WebGLRenderer.js 45.6 KB
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
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 * @author alteredq / http://alteredqualia.com/
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 */

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THREE.WebGLRenderer = function ( parameters ) {
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	// Currently you can use just up to 4 directional / point lights total.
	// Chrome barfs on shader linking when there are more than 4 lights :(
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	// The problem comes from shader using too many varying vectors.
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	// This is not GPU limitation as the same shader works ok in Firefox
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	// and Chrome with "--use-gl=desktop" flag.
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	// Difference comes from Chrome on Windows using by default ANGLE,
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	// thus going DirectX9 route (while FF uses OpenGL).
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	// See http://code.google.com/p/chromium/issues/detail?id=63491
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	var _canvas = document.createElement( 'canvas' ), _gl,
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	_oldProgram = null,
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	_modelViewMatrix = new THREE.Matrix4(), _normalMatrix,
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	_viewMatrixArray = new Float32Array(16),
	_modelViewMatrixArray = new Float32Array(16),
	_projectionMatrixArray = new Float32Array(16),
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	_normalMatrixArray = new Float32Array(9),
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	_objectMatrixArray = new Float32Array(16),
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	// parameters defaults
	
	antialias = true,
	clearColor = new THREE.Color( 0x000000 ),
	clearAlpha = 0;
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	if ( parameters ) {
		
		if ( parameters.antialias !== undefined ) antialias = parameters.antialias;
		if ( parameters.clearColor !== undefined ) clearColor.setHex( parameters.clearColor );
		if ( parameters.clearAlpha !== undefined ) clearAlpha = parameters.clearAlpha;
		
	}
		
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	this.domElement = _canvas;
	this.autoClear = true;

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	initGL( antialias, clearColor, clearAlpha );
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	//alert( dumpObject( getGLParams() ) );
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	this.setSize = function ( width, height ) {

		_canvas.width = width;
		_canvas.height = height;
		_gl.viewport( 0, 0, _canvas.width, _canvas.height );

	};

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

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

	};

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	this.setupLights = function ( program, lights ) {
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		var l, ll, light, r = 0, g = 0, b = 0,
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			dcolors = [], dpositions = [],
			pcolors = [], ppositions = [];
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		for ( l = 0, ll = lights.length; l < ll; l++ ) {
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			light = lights[ l ];
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			if ( light instanceof THREE.AmbientLight ) {

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				r += light.color.r;
				g += light.color.g;
				b += light.color.b;
				
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			} else if ( light instanceof THREE.DirectionalLight ) {
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				dcolors.push( light.color.r * light.intensity,
							  light.color.g * light.intensity,
							  light.color.b * light.intensity );

				dpositions.push( light.position.x,
								 light.position.y,
								 light.position.z );
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			} else if( light instanceof THREE.PointLight ) {

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				pcolors.push( light.color.r * light.intensity,
							  light.color.g * light.intensity,
							  light.color.b * light.intensity );
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				ppositions.push( light.position.x,
								 light.position.y,
								 light.position.z );
				
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			}

		}
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		return { ambient: [ r, g, b ], directional: { colors: dcolors, positions: dpositions }, point: { colors: pcolors, positions: ppositions } };
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	};
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	this.createLineBuffers = function( object ) {
		
		var v, vl, vertex, 
			vertexArray = [], lineArray = [], 
			vertices = object.geometry.vertices;
		
		for ( v = 0, vl = vertices.length; v < vl; v++ ) {
			
			vertex = vertices[ v ].position;
			vertexArray.push( vertex.x, vertex.y, vertex.z );
			
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			lineArray.push( v );
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		}
			
		if ( !vertexArray.length ) {

			return;

		}

		object.__webGLVertexBuffer = _gl.createBuffer();
		_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLVertexBuffer );
		_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( vertexArray ), _gl.STATIC_DRAW );
		
		object.__webGLLineBuffer = _gl.createBuffer();
		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, object.__webGLLineBuffer );
		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( lineArray ), _gl.STATIC_DRAW );
		
		object.__webGLLineCount = lineArray.length;
		
	};
	
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	this.createBuffers = function ( object, g ) {
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		var f, fl, fi, face, vertexNormals, faceNormal, normal, uv, v1, v2, v3, v4, t1, t2, t3, t4, m, ml, i,
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		faceArray = [],
		lineArray = [],

		vertexArray = [],
		normalArray = [],
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		tangentArray = [],
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		uvArray = [],

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		vertexIndex = 0,
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		geometryChunk = object.geometry.geometryChunks[ g ],
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		needsSmoothNormals = bufferNeedsSmoothNormals ( geometryChunk, object );
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		for ( f = 0, fl = geometryChunk.faces.length; f < fl; f++ ) {
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			fi = geometryChunk.faces[ f ];
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			face = object.geometry.faces[ fi ];
			vertexNormals = face.vertexNormals;
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			faceNormal = face.normal;
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			uv = object.geometry.uvs[ fi ];

			if ( face instanceof THREE.Face3 ) {

				v1 = object.geometry.vertices[ face.a ].position;
				v2 = object.geometry.vertices[ face.b ].position;
				v3 = object.geometry.vertices[ face.c ].position;

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				vertexArray.push( v1.x, v1.y, v1.z,
								  v2.x, v2.y, v2.z,
								  v3.x, v3.y, v3.z );
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				if ( object.geometry.hasTangents ) {
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					t1 = object.geometry.vertices[ face.a ].tangent;
					t2 = object.geometry.vertices[ face.b ].tangent;
					t3 = object.geometry.vertices[ face.c ].tangent;

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					tangentArray.push( t1.x, t1.y, t1.z, t1.w,
									   t2.x, t2.y, t2.z, t2.w,
									   t3.x, t3.y, t3.z, t3.w );
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				}

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				if ( vertexNormals.length == 3 && needsSmoothNormals ) {
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					for ( i = 0; i < 3; i ++ ) {

						normalArray.push( vertexNormals[ i ].x, vertexNormals[ i ].y, vertexNormals[ i ].z );

					}
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				} else {

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

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						normalArray.push( faceNormal.x, faceNormal.y, faceNormal.z );
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					}
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				}

				if ( uv ) {

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

						uvArray.push( uv[ i ].u, uv[ i ].v );
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					}
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				}

				faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2 );

				// TODO: don't add lines that already exist (faces sharing edge)

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				lineArray.push( vertexIndex, vertexIndex + 1,
								vertexIndex, vertexIndex + 2,
								vertexIndex + 1, vertexIndex + 2 );
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				vertexIndex += 3;

			} else if ( face instanceof THREE.Face4 ) {

				v1 = object.geometry.vertices[ face.a ].position;
				v2 = object.geometry.vertices[ face.b ].position;
				v3 = object.geometry.vertices[ face.c ].position;
				v4 = object.geometry.vertices[ face.d ].position;

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				vertexArray.push( v1.x, v1.y, v1.z,
								  v2.x, v2.y, v2.z,
								  v3.x, v3.y, v3.z,
								  v4.x, v4.y, v4.z );
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				if ( object.geometry.hasTangents ) {
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					t1 = object.geometry.vertices[ face.a ].tangent;
					t2 = object.geometry.vertices[ face.b ].tangent;
					t3 = object.geometry.vertices[ face.c ].tangent;
					t4 = object.geometry.vertices[ face.d ].tangent;

