WebGLRenderer.js 95.2 KB
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
 */

THREE.WebGLRenderer = function ( parameters ) {

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

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

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

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

	// physically based shading

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

	// morphs

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

	// flags

	this.autoScaleCubemaps = true;

	// info

	this.info = {

		memory: {

			programs: 0,
			geometries: 0,
			textures: 0

		},

		render: {

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

		}

	};

	// internal properties

	var _this = this,

	_programs = [],

	// internal state cache

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

	_usedTextureUnits = 0,

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

	// frustum

	_frustum = new THREE.Frustum(),

	 // camera matrices cache

	_projScreenMatrix = new THREE.Matrix4(),

	_vector3 = new THREE.Vector3(),

	// light arrays cache

	_direction = new THREE.Vector3(),

	_lightsNeedUpdate = true,

	_lights = {

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

	// initialize

	var _gl;

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	try {

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

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

		if ( _gl === null ) {

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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

			event.preventDefault();

			resetGLState();
			setDefaultGLState();

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			objects.objects = {};
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		}, false);

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	} catch ( error ) {

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

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

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	if ( _gl.getShaderPrecisionFormat === undefined ) {

		_gl.getShaderPrecisionFormat = function () {

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

		}
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	}
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	var extensions = new THREE.WebGLExtensions( _gl );
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	var objects = new THREE.WebGLObjects( _gl, this.info );
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	extensions.get( 'OES_texture_float' );
	extensions.get( 'OES_texture_float_linear' );
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	extensions.get( 'OES_texture_half_float' );
	extensions.get( 'OES_texture_half_float_linear' );
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	extensions.get( 'OES_standard_derivatives' );
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	extensions.get( 'ANGLE_instanced_arrays' );
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	if ( extensions.get( 'OES_element_index_uint' ) ) {

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		THREE.BufferGeometry.MaxIndex = 4294967296;
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	}

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	if ( _logarithmicDepthBuffer ) {

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		extensions.get( 'EXT_frag_depth' );
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	}

	//

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

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

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

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	};

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	var setDefaultGLState = function () {
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		_gl.clearColor( 0, 0, 0, 1 );
		_gl.clearDepth( 1 );
		_gl.clearStencil( 0 );

		_gl.enable( _gl.DEPTH_TEST );
		_gl.depthFunc( _gl.LEQUAL );

		_gl.frontFace( _gl.CCW );
		_gl.cullFace( _gl.BACK );
		_gl.enable( _gl.CULL_FACE );

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

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

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

	var resetGLState = function () {

		_currentProgram = null;
		_currentCamera = null;

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

		_lightsNeedUpdate = true;

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		state.reset();

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	};
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	setDefaultGLState();

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

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

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

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

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

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

				}

			}
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			return array;

		};

	} )();
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	// clamp precision to maximum available

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

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

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

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

	}

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

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	// Plugins

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

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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.forceContextLoss = function () {

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

	};

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	this.supportsVertexTextures = function () {

		return _supportsVertexTextures;

	};

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	this.supportsInstancedArrays = function () {

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		return _supportsInstancedArrays;
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	};

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	this.supportsFloatTextures = function () {

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

		return extensions.get( 'OES_texture_half_float' );

	};

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	this.supportsStandardDerivatives = function () {

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

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

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

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	this.supportsBlendMinMax = function () {

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

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

			if ( value !== undefined ) {

				return value;

			}

			var extension = extensions.get( 'EXT_texture_filter_anisotropic' );

			value = extension !== null ? _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;

			return value;

		}

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

		return _precision;

	};

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	this.getPixelRatio = function () {

		return pixelRatio;

	};

	this.setPixelRatio = function ( value ) {

		pixelRatio = value;

	};

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	this.getSize = function () {

		return {
			width: _width,
			height: _height
		};

	};

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

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

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

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

	};

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

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

	this.enableScissorTest = function ( enable ) {

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

	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

		_gl.clear( _gl.COLOR_BUFFER_BIT );

	};

	this.clearDepth = function () {

		_gl.clear( _gl.DEPTH_BUFFER_BIT );

	};

	this.clearStencil = function () {

		_gl.clear( _gl.STENCIL_BUFFER_BIT );
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	};

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

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

	};

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	// Reset

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	this.resetGLState = resetGLState;
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	// Events
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	var onTextureDispose = function ( event ) {

		var texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		deallocateTexture( texture );

		_this.info.memory.textures --;


	};

	var onRenderTargetDispose = function ( event ) {

		var renderTarget = event.target;

		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

		deallocateRenderTarget( renderTarget );

		_this.info.memory.textures --;

	};

	var onMaterialDispose = function ( event ) {

		var material = event.target;

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

	};

	// Buffer deallocation

	var deallocateTexture = function ( texture ) {

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

			// cube texture

			_gl.deleteTexture( texture.image.__webglTextureCube );

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			delete texture.image.__webglTextureCube;

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		} else {

			// 2D texture

			if ( texture.__webglInit === undefined ) return;

			_gl.deleteTexture( texture.__webglTexture );

			delete texture.__webglTexture;
			delete texture.__webglInit;

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		}

	};

	var deallocateRenderTarget = function ( renderTarget ) {

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		if ( ! renderTarget || renderTarget.__webglTexture === undefined ) return;
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		_gl.deleteTexture( renderTarget.__webglTexture );

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		delete renderTarget.__webglTexture;

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		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

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

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

			}

		} else {

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

		}

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		delete renderTarget.__webglFramebuffer;
		delete renderTarget.__webglRenderbuffer;

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	};

	var deallocateMaterial = function ( material ) {

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		var program = material.program.program;
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		if ( program === undefined ) return;

		material.program = undefined;

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

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

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

			programInfo = _programs[ i ];

			if ( programInfo.program === program ) {

				programInfo.usedTimes --;

				if ( programInfo.usedTimes === 0 ) {

					deleteProgram = true;

				}

				break;

			}

		}

		if ( deleteProgram === true ) {

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

			var newPrograms = [];

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

				programInfo = _programs[ i ];

				if ( programInfo.program !== program ) {

					newPrograms.push( programInfo );

				}

			}

			_programs = newPrograms;

			_gl.deleteProgram( program );

			_this.info.memory.programs --;

		}

	};

	// Buffer rendering

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

771
		state.initAttributes();
772

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

		if ( object.hasPositions ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
782 783 784

			state.enableAttribute( program.attributes.position );

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			_gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );

		}

		if ( object.hasNormals ) {

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

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			if ( material instanceof THREE.MeshPhongMaterial === false && material.shading === THREE.FlatShading ) {
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				var nx, ny, nz,
					nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
					normalArray,
					i, il = object.count * 3;

800
				for ( i = 0; i < il; i += 9 ) {
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					normalArray = object.normalArray;

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					nax = normalArray[ i ];
					nay = normalArray[ i + 1 ];
					naz = normalArray[ i + 2 ];
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					nbx = normalArray[ i + 3 ];
					nby = normalArray[ i + 4 ];
					nbz = normalArray[ i + 5 ];
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					ncx = normalArray[ i + 6 ];
					ncy = normalArray[ i + 7 ];
					ncz = normalArray[ i + 8 ];
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815 816 817 818 819

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

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					normalArray[ i     ] = nx;
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821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836
					normalArray[ i + 1 ] = ny;
					normalArray[ i + 2 ] = nz;

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

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

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
837 838 839

			state.enableAttribute( program.attributes.normal );

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			_gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );

		}

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

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
848 849 850

			state.enableAttribute( program.attributes.uv );

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			_gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );

		}

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

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
859 860 861

			state.enableAttribute( program.attributes.color );

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			_gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );

		}

866
		state.disableUnusedAttributes();
867

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

		object.count = 0;

	};

874
	function setupVertexAttributes( material, program, geometry, startIndex ) {
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876
		var extension;
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877

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878
		if ( geometry instanceof THREE.InstancedBufferGeometry ) {
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879

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880
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
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881

M
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882
			if ( extension === null ) {
B
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883

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884 885
				THREE.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
				return;
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			}

		}
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891 892 893 894
		var geometryAttributes = geometry.attributes;

		var programAttributes = program.attributes;
		var programAttributesKeys = program.attributesKeys;
895

896
		for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) {
897

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			var key = programAttributesKeys[ i ];
			var programAttribute = programAttributes[ key ];
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900

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901
			if ( programAttribute >= 0 ) {
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902

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903
				var geometryAttribute = geometryAttributes[ key ];
904

M
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905
				if ( geometryAttribute !== undefined ) {
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906

M
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907
					var size = geometryAttribute.itemSize;
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908
					state.enableAttribute( programAttribute );
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909

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910
					if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
911

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912 913 914 915 916 917
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.data.buffer );
						_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
918

M
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919
						if ( data instanceof THREE.InstancedInterleavedBuffer ) {
M
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920

M
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921
							if ( extension === null ) {
B
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922

M
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923 924
								THREE.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
								return;
B
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925

M
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926
							}
B
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927

M
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928
							extension.vertexAttribDivisorANGLE( programAttribute, data.meshPerAttribute );
B
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929

M
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930
							if ( geometry.maxInstancedCount === undefined ) {
931

M
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932
								geometry.maxInstancedCount = data.meshPerAttribute * ( data.array.length / data.stride );
B
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933

M
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934
							}
B
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935

M
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936
						}
B
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937

B
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938 939
					} else {

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940 941
						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer );
						_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
B
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M
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943
						if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
B
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944

M
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945
							if ( extension === null ) {
B
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946

M
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947 948
								THREE.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
								return;
B
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949

M
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950
							}
B
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951

M
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952
							extension.vertexAttribDivisorANGLE( programAttribute, geometryAttribute.meshPerAttribute );
B
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953

M
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954
							if ( geometry.maxInstancedCount === undefined ) {
B
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955

M
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956
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * ( geometryAttribute.array.length / geometryAttribute.itemSize );
B
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957

M
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958
							}
B
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959

M
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960
						}
B
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961 962

					}
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963

964
				} else if ( material.defaultAttributeValues !== undefined ) {
M
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965

966
					if ( material.defaultAttributeValues[ key ] !== undefined ) {
M
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967

968
						if ( material.defaultAttributeValues[ key ].length === 2 ) {
M
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969

970
							_gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] );
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971

972 973 974 975 976
						} else if ( material.defaultAttributeValues[ key ].length === 3 ) {

							_gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ key ] );

						}
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977 978 979 980 981 982 983 984

					}

				}

			}

		}
985

986
		state.disableUnusedAttributes();
987

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988 989
	}

M
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990
	this.renderBufferDirect = function ( camera, lights, fog, material, object ) {
M
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991

992 993
		if ( material.visible === false ) return;

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994
		var geometry = objects.geometries.get( object );
M
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995
		var program = setProgram( camera, lights, fog, material, object );
M
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996 997 998

