WebGLRenderer.js 96.4 KB
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
 */

THREE.WebGLRenderer = function ( parameters ) {

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

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

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

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

	// physically based shading

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

	// morphs

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

	// flags

	this.autoScaleCubemaps = true;

	// info

	this.info = {

		memory: {

			programs: 0,
			geometries: 0,
			textures: 0

		},

		render: {

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

		}

	};

	// internal properties

	var _this = this,

	_programs = [],

	// internal state cache

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

	_usedTextureUnits = 0,

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

	// frustum

	_frustum = new THREE.Frustum(),

	 // camera matrices cache

	_projScreenMatrix = new THREE.Matrix4(),

	_vector3 = new THREE.Vector3(),

	// light arrays cache

	_direction = new THREE.Vector3(),

	_lightsNeedUpdate = true,

	_lights = {

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

	// initialize

	var _gl;

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	try {

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

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

		if ( _gl === null ) {

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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

			event.preventDefault();

			resetGLState();
			setDefaultGLState();

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

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	} catch ( error ) {

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

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		THREE.BufferGeometry.MaxIndex = 4294967296;
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	}

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	if ( _logarithmicDepthBuffer ) {

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		extensions.get( 'EXT_frag_depth' );
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	}

	//

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

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

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

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	};

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

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

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

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

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

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

	var resetGLState = function () {

		_currentProgram = null;
		_currentCamera = null;

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

		_lightsNeedUpdate = true;

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		state.reset();

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	};
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	setDefaultGLState();

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

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

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

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

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

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

				}

			}
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			return array;

		};

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

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

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

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			_precision = 'mediump';
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			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 () {

			if ( value !== undefined ) {

				return value;

			}

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

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

			return value;

		}

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

		return _precision;

	};

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	this.getPixelRatio = function () {

		return pixelRatio;

	};

	this.setPixelRatio = function ( value ) {

		pixelRatio = value;

	};

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	this.getSize = function () {

		return {
			width: _width,
			height: _height
		};

	};

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

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

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

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

	};

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

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

	this.enableScissorTest = function ( enable ) {

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

	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

		_gl.clear( _gl.COLOR_BUFFER_BIT );

	};

	this.clearDepth = function () {

		_gl.clear( _gl.DEPTH_BUFFER_BIT );

	};

	this.clearStencil = function () {

		_gl.clear( _gl.STENCIL_BUFFER_BIT );
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	};

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

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

	};

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	// Reset

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

		var texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		deallocateTexture( texture );

		_this.info.memory.textures --;


	};

	var onRenderTargetDispose = function ( event ) {

		var renderTarget = event.target;

		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

		deallocateRenderTarget( renderTarget );

		_this.info.memory.textures --;

	};

	var onMaterialDispose = function ( event ) {

		var material = event.target;

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

	};

	// Buffer deallocation

	var deallocateTexture = function ( texture ) {

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

			// cube texture

			_gl.deleteTexture( texture.image.__webglTextureCube );

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			delete texture.image.__webglTextureCube;

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		} else {

			// 2D texture

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

			_gl.deleteTexture( texture.__webglTexture );

			delete texture.__webglTexture;
			delete texture.__webglInit;

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		}

	};

	var deallocateRenderTarget = function ( renderTarget ) {

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

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		delete renderTarget.__webglTexture;

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		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

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

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

			}

		} else {

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

		}

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		delete renderTarget.__webglFramebuffer;
		delete renderTarget.__webglRenderbuffer;

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	};

	var deallocateMaterial = function ( material ) {

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

		material.program = undefined;

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

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

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

			programInfo = _programs[ i ];

			if ( programInfo.program === program ) {

				programInfo.usedTimes --;

				if ( programInfo.usedTimes === 0 ) {

					deleteProgram = true;

				}

				break;

			}

		}

		if ( deleteProgram === true ) {

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

			var newPrograms = [];

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

				programInfo = _programs[ i ];

				if ( programInfo.program !== program ) {

					newPrograms.push( programInfo );

				}

			}

			_programs = newPrograms;

			_gl.deleteProgram( program );

			_this.info.memory.programs --;

		}

	};

	// Buffer rendering

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

771
		state.initAttributes();
772

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

		if ( object.hasPositions ) {

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

			state.enableAttribute( program.attributes.position );

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

		}

		if ( object.hasNormals ) {

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

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

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

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

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

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

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

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

				}

			}

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

			state.enableAttribute( program.attributes.normal );