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					tangentArray.push( t1.x, t1.y, t1.z, t1.w,
									   t2.x, t2.y, t2.z, t2.w,
									   t3.x, t3.y, t3.z, t3.w,
									   t4.x, t4.y, t4.z, t4.w );
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				}
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				if ( vertexNormals.length == 4 && needsSmoothNormals ) {
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					for ( i = 0; i < 4; i ++ ) {

						normalArray.push( vertexNormals[ i ].x, vertexNormals[ i ].y, vertexNormals[ i ].z );

					}
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				} else {

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

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						normalArray.push( faceNormal.x, faceNormal.y, faceNormal.z );
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					}
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				}

				if ( uv ) {

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

						uvArray.push( uv[ i ].u, uv[ i ].v );
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					}
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				}

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				faceArray.push( vertexIndex, vertexIndex + 1, vertexIndex + 2,
								vertexIndex, vertexIndex + 2, vertexIndex + 3 );
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				// TODO: don't add lines that already exist (faces sharing edge)

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				lineArray.push( vertexIndex, vertexIndex + 1,
								vertexIndex, vertexIndex + 2,
								vertexIndex, vertexIndex + 3,
								vertexIndex + 1, vertexIndex + 2,
								vertexIndex + 2, vertexIndex + 3 );
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				vertexIndex += 4;
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			}
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		}

		if ( !vertexArray.length ) {

			return;

		}

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		geometryChunk.__webGLVertexBuffer = _gl.createBuffer();
		_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLVertexBuffer );
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		_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( vertexArray ), _gl.STATIC_DRAW );

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		geometryChunk.__webGLNormalBuffer = _gl.createBuffer();
		_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLNormalBuffer );
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		_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( normalArray ), _gl.STATIC_DRAW );

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		if ( object.geometry.hasTangents ) {
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			geometryChunk.__webGLTangentBuffer = _gl.createBuffer();
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLTangentBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( tangentArray ), _gl.STATIC_DRAW );
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		}
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		if ( uvArray.length > 0 ) {
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			geometryChunk.__webGLUVBuffer = _gl.createBuffer();
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLUVBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, new Float32Array( uvArray ), _gl.STATIC_DRAW );
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		}
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		geometryChunk.__webGLFaceBuffer = _gl.createBuffer();
		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLFaceBuffer );
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		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( faceArray ), _gl.STATIC_DRAW );

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		geometryChunk.__webGLLineBuffer = _gl.createBuffer();
		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLLineBuffer );
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		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( lineArray ), _gl.STATIC_DRAW );

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		geometryChunk.__webGLFaceCount = faceArray.length;
		geometryChunk.__webGLLineCount = lineArray.length;
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	};
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	function setMaterialShaders( material, shaders ) {
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		material.fragment_shader = shaders.fragment_shader;
		material.vertex_shader = shaders.vertex_shader;
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		material.uniforms = Uniforms.clone( shaders.uniforms );
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	};
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	function refreshUniformsCommon( material, fog ) {
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		// premultiply alpha
		material.uniforms.color.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
		
		// pure color
		//material.uniforms.color.value.setHex( material.color.hex );
		
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		material.uniforms.opacity.value = material.opacity;
		material.uniforms.map.texture = material.map;
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		material.uniforms.env_map.texture = material.env_map;
		material.uniforms.reflectivity.value = material.reflectivity;
		material.uniforms.refraction_ratio.value = material.refraction_ratio;
		material.uniforms.combine.value = material.combine;
		material.uniforms.useRefract.value = material.env_map && material.env_map.mapping instanceof THREE.CubeRefractionMapping;
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		if ( fog ) {

			material.uniforms.fogColor.value.setHex( fog.color.hex );
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			if ( fog instanceof THREE.Fog ) {
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				material.uniforms.fogNear.value = fog.near;
				material.uniforms.fogFar.value = fog.far;
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			} else if ( fog instanceof THREE.FogExp2 ) {
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				material.uniforms.fogDensity.value = fog.density;
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			}

		}
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	};
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	function refreshUniformsLine( material, fog ) {
		
		material.uniforms.color.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );		
		material.uniforms.opacity.value = material.opacity;

		if ( fog ) {

			material.uniforms.fogColor.value.setHex( fog.color.hex );

			if ( fog instanceof THREE.Fog ) {

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

			} else if ( fog instanceof THREE.FogExp2 ) {

				material.uniforms.fogDensity.value = fog.density;

			}

		}

	};
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	function refreshUniformsPhong( material ) {
		
		//material.uniforms.ambient.value.setHex( material.ambient.hex );
		//material.uniforms.specular.value.setHex( material.specular.hex );
		material.uniforms.ambient.value.setRGB( material.ambient.r, material.ambient.g, material.ambient.b );
		material.uniforms.specular.value.setRGB( material.specular.r, material.specular.g, material.specular.b );
		material.uniforms.shininess.value = material.shininess;
		
	};
	
	
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	function refreshLights( material, lights ) {
		
		material.uniforms.enableLighting.value = lights.directional.positions.length + lights.point.positions.length;
		material.uniforms.ambientLightColor.value = lights.ambient;
		material.uniforms.directionalLightColor.value = lights.directional.colors;
		material.uniforms.directionalLightDirection.value = lights.directional.positions;
		material.uniforms.pointLightColor.value = lights.point.colors;
		material.uniforms.pointLightPosition.value = lights.point.positions;
		
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	};
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	this.renderBuffer = function ( camera, lights, fog, material, geometryChunk ) {
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		var program, u, identifiers, attributes, parameters, vector_lights, maxLightCount, linewidth, primitives;
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		if ( !material.program ) {
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			if ( material instanceof THREE.MeshDepthMaterial ) {
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				setMaterialShaders( material, THREE.ShaderLib[ 'depth' ] );
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				material.uniforms.mNear.value = camera.near;
				material.uniforms.mFar.value = camera.far;
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			} else if ( material instanceof THREE.MeshNormalMaterial ) {
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				setMaterialShaders( material, THREE.ShaderLib[ 'normal' ] );
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			} else if ( material instanceof THREE.MeshBasicMaterial ) {
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				setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );
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				refreshUniformsCommon( material, fog );
				
			} else if ( material instanceof THREE.MeshLambertMaterial ) {
				
				setMaterialShaders( material, THREE.ShaderLib[ 'lambert' ] );
				
				refreshUniformsCommon( material, fog );
				
			} else if ( material instanceof THREE.MeshPhongMaterial ) {
				
				setMaterialShaders( material, THREE.ShaderLib[ 'phong' ] );
				
				refreshUniformsCommon( material, fog );
				
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			} else if ( material instanceof THREE.LineBasicMaterial ) {
				
				setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );

				refreshUniformsLine( material, fog );
				
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			}
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			// heuristics to create shader parameters according to lights in the scene
			// (not to blow over maxLights budget)
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			maxLightCount = allocateLights( lights, 4 );
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			parameters = { fog: fog, map: material.map, env_map: material.env_map, maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point };
			material.program = buildProgram( material.fragment_shader, material.vertex_shader, parameters );
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			identifiers = [ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition' ];
			for( u in material.uniforms ) {
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				identifiers.push(u);
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			}
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			cacheUniformLocations( material.program, identifiers );
			cacheAttributeLocations( material.program, [ "position", "normal", "uv", "tangent" ] );
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		}
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		program = material.program;