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
M
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999
			geometryProgram = geometry.id + '_' + program.id + '_' + wireframeBit;
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1000

1001
		if ( geometryProgram !== _currentGeometryProgram ) {
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1002

1003
			_currentGeometryProgram = geometryProgram;
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1004 1005 1006 1007 1008 1009
			updateBuffers = true;

		}

		if ( updateBuffers ) {

1010
			state.initAttributes();
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1011 1012 1013 1014 1015

		}

		if ( object instanceof THREE.Mesh ) {

1016
			renderMesh( material, geometry, object, program, updateBuffers );
1017

1018
		} else if ( object instanceof THREE.Line ) {
1019

1020
			renderLine( material, geometry, object, program, updateBuffers );
1021

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1022 1023 1024 1025
		} else if ( object instanceof THREE.PointCloud ) {

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

1026
		}
1027

1028
	};
1029

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1030
	function renderMesh( material, geometry, object, program, updateBuffers ) {
1031

1032
		var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
1033

1034
		var index = geometry.attributes.index;
1035

1036
		if ( index ) {
M
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1037

1038
			// indexed triangles
1039

1040
			var type, size;
1041

1042
			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
1043

1044 1045
				type = _gl.UNSIGNED_INT;
				size = 4;
1046

1047
			} else {
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1048

1049 1050
				type = _gl.UNSIGNED_SHORT;
				size = 2;
B
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1051

1052
			}
1053

1054
			var offsets = geometry.offsets;
B
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1055

1056
			if ( offsets.length === 0 ) {
1057

1058
				if ( updateBuffers ) {
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1059

1060 1061 1062 1063 1064 1065
					setupVertexAttributes( material, program, geometry, 0 );
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );

				}

				if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
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1067 1068 1069 1070 1071 1072
					var extension = extensions.get( 'ANGLE_instanced_arrays' );

					if ( extension === null ) {

						THREE.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
						return;
B
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1073 1074

					}
1075

1076
					extension.drawElementsInstancedANGLE( mode, index.array.length, type, 0, geometry.maxInstancedCount ); // Draw the instanced meshes
1077

1078
				} else {
M
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1079

1080
					_gl.drawElements( mode, index.array.length, type, 0 );
M
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1082 1083 1084 1085
				}
				_this.info.render.calls ++;
				_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
				_this.info.render.faces += index.array.length / 3;
M
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1086

1087
			} else {
M
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1088

1089 1090 1091
				// if there is more than 1 chunk
				// must set attribute pointers to use new offsets for each chunk
				// even if geometry and materials didn't change
M
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1092

1093
				updateBuffers = true;
1094

1095
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
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1096

1097
					var startIndex = offsets[ i ].index;
M
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1098

1099
					if ( updateBuffers ) {
M
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1100

1101 1102
						setupVertexAttributes( material, program, geometry, startIndex );
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
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1103

1104
					}
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1105

1106
					// render indexed triangles
B
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1107

1108
					if ( geometry instanceof THREE.InstancedBufferGeometry && offsets[i].instances > 0 ) {
B
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1109

1110
						var extension = extensions.get( 'ANGLE_instanced_arrays' );
B
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1111

1112
						if ( extension === null ) {
B
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1113

1114 1115
							THREE.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
							return;
M
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1116

B
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1117
						}
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1118

1119 1120 1121 1122 1123
						extension.drawElementsInstancedANGLE( mode, offsets[i].count, type, offsets[i].start * size, offsets[i].count, type, offsets[i].instances ); // Draw the instanced meshes

					} else {

						_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
M
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1124

1125
					}
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1127 1128 1129 1130
					_this.info.render.calls ++;
					_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
					_this.info.render.faces += offsets[ i ].count / 3;

M
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1131 1132
				}

1133
			}
M
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1134

1135
		} else {
1136

1137
			// non-indexed triangles
M
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1138

1139
			if ( updateBuffers ) {
M
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1140

1141
				setupVertexAttributes( material, program, geometry, 0 );
M
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1142

1143
			}
1144

1145
			var position = geometry.attributes[ 'position' ];
M
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1146

1147
			// render non-indexed triangles
B
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1148

1149
			if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
B
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1150

1151
				var extension = extensions.get( 'ANGLE_instanced_arrays' );
B
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1152

1153
				if ( extension === null ) {
M
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1154

1155 1156
					THREE.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
					return;
M
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1157

1158
				}
B
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1159

1160
				if ( position instanceof THREE.InterleavedBufferAttribute ) {
B
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1161

1162
					extension.drawArraysInstancedANGLE( mode, 0, position.data.array.length / position.data.stride, geometry.maxInstancedCount ); // Draw the instanced meshes
B
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1163

1164
				} else {
B
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1165

1166
					extension.drawArraysInstancedANGLE( mode, 0, position.array.length / position.itemSize, geometry.maxInstancedCount ); // Draw the instanced meshes
B
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1167

1168
				}
B
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1169

1170
			} else {
B
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1171

1172
				if ( position instanceof THREE.InterleavedBufferAttribute ) {
B
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1173

1174
					_gl.drawArrays( mode, 0, position.data.array.length / position.data.stride );
M
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1175

1176
				} else {
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1177

1178
					_gl.drawArrays( mode, 0, position.array.length / position.itemSize );
B
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1179 1180

				}
M
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1181 1182 1183

			}

1184 1185 1186
			_this.info.render.calls ++;
			_this.info.render.vertices += position.array.length / position.itemSize;
			_this.info.render.faces += position.array.length / ( 3 * position.itemSize );
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1187

1188
		}
1189

M
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1190
	}
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1191

M
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1192
	function renderLine( material, geometry, object, program, updateBuffers ) {
M
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1193

M
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1194
		var mode = object instanceof THREE.SegmentsLine ? _gl.LINES : _gl.LINE_STRIP;
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1195 1196 1197 1198 1199

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

		state.setLineWidth( lineWidth * pixelRatio );
1200

1201
		var index = geometry.attributes.index;
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1202

1203
		if ( index ) {
M
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1204

M
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1205
			// indexed lines
M
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1206

1207
			var type, size;
M
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1208

M
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1209
			if ( index.array instanceof Uint32Array ) {
M
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1210

1211 1212
				type = _gl.UNSIGNED_INT;
				size = 4;
M
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1213

1214
			} else {
M
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1215

1216 1217
				type = _gl.UNSIGNED_SHORT;
				size = 2;
M
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1218

1219
			}
M
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1220

1221
			var offsets = geometry.offsets;
M
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1222

1223
			if ( offsets.length === 0 ) {
M
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1224

1225
				if ( updateBuffers ) {
M
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1226

1227 1228
					setupVertexAttributes( material, program, geometry, 0 );
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
M
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1229

1230
				}
M
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1231

M
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1232
				_gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
1233 1234

				_this.info.render.calls ++;
M
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1235
				_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
M
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1236

1237
			} else {
M
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1238

1239 1240 1241
				// if there is more than 1 chunk
				// must set attribute pointers to use new offsets for each chunk
				// even if geometry and materials didn't change
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1242

1243
				if ( offsets.length > 1 ) updateBuffers = true;
M
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1244

1245
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
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1246

1247
					var startIndex = offsets[ i ].index;
M
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1248

1249
					if ( updateBuffers ) {
M
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1250

1251 1252
						setupVertexAttributes( material, program, geometry, startIndex );
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
M
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1253

1254
					}
M
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1255

M
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1256
					// render indexed lines
M
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1257

M
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1258
					_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
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1259

1260
					_this.info.render.calls ++;
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1261
					_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
M
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1262

M
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1263
				}
M
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1264

1265
			}
M
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1266

1267
		} else {
M
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1268

M
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1269
			// non-indexed lines
M
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1270

1271
			if ( updateBuffers ) {
M
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1272

1273
				setupVertexAttributes( material, program, geometry, 0 );
M
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1274

1275
			}
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1276

1277 1278
			var position = geometry.attributes.position;
			var offsets = geometry.offsets;
M
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1279

1280
			if ( offsets.length === 0 ) {
1281

1282
				_gl.drawArrays( mode, 0, position.array.length / 3 );
1283

1284
				_this.info.render.calls ++;
M
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1285
				_this.info.render.vertices += position.array.length / 3;
1286

1287
			} else {
1288

1289
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
1290

1291
					_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
1292

1293
					_this.info.render.calls ++;
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1294
					_this.info.render.vertices += offsets[ i ].count;
1295 1296

				}
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1297

M
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1298
			}
M
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1299

1300
		}
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1301

M
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1302
	}
1303

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1304
	function renderPointCloud( material, geometry, object, program, updateBuffers ) {
M
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1305

M
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1306
		var mode = _gl.POINTS;
1307

1308
		var index = geometry.attributes.index;
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1309

1310
		if ( index ) {
M
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1311

M
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1312
			// indexed points
1313

1314
			var type, size;
1315

M
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1316
			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
1317

1318 1319
				type = _gl.UNSIGNED_INT;
				size = 4;
1320

1321
			} else {
1322

1323 1324
				type = _gl.UNSIGNED_SHORT;
				size = 2;
M
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1325

1326
			}
M
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1327

1328
			var offsets = geometry.offsets;
M
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1329

1330
			if ( offsets.length === 0 ) {
M
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1331

1332
				if ( updateBuffers ) {
M
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1333

1334 1335
					setupVertexAttributes( material, program, geometry, 0 );
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
1336

1337
				}
1338

M
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1339
				_gl.drawElements( mode, index.array.length, type, 0);
1340

1341
				_this.info.render.calls ++;
M
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1342
				_this.info.render.points += index.array.length;
M
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1343

1344
			} else {
1345

1346 1347 1348
				// if there is more than 1 chunk
				// must set attribute pointers to use new offsets for each chunk
				// even if geometry and materials didn't change
1349

1350
				if ( offsets.length > 1 ) updateBuffers = true;
1351

1352
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
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1353

1354
					var startIndex = offsets[ i ].index;
1355

1356
					if ( updateBuffers ) {
1357

1358 1359
						setupVertexAttributes( material, program, geometry, startIndex );
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
1360

1361
					}
1362

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1363
					// render indexed points
1364

M
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1365
					_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
1366

1367
					_this.info.render.calls ++;
M
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1368
					_this.info.render.points += offsets[ i ].count;
1369 1370 1371

				}

1372
			}
1373

1374
		} else {
M
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1375

M
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1376
			// non-indexed points
1377

1378
			if ( updateBuffers ) {
1379

1380
				setupVertexAttributes( material, program, geometry, 0 );
1381

1382
			}
1383

1384 1385
			var position = geometry.attributes.position;
			var offsets = geometry.offsets;
1386

