WebGLRenderer.js 93.7 KB
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
 */

THREE.WebGLRenderer = function ( parameters ) {

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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 opaqueImmediateObjects = [];
	var transparentImmediateObjects = [];

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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;

	// 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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	},

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	// info

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	_infoMemory = {
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		programs: 0,
		geometries: 0,
		textures: 0

	},

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	_infoRender = {
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		calls: 0,
		vertices: 0,
		faces: 0,
		points: 0

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	};

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	this.info = {
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		render: _infoRender,
		memory: _infoMemory,
		programs: _programs

	};
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	// initialize

	var _gl;

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	try {

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

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

		if ( _gl === null ) {

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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

			event.preventDefault();

			resetGLState();
			setDefaultGLState();

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

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

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

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	if ( _gl.getShaderPrecisionFormat === undefined ) {

		_gl.getShaderPrecisionFormat = function () {

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

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

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

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		THREE.BufferGeometry.MaxIndex = 4294967296;
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	}

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	if ( _logarithmicDepthBuffer ) {

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		extensions.get( 'EXT_frag_depth' );
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	}

	//

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

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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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	}
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	function resetGLState() {
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		_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 getCompressedTextureFormats ( ) {
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			if ( array !== undefined ) {
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				return array;
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			}
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			array = [];
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			if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {

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

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

				}

			}
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			return array;

		};

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

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

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

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

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

	}

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

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	// Plugins

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

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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.forceContextLoss = function () {

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

	};

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	this.supportsVertexTextures = function () {

		return _supportsVertexTextures;

	};

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	this.supportsInstancedArrays = function () {

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		return _supportsInstancedArrays;
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	};

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	this.supportsFloatTextures = function () {

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

		return extensions.get( 'OES_texture_half_float' );

	};

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	this.supportsStandardDerivatives = function () {

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

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

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

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	this.supportsBlendMinMax = function () {

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

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

				value = 0;

			}
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			return value;

		}

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

		return _precision;

	};

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	this.getPixelRatio = function () {

		return pixelRatio;

	};

	this.setPixelRatio = function ( value ) {

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

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	this.getSize = function () {

		return {
			width: _width,
			height: _height
		};

	};

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

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

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

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

	};

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

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

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	this.enableScissorTest = function ( boolean ) {
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		state.setScissorTest( boolean );
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	};

	// 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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	function onTextureDispose( event ) {
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		var texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		deallocateTexture( texture );

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		_infoMemory.textures --;
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	}
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	function onRenderTargetDispose( event ) {
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		var renderTarget = event.target;

		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

		deallocateRenderTarget( renderTarget );

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		_infoMemory.textures --;
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	}
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	function onMaterialDispose( event ) {
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		var material = event.target;

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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

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

			// 2D texture

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

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		// remove all webgl properties
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		properties.delete( texture );
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	}
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	function deallocateRenderTarget( renderTarget ) {
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		var renderTargetProperties = properties.get( renderTarget );
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		if ( ! renderTarget || renderTargetProperties.__webglTexture === undefined ) return;
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		_gl.deleteTexture( renderTargetProperties.__webglTexture );
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		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

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

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

		} else {

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			_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
			_gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
M
Mr.doob 已提交
697 698 699

		}

700
		properties.delete( renderTargetProperties );
M
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701

702
	}
M
Mr.doob 已提交
703

704
	function deallocateMaterial( material ) {
M
Mr.doob 已提交
705

706 707 708 709
		releaseMaterialProgramReference( material );

		properties.delete( material );

710
	}
711 712


713
	function releaseMaterialProgramReference( material ) {
714

715
		var program = properties.get( material ).program.program;
M
Mr.doob 已提交
716 717 718 719 720

		if ( program === undefined ) return;

		material.program = undefined;

721
		for ( var i = 0, n = _programs.length; i !== n; ++ i ) {
M
Mr.doob 已提交
722

723
			var programInfo = _programs[ i ];
M
Mr.doob 已提交
724 725 726

			if ( programInfo.program === program ) {

727
				var newReferenceCount = -- programInfo.usedTimes;
M
Mr.doob 已提交
728

729
				if ( newReferenceCount === 0 ) {
M
Mr.doob 已提交
730

731 732 733
					// the last meterial that has been using the program let
					// go of it, so remove it from the (unordered) _programs
					// set and deallocate the GL resource
M
Mr.doob 已提交
734

735
					var newLength = n - 1;
M
Mr.doob 已提交
736

737 738
					_programs[ i ] = _programs[ newLength ];
					_programs.pop();
M
Mr.doob 已提交
739

740
					_gl.deleteProgram( program );
M
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741

742
					_infoMemory.programs = newLength;
M
Mr.doob 已提交
743

744
				}
M
Mr.doob 已提交
745

746
				break;
M
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747

748
			}
M
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749 750 751

		}

752
	}
M
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753 754 755 756 757

	// Buffer rendering

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

758
		state.initAttributes();
759

760
		var objectProperties = properties.get( object );
761

762 763 764 765
		if ( object.hasPositions && ! objectProperties.__webglVertexBuffer ) objectProperties.__webglVertexBuffer = _gl.createBuffer();
		if ( object.hasNormals && ! objectProperties.__webglNormalBuffer ) objectProperties.__webglNormalBuffer = _gl.createBuffer();
		if ( object.hasUvs && ! objectProperties.__webglUvBuffer ) objectProperties.__webglUvBuffer = _gl.createBuffer();
		if ( object.hasColors && ! objectProperties.__webglColorBuffer ) objectProperties.__webglColorBuffer = _gl.createBuffer();
M
Mr.doob 已提交
766

767
		var attributes = program.getAttributes();
768

M
Mr.doob 已提交
769 770
		if ( object.hasPositions ) {

771
			_gl.bindBuffer( _gl.ARRAY_BUFFER, objectProperties.__webglVertexBuffer );
M
Mr.doob 已提交
772
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
773

774 775
			state.enableAttribute( attributes.position );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
776 777 778 779 780

		}

		if ( object.hasNormals ) {

781
			_gl.bindBuffer( _gl.ARRAY_BUFFER, objectProperties.__webglNormalBuffer );
M
Mr.doob 已提交
782

M
Mr.doob 已提交
783
			if ( material instanceof THREE.MeshPhongMaterial === false && material.shading === THREE.FlatShading ) {
M
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784 785 786 787 788 789

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

790
				for ( i = 0; i < il; i += 9 ) {
M
Mr.doob 已提交
791 792 793

					normalArray = object.normalArray;

M
Mr.doob 已提交
794 795 796
					nax = normalArray[ i ];
					nay = normalArray[ i + 1 ];
					naz = normalArray[ i + 2 ];
M
Mr.doob 已提交
797

M
Mr.doob 已提交
798 799 800
					nbx = normalArray[ i + 3 ];
					nby = normalArray[ i + 4 ];
					nbz = normalArray[ i + 5 ];
M
Mr.doob 已提交
801

M
Mr.doob 已提交
802 803 804
					ncx = normalArray[ i + 6 ];
					ncy = normalArray[ i + 7 ];
					ncz = normalArray[ i + 8 ];
M
Mr.doob 已提交
805 806 807 808 809

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

M
Mr.doob 已提交
810
					normalArray[ i     ] = nx;
M
Mr.doob 已提交
811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826
					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 );
827

828
			state.enableAttribute( attributes.normal );
829

830
			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
831 832 833 834 835

		}

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

836
			_gl.bindBuffer( _gl.ARRAY_BUFFER, objectProperties.__webglUvBuffer );
M
Mr.doob 已提交
837
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
838

839
			state.enableAttribute( attributes.uv );
840

841
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
842 843 844 845 846

		}

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

847
			_gl.bindBuffer( _gl.ARRAY_BUFFER, objectProperties.__webglColorBuffer );
M
Mr.doob 已提交
848
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
849

850
			state.enableAttribute( attributes.color );
851

852
			_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
853 854 855

		}

856
		state.disableUnusedAttributes();
857

M
Mr.doob 已提交
858 859 860 861 862 863
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

864
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
865

M
Mr.doob 已提交
866
		var extension;
B
Ben Adams 已提交
867

M
Mr.doob 已提交
868
		if ( geometry instanceof THREE.InstancedBufferGeometry ) {
B
Ben Adams 已提交
869

M
Mr.doob 已提交
870
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
871

M
Mr.doob 已提交
872
			if ( extension === null ) {
B
Ben Adams 已提交
873

874
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
875
				return;
B
Ben Adams 已提交
876

M
Mr.doob 已提交
877 878 879
			}

		}
B
Ben Adams 已提交
880

881
		var geometryAttributes = geometry.attributes;
882

883
		var programAttributes = program.getAttributes();
884

885
		var materialDefaultAttributeValues = material.defaultAttributeValues;
886

887
		for ( var name in programAttributes ) {
888

889
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
890

M
Mr.doob 已提交
891
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
892

893
				var geometryAttribute = geometryAttributes[ name ];
894

M
Mr.doob 已提交
895
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
896

M
Mr.doob 已提交
897
					var size = geometryAttribute.itemSize;
B
Ben Adams 已提交
898
					state.enableAttribute( programAttribute );
M
Mr.doob 已提交
899

900 901
					var buffer = objects.getAttributeBuffer(geometryAttribute);

B
Ben Adams 已提交
902
					if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
903

M
Mr.doob 已提交
904 905 906 907
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

908
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
M
Mr.doob 已提交
909
						_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
910

M
Mr.doob 已提交
911
						if ( data instanceof THREE.InstancedInterleavedBuffer ) {
M
Mr.doob 已提交
912

M
Mr.doob 已提交
913
							if ( extension === null ) {
B
Ben Adams 已提交
914

915
								console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
916
								return;
B
Ben Adams 已提交
917

M
Mr.doob 已提交
918
							}
B
Ben Adams 已提交
919

M
Mr.doob 已提交
920
							extension.vertexAttribDivisorANGLE( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
921

M
Mr.doob 已提交
922
							if ( geometry.maxInstancedCount === undefined ) {
923

D
dubejf 已提交
924
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
925

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

M
Mr.doob 已提交
928
						}
B
Ben Adams 已提交
929

B
Ben Adams 已提交
930 931
					} else {

932
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
M
Mr.doob 已提交
933
						_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
B
Ben Adams 已提交
934

M
Mr.doob 已提交
935
						if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
B
Ben Adams 已提交
936

M
Mr.doob 已提交
937
							if ( extension === null ) {
B
Ben Adams 已提交
938

939
								console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
940
								return;
B
Ben Adams 已提交
941

M
Mr.doob 已提交
942
							}
B
Ben Adams 已提交
943

M
Mr.doob 已提交
944
							extension.vertexAttribDivisorANGLE( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
945

M
Mr.doob 已提交
946
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
947

D
dubejf 已提交
948
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
949

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

M
Mr.doob 已提交
952
						}
B
Ben Adams 已提交
953 954

					}
M
Mr.doob 已提交
955

956 957
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
958
					var value = materialDefaultAttributeValues[ name ];
959
					if ( value !== undefined ) {
M
Mr.doob 已提交
960