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		if( program != _oldProgram ) {
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			_gl.useProgram( program );
			_oldProgram = program;
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		}
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		this.loadCamera( program, camera );
		this.loadMatrices( program );
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		if ( material instanceof THREE.MeshPhongMaterial || 
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			 material instanceof THREE.MeshLambertMaterial ) {
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			vector_lights = this.setupLights( program, lights );
			refreshLights( material, vector_lights );
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		}

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		if ( material instanceof THREE.MeshBasicMaterial ||
			 material instanceof THREE.MeshLambertMaterial ||
			 material instanceof THREE.MeshPhongMaterial ) {
			
			refreshUniformsCommon( material, fog );
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		}
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		if ( material instanceof THREE.LineBasicMaterial ) {
			
			refreshUniformsLine( material, fog );
		}
		
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		if ( material instanceof THREE.MeshPhongMaterial ) {
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			refreshUniformsPhong( material );
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		}
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		setUniforms( program, material.uniforms );
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		attributes = program.attributes;
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		// vertices
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		_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLVertexBuffer );
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		_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
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		_gl.enableVertexAttribArray( attributes.position );
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		// normals
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		if ( attributes.normal >= 0 ) {
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			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLNormalBuffer );
			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
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			_gl.enableVertexAttribArray( attributes.normal );
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		}
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		// tangents

		if ( attributes.tangent >= 0 ) {
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			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLTangentBuffer );
			_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
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			_gl.enableVertexAttribArray( attributes.tangent );
573

574
		}
575

576
		// uvs
M
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577

M
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578 579
		if ( attributes.uv >= 0 ) {

580
			if ( geometryChunk.__webGLUVBuffer ) {
581

582
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLUVBuffer );
583
				_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
584

585
				_gl.enableVertexAttribArray( attributes.uv );
586

587
			} else {
588

589
				_gl.disableVertexAttribArray( attributes.uv );
M
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590

591
			}
592 593 594

		}

595
		// render lines
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596

597
		if ( material.wireframe || material instanceof THREE.LineBasicMaterial ) {
598

599 600 601
			linewidth = material.wireframe_linewidth !== undefined ? material.wireframe_linewidth : 
					    material.linewidth !== undefined ? material.linewidth : 1;
			
602 603
			primitives = material instanceof THREE.LineBasicMaterial && geometryChunk.type == THREE.LineStrip ? _gl.LINE_STRIP : _gl.LINES;
			
604 605
			_gl.lineWidth( linewidth );
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLLineBuffer );
606
			_gl.drawElements( primitives, geometryChunk.__webGLLineCount, _gl.UNSIGNED_SHORT, 0 );
607

608
		// render triangles
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609

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610
		} else {
611

612 613
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLFaceBuffer );
			_gl.drawElements( _gl.TRIANGLES, geometryChunk.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
614 615 616 617 618

		}

	};

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619
	this.renderPass = function ( camera, lights, fog, object, geometryChunk, blending, transparent ) {
M
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620

M
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621
		var i, l, m, ml, material, meshMaterial;
M
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622

M
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623
		for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
624

M
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625
			meshMaterial = object.materials[ m ];
626

M
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627
			if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
628

M
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629 630 631
				for ( i = 0, l = geometryChunk.materials.length; i < l; i++ ) {

					material = geometryChunk.materials[ i ];
632

633
					if ( material && material.blending == blending && ( material.opacity < 1.0 == transparent ) ) {
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634

M
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635
						this.setBlending( material.blending );
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636
						this.renderBuffer( camera, lights, fog, material, geometryChunk );
M
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637

638 639
					}

M
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640
				}
641

M
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642
			} else {
643

M
Mr.doob 已提交
644
				material = meshMaterial;
645
				if ( material && material.blending == blending && ( material.opacity < 1.0 == transparent ) ) {
M
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646

M
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647
					this.setBlending( material.blending );
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648
					this.renderBuffer( camera, lights, fog, material, geometryChunk );
M
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649

650 651 652
				}

			}
653 654

		}
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655

656
	};
657 658 659 660 661 662 663 664 665 666 667 668 669 670
	
	this.renderPassLines = function( camera, lights, fog, object ) {
		
		var m, ml, material;
		
		for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
			
			material = object.materials[ m ];
			this.setBlending( material.blending );
			this.renderBuffer( camera, lights, fog, material, object );
			
		}
		
	};
M
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671

M
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672
	this.render = function( scene, camera ) {
M
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673

M
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674
		var o, ol, webGLObject, object, buffer,
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675 676
			lights = scene.lights,
			fog = scene.fog;
M
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677

M
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678
		this.initWebGLObjects( scene );
M
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679

680 681 682 683 684 685
		if ( this.autoClear ) {

			this.clear();

		}

686
		camera.autoUpdateMatrix && camera.updateMatrix();
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687

688 689
		_viewMatrixArray.set( camera.matrix.flatten() );
		_projectionMatrixArray.set( camera.projectionMatrix.flatten() );
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690

691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707
		// lines
		
		for ( o = 0, ol = scene.__webGLLines.length; o < ol; o++ ) {
			
			webGLObject = scene.__webGLLines[ o ];

			object = webGLObject.object;

			if ( object.visible ) {

				this.setupMatrices( object, camera );
				this.renderPassLines( camera, lights, fog, object );

			}
			
		}
		
M
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708
		// opaque pass
M
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709

M
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710
		for ( o = 0, ol = scene.__webGLObjects.length; o < ol; o++ ) {
M
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711

M
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712
			webGLObject = scene.__webGLObjects[ o ];
M
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713

M
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714 715
			object = webGLObject.object;
			buffer = webGLObject.buffer;
M
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716

M
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717
			if ( object.visible ) {
M
Mr.doob 已提交
718

M
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719
				this.setupMatrices( object, camera );
A
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720
				this.renderPass( camera, lights, fog, object, buffer, THREE.NormalBlending, false );
M
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721

722
			}
M
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723

M
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724
		}
M
Mr.doob 已提交
725

M
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726
		// transparent pass
M
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727

M
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728
		for ( o = 0, ol = scene.__webGLObjects.length; o < ol; o++ ) {
M
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729

M
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730
			webGLObject = scene.__webGLObjects[ o ];
M
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731

M
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732 733
			object = webGLObject.object;
			buffer = webGLObject.buffer;
M
Mr.doob 已提交
734

M
Mr.doob 已提交
735
			if ( object.visible ) {
M
Mr.doob 已提交
736

M
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737
				this.setupMatrices( object, camera );
738

739
				// opaque blended materials
M
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740

A
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741 742
				this.renderPass( camera, lights, fog, object, buffer, THREE.AdditiveBlending, false );
				this.renderPass( camera, lights, fog, object, buffer, THREE.SubtractiveBlending, false );
M
Mr.doob 已提交
743

