449 450
		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
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451

452
	};
453

454
	function createRibbonBuffers( geometry ) {
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455

456 457
		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
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458 459 460

	};

461
	function createMeshBuffers( geometryGroup ) {
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Mr.doob 已提交
462

463 464 465 466 467 468
		geometryGroup.__webglVertexBuffer = _gl.createBuffer();
		geometryGroup.__webglNormalBuffer = _gl.createBuffer();
		geometryGroup.__webglTangentBuffer = _gl.createBuffer();
		geometryGroup.__webglColorBuffer = _gl.createBuffer();
		geometryGroup.__webglUVBuffer = _gl.createBuffer();
		geometryGroup.__webglUV2Buffer = _gl.createBuffer();
469

470 471 472 473 474 475 476 477 478
		geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
		geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
		geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
		geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();

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

		if ( geometryGroup.numMorphTargets ) {
479

480
			var m, ml;
481 482 483 484 485 486
			geometryGroup.__webglMorphTargetsBuffers = []; 

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

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

487 488 489
			}

		}
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490

491
	};
492

493
	function initLineBuffers ( geometry ) {
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495 496 497
		var nvertices = geometry.vertices.length;

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
498
		geometry.__colorArray = new Float32Array( nvertices * 3 );
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500
		geometry.__webglLineCount = nvertices;
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501

502
	};
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503

504
	function initRibbonBuffers ( geometry ) {
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505 506 507 508 509 510

		var nvertices = geometry.vertices.length;

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

511
		geometry.__webglVertexCount = nvertices;
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512 513

	};
514

515
	function initParticleBuffers ( geometry ) {
516 517 518 519

		var nvertices = geometry.vertices.length;

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
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520
		geometry.__colorArray = new Float32Array( nvertices * 3 );
521

522
		geometry.__sortArray = [];
523

524
		geometry.__webglParticleCount = nvertices;
525 526 527

	};

528
	function initMeshBuffers ( geometryGroup, object ) {
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529

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530
		var f, fl, fi, face,
531
		m, ml, size,
532 533 534 535 536 537
		nvertices = 0, ntris = 0, nlines = 0,

		uvType,
		vertexColorType,
		normalType,
		materials,
538
		attribute,
539 540 541 542

		geometry = object.geometry,
		obj_faces = geometry.faces,
		chunk_faces = geometryGroup.faces;
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543

544
		for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
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545

546 547
			fi = chunk_faces[ f ];
			face = obj_faces[ fi ];
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548

549
			if ( face instanceof THREE.Face3 ) {
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550

551 552 553
				nvertices += 3;
				ntris += 1;
				nlines += 3;
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554

555
			} else if ( face instanceof THREE.Face4 ) {
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556

557 558
				nvertices += 4;
				ntris += 2;
559
				nlines += 4;
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560

561
			}
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562

563
		}
564 565 566

		materials = unrollGroupMaterials( geometryGroup, object );

567 568
		uvType = bufferGuessUVType( materials, geometryGroup, object );
		normalType = bufferGuessNormalType( materials, geometryGroup, object );
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569 570
		vertexColorType = bufferGuessVertexColorType( materials, geometryGroup, object );

571
		//console.log("uvType",uvType, "normalType",normalType, "vertexColorType",vertexColorType, object, geometryGroup, materials );
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573
		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
574

575
		if ( normalType ) {
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577
			geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
M
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578

579
		}
580

581
		if ( geometry.hasTangents ) {
582

583
			geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
584

585
		}
586

587
		if ( vertexColorType ) {
588

589
			geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
M
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590

591
		}
M
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592

593
		if ( uvType ) {
594

595
			if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
596

597 598 599 600 601
				geometryGroup.__uvArray = new Float32Array( nvertices * 2 );

			}

			if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
602

603 604 605 606 607 608 609 610 611 612 613 614 615 616 617
				geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );

			}

		}

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

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

		}

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618
		geometryGroup.__faceArray = new Uint16Array( ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 ));
619
		geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
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Mr.doob 已提交
620

621 622
		if ( geometryGroup.numMorphTargets ) {

623
			geometryGroup.__morphTargetsArrays = []; 
624 625 626

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

627 628
				geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );

629 630 631
			}

		}
632

633
		geometryGroup.__needsSmoothNormals = ( normalType == THREE.SmoothShading );
634

635 636 637 638
		geometryGroup.__uvType = uvType;
		geometryGroup.__vertexColorType = vertexColorType;
		geometryGroup.__normalType = normalType;

639 640
		geometryGroup.__webglFaceCount = ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 );
		geometryGroup.__webglLineCount = nlines * 2;
641

M
Mr.doob 已提交
642

643
		// custom attributes
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644 645 646 647 648

		for ( m = 0, ml = materials.length; m < ml; m ++ ) {

			if ( materials[ m ].attributes ) {

649 650
				geometryGroup.__webglCustomAttributes = {};

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651 652
				for ( a in materials[ m ].attributes ) {

653
					attribute = materials[ m ].attributes[ a ];
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654

655 656 657 658 659 660 661 662 663 664 665 666 667 668 669
					if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
						
						attribute.__webglInitialized = true;
						
						size = 1;		// "f" and "i"
	
						if( attribute.type === "v2" ) size = 2;
						else if( attribute.type === "v3" ) size = 3;
						else if( attribute.type === "v4" ) size = 4;
						else if( attribute.type === "c"  ) size = 3;
	
						attribute.size = size;
						attribute.needsUpdate = true;
						attribute.array = new Float32Array( nvertices * size );
						attribute.buffer = _gl.createBuffer();
670
						attribute.buffer.belongsToAttribute = a;
671 672
						
					}
673 674 675 676 677 678

					geometryGroup.__webglCustomAttributes[ a ] = attribute;

				}

			}
M
Mr.doob 已提交
679

680
		}
681

682
	};
M
Mr.doob 已提交
683

684

685
	function setMeshBuffers ( geometryGroup, object, hint ) {
686

M
Mr.doob 已提交
687
		var f, fl, fi, face,
688 689 690 691 692 693 694 695 696 697 698 699 700
		vertexNormals, faceNormal, normal,
		vertexColors, faceColor,
		vertexTangents,
		uvType, vertexColorType, normalType,
		uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
		c1, c2, c3, c4,
		sw1, sw2, sw3, sw4,
		si1, si2, si3, si4,
		sa1, sa2, sa3, sa4,
		sb1, sb2, sb3, sb4,
		m, ml, i,
		vn, uvi, uv2i,
		vk, vkl, vka,
701
		a,
M
Mr.doob 已提交
702

703
		vertexIndex = 0,
704

705 706
		offset = 0,
		offset_uv = 0,
707
		offset_uv2 = 0,
708 709 710 711
		offset_face = 0,
		offset_normal = 0,
		offset_tangent = 0,
		offset_line = 0,
712
		offset_color = 0,
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713
		offset_skin = 0,
714
		offset_morphTarget = 0,
715
		offset_custom = 0,
716
		offset_customSrc = 0,
M
Mr.doob 已提交
717

718 719 720 721 722 723
		vertexArray = geometryGroup.__vertexArray,
		uvArray = geometryGroup.__uvArray,
		uv2Array = geometryGroup.__uv2Array,
		normalArray = geometryGroup.__normalArray,
		tangentArray = geometryGroup.__tangentArray,
		colorArray = geometryGroup.__colorArray,
724

725 726 727 728
		skinVertexAArray = geometryGroup.__skinVertexAArray,
		skinVertexBArray = geometryGroup.__skinVertexBArray,
		skinIndexArray = geometryGroup.__skinIndexArray,
		skinWeightArray = geometryGroup.__skinWeightArray,
M
Mr.doob 已提交
729

730 731
		morphTargetsArrays = geometryGroup.__morphTargetsArrays,

732 733
		customAttributes = geometryGroup.__webglCustomAttributes,
		customAttribute,
734

735 736
		faceArray = geometryGroup.__faceArray,
		lineArray = geometryGroup.__lineArray,
M
Mr.doob 已提交
737

738
		needsSmoothNormals = geometryGroup.__needsSmoothNormals,
739

740
		vertexColorType = geometryGroup.__vertexColorType,
A
alteredq 已提交
741 742
		uvType = geometryGroup.__uvType,
		normalType = geometryGroup.__normalType,
743

744
		geometry = object.geometry, // this is shared for all chunks
745

746
		dirtyVertices = geometry.__dirtyVertices,
747 748 749
		dirtyElements = geometry.__dirtyElements,
		dirtyUvs = geometry.__dirtyUvs,
		dirtyNormals = geometry.__dirtyNormals,
750
		dirtyTangents = geometry.__dirtyTangents,
751
		dirtyColors = geometry.__dirtyColors,
752
		dirtyMorphTargets = geometry.__dirtyMorphTargets,
M
Mr.doob 已提交
753

754
		vertices = geometry.vertices,
755
		chunk_faces = geometryGroup.faces,
756
		obj_faces = geometry.faces,
757

758 759
		obj_uvs  = geometry.faceVertexUvs[ 0 ],
		obj_uvs2 = geometry.faceVertexUvs[ 1 ],
760

A
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761
		obj_colors = geometry.colors,
762

A
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763 764 765
		obj_skinVerticesA = geometry.skinVerticesA,
		obj_skinVerticesB = geometry.skinVerticesB,
		obj_skinIndices = geometry.skinIndices,
766
		obj_skinWeights = geometry.skinWeights,
767
		obj_edgeFaces = object instanceof THREE.ShadowVolume ? geometry.edgeFaces : undefined;
768 769

		morphTargets = geometry.morphTargets;
770

771
		if ( customAttributes ) {
M
Mr.doob 已提交
772

773
			for ( a in customAttributes ) {
M
Mr.doob 已提交
774

775
				customAttributes[ a ].offset = 0;
776
				customAttributes[ a ].offsetSrc = 0;
M
Mr.doob 已提交
777

778 779
			}

M
Mr.doob 已提交
780
		}
781 782


783
		for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
M
Mr.doob 已提交
784

785 786
			fi = chunk_faces[ f ];
			face = obj_faces[ fi ];
787 788

			if ( obj_uvs ) {
A
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789 790 791 792

				uv = obj_uvs[ fi ];

			}
793 794 795

			if ( obj_uvs2 ) {

A
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796 797 798
				uv2 = obj_uvs2[ fi ];

			}
M
Mr.doob 已提交
799

800
			vertexNormals = face.vertexNormals;
801
			faceNormal = face.normal;
802

803 804
			vertexColors = face.vertexColors;
			faceColor = face.color;
805

806
			vertexTangents = face.vertexTangents;
807 808 809

			if ( face instanceof THREE.Face3 ) {

810
				if ( dirtyVertices ) {
M
Mr.doob 已提交
811

812 813 814
					v1 = vertices[ face.a ].position;
					v2 = vertices[ face.b ].position;
					v3 = vertices[ face.c ].position;
M
Mr.doob 已提交
815

816 817 818
					vertexArray[ offset ]     = v1.x;
					vertexArray[ offset + 1 ] = v1.y;
					vertexArray[ offset + 2 ] = v1.z;
M
Mr.doob 已提交
819

820 821 822
					vertexArray[ offset + 3 ] = v2.x;
					vertexArray[ offset + 4 ] = v2.y;
					vertexArray[ offset + 5 ] = v2.z;
823

824 825 826
					vertexArray[ offset + 6 ] = v3.x;
					vertexArray[ offset + 7 ] = v3.y;
					vertexArray[ offset + 8 ] = v3.z;
M
Mr.doob 已提交
827

828
					offset += 9;
M
Mr.doob 已提交
829

830
				}
831

832
				if ( customAttributes ) {
M
Mr.doob 已提交
833

834
					for ( a in customAttributes ) {
M
Mr.doob 已提交
835

836 837
						customAttribute = customAttributes[ a ];

M
Mr.doob 已提交
838 839
						if ( customAttribute.needsUpdate ) {

840
							offset_custom = customAttribute.offset;
841
							offset_customSrc = customAttribute.offsetSrc;
M
Mr.doob 已提交
842

843
							if( customAttribute.size === 1 ) {
M
Mr.doob 已提交
844

845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867
								if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
									
									customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
									customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
									customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
									
								} else if( customAttribute.boundTo === "faces" ) {
									
									customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
									customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
									customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];

									customAttribute.offsetSrc++;
								
								} else if( customAttribute.boundTo === "faceVertices" ) {
									
									customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
									customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
									customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
									
									customAttribute.offsetSrc += 3;
	
								}
M
Mr.doob 已提交
868

869
								customAttribute.offset += 3;
M
Mr.doob 已提交
870

871
							} else {
M
Mr.doob 已提交
872

873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895
								if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
									
									v1 = customAttribute.value[ face.a ];
									v2 = customAttribute.value[ face.b ];
									v3 = customAttribute.value[ face.c ];
									
								} else if( customAttribute.boundTo === "faces" ) {
									
									v1 = customAttribute.value[ offset_customSrc ];
									v2 = customAttribute.value[ offset_customSrc ];
									v3 = customAttribute.value[ offset_customSrc ];

									customAttribute.offsetSrc++;
									
								} else if( customAttribute.boundTo === "faceVertices" ) {
									
									v1 = customAttribute.value[ offset_customSrc + 0 ];
									v2 = customAttribute.value[ offset_customSrc + 1 ];
									v3 = customAttribute.value[ offset_customSrc + 2 ];
									
									customAttribute.offsetSrc += 3;
								}
								
M
Mr.doob 已提交
896

897
								if( customAttribute.size === 2 ) {
M
Mr.doob 已提交
898 899 900

									customAttribute.array[ offset_custom + 0 ] = v1.x;
									customAttribute.array[ offset_custom + 1 ] = v1.y;
901

M
Mr.doob 已提交
902 903
									customAttribute.array[ offset_custom + 2 ] = v2.x;
									customAttribute.array[ offset_custom + 3 ] = v2.y;
904

M
Mr.doob 已提交
905
									customAttribute.array[ offset_custom + 4 ] = v3.x;
906
									customAttribute.array[ offset_custom + 5 ] = v3.y;
M
Mr.doob 已提交
907

908
									customAttribute.offset += 6;
M
Mr.doob 已提交
909

910
								} else if( customAttribute.size === 3 ) {
M
Mr.doob 已提交
911

912 913 914 915 916
									if( customAttribute.type === "c" ) {
										
										customAttribute.array[ offset_custom + 0 ] = v1.r;
										customAttribute.array[ offset_custom + 1 ] = v1.g;
										customAttribute.array[ offset_custom + 2 ] = v1.b;
917

918 919 920
										customAttribute.array[ offset_custom + 3 ] = v2.r;
										customAttribute.array[ offset_custom + 4 ] = v2.g;
										customAttribute.array[ offset_custom + 5 ] = v2.b;
921

922 923 924 925 926 927 928 929 930
										customAttribute.array[ offset_custom + 6 ] = v3.r;
										customAttribute.array[ offset_custom + 7 ] = v3.g;
										customAttribute.array[ offset_custom + 8 ] = v3.b;
										
									} else {
										
										customAttribute.array[ offset_custom + 0 ] = v1.x;
										customAttribute.array[ offset_custom + 1 ] = v1.y;
										customAttribute.array[ offset_custom + 2 ] = v1.z;
931

932 933 934
										customAttribute.array[ offset_custom + 3 ] = v2.x;
										customAttribute.array[ offset_custom + 4 ] = v2.y;
										customAttribute.array[ offset_custom + 5 ] = v2.z;
935

936 937 938 939 940
										customAttribute.array[ offset_custom + 6 ] = v3.x;
										customAttribute.array[ offset_custom + 7 ] = v3.y;
										customAttribute.array[ offset_custom + 8 ] = v3.z;
										
									}
M
Mr.doob 已提交
941

942
									customAttribute.offset += 9;
M
Mr.doob 已提交
943

944
								} else {
M
Mr.doob 已提交
945 946 947 948 949

									customAttribute.array[ offset_custom + 0  ] = v1.x;
									customAttribute.array[ offset_custom + 1  ] = v1.y;
									customAttribute.array[ offset_custom + 2  ] = v1.z;
									customAttribute.array[ offset_custom + 3  ] = v1.w;
950

M
Mr.doob 已提交
951 952 953 954
									customAttribute.array[ offset_custom + 4  ] = v2.x;
									customAttribute.array[ offset_custom + 5  ] = v2.y;
									customAttribute.array[ offset_custom + 6  ] = v2.z;
									customAttribute.array[ offset_custom + 7  ] = v2.w;
955

M
Mr.doob 已提交
956
									customAttribute.array[ offset_custom + 8  ] = v3.x;
957 958 959
									customAttribute.array[ offset_custom + 9  ] = v3.y;
									customAttribute.array[ offset_custom + 10 ] = v3.z;
									customAttribute.array[ offset_custom + 11 ] = v3.w;
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Mr.doob 已提交
960

961
									customAttribute.offset += 12;
M
Mr.doob 已提交
962

963
								}
M
Mr.doob 已提交
964

965
							}
M
Mr.doob 已提交
966

967
						}
M
Mr.doob 已提交
968

969
					}
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Mr.doob 已提交
970

971 972 973
				}


974
				if ( dirtyMorphTargets ) {
975 976 977

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

978 979 980
						v1 = morphTargets[ vk ].vertices[ face.a ].position;
						v2 = morphTargets[ vk ].vertices[ face.b ].position;
						v3 = morphTargets[ vk ].vertices[ face.c ].position;
981

982
						vka = morphTargetsArrays[ vk ];
983

984 985 986
						vka[ offset_morphTarget + 0 ] = v1.x;
						vka[ offset_morphTarget + 1 ] = v1.y;
						vka[ offset_morphTarget + 2 ] = v1.z;
987

988 989 990
						vka[ offset_morphTarget + 3 ] = v2.x;
						vka[ offset_morphTarget + 4 ] = v2.y;
						vka[ offset_morphTarget + 5 ] = v2.z;
991

992 993 994
						vka[ offset_morphTarget + 6 ] = v3.x;
						vka[ offset_morphTarget + 7 ] = v3.y;
						vka[ offset_morphTarget + 8 ] = v3.z;
995 996
					}

997
					offset_morphTarget += 9;
998

999 1000
				}

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alteredq 已提交
1001 1002 1003
				if ( obj_skinWeights.length ) {

					// weights
1004

A
alteredq 已提交
1005 1006 1007
					sw1 = obj_skinWeights[ face.a ];
					sw2 = obj_skinWeights[ face.b ];
					sw3 = obj_skinWeights[ face.c ];
1008

A
alteredq 已提交
1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024
					skinWeightArray[ offset_skin ]     = sw1.x;
					skinWeightArray[ offset_skin + 1 ] = sw1.y;
					skinWeightArray[ offset_skin + 2 ] = sw1.z;
					skinWeightArray[ offset_skin + 3 ] = sw1.w;

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

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

					// indices
1025

A
alteredq 已提交
1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045
					si1 = obj_skinIndices[ face.a ];
					si2 = obj_skinIndices[ face.b ];
					si3 = obj_skinIndices[ face.c ];