961
						switch ( value.length ) {
M
Mr.doob 已提交
962

963 964 965
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
966

967 968 969
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
970

971 972 973
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
974

975 976
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
977 978

						}
M
Mr.doob 已提交
979 980 981 982 983 984 985 986

					}

				}

			}

		}
987

988
		state.disableUnusedAttributes();
989

M
Mr.doob 已提交
990 991
	}

M
Mr.doob 已提交
992
	this.renderBufferDirect = function ( camera, lights, fog, material, object ) {
M
Mr.doob 已提交
993

994 995
		if ( material.visible === false ) return;

M
Mr.doob 已提交
996 997
		setMaterial( material );

M
Mr.doob 已提交
998
		var geometry = objects.geometries.get( object );
M
Mr.doob 已提交
999
		var program = setProgram( camera, lights, fog, material, object );
M
Mr.doob 已提交
1000 1001 1002

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
M
Mr.doob 已提交
1003
			geometryProgram = geometry.id + '_' + program.id + '_' + wireframeBit;
M
Mr.doob 已提交
1004

1005
		if ( geometryProgram !== _currentGeometryProgram ) {
M
Mr.doob 已提交
1006

1007
			_currentGeometryProgram = geometryProgram;
M
Mr.doob 已提交
1008 1009 1010 1011 1012 1013
			updateBuffers = true;

		}

		if ( updateBuffers ) {

1014
			state.initAttributes();
M
Mr.doob 已提交
1015 1016 1017 1018 1019

		}

		if ( object instanceof THREE.Mesh ) {

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

1022
		} else if ( object instanceof THREE.Line ) {
1023

1024
			renderLine( material, geometry, object, program, updateBuffers );
1025

M
Mr.doob 已提交
1026 1027 1028 1029
		} else if ( object instanceof THREE.PointCloud ) {

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

1030
		}
1031

1032
	};
1033

M
Mr.doob 已提交
1034
	function renderMesh( material, geometry, object, program, updateBuffers ) {
1035

1036 1037 1038 1039 1040 1041 1042 1043
		var mode = _gl.TRIANGLES;

		if ( material.wireframe === true ) {

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

		}
1044

1045
		var index = geometry.attributes.index;
1046

1047
		if ( index ) {
M
Mr.doob 已提交
1048

1049
			// indexed triangles
1050

1051
			var type, size;
1052

1053 1054
			var indexBuffer = objects.getAttributeBuffer(index);

1055
			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
1056

1057 1058
				type = _gl.UNSIGNED_INT;
				size = 4;
1059

1060
			} else {
B
Ben Adams 已提交
1061

1062 1063
				type = _gl.UNSIGNED_SHORT;
				size = 2;
B
Ben Adams 已提交
1064

1065
			}
1066

D
dubejf 已提交
1067
			var offsets = geometry.drawcalls;
B
Ben Adams 已提交
1068

1069
			if ( offsets.length === 0 ) {
1070

1071
				if ( updateBuffers ) {
B
Ben Adams 已提交
1072

1073
					setupVertexAttributes( material, program, geometry, 0 );
1074
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
1075 1076 1077 1078

				}

				if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
B
Ben Adams 已提交
1079

1080 1081 1082 1083
					var extension = extensions.get( 'ANGLE_instanced_arrays' );

					if ( extension === null ) {

1084
						console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
1085
						return;
B
Ben Adams 已提交
1086 1087

					}
1088

1089
					extension.drawElementsInstancedANGLE( mode, index.array.length, type, 0, geometry.maxInstancedCount ); // Draw the instanced meshes
1090

1091
				} else {
M
Mr.doob 已提交
1092

1093
					_gl.drawElements( mode, index.array.length, type, 0 );
M
Mr.doob 已提交
1094

1095
				}
1096 1097 1098
				_infoRender.calls ++;
				_infoRender.vertices += index.array.length; // not really true, here vertices can be shared
				_infoRender.faces += index.array.length / 3;
M
Mr.doob 已提交
1099

1100
			} else {
M
Mr.doob 已提交
1101

1102 1103 1104
				// if there is more than 1 chunk
				// must set attribute pointers to use new offsets for each chunk
				// even if geometry and materials didn't change
M
Mr.doob 已提交
1105

1106
				updateBuffers = true;
1107

1108
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
Mr.doob 已提交
1109

1110
					var startIndex = offsets[ i ].index;
M
Mr.doob 已提交
1111

1112
					if ( updateBuffers ) {
M
Mr.doob 已提交
1113

1114
						setupVertexAttributes( material, program, geometry, startIndex );
1115
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
B
Ben Adams 已提交
1116

1117
					}
B
Ben Adams 已提交
1118

1119
					// render indexed triangles
B
Ben Adams 已提交
1120

1121
					if ( geometry instanceof THREE.InstancedBufferGeometry && offsets[i].instances > 0 ) {
B
Ben Adams 已提交
1122

1123
						var extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
1124

1125
						if ( extension === null ) {
B
Ben Adams 已提交
1126

1127
							console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
1128
							return;
M
Mr.doob 已提交
1129

B
Ben Adams 已提交
1130
						}
M
Mr.doob 已提交
1131

1132 1133 1134 1135 1136
						extension.drawElementsInstancedANGLE( mode, offsets[i].count, type, offsets[i].start * size, offsets[i].count, type, offsets[i].instances ); // Draw the instanced meshes

					} else {

						_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
M
Mr.doob 已提交
1137

1138
					}
M
Mr.doob 已提交
1139

1140 1141 1142
					_infoRender.calls ++;
					_infoRender.vertices += offsets[ i ].count; // not really true, here vertices can be shared
					_infoRender.faces += offsets[ i ].count / 3;
1143

M
Mr.doob 已提交
1144 1145
				}

1146
			}
M
Mr.doob 已提交
1147

1148
		} else {
1149

1150
			// non-indexed triangles
1151

D
dubejf 已提交
1152
			var offsets = geometry.drawcalls;
1153 1154

			if ( offsets.length === 0 ) {
M
Mr.doob 已提交
1155

1156
				if ( updateBuffers ) {
M
Mr.doob 已提交
1157

1158
					setupVertexAttributes( material, program, geometry, 0 );
M
Mr.doob 已提交
1159

1160
				}
1161

M
Mr.doob 已提交
1162
				var position = geometry.attributes.position;
M
Mr.doob 已提交
1163

1164
				// render non-indexed triangles
B
Ben Adams 已提交
1165

1166
				if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
B
Ben Adams 已提交
1167

1168
					var extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
1169

1170
					if ( extension === null ) {
M
Mr.doob 已提交
1171

1172
						console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
1173
						return;
M
Mr.doob 已提交
1174

1175 1176 1177 1178
					}

					if ( position instanceof THREE.InterleavedBufferAttribute ) {

D
dubejf 已提交
1179
						extension.drawArraysInstancedANGLE( mode, 0, position.data.count, geometry.maxInstancedCount ); // Draw the instanced meshes
B
Ben Adams 已提交
1180

1181 1182
					} else {

D
dubejf 已提交
1183
						extension.drawArraysInstancedANGLE( mode, 0, position.count, geometry.maxInstancedCount ); // Draw the instanced meshes
B
Ben Adams 已提交
1184

1185
					}
B
Ben Adams 已提交
1186

1187
				} else {
B
Ben Adams 已提交
1188

1189 1190
					if ( position instanceof THREE.InterleavedBufferAttribute ) {

D
dubejf 已提交
1191
						_gl.drawArrays( mode, 0, position.data.count );
1192 1193 1194

					} else {

D
dubejf 已提交
1195
						_gl.drawArrays( mode, 0, position.count );
1196 1197

					}
B
Ben Adams 已提交
1198

1199
				}
B
Ben Adams 已提交
1200

1201 1202 1203
				_infoRender.calls++;
				_infoRender.vertices += position.count;
				_infoRender.faces += position.array.length / 3;
1204

1205
			} else {
B
Ben Adams 已提交
1206

1207 1208 1209
				// if there is more than 1 chunk
				// must set attribute pointers to use new offsets for each chunk
				// even if geometry and materials didn't change
B
Ben Adams 已提交
1210

B
Ben Adams 已提交
1211
				if ( updateBuffers ) {
M
Mr.doob 已提交
1212

B
Ben Adams 已提交
1213
					setupVertexAttributes( material, program, geometry, 0 );
1214

B
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1215
				}
M
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1216

B
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1217
				for ( var i = 0, il = offsets.length; i < il; i++ ) {
M
Mr.doob 已提交
1218

1219 1220 1221 1222
					// render non-indexed triangles

					if ( geometry instanceof THREE.InstancedBufferGeometry ) {

1223
						console.error( 'THREE.WebGLRenderer.renderMesh: cannot use drawCalls with THREE.InstancedBufferGeometry.' );
1224 1225 1226 1227
						return;

					} else {

B
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1228
						_gl.drawArrays( mode, offsets[ i ].start, offsets[ i ].count );
1229 1230 1231

					}

1232 1233 1234
					_infoRender.calls++;
					_infoRender.vertices += offsets[ i ].count;
					_infoRender.faces += ( offsets[ i ].count  ) / 3;
1235 1236 1237

				}
			}
1238
		}
1239

M
Mr.doob 已提交
1240
	}
M
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1241

M
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1242
	function renderLine( material, geometry, object, program, updateBuffers ) {
M
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1243

1244
		var mode = object instanceof THREE.LineSegments ? _gl.LINES : _gl.LINE_STRIP;
M
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1245 1246 1247 1248 1249

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

		state.setLineWidth( lineWidth * pixelRatio );
1250

1251
		var index = geometry.attributes.index;
M
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1252

1253
		if ( index ) {
M
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1254

M
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1255
			// indexed lines
M
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1256

1257
			var type, size;
M
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1258

1259 1260
			var indexBuffer = objects.getAttributeBuffer(index);

1261
			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
M
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1262

1263 1264
				type = _gl.UNSIGNED_INT;
				size = 4;
M
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1265

1266
			} else {
M
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1267

1268 1269
				type = _gl.UNSIGNED_SHORT;
				size = 2;
M
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1270

1271
			}
M
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1272

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1273
			var offsets = geometry.drawcalls;
M
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1274

1275
			if ( offsets.length === 0 ) {
M
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1276

1277
				if ( updateBuffers ) {
M
mschuetz 已提交
1278

1279
					setupVertexAttributes( material, program, geometry, 0 );
1280
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
M
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1281

1282
				}
M
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1283

M
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1284
				_gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
1285

1286 1287
				_infoRender.calls ++;
				_infoRender.vertices += index.array.length; // not really true, here vertices can be shared
M
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1288

1289
			} else {
M
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1290

1291 1292 1293
				// 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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1294

1295
				if ( offsets.length > 1 ) updateBuffers = true;
M
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1296

1297
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
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1298

1299
					var startIndex = offsets[ i ].index;
M
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1300

1301
					if ( updateBuffers ) {
M
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1302

1303
						setupVertexAttributes( material, program, geometry, startIndex );
1304
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
M
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1305

1306
					}
M
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1307

M
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1308
					// render indexed lines
M
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1309

M
Mr.doob 已提交
1310
					_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
M
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1311