744
				// transparent blended materials
M
Mr.doob 已提交
745

A
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746 747
				this.renderPass( camera, lights, fog, object, buffer, THREE.AdditiveBlending, true );
				this.renderPass( camera, lights, fog, object, buffer, THREE.SubtractiveBlending, true );
748

749
				// transparent normal materials
M
Mr.doob 已提交
750

A
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751
				this.renderPass( camera, lights, fog, object, buffer, THREE.NormalBlending, true );
M
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752

753
			}
M
Mr.doob 已提交
754

M
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755
		}
M
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756

M
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757
	};
M
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758

M
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759
	this.initWebGLObjects = function( scene ) {
M
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760

M
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761
		var o, ol, object, globject, g, geometryChunk, objmap;
M
Mr.doob 已提交
762

M
Mr.doob 已提交
763
		if ( !scene.__webGLObjects ) {
M
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764

M
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765
			scene.__webGLObjects = [];
M
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766
			scene.__webGLObjectsMap = {};
M
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767

M
Mr.doob 已提交
768
		}
769 770 771 772 773 774 775
		
		if ( !scene.__webGLLines ) {
			
			scene.__webGLLines = [];
			scene.__webGLLinesMap = {};
			
		}
M
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776

777 778 779 780
		for ( o = 0, ol = scene.objects.length; o < ol; o++ ) {

			object = scene.objects[ o ];

781 782 783
			if ( object instanceof THREE.Mesh ) {
				
				if ( scene.__webGLObjectsMap[ object.id ] == undefined ) {
M
Mr.doob 已提交
784

785
					scene.__webGLObjectsMap[ object.id ] = {};
M
Mr.doob 已提交
786

787
				}
788

789 790
				objmap = scene.__webGLObjectsMap[ object.id ];
				
M
Mr.doob 已提交
791
				// create separate VBOs per geometry chunk
M
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792

M
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793
				for ( g in object.geometry.geometryChunks ) {
M
Mr.doob 已提交
794

M
Mr.doob 已提交
795
					geometryChunk = object.geometry.geometryChunks[ g ];
M
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796

M
Mr.doob 已提交
797
					// initialise VBO on the first access
M
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798

M
Mr.doob 已提交
799
					if( ! geometryChunk.__webGLVertexBuffer ) {
M
Mr.doob 已提交
800

M
Mr.doob 已提交
801
						this.createBuffers( object, g );
M
Mr.doob 已提交
802 803

					}
M
Mr.doob 已提交
804

M
Mr.doob 已提交
805
					// create separate wrapper per each use of VBO
M
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806

M
Mr.doob 已提交
807
					if ( objmap[ g ] == undefined ) {
M
Mr.doob 已提交
808

M
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809 810
						globject = { buffer: geometryChunk, object: object };
						scene.__webGLObjects.push( globject );
M
Mr.doob 已提交
811

M
Mr.doob 已提交
812
						objmap[ g ] = 1;
M
Mr.doob 已提交
813

M
Mr.doob 已提交
814
					}
M
Mr.doob 已提交
815

M
Mr.doob 已提交
816
				}
817

818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843
			} else if ( object instanceof THREE.Line ) {
				
				if ( scene.__webGLLinesMap[ object.id ] == undefined ) {

					scene.__webGLLinesMap[ object.id ] = {};

				}

				lmap = scene.__webGLLinesMap[ object.id ];
				
				if( ! object.__webGLVertexBuffer ) {
				
					this.createLineBuffers( object );
					
				}
				
				g = 0;
				
				if ( lmap[ g ] == undefined ) {

					globject = { object: object };
					scene.__webGLLines.push( globject );

					lmap[ g ] = 1;

				}
M
Mr.doob 已提交
844

845
			}/* else if ( object instanceof THREE.Particle ) {
M
Mr.doob 已提交
846 847 848

			}*/

M
Mr.doob 已提交
849
		}
850 851 852 853 854 855

	};

	this.removeObject = function ( scene, object ) {

		var o, ol, zobject;
M
Mr.doob 已提交
856

857
		for ( o = scene.__webGLObjects.length - 1; o >= 0; o-- ) {
M
Mr.doob 已提交
858

M
Mr.doob 已提交
859
			zobject = scene.__webGLObjects[ o ].object;
M
Mr.doob 已提交
860

861
			if ( object == zobject ) {
862 863 864 865

				scene.__webGLObjects.splice( o, 1 );

			}
M
Mr.doob 已提交
866

867
		}
M
Mr.doob 已提交
868

M
Mr.doob 已提交
869
	};
M
Mr.doob 已提交
870

M
Mr.doob 已提交
871
	this.setupMatrices = function ( object, camera ) {
872

M
Mr.doob 已提交
873
		object.autoUpdateMatrix && object.updateMatrix();
874

M
Mr.doob 已提交
875
		_modelViewMatrix.multiply( camera.matrix, object.matrix );
M
Mr.doob 已提交
876
		_modelViewMatrixArray.set( _modelViewMatrix.flatten() );
877

M
Mr.doob 已提交
878
		_normalMatrix = THREE.Matrix4.makeInvert3x3( _modelViewMatrix ).transpose();
M
Mr.doob 已提交
879
		_normalMatrixArray.set( _normalMatrix.m );
880

M
Mr.doob 已提交
881
		_objectMatrixArray.set( object.matrix.flatten() );
M
Mr.doob 已提交
882

M
Mr.doob 已提交
883
	};
M
Mr.doob 已提交
884

M
Mr.doob 已提交
885
	this.loadMatrices = function ( program ) {
M
Mr.doob 已提交
886

M
Mr.doob 已提交
887 888 889 890
		_gl.uniformMatrix4fv( program.uniforms.viewMatrix, false, _viewMatrixArray );
		_gl.uniformMatrix4fv( program.uniforms.modelViewMatrix, false, _modelViewMatrixArray );
		_gl.uniformMatrix4fv( program.uniforms.projectionMatrix, false, _projectionMatrixArray );
		_gl.uniformMatrix3fv( program.uniforms.normalMatrix, false, _normalMatrixArray );
M
Mr.doob 已提交
891
		_gl.uniformMatrix4fv( program.uniforms.objectMatrix, false, _objectMatrixArray );
M
Mr.doob 已提交
892

M
Mr.doob 已提交
893
	};
894

M
Mr.doob 已提交
895
	this.loadCamera = function( program, camera ) {
M
Mr.doob 已提交
896

M
Mr.doob 已提交
897
		_gl.uniform3f( program.uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
M
Mr.doob 已提交
898

M
Mr.doob 已提交
899
	};
M
Mr.doob 已提交
900

M
Mr.doob 已提交
901
	this.setBlending = function( blending ) {
M
Mr.doob 已提交
902

M
Mr.doob 已提交
903
		switch ( blending ) {
904

M
Mr.doob 已提交
905
			case THREE.AdditiveBlending:
906

M
Mr.doob 已提交
907 908
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.ONE, _gl.ONE );
M
Mr.doob 已提交
909

M
Mr.doob 已提交
910
				break;
911

M
Mr.doob 已提交
912
			case THREE.SubtractiveBlending:
913

M
Mr.doob 已提交
914 915
				//_gl.blendEquation( _gl.FUNC_SUBTRACT );
				_gl.blendFunc( _gl.DST_COLOR, _gl.ZERO );
M
Mr.doob 已提交
916