1387
			if ( offsets.length === 0 ) {
1388

1389
				_gl.drawArrays( mode, 0, position.array.length / 3 );
1390

1391
				_this.info.render.calls ++;
M
Mr.doob 已提交
1392
				_this.info.render.points += position.array.length / 3;
1393

1394
			} else {
1395

1396
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
1397

1398
					_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
1399

1400
					_this.info.render.calls ++;
M
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1401
					_this.info.render.points += offsets[ i ].count;
1402 1403

				}
M
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1404

1405
			}
M
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1406

1407
		}
M
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1408

M
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1409
	}
M
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1410

M
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1411
	function setupMorphTargets( material, geometryGroup, object ) {
M
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1412 1413 1414 1415 1416

		// set base

		var attributes = material.program.attributes;

1417
		if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
M
Mr.doob 已提交
1418 1419

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
1420 1421 1422

			state.enableAttribute( attributes.position );

M
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1423 1424 1425 1426 1427
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

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

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
1428 1429 1430

			state.enableAttribute( attributes.position );

M
Mr.doob 已提交
1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

		}

		if ( object.morphTargetForcedOrder.length ) {

			// set forced order

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

M
Mr.doob 已提交
1443 1444
			var attribute;

M
Mr.doob 已提交
1445 1446
			while ( m < material.numSupportedMorphTargets && m < order.length ) {

M
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1447 1448 1449
				attribute = attributes[ 'morphTarget' + m ];

				if ( attribute >= 0 ) {
M
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1450 1451

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
1452 1453 1454

					state.enableAttribute( attribute );

M
Mr.doob 已提交
1455
					_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
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1456 1457 1458

				}

M
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1459 1460 1461
				attribute = attributes[ 'morphNormal' + m ];

				if ( attribute >= 0 && material.morphNormals ) {
M
Mr.doob 已提交
1462 1463

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
1464 1465 1466

					state.enableAttribute( attribute );

M
Mr.doob 已提交
1467
					_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
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1468 1469 1470 1471 1472 1473

				}

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

				m ++;
M
Mr.doob 已提交
1474

M
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1475 1476 1477 1478 1479 1480
			}

		} else {

			// find the most influencing

M
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1481
			var activeInfluenceIndices = [];
M
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1482
			var influences = object.morphTargetInfluences;
1483 1484 1485 1486
			var morphTargets = object.geometry.morphTargets;

			if ( influences.length > morphTargets.length ) {

1487
				THREE.warn( 'THREE.WebGLRenderer: Influences array is bigger than morphTargets array.' );
1488 1489 1490
				influences.length = morphTargets.length;

			}
M
Mr.doob 已提交
1491

M
Mr.doob 已提交
1492
			for ( var i = 0, il = influences.length; i < il; i ++ ) {
M
Mr.doob 已提交
1493

M
Mr.doob 已提交
1494
				var influence = influences[ i ];
M
Mr.doob 已提交
1495

1496
				activeInfluenceIndices.push( [ influence, i ] );
M
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1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512

			}

			if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {

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

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

				activeInfluenceIndices.sort( numericalSort );

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

				activeInfluenceIndices.push( [ 0, 0 ] );

M
Mr.doob 已提交
1513 1514 1515
			}

			var attribute;
M
Mr.doob 已提交
1516

1517
			for ( var m = 0, ml = material.numSupportedMorphTargets; m < ml; m ++ ) {
M
Mr.doob 已提交
1518 1519 1520

				if ( activeInfluenceIndices[ m ] ) {

M
Mr.doob 已提交
1521
					var influenceIndex = activeInfluenceIndices[ m ][ 1 ];
M
Mr.doob 已提交
1522

M
Mr.doob 已提交
1523
					attribute = attributes[ 'morphTarget' + m ];
1524 1525

					if ( attribute >= 0 ) {
M
Mr.doob 已提交
1526 1527

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
1528 1529 1530

						state.enableAttribute( attribute );

1531
						_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
1532 1533 1534

					}

M
Mr.doob 已提交
1535
					attribute = attributes[ 'morphNormal' + m ];
1536

M
Mr.doob 已提交
1537
					if ( attribute >= 0 && material.morphNormals ) {
M
Mr.doob 已提交
1538 1539 1540

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );

1541 1542 1543
						state.enableAttribute( attribute );

						_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
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1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576

					}

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

				} else {

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

					if ( material.morphNormals ) {

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

					}
					*/

					object.__webglMorphTargetInfluences[ m ] = 0;

				}

			}

		}

		// load updated influences uniform

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

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

		}

1577
	}
M
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1578 1579 1580 1581 1582

	// Sorting

	function painterSortStable ( a, b ) {

U
unconed 已提交
1583
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1584

U
unconed 已提交
1585
			return a.object.renderOrder - b.object.renderOrder;
1586 1587

		} else if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
1588

M
Mr.doob 已提交
1589
			return a.material.id - b.material.id;
1590 1591

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1592

M
Mr.doob 已提交
1593
			return a.z - b.z;
M
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1594 1595 1596

		} else {

1597
			return a.id - b.id;
M
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1598 1599 1600

		}

1601
	}
M
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1602

1603 1604
	function reversePainterSortStable ( a, b ) {

U
unconed 已提交
1605
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1606

U
unconed 已提交
1607
			return a.object.renderOrder - b.object.renderOrder;
1608 1609

		} if ( a.z !== b.z ) {
1610

M
Mr.doob 已提交
1611
			return b.z - a.z;
1612 1613 1614 1615 1616 1617 1618

		} else {

			return a.id - b.id;

		}

1619
	}
1620

M
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1621 1622 1623 1624
	function numericalSort ( a, b ) {

		return b[ 0 ] - a[ 0 ];

1625
	}
M
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1626 1627 1628 1629 1630 1631 1632

	// Rendering

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

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

1633
			THREE.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
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1634 1635 1636 1637
			return;

		}

M
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1638
		var fog = scene.fog;
M
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1639 1640 1641

		// reset caching for this frame

1642
		_currentGeometryProgram = '';
1643
		_currentMaterialId = - 1;
1644
		_currentCamera = null;
M
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1645 1646 1647 1648
		_lightsNeedUpdate = true;

		// update scene graph

1649
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
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1650 1651 1652 1653 1654 1655 1656 1657 1658 1659

		// update camera matrices and frustum

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

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
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1660
		lights.length = 0;
1661 1662
		opaqueObjects.length = 0;
		transparentObjects.length = 0;
M
Mr.doob 已提交
1663

M
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1664 1665 1666
		sprites.length = 0;
		lensFlares.length = 0;

1667
		projectObject( scene );
M
Mr.doob 已提交
1668

M
Mr.doob 已提交
1669
		if ( _this.sortObjects === true ) {
1670 1671 1672

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1673

1674 1675
		}

B
Ben Adams 已提交
1676 1677
		objects.update( opaqueObjects );
		objects.update( transparentObjects );
M
Mr.doob 已提交
1678

M
Mr.doob 已提交
1679
		//
M
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1680

1681
		shadowMap.render( scene, camera );
M
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1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699

		//

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

		this.setRenderTarget( renderTarget );

		if ( this.autoClear || forceClear ) {

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

		}

		// set matrices for immediate objects

M
Mr.doob 已提交
1700
		for ( var i = 0, il = objects.objectsImmediate.length; i < il; i ++ ) {
M
Mr.doob 已提交
1701

M
Mr.doob 已提交
1702
			var webglObject = objects.objectsImmediate[ i ];
M
Mr.doob 已提交
1703
			var object = webglObject.object;
M
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1704 1705 1706 1707 1708

			if ( object.visible ) {

				setupMatrices( object, camera );

1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721
				var material = object.material;

				if ( material.transparent ) {

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

				} else {

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

				}
M
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1722 1723 1724 1725 1726 1727 1728

			}

		}

		if ( scene.overrideMaterial ) {

1729
			var overrideMaterial = scene.overrideMaterial;
M
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1730

1731
			setMaterial( overrideMaterial );
M
Mr.doob 已提交
1732

1733 1734
			renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
			renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
M
Mr.doob 已提交
1735
			renderObjectsImmediate( objects.objectsImmediate, '', camera, lights, fog, overrideMaterial );
M
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1736 1737 1738 1739 1740

		} else {

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

M
Mr.doob 已提交
1741
			state.setBlending( THREE.NoBlending );
M
Mr.doob 已提交
1742

1743
			renderObjects( opaqueObjects, camera, lights, fog, null );
M
Mr.doob 已提交
1744
			renderObjectsImmediate( objects.objectsImmediate, 'opaque', camera, lights, fog, null );
M
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1745 1746 1747

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

1748
			renderObjects( transparentObjects, camera, lights, fog, null );
M
Mr.doob 已提交
1749
			renderObjectsImmediate( objects.objectsImmediate, 'transparent', camera, lights, fog, null );
M
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1750 1751 1752 1753 1754

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1755 1756
		spritePlugin.render( scene, camera );
		lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
M
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1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767

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

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

			updateRenderTargetMipmap( renderTarget );

		}

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

M
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1768 1769
		state.setDepthTest( true );
		state.setDepthWrite( true );
1770
		state.setColorWrite( true );
M
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1771 1772 1773 1774

		// _gl.finish();

	};
M
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1775

1776
	function projectObject( object ) {
M
Mr.doob 已提交
1777

M
Mr.doob 已提交
1778
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1779

1780
		if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
M
Mr.doob 已提交
1781

1782
			// skip
M
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1783

1784
		} else {
M
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1785

B
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1786 1787 1788 1789 1790 1791 1792
			// update Skeleton objects
			if ( object instanceof THREE.SkinnedMesh ) {

				object.skeleton.update();

			}

M
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1793
			objects.init( object );
M
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1794

M
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1795 1796 1797 1798 1799
			if ( object instanceof THREE.Light ) {

				lights.push( object );

			} else if ( object instanceof THREE.Sprite ) {
M
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1800

M
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1801
				sprites.push( object );
M
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1802

M
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1803
			} else if ( object instanceof THREE.LensFlare ) {
M
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1804

M
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1805
				lensFlares.push( object );
M
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1806

M
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1807
			} else {
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1808

1809
				var webglObject = objects.objects[ object.id ];
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1810

1811
				if ( webglObject && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
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1812

1813 1814 1815 1816 1817 1818 1819 1820 1821
					var material = object.material;

					if ( material.transparent ) {

						transparentObjects.push( webglObject );

					} else {

						opaqueObjects.push( webglObject );
M
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1822

1823
					}
M
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1824

1825
					if ( _this.sortObjects === true ) {
M
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1826

1827 1828
						_vector3.setFromMatrixPosition( object.matrixWorld );
						_vector3.applyProjection( _projScreenMatrix );
M
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1829

1830
						webglObject.z = _vector3.z;
O
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1831

1832
					}
M
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1833

1834
				}
M
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1835

1836
			}
M
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1837 1838

		}
M
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1839

M
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1840 1841
		for ( var i = 0, l = object.children.length; i < l; i ++ ) {