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

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

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

					// vertices A
1046

A
alteredq 已提交
1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066
					sa1 = obj_skinVerticesA[ face.a ];
					sa2 = obj_skinVerticesA[ face.b ];
					sa3 = obj_skinVerticesA[ face.c ];

					skinVertexAArray[ offset_skin ]     = sa1.x;
					skinVertexAArray[ offset_skin + 1 ] = sa1.y;
					skinVertexAArray[ offset_skin + 2 ] = sa1.z;
					skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader

					skinVertexAArray[ offset_skin + 4 ] = sa2.x;
					skinVertexAArray[ offset_skin + 5 ] = sa2.y;
					skinVertexAArray[ offset_skin + 6 ] = sa2.z;
					skinVertexAArray[ offset_skin + 7 ] = 1;

					skinVertexAArray[ offset_skin + 8 ]  = sa3.x;
					skinVertexAArray[ offset_skin + 9 ]  = sa3.y;
					skinVertexAArray[ offset_skin + 10 ] = sa3.z;
					skinVertexAArray[ offset_skin + 11 ] = 1;

					// vertices B
1067

A
alteredq 已提交
1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087
					sb1 = obj_skinVerticesB[ face.a ];
					sb2 = obj_skinVerticesB[ face.b ];
					sb3 = obj_skinVerticesB[ face.c ];

					skinVertexBArray[ offset_skin ]     = sb1.x;
					skinVertexBArray[ offset_skin + 1 ] = sb1.y;
					skinVertexBArray[ offset_skin + 2 ] = sb1.z;
					skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader

					skinVertexBArray[ offset_skin + 4 ] = sb2.x;
					skinVertexBArray[ offset_skin + 5 ] = sb2.y;
					skinVertexBArray[ offset_skin + 6 ] = sb2.z;
					skinVertexBArray[ offset_skin + 7 ] = 1;

					skinVertexBArray[ offset_skin + 8 ]  = sb3.x;
					skinVertexBArray[ offset_skin + 9 ]  = sb3.y;
					skinVertexBArray[ offset_skin + 10 ] = sb3.z;
					skinVertexBArray[ offset_skin + 11 ] = 1;

					offset_skin += 12;
1088

A
alteredq 已提交
1089
				}
1090

1091 1092 1093
				if ( dirtyColors && vertexColorType ) {

					if ( vertexColors.length == 3 && vertexColorType == THREE.VertexColors ) {
1094

1095 1096 1097 1098 1099
						c1 = vertexColors[ 0 ];
						c2 = vertexColors[ 1 ];
						c3 = vertexColors[ 2 ];

					} else {
1100

1101 1102 1103 1104 1105
						c1 = faceColor;
						c2 = faceColor;
						c3 = faceColor;

					}
1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117

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

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

					colorArray[ offset_color + 6 ] = c3.r;
					colorArray[ offset_color + 7 ] = c3.g;
					colorArray[ offset_color + 8 ] = c3.b;
1118

1119 1120 1121 1122
					offset_color += 9;

				}

1123
				if ( dirtyTangents && geometry.hasTangents ) {
1124

1125 1126 1127
					t1 = vertexTangents[ 0 ];
					t2 = vertexTangents[ 1 ];
					t3 = vertexTangents[ 2 ];
1128

1129 1130 1131 1132
					tangentArray[ offset_tangent ]     = t1.x;
					tangentArray[ offset_tangent + 1 ] = t1.y;
					tangentArray[ offset_tangent + 2 ] = t1.z;
					tangentArray[ offset_tangent + 3 ] = t1.w;
M
Mr.doob 已提交
1133

1134 1135 1136 1137
					tangentArray[ offset_tangent + 4 ] = t2.x;
					tangentArray[ offset_tangent + 5 ] = t2.y;
					tangentArray[ offset_tangent + 6 ] = t2.z;
					tangentArray[ offset_tangent + 7 ] = t2.w;
M
Mr.doob 已提交
1138

1139 1140 1141 1142
					tangentArray[ offset_tangent + 8 ]  = t3.x;
					tangentArray[ offset_tangent + 9 ]  = t3.y;
					tangentArray[ offset_tangent + 10 ] = t3.z;
					tangentArray[ offset_tangent + 11 ] = t3.w;
M
Mr.doob 已提交
1143

1144
					offset_tangent += 12;
M
Mr.doob 已提交
1145

1146 1147
				}

A
alteredq 已提交
1148
				if ( dirtyNormals && normalType ) {
M
Mr.doob 已提交
1149

1150 1151 1152
					if ( vertexNormals.length == 3 && needsSmoothNormals ) {

						for ( i = 0; i < 3; i ++ ) {
1153

1154
							vn = vertexNormals[ i ];
M
Mr.doob 已提交
1155

1156 1157 1158
							normalArray[ offset_normal ]     = vn.x;
							normalArray[ offset_normal + 1 ] = vn.y;
							normalArray[ offset_normal + 2 ] = vn.z;
M
Mr.doob 已提交
1159

1160
							offset_normal += 3;
M
Mr.doob 已提交
1161

1162
						}
M
Mr.doob 已提交
1163

1164
					} else {
1165

1166
						for ( i = 0; i < 3; i ++ ) {
1167

1168 1169 1170
							normalArray[ offset_normal ]     = faceNormal.x;
							normalArray[ offset_normal + 1 ] = faceNormal.y;
							normalArray[ offset_normal + 2 ] = faceNormal.z;
M
Mr.doob 已提交
1171

1172
							offset_normal += 3;
M
Mr.doob 已提交
1173

1174
						}
M
Mr.doob 已提交
1175 1176

					}
M
Mr.doob 已提交
1177

1178 1179
				}

A
alteredq 已提交
1180
				if ( dirtyUvs && uv !== undefined && uvType ) {
1181

M
Mr.doob 已提交
1182 1183
					for ( i = 0; i < 3; i ++ ) {

1184
						uvi = uv[ i ];
M
Mr.doob 已提交
1185

1186 1187
						uvArray[ offset_uv ]     = uvi.u;
						uvArray[ offset_uv + 1 ] = uvi.v;
M
Mr.doob 已提交
1188

1189
						offset_uv += 2;
M
Mr.doob 已提交
1190

M
Mr.doob 已提交
1191
					}
1192 1193 1194

				}

A
alteredq 已提交
1195
				if ( dirtyUvs && uv2 !== undefined && uvType ) {
1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209

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

						uv2i = uv2[ i ];

						uv2Array[ offset_uv2 ]     = uv2i.u;
						uv2Array[ offset_uv2 + 1 ] = uv2i.v;

						offset_uv2 += 2;

					}

				}

1210
				if ( dirtyElements ) {
M
Mr.doob 已提交
1211

1212 1213 1214
					faceArray[ offset_face ] = vertexIndex;
					faceArray[ offset_face + 1 ] = vertexIndex + 1;
					faceArray[ offset_face + 2 ] = vertexIndex + 2;
M
Mr.doob 已提交
1215

1216
					offset_face += 3;
M
Mr.doob 已提交
1217

1218 1219
					lineArray[ offset_line ]     = vertexIndex;
					lineArray[ offset_line + 1 ] = vertexIndex + 1;
M
Mr.doob 已提交
1220

1221 1222
					lineArray[ offset_line + 2 ] = vertexIndex;
					lineArray[ offset_line + 3 ] = vertexIndex + 2;
M
Mr.doob 已提交
1223

1224 1225
					lineArray[ offset_line + 4 ] = vertexIndex + 1;
					lineArray[ offset_line + 5 ] = vertexIndex + 2;
M
Mr.doob 已提交
1226

1227
					offset_line += 6;
1228

1229
					vertexIndex += 3;
M
Mr.doob 已提交
1230

1231
				}
M
Mr.doob 已提交
1232

1233 1234 1235

			} else if ( face instanceof THREE.Face4 ) {

1236
				if ( dirtyVertices ) {
M
Mr.doob 已提交
1237

1238 1239 1240 1241
					v1 = vertices[ face.a ].position;
					v2 = vertices[ face.b ].position;
					v3 = vertices[ face.c ].position;
					v4 = vertices[ face.d ].position;
M
Mr.doob 已提交
1242

1243 1244 1245
					vertexArray[ offset ]     = v1.x;
					vertexArray[ offset + 1 ] = v1.y;
					vertexArray[ offset + 2 ] = v1.z;
M
Mr.doob 已提交
1246

1247 1248 1249
					vertexArray[ offset + 3 ] = v2.x;
					vertexArray[ offset + 4 ] = v2.y;
					vertexArray[ offset + 5 ] = v2.z;
1250

1251 1252 1253
					vertexArray[ offset + 6 ] = v3.x;
					vertexArray[ offset + 7 ] = v3.y;
					vertexArray[ offset + 8 ] = v3.z;
1254

1255
					vertexArray[ offset + 9 ]  = v4.x;
1256 1257
					vertexArray[ offset + 10 ] = v4.y;
					vertexArray[ offset + 11 ] = v4.z;
M
Mr.doob 已提交
1258

1259
					offset += 12;
M
Mr.doob 已提交
1260

1261
				}
1262

1263
				if ( customAttributes ) {
M
Mr.doob 已提交
1264

1265
					for ( a in customAttributes ) {
M
Mr.doob 已提交
1266

1267 1268
						customAttribute = customAttributes[ a ];

M
Mr.doob 已提交
1269
						if ( customAttribute.needsUpdate ) {
1270 1271

							offset_custom = customAttribute.offset;
1272
							offset_customSrc = customAttribute.offsetSrc;
M
Mr.doob 已提交
1273

1274
							if( customAttribute.size === 1 ) {
M
Mr.doob 已提交
1275

1276 1277 1278 1279 1280
								if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
									
									customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
									customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
									customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
A
alteredq 已提交
1281
									customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
1282 1283 1284 1285 1286 1287
									
								} else if( customAttribute.boundTo === "faces" ) {
									
									customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
									customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
									customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
A
alteredq 已提交
1288
									customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc ];
1289 1290 1291 1292 1293 1294 1295 1296

									customAttribute.offsetSrc++;
									
								} else if( customAttribute.boundTo === "faceVertices" ) {
									
									customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
									customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
									customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
A
alteredq 已提交
1297
									customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc + 3 ];
1298 1299 1300
									
									customAttribute.offsetSrc += 4;
								}
M
Mr.doob 已提交
1301

1302
								customAttribute.offset += 4;
M
Mr.doob 已提交
1303

1304
							} else {
M
Mr.doob 已提交
1305

1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331
								if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
									
									v1 = customAttribute.value[ face.a ];
									v2 = customAttribute.value[ face.b ];
									v3 = customAttribute.value[ face.c ];
									v4 = customAttribute.value[ face.d ];
									
								} else if( customAttribute.boundTo === "faces" ) {
									
									v1 = customAttribute.value[ offset_customSrc ];
									v2 = customAttribute.value[ offset_customSrc ];
									v3 = customAttribute.value[ offset_customSrc ];
									v4 = customAttribute.value[ offset_customSrc ];

									customAttribute.offsetSrc++;
									
								} else if( customAttribute.boundTo === "faceVertices" ) {
									
									v1 = customAttribute.value[ offset_customSrc + 0 ];
									v2 = customAttribute.value[ offset_customSrc + 1 ];
									v3 = customAttribute.value[ offset_customSrc + 2 ];
									v4 = customAttribute.value[ offset_customSrc + 3 ];
									
									customAttribute.offsetSrc += 4;
								}

M
Mr.doob 已提交
1332

1333
								if( customAttribute.size === 2 ) {
M
Mr.doob 已提交
1334 1335 1336

									customAttribute.array[ offset_custom + 0 ] = v1.x;
									customAttribute.array[ offset_custom + 1 ] = v1.y;
1337

M
Mr.doob 已提交
1338 1339
									customAttribute.array[ offset_custom + 2 ] = v2.x;
									customAttribute.array[ offset_custom + 3 ] = v2.y;
1340

M
Mr.doob 已提交
1341
									customAttribute.array[ offset_custom + 4 ] = v3.x;
1342
									customAttribute.array[ offset_custom + 5 ] = v3.y;
1343

M
Mr.doob 已提交
1344
									customAttribute.array[ offset_custom + 6 ] = v4.x;
1345
									customAttribute.array[ offset_custom + 7 ] = v4.y;
M
Mr.doob 已提交
1346

1347
									customAttribute.offset += 8;
M
Mr.doob 已提交
1348

1349
								} else if( customAttribute.size === 3 ) {
M
Mr.doob 已提交
1350

1351 1352 1353 1354 1355
									if( customAttribute.type === "c" ) {
										
										customAttribute.array[ offset_custom + 0  ] = v1.r;
										customAttribute.array[ offset_custom + 1  ] = v1.g;
										customAttribute.array[ offset_custom + 2  ] = v1.b;
1356

1357 1358 1359
										customAttribute.array[ offset_custom + 3  ] = v2.r;
										customAttribute.array[ offset_custom + 4  ] = v2.g;
										customAttribute.array[ offset_custom + 5  ] = v2.b;
1360

1361 1362 1363
										customAttribute.array[ offset_custom + 6  ] = v3.r;
										customAttribute.array[ offset_custom + 7  ] = v3.g;
										customAttribute.array[ offset_custom + 8  ] = v3.b;
1364

1365 1366 1367 1368 1369 1370 1371 1372 1373
										customAttribute.array[ offset_custom + 9  ] = v4.r;
										customAttribute.array[ offset_custom + 10 ] = v4.g;
										customAttribute.array[ offset_custom + 11 ] = v4.b;

									} else {
										
										customAttribute.array[ offset_custom + 0  ] = v1.x;
										customAttribute.array[ offset_custom + 1  ] = v1.y;
										customAttribute.array[ offset_custom + 2  ] = v1.z;
1374

1375 1376 1377
										customAttribute.array[ offset_custom + 3  ] = v2.x;
										customAttribute.array[ offset_custom + 4  ] = v2.y;
										customAttribute.array[ offset_custom + 5  ] = v2.z;
1378

1379 1380 1381
										customAttribute.array[ offset_custom + 6  ] = v3.x;
										customAttribute.array[ offset_custom + 7  ] = v3.y;
										customAttribute.array[ offset_custom + 8  ] = v3.z;
1382

1383 1384 1385 1386 1387
										customAttribute.array[ offset_custom + 9  ] = v4.x;
										customAttribute.array[ offset_custom + 10 ] = v4.y;
										customAttribute.array[ offset_custom + 11 ] = v4.z;
										
									}
M
Mr.doob 已提交
1388

1389
									customAttribute.offset += 12;
M
Mr.doob 已提交
1390

1391
								} else {
M
Mr.doob 已提交
1392 1393 1394 1395 1396

									customAttribute.array[ offset_custom + 0  ] = v1.x;
									customAttribute.array[ offset_custom + 1  ] = v1.y;
									customAttribute.array[ offset_custom + 2  ] = v1.z;
									customAttribute.array[ offset_custom + 3  ] = v1.w;
1397

M
Mr.doob 已提交
1398 1399 1400 1401
									customAttribute.array[ offset_custom + 4  ] = v2.x;
									customAttribute.array[ offset_custom + 5  ] = v2.y;
									customAttribute.array[ offset_custom + 6  ] = v2.z;
									customAttribute.array[ offset_custom + 7  ] = v2.w;
1402

M
Mr.doob 已提交
1403
									customAttribute.array[ offset_custom + 8  ] = v3.x;
1404 1405 1406
									customAttribute.array[ offset_custom + 9  ] = v3.y;
									customAttribute.array[ offset_custom + 10 ] = v3.z;
									customAttribute.array[ offset_custom + 11 ] = v3.w;
1407

M
Mr.doob 已提交
1408
									customAttribute.array[ offset_custom + 12 ] = v4.x;
1409 1410 1411
									customAttribute.array[ offset_custom + 13 ] = v4.y;
									customAttribute.array[ offset_custom + 14 ] = v4.z;
									customAttribute.array[ offset_custom + 15 ] = v4.w;
M
Mr.doob 已提交
1412

1413
									customAttribute.offset += 16;
M
Mr.doob 已提交
1414

1415
								}
M
Mr.doob 已提交
1416

1417
							}
M
Mr.doob 已提交
1418

1419
						}
M
Mr.doob 已提交
1420

1421
					}
M
Mr.doob 已提交
1422

1423 1424 1425
				}


1426
				if ( dirtyMorphTargets ) {
1427 1428 1429

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

1430 1431 1432 1433
						v1 = morphTargets[ vk ].vertices[ face.a ].position;
						v2 = morphTargets[ vk ].vertices[ face.b ].position;
						v3 = morphTargets[ vk ].vertices[ face.c ].position;
						v4 = morphTargets[ vk ].vertices[ face.d ].position;
1434

1435
						vka = morphTargetsArrays[ vk ];
1436

1437 1438 1439
						vka[ offset_morphTarget + 0 ] = v1.x;
						vka[ offset_morphTarget + 1 ] = v1.y;
						vka[ offset_morphTarget + 2 ] = v1.z;
1440

1441 1442 1443
						vka[ offset_morphTarget + 3 ] = v2.x;
						vka[ offset_morphTarget + 4 ] = v2.y;
						vka[ offset_morphTarget + 5 ] = v2.z;
1444

1445 1446 1447
						vka[ offset_morphTarget + 6 ] = v3.x;
						vka[ offset_morphTarget + 7 ] = v3.y;
						vka[ offset_morphTarget + 8 ] = v3.z;
1448

1449 1450 1451
						vka[ offset_morphTarget + 9 ] = v4.x;
						vka[ offset_morphTarget + 10 ] = v4.y;
						vka[ offset_morphTarget + 11 ] = v4.z;
1452 1453
					}

1454
					offset_morphTarget += 12;
1455

1456 1457
				}

A
alteredq 已提交
1458 1459 1460
				if ( obj_skinWeights.length ) {

					// weights
1461

A
alteredq 已提交
1462 1463 1464 1465
					sw1 = obj_skinWeights[ face.a ];
					sw2 = obj_skinWeights[ face.b ];
					sw3 = obj_skinWeights[ face.c ];
					sw4 = obj_skinWeights[ face.d ];
1466

A
alteredq 已提交
1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487
					skinWeightArray[ offset_skin ]     = sw1.x;
					skinWeightArray[ offset_skin + 1 ] = sw1.y;
					skinWeightArray[ offset_skin + 2 ] = sw1.z;
					skinWeightArray[ offset_skin + 3 ] = sw1.w;

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

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

					skinWeightArray[ offset_skin + 12 ] = sw4.x;
					skinWeightArray[ offset_skin + 13 ] = sw4.y;
					skinWeightArray[ offset_skin + 14 ] = sw4.z;
					skinWeightArray[ offset_skin + 15 ] = sw4.w;

					// indices
1488

A
alteredq 已提交
1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514
					si1 = obj_skinIndices[ face.a ];
					si2 = obj_skinIndices[ face.b ];
					si3 = obj_skinIndices[ face.c ];
					si4 = obj_skinIndices[ face.d ];

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

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

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

					skinIndexArray[ offset_skin + 12 ] = si4.x;
					skinIndexArray[ offset_skin + 13 ] = si4.y;
					skinIndexArray[ offset_skin + 14 ] = si4.z;
					skinIndexArray[ offset_skin + 15 ] = si4.w;