M
Mr.doob 已提交
917
				break;
M
Mr.doob 已提交
918

M
Mr.doob 已提交
919
			default:
M
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920

M
Mr.doob 已提交
921 922
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
M
Mr.doob 已提交
923

M
Mr.doob 已提交
924
				break;
N
Nicolas Garcia Belmonte 已提交
925
		}
M
Mr.doob 已提交
926

N
Nicolas Garcia Belmonte 已提交
927
	};
M
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928

M
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929
	this.setFaceCulling = function ( cullFace, frontFace ) {
M
Mr.doob 已提交
930

931
		if ( cullFace ) {
M
Mr.doob 已提交
932

933
			if ( !frontFace || frontFace == "ccw" ) {
M
Mr.doob 已提交
934

935
				_gl.frontFace( _gl.CCW );
M
Mr.doob 已提交
936

937
			} else {
M
Mr.doob 已提交
938

939
				_gl.frontFace( _gl.CW );
M
Mr.doob 已提交
940

941
			}
M
Mr.doob 已提交
942

943
			if( cullFace == "back" ) {
M
Mr.doob 已提交
944

945
				_gl.cullFace( _gl.BACK );
M
Mr.doob 已提交
946

947
			} else if( cullFace == "front" ) {
M
Mr.doob 已提交
948

949
				_gl.cullFace( _gl.FRONT );
M
Mr.doob 已提交
950

951
			} else {
M
Mr.doob 已提交
952

953
				_gl.cullFace( _gl.FRONT_AND_BACK );
M
Mr.doob 已提交
954

955
			}
M
Mr.doob 已提交
956

957
			_gl.enable( _gl.CULL_FACE );
M
Mr.doob 已提交
958

959
		} else {
M
Mr.doob 已提交
960

961
			_gl.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
962

963 964 965
		}

	};
N
Nicolas Garcia Belmonte 已提交
966

967
	this.supportsVertexTextures = function() {
968

969
		return maxVertexTextures() > 0;
970

971
	};
972

973
	function maxVertexTextures() {
974

975 976 977
		return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );

	};
978

979
	function initGL( antialias, clearColor, clearAlpha ) {
N
Nicolas Garcia Belmonte 已提交
980 981 982

		try {

983
			_gl = _canvas.getContext( 'experimental-webgl', { antialias: antialias } );
N
Nicolas Garcia Belmonte 已提交
984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999

		} catch(e) { }

		if (!_gl) {

			alert("WebGL not supported");
			throw "cannot create webgl context";

		}

		_gl.clearColor( 0, 0, 0, 1 );
		_gl.clearDepth( 1 );

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

1000 1001
		_gl.frontFace( _gl.CCW );
		_gl.cullFace( _gl.BACK );
1002
		_gl.enable( _gl.CULL_FACE );
M
Mr.doob 已提交
1003

N
Nicolas Garcia Belmonte 已提交
1004
		_gl.enable( _gl.BLEND );
1005
		_gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
1006
		_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
N
Nicolas Garcia Belmonte 已提交
1007

1008
	};
1009
	
1010
	function buildProgram( fragment_shader, vertex_shader, parameters ) {
M
Mr.doob 已提交
1011

M
Mr.doob 已提交
1012
		var program = _gl.createProgram(),
M
Mr.doob 已提交
1013

M
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1014 1015 1016 1017
		prefix_fragment = [
			"#ifdef GL_ES",
			"precision highp float;",
			"#endif",
1018 1019 1020
		
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
A
alteredq 已提交
1021

1022 1023
			parameters.fog ? "#define USE_FOG" : "",
			parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
1024

1025 1026
			parameters.map ? "#define USE_MAP" : "",
			parameters.env_map ? "#define USE_ENVMAP" : "",
1027

1028
			"uniform mat4 viewMatrix;",
1029
			"uniform vec3 cameraPosition;",
M
Mr.doob 已提交
1030 1031
			""
		].join("\n"),
1032

M
Mr.doob 已提交
1033
		prefix_vertex = [
1034
			maxVertexTextures() > 0 ? "#define VERTEX_TEXTURES" : "",
1035

1036 1037 1038
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,

1039 1040 1041
			parameters.map ? "#define USE_MAP" : "",
			parameters.env_map ? "#define USE_ENVMAP" : "",

M
Mr.doob 已提交
1042 1043 1044
			"uniform mat4 objectMatrix;",
			"uniform mat4 modelViewMatrix;",
			"uniform mat4 projectionMatrix;",
1045 1046
			"uniform mat4 viewMatrix;",
			"uniform mat3 normalMatrix;",
M
Mr.doob 已提交
1047
			"uniform vec3 cameraPosition;",
M
Mr.doob 已提交
1048 1049 1050
			"attribute vec3 position;",
			"attribute vec3 normal;",
			"attribute vec2 uv;",
M
Mr.doob 已提交
1051 1052
			""
		].join("\n");
1053

M
Mr.doob 已提交
1054 1055
		_gl.attachShader( program, getShader( "fragment", prefix_fragment + fragment_shader ) );
		_gl.attachShader( program, getShader( "vertex", prefix_vertex + vertex_shader ) );
M
Mr.doob 已提交
1056

M
Mr.doob 已提交
1057
		_gl.linkProgram( program );
N
Nicolas Garcia Belmonte 已提交
1058

M
Mr.doob 已提交
1059
		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
N
Nicolas Garcia Belmonte 已提交
1060

M
Mr.doob 已提交
1061 1062
			alert( "Could not initialise shaders\n"+
					"VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
1063 1064 1065
			
			//console.log( prefix_fragment + fragment_shader );
			//console.log( prefix_vertex + vertex_shader );
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1067
		}
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1068

M
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1069
		program.uniforms = {};
1070
		program.attributes = {};
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1071

M
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1072
		return program;
M
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1073

M
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1074
	};
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1075

M
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1076
	function setUniforms( program, uniforms ) {
M
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1077

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1078
		var u, value, type, location, texture;
M
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1079

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1080
		for( u in uniforms ) {
M
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1081

1082 1083 1084
			location = program.uniforms[u];
			if ( !location ) continue;
			
M
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1085 1086
			type = uniforms[u].type;
			value = uniforms[u].value;
1087
			
M
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1088
			if( type == "i" ) {
M
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1089

M
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1090
				_gl.uniform1i( location, value );
M
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1091

M
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1092
			} else if( type == "f" ) {
M
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1093

M
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1094
				_gl.uniform1f( location, value );
1095

1096 1097 1098 1099
			} else if( type == "fv" ) {

				_gl.uniform3fv( location, value );

1100 1101 1102 1103
			} else if( type == "v2" ) {

				_gl.uniform2f( location, value.x, value.y );

1104 1105 1106
			} else if( type == "v3" ) {

				_gl.uniform3f( location, value.x, value.y, value.z );
1107

1108 1109 1110
			} else if( type == "c" ) {

				_gl.uniform3f( location, value.r, value.g, value.b );
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1111

M
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1112
			} else if( type == "t" ) {
M
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1113

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1114
				_gl.uniform1i( location, value );
M
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1115

M
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1116
				texture = uniforms[u].texture;
M
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1117

1118
				if ( !texture ) continue;
M
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1119