1842
			projectObject( object.children[ i ] );
M
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1843

1844
		}
1845

1846
	}
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1847

1848
	function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
M
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1849

M
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1850
		var material;
M
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1851

M
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1852
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1853

M
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1854
			var webglObject = renderList[ i ];
M
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1855

M
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1856
			var object = webglObject.object;
M
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1857

1858
			setupMatrices( object, camera );
M
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1859

1860
			if ( overrideMaterial ) {
M
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1861

1862
				material = overrideMaterial;
M
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1863

1864
			} else {
M
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1865

1866
				material = webglObject.material;
M
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1867

1868
				if ( ! material ) continue;
M
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1869

1870
				setMaterial( material );
M
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1871

1872
			}
M
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1873

1874
			_this.setMaterialFaces( material );
M
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1875
			_this.renderBufferDirect( camera, lights, fog, material, object );
M
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1876 1877 1878

		}

1879
	}
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1880

1881
	function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, overrideMaterial ) {
M
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1882

M
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1883
		var material;
M
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1884

M
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1885
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1886

M
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1887 1888
			var webglObject = renderList[ i ];
			var object = webglObject.object;
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1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901

			if ( object.visible ) {

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

1902
					setMaterial( material );
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1903 1904 1905 1906 1907 1908 1909 1910 1911

				}

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

			}

		}

1912
	}
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1913 1914 1915 1916 1917

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

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

1918
		_currentGeometryProgram = '';
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1919 1920 1921 1922 1923 1924 1925 1926 1927

		_this.setMaterialFaces( material );

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

1928
			object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
M
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1929 1930 1931 1932 1933 1934 1935

		}

	};

	// Materials

1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946
	var shaderIDs = {
		MeshDepthMaterial: 'depth',
		MeshNormalMaterial: 'normal',
		MeshBasicMaterial: 'basic',
		MeshLambertMaterial: 'lambert',
		MeshPhongMaterial: 'phong',
		LineBasicMaterial: 'basic',
		LineDashedMaterial: 'dashed',
		PointCloudMaterial: 'particle_basic'
	};

1947
	function initMaterial( material, lights, fog, object ) {
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1948

1949
		var shaderID = shaderIDs[ material.type ];
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1950 1951 1952 1953

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

1954 1955 1956
		var maxLightCount = allocateLights( lights );
		var maxShadows = allocateShadows( lights );
		var maxBones = allocateBones( object );
M
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1957

1958
		var parameters = {
M
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1959

1960 1961 1962
			precision: _precision,
			supportsVertexTextures: _supportsVertexTextures,

1963 1964
			map: !! material.map,
			envMap: !! material.envMap,
M
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1965
			envMapMode: material.envMap && material.envMap.mapping,
1966
			lightMap: !! material.lightMap,
1967
			aoMap: !! material.aoMap,
1968 1969 1970
			bumpMap: !! material.bumpMap,
			normalMap: !! material.normalMap,
			specularMap: !! material.specularMap,
1971
			alphaMap: !! material.alphaMap,
M
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1972

1973 1974
			combine: material.combine,

M
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1975 1976 1977 1978 1979 1980
			vertexColors: material.vertexColors,

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

1981 1982
			flatShading: material.shading === THREE.FlatShading,

M
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1983
			sizeAttenuation: material.sizeAttenuation,
1984
			logarithmicDepthBuffer: _logarithmicDepthBuffer,
M
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1985 1986 1987

			skinning: material.skinning,
			maxBones: maxBones,
1988
			useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
M
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1989 1990 1991

			morphTargets: material.morphTargets,
			morphNormals: material.morphNormals,
1992 1993
			maxMorphTargets: _this.maxMorphTargets,
			maxMorphNormals: _this.maxMorphNormals,
M
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1994 1995 1996 1997 1998 1999 2000

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

			maxShadows: maxShadows,
2001 2002 2003 2004
			shadowMapEnabled: shadowMap.enabled && object.receiveShadow && maxShadows > 0,
			shadowMapType: shadowMap.type,
			shadowMapDebug: shadowMap.debug,
			shadowMapCascade: shadowMap.cascade,
M
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2005 2006 2007 2008 2009 2010 2011 2012

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

		};

2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027
		// Generate code

		var chunks = [];

		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}

2028 2029
		if ( material.defines !== undefined ) {

2030
			for ( var name in material.defines ) {
2031

2032 2033
				chunks.push( name );
				chunks.push( material.defines[ name ] );
2034 2035

			}
2036 2037 2038

		}

2039
		for ( var name in parameters ) {
2040

2041 2042
			chunks.push( name );
			chunks.push( parameters[ name ] );
2043 2044 2045 2046 2047

		}

		var code = chunks.join();

B
Ben Adams 已提交
2048 2049
		if ( !material.program ) {

M
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2050 2051
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
2052 2053 2054

		} else if ( material.program.code !== code ) {

M
Mr.doob 已提交
2055 2056
			// changed glsl or parameters
			deallocateMaterial( material );
B
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2057 2058 2059

		} else {

M
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2060 2061
			// same glsl and parameters
			return;
B
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2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084

		}

		if ( shaderID ) {

			var shader = THREE.ShaderLib[ shaderID ];

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

		} else {

			material.__webglShader = {
				uniforms: material.uniforms,
				vertexShader: material.vertexShader,
				fragmentShader: material.fragmentShader
			}

		}

2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105
		var program;

		// Check if code has been already compiled

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

			var programInfo = _programs[ p ];

			if ( programInfo.code === code ) {

				program = programInfo;
				program.usedTimes ++;

				break;

			}

		}

		if ( program === undefined ) {

2106
			program = new THREE.WebGLProgram( _this, code, material, parameters );
2107 2108 2109 2110 2111 2112 2113
			_programs.push( program );

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

		}

		material.program = program;
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2114

2115
		var attributes = program.attributes;
M
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2116 2117 2118 2119 2120

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

2121
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
2122

M
Mr.doob 已提交
2123
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

2137
			for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
M
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2138

M
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2139
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150

					material.numSupportedMorphNormals ++;

				}

			}

		}

		material.uniformsList = [];

2151
		for ( var u in material.__webglShader.uniforms ) {
M
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2152

2153 2154 2155 2156 2157
			var location = material.program.uniforms[ u ];

			if ( location ) {
				material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
			}
M
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2158 2159 2160

		}

M
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2161
	}
M
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2162

2163 2164 2165 2166
	function setMaterial( material ) {

		if ( material.transparent === true ) {

M
Mr.doob 已提交
2167
			state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
2168

2169 2170 2171 2172
		} else {

			state.setBlending( THREE.NoBlending );

2173 2174
		}

B
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2175
		state.setDepthFunc( material.depthFunc );
M
Mr.doob 已提交
2176 2177
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
2178
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
2179
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
2180 2181 2182

	}

M
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2183 2184 2185 2186 2187 2188
	function setProgram( camera, lights, fog, material, object ) {

		_usedTextureUnits = 0;

		if ( material.needsUpdate ) {

2189
			initMaterial( material, lights, fog, object );
M
Mr.doob 已提交
2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203
			material.needsUpdate = false;

		}

		if ( material.morphTargets ) {

			if ( ! object.__webglMorphTargetInfluences ) {

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

			}

		}

2204
		var refreshProgram = false;
M
Mr.doob 已提交
2205
		var refreshMaterial = false;
2206
		var refreshLights = false;
M
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2207 2208 2209

		var program = material.program,
			p_uniforms = program.uniforms,
2210
			m_uniforms = material.__webglShader.uniforms;
M
Mr.doob 已提交
2211

2212
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
2213

2214 2215
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
2216

2217
			refreshProgram = true;
M
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2218
			refreshMaterial = true;
2219
			refreshLights = true;
M
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2220 2221 2222 2223 2224

		}

		if ( material.id !== _currentMaterialId ) {

2225
			if ( _currentMaterialId === -1 ) refreshLights = true;
M
Mr.doob 已提交
2226
			_currentMaterialId = material.id;
2227

M
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2228 2229 2230 2231
			refreshMaterial = true;

		}

2232
		if ( refreshProgram || camera !== _currentCamera ) {
M
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2233 2234 2235

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

2236 2237
			if ( _logarithmicDepthBuffer ) {

2238
				_gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
2239 2240 2241 2242

			}


M
Mr.doob 已提交
2243 2244
			if ( camera !== _currentCamera ) _currentCamera = camera;

2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

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

				if ( p_uniforms.cameraPosition !== null ) {

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

				}

			}

			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
2263
				 material instanceof THREE.MeshBasicMaterial ||
2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {

				if ( p_uniforms.viewMatrix !== null ) {

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

				}

			}

M
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2275 2276 2277 2278 2279 2280 2281 2282
		}

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

		if ( material.skinning ) {

2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295
			if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {

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

			}

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

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

			}

			if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
M
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2296 2297 2298 2299 2300 2301

				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
2302
					_this.setTexture( object.skeleton.boneTexture, textureUnit );
M
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2303 2304 2305

				}

2306 2307
				if ( p_uniforms.boneTextureWidth !== null ) {

2308
					_gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
2309 2310 2311 2312 2313

				}

				if ( p_uniforms.boneTextureHeight !== null ) {

2314
					_gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
2315 2316 2317

				}

2318
			} else if ( object.skeleton && object.skeleton.boneMatrices ) {
M
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2319 2320 2321

				if ( p_uniforms.boneGlobalMatrices !== null ) {

2322
					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
M
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2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345

				}

			}

		}

		if ( refreshMaterial ) {

			// refresh uniforms common to several materials

			if ( fog && material.fog ) {

				refreshUniformsFog( m_uniforms, fog );

			}

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

				if ( _lightsNeedUpdate ) {

2346
					refreshLights = true;
2347
					setupLights( lights );
M
Mr.doob 已提交
2348 2349 2350
					_lightsNeedUpdate = false;
				}

2351 2352
				if ( refreshLights ) {
					refreshUniformsLights( m_uniforms, _lights );
2353
					markUniformsLightsNeedsUpdate( m_uniforms, true );
2354
				} else {
2355
					markUniformsLightsNeedsUpdate( m_uniforms, false );
2356
				}
M
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2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378

			}

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

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

			if ( material instanceof THREE.LineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

			} else if ( material instanceof THREE.LineDashedMaterial ) {

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

2379
			} else if ( material instanceof THREE.PointCloudMaterial ) {
M
Mr.doob 已提交
2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410

				refreshUniformsParticle( m_uniforms, material );

			} else if ( material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

			} else if ( material instanceof THREE.MeshLambertMaterial ) {

				refreshUniformsLambert( m_uniforms, material );