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

		}

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

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

			state.enableAttribute( program.attributes.uv );

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

		}

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

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

			state.enableAttribute( program.attributes.color );

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

		}

866
		state.disableUnusedAttributes();
867

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

		object.count = 0;

	};

874
	function setupVertexAttributes( material, program, geometry, startIndex ) {
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875

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876
		var extension;
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877

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878
		if ( geometry instanceof THREE.InstancedBufferGeometry ) {
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879

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

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882
			if ( extension === null ) {
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883

884
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
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				return;
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886

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887 888 889
			}

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

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

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

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898 899
			var key = programAttributesKeys[ i ];
			var programAttribute = programAttributes[ key ];
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900

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901
			if ( programAttribute >= 0 ) {
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902

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903
				var geometryAttribute = geometryAttributes[ key ];
904

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

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

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910
					if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
911

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

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

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

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

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

M
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926
							}
B
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927

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

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

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

M
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934
							}
B
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935

M
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936
						}
B
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937

B
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938 939
					} else {

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

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

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

M
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950
							}
B
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951

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

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

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

M
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958
							}
B
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959

M
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960
						}
B
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961 962

					}
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963

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

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

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

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

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

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

						}
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977 978 979 980 981 982 983 984

					}

				}

			}

		}
985

986
		state.disableUnusedAttributes();
987

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988 989
	}

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

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

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

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

1001
		if ( geometryProgram !== _currentGeometryProgram ) {
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1002

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

		}

		if ( updateBuffers ) {

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

		}

		if ( object instanceof THREE.Mesh ) {

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

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

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

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

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

1026
		}
1027

1028
	};
1029

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

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

1034
		var index = geometry.attributes.index;
1035

1036
		if ( index ) {
M
Mr.doob 已提交
1037

1038
			// indexed triangles
1039

1040
			var type, size;
1041

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

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

1047
			} else {
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1048

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

1052
			}
1053

1054
			var offsets = geometry.offsets;
B
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1055

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

1058
				if ( updateBuffers ) {
B
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1059

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

				}

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

					if ( extension === null ) {

1071
						console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
1072
						return;
B
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1073 1074

					}
1075

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

1078
				} else {
M
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1079

1080
					_gl.drawElements( mode, index.array.length, type, 0 );
M
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1081

1082 1083 1084 1085
				}
				_this.info.render.calls ++;
				_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
				_this.info.render.faces += index.array.length / 3;
M
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1086

1087
			} else {
M
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1089 1090 1091
				// if there is more than 1 chunk
				// must set attribute pointers to use new offsets for each chunk
				// even if geometry and materials didn't change
M
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1092

1093
				updateBuffers = true;
1094

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

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

1099
					if ( updateBuffers ) {
M
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1100

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

1104
					}
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1105

1106
					// render indexed triangles
B
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1107

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

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

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

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

B
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1117
						}
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1118

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

					} else {

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

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

M
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1131 1132
				}

1133
			}
M
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1134

1135
		} else {
1136

1137
			// non-indexed triangles
1138

1139 1140 1141
			var offsets = geometry.offsets;

			if ( offsets.length === 0 ) {
M
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1142

1143
				if ( updateBuffers ) {
M
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1144

1145
					setupVertexAttributes( material, program, geometry, 0 );
M
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1146

1147
				}
1148

M
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1149
				var position = geometry.attributes.position;
M
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1150

1151
				// render non-indexed triangles
B
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1152

1153
				if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
B
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1154

1155
					var extension = extensions.get( 'ANGLE_instanced_arrays' );
B
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1156

1157
					if ( extension === null ) {
M
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1158

1159
						console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
1160
						return;
M
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1161

1162 1163 1164 1165 1166
					}

					if ( position instanceof THREE.InterleavedBufferAttribute ) {

						extension.drawArraysInstancedANGLE( mode, 0, position.data.array.length / position.data.stride, geometry.maxInstancedCount ); // Draw the instanced meshes
B
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1168 1169 1170
					} else {

						extension.drawArraysInstancedANGLE( mode, 0, position.array.length / position.itemSize, geometry.maxInstancedCount ); // Draw the instanced meshes
B
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1171

1172
					}
B
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1173

1174
				} else {
B
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1175

1176 1177 1178 1179 1180 1181 1182 1183 1184
					if ( position instanceof THREE.InterleavedBufferAttribute ) {