					// vertices A
1515

A
alteredq 已提交
1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541
					sa1 = obj_skinVerticesA[ face.a ];
					sa2 = obj_skinVerticesA[ face.b ];
					sa3 = obj_skinVerticesA[ face.c ];
					sa4 = obj_skinVerticesA[ face.d ];

					skinVertexAArray[ offset_skin ]     = sa1.x;
					skinVertexAArray[ offset_skin + 1 ] = sa1.y;
					skinVertexAArray[ offset_skin + 2 ] = sa1.z;
					skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader

					skinVertexAArray[ offset_skin + 4 ] = sa2.x;
					skinVertexAArray[ offset_skin + 5 ] = sa2.y;
					skinVertexAArray[ offset_skin + 6 ] = sa2.z;
					skinVertexAArray[ offset_skin + 7 ] = 1;

					skinVertexAArray[ offset_skin + 8 ]  = sa3.x;
					skinVertexAArray[ offset_skin + 9 ]  = sa3.y;
					skinVertexAArray[ offset_skin + 10 ] = sa3.z;
					skinVertexAArray[ offset_skin + 11 ] = 1;

					skinVertexAArray[ offset_skin + 12 ] = sa4.x;
					skinVertexAArray[ offset_skin + 13 ] = sa4.y;
					skinVertexAArray[ offset_skin + 14 ] = sa4.z;
					skinVertexAArray[ offset_skin + 15 ] = 1;

					// vertices B
1542

A
alteredq 已提交
1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562
					sb1 = obj_skinVerticesB[ face.a ];
					sb2 = obj_skinVerticesB[ face.b ];
					sb3 = obj_skinVerticesB[ face.c ];
					sb4 = obj_skinVerticesB[ face.d ];

					skinVertexBArray[ offset_skin ]     = sb1.x;
					skinVertexBArray[ offset_skin + 1 ] = sb1.y;
					skinVertexBArray[ offset_skin + 2 ] = sb1.z;
					skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader

					skinVertexBArray[ offset_skin + 4 ] = sb2.x;
					skinVertexBArray[ offset_skin + 5 ] = sb2.y;
					skinVertexBArray[ offset_skin + 6 ] = sb2.z;
					skinVertexBArray[ offset_skin + 7 ] = 1;

					skinVertexBArray[ offset_skin + 8 ]  = sb3.x;
					skinVertexBArray[ offset_skin + 9 ]  = sb3.y;
					skinVertexBArray[ offset_skin + 10 ] = sb3.z;
					skinVertexBArray[ offset_skin + 11 ] = 1;

1563 1564
					skinVertexBArray[ offset_skin + 12 ] = sb4.x;
					skinVertexBArray[ offset_skin + 13 ] = sb4.y;
A
alteredq 已提交
1565 1566 1567
					skinVertexBArray[ offset_skin + 14 ] = sb4.z;
					skinVertexBArray[ offset_skin + 15 ] = 1;

1568 1569
					offset_skin += 16;

A
alteredq 已提交
1570
				}
1571

1572 1573 1574
				if ( dirtyColors && vertexColorType ) {

					if ( vertexColors.length == 4 && vertexColorType == THREE.VertexColors ) {
1575

1576 1577 1578 1579 1580 1581
						c1 = vertexColors[ 0 ];
						c2 = vertexColors[ 1 ];
						c3 = vertexColors[ 2 ];
						c4 = vertexColors[ 3 ];

					} else {
1582

1583 1584 1585 1586 1587 1588
						c1 = faceColor;
						c2 = faceColor;
						c3 = faceColor;
						c4 = faceColor;

					}
1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600

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

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

					colorArray[ offset_color + 6 ] = c3.r;
					colorArray[ offset_color + 7 ] = c3.g;
					colorArray[ offset_color + 8 ] = c3.b;
1601

1602 1603 1604
					colorArray[ offset_color + 9 ]  = c4.r;
					colorArray[ offset_color + 10 ] = c4.g;
					colorArray[ offset_color + 11 ] = c4.b;
1605

1606 1607
					offset_color += 12;

1608 1609
				}

1610
				if ( dirtyTangents && geometry.hasTangents ) {
1611

1612 1613 1614 1615
					t1 = vertexTangents[ 0 ];
					t2 = vertexTangents[ 1 ];
					t3 = vertexTangents[ 2 ];
					t4 = vertexTangents[ 3 ];
1616

1617 1618 1619 1620
					tangentArray[ offset_tangent ]     = t1.x;
					tangentArray[ offset_tangent + 1 ] = t1.y;
					tangentArray[ offset_tangent + 2 ] = t1.z;
					tangentArray[ offset_tangent + 3 ] = t1.w;
M
Mr.doob 已提交
1621

1622 1623 1624 1625
					tangentArray[ offset_tangent + 4 ] = t2.x;
					tangentArray[ offset_tangent + 5 ] = t2.y;
					tangentArray[ offset_tangent + 6 ] = t2.z;
					tangentArray[ offset_tangent + 7 ] = t2.w;
M
Mr.doob 已提交
1626

1627 1628
					tangentArray[ offset_tangent + 8 ]  = t3.x;
					tangentArray[ offset_tangent + 9 ]  = t3.y;
1629 1630
					tangentArray[ offset_tangent + 10 ] = t3.z;
					tangentArray[ offset_tangent + 11 ] = t3.w;
M
Mr.doob 已提交
1631

1632 1633 1634 1635
					tangentArray[ offset_tangent + 12 ] = t4.x;
					tangentArray[ offset_tangent + 13 ] = t4.y;
					tangentArray[ offset_tangent + 14 ] = t4.z;
					tangentArray[ offset_tangent + 15 ] = t4.w;
M
Mr.doob 已提交
1636

1637
					offset_tangent += 16;
M
Mr.doob 已提交
1638

1639
				}
M
Mr.doob 已提交
1640

M
Mr.doob 已提交
1641
				if ( dirtyNormals && normalType ) {
M
Mr.doob 已提交
1642

1643
					if ( vertexNormals.length == 4 && needsSmoothNormals ) {
1644

1645
						for ( i = 0; i < 4; i ++ ) {
1646

1647
							vn = vertexNormals[ i ];
M
Mr.doob 已提交
1648

1649 1650 1651
							normalArray[ offset_normal ]     = vn.x;
							normalArray[ offset_normal + 1 ] = vn.y;
							normalArray[ offset_normal + 2 ] = vn.z;
M
Mr.doob 已提交
1652

1653
							offset_normal += 3;
M
Mr.doob 已提交
1654

1655
						}
M
Mr.doob 已提交
1656

1657
					} else {
1658

1659
						for ( i = 0; i < 4; i ++ ) {
1660

1661 1662 1663
							normalArray[ offset_normal ]     = faceNormal.x;
							normalArray[ offset_normal + 1 ] = faceNormal.y;
							normalArray[ offset_normal + 2 ] = faceNormal.z;
M
Mr.doob 已提交
1664

1665
							offset_normal += 3;
M
Mr.doob 已提交
1666

1667
						}
M
Mr.doob 已提交
1668 1669

					}
M
Mr.doob 已提交
1670

1671 1672
				}

A
alteredq 已提交
1673
				if ( dirtyUvs && uv !== undefined && uvType ) {
1674

M
Mr.doob 已提交
1675 1676
					for ( i = 0; i < 4; i ++ ) {

1677
						uvi = uv[ i ];
M
Mr.doob 已提交
1678

1679 1680
						uvArray[ offset_uv ]     = uvi.u;
						uvArray[ offset_uv + 1 ] = uvi.v;
M
Mr.doob 已提交
1681

1682
						offset_uv += 2;
M
Mr.doob 已提交
1683

M
Mr.doob 已提交
1684
					}
1685 1686

				}
1687

A
alteredq 已提交
1688
				if ( dirtyUvs && uv2 !== undefined && uvType ) {
1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701

					for ( i = 0; i < 4; i ++ ) {

						uv2i = uv2[ i ];

						uv2Array[ offset_uv2 ]     = uv2i.u;
						uv2Array[ offset_uv2 + 1 ] = uv2i.v;

						offset_uv2 += 2;

					}

				}
M
Mr.doob 已提交
1702

1703
				if ( dirtyElements ) {
M
Mr.doob 已提交
1704

1705
					faceArray[ offset_face ]     = vertexIndex;
1706 1707
					faceArray[ offset_face + 1 ] = vertexIndex + 1;
					faceArray[ offset_face + 2 ] = vertexIndex + 3;
M
Mr.doob 已提交
1708

1709 1710 1711
					faceArray[ offset_face + 3 ] = vertexIndex + 1;
					faceArray[ offset_face + 4 ] = vertexIndex + 2;
					faceArray[ offset_face + 5 ] = vertexIndex + 3;
M
Mr.doob 已提交
1712

1713
					offset_face += 6;
M
Mr.doob 已提交
1714

1715 1716
					lineArray[ offset_line ]     = vertexIndex;
					lineArray[ offset_line + 1 ] = vertexIndex + 1;
M
Mr.doob 已提交
1717

1718
					lineArray[ offset_line + 2 ] = vertexIndex;
1719
					lineArray[ offset_line + 3 ] = vertexIndex + 3;
M
Mr.doob 已提交
1720

1721 1722
					lineArray[ offset_line + 4 ] = vertexIndex + 1;
					lineArray[ offset_line + 5 ] = vertexIndex + 2;
M
Mr.doob 已提交
1723

1724 1725
					lineArray[ offset_line + 6 ] = vertexIndex + 2;
					lineArray[ offset_line + 7 ] = vertexIndex + 3;
M
Mr.doob 已提交
1726

1727
					offset_line += 8;
M
Mr.doob 已提交
1728

1729
					vertexIndex += 4;
M
Mr.doob 已提交
1730

1731
				}
M
Mr.doob 已提交
1732

1733
			}
M
Mr.doob 已提交
1734

1735 1736
		}

1737 1738 1739 1740
		if ( obj_edgeFaces ) {

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

M
Mikael Emtinger 已提交
1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751
				faceArray[ offset_face ]     = obj_edgeFaces[ f ].a;
				faceArray[ offset_face + 1 ] = obj_edgeFaces[ f ].b;
				faceArray[ offset_face + 2 ] = obj_edgeFaces[ f ].c;

				faceArray[ offset_face + 3 ] = obj_edgeFaces[ f ].a;
				faceArray[ offset_face + 4 ] = obj_edgeFaces[ f ].c;
				faceArray[ offset_face + 5 ] = obj_edgeFaces[ f ].d;

				offset_face += 6;
			}

1752
		}
M
Mikael Emtinger 已提交
1753

1754
		if ( dirtyVertices ) {
M
Mr.doob 已提交
1755

1756
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
1757
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
M
Mr.doob 已提交
1758

1759
		}
M
Mr.doob 已提交
1760

1761
		if ( customAttributes ) {
M
Mr.doob 已提交
1762

1763
			for ( a in customAttributes ) {
M
Mr.doob 已提交
1764

1765 1766
				customAttribute = customAttributes[ a ];

M
Mr.doob 已提交
1767
				if ( customAttribute.needsUpdate ) {
1768 1769 1770 1771

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

M
Mr.doob 已提交
1772
					customAttribute.needsUpdate = false;
1773

1774 1775 1776 1777 1778 1779
				}

			}

		}

1780
		if ( dirtyMorphTargets ) {
1781 1782 1783 1784

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

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
1785
				_gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
1786

1787 1788 1789
			}
		}

1790
		if ( dirtyColors && offset_color > 0 ) {
1791

1792
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
1793 1794 1795
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

		}
1796

1797
		if ( dirtyNormals ) {
M
Mr.doob 已提交
1798

1799
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
1800
			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
M
Mr.doob 已提交
1801

1802 1803
		}

1804
		if ( dirtyTangents && geometry.hasTangents ) {
1805

1806
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
1807
			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
M
Mr.doob 已提交
1808

1809
		}
1810

1811
		if ( dirtyUvs && offset_uv > 0 ) {
M
Mr.doob 已提交
1812

1813
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
1814
			_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
M
Mr.doob 已提交
1815

1816
		}
M
Mr.doob 已提交
1817

1818 1819
		if ( dirtyUvs && offset_uv2 > 0 ) {

1820
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
1821 1822 1823 1824
			_gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );

		}

1825
		if ( dirtyElements ) {
M
Mr.doob 已提交
1826

1827
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
1828
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
1829

1830
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
1831
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
M
Mr.doob 已提交
1832

1833
		}
1834

1835
		if ( offset_skin > 0 ) {
1836

1837
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
A
alteredq 已提交
1838 1839
			_gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );

1840
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
A
alteredq 已提交
1841 1842
			_gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );

1843
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
A
alteredq 已提交
1844 1845
			_gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );

1846
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
A
alteredq 已提交
1847
			_gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
1848

A
alteredq 已提交
1849
		}
1850 1851

	};
1852

1853
	function setLineBuffers ( geometry, hint ) {
M
Mr.doob 已提交
1854

1855
		var v, c, vertex, offset,
1856 1857 1858 1859
		vertices = geometry.vertices,
		colors = geometry.colors,
		vl = vertices.length,
		cl = colors.length,
M
Mr.doob 已提交
1860

1861 1862
		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,
1863

1864 1865
		dirtyVertices = geometry.__dirtyVertices,
		dirtyColors = geometry.__dirtyColors;
M
Mr.doob 已提交
1866

1867
		if ( dirtyVertices ) {
M
Mr.doob 已提交
1868

1869
			for ( v = 0; v < vl; v++ ) {
M
Mr.doob 已提交
1870

1871
				vertex = vertices[ v ].position;
M
Mr.doob 已提交
1872

1873
				offset = v * 3;
M
Mr.doob 已提交
1874

1875 1876 1877
				vertexArray[ offset ]     = vertex.x;
				vertexArray[ offset + 1 ] = vertex.y;
				vertexArray[ offset + 2 ] = vertex.z;
M
Mr.doob 已提交
1878

1879 1880
			}

1881
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
A
alteredq 已提交
1882 1883
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

1884
		}
M
Mr.doob 已提交
1885

1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899
		if ( dirtyColors ) {

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

				color = colors[ c ];

				offset = c * 3;

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

			}

1900
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
1901 1902 1903 1904
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

		}

1905
	};
M
Mr.doob 已提交
1906

1907
	function setRibbonBuffers ( geometry, hint ) {
A
alteredq 已提交
1908 1909

		var v, c, vertex, offset,
1910 1911 1912 1913
		vertices = geometry.vertices,
		colors = geometry.colors,
		vl = vertices.length,
		cl = colors.length,
A
alteredq 已提交
1914

1915 1916
		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,
1917

1918 1919
		dirtyVertices = geometry.__dirtyVertices,
		dirtyColors = geometry.__dirtyColors;
A
alteredq 已提交
1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934

		if ( dirtyVertices ) {

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

				vertex = vertices[ v ].position;

				offset = v * 3;

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

			}

1935
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
A
alteredq 已提交
1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

		}

		if ( dirtyColors ) {

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

				color = colors[ c ];

				offset = c * 3;

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

			}

1954
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
A
alteredq 已提交
1955 1956 1957 1958 1959
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

		}

	};
1960

1961
	function setParticleBuffers ( geometry, hint, object ) {
1962

A
alteredq 已提交
1963
		var v, c, vertex, offset,
1964 1965
		vertices = geometry.vertices,
		vl = vertices.length,
1966

1967 1968
		colors = geometry.colors,
		cl = colors.length,
1969

1970 1971
		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,
1972

1973
		sortArray = geometry.__sortArray,
1974

1975 1976 1977
		dirtyVertices = geometry.__dirtyVertices,
		dirtyElements = geometry.__dirtyElements,
		dirtyColors = geometry.__dirtyColors;
1978

1979
		if ( object.sortParticles ) {
1980

1981
			_projScreenMatrix.multiplySelf( object.matrixWorld );
1982

1983 1984 1985
			for ( v = 0; v < vl; v++ ) {

				vertex = vertices[ v ].position;
1986

1987 1988
				_vector3.copy( vertex );
				_projScreenMatrix.multiplyVector3( _vector3 );
1989

1990
				sortArray[ v ] = [ _vector3.z, v ];
1991

1992
			}
1993

1994
			sortArray.sort( function(a,b) { return b[0] - a[0]; } );
1995

1996
			for ( v = 0; v < vl; v++ ) {
1997

1998
				vertex = vertices[ sortArray[v][1] ].position;
1999

2000
				offset = v * 3;
2001

2002 2003 2004
				vertexArray[ offset ]     = vertex.x;
				vertexArray[ offset + 1 ] = vertex.y;
				vertexArray[ offset + 2 ] = vertex.z;
2005

2006
			}
2007

A
alteredq 已提交
2008
			for ( c = 0; c < cl; c++ ) {
2009

A
alteredq 已提交
2010
				offset = c * 3;
2011

A
alteredq 已提交
2012 2013 2014 2015 2016
				color = colors[ sortArray[c][1] ];

				colorArray[ offset ]     = color.r;
				colorArray[ offset + 1 ] = color.g;
				colorArray[ offset + 2 ] = color.b;
2017

2018
			}
2019 2020


2021
		} else {
2022

2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035
			if ( dirtyVertices ) {

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

					vertex = vertices[ v ].position;

					offset = v * 3;

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

				}
2036 2037

			}
2038

A
alteredq 已提交
2039
			if ( dirtyColors ) {
2040

A
alteredq 已提交
2041 2042 2043 2044 2045 2046 2047 2048 2049 2050
				for ( c = 0; c < cl; c++ ) {

					color = colors[ c ];

					offset = c * 3;

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

2051
				}
2052

A
alteredq 已提交
2053
			}
2054 2055

		}
2056

A
alteredq 已提交
2057
		if ( dirtyVertices || object.sortParticles ) {
2058

2059
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
A
alteredq 已提交
2060
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
2061

A
alteredq 已提交
2062
		}
2063

A
alteredq 已提交
2064
		if ( dirtyColors || object.sortParticles ) {
2065

2066
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
A
alteredq 已提交
2067
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
2068

A
alteredq 已提交
2069
		}
2070

2071
	};
M
Mr.doob 已提交
2072

2073
	function setMaterialShaders( material, shaders ) {
2074

2075
		material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
2076 2077
		material.vertexShader = shaders.vertexShader;
		material.fragmentShader = shaders.fragmentShader;
2078

M
Mr.doob 已提交
2079
	};
2080

2081
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
2082

M
Mr.doob 已提交
2083
		uniforms.diffuse.value = material.color;
A
alteredq 已提交
2084 2085
		uniforms.opacity.value = material.opacity;
		uniforms.map.texture = material.map;
2086

2087
		uniforms.lightMap.texture = material.lightMap;
2088

2089
		uniforms.envMap.texture = material.envMap;
A
alteredq 已提交
2090
		uniforms.reflectivity.value = material.reflectivity;
2091
		uniforms.refractionRatio.value = material.refractionRatio;
A
alteredq 已提交
2092
		uniforms.combine.value = material.combine;
2093
		uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
2094

2095
	};
2096

2097
	function refreshUniformsLine( uniforms, material ) {
2098

M
Mr.doob 已提交
2099
		uniforms.diffuse.value = material.color;
A
alteredq 已提交
2100
		uniforms.opacity.value = material.opacity;
2101 2102