1120
				if ( texture.image instanceof Array && texture.image.length == 6 ) {
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1121

1122
					setCubeTexture( texture, value );
M
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1123

1124
				} else {
M
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1125

1126
					setTexture( texture, value );
M
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1127

1128
				}
M
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1129

1130
			}
M
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1131

1132
		}
M
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1133

1134
	};
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1135

1136
	function setCubeTexture( texture, slot ) {
M
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1137

1138
		if ( texture.image.length == 6 ) {
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1139

1140 1141
			if ( !texture.image.__webGLTextureCube &&
				 !texture.image.__cubeMapInitialized && texture.image.loadCount == 6 ) {
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1142

1143
				texture.image.__webGLTextureCube = _gl.createTexture();
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1144

1145
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
1146

1147 1148
				_gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
				_gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
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1149

1150 1151
				_gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_MAG_FILTER, _gl.LINEAR );
				_gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_LINEAR );
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1152

1153
				for ( var i = 0; i < 6; ++i ) {
M
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1154

1155
					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
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1156

1157
				}
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1158

1159
				_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
1160

1161
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
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1162

1163
				texture.image.__cubeMapInitialized = true;
M
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1164

M
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1165
			}
1166 1167 1168

			_gl.activeTexture( _gl.TEXTURE0 + slot );
			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
M
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1169

1170
		}
M
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1171

M
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1172
	};
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1173

1174
	function setTexture( texture, slot ) {
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1175

1176 1177 1178 1179 1180
		if ( !texture.__webGLTexture && texture.image.loaded ) {

			texture.__webGLTexture = _gl.createTexture();
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
			_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
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1181

1182 1183
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrap_s ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrap_t ) );
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1184 1185 1186

			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.mag_filter ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.min_filter ) );
1187 1188 1189 1190 1191 1192 1193
			_gl.generateMipmap( _gl.TEXTURE_2D );
			_gl.bindTexture( _gl.TEXTURE_2D, null );

		}

		_gl.activeTexture( _gl.TEXTURE0 + slot );
		_gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
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1194

1195
	};
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1196

M
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1197
	function cacheUniformLocations( program, identifiers ) {
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1198

M
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1199
		var i, l, id;
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1200

M
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1201
		for( i = 0, l = identifiers.length; i < l; i++ ) {
M
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1202

1203 1204
			id = identifiers[ i ];
			program.uniforms[ id ] = _gl.getUniformLocation( program, id );
M
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1205

M
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1206
		}
M
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1207

M
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1208
	};
M
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1209

1210
	function cacheAttributeLocations( program, identifiers ) {
1211

1212
		var i, l, id;
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1213

1214
		for( i = 0, l = identifiers.length; i < l; i++ ) {
M
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1215

1216 1217
			id = identifiers[ i ];
			program.attributes[ id ] = _gl.getAttribLocation( program, id );
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1218

1219
		}
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1220

M
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1221
	};
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1222

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1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247
	function getShader( type, string ) {

		var shader;

		if ( type == "fragment" ) {

			shader = _gl.createShader( _gl.FRAGMENT_SHADER );

		} else if ( type == "vertex" ) {

			shader = _gl.createShader( _gl.VERTEX_SHADER );

		}

		_gl.shaderSource( shader, string );
		_gl.compileShader( shader );

		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {

			alert( _gl.getShaderInfoLog( shader ) );
			return null;

		}

		return shader;
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1248

1249
	};
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1250

1251
	function paramThreeToGL( p ) {
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1252

1253
		switch ( p ) {
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1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266

			case THREE.RepeatWrapping: return _gl.REPEAT; break;
			case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
			case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;

			case THREE.NearestFilter: return _gl.NEAREST; break;
			case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
			case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;

			case THREE.LinearFilter: return _gl.LINEAR; break;
			case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
			case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;

1267
		}
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1268

1269
		return 0;
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1270

1271 1272 1273 1274 1275 1276
	};

	function materialNeedsSmoothNormals( material ) {

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

1277
	};
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1278

M
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1279
	function bufferNeedsSmoothNormals( geometryChunk, object ) {
M
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1280

1281
		var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
M
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1282

M
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1283
		for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
1284

M
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1285
			meshMaterial = object.materials[ m ];
1286 1287 1288

			if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {

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1289
				for ( i = 0, l = geometryChunk.materials.length; i < l; i++ ) {
1290

M
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1291
					if ( materialNeedsSmoothNormals( geometryChunk.materials[ i ] ) ) {
1292

1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313
						needsSmoothNormals = true;
						break;

					}

				}

			} else {

				if ( materialNeedsSmoothNormals( meshMaterial ) ) {

					needsSmoothNormals = true;
					break;

				}

			}

			if ( needsSmoothNormals ) break;

		}
M
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1314

1315
		return needsSmoothNormals;
M
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1316

1317
	};
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1318

1319
	function allocateLights( lights, maxLights ) {
1320 1321 1322

		if ( scene ) {

1323 1324
			var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
			dirLights = pointLights = maxDirLights = maxPointLights = 0;
1325

1326
			for ( l = 0, ll = lights.length; l < ll; l++ ) {
1327

1328
				light = lights[ l ];
1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353

				if ( light instanceof THREE.DirectionalLight ) dirLights++;
				if ( light instanceof THREE.PointLight ) pointLights++;

			}

			if ( ( pointLights + dirLights ) <= maxLights ) {

				maxDirLights = dirLights;
				maxPointLights = pointLights;

			} else {

				maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
				maxPointLights = maxLights - maxDirLights;

			}

			return { 'directional' : maxDirLights, 'point' : maxPointLights };

		}

		return { 'directional' : 1, 'point' : maxLights - 1 };

	};
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1354

A
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1355
	/* DEBUG
1356
	function getGLParams() {
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1357

1358
		var params  = {
M
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1359

1360 1361
			'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
			'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
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1362

1363 1364 1365
			'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
			'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
			'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
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1366

1367 1368 1369
			'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
			'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
		}
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1370

1371 1372
		return params;
	};
M
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1373

1374
	function dumpObject( obj ) {
M
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1375

1376 1377
		var p, str = "";
		for ( p in obj ) {
M
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1378

1379
			str += p + ": " + obj[p] + "\n";
M
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1380

1381
		}
M
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1382

1383 1384
		return str;
	}
A
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1385
	*/
1386

1387
};
1388

1389 1390
THREE.Snippets = {
	
1391
	fog_pars_fragment: [
M
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1392

1393
	"#ifdef USE_FOG",
1394

1395
		"uniform vec3 fogColor;",
1396

1397 1398 1399 1400 1401 1402
		"#ifdef FOG_EXP2",
			"uniform float fogDensity;",
		"#else",
			"uniform float fogNear;",
			"uniform float fogFar;",
		"#endif",
1403

1404
	"#endif"
1405

1406
	].join("\n"),
M
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1407

1408
	fog_fragment: [
1409

1410
	"#ifdef USE_FOG",
1411

1412 1413 1414 1415 1416 1417 1418 1419 1420
		"float depth = gl_FragCoord.z / gl_FragCoord.w;",

		"#ifdef FOG_EXP2",
			"const float LOG2 = 1.442695;",
			"float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
			"fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
		"#else",
			"float fogFactor = smoothstep( fogNear, fogFar, depth );",
		"#endif",
1421