1312 1313
					_infoRender.calls ++;
					_infoRender.vertices += offsets[ i ].count; // not really true, here vertices can be shared
M
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1314

M
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1315
				}
M
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1316

1317
			}
M
Mr.doob 已提交
1318

1319
		} else {
M
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1320

M
Mr.doob 已提交
1321
			// non-indexed lines
M
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1322

1323
			if ( updateBuffers ) {
M
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1324

1325
				setupVertexAttributes( material, program, geometry, 0 );
M
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1326

1327
			}
M
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1328

1329
			var position = geometry.attributes.position;
D
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1330
			var offsets = geometry.drawcalls;
M
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1331

1332
			if ( offsets.length === 0 ) {
1333

1334
				_gl.drawArrays( mode, 0, position.array.length / 3 );
1335

1336 1337
				_infoRender.calls ++;
				_infoRender.vertices += position.array.length / 3;
1338

1339
			} else {
1340

1341
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
1342

1343
					_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
1344

1345 1346
					_infoRender.calls ++;
					_infoRender.vertices += offsets[ i ].count;
1347 1348

				}
M
Mr.doob 已提交
1349

M
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1350
			}
M
Mr.doob 已提交
1351

1352
		}
M
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1353

M
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1354
	}
1355

M
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1356
	function renderPointCloud( material, geometry, object, program, updateBuffers ) {
M
Mr.doob 已提交
1357

M
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1358
		var mode = _gl.POINTS;
1359

1360
		var index = geometry.attributes.index;
M
Mr.doob 已提交
1361

1362
		if ( index ) {
M
Mr.doob 已提交
1363

M
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1364
			// indexed points
1365

1366
			var type, size;
1367

1368
			var indexBuffer = objects.getAttributeBuffer( index );
1369

M
Mr.doob 已提交
1370
			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
1371

1372 1373
				type = _gl.UNSIGNED_INT;
				size = 4;
1374

1375
			} else {
1376

1377 1378
				type = _gl.UNSIGNED_SHORT;
				size = 2;
M
Mr.doob 已提交
1379

1380
			}
M
Mr.doob 已提交
1381

D
dubejf 已提交
1382
			var offsets = geometry.drawcalls;
M
Mr.doob 已提交
1383

1384
			if ( offsets.length === 0 ) {
M
Mr.doob 已提交
1385

1386
				if ( updateBuffers ) {
M
Mr.doob 已提交
1387

1388
					setupVertexAttributes( material, program, geometry, 0 );
1389
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
1390

1391
				}
1392

M
Mr.doob 已提交
1393
				_gl.drawElements( mode, index.array.length, type, 0);
1394

1395 1396
				_infoRender.calls ++;
				_infoRender.points += index.array.length;
M
Mr.doob 已提交
1397

1398
			} else {
1399

1400 1401 1402
				// 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
1403

1404
				if ( offsets.length > 1 ) updateBuffers = true;
1405

1406
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
Mr.doob 已提交
1407

1408
					var startIndex = offsets[ i ].index;
1409

1410
					if ( updateBuffers ) {
1411

1412
						setupVertexAttributes( material, program, geometry, startIndex );
1413
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
1414

1415
					}
1416

M
Mr.doob 已提交
1417
					// render indexed points
1418

M
Mr.doob 已提交
1419
					_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
1420

1421 1422
					_infoRender.calls ++;
					_infoRender.points += offsets[ i ].count;
1423 1424 1425

				}

1426
			}
1427

1428
		} else {
M
Mr.doob 已提交
1429

M
Mr.doob 已提交
1430
			// non-indexed points
1431

1432
			if ( updateBuffers ) {
1433

1434
				setupVertexAttributes( material, program, geometry, 0 );
1435

1436
			}
1437

1438
			var position = geometry.attributes.position;
D
dubejf 已提交
1439
			var offsets = geometry.drawcalls;
1440

1441
			if ( offsets.length === 0 ) {
1442

1443
				_gl.drawArrays( mode, 0, position.array.length / 3 );
1444

1445 1446
				_infoRender.calls ++;
				_infoRender.points += position.array.length / 3;
1447

1448
			} else {
1449

1450
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
1451

1452
					_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
1453

1454 1455
					_infoRender.calls ++;
					_infoRender.points += offsets[ i ].count;
1456 1457

				}
M
Mr.doob 已提交
1458

1459
			}
M
Mr.doob 已提交
1460

1461
		}
M
Mr.doob 已提交
1462

M
Mr.doob 已提交
1463
	}
M
Mr.doob 已提交
1464 1465 1466 1467 1468

	// Sorting

	function painterSortStable ( a, b ) {

U
unconed 已提交
1469
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1470

U
unconed 已提交
1471
			return a.object.renderOrder - b.object.renderOrder;
1472

1473
		} else if ( a.object.material.id !== b.object.material.id ) {
M
Mr.doob 已提交
1474

1475
			return a.object.material.id - b.object.material.id;
1476 1477

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1478

M
Mr.doob 已提交
1479
			return a.z - b.z;
M
Mr.doob 已提交
1480 1481 1482

		} else {

1483
			return a.id - b.id;
M
Mr.doob 已提交
1484 1485 1486

		}

1487
	}
M
Mr.doob 已提交
1488

1489 1490
	function reversePainterSortStable ( a, b ) {

U
unconed 已提交
1491
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1492

U
unconed 已提交
1493
			return a.object.renderOrder - b.object.renderOrder;
1494 1495

		} if ( a.z !== b.z ) {
1496

M
Mr.doob 已提交
1497
			return b.z - a.z;
1498 1499 1500 1501 1502 1503 1504

		} else {

			return a.id - b.id;

		}

1505
	}
1506

M
Mr.doob 已提交
1507 1508 1509 1510 1511 1512
	// Rendering

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

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

1513
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1514 1515 1516 1517
			return;

		}

M
Mr.doob 已提交
1518
		var fog = scene.fog;
M
Mr.doob 已提交
1519 1520 1521

		// reset caching for this frame

1522
		_currentGeometryProgram = '';
1523
		_currentMaterialId = - 1;
1524
		_currentCamera = null;
M
Mr.doob 已提交
1525 1526 1527 1528
		_lightsNeedUpdate = true;

		// update scene graph

1529
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1530 1531 1532 1533 1534 1535 1536 1537 1538 1539

		// update camera matrices and frustum

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

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1540
		lights.length = 0;
1541

1542 1543
		opaqueObjects.length = 0;
		transparentObjects.length = 0;
M
Mr.doob 已提交
1544

1545 1546 1547
		opaqueImmediateObjects.length = 0;
		transparentImmediateObjects.length = 0;

M
Mr.doob 已提交
1548 1549 1550
		sprites.length = 0;
		lensFlares.length = 0;

1551
		projectObject( scene );
M
Mr.doob 已提交
1552

M
Mr.doob 已提交
1553
		if ( _this.sortObjects === true ) {
1554 1555 1556

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1557

1558 1559
		}

B
Ben Adams 已提交
1560 1561
		objects.update( opaqueObjects );
		objects.update( transparentObjects );
M
Mr.doob 已提交
1562

M
Mr.doob 已提交
1563
		//
M
Mr.doob 已提交
1564

1565
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1566 1567 1568

		//

1569 1570 1571 1572
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1573 1574 1575 1576 1577 1578 1579 1580 1581

		this.setRenderTarget( renderTarget );

		if ( this.autoClear || forceClear ) {

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

		}

1582
		//
M
Mr.doob 已提交
1583 1584 1585

		if ( scene.overrideMaterial ) {

1586
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1587

1588 1589
			renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
			renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
1590 1591 1592

			renderObjectsImmediate( opaqueImmediateObjects, camera, lights, fog, overrideMaterial );
			renderObjectsImmediate( transparentImmediateObjects, camera, lights, fog, overrideMaterial );
M
Mr.doob 已提交
1593 1594 1595 1596 1597

		} else {

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

M
Mr.doob 已提交
1598
			state.setBlending( THREE.NoBlending );
M
Mr.doob 已提交
1599

1600
			renderObjects( opaqueObjects, camera, lights, fog, null );
1601
			renderObjectsImmediate( opaqueImmediateObjects, camera, lights, fog, null );
M
Mr.doob 已提交
1602 1603 1604

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

1605
			renderObjects( transparentObjects, camera, lights, fog, null );
1606
			renderObjectsImmediate( transparentImmediateObjects, camera, lights, fog, null );
M
Mr.doob 已提交
1607 1608 1609 1610 1611

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1612 1613
		spritePlugin.render( scene, camera );
		lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
M
Mr.doob 已提交
1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624

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

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

			updateRenderTargetMipmap( renderTarget );

		}

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

M
Mr.doob 已提交
1625 1626
		state.setDepthTest( true );
		state.setDepthWrite( true );
1627
		state.setColorWrite( true );
M
Mr.doob 已提交
1628 1629 1630 1631

		// _gl.finish();

	};
M
Mr.doob 已提交
1632

1633
	function projectObject( object ) {
M
Mr.doob 已提交
1634

1635
		if ( object.visible === true ) {
M
Mr.doob 已提交
1636

1637
			if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
M
Mr.doob 已提交
1638

1639
				// skip
M
Mr.doob 已提交
1640

1641
			} else {
M
Mr.doob 已提交
1642

1643 1644
				// update Skeleton objects
				if ( object instanceof THREE.SkinnedMesh ) {
B
Ben Adams 已提交
1645

1646
					object.skeleton.update();
B
Ben Adams 已提交
1647

1648
				}
B
Ben Adams 已提交
1649

1650
				objects.init( object );
M
Mr.doob 已提交
1651

1652
				if ( object instanceof THREE.Light ) {
M
Mr.doob 已提交
1653

1654
					lights.push( object );
M
Mr.doob 已提交
1655

1656
				} else if ( object instanceof THREE.Sprite ) {
M
Mr.doob 已提交
1657

1658
					sprites.push( object );
M
Mr.doob 已提交
1659

1660
				} else if ( object instanceof THREE.LensFlare ) {
M
Mr.doob 已提交
1661

1662
					lensFlares.push( object );
M
Mr.doob 已提交
1663

1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677
				} else if ( object instanceof THREE.ImmediateRenderObject ) {

					var material = object.material;

					if ( material.transparent ) {

						transparentImmediateObjects.push( object );

					} else {

						opaqueImmediateObjects.push( object );

					}

1678
				} else {
M
Mr.doob 已提交
1679

1680
					var webglObject = objects.objects[ object.id ];
M
Mr.doob 已提交
1681

1682
					if ( webglObject && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
M
Mr.doob 已提交
1683

1684
						var material = object.material;
1685

1686
						if ( properties.get( material ) ) {
1687

1688
							material.program = properties.get( material ).program;
1689 1690 1691

						}

1692
						if ( material.transparent ) {
1693

1694
							transparentObjects.push( webglObject );
1695

1696
						} else {
1697

1698
							opaqueObjects.push( webglObject );
M
Mr.doob 已提交
1699

1700 1701 1702
						}

						if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1703

1704 1705
							_vector3.setFromMatrixPosition( object.matrixWorld );
							_vector3.applyProjection( _projScreenMatrix );
M
Mr.doob 已提交
1706