	};
M
Mr.doob 已提交
2103

2104
	function refreshUniformsParticle( uniforms, material ) {
2105

M
Mr.doob 已提交
2106
		uniforms.psColor.value = material.color;
A
alteredq 已提交
2107 2108
		uniforms.opacity.value = material.opacity;
		uniforms.size.value = material.size;
M
Mr.doob 已提交
2109
		uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
A
alteredq 已提交
2110
		uniforms.map.texture = material.map;
2111

A
alteredq 已提交
2112
	};
2113

2114
	function refreshUniformsFog( uniforms, fog ) {
2115

M
Mr.doob 已提交
2116
		uniforms.fogColor.value = fog.color;
2117

A
alteredq 已提交
2118
		if ( fog instanceof THREE.Fog ) {
2119

A
alteredq 已提交
2120 2121
			uniforms.fogNear.value = fog.near;
			uniforms.fogFar.value = fog.far;
2122

A
alteredq 已提交
2123
		} else if ( fog instanceof THREE.FogExp2 ) {
2124

A
alteredq 已提交
2125
			uniforms.fogDensity.value = fog.density;
2126 2127

		}
2128

2129 2130
	};

2131
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2132

M
Mr.doob 已提交
2133 2134
		uniforms.ambient.value = material.ambient;
		uniforms.specular.value = material.specular;
A
alteredq 已提交
2135
		uniforms.shininess.value = material.shininess;
M
Mr.doob 已提交
2136

2137
	};
M
Mr.doob 已提交
2138 2139


2140
	function refreshUniformsLights( uniforms, lights ) {
M
Mr.doob 已提交
2141

A
alteredq 已提交
2142 2143
		uniforms.enableLighting.value = lights.directional.length + lights.point.length;
		uniforms.ambientLightColor.value = lights.ambient;
2144

A
alteredq 已提交
2145 2146
		uniforms.directionalLightColor.value = lights.directional.colors;
		uniforms.directionalLightDirection.value = lights.directional.positions;
2147

A
alteredq 已提交
2148 2149
		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
2150
		uniforms.pointLightDistance.value = lights.point.distances;
M
Mr.doob 已提交
2151

A
alteredq 已提交
2152
	};
M
Mr.doob 已提交
2153

2154
	this.initMaterial = function ( material, lights, fog, object ) {
M
Mr.doob 已提交
2155

2156
		var u, a, identifiers, i, parameters, maxLightCount, maxBones, shaderID;
2157

A
alteredq 已提交
2158
		if ( material instanceof THREE.MeshDepthMaterial ) {
2159

2160
			shaderID = 'depth';
2161

M
Mikael Emtinger 已提交
2162 2163
		} else if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {

2164
			shaderID = 'shadowVolumeDynamic';
M
Mikael Emtinger 已提交
2165

A
alteredq 已提交
2166
		} else if ( material instanceof THREE.MeshNormalMaterial ) {
2167

2168
			shaderID = 'normal';
2169

A
alteredq 已提交
2170
		} else if ( material instanceof THREE.MeshBasicMaterial ) {
2171

2172
			shaderID = 'basic';
2173

A
alteredq 已提交
2174
		} else if ( material instanceof THREE.MeshLambertMaterial ) {
M
Mr.doob 已提交
2175

2176
			shaderID = 'lambert';
M
Mr.doob 已提交
2177

A
alteredq 已提交
2178
		} else if ( material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
2179

2180
			shaderID = 'phong';
M
Mr.doob 已提交
2181

A
alteredq 已提交
2182
		} else if ( material instanceof THREE.LineBasicMaterial ) {
M
Mr.doob 已提交
2183

2184
			shaderID = 'basic';
2185

A
alteredq 已提交
2186
		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
2187

2188 2189 2190 2191 2192 2193 2194
			shaderID = 'particle_basic';

		}

		if ( shaderID ) {

			setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
2195

A
alteredq 已提交
2196
		}
2197

2198 2199
		// heuristics to create shader parameters according to lights in the scene
		// (not to blow over maxLights budget)
M
Mr.doob 已提交
2200

2201
		maxLightCount = allocateLights( lights, 4 );
2202

2203
		maxBones = allocateBones( object );
M
Mr.doob 已提交
2204

2205
		parameters = {
2206 2207
			map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap, 
			vertexColors: material.vertexColors,
2208 2209 2210
			fog: fog, sizeAttenuation: material.sizeAttenuation,
			skinning: material.skinning,
			morphTargets: material.morphTargets,
2211
			maxMorphTargets: this.maxMorphTargets,
2212 2213 2214
			maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
			maxBones: maxBones
		};
M
Mikael Emtinger 已提交
2215

2216
		material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
2217

2218
		var attributes = material.program.attributes;
2219

2220
		_gl.enableVertexAttribArray( attributes.position );
2221

2222 2223 2224
		if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
		if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
		if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
2225

2226 2227 2228
		if ( material.skinning &&
			 attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
			 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
2229

2230 2231 2232 2233
			_gl.enableVertexAttribArray( attributes.skinVertexA );
			_gl.enableVertexAttribArray( attributes.skinVertexB );
			_gl.enableVertexAttribArray( attributes.skinIndex );
			_gl.enableVertexAttribArray( attributes.skinWeight );
2234

2235
		}
2236

2237
		for ( a in material.attributes ) {
2238

2239
			if( attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
2240

2241
		}
2242 2243


2244
		if ( material.morphTargets ) {
2245

2246
			material.numSupportedMorphTargets = 0;
2247

2248

2249
			if ( attributes.morphTarget0 >= 0 ) {
2250

2251 2252
				_gl.enableVertexAttribArray( attributes.morphTarget0 );
				material.numSupportedMorphTargets ++;
2253

2254
			}
2255

2256
			if ( attributes.morphTarget1 >= 0 ) {
2257

2258 2259
				_gl.enableVertexAttribArray( attributes.morphTarget1 );
				material.numSupportedMorphTargets ++;
2260

2261
			}
2262

2263
			if ( attributes.morphTarget2 >= 0 ) {
2264

2265 2266
				_gl.enableVertexAttribArray( attributes.morphTarget2 );
				material.numSupportedMorphTargets ++;
2267

2268
			}
2269

2270
			if ( attributes.morphTarget3 >= 0 ) {
2271

2272 2273
				_gl.enableVertexAttribArray( attributes.morphTarget3 );
				material.numSupportedMorphTargets ++;
2274

2275
			}
2276

2277
			if ( attributes.morphTarget4 >= 0 ) {
2278

2279 2280
				_gl.enableVertexAttribArray( attributes.morphTarget4 );
				material.numSupportedMorphTargets ++;
2281

2282
			}
2283

2284
			if ( attributes.morphTarget5 >= 0 ) {
2285

2286 2287
				_gl.enableVertexAttribArray( attributes.morphTarget5 );
				material.numSupportedMorphTargets ++;
2288

2289
			}
2290

2291
			if ( attributes.morphTarget6 >= 0 ) {
2292

2293 2294
				_gl.enableVertexAttribArray( attributes.morphTarget6 );
				material.numSupportedMorphTargets ++;
2295

2296
			}
2297

2298
			if ( attributes.morphTarget7 >= 0 ) {
2299

2300 2301
				_gl.enableVertexAttribArray( attributes.morphTarget7 );
				material.numSupportedMorphTargets ++;
2302

2303
			}
2304

2305
			object.__webglMorphTargetInfluences = new Float32Array( this.maxMorphTargets );
2306

2307
			for ( var i = 0, il = this.maxMorphTargets; i < il; i ++ ) {
2308

2309
				object.__webglMorphTargetInfluences[ i ] = 0;
2310 2311 2312

			}

2313
		}
M
Mr.doob 已提交
2314

2315
	};
2316

2317
	function setProgram( camera, lights, fog, material, object ) {
2318

2319
		if ( ! material.program ) {
2320 2321 2322 2323

			_this.initMaterial( material, lights, fog, object );

		}
M
Mr.doob 已提交
2324

2325
		var program = material.program,
A
alteredq 已提交
2326 2327
			p_uniforms = program.uniforms,
			m_uniforms = material.uniforms;
2328

2329
		if ( program != _currentProgram ) {
M
Mr.doob 已提交
2330

M
Mr.doob 已提交
2331
			_gl.useProgram( program );
2332
			_currentProgram = program;
2333

M
Mr.doob 已提交
2334
		}
2335

2336 2337
		_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );

A
alteredq 已提交
2338
		// refresh uniforms common to several materials
2339 2340

		if ( fog && (
A
alteredq 已提交
2341 2342
			 material instanceof THREE.MeshBasicMaterial ||
			 material instanceof THREE.MeshLambertMaterial ||
2343
			 material instanceof THREE.MeshPhongMaterial ||
A
alteredq 已提交
2344
			 material instanceof THREE.LineBasicMaterial ||
2345 2346
			 material instanceof THREE.ParticleBasicMaterial ||
			 material.fog )
A
alteredq 已提交
2347
			) {
2348

A
alteredq 已提交
2349
			refreshUniformsFog( m_uniforms, fog );
2350 2351

		}
M
Mr.doob 已提交
2352

M
Mr.doob 已提交
2353
		if ( material instanceof THREE.MeshPhongMaterial ||
2354 2355
			 material instanceof THREE.MeshLambertMaterial ||
			 material.lights ) {
2356

A
alteredq 已提交
2357
			setupLights( program, lights );
A
alteredq 已提交
2358
			refreshUniformsLights( m_uniforms, _lights );
M
Mr.doob 已提交
2359 2360 2361

		}

2362 2363 2364
		if ( material instanceof THREE.MeshBasicMaterial ||
			 material instanceof THREE.MeshLambertMaterial ||
			 material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
2365

A
alteredq 已提交
2366
			refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
2367

A
alteredq 已提交
2368
		}
M
Mr.doob 已提交
2369

A
alteredq 已提交
2370
		// refresh single material specific uniforms
2371

2372
		if ( material instanceof THREE.LineBasicMaterial ) {
M
Mr.doob 已提交
2373

A
alteredq 已提交
2374
			refreshUniformsLine( m_uniforms, material );
2375

A
alteredq 已提交
2376
		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
2377

A
alteredq 已提交
2378
			refreshUniformsParticle( m_uniforms, material );
2379

A
alteredq 已提交
2380
		} else if ( material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
2381

A
alteredq 已提交
2382
			refreshUniformsPhong( m_uniforms, material );
M
Mr.doob 已提交
2383

A
alteredq 已提交
2384
		} else if ( material instanceof THREE.MeshDepthMaterial ) {
M
Mr.doob 已提交
2385

2386 2387
			m_uniforms.mNear.value = camera.near;
			m_uniforms.mFar.value = camera.far;
A
alteredq 已提交
2388
			m_uniforms.opacity.value = material.opacity;
2389

A
alteredq 已提交
2390
		} else if ( material instanceof THREE.MeshNormalMaterial ) {
2391

A
alteredq 已提交
2392
			m_uniforms.opacity.value = material.opacity;
2393
		}
2394

A
alteredq 已提交
2395
		// load common uniforms
2396

A
alteredq 已提交
2397 2398
		loadUniformsGeneric( program, m_uniforms );
		loadUniformsMatrices( p_uniforms, object );
2399

A
alteredq 已提交
2400 2401
		// load material specific uniforms
		// (shader material also gets them for the sake of genericity)
2402

A
alteredq 已提交
2403 2404
		if ( material instanceof THREE.MeshShaderMaterial ||
			 material instanceof THREE.MeshPhongMaterial ||
2405
			 material.envMap ) {
2406

2407
			if( p_uniforms.cameraPosition !== null ) {
2408 2409 2410 2411
				
				_gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
				
			}
2412

2413
		}
2414

A
alteredq 已提交
2415
		if ( material instanceof THREE.MeshShaderMaterial ||
2416
			 material.envMap ||
2417
			 material.skinning ) {
2418

2419
			if ( p_uniforms.objectMatrix !== null ) {
2420 2421 2422 2423
				
				_gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
				
			}
2424

A
alteredq 已提交
2425
		}
2426

A
alteredq 已提交
2427 2428
		if ( material instanceof THREE.MeshPhongMaterial ||
			 material instanceof THREE.MeshLambertMaterial ||
A
alteredq 已提交
2429
			 material instanceof THREE.MeshShaderMaterial ||
2430 2431
			 material.skinning ) {

2432
			if( p_uniforms.viewMatrix !== null ) {
2433 2434 2435 2436
				
				_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
				
			} 
2437

A
alteredq 已提交
2438
		}
2439

2440 2441
		if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {

M
Mikael Emtinger 已提交
2442
			var dirLight = m_uniforms.directionalLightDirection.value;
2443

2444 2445 2446
			dirLight[ 0 ] = -lights[ 1 ].position.x;
			dirLight[ 1 ] = -lights[ 1 ].position.y;
			dirLight[ 2 ] = -lights[ 1 ].position.z;
2447

M
Mikael Emtinger 已提交
2448 2449 2450 2451 2452 2453
			_gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
			_gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
			_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
		}


2454
		if ( material.skinning ) {
2455

2456
			loadUniformsSkinning( p_uniforms, object );
2457

A
alteredq 已提交
2458
		}
2459

A
alteredq 已提交
2460
		return program;
2461

A
alteredq 已提交
2462
	};
2463

2464
	function renderBuffer( camera, lights, fog, material, geometryGroup, object ) {
A
alteredq 已提交
2465

2466 2467
		if ( material.opacity == 0 ) return;

2468
		var program, attributes, linewidth, primitives, a, attribute;
A
alteredq 已提交
2469

A
alteredq 已提交
2470
		program = setProgram( camera, lights, fog, material, object );
2471

2472
		attributes = program.attributes;
M
Mr.doob 已提交
2473

2474
		// vertices
M
Mr.doob 已提交
2475

2476
		if ( !material.morphTargets && attributes.position >= 0 ) {
2477 2478

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
2479
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
2480

2481
		} else {
2482

M
Mikael Emtinger 已提交
2483
			setupMorphTargets( material, geometryGroup, object );
2484

2485 2486
		}

2487 2488 2489

		// custom attributes

2490
/*		if ( geometryGroup.__webglCustomAttributes ) {
M
Mr.doob 已提交
2491

2492
			for( a in geometryGroup.__webglCustomAttributes ) {
M
Mr.doob 已提交
2493

2494
				if( attributes[ a ] >= 0 ) {
M
Mr.doob 已提交
2495

2496
					attribute = geometryGroup.__webglCustomAttributes[ a ];
M
Mr.doob 已提交
2497

2498 2499
					_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
					_gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
2500

2501
				}
M
Mr.doob 已提交
2502

2503
			}
M
Mr.doob 已提交
2504

2505 2506 2507 2508 2509 2510 2511 2512 2513 2514 2515 2516 2517 2518 2519 2520 2521 2522
		}*/


		if ( material.attributes ) {

			for( a in material.attributes ) {

				if( attributes[ a ] >= 0 ) {

					attribute = material.attributes[ a ];

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

				}

			}

2523 2524 2525
		}


2526

A
alteredq 已提交
2527 2528 2529 2530
		// colors

		if ( attributes.color >= 0 ) {

2531
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
2532
			_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
A
alteredq 已提交
2533 2534 2535

		}

2536
		// normals
M
Mr.doob 已提交
2537

2538
		if ( attributes.normal >= 0 ) {
2539

2540
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
2541
			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
2542

2543
		}
2544

2545 2546 2547
		// tangents

		if ( attributes.tangent >= 0 ) {
2548

2549
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
2550
			_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
2551

2552
		}
2553

2554
		// uvs
M
Mr.doob 已提交
2555

M
Mr.doob 已提交
2556 2557
		if ( attributes.uv >= 0 ) {

2558
			if ( geometryGroup.__webglUVBuffer ) {
2559

2560
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
2561
				_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
2562

2563
				_gl.enableVertexAttribArray( attributes.uv );
2564

2565
			} else {
2566

2567
				_gl.disableVertexAttribArray( attributes.uv );
M
Mr.doob 已提交
2568

2569
			}
2570 2571 2572

		}

2573 2574
		if ( attributes.uv2 >= 0 ) {

2575
			if ( geometryGroup.__webglUV2Buffer ) {
2576

2577
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
2578 2579 2580 2581 2582 2583 2584 2585 2586 2587 2588 2589
				_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );

				_gl.enableVertexAttribArray( attributes.uv2 );

			} else {

				_gl.disableVertexAttribArray( attributes.uv2 );

			}

		}

2590
		if ( material.skinning &&
2591
			 attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
A
alteredq 已提交
2592
			 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
2593

2594
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
A
alteredq 已提交
2595 2596
			_gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );

2597
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
A
alteredq 已提交
2598 2599
			_gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );

2600
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
A
alteredq 已提交
2601 2602
			_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );

2603
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
A
alteredq 已提交
2604
			_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
2605

A
alteredq 已提交
2606
		}
2607

2608
		// render mesh
M
Mr.doob 已提交
2609

2610
		if ( object instanceof THREE.Mesh ) {
2611

2612
			// wireframe
2613

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

2616
				_gl.lineWidth( material.wireframeLinewidth );
2617 2618
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
2619

2620
			// triangles
2621

2622
			} else {
2623

2624 2625 2626
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );

2627
			}
2628

2629 2630
			_this.data.vertices += geometryGroup.__webglFaceCount;
			_this.data.faces += geometryGroup.__webglFaceCount / 3;
2631
			_this.data.drawCalls ++;
2632

2633
		// render lines
2634

2635
		} else if ( object instanceof THREE.Line ) {
2636

2637
			primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
M
Mr.doob 已提交
2638

2639
			_gl.lineWidth( material.linewidth );
2640
			_gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
2641

2642 2643
			_this.data.drawCalls ++;

2644
		// render particles
2645

2646
		} else if ( object instanceof THREE.ParticleSystem ) {
2647

2648
			_gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
2649

2650 2651
			_this.data.drawCalls ++;

A
alteredq 已提交
2652
		// render ribbon
2653

A
alteredq 已提交
2654
		} else if ( object instanceof THREE.Ribbon ) {
2655

2656
			_gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
2657

2658 2659
			_this.data.drawCalls ++;

2660 2661 2662 2663
		}

	};

M
Mikael Emtinger 已提交
2664

M
Mikael Emtinger 已提交
2665
	function setupMorphTargets( material, geometryGroup, object ) {
2666

M
Mikael Emtinger 已提交
2667
		// set base
2668

M
Mikael Emtinger 已提交
2669
		var attributes = material.program.attributes;
2670

2671
		if (  object.morphTargetBase !== - 1 ) {
2672 2673

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
M
Mikael Emtinger 已提交
2674
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
2675

2676
		} else if ( attributes.position >= 0 ) {
2677 2678

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
M
Mikael Emtinger 已提交
2679
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
2680

M
Mikael Emtinger 已提交
2681
		}
2682

2683
		if ( object.morphTargetForcedOrder.length ) {
M
Mikael Emtinger 已提交
2684 2685

			// set forced order
2686

M
Mikael Emtinger 已提交
2687 2688 2689
			var m = 0;
			var order = object.morphTargetForcedOrder;
			var influences = object.morphTargetInfluences;
2690 2691 2692 2693

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

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
M
Mikael Emtinger 已提交
2694 2695
				_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