1422
		"gl_FragColor = mix( gl_FragColor, vec4( fogColor, 1.0 ), fogFactor );",
M
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1423

1424 1425
	"#endif"
	
1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563
	].join("\n"),
	
	envmap_pars_fragment: [
	
	"#ifdef USE_ENVMAP",
	
		"varying vec3 vReflect;",
		"uniform float reflectivity;",
		"uniform samplerCube env_map;",
		"uniform int combine;",
	
	"#endif"
	
	].join("\n"),
	
	envmap_fragment: [
	
	"#ifdef USE_ENVMAP",

		"cubeColor = textureCube( env_map, vec3( -vReflect.x, vReflect.yz ) );",
		
		"if ( combine == 1 ) {",

			"gl_FragColor = mix( gl_FragColor, cubeColor, reflectivity );",

		"} else {",

			"gl_FragColor = gl_FragColor * cubeColor;",

		"}",	

	"#endif"
	
	].join("\n"),
	
	envmap_pars_vertex: [
	
	"#ifdef USE_ENVMAP",
	
		"varying vec3 vReflect;",
		"uniform float refraction_ratio;",
		"uniform bool useRefract;",
		
	"#endif"
	
	].join("\n"),

	envmap_vertex : [
	
	"#ifdef USE_ENVMAP",
	
		"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
		"vec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;",
	
		"if ( useRefract ) {",

			"vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refraction_ratio );",

		"} else {",

			"vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",

		"}",

	"#endif"
	
	].join("\n"),
	
	map_pars_fragment: [
	
	"#ifdef USE_MAP",
		
		"varying vec2 vUv;",
		"uniform sampler2D map;",
		  
	"#endif"
	
	].join("\n"),
	
	map_pars_vertex: [
	
	"#ifdef USE_MAP",
	
		"varying vec2 vUv;",

	"#endif"
	
	].join("\n"),
	
	map_fragment: [

	"#ifdef USE_MAP",

		"mapColor = texture2D( map, vUv );",

	"#endif"
	
	].join("\n"),
	
	map_vertex: [
	
	"#ifdef USE_MAP",
	
		"vUv = uv;",
		
	"#endif"
	
	].join("\n"),
	
	lights_pars_vertex: [
	
	"uniform bool enableLighting;",
	"uniform vec3 ambientLightColor;",
	
	"#if MAX_DIR_LIGHTS > 0",
	
		"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
		"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
		
	"#endif",

	"#if MAX_POINT_LIGHTS > 0",
	
		"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
		"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
		
		"#ifdef PHONG",
			"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];",
		"#endif",
		
	"#endif"
	
	].join("\n"),
	
	lights_vertex: [
	
	"if ( !enableLighting ) {",

A
alteredq 已提交
1564
		"vLightWeighting = vec3( 1.0 );",
1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599

	"} else {",

		"vLightWeighting = ambientLightColor;",

		"#if MAX_DIR_LIGHTS > 0",
		
		"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
		
			"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
			"float directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );",
			"vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;",
			
		"}",
		
		"#endif",

		"#if MAX_POINT_LIGHTS > 0",
		
		"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
		
			"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
			"vec3 pointLightVector = normalize( lPosition.xyz - mvPosition.xyz );",
			"float pointLightWeighting = max( dot( transformedNormal, pointLightVector ), 0.0 );",
			"vLightWeighting += pointLightColor[ i ] * pointLightWeighting;",
			
			"#ifdef PHONG",
				"vPointLightVector[ i ] = pointLightVector;",
			"#endif",
			
		"}",
		
		"#endif",
		
	"}"
1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684
	
	].join("\n"),
	
	lights_pars_fragment: [
	
	"#if MAX_DIR_LIGHTS > 0",
		"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
	"#endif",
	
	"#if MAX_POINT_LIGHTS > 0",
		"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];",
	"#endif",
	
	"varying vec3 vViewPosition;",
	"varying vec3 vNormal;"
	
	].join("\n"),
	
	lights_fragment: [
	
	"vec3 normal = normalize( vNormal );",
	"vec3 viewPosition = normalize( vViewPosition );",
	
	"vec4 mSpecular = vec4( specular, opacity );",

	"#if MAX_POINT_LIGHTS > 0",
		
		"vec4 pointDiffuse  = vec4( 0.0 );",
		"vec4 pointSpecular = vec4( 0.0 );",

		"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",

			"vec3 pointVector = normalize( vPointLightVector[ i ] );",
			"vec3 pointHalfVector = normalize( vPointLightVector[ i ] + vViewPosition );",

			"float pointDotNormalHalf = dot( normal, pointHalfVector );",
			"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",

			"float pointSpecularWeight = 0.0;",
			"if ( pointDotNormalHalf >= 0.0 )",
				"pointSpecularWeight = pow( pointDotNormalHalf, shininess );",

			"pointDiffuse  += mColor * pointDiffuseWeight;",
			"pointSpecular += mSpecular * pointSpecularWeight;",

			"}",

	"#endif",
	
	"#if MAX_DIR_LIGHTS > 0",
	
		"vec4 dirDiffuse  = vec4( 0.0 );",
		"vec4 dirSpecular = vec4( 0.0 );" ,

		"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",

			"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",

			"vec3 dirVector = normalize( lDirection.xyz );",
			"vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );",

			"float dirDotNormalHalf = dot( normal, dirHalfVector );",

			"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",

			"float dirSpecularWeight = 0.0;",
			"if ( dirDotNormalHalf >= 0.0 )",
				"dirSpecularWeight = pow( dirDotNormalHalf, shininess );",

			"dirDiffuse  += mColor * dirDiffuseWeight;",
			"dirSpecular += mSpecular * dirSpecularWeight;",

		"}",
	
	"#endif",

	"vec4 totalLight = vec4( ambient, opacity );",

	"#if MAX_DIR_LIGHTS > 0",
		"totalLight += dirDiffuse + dirSpecular;",
	"#endif",
	
	"#if MAX_POINT_LIGHTS > 0",
		"totalLight += pointDiffuse + pointSpecular;",
	"#endif"
1685

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	].join("\n")
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};
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THREE.UniformsLib = {
	
	common: {
		
	"color"   : { type: "c", value: new THREE.Color( 0xeeeeee ) },
	"opacity" : { type: "f", value: 1 },
	"map"     : { type: "t", value: 0, texture: null },
	
	"env_map" 		  : { type: "t", value: 1, texture: null },
	"useRefract"	  : { type: "i", value: 0 },
	"reflectivity"    : { type: "f", value: 1 },
	"refraction_ratio": { type: "f", value: 0.98 },
	"combine"		  : { type: "i", value: 0 },
	
	"fogDensity": { type: "f", value: 0.00025 },
	"fogNear"	: { type: "f", value: 1 },
	"fogFar"	: { type: "f", value: 2000 },
	"fogColor"	: { type: "c", value: new THREE.Color( 0xffffff ) }
	