1707
							webglObject.z = _vector3.z;
M
Mr.doob 已提交
1708

1709
						}
O
OpenShift guest 已提交
1710

1711
					}
M
Mr.doob 已提交
1712

1713
				}
M
Mr.doob 已提交
1714

1715
			}
M
Mr.doob 已提交
1716

1717
			for ( var i = 0, l = object.children.length; i < l; i ++ ) {
M
Mr.doob 已提交
1718

1719
				projectObject( object.children[ i ] );
M
Mr.doob 已提交
1720

1721
			}
M
Mr.doob 已提交
1722

1723
		}
1724

1725
	}
M
Mr.doob 已提交
1726

1727
	function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
M
Mr.doob 已提交
1728

M
Mr.doob 已提交
1729
		var material = overrideMaterial;
M
Mr.doob 已提交
1730

M
Mr.doob 已提交
1731
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1732

M
Mr.doob 已提交
1733 1734
			var webglObject = renderList[ i ];
			var object = webglObject.object;
M
Mr.doob 已提交
1735

1736
			setupMatrices( object, camera );
M
Mr.doob 已提交
1737

M
Mr.doob 已提交
1738
			if ( overrideMaterial === null ) material = object.material;
M
Mr.doob 已提交
1739

M
Mr.doob 已提交
1740
			if ( material instanceof THREE.MeshFaceMaterial ) {
M
Mr.doob 已提交
1741

M
Mr.doob 已提交
1742
				var materials = material.materials;
M
Mr.doob 已提交
1743

M
Mr.doob 已提交
1744
				for ( var j = 0, jl = materials.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1745

M
Mr.doob 已提交
1746
					_this.renderBufferDirect( camera, lights, fog, materials[ j ], object );
M
Mr.doob 已提交
1747

M
Mr.doob 已提交
1748 1749 1750
				}

				continue;
M
Mr.doob 已提交
1751

1752
			}
M
Mr.doob 已提交
1753

M
Mr.doob 已提交
1754
			_this.renderBufferDirect( camera, lights, fog, material, object );
M
Mr.doob 已提交
1755 1756 1757

		}

1758
	}
M
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1759

1760
	function renderObjectsImmediate( renderList, camera, lights, fog, overrideMaterial ) {
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1761

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1762
		var material = overrideMaterial;
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1763

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1764
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
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1765

1766
			var object = renderList[ i ];
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1767

1768
			setupMatrices( object, camera );
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1769

1770
			if ( object.visible === true ) {
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1771

1772
				if ( overrideMaterial === null ) material = object.material;
1773

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1774 1775 1776 1777 1778 1779
				_this.renderImmediateObject( camera, lights, fog, material, object );

			}

		}

1780
	}
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1781 1782 1783

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

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1784 1785
		setMaterial( material );

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1786 1787
		var program = setProgram( camera, lights, fog, material, object );

1788
		_currentGeometryProgram = '';
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1789

1790
		object.render( function ( object ) {
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1791

1792
			_this.renderBufferImmediate( object, program, material );
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1793

1794
		} );
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1795 1796 1797 1798 1799

	};

	// Materials

1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810
	var shaderIDs = {
		MeshDepthMaterial: 'depth',
		MeshNormalMaterial: 'normal',
		MeshBasicMaterial: 'basic',
		MeshLambertMaterial: 'lambert',
		MeshPhongMaterial: 'phong',
		LineBasicMaterial: 'basic',
		LineDashedMaterial: 'dashed',
		PointCloudMaterial: 'particle_basic'
	};

1811
	function initMaterial( material, lights, fog, object ) {
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1812

1813
		var materialProperties = properties.get( material );
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1814

1815
		var shaderID = shaderIDs[ material.type ];
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1816 1817 1818 1819

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

1820 1821 1822
		var maxLightCount = allocateLights( lights );
		var maxShadows = allocateShadows( lights );
		var maxBones = allocateBones( object );
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1823

1824
		var parameters = {
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1825

1826 1827 1828
			precision: _precision,
			supportsVertexTextures: _supportsVertexTextures,

1829 1830
			map: !! material.map,
			envMap: !! material.envMap,
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1831
			envMapMode: material.envMap && material.envMap.mapping,
1832
			lightMap: !! material.lightMap,
1833
			aoMap: !! material.aoMap,
1834
			emissiveMap: !! material.emissiveMap,
1835 1836 1837
			bumpMap: !! material.bumpMap,
			normalMap: !! material.normalMap,
			specularMap: !! material.specularMap,
1838
			alphaMap: !! material.alphaMap,
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1839

1840 1841
			combine: material.combine,

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1842 1843 1844 1845 1846 1847
			vertexColors: material.vertexColors,

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

1848 1849
			flatShading: material.shading === THREE.FlatShading,

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1850
			sizeAttenuation: material.sizeAttenuation,
1851
			logarithmicDepthBuffer: _logarithmicDepthBuffer,
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1852 1853 1854

			skinning: material.skinning,
			maxBones: maxBones,
1855
			useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
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1856 1857 1858

			morphTargets: material.morphTargets,
			morphNormals: material.morphNormals,
1859 1860
			maxMorphTargets: _this.maxMorphTargets,
			maxMorphNormals: _this.maxMorphNormals,
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			maxDirLights: maxLightCount.directional,
			maxPointLights: maxLightCount.point,
			maxSpotLights: maxLightCount.spot,
			maxHemiLights: maxLightCount.hemi,

			maxShadows: maxShadows,
1868 1869 1870 1871
			shadowMapEnabled: shadowMap.enabled && object.receiveShadow && maxShadows > 0,
			shadowMapType: shadowMap.type,
			shadowMapDebug: shadowMap.debug,
			shadowMapCascade: shadowMap.cascade,
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1872 1873 1874 1875 1876 1877 1878 1879

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

		};

1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894
		// Generate code

		var chunks = [];

		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}

1895 1896
		if ( material.defines !== undefined ) {

1897
			for ( var name in material.defines ) {
1898

1899 1900
				chunks.push( name );
				chunks.push( material.defines[ name ] );
1901 1902

			}
1903 1904 1905

		}

1906
		for ( var name in parameters ) {
1907

1908 1909
			chunks.push( name );
			chunks.push( parameters[ name ] );
1910 1911 1912 1913

		}

		var code = chunks.join();
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1914
		var programChange = true;
1915

1916
		if ( !materialProperties.program ) {
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1917

M
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1918 1919
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
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1920

1921
		} else if ( materialProperties.program.code !== code ) {
B
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1922

M
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1923
			// changed glsl or parameters
1924
			releaseMaterialProgramReference( material );
B
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1925

T
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1926
		} else if ( shaderID !== undefined ) {
B
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1927

T
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1928
			// same glsl and uniform list
T
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1929 1930
			return;

T
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1931
		} else {
B
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1932

T
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1933 1934
			// only rebuild uniform list
			programChange = false;
B
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1935 1936 1937 1938 1939 1940 1941

		}

		if ( shaderID ) {

			var shader = THREE.ShaderLib[ shaderID ];

1942
			materialProperties.__webglShader = {
1943
				name: material.type,
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1944 1945 1946
				uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
				vertexShader: shader.vertexShader,
				fragmentShader: shader.fragmentShader
D
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1947
			};
B
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1948 1949 1950

		} else {

1951
			materialProperties.__webglShader = {
1952
				name: material.type,
B
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1953 1954 1955
				uniforms: material.uniforms,
				vertexShader: material.vertexShader,
				fragmentShader: material.fragmentShader
D
dubejf 已提交
1956
			};
B
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1957 1958 1959

		}

1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970
		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;
T
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1971 1972 1973 1974 1975 1976

				if ( programChange ) {

					program.usedTimes ++;

				}
1977 1978 1979 1980 1981 1982 1983 1984 1985

				break;

			}

		}

		if ( program === undefined ) {

1986
			material.__webglShader = materialProperties.__webglShader;
1987
			program = new THREE.WebGLProgram( _this, code, material, parameters );
1988 1989
			_programs.push( program );

1990
			_infoMemory.programs = _programs.length;
1991 1992 1993

		}

1994
		materialProperties.program = program;
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1995

1996
		var attributes = program.getAttributes();
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1997 1998 1999 2000 2001

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

2002
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
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2003

M
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2004
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
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2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

2018
			for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
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2019

M
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2020
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
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2021 2022 2023 2024 2025 2026 2027 2028 2029

					material.numSupportedMorphNormals ++;

				}

			}

		}

2030
		materialProperties.uniformsList = [];
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2031

2032 2033
		var uniformLocations = materialProperties.program.getUniforms();
		for ( var u in materialProperties.__webglShader.uniforms ) {
M
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2034

2035
			var location = uniformLocations[ u ];
2036 2037

			if ( location ) {
2038
				materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
2039
			}
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Mr.doob 已提交
2040 2041 2042

		}

M
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2043
	}
M
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2044

2045 2046
	function setMaterial( material ) {

M
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2047 2048
		setMaterialFaces( material );

2049 2050
		if ( material.transparent === true ) {

M
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2051
			state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
2052

2053 2054 2055 2056
		} else {

			state.setBlending( THREE.NoBlending );

2057 2058
		}

B
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2059
		state.setDepthFunc( material.depthFunc );
M
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2060 2061
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
2062
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
2063
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
2064 2065 2066

	}

M
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2067 2068
	function setMaterialFaces( material ) {

2069
		material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
2070 2071 2072 2073
		state.setFlipSided( material.side === THREE.BackSide );

	}

M
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2074 2075 2076 2077
	function setProgram( camera, lights, fog, material, object ) {

		_usedTextureUnits = 0;

2078
		var materialProperties = properties.get( material );
2079

2080
		if ( material.needsUpdate || ! materialProperties.program ) {
M
Mr.doob 已提交
2081

2082
			initMaterial( material, lights, fog, object );
M
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2083 2084 2085 2086
			material.needsUpdate = false;

		}

2087
		var refreshProgram = false;
M
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2088
		var refreshMaterial = false;
2089
		var refreshLights = false;
M
Mr.doob 已提交
2090

2091
		var program = materialProperties.program,
2092
			p_uniforms = program.getUniforms(),
2093
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
2094

2095
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
2096

2097 2098
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
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2099

2100
			refreshProgram = true;
M
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2101
			refreshMaterial = true;
2102
			refreshLights = true;
M
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2103 2104 2105 2106 2107

		}

		if ( material.id !== _currentMaterialId ) {

2108
			if ( _currentMaterialId === -1 ) refreshLights = true;
M
Mr.doob 已提交
2109
			_currentMaterialId = material.id;
2110

M
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2111 2112 2113 2114
			refreshMaterial = true;

		}

2115
		if ( refreshProgram || camera !== _currentCamera ) {
M
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2116 2117 2118

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

2119 2120
			if ( _logarithmicDepthBuffer ) {

2121
				_gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
2122 2123 2124 2125

			}


M
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2126 2127
			if ( camera !== _currentCamera ) _currentCamera = camera;

2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145
			// 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 ||
2146
				 material instanceof THREE.MeshBasicMaterial ||
2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {

				if ( p_uniforms.viewMatrix !== null ) {

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

				}

			}

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2158 2159 2160 2161 2162 2163 2164 2165
		}