2696 2697 2698 2699
				object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ]];

				m ++;
			}
2700

M
Mikael Emtinger 已提交
2701
		} else {
2702

M
Mikael Emtinger 已提交
2703
			// find most influencing
2704

M
Mikael Emtinger 已提交
2705
			var used = [];
2706
			var candidateInfluence = - 1;
M
Mikael Emtinger 已提交
2707 2708 2709 2710
			var candidate = 0;
			var influences = object.morphTargetInfluences;
			var i, il = influences.length;
			var m = 0;
2711

2712
			if ( object.morphTargetBase !== - 1 ) {
2713

M
Mikael Emtinger 已提交
2714
				used[ object.morphTargetBase ] = true;
2715

M
Mikael Emtinger 已提交
2716
			}
2717 2718 2719

			while ( m < material.numSupportedMorphTargets ) {

2720
				for ( i = 0; i < il; i ++ ) {
2721 2722 2723

					if ( !used[ i ] && influences[ i ] > candidateInfluence ) {

M
Mikael Emtinger 已提交
2724 2725
						candidate = i;
						candidateInfluence = influences[ candidate ];
2726

M
Mikael Emtinger 已提交
2727 2728
					}
				}
2729 2730

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
M
Mikael Emtinger 已提交
2731
				_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
2732 2733 2734

				object.__webglMorphTargetInfluences[ m ] = candidateInfluence;

M
Mikael Emtinger 已提交
2735 2736
				used[ candidate ] = 1;
				candidateInfluence = -1;
2737
				m ++;
M
Mikael Emtinger 已提交
2738 2739 2740 2741
			}
		}

		// load updated influences uniform
2742

2743 2744 2745 2746 2747 2748
		if( material.program.uniforms.morphTargetInfluences !== null ) {
			
			_gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
			
		}

M
Mikael Emtinger 已提交
2749 2750 2751
	}


2752
	function renderBufferImmediate( object, program, shading ) {
2753

2754 2755
		if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
		if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
2756

A
alteredq 已提交
2757
		if ( object.hasPos ) {
2758

2759 2760 2761 2762
			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.position );
			_gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
2763

A
alteredq 已提交
2764
		}
2765

A
alteredq 已提交
2766
		if ( object.hasNormal ) {
2767

2768
			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
2769 2770 2771 2772 2773 2774 2775 2776 2777 2778 2779 2780 2781 2782 2783 2784 2785 2786 2787 2788 2789 2790 2791 2792 2793 2794 2795 2796 2797 2798 2799 2800 2801 2802 2803 2804 2805 2806 2807 2808 2809 2810 2811 2812

			if ( shading == THREE.FlatShading ) {

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

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

					normalArray = object.normalArray;

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

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

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

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

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

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

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

				}

			}

2813 2814 2815
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.normal );
			_gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
2816

A
alteredq 已提交
2817
		}
2818

A
alteredq 已提交
2819
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
2820

A
alteredq 已提交
2821
		object.count = 0;
2822

A
alteredq 已提交
2823
	};
2824

2825
	function setObjectFaces( object ) {
2826

2827
		if ( _oldDoubleSided != object.doubleSided ) {
2828

2829
			if( object.doubleSided ) {
2830

2831
				_gl.disable( _gl.CULL_FACE );
2832

2833
			} else {
2834

A
alteredq 已提交
2835
				_gl.enable( _gl.CULL_FACE );
2836

A
alteredq 已提交
2837
			}
2838

2839
			_oldDoubleSided = object.doubleSided;
2840

2841
		}
2842

2843
		if ( _oldFlipSided != object.flipSided ) {
2844

2845 2846 2847 2848
			if( object.flipSided ) {

				_gl.frontFace( _gl.CW );

2849
			} else {
2850 2851 2852 2853

				_gl.frontFace( _gl.CCW );

			}
2854

2855
			_oldFlipSided = object.flipSided;
2856 2857

		}
2858

2859
	};
2860

2861
	function setDepthTest( test ) {
2862

A
alteredq 已提交
2863 2864 2865
		if ( _oldDepth != test ) {

			if( test ) {
2866

A
alteredq 已提交
2867
				_gl.enable( _gl.DEPTH_TEST );
2868

A
alteredq 已提交
2869
			} else {
2870

A
alteredq 已提交
2871
				_gl.disable( _gl.DEPTH_TEST );
2872

A
alteredq 已提交
2873
			}
2874

A
alteredq 已提交
2875 2876 2877
			_oldDepth = test;

		}
2878

A
alteredq 已提交
2879
	};
2880

2881
	function computeFrustum( m ) {
2882 2883 2884 2885 2886 2887 2888 2889 2890

		_frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
		_frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
		_frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
		_frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
		_frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
		_frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );

		var i, plane;
2891

A
alteredq 已提交
2892
		for ( i = 0; i < 6; i ++ ) {
2893 2894 2895 2896 2897 2898 2899

			plane = _frustum[ i ];
			plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );

		}

	};
2900

2901
	function isInFrustum( object ) {
2902

2903
		var distance, matrix = object.matrixWorld,
2904 2905 2906 2907 2908 2909 2910 2911 2912 2913 2914 2915
		radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );

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

			distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
			if ( distance <= radius ) return false;

		}

		return true;

	};
2916

2917
	function addToFixedArray( where, what ) {
2918

2919 2920
		where.list[ where.count ] = what;
		where.count += 1;
2921

2922
	};
2923

2924
	function unrollImmediateBufferMaterials( globject ) {
2925

2926 2927 2928 2929 2930 2931 2932
		var i, l, m, ml, material,
			object = globject.object,
			opaque = globject.opaque,
			transparent = globject.transparent;

		transparent.count = 0;
		opaque.count = 0;
2933

2934 2935 2936
		for ( m = 0, ml = object.materials.length; m < ml; m++ ) {

			material = object.materials[ m ];
2937
			material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
2938

2939
		}
2940

2941
	};
2942

2943
	function unrollBufferMaterials( globject ) {
2944

2945 2946 2947 2948 2949 2950 2951 2952
		var i, l, m, ml, material, meshMaterial,
			object = globject.object,
			buffer = globject.buffer,
			opaque = globject.opaque,
			transparent = globject.transparent;

		transparent.count = 0;
		opaque.count = 0;
2953

2954 2955 2956 2957 2958 2959 2960 2961 2962
		for ( m = 0, ml = object.materials.length; m < ml; m++ ) {

			meshMaterial = object.materials[ m ];

			if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {

				for ( i = 0, l = buffer.materials.length; i < l; i++ ) {

					material = buffer.materials[ i ];
2963
					if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
2964 2965 2966 2967 2968 2969

				}

			} else {

				material = meshMaterial;
2970
				if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
2971

2972 2973 2974
			}

		}
2975

2976
	};
2977 2978


2979
	function painterSort( a, b ) {
2980

2981
		return b.z - a.z;
2982 2983

	};
2984

2985
	this.render = function( scene, camera, renderTarget, forceClear ) {
2986

A
alteredq 已提交
2987
		var i, program, opaque, transparent, material,
2988
			o, ol, oil, webglObject, object, buffer,
A
alteredq 已提交
2989
			lights = scene.lights,
N
Nicholas Kinsey 已提交
2990
			fog = scene.fog;
2991

2992 2993
		_this.data.vertices = 0;
		_this.data.faces = 0;
2994
		_this.data.drawCalls = 0;
2995

2996
		camera.matrixAutoUpdate && camera.update( undefined, true );
2997

2998
		scene.update( undefined, false, camera );
M
Mr.doob 已提交
2999

M
Mr.doob 已提交
3000
		camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
3001
		camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
M
Mr.doob 已提交
3002

M
Mr.doob 已提交
3003
		_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
3004
		computeFrustum( _projScreenMatrix );
3005

A
alteredq 已提交
3006
		this.initWebGLObjects( scene );
M
Mr.doob 已提交
3007

A
alteredq 已提交
3008
		setRenderTarget( renderTarget );
M
Mr.doob 已提交
3009

A
alteredq 已提交
3010
		if ( this.autoClear || forceClear ) {
M
Mr.doob 已提交
3011

3012
			this.clear();
M
Mr.doob 已提交
3013

3014 3015
		}

3016
		// set matrices
3017

3018
		ol = scene.__webglObjects.length;
3019

3020
		for ( o = 0; o < ol; o++ ) {
M
Mr.doob 已提交
3021

3022 3023
			webglObject = scene.__webglObjects[ o ];
			object = webglObject.object;
M
Mr.doob 已提交
3024

3025
			if ( object.visible ) {
3026 3027

				if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
3028

3029
					object.matrixWorld.flattenToArray( object._objectMatrixArray );
3030

3031
					setupMatrices( object, camera );
3032

3033
					unrollBufferMaterials( webglObject );
3034

3035
					webglObject.render = true;
3036

3037
					if ( this.sortObjects ) {
3038

3039 3040 3041
						_vector3.copy( object.position );
						_projScreenMatrix.multiplyVector3( _vector3 );

3042
						webglObject.z = _vector3.z;
3043

3044
					}
3045

3046
				} else {
3047

3048
					webglObject.render = false;
3049

3050
				}
3051

3052
			} else {
3053

3054
				webglObject.render = false;
3055

3056
			}
3057

3058
		}
3059

3060
		if ( this.sortObjects ) {
3061

3062
			scene.__webglObjects.sort( painterSort );
3063

3064
		}
3065

3066
		oil = scene.__webglObjectsImmediate.length;
3067

3068
		for ( o = 0; o < oil; o++ ) {
3069

3070 3071
			webglObject = scene.__webglObjectsImmediate[ o ];
			object = webglObject.object;
3072

3073
			if ( object.visible ) {
3074 3075 3076

				if( object.matrixAutoUpdate ) {

3077
					object.matrixWorld.flattenToArray( object._objectMatrixArray );
3078

A
alteredq 已提交
3079
				}
3080

3081
				setupMatrices( object, camera );
3082

3083
				unrollImmediateBufferMaterials( webglObject );
3084

3085
			}
3086

3087
		}
A
alteredq 已提交
3088

3089 3090
		// opaque pass

3091
		setBlending( THREE.NormalBlending );
3092

3093
		for ( o = 0; o < ol; o ++ ) {
M
Mr.doob 已提交
3094

3095
			webglObject = scene.__webglObjects[ o ];
3096

3097
			if ( webglObject.render ) {
3098

3099 3100 3101
				object = webglObject.object;
				buffer = webglObject.buffer;
				opaque = webglObject.opaque;
3102

3103
				setObjectFaces( object );
3104

3105
				for ( i = 0; i < opaque.count; i ++ ) {
3106

3107
					material = opaque.list[ i ];
3108

3109
					setDepthTest( material.depthTest );
A
alteredq 已提交
3110
					renderBuffer( camera, lights, fog, material, buffer, object );
3111

3112
				}
3113 3114 3115 3116 3117

			}

		}

A
alteredq 已提交
3118
		// opaque pass (immediate simulator)
3119

3120
		for ( o = 0; o < oil; o++ ) {
3121

3122 3123
			webglObject = scene.__webglObjectsImmediate[ o ];
			object = webglObject.object;
3124

A
alteredq 已提交
3125
			if ( object.visible ) {
3126

3127
				opaque = webglObject.opaque;
3128

3129
				setObjectFaces( object );
3130

3131
				for( i = 0; i < opaque.count; i++ ) {
3132

3133
					material = opaque.list[ i ];
3134

3135
					setDepthTest( material.depthTest );
3136

A
alteredq 已提交
3137
					program = setProgram( camera, lights, fog, material, object );
3138
					object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
3139

3140
				}
3141

A
alteredq 已提交
3142
			}
3143

A
alteredq 已提交
3144 3145
		}

3146 3147
		// transparent pass

3148
		for ( o = 0; o < ol; o ++ ) {
3149

3150
			webglObject = scene.__webglObjects[ o ];
3151

3152
			if ( webglObject.render ) {
3153

3154 3155 3156
				object = webglObject.object;
				buffer = webglObject.buffer;
				transparent = webglObject.transparent;
3157

3158
				setObjectFaces( object );
3159

3160
				for ( i = 0; i < transparent.count; i ++ ) {
3161

3162
					material = transparent.list[ i ];
3163

3164
					setBlending( material.blending );
3165
					setDepthTest( material.depthTest );
3166

A
alteredq 已提交
3167
					renderBuffer( camera, lights, fog, material, buffer, object );
3168

3169
				}
3170

3171
			}
M
Mr.doob 已提交
3172

M
Mr.doob 已提交
3173
		}
M
Mr.doob 已提交
3174

3175
		// transparent pass (immediate simulator)
3176

3177
		for ( o = 0; o < oil; o++ ) {
3178

3179 3180
			webglObject = scene.__webglObjectsImmediate[ o ];
			object = webglObject.object;
3181

3182
			if ( object.visible ) {
3183

3184
				transparent = webglObject.transparent;
3185

3186
				setObjectFaces( object );
3187

3188
				for ( i = 0; i < transparent.count; i ++ ) {
3189

3190
					material = transparent.list[ i ];
3191

3192
					setBlending( material.blending );
3193
					setDepthTest( material.depthTest );
3194

A
alteredq 已提交
3195
					program = setProgram( camera, lights, fog, material, object );
3196
					object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
3197

3198
				}
3199

3200
			}
3201

3202
		}
3203

M
Mikael Emtinger 已提交
3204
		// render 2d
3205

M
Mikael Emtinger 已提交
3206
		if ( scene.__webglSprites.length ) {
3207

3208
			renderSprites( scene, camera );
3209

M
Mikael Emtinger 已提交
3210 3211
		}

M
Mikael Emtinger 已提交
3212
		// render stencil shadows
M
Mikael Emtinger 已提交
3213

3214
		if ( stencil && scene.__webglShadowVolumes.length && scene.lights.length ) {
M
Mikael Emtinger 已提交
3215 3216

			renderStencilShadows( scene );
3217

M
Mikael Emtinger 已提交
3218 3219
		}

3220

3221
		// render lens flares
3222 3223 3224

		if ( scene.__webglLensFlares.length ) {

3225
			renderLensFlares( scene, camera );
3226

3227 3228
		}

M
Mikael Emtinger 已提交
3229 3230 3231 3232 3233 3234 3235 3236 3237 3238 3239 3240 3241 3242 3243 3244 3245 3246 3247 3248 3249 3250 3251

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

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

			updateRenderTargetMipmap( renderTarget );

		}

	};



	/*
	 * Stencil Shadows
	 * method: we're rendering the world in light, then the shadow
	 *         volumes into the stencil and last a big darkening 
	 *         quad over the whole thing. This is not how "you're
	 *	       supposed to" do stencil shadows but is much faster
	 * 
	 */

	function renderStencilShadows( scene ) {
3252

M
Mikael Emtinger 已提交
3253 3254 3255 3256 3257
		// setup stencil

		_gl.enable( _gl.POLYGON_OFFSET_FILL );
		_gl.polygonOffset( 0.1, 1.0 );
		_gl.enable( _gl.STENCIL_TEST );
3258
		_gl.enable( _gl.DEPTH_TEST );
M
Mikael Emtinger 已提交
3259 3260
		_gl.depthMask( false );
		_gl.colorMask( false, false, false, false );
3261

M
Mikael Emtinger 已提交
3262 3263 3264 3265
		_gl.stencilFunc( _gl.ALWAYS, 1, 0xFF );
		_gl.stencilOpSeparate( _gl.BACK,  _gl.KEEP, _gl.INCR, _gl.KEEP );
		_gl.stencilOpSeparate( _gl.FRONT, _gl.KEEP, _gl.DECR, _gl.KEEP );

3266

M
Mikael Emtinger 已提交
3267
		// loop through all directional lights
3268

M
Mikael Emtinger 已提交
3269 3270
		var l, ll = scene.lights.length;
		var p;
M
Mikael Emtinger 已提交
3271
		var light, lights = scene.lights;
3272
		var dirLight = [];
M
Mikael Emtinger 已提交
3273
		var object, geometryGroup, material;
3274
		var program;
M
Mikael Emtinger 已提交
3275
		var p_uniforms;
3276 3277
		var m_uniforms;
		var attributes;
M
Mikael Emtinger 已提交
3278
		var o, ol = scene.__webglShadowVolumes.length;
3279 3280 3281

		for ( l = 0; l < ll; l++ ) {

M
Mikael Emtinger 已提交
3282
			light = scene.lights[ l ];
3283

3284
			if ( light instanceof THREE.DirectionalLight && light.castShadow ) {
M
Mikael Emtinger 已提交
3285 3286 3287 3288 3289 3290

				dirLight[ 0 ] = -light.position.x;
				dirLight[ 1 ] = -light.position.y;
				dirLight[ 2 ] = -light.position.z;

				// render all volumes
3291 3292 3293

				for ( o = 0; o < ol; o++ ) {

M
Mikael Emtinger 已提交
3294 3295 3296
					object        = scene.__webglShadowVolumes[ o ].object;
					geometryGroup = scene.__webglShadowVolumes[ o ].buffer;
					material      = object.materials[ 0 ];
3297

M
Mikael Emtinger 已提交
3298
					if ( !material.program ) _this.initMaterial( material, lights, undefined, object );
3299

M
Mikael Emtinger 已提交
3300 3301
					program = material.program,
		  			p_uniforms = program.uniforms,
3302 3303
					m_uniforms = material.uniforms,
					attributes = program.attributes;
3304

3305
					if ( _currentProgram !== program ) {
3306

M
Mikael Emtinger 已提交
3307
						_gl.useProgram( program );
M
Mikael Emtinger 已提交
3308
						_currentProgram = program;
3309

M
Mikael Emtinger 已提交
3310 3311 3312 3313
						_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
						_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
						_gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
					}
3314 3315


M
Mikael Emtinger 已提交
3316 3317
					object.matrixWorld.flattenToArray( object._objectMatrixArray );
					_gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
3318 3319


M
Mikael Emtinger 已提交
3320
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
M
Mikael Emtinger 已提交
3321
					_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3322

M
Mikael Emtinger 已提交
3323
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
M
Mikael Emtinger 已提交
3324
					_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
3325

M
Mikael Emtinger 已提交
3326
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
3327

M
Mikael Emtinger 已提交
3328
					_gl.cullFace( _gl.FRONT );
M
Mikael Emtinger 已提交
3329
					_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
3330

M
Mikael Emtinger 已提交
3331
					_gl.cullFace( _gl.BACK );
M
Mikael Emtinger 已提交
3332
					_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
3333

M
Mikael Emtinger 已提交
3334
				}
M
Mikael Emtinger 已提交
3335

M
Mikael Emtinger 已提交
3336
			}
M
Mikael Emtinger 已提交
3337

M
Mikael Emtinger 已提交
3338 3339
		}

3340

M
Mikael Emtinger 已提交
3341
		// setup color+stencil
M
Mikael Emtinger 已提交
3342

M
Mikael Emtinger 已提交
3343 3344 3345 3346
		_gl.disable( _gl.POLYGON_OFFSET_FILL );
		_gl.colorMask( true, true, true, true );
		_gl.stencilFunc( _gl.NOTEQUAL, 0, 0xFF );
		_gl.stencilOp( _gl.KEEP, _gl.KEEP, _gl.KEEP );
3347
		_gl.disable( _gl.DEPTH_TEST );
M
Mikael Emtinger 已提交
3348 3349