			} else if ( material instanceof THREE.MeshDepthMaterial ) {

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

			} else if ( material instanceof THREE.MeshNormalMaterial ) {

				m_uniforms.opacity.value = material.opacity;

			}

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

				refreshUniformsShadow( m_uniforms, lights );

			}

			// load common uniforms

2411
			loadUniformsGeneric( material.uniformsList );
M
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2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424

		}

		loadUniformsMatrices( p_uniforms, object );

		if ( p_uniforms.modelMatrix !== null ) {

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

		}

		return program;

M
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2425
	}
M
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2426 2427 2428 2429 2430 2431 2432

	// Uniforms (refresh uniforms objects)

	function refreshUniformsCommon ( uniforms, material ) {

		uniforms.opacity.value = material.opacity;

2433
		uniforms.diffuse.value = material.color;
M
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2434 2435 2436

		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
2437
		uniforms.alphaMap.value = material.alphaMap;
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2438 2439 2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		// uv repeat and offset setting priorities
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2454 2455 2456 2457 2458
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
M
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2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473 2474 2475 2476 2477

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2478 2479 2480 2481
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

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2482 2483 2484 2485 2486 2487 2488 2489 2490 2491 2492 2493
		}

		if ( uvScaleMap !== undefined ) {

			var offset = uvScaleMap.offset;
			var repeat = uvScaleMap.repeat;

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

		}

		uniforms.envMap.value = material.envMap;
2494
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
M
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2495

2496
		uniforms.reflectivity.value = material.reflectivity;
M
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2497 2498
		uniforms.refractionRatio.value = material.refractionRatio;

M
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2499
	}
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2500 2501 2502 2503 2504 2505

	function refreshUniformsLine ( uniforms, material ) {

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

M
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2506
	}
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2507 2508 2509 2510 2511 2512 2513

	function refreshUniformsDash ( uniforms, material ) {

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

M
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2514
	}
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2515 2516 2517 2518 2519 2520 2521 2522 2523 2524

	function refreshUniformsParticle ( uniforms, material ) {

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

		uniforms.map.value = material.map;

2525 2526 2527 2528 2529 2530 2531 2532 2533
		if ( material.map !== null ) {

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

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

		}

M
Mr.doob 已提交
2534
	}
M
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2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546 2547 2548 2549 2550

	function refreshUniformsFog ( uniforms, fog ) {

		uniforms.fogColor.value = fog.color;

		if ( fog instanceof THREE.Fog ) {

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

		} else if ( fog instanceof THREE.FogExp2 ) {

			uniforms.fogDensity.value = fog.density;

		}

M
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2551
	}
M
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2552 2553 2554 2555 2556

	function refreshUniformsPhong ( uniforms, material ) {

		uniforms.shininess.value = material.shininess;

2557 2558
		uniforms.emissive.value = material.emissive;
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2559

2560 2561 2562 2563 2564 2565
		uniforms.lightMap.value = material.lightMap;
		uniforms.lightMapIntensity.value = material.lightMapIntensity;

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

M
Mr.doob 已提交
2566
	}
M
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2567 2568 2569

	function refreshUniformsLambert ( uniforms, material ) {

2570
		uniforms.emissive.value = material.emissive;
M
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2571

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

	function refreshUniformsLights ( uniforms, lights ) {

		uniforms.ambientLightColor.value = lights.ambient;

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

		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
		uniforms.pointLightDistance.value = lights.point.distances;
M
Mr.doob 已提交
2584
		uniforms.pointLightDecay.value = lights.point.decays;
M
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2585 2586 2587 2588 2589 2590 2591

		uniforms.spotLightColor.value = lights.spot.colors;
		uniforms.spotLightPosition.value = lights.spot.positions;
		uniforms.spotLightDistance.value = lights.spot.distances;
		uniforms.spotLightDirection.value = lights.spot.directions;
		uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
		uniforms.spotLightExponent.value = lights.spot.exponents;
M
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2592
		uniforms.spotLightDecay.value = lights.spot.decays;
M
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2593 2594 2595 2596 2597

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

M
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2598
	}
M
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2599

2600 2601
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
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2602
	function markUniformsLightsNeedsUpdate ( uniforms, value ) {
2603

M
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2604
		uniforms.ambientLightColor.needsUpdate = value;
2605

M
Mr.doob 已提交
2606 2607
		uniforms.directionalLightColor.needsUpdate = value;
		uniforms.directionalLightDirection.needsUpdate = value;
2608

M
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2609 2610 2611 2612
		uniforms.pointLightColor.needsUpdate = value;
		uniforms.pointLightPosition.needsUpdate = value;
		uniforms.pointLightDistance.needsUpdate = value;
		uniforms.pointLightDecay.needsUpdate = value;
2613

M
Mr.doob 已提交
2614 2615 2616 2617 2618 2619 2620
		uniforms.spotLightColor.needsUpdate = value;
		uniforms.spotLightPosition.needsUpdate = value;
		uniforms.spotLightDistance.needsUpdate = value;
		uniforms.spotLightDirection.needsUpdate = value;
		uniforms.spotLightAngleCos.needsUpdate = value;
		uniforms.spotLightExponent.needsUpdate = value;
		uniforms.spotLightDecay.needsUpdate = value;
2621

M
Mr.doob 已提交
2622 2623 2624
		uniforms.hemisphereLightSkyColor.needsUpdate = value;
		uniforms.hemisphereLightGroundColor.needsUpdate = value;
		uniforms.hemisphereLightDirection.needsUpdate = value;
2625

M
Mr.doob 已提交
2626
	}
2627

M
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2628 2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641 2642 2643 2644 2645 2646 2647 2648 2649 2650 2651 2652 2653 2654 2655 2656 2657
	function refreshUniformsShadow ( uniforms, lights ) {

		if ( uniforms.shadowMatrix ) {

			var j = 0;

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

				var light = lights[ i ];

				if ( ! light.castShadow ) continue;

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

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

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

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

					j ++;

				}

			}

		}

M
Mr.doob 已提交
2658
	}
M
Mr.doob 已提交
2659 2660 2661 2662 2663 2664 2665 2666 2667 2668 2669 2670 2671

	// Uniforms (load to GPU)

	function loadUniformsMatrices ( uniforms, object ) {

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

		if ( uniforms.normalMatrix ) {

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

		}

M
Mr.doob 已提交
2672
	}
M
Mr.doob 已提交
2673 2674 2675 2676 2677 2678 2679

	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= _maxTextures ) {

2680
			THREE.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
M
Mr.doob 已提交
2681 2682 2683 2684 2685 2686 2687

		}

		_usedTextureUnits += 1;

		return textureUnit;

M
Mr.doob 已提交
2688
	}
M
Mr.doob 已提交
2689

2690
	function loadUniformsGeneric ( uniforms ) {
M
Mr.doob 已提交
2691

M
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2692
		var texture, textureUnit, offset;
M
Mr.doob 已提交
2693

M
Mr.doob 已提交
2694 2695 2696
		for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {

			var uniform = uniforms[ j ][ 0 ];
M
Mr.doob 已提交
2697

2698 2699
			// needsUpdate property is not added to all uniforms.
			if ( uniform.needsUpdate === false ) continue;
2700

M
Mr.doob 已提交
2701 2702
			var type = uniform.type;
			var value = uniform.value;
2703
			var location = uniforms[ j ][ 1 ];
M
Mr.doob 已提交
2704

2705
			switch ( type ) {
M
Mr.doob 已提交
2706

2707 2708 2709 2710 2711 2712 2713 2714 2715 2716 2717 2718 2719 2720 2721 2722 2723 2724 2725 2726 2727 2728 2729 2730 2731 2732 2733 2734 2735 2736 2737 2738 2739 2740 2741 2742 2743 2744 2745 2746 2747 2748 2749 2750 2751 2752 2753 2754 2755 2756 2757 2758 2759 2760
				case '1i':
					_gl.uniform1i( location, value );
					break;

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

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

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

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

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

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

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

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

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

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

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

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

				//

M
Mr.doob 已提交
2761
				case 'i':
M
Mr.doob 已提交
2762

2763 2764
					// single integer
					_gl.uniform1i( location, value );
M
Mr.doob 已提交
2765

2766
					break;
M
Mr.doob 已提交
2767

2768
				case 'f':
M
Mr.doob 已提交
2769

2770 2771
					// single float
					_gl.uniform1f( location, value );
M
Mr.doob 已提交
2772

2773
					break;
M
Mr.doob 已提交
2774

2775
				case 'v2':
M
Mr.doob 已提交
2776

2777 2778
					// single THREE.Vector2
					_gl.uniform2f( location, value.x, value.y );
M
Mr.doob 已提交
2779

2780
					break;
M
Mr.doob 已提交
2781

2782
				case 'v3':
M
Mr.doob 已提交
2783

2784 2785
					// single THREE.Vector3
					_gl.uniform3f( location, value.x, value.y, value.z );
M
Mr.doob 已提交
2786

2787
					break;
M
Mr.doob 已提交
2788

M
Mr.doob 已提交
2789
				case 'v4':
M
Mr.doob 已提交
2790

2791 2792
					// single THREE.Vector4
					_gl.uniform4f( location, value.x, value.y, value.z, value.w );
M
Mr.doob 已提交
2793

2794
					break;
M
Mr.doob 已提交
2795

2796
				case 'c':
M
Mr.doob 已提交
2797

2798 2799
					// single THREE.Color
					_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
2800

2801
					break;
M
Mr.doob 已提交
2802

2803
				case 'iv1':
M
Mr.doob 已提交
2804

2805 2806
					// flat array of integers (JS or typed array)
					_gl.uniform1iv( location, value );
M
Mr.doob 已提交
2807

2808
					break;
M
Mr.doob 已提交
2809

2810
				case 'iv':
M
Mr.doob 已提交
2811

2812 2813
					// flat array of integers with 3 x N size (JS or typed array)
					_gl.uniform3iv( location, value );
M
Mr.doob 已提交
2814

2815
					break;
M
Mr.doob 已提交
2816

2817
				case 'fv1':
M
Mr.doob 已提交
2818

2819 2820
					// flat array of floats (JS or typed array)
					_gl.uniform1fv( location, value );
M
Mr.doob 已提交
2821

2822
					break;
M
Mr.doob 已提交
2823

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

2826 2827
					// flat array of floats with 3 x N size (JS or typed array)
					_gl.uniform3fv( location, value );
M
Mr.doob 已提交
2828

2829
					break;
M
Mr.doob 已提交
2830

2831
				case 'v2v':
M
Mr.doob 已提交
2832

2833
					// array of THREE.Vector2
M
Mr.doob 已提交
2834

2835
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2836

2837
						uniform._array = new Float32Array( 2 * value.length );
M
Mr.doob 已提交
2838