		// 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 ) {

2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178
			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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2179 2180 2181 2182 2183 2184

				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
2185
					_this.setTexture( object.skeleton.boneTexture, textureUnit );
M
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2186 2187 2188

				}

2189 2190
				if ( p_uniforms.boneTextureWidth !== null ) {

2191
					_gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
2192 2193 2194 2195 2196

				}

				if ( p_uniforms.boneTextureHeight !== null ) {

2197
					_gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
2198 2199 2200

				}

2201
			} else if ( object.skeleton && object.skeleton.boneMatrices ) {
M
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2202 2203 2204

				if ( p_uniforms.boneGlobalMatrices !== null ) {

2205
					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
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2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228

				}

			}

		}

		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 ) {

2229
					refreshLights = true;
2230
					setupLights( lights );
M
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2231 2232 2233
					_lightsNeedUpdate = false;
				}

2234 2235
				if ( refreshLights ) {
					refreshUniformsLights( m_uniforms, _lights );
2236
					markUniformsLightsNeedsUpdate( m_uniforms, true );
2237
				} else {
2238
					markUniformsLightsNeedsUpdate( m_uniforms, false );
2239
				}
M
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2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261

			}

			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 );

2262
			} else if ( material instanceof THREE.PointCloudMaterial ) {
M
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2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273

				refreshUniformsParticle( m_uniforms, material );

			} else if ( material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

			} else if ( material instanceof THREE.MeshLambertMaterial ) {

				refreshUniformsLambert( m_uniforms, material );

2274 2275 2276 2277
			} else if ( material instanceof THREE.MeshBasicMaterial ) {

				refreshUniformsBasic( m_uniforms, material );

M
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2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297
			} 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

2298
			loadUniformsGeneric( materialProperties.uniformsList );
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2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311

		}

		loadUniformsMatrices( p_uniforms, object );

		if ( p_uniforms.modelMatrix !== null ) {

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

		}

		return program;

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2312
	}
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2313 2314 2315 2316 2317 2318 2319

	// Uniforms (refresh uniforms objects)

	function refreshUniformsCommon ( uniforms, material ) {

		uniforms.opacity.value = material.opacity;

2320
		uniforms.diffuse.value = material.color;
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2321 2322 2323

		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
2324
		uniforms.alphaMap.value = material.alphaMap;
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2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340

		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
M
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2341 2342 2343 2344 2345
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2346
		// 6. emissive map
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2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365

		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;

2366 2367 2368 2369
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2370 2371 2372 2373
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

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2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385
		}

		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;
2386
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
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2387

2388
		uniforms.reflectivity.value = material.reflectivity;
M
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2389 2390
		uniforms.refractionRatio.value = material.refractionRatio;

M
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2391
	}
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	function refreshUniformsLine ( uniforms, material ) {

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

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2398
	}
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2399 2400 2401 2402 2403 2404 2405

	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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2406
	}
M
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2407 2408 2409 2410 2411 2412 2413 2414 2415 2416

	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;

2417 2418 2419 2420 2421 2422 2423 2424 2425
		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
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2426
	}
M
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2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442

	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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2443
	}
M
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2444 2445 2446 2447 2448

	function refreshUniformsPhong ( uniforms, material ) {

		uniforms.shininess.value = material.shininess;

2449 2450
		uniforms.emissive.value = material.emissive;
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2451

2452 2453 2454 2455 2456 2457
		uniforms.lightMap.value = material.lightMap;
		uniforms.lightMapIntensity.value = material.lightMapIntensity;

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

2458 2459
		uniforms.emissiveMap.value = material.emissiveMap;

M
Mr.doob 已提交
2460
	}
M
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2461 2462 2463

	function refreshUniformsLambert ( uniforms, material ) {

2464
		uniforms.emissive.value = material.emissive;
M
Mr.doob 已提交
2465

M
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2466
	}
M
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2467

2468 2469 2470 2471 2472 2473 2474
	function refreshUniformsBasic ( uniforms, material ) {

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

	}

M
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2475 2476 2477 2478 2479 2480 2481 2482 2483 2484
	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
2485
		uniforms.pointLightDecay.value = lights.point.decays;
M
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2486 2487 2488 2489 2490 2491 2492

		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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2493
		uniforms.spotLightDecay.value = lights.spot.decays;
M
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2494 2495 2496 2497 2498

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

M
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2499
	}
M
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2500

2501 2502
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
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2503
	function markUniformsLightsNeedsUpdate ( uniforms, value ) {
2504

M
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2505
		uniforms.ambientLightColor.needsUpdate = value;
2506

M
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2507 2508
		uniforms.directionalLightColor.needsUpdate = value;
		uniforms.directionalLightDirection.needsUpdate = value;
2509

M
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2510 2511 2512 2513
		uniforms.pointLightColor.needsUpdate = value;
		uniforms.pointLightPosition.needsUpdate = value;
		uniforms.pointLightDistance.needsUpdate = value;
		uniforms.pointLightDecay.needsUpdate = value;
2514

M
Mr.doob 已提交
2515 2516 2517 2518 2519 2520 2521
		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;
2522

M
Mr.doob 已提交
2523 2524 2525
		uniforms.hemisphereLightSkyColor.needsUpdate = value;
		uniforms.hemisphereLightGroundColor.needsUpdate = value;
		uniforms.hemisphereLightDirection.needsUpdate = value;
2526

M
Mr.doob 已提交
2527
	}
2528

M
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2529 2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555 2556 2557 2558
	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
2559
	}
M
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2560 2561 2562 2563 2564 2565 2566 2567 2568 2569 2570 2571 2572

	// 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
2573
	}
M
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2574 2575 2576 2577 2578 2579 2580

	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= _maxTextures ) {

2581
			console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
M
Mr.doob 已提交
2582 2583 2584 2585 2586 2587 2588

		}

		_usedTextureUnits += 1;

		return textureUnit;

M
Mr.doob 已提交
2589
	}
M
Mr.doob 已提交
2590

2591
	function loadUniformsGeneric ( uniforms ) {
M
Mr.doob 已提交
2592

M
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2593
		var texture, textureUnit, offset;
M
Mr.doob 已提交
2594

M
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2595 2596 2597
		for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {

			var uniform = uniforms[ j ][ 0 ];
M
Mr.doob 已提交
2598

2599 2600
			// needsUpdate property is not added to all uniforms.
			if ( uniform.needsUpdate === false ) continue;
2601

M
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2602 2603
			var type = uniform.type;
			var value = uniform.value;
2604
			var location = uniforms[ j ][ 1 ];
M
Mr.doob 已提交
2605

2606
			switch ( type ) {
M
Mr.doob 已提交
2607

2608 2609 2610 2611 2612 2613 2614 2615 2616 2617 2618 2619 2620 2621 2622 2623 2624 2625 2626 2627 2628 2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641 2642 2643 2644 2645 2646 2647 2648 2649 2650 2651 2652 2653 2654 2655 2656 2657 2658 2659 2660 2661
				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
2662
				case 'i':
M
Mr.doob 已提交
2663

2664 2665
					// single integer
					_gl.uniform1i( location, value );
M
Mr.doob 已提交
2666

2667
					break;
M
Mr.doob 已提交
2668

2669
				case 'f':
M
Mr.doob 已提交
2670

2671 2672
					// single float
					_gl.uniform1f( location, value );
M
Mr.doob 已提交
2673

2674
					break;
M
Mr.doob 已提交
2675

2676
				case 'v2':
M
Mr.doob 已提交
2677

2678 2679
					// single THREE.Vector2
					_gl.uniform2f( location, value.x, value.y );
M
Mr.doob 已提交
2680

2681
					break;
M
Mr.doob 已提交
2682

2683
				case 'v3':
M
Mr.doob 已提交
2684

2685 2686
					// single THREE.Vector3
					_gl.uniform3f( location, value.x, value.y, value.z );
M
Mr.doob 已提交
2687

2688
					break;
M
Mr.doob 已提交
2689

M
Mr.doob 已提交
2690
				case 'v4':
M
Mr.doob 已提交
2691

2692 2693
					// single THREE.Vector4
					_gl.uniform4f( location, value.x, value.y, value.z, value.w );
M
Mr.doob 已提交
2694

2695
					break;
M
Mr.doob 已提交
2696

2697
				case 'c':
M
Mr.doob 已提交
2698

2699 2700
					// single THREE.Color
					_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
2701

2702
					break;
M
Mr.doob 已提交
2703

2704
				case 'iv1':
M
Mr.doob 已提交
2705

2706 2707
					// flat array of integers (JS or typed array)
					_gl.uniform1iv( location, value );
M
Mr.doob 已提交
2708

2709
					break;
M
Mr.doob 已提交
2710

2711
				case 'iv':
M
Mr.doob 已提交
2712

2713 2714
					// flat array of integers with 3 x N size (JS or typed array)
					_gl.uniform3iv( location, value );
M
Mr.doob 已提交
2715

2716
					break;
M
Mr.doob 已提交
2717

2718
				case 'fv1':
M
Mr.doob 已提交
2719

2720 2721
					// flat array of floats (JS or typed array)
					_gl.uniform1fv( location, value );
M
Mr.doob 已提交
2722

2723
					break;
M
Mr.doob 已提交
2724

2725
				case 'fv':
M
Mr.doob 已提交
2726

2727 2728
					// flat array of floats with 3 x N size (JS or typed array)
					_gl.uniform3fv( location, value );
M
Mr.doob 已提交
2729

2730
					break;
M
Mr.doob 已提交
2731

2732
				case 'v2v':
M
Mr.doob 已提交
2733

2734
					// array of THREE.Vector2
M
Mr.doob 已提交
2735

2736
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2737

2738
						uniform._array = new Float32Array( 2 * value.length );
M
Mr.doob 已提交
2739

2740
					}
M
Mr.doob 已提交
2741

2742
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2743

2744
						offset = i * 2;
M
Mr.doob 已提交
2745

M
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2746
						uniform._array[ offset + 0 ] = value[ i ].x;
2747
						uniform._array[ offset + 1 ] = value[ i ].y;
M
Mr.doob 已提交
2748

2749
					}
M
Mr.doob 已提交
2750

2751
					_gl.uniform2fv( location, uniform._array );
M
Mr.doob 已提交
2752

2753
					break;
M
Mr.doob 已提交
2754

2755
				case 'v3v':
M
Mr.doob 已提交
2756

2757
					// array of THREE.Vector3
M
Mr.doob 已提交
2758

2759
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2760

2761
						uniform._array = new Float32Array( 3 * value.length );
M
Mr.doob 已提交
2762

2763
					}
M
Mr.doob 已提交
2764

2765
					for ( var i = 0, il = value.length; i < il; i ++ ) {
R
Ryan Tsao 已提交
2766

2767
						offset = i * 3;
R
Ryan Tsao 已提交
2768

M
Mr.doob 已提交
2769
						uniform._array[ offset + 0 ] = value[ i ].x;
2770 2771
						uniform._array[ offset + 1 ] = value[ i ].y;
						uniform._array[ offset + 2 ] = value[ i ].z;
R
Ryan Tsao 已提交
2772