3350
		// draw darkening polygon
M
Mr.doob 已提交
3351

3352
		_oldBlending = -1;
M
Mikael Emtinger 已提交
3353
		_currentProgram = _stencilShadow.program;
M
Mr.doob 已提交
3354

M
Mikael Emtinger 已提交
3355 3356 3357
		_gl.useProgram( _stencilShadow.program );
		_gl.uniformMatrix4fv( _stencilShadow.projectionLocation, false, _projectionMatrixArray );
		_gl.uniform1f( _stencilShadow.darknessLocation, _stencilShadow.darkness );
3358

M
Mikael Emtinger 已提交
3359 3360 3361
		_gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
		_gl.vertexAttribPointer( _stencilShadow.vertexLocation, 3, _gl.FLOAT, false, 0, 0 );
		_gl.enableVertexAttribArray( _stencilShadow.vertexLocation );
M
Mr.doob 已提交
3362

M
Mikael Emtinger 已提交
3363 3364
		_gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
		_gl.blendEquation( _gl.FUNC_ADD );
3365

M
Mikael Emtinger 已提交
3366
		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
M
Mikael Emtinger 已提交
3367 3368 3369 3370 3371
		_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );


		// disable stencil

3372 3373 3374 3375
		_gl.disable( _gl.STENCIL_TEST );
		_gl.enable( _gl.DEPTH_TEST );
		_gl.depthMask( _currentDepthMask );

M
Mikael Emtinger 已提交
3376
	}
3377

3378

3379 3380 3381 3382 3383 3384 3385 3386 3387 3388 3389 3390 3391 3392 3393 3394 3395 3396 3397
	/*
	 * Render sprites
	 * 
	 */

	function renderSprites( scene, camera ) {

		var o, ol, object;
		var attributes = _sprite.attributes;
		var uniforms = _sprite.uniforms;
		var anyCustom = false;
		var invAspect = _viewportHeight / _viewportWidth;
		var size, scale = [];
		var screenPosition;
		var halfViewportWidth = _viewportWidth * 0.5;
		var halfViewportHeight = _viewportHeight * 0.5;
		var mergeWith3D = true;

		// setup gl
3398

3399 3400
		_gl.useProgram( _sprite.program );
		_currentProgram = _sprite.program;
3401
		_oldBlending = -1;
3402

M
Mr.doob 已提交
3403
		if ( !_spriteAttributesEnabled ) {
3404

M
Mr.doob 已提交
3405 3406
			_gl.enableVertexAttribArray( _sprite.attributes.position );
			_gl.enableVertexAttribArray( _sprite.attributes.uv );
3407

M
Mr.doob 已提交
3408 3409 3410
			_spriteAttributesEnabled = true;

		}
3411

3412
		_gl.disable( _gl.CULL_FACE );
3413
		_gl.enable( _gl.BLEND );
3414
		_gl.depthMask( true );
3415 3416 3417 3418 3419 3420

		_gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
		_gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
		_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );

		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
3421

3422 3423 3424 3425
		_gl.uniformMatrix4fv( uniforms.projectionMatrix, false, _projectionMatrixArray );

		_gl.activeTexture( _gl.TEXTURE0 );
		_gl.uniform1i( uniforms.map, 0 );
3426

3427
		// update positions and sort
3428

3429
		for( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
3430

3431
			object = scene.__webglSprites[ o ];
3432

3433
			if( !object.useScreenCoordinates ) {
3434

3435 3436
				object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
				object.z = -object._modelViewMatrix.n34;
3437

3438
			} else {
3439

3440
				object.z = -object.position.z;
3441

3442
			}
3443

3444 3445 3446
		}

		scene.__webglSprites.sort( painterSort );
3447 3448

		// render all non-custom shader sprites
3449 3450

		for ( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
3451 3452 3453

			object = scene.__webglSprites[ o ];

3454 3455 3456 3457 3458
			if ( object.material === undefined ) {

				if ( object.map && object.map.image && object.map.image.width ) {

					if ( object.useScreenCoordinates ) {
3459 3460 3461 3462

						_gl.uniform1i( uniforms.useScreenCoordinates, 1 );
						_gl.uniform3f( uniforms.screenPosition, ( object.position.x - halfViewportWidth  ) / halfViewportWidth, 
														        ( halfViewportHeight - object.position.y ) / halfViewportHeight,
3463
														          Math.max( 0, Math.min( 1, object.position.z )));
3464

3465 3466
					} else {

3467

3468 3469 3470 3471

						_gl.uniform1i( uniforms.useScreenCoordinates, 0 );
						_gl.uniform1i( uniforms.affectedByDistance, object.affectedByDistance ? 1 : 0 );
						_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
3472

3473
					}
3474

3475
					size = object.map.image.width / ( object.affectedByDistance ? 1 : _viewportHeight );
3476
					scale[ 0 ] = size * invAspect * object.scale.x;
3477
					scale[ 1 ] = size * object.scale.y;
3478

3479 3480 3481 3482 3483 3484 3485
					_gl.uniform2f( uniforms.uvScale, object.uvScale.x, object.uvScale.y );
					_gl.uniform2f( uniforms.uvOffset, object.uvOffset.x, object.uvOffset.y );
					_gl.uniform2f( uniforms.alignment, object.alignment.x, object.alignment.y );
					_gl.uniform1f( uniforms.opacity, object.opacity );
					_gl.uniform1f( uniforms.rotation, object.rotation );
					_gl.uniform2fv( uniforms.scale, scale );

3486 3487
					if ( object.mergeWith3D && !mergeWith3D ) {

3488 3489
						_gl.enable( _gl.DEPTH_TEST );
						mergeWith3D = true;
3490 3491 3492

					} else if ( !object.mergeWith3D && mergeWith3D ) {

3493 3494
						_gl.disable( _gl.DEPTH_TEST );
						mergeWith3D = false;
3495

3496
					}
3497

3498 3499
					setBlending( object.blending );
					setTexture( object.map, 0 );
3500

3501 3502
					_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
				}
3503

3504
			} else {
3505

3506
				anyCustom = true;
3507

3508
			}
3509

3510 3511 3512 3513 3514
		}


		// loop through all custom

3515 3516 3517
		/*
		if( anyCustom ) {

3518
		}
3519
		*/
3520 3521 3522 3523 3524 3525 3526 3527 3528 3529 3530

		// restore gl

		_gl.enable( _gl.CULL_FACE );
		_gl.enable( _gl.DEPTH_TEST );
		_gl.depthMask( _currentDepthMask );

	}



3531 3532 3533 3534 3535 3536 3537 3538 3539 3540
	/*
	 * Render lens flares
	 * Method: renders 16x16 0xff00ff-colored points scattered over the light source area, 
	 *         reads these back and calculates occlusion.  
	 *         Then LensFlare.updateLensFlares() is called to re-position and 
	 *         update transparency of flares. Then they are rendered.
	 * 
	 */

	function renderLensFlares( scene, camera ) {
3541

3542 3543 3544 3545 3546 3547 3548 3549 3550 3551 3552 3553 3554 3555 3556 3557 3558 3559 3560 3561 3562 3563
		var object, objectZ, geometryGroup, material;
		var o, ol = scene.__webglLensFlares.length;
		var f, fl, flare;
		var tempPosition = new THREE.Vector3();
		var invAspect = _viewportHeight / _viewportWidth;
		var halfViewportWidth = _viewportWidth * 0.5;
		var halfViewportHeight = _viewportHeight * 0.5;
		var size = 16 / _viewportHeight;
		var scale = [ size * invAspect, size ];
		var screenPosition = [ 1, 1, 0 ];
		var screenPositionPixels = [ 1, 1 ];
		var sampleX, sampleY, readBackPixels = _lensFlare.readBackPixels;
		var sampleMidX = 7 * 4;
		var sampleMidY = 7 * 16 * 4;
		var sampleIndex, visibility;
		var uniforms = _lensFlare.uniforms;
		var attributes = _lensFlare.attributes;


		// set lensflare program and reset blending

		_gl.useProgram( _lensFlare.program );
M
Mikael Emtinger 已提交
3564
		_currentProgram = _lensFlare.program;
3565
		_oldBlending = -1;
3566 3567


M
Mr.doob 已提交
3568 3569 3570 3571 3572 3573 3574 3575 3576
		if ( ! _lensFlareAttributesEnabled ) {
		
			_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
			_gl.enableVertexAttribArray( _lensFlare.attributes.uv );
			
			_lensFlareAttributesEnabled = true;

		}

3577 3578 3579
		// loop through all lens flares to update their occlusion and positions
		// setup gl and common used attribs/unforms

3580 3581
		_gl.uniform1i( uniforms.occlusionMap, 0 );
		_gl.uniform1i( uniforms.map, 1 );
3582 3583 3584 3585 3586 3587 3588 3589 3590 3591 3592

		_gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
		_gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
		_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );


		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );

		_gl.disable( _gl.CULL_FACE );
		_gl.depthMask( false );

3593 3594 3595 3596
		_gl.activeTexture( _gl.TEXTURE0 );
		_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );

		_gl.activeTexture( _gl.TEXTURE1 );
3597

3598 3599
		for ( o = 0; o < ol; o ++ ) {

3600
			// calc object screen position
3601

3602
			object = scene.__webglLensFlares[ o ].object;
3603

3604
			tempPosition.set( object.matrixWorld.n14, object.matrixWorld.n24, object.matrixWorld.n34 );
3605

3606 3607 3608
			camera.matrixWorldInverse.multiplyVector3( tempPosition );
			objectZ = tempPosition.z;
			camera.projectionMatrix.multiplyVector3( tempPosition );
3609 3610


3611
			// setup arrays for gl programs
3612

3613 3614 3615
			screenPosition[ 0 ] = tempPosition.x;
			screenPosition[ 1 ] = tempPosition.y;
			screenPosition[ 2 ] = tempPosition.z;
3616

3617 3618
			screenPositionPixels[ 0 ] = screenPosition[ 0 ] * halfViewportWidth + halfViewportWidth;
			screenPositionPixels[ 1 ] = screenPosition[ 1 ] * halfViewportHeight + halfViewportHeight;
3619

3620

M
Mikael Emtinger 已提交
3621
			// screen cull 
3622 3623

			if ( _lensFlare.hasVertexTexture || ( screenPositionPixels[ 0 ] > 0 &&
3624 3625
				screenPositionPixels[ 0 ] < _viewportWidth &&
				screenPositionPixels[ 1 ] > 0 &&
3626
				screenPositionPixels[ 1 ] < _viewportHeight )) {
3627 3628


3629
				// save current RGB to temp texture
3630

3631
				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
3632
				_gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
M
Mikael Emtinger 已提交
3633

3634

3635
				// render pink quad
3636

3637 3638 3639
				_gl.uniform1i( uniforms.renderType, 0 );
				_gl.uniform2fv( uniforms.scale, scale );
				_gl.uniform3fv( uniforms.screenPosition, screenPosition );
3640

3641 3642
				_gl.disable( _gl.BLEND );
				_gl.enable( _gl.DEPTH_TEST );
3643

3644
				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
3645 3646


3647
				// copy result to occlusionMap
3648

3649
				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
3650
				_gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
3651 3652


3653
				// restore graphics
3654

3655 3656 3657 3658
				_gl.uniform1i( uniforms.renderType, 1 );
				_gl.disable( _gl.DEPTH_TEST );
				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
3659 3660


3661
				// update object positions
3662

3663 3664 3665
				object.positionScreen.x = screenPosition[ 0 ];
				object.positionScreen.y = screenPosition[ 1 ];
				object.positionScreen.z = screenPosition[ 2 ];
3666

3667
				if ( object.customUpdateCallback ) {
3668

3669
					object.customUpdateCallback( object );
3670

3671
				} else {
3672

3673
					object.updateLensFlares();
3674

3675
				}
3676 3677


3678
				// render flares
3679

3680 3681
				_gl.uniform1i( uniforms.renderType, 2 );
				_gl.enable( _gl.BLEND );
3682

3683
				for ( f = 0, fl = object.lensFlares.length; f < fl; f ++ ) {
3684

3685
					flare = object.lensFlares[ f ];
3686

3687
					if ( flare.opacity > 0.001 && flare.scale > 0.001 ) {
3688

3689 3690 3691
						screenPosition[ 0 ] = flare.x;
						screenPosition[ 1 ] = flare.y;
						screenPosition[ 2 ] = flare.z;
3692

3693 3694 3695
						size = flare.size * flare.scale / _viewportHeight;
						scale[ 0 ] = size * invAspect;
						scale[ 1 ] = size;
3696

3697 3698 3699 3700
						_gl.uniform3fv( uniforms.screenPosition, screenPosition );
						_gl.uniform2fv( uniforms.scale, scale );
						_gl.uniform1f( uniforms.rotation, flare.rotation );
						_gl.uniform1f( uniforms.opacity, flare.opacity );
3701

3702 3703
						setBlending( flare.blending );
						setTexture( flare.texture, 1 );
3704

3705
						_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
3706

3707
					}
3708

3709
				}
3710

3711
			}
M
Mr.doob 已提交
3712

3713 3714 3715
		}

		// restore gl
3716

3717 3718
		_gl.enable( _gl.CULL_FACE );
		_gl.enable( _gl.DEPTH_TEST );
3719
		_gl.depthMask( _currentDepthMask );
3720

3721
	};
3722 3723


3724
	function setupMatrices( object, camera ) {
3725

3726 3727
		object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
		THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
3728

3729
	};
3730

A
alteredq 已提交
3731
	this.initWebGLObjects = function ( scene ) {
3732

3733
		if ( !scene.__webglObjects ) {
3734

3735 3736
			scene.__webglObjects = [];
			scene.__webglObjectsImmediate = [];
M
Mikael Emtinger 已提交
3737
			scene.__webglShadowVolumes = [];
M
Mikael Emtinger 已提交
3738
			scene.__webglLensFlares = [];
M
Mikael Emtinger 已提交
3739
			scene.__webglSprites = [];
3740 3741
		}

M
Mr.doob 已提交
3742
		while ( scene.__objectsAdded.length ) {
3743

M
Mr.doob 已提交
3744 3745
			addObject( scene.__objectsAdded[ 0 ], scene );
			scene.__objectsAdded.splice( 0, 1 );
3746 3747 3748

		}

M
Mr.doob 已提交
3749
		while ( scene.__objectsRemoved.length ) {
3750

M
Mr.doob 已提交
3751 3752
			removeObject( scene.__objectsRemoved[ 0 ], scene );
			scene.__objectsRemoved.splice( 0, 1 );
3753 3754

		}
3755

A
alteredq 已提交
3756
		// update must be called after objects adding / removal
M
Mr.doob 已提交
3757

A
alteredq 已提交
3758 3759
		for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {

M
Mr.doob 已提交
3760
			updateObject( scene.__webglObjects[ o ].object, scene );
A
alteredq 已提交
3761 3762

		}
3763

M
Mikael Emtinger 已提交
3764 3765 3766 3767 3768
		for ( var o = 0, ol = scene.__webglShadowVolumes.length; o < ol; o ++ ) {

			updateObject( scene.__webglShadowVolumes[ o ].object, scene );

		}
3769

M
Mikael Emtinger 已提交
3770 3771 3772 3773 3774
		for ( var o = 0, ol = scene.__webglLensFlares.length; o < ol; o ++ ) {

			updateObject( scene.__webglLensFlares[ o ].object, scene );

		}
A
alteredq 已提交
3775

3776 3777
		/*
		for ( var o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
M
Mikael Emtinger 已提交
3778 3779 3780

			updateObject( scene.__webglSprites[ o ].object, scene );

3781 3782
		}
		*/
M
Mikael Emtinger 已提交
3783

3784
	};
3785

3786
	function addObject( object, scene ) {
3787

3788
		var g, geometry, geometryGroup;
M
Mr.doob 已提交
3789

3790
		if ( object._modelViewMatrix == undefined ) {
3791

3792
			object._modelViewMatrix = new THREE.Matrix4();
3793

3794 3795 3796
			object._normalMatrixArray = new Float32Array( 9 );
			object._modelViewMatrixArray = new Float32Array( 16 );
			object._objectMatrixArray = new Float32Array( 16 );
3797

3798
			object.matrixWorld.flattenToArray( object._objectMatrixArray );
M
Mr.doob 已提交
3799

3800
		}
A
alteredq 已提交
3801

3802
		if ( object instanceof THREE.Mesh ) {
A
alteredq 已提交
3803

3804 3805 3806 3807 3808 3809 3810 3811
			geometry = object.geometry;

			if ( geometry.geometryGroups == undefined ) {

				sortFacesByMaterial( geometry );

			}

3812
			// create separate VBOs per geometry chunk
A
alteredq 已提交
3813

3814
			for ( g in geometry.geometryGroups ) {
A
alteredq 已提交
3815

3816
				geometryGroup = geometry.geometryGroups[ g ];
M
Mr.doob 已提交
3817

3818
				// initialise VBO on the first access
M
Mr.doob 已提交
3819

3820
				if ( ! geometryGroup.__webglVertexBuffer ) {
M
Mr.doob 已提交
3821

3822 3823
					createMeshBuffers( geometryGroup );
					initMeshBuffers( geometryGroup, object );
A
alteredq 已提交
3824

3825
					geometry.__dirtyVertices = true;
3826
					geometry.__dirtyMorphTargets = true;
3827 3828 3829 3830 3831
					geometry.__dirtyElements = true;
					geometry.__dirtyUvs = true;
					geometry.__dirtyNormals = true;
					geometry.__dirtyTangents = true;
					geometry.__dirtyColors = true;
M
Mr.doob 已提交
3832

3833
				}
3834

3835
				// create separate wrapper per each use of VBO
3836

3837 3838
				if ( object instanceof THREE.ShadowVolume ) {

M
Mikael Emtinger 已提交
3839
					addBuffer( scene.__webglShadowVolumes, geometryGroup, object );
3840

M
Mikael Emtinger 已提交
3841
				} else {
3842

M
Mikael Emtinger 已提交
3843
					addBuffer( scene.__webglObjects, geometryGroup, object );
3844

M
Mikael Emtinger 已提交
3845
				}
3846

3847
			}
M
Mr.doob 已提交
3848

M
Mikael Emtinger 已提交
3849
		} else if ( object instanceof THREE.LensFlare ) {
3850

M
Mikael Emtinger 已提交
3851
			addBuffer( scene.__webglLensFlares, undefined, object );
3852

A
alteredq 已提交
3853 3854
		} else if ( object instanceof THREE.Ribbon ) {

3855 3856
			geometry = object.geometry;

3857
			if( ! geometry.__webglVertexBuffer ) {
A
alteredq 已提交
3858 3859 3860 3861 3862 3863 3864 3865 3866

				createRibbonBuffers( geometry );
				initRibbonBuffers( geometry );

				geometry.__dirtyVertices = true;
				geometry.__dirtyColors = true;

			}

M
Mr.doob 已提交
3867
			addBuffer( scene.__webglObjects, geometry, object );
A
alteredq 已提交
3868

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

3871 3872
			geometry = object.geometry;