2839
					}
M
Mr.doob 已提交
2840

2841
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2842

2843
						offset = i * 2;
M
Mr.doob 已提交
2844

M
Mr.doob 已提交
2845
						uniform._array[ offset + 0 ] = value[ i ].x;
2846
						uniform._array[ offset + 1 ] = value[ i ].y;
M
Mr.doob 已提交
2847

2848
					}
M
Mr.doob 已提交
2849

2850
					_gl.uniform2fv( location, uniform._array );
M
Mr.doob 已提交
2851

2852
					break;
M
Mr.doob 已提交
2853

2854
				case 'v3v':
M
Mr.doob 已提交
2855

2856
					// array of THREE.Vector3
M
Mr.doob 已提交
2857

2858
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2859

2860
						uniform._array = new Float32Array( 3 * value.length );
M
Mr.doob 已提交
2861

2862
					}
M
Mr.doob 已提交
2863

2864
					for ( var i = 0, il = value.length; i < il; i ++ ) {
R
Ryan Tsao 已提交
2865

2866
						offset = i * 3;
R
Ryan Tsao 已提交
2867

M
Mr.doob 已提交
2868
						uniform._array[ offset + 0 ] = value[ i ].x;
2869 2870
						uniform._array[ offset + 1 ] = value[ i ].y;
						uniform._array[ offset + 2 ] = value[ i ].z;
R
Ryan Tsao 已提交
2871

2872
					}
R
Ryan Tsao 已提交
2873

2874
					_gl.uniform3fv( location, uniform._array );
R
Ryan Tsao 已提交
2875

2876
					break;
R
Ryan Tsao 已提交
2877

2878
				case 'v4v':
R
Ryan Tsao 已提交
2879

2880
					// array of THREE.Vector4
R
Ryan Tsao 已提交
2881

2882
					if ( uniform._array === undefined ) {
R
Ryan Tsao 已提交
2883

2884
						uniform._array = new Float32Array( 4 * value.length );
R
Ryan Tsao 已提交
2885

2886
					}
M
Mr.doob 已提交
2887

2888
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2889

2890
						offset = i * 4;
M
Mr.doob 已提交
2891

M
Mr.doob 已提交
2892
						uniform._array[ offset + 0 ] = value[ i ].x;
2893 2894 2895
						uniform._array[ offset + 1 ] = value[ i ].y;
						uniform._array[ offset + 2 ] = value[ i ].z;
						uniform._array[ offset + 3 ] = value[ i ].w;
M
Mr.doob 已提交
2896

2897
					}
M
Mr.doob 已提交
2898

2899
					_gl.uniform4fv( location, uniform._array );
M
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2900

2901
					break;
M
Mr.doob 已提交
2902

2903
				case 'm3':
M
Mr.doob 已提交
2904

2905 2906
					// single THREE.Matrix3
					_gl.uniformMatrix3fv( location, false, value.elements );
M
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2907

2908
					break;
M
Mr.doob 已提交
2909

2910
				case 'm3v':
M
Mr.doob 已提交
2911

2912
					// array of THREE.Matrix3
M
Mr.doob 已提交
2913

2914
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2915

2916
						uniform._array = new Float32Array( 9 * value.length );
M
Mr.doob 已提交
2917

2918
					}
M
Mr.doob 已提交
2919

2920
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2921

2922
						value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
M
Mr.doob 已提交
2923

2924
					}
M
Mr.doob 已提交
2925

2926
					_gl.uniformMatrix3fv( location, false, uniform._array );
M
Mr.doob 已提交
2927

2928
					break;
M
Mr.doob 已提交
2929

2930
				case 'm4':
M
Mr.doob 已提交
2931

2932 2933
					// single THREE.Matrix4
					_gl.uniformMatrix4fv( location, false, value.elements );
M
Mr.doob 已提交
2934

2935
					break;
M
Mr.doob 已提交
2936

2937
				case 'm4v':
M
Mr.doob 已提交
2938

2939
					// array of THREE.Matrix4
M
Mr.doob 已提交
2940

2941
					if ( uniform._array === undefined ) {
M
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2942

2943
						uniform._array = new Float32Array( 16 * value.length );
M
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2944

2945 2946 2947 2948 2949 2950 2951 2952 2953 2954 2955
					}

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

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

					}

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

					break;
M
Mr.doob 已提交
2956

2957
				case 't':
M
Mr.doob 已提交
2958

2959
					// single THREE.Texture (2d or cube)
M
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2960

2961 2962 2963 2964
					texture = value;
					textureUnit = getTextureUnit();

					_gl.uniform1i( location, textureUnit );
M
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2965

2966
					if ( ! texture ) continue;
M
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2967

2968
					if ( texture instanceof THREE.CubeTexture ||
M
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2969
						 ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
M
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2970

2971
						setCubeTexture( texture, textureUnit );
M
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2972

2973 2974 2975 2976 2977 2978 2979 2980 2981 2982 2983 2984 2985 2986 2987 2988 2989 2990 2991 2992 2993 2994 2995 2996 2997 2998 2999 3000 3001 3002 3003 3004 3005 3006 3007 3008 3009 3010 3011 3012 3013 3014 3015 3016
					} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {

						setCubeTextureDynamic( texture, textureUnit );

					} else {

						_this.setTexture( texture, textureUnit );

					}

					break;

				case 'tv':

					// array of THREE.Texture (2d)

					if ( uniform._array === undefined ) {

						uniform._array = [];

					}

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

						uniform._array[ i ] = getTextureUnit();

					}

					_gl.uniform1iv( location, uniform._array );

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

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

						if ( ! texture ) continue;

						_this.setTexture( texture, textureUnit );

					}

					break;

				default:
3017

3018
					THREE.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
3019

M
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3020 3021 3022 3023
			}

		}

M
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3024
	}
M
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3025 3026 3027 3028

	function setupMatrices ( object, camera ) {

		object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
3029
		object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
M
Mr.doob 已提交
3030

M
Mr.doob 已提交
3031
	}
M
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3032 3033 3034

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

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3035
		array[ offset + 0 ] = color.r * intensity;
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3036 3037 3038
		array[ offset + 1 ] = color.g * intensity;
		array[ offset + 2 ] = color.b * intensity;

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3039
	}
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3040

3041
	function setupLights ( lights ) {
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3042

B
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3043
		var l, ll, light,
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3044 3045
		r = 0, g = 0, b = 0,
		color, skyColor, groundColor,
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3046
		intensity,
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3047 3048 3049 3050 3051 3052 3053 3054 3055 3056
		distance,

		zlights = _lights,

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

		pointColors = zlights.point.colors,
		pointPositions = zlights.point.positions,
		pointDistances = zlights.point.distances,
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		pointDecays = zlights.point.decays,
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3058 3059 3060 3061 3062 3063 3064

		spotColors = zlights.spot.colors,
		spotPositions = zlights.spot.positions,
		spotDistances = zlights.spot.distances,
		spotDirections = zlights.spot.directions,
		spotAnglesCos = zlights.spot.anglesCos,
		spotExponents = zlights.spot.exponents,
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		spotDecays = zlights.spot.decays,
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3066 3067 3068 3069 3070 3071 3072 3073 3074 3075 3076 3077 3078 3079 3080 3081 3082 3083 3084 3085 3086 3087 3088 3089 3090 3091 3092 3093 3094 3095 3096 3097 3098 3099

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

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

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

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

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

			light = lights[ l ];

			if ( light.onlyShadow ) continue;

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

			if ( light instanceof THREE.AmbientLight ) {

				if ( ! light.visible ) continue;

3100 3101 3102
				r += color.r;
				g += color.g;
				b += color.b;
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			} else if ( light instanceof THREE.DirectionalLight ) {

				dirCount += 1;

				if ( ! light.visible ) continue;

3110 3111
				_direction.setFromMatrixPosition( light.matrixWorld );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
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3112 3113 3114 3115 3116
				_direction.sub( _vector3 );
				_direction.normalize();

				dirOffset = dirLength * 3;

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				dirPositions[ dirOffset + 0 ] = _direction.x;
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3118 3119 3120
				dirPositions[ dirOffset + 1 ] = _direction.y;
				dirPositions[ dirOffset + 2 ] = _direction.z;

3121
				setColorLinear( dirColors, dirOffset, color, intensity );
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3122 3123 3124 3125 3126 3127 3128 3129 3130 3131 3132

				dirLength += 1;

			} else if ( light instanceof THREE.PointLight ) {

				pointCount += 1;

				if ( ! light.visible ) continue;

				pointOffset = pointLength * 3;

3133
				setColorLinear( pointColors, pointOffset, color, intensity );
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3135
				_vector3.setFromMatrixPosition( light.matrixWorld );
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				pointPositions[ pointOffset + 0 ] = _vector3.x;
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3138 3139 3140
				pointPositions[ pointOffset + 1 ] = _vector3.y;
				pointPositions[ pointOffset + 2 ] = _vector3.z;

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				// distance is 0 if decay is 0, because there is no attenuation at all.
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				pointDistances[ pointLength ] = distance;
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3143
				pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
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3144 3145 3146 3147 3148 3149 3150 3151 3152 3153 3154

				pointLength += 1;

			} else if ( light instanceof THREE.SpotLight ) {

				spotCount += 1;

				if ( ! light.visible ) continue;

				spotOffset = spotLength * 3;

3155
				setColorLinear( spotColors, spotOffset, color, intensity );
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				_direction.setFromMatrixPosition( light.matrixWorld );
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3158

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				spotPositions[ spotOffset + 0 ] = _direction.x;
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				spotPositions[ spotOffset + 1 ] = _direction.y;
				spotPositions[ spotOffset + 2 ] = _direction.z;
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				spotDistances[ spotLength ] = distance;

3165
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
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				_direction.sub( _vector3 );
				_direction.normalize();

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				spotDirections[ spotOffset + 0 ] = _direction.x;
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				spotDirections[ spotOffset + 1 ] = _direction.y;
				spotDirections[ spotOffset + 2 ] = _direction.z;

				spotAnglesCos[ spotLength ] = Math.cos( light.angle );
				spotExponents[ spotLength ] = light.exponent;
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				spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
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3176 3177 3178 3179 3180 3181 3182 3183 3184

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {

				hemiCount += 1;

				if ( ! light.visible ) continue;

3185
				_direction.setFromMatrixPosition( light.matrixWorld );
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3186 3187 3188 3189
				_direction.normalize();

				hemiOffset = hemiLength * 3;

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3190
				hemiPositions[ hemiOffset + 0 ] = _direction.x;
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3191 3192 3193 3194 3195 3196
				hemiPositions[ hemiOffset + 1 ] = _direction.y;
				hemiPositions[ hemiOffset + 2 ] = _direction.z;

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

3197 3198
				setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
				setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
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				hemiLength += 1;