2773
					}
R
Ryan Tsao 已提交
2774

2775
					_gl.uniform3fv( location, uniform._array );
R
Ryan Tsao 已提交
2776

2777
					break;
R
Ryan Tsao 已提交
2778

2779
				case 'v4v':
R
Ryan Tsao 已提交
2780

2781
					// array of THREE.Vector4
R
Ryan Tsao 已提交
2782

2783
					if ( uniform._array === undefined ) {
R
Ryan Tsao 已提交
2784

2785
						uniform._array = new Float32Array( 4 * value.length );
R
Ryan Tsao 已提交
2786

2787
					}
M
Mr.doob 已提交
2788

2789
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2790

2791
						offset = i * 4;
M
Mr.doob 已提交
2792

M
Mr.doob 已提交
2793
						uniform._array[ offset + 0 ] = value[ i ].x;
2794 2795 2796
						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
2797

2798
					}
M
Mr.doob 已提交
2799

2800
					_gl.uniform4fv( location, uniform._array );
M
Mr.doob 已提交
2801

2802
					break;
M
Mr.doob 已提交
2803

2804
				case 'm3':
M
Mr.doob 已提交
2805

2806 2807
					// single THREE.Matrix3
					_gl.uniformMatrix3fv( location, false, value.elements );
M
Mr.doob 已提交
2808

2809
					break;
M
Mr.doob 已提交
2810

2811
				case 'm3v':
M
Mr.doob 已提交
2812

2813
					// array of THREE.Matrix3
M
Mr.doob 已提交
2814

2815
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2816

2817
						uniform._array = new Float32Array( 9 * value.length );
M
Mr.doob 已提交
2818

2819
					}
M
Mr.doob 已提交
2820

2821
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2822

2823
						value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
M
Mr.doob 已提交
2824

2825
					}
M
Mr.doob 已提交
2826

2827
					_gl.uniformMatrix3fv( location, false, uniform._array );
M
Mr.doob 已提交
2828

2829
					break;
M
Mr.doob 已提交
2830

2831
				case 'm4':
M
Mr.doob 已提交
2832

2833 2834
					// single THREE.Matrix4
					_gl.uniformMatrix4fv( location, false, value.elements );
M
Mr.doob 已提交
2835

2836
					break;
M
Mr.doob 已提交
2837

2838
				case 'm4v':
M
Mr.doob 已提交
2839

2840
					// array of THREE.Matrix4
M
Mr.doob 已提交
2841

2842
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2843

2844
						uniform._array = new Float32Array( 16 * value.length );
M
Mr.doob 已提交
2845

2846 2847 2848 2849 2850 2851 2852 2853 2854 2855 2856
					}

					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
2857

2858
				case 't':
M
Mr.doob 已提交
2859

2860
					// single THREE.Texture (2d or cube)
M
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2861

2862 2863 2864 2865
					texture = value;
					textureUnit = getTextureUnit();

					_gl.uniform1i( location, textureUnit );
M
Mr.doob 已提交
2866

2867
					if ( ! texture ) continue;
M
Mr.doob 已提交
2868

2869
					if ( texture instanceof THREE.CubeTexture ||
2870
						 ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
M
Mr.doob 已提交
2871

2872
						setCubeTexture( texture, textureUnit );
M
Mr.doob 已提交
2873

2874 2875 2876 2877 2878 2879 2880 2881 2882 2883 2884 2885 2886 2887 2888 2889 2890 2891 2892 2893 2894 2895 2896 2897 2898 2899 2900 2901 2902 2903 2904 2905 2906 2907 2908 2909 2910 2911 2912 2913 2914 2915 2916 2917
					} 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:
2918

2919
					console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
2920

M
Mr.doob 已提交
2921 2922 2923 2924
			}

		}

M
Mr.doob 已提交
2925
	}
M
Mr.doob 已提交
2926

2927
	function setupMatrices( object, camera ) {
M
Mr.doob 已提交
2928 2929

		object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
2930
		object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
M
Mr.doob 已提交
2931

M
Mr.doob 已提交
2932
	}
M
Mr.doob 已提交
2933 2934 2935

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

M
Mr.doob 已提交
2936
		array[ offset + 0 ] = color.r * intensity;
M
Mr.doob 已提交
2937 2938 2939
		array[ offset + 1 ] = color.g * intensity;
		array[ offset + 2 ] = color.b * intensity;

M
Mr.doob 已提交
2940
	}
M
Mr.doob 已提交
2941

2942
	function setupLights ( lights ) {
M
Mr.doob 已提交
2943

B
brason 已提交
2944
		var l, ll, light,
M
Mr.doob 已提交
2945 2946
		r = 0, g = 0, b = 0,
		color, skyColor, groundColor,
B
brason 已提交
2947
		intensity,
M
Mr.doob 已提交
2948 2949 2950 2951 2952 2953 2954 2955 2956 2957
		distance,

		zlights = _lights,

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

		pointColors = zlights.point.colors,
		pointPositions = zlights.point.positions,
		pointDistances = zlights.point.distances,
M
Mr.doob 已提交
2958
		pointDecays = zlights.point.decays,
M
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2959 2960 2961 2962 2963 2964 2965

		spotColors = zlights.spot.colors,
		spotPositions = zlights.spot.positions,
		spotDistances = zlights.spot.distances,
		spotDirections = zlights.spot.directions,
		spotAnglesCos = zlights.spot.anglesCos,
		spotExponents = zlights.spot.exponents,
M
Mr.doob 已提交
2966
		spotDecays = zlights.spot.decays,
M
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2967 2968 2969 2970 2971 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

		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;

3001 3002 3003
				r += color.r;
				g += color.g;
				b += color.b;
M
Mr.doob 已提交
3004 3005 3006 3007 3008 3009 3010

			} else if ( light instanceof THREE.DirectionalLight ) {

				dirCount += 1;

				if ( ! light.visible ) continue;

3011 3012
				_direction.setFromMatrixPosition( light.matrixWorld );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
3013 3014 3015 3016 3017
				_direction.sub( _vector3 );
				_direction.normalize();

				dirOffset = dirLength * 3;

M
Mr.doob 已提交
3018
				dirPositions[ dirOffset + 0 ] = _direction.x;
M
Mr.doob 已提交
3019 3020 3021
				dirPositions[ dirOffset + 1 ] = _direction.y;
				dirPositions[ dirOffset + 2 ] = _direction.z;

3022
				setColorLinear( dirColors, dirOffset, color, intensity );
M
Mr.doob 已提交
3023 3024 3025 3026 3027 3028 3029 3030 3031 3032 3033

				dirLength += 1;

			} else if ( light instanceof THREE.PointLight ) {

				pointCount += 1;

				if ( ! light.visible ) continue;

				pointOffset = pointLength * 3;

3034
				setColorLinear( pointColors, pointOffset, color, intensity );
M
Mr.doob 已提交
3035

3036
				_vector3.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3037

M
Mr.doob 已提交
3038
				pointPositions[ pointOffset + 0 ] = _vector3.x;
M
Mr.doob 已提交
3039 3040 3041
				pointPositions[ pointOffset + 1 ] = _vector3.y;
				pointPositions[ pointOffset + 2 ] = _vector3.z;

M
Mr.doob 已提交
3042
				// distance is 0 if decay is 0, because there is no attenuation at all.
M
Mr.doob 已提交
3043
				pointDistances[ pointLength ] = distance;
M
Mr.doob 已提交
3044
				pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
3045 3046 3047 3048 3049 3050 3051 3052 3053 3054 3055

				pointLength += 1;

			} else if ( light instanceof THREE.SpotLight ) {

				spotCount += 1;

				if ( ! light.visible ) continue;

				spotOffset = spotLength * 3;

3056
				setColorLinear( spotColors, spotOffset, color, intensity );
M
Mr.doob 已提交
3057

G
gero3 已提交
3058
				_direction.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3059

M
Mr.doob 已提交
3060
				spotPositions[ spotOffset + 0 ] = _direction.x;
G
gero3 已提交
3061 3062
				spotPositions[ spotOffset + 1 ] = _direction.y;
				spotPositions[ spotOffset + 2 ] = _direction.z;
M
Mr.doob 已提交
3063 3064 3065

				spotDistances[ spotLength ] = distance;

3066
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
3067 3068 3069
				_direction.sub( _vector3 );
				_direction.normalize();

M
Mr.doob 已提交
3070
				spotDirections[ spotOffset + 0 ] = _direction.x;
M
Mr.doob 已提交
3071 3072 3073 3074 3075
				spotDirections[ spotOffset + 1 ] = _direction.y;
				spotDirections[ spotOffset + 2 ] = _direction.z;

				spotAnglesCos[ spotLength ] = Math.cos( light.angle );
				spotExponents[ spotLength ] = light.exponent;
M
Mr.doob 已提交
3076
				spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
3077 3078 3079 3080 3081 3082 3083 3084 3085

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {

				hemiCount += 1;

				if ( ! light.visible ) continue;

3086
				_direction.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3087 3088 3089 3090
				_direction.normalize();

				hemiOffset = hemiLength * 3;

M
Mr.doob 已提交
3091
				hemiPositions[ hemiOffset + 0 ] = _direction.x;
M
Mr.doob 已提交
3092 3093 3094 3095 3096 3097
				hemiPositions[ hemiOffset + 1 ] = _direction.y;
				hemiPositions[ hemiOffset + 2 ] = _direction.z;

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

3098 3099
				setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
				setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
M
Mr.doob 已提交
3100 3101 3102 3103 3104 3105 3106 3107 3108 3109 3110 3111 3112 3113 3114 3115 3116 3117 3118 3119 3120 3121 3122 3123 3124

				hemiLength += 1;

			}

		}

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

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

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

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

M
Mr.doob 已提交
3125
	}
M
Mr.doob 已提交
3126 3127 3128 3129 3130 3131 3132

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

		if ( cullFace === THREE.CullFaceNone ) {

3133
			state.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
3134 3135 3136 3137 3138 3139 3140 3141 3142 3143 3144 3145 3146 3147 3148 3149 3150 3151 3152 3153 3154 3155 3156 3157 3158 3159 3160

		} 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 );

			}

3161
			state.enable( _gl.CULL_FACE );
M
Mr.doob 已提交
3162 3163 3164 3165 3166

		}

	};

M
Mr.doob 已提交
3167
	this.setMaterialFaces = setMaterialFaces;
M
Mr.doob 已提交
3168 3169 3170 3171 3172

	// Textures

	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {

3173 3174
		var extension;

M
Mr.doob 已提交
3175 3176 3177 3178 3179 3180 3181 3182 3183 3184 3185 3186
		if ( isImagePowerOfTwo ) {

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

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

		} else {

			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
M
Mr.doob 已提交
3187 3188 3189

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

3190
				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
M
Mr.doob 已提交
3191

3192
			}
M
Mr.doob 已提交
3193 3194 3195 3196

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

M
Mr.doob 已提交
3197 3198
			if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {

3199
				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
M
Mr.doob 已提交
3200

3201
			}
M
Mr.doob 已提交
3202

M
Mr.doob 已提交
3203 3204
		}

3205 3206
		extension = extensions.get( 'EXT_texture_filter_anisotropic' );