3873
			if( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
3874

3875 3876
				createLineBuffers( geometry );
				initLineBuffers( geometry );
M
Mr.doob 已提交
3877

3878 3879
				geometry.__dirtyVertices = true;
				geometry.__dirtyColors = true;
M
Mr.doob 已提交
3880

3881
			}
M
Mr.doob 已提交
3882

M
Mr.doob 已提交
3883
			addBuffer( scene.__webglObjects, geometry, object );
3884

A
alteredq 已提交
3885 3886 3887 3888
		} else if ( object instanceof THREE.ParticleSystem ) {

			geometry = object.geometry;

3889
			if ( ! geometry.__webglVertexBuffer ) {
A
alteredq 已提交
3890 3891 3892 3893 3894 3895

				createParticleBuffers( geometry );
				initParticleBuffers( geometry );

				geometry.__dirtyVertices = true;
				geometry.__dirtyColors = true;
3896

3897
			}
3898

M
Mr.doob 已提交
3899
			addBuffer( scene.__webglObjects, geometry, object );
M
Mr.doob 已提交
3900

A
alteredq 已提交
3901 3902 3903 3904
		} else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {

			addBufferImmediate( scene.__webglObjectsImmediate, object );

3905
		} else if ( object instanceof THREE.Sprite ) {
3906

3907 3908
			scene.__webglSprites.push( object );
		}
3909

3910
		/*else if ( object instanceof THREE.Particle ) {
A
alteredq 已提交
3911 3912 3913 3914 3915

		}*/

	};

3916
	function updateObject( object, scene ) {
A
alteredq 已提交
3917

3918
		var g, geometry, geometryGroup, a, customAttributeDirty;
A
alteredq 已提交
3919 3920 3921 3922 3923 3924 3925 3926 3927 3928 3929

		if ( object instanceof THREE.Mesh ) {

			geometry = object.geometry;

			// check all geometry groups

			for ( g in geometry.geometryGroups ) {

				geometryGroup = geometry.geometryGroups[ g ];

3930 3931
				customAttributeDirty = false;

M
Mr.doob 已提交
3932 3933 3934 3935
				for ( a in geometryGroup.__webglCustomAttributes ) {

					if( geometryGroup.__webglCustomAttributes[ a ].needsUpdate ) {

3936 3937
						customAttributeDirty = true;
						break;
A
alteredq 已提交
3938

3939
					}
M
Mr.doob 已提交
3940

3941 3942
				}

3943
				if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
A
alteredq 已提交
3944
					geometry.__dirtyUvs || geometry.__dirtyNormals ||
3945
					geometry.__dirtyColors || geometry.__dirtyTangents || customAttributeDirty ) {
A
alteredq 已提交
3946 3947 3948 3949 3950 3951 3952

					setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW );

				}

			}

3953
			geometry.__dirtyVertices = false;
3954
			geometry.__dirtyMorphTargets = false;
A
alteredq 已提交
3955 3956 3957 3958
			geometry.__dirtyElements = false;
			geometry.__dirtyUvs = false;
			geometry.__dirtyNormals = false;
			geometry.__dirtyTangents = false;
3959
			geometry.__dirtyColors = false;
M
Mr.doob 已提交
3960

A
alteredq 已提交
3961
		} else if ( object instanceof THREE.Ribbon ) {
M
Mr.doob 已提交
3962

3963 3964
			geometry = object.geometry;

A
alteredq 已提交
3965
			if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
M
Mr.doob 已提交
3966

A
alteredq 已提交
3967
				setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
3968

A
alteredq 已提交
3969 3970 3971 3972 3973 3974 3975 3976 3977 3978 3979 3980
			}

			geometry.__dirtyVertices = false;
			geometry.__dirtyColors = false;

		} else if ( object instanceof THREE.Line ) {

			geometry = object.geometry;

			if( geometry.__dirtyVertices ||  geometry.__dirtyColors ) {

				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
3981

3982
			}
3983

A
alteredq 已提交
3984 3985 3986 3987 3988 3989 3990
			geometry.__dirtyVertices = false;
			geometry.__dirtyColors = false;

		} else if ( object instanceof THREE.ParticleSystem ) {

			geometry = object.geometry;

3991
			if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
M
Mr.doob 已提交
3992

3993
				setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
M
Mr.doob 已提交
3994

3995
			}
M
Mr.doob 已提交
3996

3997 3998
			geometry.__dirtyVertices = false;
			geometry.__dirtyColors = false;
M
Mr.doob 已提交
3999

4000
		}/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
4001

A
alteredq 已提交
4002
			// it updates itself in render callback
4003 4004

		} else if ( object instanceof THREE.Particle ) {
4005 4006

		}*/
4007

4008
	};
4009

4010
	function removeObject( object, scene ) {
M
Mr.doob 已提交
4011 4012 4013

		var o, ol, zobject;

4014 4015 4016 4017 4018 4019 4020 4021 4022 4023
		if ( object instanceof THREE.Mesh ) {

			for ( o = scene.__webglObjects.length - 1; o >= 0; o -- ) {

				zobject = scene.__webglObjects[ o ].object;

				if ( object == zobject ) {

					scene.__webglObjects.splice( o, 1 );
					return;
M
Mr.doob 已提交
4024

4025 4026 4027 4028 4029 4030 4031
				}

			}

		} else if ( object instanceof THREE.Sprite ) {

			for ( o = scene.__webglSprites.length - 1; o >= 0; o -- ) {
M
Mr.doob 已提交
4032

4033
				zobject = scene.__webglSprites[ o ];
M
Mr.doob 已提交
4034

4035 4036 4037 4038 4039 4040
				if ( object == zobject ) {

					scene.__webglSprites.splice( o, 1 );
					return;

				}
M
Mr.doob 已提交
4041 4042 4043 4044

			}

		}
4045 4046

		// add shadows, etc
M
Mr.doob 已提交
4047 4048 4049

	};

4050
	function sortFacesByMaterial( geometry ) {
4051 4052 4053 4054 4055 4056 4057

		// TODO
		// Should optimize by grouping faces with ColorFill / ColorStroke materials
		// which could then use vertex color attributes instead of each being
		// in its separate VBO

		var i, l, f, fl, face, material, materials, vertices, mhash, ghash, hash_map = {};
4058
		var numMorphTargets = geometry.morphTargets !== undefined ? geometry.morphTargets.length : 0;
4059 4060 4061 4062 4063 4064 4065 4066 4067 4068 4069 4070 4071 4072 4073 4074 4075 4076 4077 4078 4079 4080 4081 4082 4083 4084 4085 4086 4087 4088 4089 4090 4091 4092 4093 4094 4095 4096 4097 4098 4099 4100

		geometry.geometryGroups = {};

		function materialHash( material ) {

			var hash_array = [];

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

				if ( material[ i ] == undefined ) {

					hash_array.push( "undefined" );

				} else {

					hash_array.push( material[ i ].id );

				}

			}

			return hash_array.join( '_' );

		}

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

			face = geometry.faces[ f ];
			materials = face.materials;

			mhash = materialHash( materials );

			if ( hash_map[ mhash ] == undefined ) {

				hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };

			}

			ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;

			if ( geometry.geometryGroups[ ghash ] == undefined ) {

4101
				geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
4102 4103 4104 4105 4106 4107 4108 4109 4110 4111 4112 4113

			}

			vertices = face instanceof THREE.Face3 ? 3 : 4;

			if ( geometry.geometryGroups[ ghash ].vertices + vertices > 65535 ) {

				hash_map[ mhash ].counter += 1;
				ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;

				if ( geometry.geometryGroups[ ghash ] == undefined ) {

4114
					geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
4115 4116 4117 4118 4119 4120 4121 4122 4123 4124 4125 4126

				}

			}

			geometry.geometryGroups[ ghash ].faces.push( f );
			geometry.geometryGroups[ ghash ].vertices += vertices;

		}

	};

4127
	function addBuffer( objlist, buffer, object ) {
4128

4129 4130 4131 4132 4133
		objlist.push( {
			buffer: buffer, object: object,
			opaque: { list: [], count: 0 },
			transparent: { list: [], count: 0 }
		} );
M
Mr.doob 已提交
4134

4135
	};
4136

4137
	function addBufferImmediate( objlist, object ) {
4138

4139 4140 4141 4142 4143
		objlist.push( {
			object: object,
			opaque: { list: [], count: 0 },
			transparent: { list: [], count: 0 }
		} );
4144

4145
	};
4146

4147
	this.setFaceCulling = function ( cullFace, frontFace ) {
M
Mr.doob 已提交
4148

4149
		if ( cullFace ) {
M
Mr.doob 已提交
4150

4151
			if ( !frontFace || frontFace == "ccw" ) {
M
Mr.doob 已提交
4152

4153
				_gl.frontFace( _gl.CCW );
M
Mr.doob 已提交
4154

4155
			} else {
M
Mr.doob 已提交
4156

4157
				_gl.frontFace( _gl.CW );
M
Mr.doob 已提交
4158

4159
			}
M
Mr.doob 已提交
4160

4161
			if( cullFace == "back" ) {
M
Mr.doob 已提交
4162

4163
				_gl.cullFace( _gl.BACK );
M
Mr.doob 已提交
4164

4165
			} else if( cullFace == "front" ) {
M
Mr.doob 已提交
4166

4167
				_gl.cullFace( _gl.FRONT );
M
Mr.doob 已提交
4168

4169
			} else {
M
Mr.doob 已提交
4170

4171
				_gl.cullFace( _gl.FRONT_AND_BACK );
M
Mr.doob 已提交
4172

4173
			}
M
Mr.doob 已提交
4174

4175
			_gl.enable( _gl.CULL_FACE );
M
Mr.doob 已提交
4176

4177
		} else {
M
Mr.doob 已提交
4178

4179
			_gl.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
4180

4181 4182 4183
		}

	};
N
Nicolas Garcia Belmonte 已提交
4184

4185
	this.supportsVertexTextures = function () {
4186

A
alteredq 已提交
4187
		return _supportsVertexTextures;
4188

4189
	};
4190

4191
	function maxVertexTextures() {
4192

4193 4194 4195
		return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );

	};
4196

4197
	function initGL( antialias, clearColor, clearAlpha, stencil ) {
N
Nicolas Garcia Belmonte 已提交
4198 4199 4200

		try {

M
Mikael Emtinger 已提交
4201
			if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: antialias, stencil: stencil } ) ) ) {
N
Nicolas Garcia Belmonte 已提交
4202

4203
				throw 'Error creating WebGL context.';
N
Nicolas Garcia Belmonte 已提交
4204

4205 4206 4207
			}

		} catch ( e ) {
N
Nicolas Garcia Belmonte 已提交
4208

4209
			console.error( e );
N
Nicolas Garcia Belmonte 已提交
4210 4211 4212

		}

4213 4214 4215 4216 4217 4218 4219 4220
		console.log(
			navigator.userAgent + " | " +
			_gl.getParameter( _gl.VERSION ) + " | " +
			_gl.getParameter( _gl.VENDOR ) + " | " +
			_gl.getParameter( _gl.RENDERER ) + " | " +
			_gl.getParameter( _gl.SHADING_LANGUAGE_VERSION )
		);

N
Nicolas Garcia Belmonte 已提交
4221 4222 4223 4224 4225 4226
		_gl.clearColor( 0, 0, 0, 1 );
		_gl.clearDepth( 1 );

		_gl.enable( _gl.DEPTH_TEST );
		_gl.depthFunc( _gl.LEQUAL );

4227 4228
		_gl.frontFace( _gl.CCW );
		_gl.cullFace( _gl.BACK );
4229
		_gl.enable( _gl.CULL_FACE );
M
Mr.doob 已提交
4230

N
Nicolas Garcia Belmonte 已提交
4231
		_gl.enable( _gl.BLEND );
4232 4233 4234
		_gl.blendEquation( _gl.FUNC_ADD );
		_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );

4235
		_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
4236

4237 4238
		// _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, true );

A
alteredq 已提交
4239
		_cullEnabled = true;
N
Nicolas Garcia Belmonte 已提交
4240

4241
	};
M
Mr.doob 已提交
4242

4243
	function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
4244

4245
		var p, pl, program, code;
4246
		var chunks = [];
4247 4248 4249

		// Generate code

4250 4251 4252 4253 4254 4255 4256 4257 4258 4259
		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}
4260 4261 4262

		for ( p in parameters ) {

4263 4264
			chunks.push( p );
			chunks.push( parameters[ p ] );
4265 4266 4267

		}

4268 4269
		code = chunks.join();

4270 4271 4272 4273 4274 4275 4276
		// Check if code has been already compiled

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

			if ( _programs[ p ].code == code ) {

				// console.log( "Code already compiled." /*: \n\n" + code*/ );
4277

4278 4279 4280 4281 4282
				return _programs[ p ].program;

			}

		}
4283

4284
		//console.log( "building new program " );
4285 4286 4287 4288

		//

		program = _gl.createProgram(),
M
Mr.doob 已提交
4289

M
Mr.doob 已提交
4290
		prefix_fragment = [
A
alteredq 已提交
4291

M
Mr.doob 已提交
4292 4293 4294
			"#ifdef GL_ES",
			"precision highp float;",
			"#endif",
M
Mr.doob 已提交
4295

4296 4297
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
A
alteredq 已提交
4298

4299 4300
			parameters.fog ? "#define USE_FOG" : "",
			parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
4301

4302
			parameters.map ? "#define USE_MAP" : "",
4303 4304 4305
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
			parameters.vertexColors ? "#define USE_COLOR" : "",
4306

4307
			"uniform mat4 viewMatrix;",
4308
			"uniform vec3 cameraPosition;",
M
Mr.doob 已提交
4309
			""
A
alteredq 已提交
4310

M
Mr.doob 已提交
4311
		].join("\n"),
4312

M
Mr.doob 已提交
4313
		prefix_vertex = [
A
alteredq 已提交
4314 4315
			
			_supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
4316

4317 4318 4319
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,

4320 4321
			"#define MAX_BONES " + parameters.maxBones,

4322
			parameters.map ? "#define USE_MAP" : "",
4323 4324 4325
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
			parameters.vertexColors ? "#define USE_COLOR" : "",
4326
			parameters.skinning ? "#define USE_SKINNING" : "",
4327
			parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
4328

4329 4330
			parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",

M
Mr.doob 已提交
4331 4332 4333
			"uniform mat4 objectMatrix;",
			"uniform mat4 modelViewMatrix;",
			"uniform mat4 projectionMatrix;",
4334 4335
			"uniform mat4 viewMatrix;",
			"uniform mat3 normalMatrix;",
M
Mr.doob 已提交
4336
			"uniform vec3 cameraPosition;",
A
alteredq 已提交
4337 4338 4339

			"uniform mat4 cameraInverseMatrix;",

M
Mr.doob 已提交
4340 4341 4342
			"attribute vec3 position;",
			"attribute vec3 normal;",
			"attribute vec2 uv;",
4343
			"attribute vec2 uv2;",
4344

4345
			"#ifdef USE_COLOR",
4346

4347
				"attribute vec3 color;",
4348

4349 4350
			"#endif",

4351
			"#ifdef USE_MORPHTARGETS",
4352

4353 4354 4355 4356 4357 4358 4359 4360
				"attribute vec3 morphTarget0;",
				"attribute vec3 morphTarget1;",
				"attribute vec3 morphTarget2;",
				"attribute vec3 morphTarget3;",
				"attribute vec3 morphTarget4;",
				"attribute vec3 morphTarget5;",
				"attribute vec3 morphTarget6;",
				"attribute vec3 morphTarget7;",
4361

4362 4363 4364
			"#endif",

			"#ifdef USE_SKINNING",
4365

4366 4367 4368 4369
				"attribute vec4 skinVertexA;",
				"attribute vec4 skinVertexB;",
				"attribute vec4 skinIndex;",
				"attribute vec4 skinWeight;",
4370

4371
			"#endif",
4372

M
Mr.doob 已提交
4373
			""
A
alteredq 已提交
4374

M
Mr.doob 已提交
4375
		].join("\n");
4376

4377 4378
		_gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
		_gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
M
Mr.doob 已提交
4379

M
Mr.doob 已提交
4380
		_gl.linkProgram( program );
N
Nicolas Garcia Belmonte 已提交
4381

M
Mr.doob 已提交
4382
		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
N
Nicolas Garcia Belmonte 已提交
4383

4384
			console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
M
Mr.doob 已提交
4385

N
Nicolas Garcia Belmonte 已提交
4386
		}
4387

4388 4389
		//console.log( prefix_fragment + fragmentShader );
		//console.log( prefix_vertex + vertexShader );
M
Mr.doob 已提交
4390

M
Mr.doob 已提交
4391
		program.uniforms = {};
4392
		program.attributes = {};
M
Mr.doob 已提交
4393

4394 4395 4396 4397 4398 4399 4400 4401 4402 4403 4404 4405 4406 4407 4408 4409 4410 4411
		var identifiers, u, a, i;

		// cache uniform locations

		identifiers = [

			'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
			'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'

		];

		for ( u in uniforms ) {

			identifiers.push( u );

		}

		cacheUniformLocations( program, identifiers );
4412

4413 4414 4415 4416 4417 4418 4419 4420 4421 4422 4423 4424 4425 4426 4427 4428 4429 4430 4431 4432 4433 4434 4435
		// cache attributes locations

		identifiers = [

			"position", "normal", "uv", "uv2", "tangent", "color",
			"skinVertexA", "skinVertexB", "skinIndex", "skinWeight"

		];

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

			identifiers.push( "morphTarget" + i );

		}

		for ( a in attributes ) {

			identifiers.push( a );

		}

		cacheAttributeLocations( program, identifiers );

4436 4437
		_programs.push( { program: program, code: code } );

M
Mr.doob 已提交
4438
		return program;
M
Mr.doob 已提交
4439

M
Mr.doob 已提交
4440
	};
M
Mr.doob 已提交
4441

4442
	function loadUniformsSkinning( uniforms, object ) {
4443

M
Mr.doob 已提交
4444
		_gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
A
alteredq 已提交
4445
		_gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
4446

4447
	};
4448

4449

4450
	function loadUniformsMatrices( uniforms, object ) {
4451

A
alteredq 已提交
4452 4453 4454 4455
		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
		_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );

	};
4456

4457
	function loadUniformsGeneric( program, uniforms ) {
M
Mr.doob 已提交
4458

4459
		var u, uniform, value, type, location, texture;
M
Mr.doob 已提交
4460

M
Mr.doob 已提交
4461
		for( u in uniforms ) {
M
Mr.doob 已提交
4462

4463 4464
			location = program.uniforms[u];
			if ( !location ) continue;
M
Mr.doob 已提交
4465

4466
			uniform = uniforms[u];
M
Mr.doob 已提交
4467

4468 4469
			type = uniform.type;
			value = uniform.value;
M
Mr.doob 已提交
4470

M
Mr.doob 已提交
4471
			if( type == "i" ) {
M
Mr.doob 已提交
4472

M
Mr.doob 已提交
4473
				_gl.uniform1i( location, value );
M
Mr.doob 已提交
4474

M
Mr.doob 已提交
4475
			} else if( type == "f" ) {
M
Mr.doob 已提交
4476

M
Mr.doob 已提交
4477
				_gl.uniform1f( location, value );
4478

A
alteredq 已提交
4479 4480 4481
			} else if( type == "fv1" ) {

				_gl.uniform1fv( location, value );
M
Mr.doob 已提交
4482

4483 4484 4485 4486
			} else if( type == "fv" ) {

				_gl.uniform3fv( location, value );