			}

		}

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

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

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

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

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	}
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3225 3226 3227 3228 3229 3230 3231 3232 3233 3234 3235 3236 3237 3238 3239 3240 3241 3242 3243 3244 3245 3246 3247 3248 3249 3250 3251 3252 3253 3254 3255 3256 3257 3258 3259 3260 3261 3262 3263 3264 3265 3266 3267

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

		if ( cullFace === THREE.CullFaceNone ) {

			_gl.disable( _gl.CULL_FACE );

		} else {

			if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {

				_gl.frontFace( _gl.CW );

			} else {

				_gl.frontFace( _gl.CCW );

			}

			if ( cullFace === THREE.CullFaceBack ) {

				_gl.cullFace( _gl.BACK );

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

				_gl.cullFace( _gl.FRONT );

			} else {

				_gl.cullFace( _gl.FRONT_AND_BACK );

			}

			_gl.enable( _gl.CULL_FACE );

		}

	};

	this.setMaterialFaces = function ( material ) {

3268 3269
		state.setDoubleSided( material.side === THREE.DoubleSide );
		state.setFlipSided( material.side === THREE.BackSide );
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	};

	// Textures

	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {

3277 3278
		var extension;

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		if ( isImagePowerOfTwo ) {

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

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

		} else {

			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
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			if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {

3294
				THREE.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
M
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3295

3296
			}
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3297 3298 3299 3300

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

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

3303
				THREE.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
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3304

3305
			}
M
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3306

M
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3307 3308
		}

3309 3310
		extension = extensions.get( 'EXT_texture_filter_anisotropic' );

3311
		if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
M
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3312

M
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3313
			if ( texture.anisotropy > 1 || texture.__currentAnisotropy ) {
M
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3314

3315
				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
M
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3316
				texture.__currentAnisotropy = texture.anisotropy;
M
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3317 3318 3319 3320 3321

			}

		}

M
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3322
	}
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3323

3324
	this.uploadTexture = function ( texture, slot ) {
M
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3325

3326 3327 3328 3329 3330 3331 3332 3333 3334 3335 3336
		if ( texture.__webglInit === undefined ) {

			texture.__webglInit = true;

			texture.addEventListener( 'dispose', onTextureDispose );

			texture.__webglTexture = _gl.createTexture();

			_this.info.memory.textures ++;

		}
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3337

B
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3338 3339
		state.activeTexture( _gl.TEXTURE0 + slot );
		state.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
M
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3340

H
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3341 3342 3343 3344
		_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
		_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
		_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );

3345 3346
		texture.image = clampToMaxSize( texture.image, _maxTextureSize );

H
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3347 3348 3349 3350
		var image = texture.image,
		isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
		glFormat = paramThreeToGL( texture.format ),
		glType = paramThreeToGL( texture.type );
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3351

H
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3352
		setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
M
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3353

H
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3354
		var mipmap, mipmaps = texture.mipmaps;
M
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3355

H
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3356
		if ( texture instanceof THREE.DataTexture ) {
M
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3357

H
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3358 3359 3360
			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels
M
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3361

H
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3362 3363 3364
			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {

				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
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3365

H
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3366 3367
					mipmap = mipmaps[ i ];
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
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3368

H
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3369
				}
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3370

H
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3371
				texture.generateMipmaps = false;
M
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3372

H
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3373
			} else {
M
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3374

H
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3375
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
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3376

H
Henri Astre 已提交
3377
			}
M
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3378

H
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3379
		} else if ( texture instanceof THREE.CompressedTexture ) {
M
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3380

H
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3381
			for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
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3382

H
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3383
				mipmap = mipmaps[ i ];
M
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3384

3385
				if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
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3386

3387
					if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
M
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3388

3389
						_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
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3390

3391
					} else {
M
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3392

3393
						THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
M
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3394

3395
					}
M
Mr.doob 已提交
3396

H
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3397
				} else {
M
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3398

H
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3399
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
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3400

M
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3401 3402
				}

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3403 3404 3405 3406 3407 3408 3409 3410 3411
			}

		} else { // regular Texture (image, video, canvas)

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

			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
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3412

3413
				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3414 3415

					mipmap = mipmaps[ i ];
H
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3416
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
M
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3417 3418 3419

				}

H
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3420
				texture.generateMipmaps = false;
M
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3421

H
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3422
			} else {
M
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3423

H
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3424
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
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3425

H
Henri Astre 已提交
3426
			}
M
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3427

H
Henri Astre 已提交
3428
		}
M
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3429

H
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3430
		if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
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3431

H
Henri Astre 已提交
3432
		texture.needsUpdate = false;
M
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3433

B
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3434
		if ( texture.onUpdate ) texture.onUpdate( texture );
M
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3435

H
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3436
	};
M
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3437

H
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3438
	this.setTexture = function ( texture, slot ) {
M
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3439

3440
		if ( texture.needsUpdate === true ) {
M
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3441

3442
			var image = texture.image;
M
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3443

3444
			if ( image.complete === false ) {
M
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3445

3446 3447 3448 3449 3450
				THREE.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
				return;

			}

3451
			_this.uploadTexture( texture, slot );
3452
			return;
M
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3453 3454 3455

		}

B
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3456 3457
		state.activeTexture( _gl.TEXTURE0 + slot );
		state.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
3458

M
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3459 3460 3461 3462
	};

	function clampToMaxSize ( image, maxSize ) {

3463
		if ( image.width > maxSize || image.height > maxSize ) {
M
Mr.doob 已提交
3464

3465 3466
			// Warning: Scaling through the canvas will only work with images that use
			// premultiplied alpha.
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3467

3468
			var scale = maxSize / Math.max( image.width, image.height );
M
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3469

3470 3471 3472
			var canvas = document.createElement( 'canvas' );
			canvas.width = Math.floor( image.width * scale );
			canvas.height = Math.floor( image.height * scale );
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3473

3474 3475
			var context = canvas.getContext( '2d' );
			context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
M
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3476

3477
			THREE.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
M
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3478

3479 3480 3481
			return canvas;

		}
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3482

3483
		return image;
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3484 3485 3486 3487 3488 3489 3490 3491 3492 3493 3494

	}

	function setCubeTexture ( texture, slot ) {

		if ( texture.image.length === 6 ) {

			if ( texture.needsUpdate ) {

				if ( ! texture.image.__webglTextureCube ) {

3495 3496
					texture.addEventListener( 'dispose', onTextureDispose );

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3497 3498 3499 3500 3501 3502
					texture.image.__webglTextureCube = _gl.createTexture();

					_this.info.memory.textures ++;

				}

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3503 3504
				state.activeTexture( _gl.TEXTURE0 + slot );
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
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3505 3506 3507

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

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3508 3509
				var isCompressed = texture instanceof THREE.CompressedTexture;
				var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
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3510 3511 3512 3513 3514

				var cubeImage = [];

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

3515
					if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
M
Mr.doob 已提交
3516 3517 3518 3519 3520

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

					} else {

3521
						cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
M
Mr.doob 已提交
3522 3523 3524 3525 3526 3527

					}

				}

				var image = cubeImage[ 0 ],
3528
				isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
M
Mr.doob 已提交
3529 3530 3531 3532 3533 3534 3535
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );

				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

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

3536
					if ( ! isCompressed ) {
M
Mr.doob 已提交
3537

M
Mr.doob 已提交
3538
						if ( isDataTexture ) {
3539

M
Mr.doob 已提交
3540
							_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
3541

M
Mr.doob 已提交
3542
						} else {
3543 3544

							_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
3545

M
Mr.doob 已提交
3546 3547
						}

3548
					} else {
3549

M
Mr.doob 已提交
3550 3551
						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

3552
						for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
M
Mr.doob 已提交
3553 3554

							mipmap = mipmaps[ j ];
M
Mr.doob 已提交
3555

3556
							if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
3557

3558
								if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
M
Mr.doob 已提交
3559

3560
									_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
3561

3562
								} else {
M
Mr.doob 已提交
3563

3564
									THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
M
Mr.doob 已提交
3565

3566
								}
M
Mr.doob 已提交
3567

3568
							} else {
M
Mr.doob 已提交
3569

3570
								_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3571

3572
							}
M
Mr.doob 已提交
3573

3574
						}
M
Mr.doob 已提交
3575

M
Mr.doob 已提交
3576
					}
M
Mr.doob 已提交
3577

M
Mr.doob 已提交
3578 3579 3580 3581 3582 3583 3584 3585 3586 3587
				}

				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}

				texture.needsUpdate = false;

B
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3588
				if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
3589 3590 3591

			} else {

B
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3592 3593
				state.activeTexture( _gl.TEXTURE0 + slot );
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
M
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3594 3595 3596 3597 3598

			}

		}

M
Mr.doob 已提交
3599
	}
M
Mr.doob 已提交
3600 3601 3602

	function setCubeTextureDynamic ( texture, slot ) {

B
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3603 3604
		state.activeTexture( _gl.TEXTURE0 + slot );
		state.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
M
Mr.doob 已提交
3605

M
Mr.doob 已提交
3606
	}
M
Mr.doob 已提交
3607 3608 3609 3610 3611 3612 3613 3614

	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {

		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );

M
Mr.doob 已提交
3615
	}
M
Mr.doob 已提交
3616

M
Mr.doob 已提交
3617
	function setupRenderBuffer ( renderbuffer, renderTarget ) {
M
Mr.doob 已提交
3618 3619 3620 3621 3622 3623 3624 3625 3626

		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );

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

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

		/* For some reason this is not working. Defaulting to RGBA4.
3627
		} else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
M
Mr.doob 已提交
3628 3629 3630 3631 3632 3633 3634 3635 3636 3637 3638 3639 3640 3641 3642

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
		*/
		} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

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

		} else {

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

		}

M
Mr.doob 已提交
3643
	}
M
Mr.doob 已提交
3644 3645 3646 3647 3648

	this.setRenderTarget = function ( renderTarget ) {

		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );

M
Mr.doob 已提交
3649
		if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
3650 3651 3652 3653 3654 3655 3656 3657 3658 3659 3660 3661

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

			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

			renderTarget.__webglTexture = _gl.createTexture();

			_this.info.memory.textures ++;

			// Setup texture, create render and frame buffers

3662
			var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
M
Mr.doob 已提交
3663 3664 3665 3666 3667 3668 3669 3670
				glFormat = paramThreeToGL( renderTarget.format ),
				glType = paramThreeToGL( renderTarget.type );

			if ( isCube ) {

				renderTarget.__webglFramebuffer = [];
				renderTarget.__webglRenderbuffer = [];

B
Ben Adams 已提交
3671 3672
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );

M
Mr.doob 已提交
3673 3674 3675 3676 3677 3678 3679 3680 3681 3682 3683 3684 3685 3686
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );

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

					renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
					renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();

					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );

					setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
					setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );

				}

3687
				if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
M
Mr.doob 已提交
3688 3689 3690 3691 3692 3693 3694 3695 3696 3697 3698 3699 3700 3701 3702

			} else {

				renderTarget.__webglFramebuffer = _gl.createFramebuffer();

				if ( renderTarget.shareDepthFrom ) {

					renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;

				} else {

					renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();

				}

B
Ben Adams 已提交
3703
				state.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
M
Mr.doob 已提交
3704 3705 3706 3707 3708 3709 3710 3711 3712 3713 3714 3715 3716 3717 3718 3719 3720 3721 3722 3723 3724 3725 3726 3727
				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );

				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );

				setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );

				if ( renderTarget.shareDepthFrom ) {

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

						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );

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

						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );

					}

				} else {

					setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );

				}

3728
				if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
3729 3730 3731 3732 3733 3734 3735

			}

			// Release everything

			if ( isCube ) {

B
Ben Adams 已提交
3736
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
3737 3738 3739

			} else {

B
Ben Adams 已提交
3740
				state.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
3741 3742 3743 3744 3745 3746 3747 3748 3749 3750 3751 3752 3753 3754 3755 3756 3757 3758 3759 3760 3761 3762 3763 3764 3765 3766 3767 3768 3769 3770 3771 3772 3773 3774 3775 3776 3777 3778 3779 3780 3781 3782 3783 3784 3785 3786 3787 3788 3789 3790 3791 3792 3793 3794

			}

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

		}

		var framebuffer, width, height, vx, vy;

		if ( renderTarget ) {

			if ( isCube ) {

				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];

			} else {

				framebuffer = renderTarget.__webglFramebuffer;

			}

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

			vx = 0;
			vy = 0;

		} else {

			framebuffer = null;

			width = _viewportWidth;
			height = _viewportHeight;

			vx = _viewportX;
			vy = _viewportY;

		}

		if ( framebuffer !== _currentFramebuffer ) {

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

			_currentFramebuffer = framebuffer;

		}

		_currentWidth = width;
		_currentHeight = height;

	};

3795
	this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
3796

G
gero3 已提交
3797
		if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
3798

3799
			THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
3800
			return;
3801

G
gero3 已提交
3802
		}
3803

G
gero3 已提交
3804
		if ( renderTarget.__webglFramebuffer ) {
3805

G
gero3 已提交
3806
			if ( renderTarget.format !== THREE.RGBAFormat ) {
3807

3808
				THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
G
gero3 已提交
3809
				return;
3810

G
gero3 已提交
3811
			}
3812

G
gero3 已提交
3813
			var restore = false;
3814

G
gero3 已提交
3815
			if ( renderTarget.__webglFramebuffer !== _currentFramebuffer ) {
3816

G
gero3 已提交
3817
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTarget.__webglFramebuffer );
3818

G
gero3 已提交
3819
				restore = true;
3820

G
gero3 已提交
3821
			}
3822

G
gero3 已提交
3823
			if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
3824

G
gero3 已提交
3825
				_gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
3826

G
gero3 已提交
3827
			} else {
3828

3829
				THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
3830

G
gero3 已提交
3831
			}
3832

G
gero3 已提交
3833
			if ( restore ) {
3834

G
gero3 已提交
3835
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
3836

G
gero3 已提交
3837
			}
3838

G
gero3 已提交
3839
		}
3840 3841 3842

	};

M
Mr.doob 已提交
3843 3844 3845 3846
	function updateRenderTargetMipmap ( renderTarget ) {

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

B
Ben Adams 已提交
3847
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
M
Mr.doob 已提交
3848
			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
B
Ben Adams 已提交
3849
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
3850 3851 3852

		} else {

B
Ben Adams 已提交
3853
			state.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
M
Mr.doob 已提交
3854
			_gl.generateMipmap( _gl.TEXTURE_2D );
B
Ben Adams 已提交
3855
			state.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
3856 3857 3858

		}

M
Mr.doob 已提交
3859
	}
M
Mr.doob 已提交
3860 3861 3862 3863 3864 3865 3866 3867 3868 3869 3870 3871 3872

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

	function filterFallback ( f ) {

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

			return _gl.NEAREST;

		}

		return _gl.LINEAR;

M
Mr.doob 已提交
3873
	}
M
Mr.doob 已提交
3874 3875 3876 3877 3878

	// Map three.js constants to WebGL constants

	function paramThreeToGL ( p ) {

3879 3880
		var extension;

M
Mr.doob 已提交
3881 3882 3883 3884 3885 3886 3887 3888 3889 3890 3891 3892 3893 3894 3895 3896 3897 3898 3899 3900 3901 3902 3903 3904
		if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
		if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
		if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;

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

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

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

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

3905 3906 3907 3908 3909 3910 3911 3912
		extension = extensions.get( 'OES_texture_half_float' );

		if ( extension !== null ) {

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

		}

M
Mr.doob 已提交
3913 3914 3915 3916 3917 3918 3919 3920 3921 3922 3923 3924 3925 3926 3927 3928 3929 3930 3931 3932 3933 3934 3935
		if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
		if ( p === THREE.RGBFormat ) return _gl.RGB;
		if ( p === THREE.RGBAFormat ) return _gl.RGBA;
		if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
		if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;

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

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

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

3936
		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
M
Mr.doob 已提交
3937

3938 3939 3940 3941 3942 3943
		if ( extension !== null ) {

			if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
M
Mr.doob 已提交
3944 3945 3946

		}

3947 3948 3949
		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		if ( extension !== null ) {
P
Pierre Lepers 已提交
3950

3951 3952 3953 3954
			if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
			if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
			if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
			if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
P
Pierre Lepers 已提交
3955 3956 3957

		}

3958 3959 3960
		extension = extensions.get( 'EXT_blend_minmax' );

		if ( extension !== null ) {
3961

3962 3963
			if ( p === THREE.MinEquation ) return extension.MIN_EXT;
			if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
3964 3965 3966

		}

M
Mr.doob 已提交
3967 3968
		return 0;

M
Mr.doob 已提交
3969
	}
M
Mr.doob 已提交
3970 3971 3972 3973 3974

	// Allocations

	function allocateBones ( object ) {

3975
		if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
M
Mr.doob 已提交
3976 3977 3978 3979 3980 3981

			return 1024;

		} else {

			// default for when object is not specified
M
Mr.doob 已提交
3982
			// ( for example when prebuilding shader to be used with multiple objects )
M
Mr.doob 已提交
3983
			//
3984
			//  - leave some extra space for other uniforms
M
Mr.doob 已提交
3985 3986 3987 3988 3989 3990 3991 3992 3993 3994
			//  - limit here is ANGLE's 254 max uniform vectors
			//    (up to 54 should be safe)

			var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );

			var maxBones = nVertexMatrices;

			if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {

3995
				maxBones = Math.min( object.skeleton.bones.length, maxBones );
M
Mr.doob 已提交
3996

3997
				if ( maxBones < object.skeleton.bones.length ) {
M
Mr.doob 已提交
3998

3999
					THREE.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
M
Mr.doob 已提交
4000 4001 4002 4003 4004 4005 4006 4007 4008

				}

			}

			return maxBones;

		}

M
Mr.doob 已提交
4009
	}
M
Mr.doob 已提交
4010

M
Mr.doob 已提交
4011
	function allocateLights( lights ) {
M
Mr.doob 已提交
4012

M
Mr.doob 已提交
4013 4014 4015 4016
		var dirLights = 0;
		var pointLights = 0;
		var spotLights = 0;
		var hemiLights = 0;
M
Mr.doob 已提交
4017

M
Mr.doob 已提交
4018
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
M
Mr.doob 已提交
4019

M
Mr.doob 已提交
4020
			var light = lights[ l ];
M
Mr.doob 已提交
4021

4022
			if ( light.onlyShadow || light.visible === false ) continue;
M
Mr.doob 已提交
4023 4024 4025 4026 4027 4028 4029 4030

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

		}

4031
		return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
M
Mr.doob 已提交
4032

M
Mr.doob 已提交
4033
	}
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4034

M
Mr.doob 已提交
4035
	function allocateShadows( lights ) {
M
Mr.doob 已提交
4036

M
Mr.doob 已提交
4037
		var maxShadows = 0;
M
Mr.doob 已提交
4038

4039
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
M
Mr.doob 已提交
4040

M
Mr.doob 已提交
4041
			var light = lights[ l ];
M
Mr.doob 已提交
4042 4043 4044 4045 4046 4047 4048 4049 4050 4051

			if ( ! light.castShadow ) continue;

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

		}

		return maxShadows;

4052
	}
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Mr.doob 已提交
4053

M
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4054
	// DEPRECATED
4055

M
Mr.doob 已提交
4056 4057
	this.initMaterial = function () {

4058
		THREE.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
M
Mr.doob 已提交
4059 4060

	};
M
Mr.doob 已提交
4061

M
Mr.doob 已提交
4062
	this.addPrePlugin = function () {
M
Mr.doob 已提交
4063

4064
		THREE.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
M
Mr.doob 已提交
4065 4066 4067 4068 4069

	};

	this.addPostPlugin = function () {

4070
		THREE.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
M
Mr.doob 已提交
4071 4072

	};
M
Mr.doob 已提交
4073

M
Mr.doob 已提交
4074 4075
	this.updateShadowMap = function () {

4076
		THREE.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
M
Mr.doob 已提交
4077 4078 4079

	};

4080 4081 4082
	Object.defineProperties( this, {
		shadowMapEnabled: {
			get: function () {
M
Mr.doob 已提交
4083
				return shadowMap.enabled;
4084 4085 4086
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
M
Mr.doob 已提交
4087
				shadowMap.enabled = value;
4088 4089 4090 4091
			}
		},
		shadowMapType: {
			get: function () {
M
Mr.doob 已提交
4092
				return shadowMap.type;
4093 4094 4095
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
M
Mr.doob 已提交
4096
				shadowMap.type = value;
4097 4098 4099 4100
			}
		},
		shadowMapCullFace: {
			get: function () {
M
Mr.doob 已提交
4101
				return shadowMap.cullFace;
4102 4103 4104
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
M
Mr.doob 已提交
4105
				shadowMap.cullFace = value;
4106 4107 4108 4109
			}
		},
		shadowMapDebug: {
			get: function () {
M
Mr.doob 已提交
4110
				return shadowMap.debug;
4111 4112 4113
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
M
Mr.doob 已提交
4114
				shadowMap.debug = value;
4115 4116 4117 4118
			}
		},
		shadowMapCascade: {
			get: function () {
M
Mr.doob 已提交
4119
				return shadowMap.cascade;
4120 4121 4122
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapCascade is now .shadowMap.cascade.' );
M
Mr.doob 已提交
4123
				shadowMap.cascade = value;
4124 4125 4126 4127
			}
		}
	} );

M
Mr.doob 已提交
4128
};