3207
		if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
M
Mr.doob 已提交
3208

3209
			if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
M
Mr.doob 已提交
3210

3211
				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
3212
				properties.get( texture ).__currentAnisotropy = texture.anisotropy;
M
Mr.doob 已提交
3213 3214 3215 3216 3217

			}

		}

M
Mr.doob 已提交
3218
	}
M
Mr.doob 已提交
3219

3220
	this.uploadTexture = function ( texture, slot ) {
M
Mr.doob 已提交
3221

3222
		var textureProperties = properties.get( texture );
3223

3224
		if ( textureProperties.__webglInit === undefined ) {
3225

3226
			textureProperties.__webglInit = true;
3227 3228 3229 3230 3231

			texture.__webglInit = true;

			texture.addEventListener( 'dispose', onTextureDispose );

3232
			textureProperties.__webglTexture = _gl.createTexture();
3233

3234
			_infoMemory.textures ++;
3235 3236

		}
M
Mr.doob 已提交
3237

B
Ben Adams 已提交
3238
		state.activeTexture( _gl.TEXTURE0 + slot );
3239
		state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
M
Mr.doob 已提交
3240

H
Henri Astre 已提交
3241 3242 3243 3244
		_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 );

3245 3246
		texture.image = clampToMaxSize( texture.image, _maxTextureSize );

H
Henri Astre 已提交
3247 3248 3249 3250
		var image = texture.image,
		isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
		glFormat = paramThreeToGL( texture.format ),
		glType = paramThreeToGL( texture.type );
M
Mr.doob 已提交
3251

H
Henri Astre 已提交
3252
		setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
M
Mr.doob 已提交
3253

H
Henri Astre 已提交
3254
		var mipmap, mipmaps = texture.mipmaps;
M
Mr.doob 已提交
3255

H
Henri Astre 已提交
3256
		if ( texture instanceof THREE.DataTexture ) {
M
Mr.doob 已提交
3257

H
Henri Astre 已提交
3258 3259 3260
			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels
M
Mr.doob 已提交
3261

H
Henri Astre 已提交
3262 3263 3264
			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {

				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3265

H
Henri Astre 已提交
3266
					mipmap = mipmaps[ i ];
3267
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3268

H
Henri Astre 已提交
3269
				}
M
Mr.doob 已提交
3270

H
Henri Astre 已提交
3271
				texture.generateMipmaps = false;
M
Mr.doob 已提交
3272

H
Henri Astre 已提交
3273
			} else {
M
Mr.doob 已提交
3274

3275
				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
Mr.doob 已提交
3276

H
Henri Astre 已提交
3277
			}
M
Mr.doob 已提交
3278

H
Henri Astre 已提交
3279
		} else if ( texture instanceof THREE.CompressedTexture ) {
M
Mr.doob 已提交
3280

H
Henri Astre 已提交
3281
			for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3282

H
Henri Astre 已提交
3283
				mipmap = mipmaps[ i ];
M
Mr.doob 已提交
3284

3285
				if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
3286

3287
					if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
M
Mr.doob 已提交
3288

3289
						state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
3290

3291
					} else {
M
Mr.doob 已提交
3292

3293
						console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
M
Mr.doob 已提交
3294

3295
					}
M
Mr.doob 已提交
3296

H
Henri Astre 已提交
3297
				} else {
M
Mr.doob 已提交
3298

3299
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3300

M
Mr.doob 已提交
3301 3302
				}

H
Henri Astre 已提交
3303 3304 3305 3306 3307 3308 3309 3310 3311
			}

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

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

			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
M
Mr.doob 已提交
3312

3313
				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3314 3315

					mipmap = mipmaps[ i ];
3316
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
M
Mr.doob 已提交
3317 3318 3319

				}

H
Henri Astre 已提交
3320
				texture.generateMipmaps = false;
M
Mr.doob 已提交
3321

H
Henri Astre 已提交
3322
			} else {
M
Mr.doob 已提交
3323

3324
				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
Mr.doob 已提交
3325

H
Henri Astre 已提交
3326
			}
M
Mr.doob 已提交
3327

H
Henri Astre 已提交
3328
		}
M
Mr.doob 已提交
3329

H
Henri Astre 已提交
3330
		if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
3331

H
Henri Astre 已提交
3332
		texture.needsUpdate = false;
M
Mr.doob 已提交
3333

B
Ben Adams 已提交
3334
		if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
3335

H
Henri Astre 已提交
3336
	};
M
Mr.doob 已提交
3337

H
Henri Astre 已提交
3338
	this.setTexture = function ( texture, slot ) {
M
Mr.doob 已提交
3339

3340
		if ( texture.needsUpdate === true ) {
M
Mr.doob 已提交
3341

3342
			var image = texture.image;
M
Mr.doob 已提交
3343

3344 3345
			if ( image === undefined ) {

3346
				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
3347 3348 3349 3350
				return;

			}

3351
			if ( image.complete === false ) {
M
Mr.doob 已提交
3352

3353
				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
3354 3355 3356 3357
				return;

			}

3358
			_this.uploadTexture( texture, slot );
3359
			return;
M
Mr.doob 已提交
3360 3361 3362

		}

B
Ben Adams 已提交
3363
		state.activeTexture( _gl.TEXTURE0 + slot );
3364
		state.bindTexture( _gl.TEXTURE_2D, properties.get( texture ).__webglTexture );
3365

M
Mr.doob 已提交
3366 3367 3368 3369
	};

	function clampToMaxSize ( image, maxSize ) {

3370
		if ( image.width > maxSize || image.height > maxSize ) {
M
Mr.doob 已提交
3371

3372 3373
			// Warning: Scaling through the canvas will only work with images that use
			// premultiplied alpha.
M
Mr.doob 已提交
3374

3375
			var scale = maxSize / Math.max( image.width, image.height );
M
Mr.doob 已提交
3376

3377 3378 3379
			var canvas = document.createElement( 'canvas' );
			canvas.width = Math.floor( image.width * scale );
			canvas.height = Math.floor( image.height * scale );
M
Mr.doob 已提交
3380

3381 3382
			var context = canvas.getContext( '2d' );
			context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
M
Mr.doob 已提交
3383

3384
			console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
M
Mr.doob 已提交
3385

3386 3387 3388
			return canvas;

		}
M
Mr.doob 已提交
3389

3390
		return image;
M
Mr.doob 已提交
3391 3392 3393 3394 3395

	}

	function setCubeTexture ( texture, slot ) {

3396
		var textureProperties = properties.get( texture );
3397

M
Mr.doob 已提交
3398 3399 3400 3401
		if ( texture.image.length === 6 ) {

			if ( texture.needsUpdate ) {

3402
				if ( ! textureProperties.__image__webglTextureCube ) {
M
Mr.doob 已提交
3403

3404 3405
					texture.addEventListener( 'dispose', onTextureDispose );

3406
					textureProperties.__image__webglTextureCube = _gl.createTexture();
M
Mr.doob 已提交
3407

3408
					_infoMemory.textures ++;
M
Mr.doob 已提交
3409 3410 3411

				}

B
Ben Adams 已提交
3412
				state.activeTexture( _gl.TEXTURE0 + slot );
3413
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
M
Mr.doob 已提交
3414 3415 3416

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

M
Mr.doob 已提交
3417 3418
				var isCompressed = texture instanceof THREE.CompressedTexture;
				var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
M
Mr.doob 已提交
3419 3420 3421 3422 3423

				var cubeImage = [];

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

3424
					if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
M
Mr.doob 已提交
3425 3426 3427 3428 3429

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

					} else {

3430
						cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
M
Mr.doob 已提交
3431 3432 3433 3434 3435 3436

					}

				}

				var image = cubeImage[ 0 ],
3437
				isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
M
Mr.doob 已提交
3438 3439 3440 3441 3442 3443 3444
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );

				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

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

3445
					if ( ! isCompressed ) {
M
Mr.doob 已提交
3446

M
Mr.doob 已提交
3447
						if ( isDataTexture ) {
3448

3449
							state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
3450

M
Mr.doob 已提交
3451
						} else {
3452

3453
							state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
3454

M
Mr.doob 已提交
3455 3456
						}

3457
					} else {
3458

M
Mr.doob 已提交
3459 3460
						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

3461
						for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
M
Mr.doob 已提交
3462 3463

							mipmap = mipmaps[ j ];
M
Mr.doob 已提交
3464

3465
							if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
3466

3467
								if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
M
Mr.doob 已提交
3468

3469
									state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
3470

3471
								} else {
M
Mr.doob 已提交
3472

3473
									console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
M
Mr.doob 已提交
3474

3475
								}
M
Mr.doob 已提交
3476

3477
							} else {
M
Mr.doob 已提交
3478

3479
								state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3480

3481
							}
M
Mr.doob 已提交
3482

3483
						}
M
Mr.doob 已提交
3484

M
Mr.doob 已提交
3485
					}
M
Mr.doob 已提交
3486

M
Mr.doob 已提交
3487 3488 3489 3490 3491 3492 3493 3494 3495 3496
				}

				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}

				texture.needsUpdate = false;

B
Ben Adams 已提交
3497
				if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
3498 3499 3500

			} else {

B
Ben Adams 已提交
3501
				state.activeTexture( _gl.TEXTURE0 + slot );
3502
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
M
Mr.doob 已提交
3503 3504 3505 3506 3507

			}

		}

M
Mr.doob 已提交
3508
	}
M
Mr.doob 已提交
3509 3510 3511

	function setCubeTextureDynamic ( texture, slot ) {

B
Ben Adams 已提交
3512
		state.activeTexture( _gl.TEXTURE0 + slot );
3513
		state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
M
Mr.doob 已提交
3514

M
Mr.doob 已提交
3515
	}
M
Mr.doob 已提交
3516 3517 3518 3519 3520 3521

	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {

		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
3522
		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, properties.get( renderTarget ).__webglTexture, 0 );
M
Mr.doob 已提交
3523

M
Mr.doob 已提交
3524
	}
M
Mr.doob 已提交
3525

M
Mr.doob 已提交
3526
	function setupRenderBuffer ( renderbuffer, renderTarget ) {
M
Mr.doob 已提交
3527 3528 3529 3530 3531 3532 3533 3534 3535

		_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.
3536
		} else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
M
Mr.doob 已提交
3537 3538 3539 3540 3541 3542 3543 3544 3545 3546 3547 3548 3549 3550 3551

			_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
3552
	}
M
Mr.doob 已提交
3553 3554 3555 3556 3557

	this.setRenderTarget = function ( renderTarget ) {

		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );

3558
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
3559

3560
			var renderTargetProperties = properties.get( renderTarget );
M
Mr.doob 已提交
3561 3562 3563 3564 3565 3566

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

			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

3567
			renderTargetProperties.__webglTexture = _gl.createTexture();
M
Mr.doob 已提交
3568

3569
			_infoMemory.textures ++;
M
Mr.doob 已提交
3570 3571 3572

			// Setup texture, create render and frame buffers

3573
			var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
M
Mr.doob 已提交
3574 3575 3576 3577 3578
				glFormat = paramThreeToGL( renderTarget.format ),
				glType = paramThreeToGL( renderTarget.type );

			if ( isCube ) {

3579 3580
				renderTargetProperties.__webglFramebuffer = [];
				renderTargetProperties.__webglRenderbuffer = [];
M
Mr.doob 已提交
3581