	},
	
	lights: {
		
	"enableLighting" 			: { type: "i", value: 1 },
	"ambientLightColor" 		: { type: "fv", value: [] },
	"directionalLightDirection" : { type: "fv", value: [] },
	"directionalLightColor" 	: { type: "fv", value: [] },
	"pointLightPosition"		: { type: "fv", value: [] },
	"pointLightColor"			: { type: "fv", value: [] }
	
	}
	
};

1724
THREE.ShaderLib = {
1725

1726
	'depth': {
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		uniforms: { "mNear": { type: "f", value: 1.0 },
					"mFar" : { type: "f", value: 2000.0 } },
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		fragment_shader: [
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			"uniform float mNear;",
			"uniform float mFar;",
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			"void main() {",
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				"float depth = gl_FragCoord.z / gl_FragCoord.w;",
				"float color = 1.0 - smoothstep( mNear, mFar, depth );",
				"gl_FragColor = vec4( vec3( color ), 1.0 );",
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			"}"
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		].join("\n"),
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		vertex_shader: [
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			"void main() {",
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				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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			"}"
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		].join("\n")
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	},
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	'normal': {
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		uniforms: { },
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		fragment_shader: [
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			"varying vec3 vNormal;",
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			"void main() {",
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				"gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, 1.0 );",
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			"}"
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		].join("\n"),
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		vertex_shader: [
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			"varying vec3 vNormal;",
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			"void main() {",

				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
				"vNormal = normalize( normalMatrix * normal );",

				"gl_Position = projectionMatrix * mvPosition;",

			"}"

		].join("\n")

	},
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1791
	'basic': {
1792 1793 1794
		
		uniforms: THREE.UniformsLib[ "common" ],
		
1795
		fragment_shader: [
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1797 1798 1799
			"uniform vec3 color;",
			"uniform float opacity;",
			
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			THREE.Snippets[ "map_pars_fragment" ],
			THREE.Snippets[ "envmap_pars_fragment" ],
			THREE.Snippets[ "fog_pars_fragment" ],
1803 1804
				
			"void main() {",
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1806
				"vec4 mColor = vec4( color, opacity );",
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				"vec4 mapColor = vec4( 1.0 );",
				"vec4 cubeColor = vec4( 1.0 );",
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1810
				THREE.Snippets[ "map_fragment" ],
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1812 1813 1814 1815 1816 1817
				"gl_FragColor = mColor * mapColor;",
				
				THREE.Snippets[ "envmap_fragment" ],
				THREE.Snippets[ "fog_fragment" ],
				
			"}"
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		].join("\n"),
		
		vertex_shader: [
			
			THREE.Snippets[ "map_pars_vertex" ],
			THREE.Snippets[ "envmap_pars_vertex" ],
			
			"void main() {",
		
				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
				
				THREE.Snippets[ "map_vertex" ],
				THREE.Snippets[ "envmap_vertex" ],
				
				"gl_Position = projectionMatrix * mvPosition;",
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1835
			"}"
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1837 1838 1839
		].join("\n")
		
	},
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1841 1842
	'lambert': {
		
1843 1844
		uniforms: Uniforms.merge( [ THREE.UniformsLib[ "common" ], 
									THREE.UniformsLib[ "lights" ] ] ),
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		fragment_shader: [
			
			"uniform vec3 color;",
			"uniform float opacity;",
			
			"varying vec3 vLightWeighting;",
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			THREE.Snippets[ "map_pars_fragment" ],
			THREE.Snippets[ "envmap_pars_fragment" ],
			THREE.Snippets[ "fog_pars_fragment" ],
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1857 1858 1859
			"void main() {",
					
				"vec4 mColor = vec4( color, opacity );",
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				"vec4 mapColor = vec4( 1.0 );",
				"vec4 cubeColor = vec4( 1.0 );",
1862 1863

				THREE.Snippets[ "map_fragment" ],
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1865
				"gl_FragColor =  mColor * mapColor * vec4( vLightWeighting, 1.0 );",
1866
				
1867
				THREE.Snippets[ "envmap_fragment" ],
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				THREE.Snippets[ "fog_fragment" ],

			"}"

		].join("\n"),

		vertex_shader: [
		
1876
			"varying vec3 vLightWeighting;",
1877
			
1878 1879 1880
			THREE.Snippets[ "map_pars_vertex" ],
			THREE.Snippets[ "envmap_pars_vertex" ],
			THREE.Snippets[ "lights_pars_vertex" ],
1881 1882 1883
			
			"void main() {",
		
1884
				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
1885
				
1886 1887
				THREE.Snippets[ "map_vertex" ],
				THREE.Snippets[ "envmap_vertex" ],
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1889
				"vec3 transformedNormal = normalize( normalMatrix * normal );",
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				THREE.Snippets[ "lights_vertex" ],
				
				"gl_Position = projectionMatrix * mvPosition;",

			"}"

		].join("\n")
		
	},
	
	'phong': {
		
1903 1904 1905 1906 1907 1908 1909 1910 1911
		uniforms: Uniforms.merge( [ THREE.UniformsLib[ "common" ], 
									THREE.UniformsLib[ "lights" ],
									
								    { "ambient"  : { type: "c", value: new THREE.Color( 0x050505 ) },
									  "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
									  "shininess": { type: "f", value: 30 }
									}
									
								] ),
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		fragment_shader: [
			
			"uniform vec3 color;",
			"uniform float opacity;",
			
			"uniform vec3 ambient;",
			"uniform vec3 specular;",
			"uniform float shininess;",
				
			"varying vec3 vLightWeighting;",
				
			THREE.Snippets[ "map_pars_fragment" ],
			THREE.Snippets[ "envmap_pars_fragment" ],
			THREE.Snippets[ "fog_pars_fragment" ],
			THREE.Snippets[ "lights_pars_fragment" ],
				
			"void main() {",
					
				"vec4 mColor = vec4( color, opacity );",
				"vec4 mapColor = vec4( 1.0 );",
				"vec4 cubeColor = vec4( 1.0 );",

				THREE.Snippets[ "map_fragment" ],
				THREE.Snippets[ "lights_fragment" ],

				"gl_FragColor =  mapColor * totalLight * vec4( vLightWeighting, 1.0 );",
				
				THREE.Snippets[ "envmap_fragment" ],
				THREE.Snippets[ "fog_fragment" ],

			"}"

		].join("\n"),

		vertex_shader: [
		
			"#define PHONG",
			
			"varying vec3 vLightWeighting;",
			"varying vec3 vViewPosition;",
			"varying vec3 vNormal;",
			
			THREE.Snippets[ "map_pars_vertex" ],
			THREE.Snippets[ "envmap_pars_vertex" ],
			THREE.Snippets[ "lights_pars_vertex" ],
			
			"void main() {",
		
				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
				
				THREE.Snippets[ "map_vertex" ],
				THREE.Snippets[ "envmap_vertex" ],
				
				"#ifndef USE_ENVMAP",
					"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
				"#endif",
				
				"vViewPosition = cameraPosition - mPosition.xyz;",
				
				"vec3 transformedNormal = normalize( normalMatrix * normal );",
				"vNormal = transformedNormal;",
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1975
				THREE.Snippets[ "lights_vertex" ],
1976
				
1977
				"gl_Position = projectionMatrix * mvPosition;",
1978 1979 1980 1981 1982

			"}"

		].join("\n")
		
1983
	}	
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};