4487 4488 4489 4490
			} else if( type == "v2" ) {

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

4491 4492 4493
			} else if( type == "v3" ) {

				_gl.uniform3f( location, value.x, value.y, value.z );
4494

4495 4496 4497 4498
			} else if( type == "v4" ) {

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

4499 4500 4501
			} else if( type == "c" ) {

				_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
4502

M
Mr.doob 已提交
4503
			} else if( type == "t" ) {
M
Mr.doob 已提交
4504

M
Mr.doob 已提交
4505
				_gl.uniform1i( location, value );
M
Mr.doob 已提交
4506

4507
				texture = uniform.texture;
M
Mr.doob 已提交
4508

4509
				if ( !texture ) continue;
M
Mr.doob 已提交
4510

4511
				if ( texture.image instanceof Array && texture.image.length == 6 ) {
M
Mr.doob 已提交
4512

4513
					setCubeTexture( texture, value );
M
Mr.doob 已提交
4514

4515
				} else {
M
Mr.doob 已提交
4516

4517
					setTexture( texture, value );
M
Mr.doob 已提交
4518

4519
				}
M
Mr.doob 已提交
4520

4521
			}
M
Mr.doob 已提交
4522

4523
		}
M
Mr.doob 已提交
4524

4525
	};
M
Mr.doob 已提交
4526

4527
	function setBlending( blending ) {
A
alteredq 已提交
4528 4529

		if ( blending != _oldBlending ) {
4530

A
alteredq 已提交
4531 4532 4533 4534 4535
			switch ( blending ) {

				case THREE.AdditiveBlending:

					_gl.blendEquation( _gl.FUNC_ADD );
4536
					_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
A
alteredq 已提交
4537 4538 4539 4540 4541

					break;

				case THREE.SubtractiveBlending:

4542 4543 4544 4545
					// TODO: Find blendFuncSeparate() combination

					_gl.blendEquation( _gl.FUNC_ADD );
					_gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
A
alteredq 已提交
4546 4547 4548

					break;

4549 4550 4551
				case THREE.MultiplyBlending:

					// TODO: Find blendFuncSeparate() combination
A
alteredq 已提交
4552 4553

					_gl.blendEquation( _gl.FUNC_ADD );
4554
					_gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
A
alteredq 已提交
4555 4556 4557 4558 4559

					break;

				default:

4560 4561
					_gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
					_gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
A
alteredq 已提交
4562 4563

					break;
4564

A
alteredq 已提交
4565
			}
4566

A
alteredq 已提交
4567
			_oldBlending = blending;
4568

A
alteredq 已提交
4569 4570 4571
		}

	};
4572

4573
	function setTextureParameters( textureType, texture, image ) {
4574

4575
		if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
M
Mr.doob 已提交
4576

4577 4578
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
M
Mr.doob 已提交
4579

4580 4581
			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
M
Mr.doob 已提交
4582

4583
			_gl.generateMipmap( textureType );
M
Mr.doob 已提交
4584

4585
		} else {
M
Mr.doob 已提交
4586

4587 4588
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
4589

4590 4591
			_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
4592

4593
		}
M
Mr.doob 已提交
4594

4595
	};
4596

4597
	function setTexture( texture, slot ) {
4598

4599
		if ( texture.needsUpdate ) {
A
alteredq 已提交
4600

4601
			if ( !texture.__webglInit ) {
M
Mr.doob 已提交
4602

4603
				texture.__webglTexture = _gl.createTexture();
A
alteredq 已提交
4604

4605
				_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
4606
				_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
M
Mr.doob 已提交
4607

4608
				texture.__webglInit = true;
M
Mr.doob 已提交
4609

A
alteredq 已提交
4610
			} else {
M
Mr.doob 已提交
4611

4612
				_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
M
Mr.doob 已提交
4613
				// _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
A
alteredq 已提交
4614
				_gl.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
M
Mr.doob 已提交
4615 4616 4617

			}

4618 4619
			setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
			_gl.bindTexture( _gl.TEXTURE_2D, null );
4620

A
alteredq 已提交
4621
			texture.needsUpdate = false;
4622 4623 4624 4625

		}

		_gl.activeTexture( _gl.TEXTURE0 + slot );
4626
		_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
M
Mr.doob 已提交
4627

4628
	};
M
Mr.doob 已提交
4629

4630
	function setCubeTexture( texture, slot ) {
4631 4632 4633 4634 4635

		if ( texture.image.length == 6 ) {

			if ( texture.needsUpdate ) {

4636 4637 4638
				if ( !texture.__webglInit ) {

					texture.image.__webglTextureCube = _gl.createTexture();
4639

4640
					_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
4641

4642
					for ( var i = 0; i < 6; ++i ) {
4643

4644
						_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
4645

4646
					}
4647 4648

					texture.__webglInit = true;
4649 4650 4651

				} else {

4652
					_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
4653

4654
					for ( var i = 0; i < 6; ++i ) {
4655

M
Mr.doob 已提交
4656
						// _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
4657
						_gl.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
4658

4659
					}
4660 4661 4662

				}

4663
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[0] );
4664 4665 4666
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

				texture.needsUpdate = false;
4667

4668 4669 4670
			}

			_gl.activeTexture( _gl.TEXTURE0 + slot );
4671
			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
4672 4673 4674 4675 4676

		}

	};

4677
	function setRenderTarget( renderTexture ) {
4678

4679
		if ( renderTexture && !renderTexture.__webglFramebuffer ) {
M
Mr.doob 已提交
4680

M
Mikael Emtinger 已提交
4681 4682 4683
			if( renderTexture.depthBuffer === undefined ) renderTexture.depthBuffer = true;
			if( renderTexture.stencilBuffer === undefined ) renderTexture.stencilBuffer = true;

4684 4685 4686
			renderTexture.__webglFramebuffer = _gl.createFramebuffer();
			renderTexture.__webglRenderbuffer = _gl.createRenderbuffer();
			renderTexture.__webglTexture = _gl.createTexture();
4687 4688 4689


			// Setup texture
M
Mr.doob 已提交
4690

4691
			_gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webglTexture );
4692 4693 4694 4695
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrapS ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrapT ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.magFilter ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.minFilter ) );
4696
			_gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
4697

M
Mikael Emtinger 已提交
4698
			// Setup render and frame buffer
M
Mr.doob 已提交
4699

M
Mikael Emtinger 已提交
4700
			_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
4701
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webglFramebuffer );
M
Mikael Emtinger 已提交
4702

4703
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webglTexture, 0 );
4704 4705 4706

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

M
Mikael Emtinger 已提交
4707 4708
				_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
				_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
4709 4710

			/* For some reason this is not working. Defaulting to RGBA4.	
M
Mikael Emtinger 已提交
4711
			} else if( !renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
4712

M
Mikael Emtinger 已提交
4713 4714 4715 4716
				_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTexture.width, renderTexture.height );
				_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
			*/
			} else if( renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
4717

M
Mikael Emtinger 已提交
4718 4719
				_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTexture.width, renderTexture.height );
				_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
4720

M
Mikael Emtinger 已提交
4721
			} else {
4722

M
Mikael Emtinger 已提交
4723
				_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTexture.width, renderTexture.height );
4724

M
Mikael Emtinger 已提交
4725
			}
4726

4727 4728

			// Release everything
M
Mr.doob 已提交
4729

4730 4731 4732
			_gl.bindTexture( _gl.TEXTURE_2D, null );
			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
M
Mr.doob 已提交
4733

4734 4735
		}

4736
		var framebuffer, width, height;
M
Mr.doob 已提交
4737

4738
		if ( renderTexture ) {
M
Mr.doob 已提交
4739

4740
			framebuffer = renderTexture.__webglFramebuffer;
4741 4742
			width = renderTexture.width;
			height = renderTexture.height;
M
Mr.doob 已提交
4743

4744
		} else {
M
Mr.doob 已提交
4745

4746
			framebuffer = null;
4747 4748
			width = _viewportWidth;
			height = _viewportHeight;
M
Mr.doob 已提交
4749

4750
		}
M
Mr.doob 已提交
4751

4752
		if ( framebuffer != _currentFramebuffer ) {
M
Mr.doob 已提交
4753

4754
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
4755
			_gl.viewport( _viewportX, _viewportY, width, height );
M
Mr.doob 已提交
4756

4757
			_currentFramebuffer = framebuffer;
M
Mr.doob 已提交
4758

4759
		}
4760

4761
	};
M
Mr.doob 已提交
4762

4763
	function updateRenderTargetMipmap( renderTarget ) {
M
Mr.doob 已提交
4764

4765
		_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
4766 4767
		_gl.generateMipmap( _gl.TEXTURE_2D );
		_gl.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
4768 4769

	};
4770

4771
	function cacheUniformLocations( program, identifiers ) {
M
Mr.doob 已提交
4772

M
Mr.doob 已提交
4773
		var i, l, id;
M
Mr.doob 已提交
4774

M
Mr.doob 已提交
4775
		for( i = 0, l = identifiers.length; i < l; i++ ) {
M
Mr.doob 已提交
4776

4777 4778
			id = identifiers[ i ];
			program.uniforms[ id ] = _gl.getUniformLocation( program, id );
M
Mr.doob 已提交
4779

M
Mr.doob 已提交
4780
		}
M
Mr.doob 已提交
4781

M
Mr.doob 已提交
4782
	};
M
Mr.doob 已提交
4783

4784
	function cacheAttributeLocations( program, identifiers ) {
4785

4786
		var i, l, id;
M
Mr.doob 已提交
4787

4788
		for( i = 0, l = identifiers.length; i < l; i++ ) {
M
Mr.doob 已提交
4789

4790 4791
			id = identifiers[ i ];
			program.attributes[ id ] = _gl.getAttribLocation( program, id );
M
Mr.doob 已提交
4792

4793
		}
M
Mr.doob 已提交
4794

M
Mr.doob 已提交
4795
	};
M
Mr.doob 已提交
4796

4797
	function getShader( type, string ) {
N
Nicolas Garcia Belmonte 已提交
4798 4799 4800 4801 4802 4803 4804 4805 4806 4807 4808 4809 4810 4811 4812 4813 4814 4815

		var shader;

		if ( type == "fragment" ) {

			shader = _gl.createShader( _gl.FRAGMENT_SHADER );

		} else if ( type == "vertex" ) {

			shader = _gl.createShader( _gl.VERTEX_SHADER );

		}

		_gl.shaderSource( shader, string );
		_gl.compileShader( shader );

		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {

4816
			console.error( _gl.getShaderInfoLog( shader ) );
4817
			console.error( string );
N
Nicolas Garcia Belmonte 已提交
4818 4819 4820 4821 4822
			return null;

		}

		return shader;
M
Mr.doob 已提交
4823

4824
	};
N
Nicolas Garcia Belmonte 已提交
4825

4826
	// fallback filters for non-power-of-2 textures
4827

4828
	function filterFallback( f ) {
4829

4830 4831 4832 4833 4834 4835 4836 4837
		switch ( f ) {

			case THREE.NearestFilter:
			case THREE.NearestMipMapNearestFilter:
			case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break;

			case THREE.LinearFilter:
			case THREE.LinearMipMapNearestFilter:
M
Mikael Emtinger 已提交
4838 4839
			case THREE.LinearMipMapLinearFilter: 
			default:
4840

M
Mikael Emtinger 已提交
4841
				return _gl.LINEAR; break;
4842 4843

		}
4844

4845
	};
4846 4847

	function paramThreeToGL( p ) {
M
Mr.doob 已提交
4848

4849
		switch ( p ) {
M
Mr.doob 已提交
4850 4851 4852 4853 4854 4855 4856 4857 4858 4859 4860 4861 4862

			case THREE.RepeatWrapping: return _gl.REPEAT; break;
			case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
			case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;

			case THREE.NearestFilter: return _gl.NEAREST; break;
			case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
			case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;

			case THREE.LinearFilter: return _gl.LINEAR; break;
			case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
			case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;

4863 4864 4865 4866 4867 4868 4869 4870 4871 4872 4873 4874 4875 4876
			case THREE.ByteType: return _gl.BYTE; break;
			case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
			case THREE.ShortType: return _gl.SHORT; break;
			case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
			case THREE.IntType: return _gl.INT; break;
			case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
			case THREE.FloatType: return _gl.FLOAT; break;

			case THREE.AlphaFormat: return _gl.ALPHA; break;
			case THREE.RGBFormat: return _gl.RGB; break;
			case THREE.RGBAFormat: return _gl.RGBA; break;
			case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
			case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;

4877
		}
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Mr.doob 已提交
4878

4879
		return 0;
M
Mr.doob 已提交
4880

4881 4882
	};

4883
	function isPowerOfTwo( value ) {
4884 4885 4886 4887 4888

		return ( value & ( value - 1 ) ) == 0;

	};

4889
	function materialNeedsSmoothNormals( material ) {
4890 4891 4892

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

4893
	};
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Mr.doob 已提交
4894

4895
	function bufferNeedsSmoothNormals( geometryGroup, object ) {
M
Mr.doob 已提交
4896

4897
		var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
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4898

M
Mr.doob 已提交
4899
		for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
4900

M
Mr.doob 已提交
4901
			meshMaterial = object.materials[ m ];
4902 4903 4904

			if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {

4905
				for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
4906

4907
					if ( materialNeedsSmoothNormals( geometryGroup.materials[ i ] ) ) {
4908

4909 4910 4911 4912 4913 4914 4915 4916 4917 4918 4919 4920 4921 4922 4923 4924 4925 4926 4927 4928 4929
						needsSmoothNormals = true;
						break;

					}

				}

			} else {

				if ( materialNeedsSmoothNormals( meshMaterial ) ) {

					needsSmoothNormals = true;
					break;

				}

			}

			if ( needsSmoothNormals ) break;

		}
M
Mr.doob 已提交
4930

4931
		return needsSmoothNormals;
M
Mr.doob 已提交
4932

4933
	};
M
Mr.doob 已提交
4934

4935
	function unrollGroupMaterials( geometryGroup, object ) {
4936

4937 4938 4939
		var m, ml, i, il,
			material, meshMaterial,
			materials = [];
4940

4941 4942 4943 4944 4945 4946 4947 4948 4949 4950 4951
		for ( m = 0, ml = object.materials.length; m < ml; m++ ) {

			meshMaterial = object.materials[ m ];

			if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {

				for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {

					material = geometryGroup.materials[ i ];

					if ( material ) {
4952

4953 4954 4955 4956 4957 4958 4959 4960 4961 4962 4963 4964 4965 4966 4967 4968 4969 4970 4971
						materials.push( material );

					}

				}

			} else {

				material = meshMaterial;

				if ( material ) {

					materials.push( material );

				}

			}

		}
4972

4973 4974 4975
		return materials;

	};
4976

4977
	function bufferGuessVertexColorType( materials, geometryGroup, object ) {
4978

4979
		var i, m, ml = materials.length;
4980

4981
		// use vertexColor type from the first material in unrolled materials
4982

4983
		for ( i = 0; i < ml; i++ ) {
4984

4985
			m = materials[ i ];
4986

4987
			if ( m.vertexColors ) {
4988

4989 4990 4991
				return m.vertexColors;

			}
4992

4993
		}
4994

4995
		return false;
4996

4997 4998
	};

4999
	function bufferGuessNormalType( materials, geometryGroup, object ) {
5000

5001
		var i, m, ml = materials.length;
5002

5003
		// only MeshBasicMaterial and MeshDepthMaterial don't need normals
5004

5005
		for ( i = 0; i < ml; i++ ) {
5006

5007
			m = materials[ i ];
5008

A
alteredq 已提交
5009
			if ( ( m instanceof THREE.MeshBasicMaterial && !m.envMap ) || m instanceof THREE.MeshDepthMaterial ) continue;
5010

5011
			if ( materialNeedsSmoothNormals( m ) ) {
5012

5013 5014 5015 5016 5017 5018 5019 5020 5021
				return THREE.SmoothShading;

			} else {

				return THREE.FlatShading;

			}

		}
5022

5023
		return false;
5024

5025 5026
	};

5027
	function bufferGuessUVType( materials, geometryGroup, object ) {
5028

5029
		var i, m, ml = materials.length;
5030

5031
		// material must use some texture to require uvs
5032

5033
		for ( i = 0; i < ml; i++ ) {
5034

5035
			m = materials[ i ];
5036

A
alteredq 已提交
5037
			if ( m.map || m.lightMap || m instanceof THREE.MeshShaderMaterial ) {
5038

5039
				return true;
5040

5041
			}
5042

5043
		}
5044

5045
		return false;
5046

5047
	};
5048

5049
	function allocateBones( object ) {
5050

5051 5052 5053 5054 5055 5056 5057
		// default for when object is not specified
		// ( for example when prebuilding shader
		//   to be used with multiple objects )
		//
		// 	- leave some extra space for other uniforms
		//  - limit here is ANGLE's 254 max uniform vectors
		//    (up to 54 should be safe)
5058

5059
		var maxBones = 50;
5060

5061
		if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
5062

5063 5064 5065 5066 5067
			maxBones = object.bones.length;

		}

		return maxBones;
5068

5069
	};
5070

5071
	function allocateLights( lights, maxLights ) {
5072

5073 5074
		var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
		dirLights = pointLights = maxDirLights = maxPointLights = 0;
5075

5076
		for ( l = 0, ll = lights.length; l < ll; l++ ) {
5077

5078
			light = lights[ l ];
5079

5080 5081
			if ( light instanceof THREE.DirectionalLight ) dirLights++;
			if ( light instanceof THREE.PointLight ) pointLights++;
5082

5083
		}
5084

5085
		if ( ( pointLights + dirLights ) <= maxLights ) {
5086

5087 5088
			maxDirLights = dirLights;
			maxPointLights = pointLights;
5089

5090
		} else {
5091

5092 5093
			maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
			maxPointLights = maxLights - maxDirLights;
5094 5095 5096

		}

5097
		return { 'directional' : maxDirLights, 'point' : maxPointLights };
5098 5099

	};
M
Mr.doob 已提交
5100

A
alteredq 已提交
5101
	/* DEBUG
5102
	function getGLParams() {
M
Mr.doob 已提交
5103

5104
		var params  = {
M
Mr.doob 已提交
5105

5106 5107
			'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
			'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
M
Mr.doob 已提交
5108

5109 5110 5111
			'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
			'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
			'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
M
Mr.doob 已提交
5112

5113 5114 5115
			'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
			'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
		}
M
Mr.doob 已提交
5116

5117 5118
		return params;
	};
M
Mr.doob 已提交
5119

5120
	function dumpObject( obj ) {
M
Mr.doob 已提交
5121

5122 5123
		var p, str = "";
		for ( p in obj ) {
M
Mr.doob 已提交
5124

5125
			str += p + ": " + obj[p] + "\n";
M
Mr.doob 已提交
5126

5127
		}
M
Mr.doob 已提交
5128

5129 5130
		return str;
	}
A
alteredq 已提交
5131
	*/
5132
};
5133