3582
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTargetProperties.__webglTexture );
B
Ben Adams 已提交
3583

M
Mr.doob 已提交
3584 3585 3586 3587
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );

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

3588 3589
					renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
					renderTargetProperties.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
M
Mr.doob 已提交
3590

3591
					state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
M
Mr.doob 已提交
3592

3593 3594
					setupFrameBuffer( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
					setupRenderBuffer( renderTargetProperties.__webglRenderbuffer[ i ], renderTarget );
M
Mr.doob 已提交
3595 3596 3597

				}

3598
				if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
M
Mr.doob 已提交
3599 3600 3601

			} else {

3602
				renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
M
Mr.doob 已提交
3603 3604 3605

				if ( renderTarget.shareDepthFrom ) {

3606
					renderTargetProperties.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
M
Mr.doob 已提交
3607 3608 3609

				} else {

3610
					renderTargetProperties.__webglRenderbuffer = _gl.createRenderbuffer();
M
Mr.doob 已提交
3611 3612 3613

				}

3614
				state.bindTexture( _gl.TEXTURE_2D, renderTargetProperties.__webglTexture );
M
Mr.doob 已提交
3615 3616
				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );

3617
				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
M
Mr.doob 已提交
3618

3619
				setupFrameBuffer( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
M
Mr.doob 已提交
3620 3621 3622 3623 3624

				if ( renderTarget.shareDepthFrom ) {

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

3625
						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
M
Mr.doob 已提交
3626 3627 3628

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

3629
						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
M
Mr.doob 已提交
3630 3631 3632 3633 3634

					}

				} else {

3635
					setupRenderBuffer( renderTargetProperties.__webglRenderbuffer, renderTarget );
M
Mr.doob 已提交
3636 3637 3638

				}

3639
				if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
3640 3641 3642 3643 3644 3645 3646

			}

			// Release everything

			if ( isCube ) {

B
Ben Adams 已提交
3647
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
3648 3649 3650

			} else {

B
Ben Adams 已提交
3651
				state.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
3652 3653 3654 3655 3656 3657 3658 3659 3660 3661 3662 3663

			}

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

		}

		var framebuffer, width, height, vx, vy;

		if ( renderTarget ) {

3664
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
3665

M
Mr.doob 已提交
3666 3667
			if ( isCube ) {

3668
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
3669 3670 3671

			} else {

3672
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
3673 3674 3675 3676 3677 3678 3679 3680 3681 3682 3683 3684 3685 3686 3687 3688 3689 3690 3691 3692 3693 3694 3695 3696 3697 3698 3699 3700 3701 3702 3703 3704 3705 3706 3707

			}

			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;

	};

3708
	this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
3709

G
gero3 已提交
3710
		if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
3711

3712
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
3713
			return;
3714

G
gero3 已提交
3715
		}
3716

3717
		if ( properties.get( renderTarget ).__webglFramebuffer ) {
3718

G
gero3 已提交
3719
			if ( renderTarget.format !== THREE.RGBAFormat ) {
3720

3721
				console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
G
gero3 已提交
3722
				return;
3723

G
gero3 已提交
3724
			}
3725

G
gero3 已提交
3726
			var restore = false;
3727

3728
			if ( properties.get( renderTarget ).__webglFramebuffer !== _currentFramebuffer ) {
3729

3730
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, properties.get( renderTarget ).__webglFramebuffer );
3731

G
gero3 已提交
3732
				restore = true;
3733

G
gero3 已提交
3734
			}
3735

G
gero3 已提交
3736
			if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
3737

G
gero3 已提交
3738
				_gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
3739

G
gero3 已提交
3740
			} else {
3741

3742
				console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
3743

G
gero3 已提交
3744
			}
3745

G
gero3 已提交
3746
			if ( restore ) {
3747

G
gero3 已提交
3748
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
3749

G
gero3 已提交
3750
			}
3751

G
gero3 已提交
3752
		}
3753 3754 3755

	};

M
Mr.doob 已提交
3756 3757 3758 3759
	function updateRenderTargetMipmap ( renderTarget ) {

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

3760
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( renderTarget ).__webglTexture );
M
Mr.doob 已提交
3761
			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
B
Ben Adams 已提交
3762
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
3763 3764 3765

		} else {

3766
			state.bindTexture( _gl.TEXTURE_2D, properties.get( renderTarget ).__webglTexture );
M
Mr.doob 已提交
3767
			_gl.generateMipmap( _gl.TEXTURE_2D );
B
Ben Adams 已提交
3768
			state.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
3769 3770 3771

		}

M
Mr.doob 已提交
3772
	}
M
Mr.doob 已提交
3773 3774 3775 3776 3777 3778 3779 3780 3781 3782 3783 3784 3785

	// 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
3786
	}
M
Mr.doob 已提交
3787 3788 3789 3790 3791

	// Map three.js constants to WebGL constants

	function paramThreeToGL ( p ) {

3792 3793
		var extension;

M
Mr.doob 已提交
3794 3795 3796 3797 3798 3799 3800 3801 3802 3803 3804 3805 3806 3807 3808 3809 3810 3811 3812 3813 3814 3815 3816 3817
		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;

3818 3819 3820 3821 3822 3823 3824 3825
		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
3826 3827 3828 3829 3830 3831 3832 3833 3834 3835 3836 3837 3838 3839 3840 3841 3842 3843 3844 3845 3846 3847 3848
		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;

3849
		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
M
Mr.doob 已提交
3850

3851 3852 3853 3854 3855 3856
		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
3857 3858 3859

		}

3860 3861 3862
		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		if ( extension !== null ) {
P
Pierre Lepers 已提交
3863

3864 3865 3866 3867
			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
3868 3869 3870

		}

3871 3872 3873
		extension = extensions.get( 'EXT_blend_minmax' );

		if ( extension !== null ) {
3874

3875 3876
			if ( p === THREE.MinEquation ) return extension.MIN_EXT;
			if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
3877 3878 3879

		}

M
Mr.doob 已提交
3880 3881
		return 0;

M
Mr.doob 已提交
3882
	}
M
Mr.doob 已提交
3883 3884 3885 3886 3887

	// Allocations

	function allocateBones ( object ) {

3888
		if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
M
Mr.doob 已提交
3889 3890 3891 3892 3893 3894

			return 1024;

		} else {

			// default for when object is not specified
M
Mr.doob 已提交
3895
			// ( for example when prebuilding shader to be used with multiple objects )
M
Mr.doob 已提交
3896
			//
3897
			//  - leave some extra space for other uniforms
M
Mr.doob 已提交
3898 3899 3900 3901 3902 3903 3904 3905 3906 3907
			//  - 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 ) {

3908
				maxBones = Math.min( object.skeleton.bones.length, maxBones );
M
Mr.doob 已提交
3909

3910
				if ( maxBones < object.skeleton.bones.length ) {
M
Mr.doob 已提交
3911

3912
					console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
M
Mr.doob 已提交
3913 3914 3915 3916 3917 3918 3919 3920 3921

				}

			}

			return maxBones;

		}

M
Mr.doob 已提交
3922
	}
M
Mr.doob 已提交
3923

M
Mr.doob 已提交
3924
	function allocateLights( lights ) {
M
Mr.doob 已提交
3925

M
Mr.doob 已提交
3926 3927 3928 3929
		var dirLights = 0;
		var pointLights = 0;
		var spotLights = 0;
		var hemiLights = 0;
M
Mr.doob 已提交
3930

M
Mr.doob 已提交
3931
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
M
Mr.doob 已提交
3932

M
Mr.doob 已提交
3933
			var light = lights[ l ];
M
Mr.doob 已提交
3934

3935
			if ( light.onlyShadow || light.visible === false ) continue;
M
Mr.doob 已提交
3936 3937 3938 3939 3940 3941 3942 3943

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

		}

3944
		return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
M
Mr.doob 已提交
3945

M
Mr.doob 已提交
3946
	}
M
Mr.doob 已提交
3947

M
Mr.doob 已提交
3948
	function allocateShadows( lights ) {
M
Mr.doob 已提交
3949

M
Mr.doob 已提交
3950
		var maxShadows = 0;
M
Mr.doob 已提交
3951

3952
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
M
Mr.doob 已提交
3953

M
Mr.doob 已提交
3954
			var light = lights[ l ];
M
Mr.doob 已提交
3955 3956 3957 3958 3959 3960 3961 3962 3963 3964

			if ( ! light.castShadow ) continue;

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

		}

		return maxShadows;

3965
	}
M
Mr.doob 已提交
3966

M
Mr.doob 已提交
3967
	// DEPRECATED
3968

M
Mr.doob 已提交
3969 3970
	this.initMaterial = function () {

3971
		console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
M
Mr.doob 已提交
3972 3973

	};
M
Mr.doob 已提交
3974

M
Mr.doob 已提交
3975
	this.addPrePlugin = function () {
M
Mr.doob 已提交
3976

3977
		console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
M
Mr.doob 已提交
3978 3979 3980 3981 3982

	};

	this.addPostPlugin = function () {

3983
		console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
M
Mr.doob 已提交
3984 3985

	};
M
Mr.doob 已提交
3986

M
Mr.doob 已提交
3987 3988
	this.updateShadowMap = function () {

3989
		console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
M
Mr.doob 已提交
3990 3991 3992

	};

3993 3994 3995
	Object.defineProperties( this, {
		shadowMapEnabled: {
			get: function () {
M
Mr.doob 已提交
3996
				return shadowMap.enabled;
3997 3998
			},
			set: function ( value ) {
3999
				console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
M
Mr.doob 已提交
4000
				shadowMap.enabled = value;
4001 4002 4003 4004
			}
		},
		shadowMapType: {
			get: function () {
M
Mr.doob 已提交
4005
				return shadowMap.type;
4006 4007
			},
			set: function ( value ) {
4008
				console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
M
Mr.doob 已提交
4009
				shadowMap.type = value;
4010 4011 4012 4013
			}
		},
		shadowMapCullFace: {
			get: function () {
M
Mr.doob 已提交
4014
				return shadowMap.cullFace;
4015 4016
			},
			set: function ( value ) {
4017
				console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
M
Mr.doob 已提交
4018
				shadowMap.cullFace = value;
4019 4020 4021 4022
			}
		},
		shadowMapDebug: {
			get: function () {
M
Mr.doob 已提交
4023
				return shadowMap.debug;
4024 4025
			},
			set: function ( value ) {
4026
				console.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
M
Mr.doob 已提交
4027
				shadowMap.debug = value;
4028 4029 4030 4031
			}
		},
		shadowMapCascade: {
			get: function () {
M
Mr.doob 已提交
4032
				return shadowMap.cascade;
4033 4034
			},
			set: function ( value ) {
4035
				console.warn( 'THREE.WebGLRenderer: .shadowMapCascade is now .shadowMap.cascade.' );
M
Mr.doob 已提交
4036
				shadowMap.cascade = value;
4037 4038 4039 4040
			}
		}
	} );

M
Mr.doob 已提交
4041
};