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

					} else {

						_gl.drawArrays( mode, 0, position.array.length / position.itemSize );

					}
B
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1185

1186
				}
B
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1187

1188 1189 1190 1191
				_this.info.render.calls++;
				_this.info.render.vertices += position.array.length / position.itemSize;
				_this.info.render.faces += position.array.length / ( 3 * position.itemSize );

1192
			} else {
B
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1193

1194 1195 1196
				// 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
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1197

B
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1198
				if ( updateBuffers ) {
M
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1199

B
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1200
					setupVertexAttributes( material, program, geometry, 0 );
1201

B
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1202
				}
M
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1203

B
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1204
				for ( var i = 0, il = offsets.length; i < il; i++ ) {
M
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1205

1206 1207 1208 1209
					// render non-indexed triangles

					if ( geometry instanceof THREE.InstancedBufferGeometry ) {

1210
						console.error( 'THREE.WebGLRenderer.renderMesh: cannot use drawCalls with THREE.InstancedBufferGeometry.' );
1211 1212 1213 1214
						return;

					} else {

B
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1215
						_gl.drawArrays( mode, offsets[ i ].start, offsets[ i ].count );
1216 1217 1218 1219

					}

					_this.info.render.calls++;
B
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1220 1221
					_this.info.render.vertices += offsets[ i ].count;
					_this.info.render.faces += ( offsets[ i ].count  ) / 3;
1222 1223 1224

				}
			}
1225
		}
1226

M
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1227
	}
M
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1228

M
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1229
	function renderLine( material, geometry, object, program, updateBuffers ) {
M
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1230

1231
		var mode = object instanceof THREE.LineSegments ? _gl.LINES : _gl.LINE_STRIP;
M
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1232 1233 1234 1235 1236

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

		state.setLineWidth( lineWidth * pixelRatio );
1237

1238
		var index = geometry.attributes.index;
M
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1239

1240
		if ( index ) {
M
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1241

M
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1242
			// indexed lines
M
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1243

1244
			var type, size;
M
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1245

M
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1246
			if ( index.array instanceof Uint32Array ) {
M
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1247

1248 1249
				type = _gl.UNSIGNED_INT;
				size = 4;
M
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1250

1251
			} else {
M
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1252

1253 1254
				type = _gl.UNSIGNED_SHORT;
				size = 2;
M
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1255

1256
			}
M
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1257

1258
			var offsets = geometry.offsets;
M
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1259

1260
			if ( offsets.length === 0 ) {
M
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1261

1262
				if ( updateBuffers ) {
M
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1263

1264 1265
					setupVertexAttributes( material, program, geometry, 0 );
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
M
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1266

1267
				}
M
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1268

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1269
				_gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
1270 1271

				_this.info.render.calls ++;
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1272
				_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
M
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1273

1274
			} else {
M
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1275

1276 1277 1278
				// 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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1279

1280
				if ( offsets.length > 1 ) updateBuffers = true;
M
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1281

1282
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
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1283

1284
					var startIndex = offsets[ i ].index;
M
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1285

1286
					if ( updateBuffers ) {
M
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1287

1288 1289
						setupVertexAttributes( material, program, geometry, startIndex );
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
M
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1290

1291
					}
M
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1292

M
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1293
					// render indexed lines
M
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1294

M
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1295
					_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
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1296

1297
					_this.info.render.calls ++;
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1298
					_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
M
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1299

M
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1300
				}
M
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1301

1302
			}
M
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1303

1304
		} else {
M
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1305

M
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1306
			// non-indexed lines
M
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1307

1308
			if ( updateBuffers ) {
M
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1309

1310
				setupVertexAttributes( material, program, geometry, 0 );
M
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1311

1312
			}
M
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1313

1314 1315
			var position = geometry.attributes.position;
			var offsets = geometry.offsets;
M
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1316

1317
			if ( offsets.length === 0 ) {
1318

1319
				_gl.drawArrays( mode, 0, position.array.length / 3 );
1320

1321
				_this.info.render.calls ++;
M
Mr.doob 已提交
1322
				_this.info.render.vertices += position.array.length / 3;
1323

1324
			} else {
1325

1326
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
1327

1328
					_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
1329

1330
					_this.info.render.calls ++;
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1331
					_this.info.render.vertices += offsets[ i ].count;
1332 1333

				}
M
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1334

M
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1335
			}
M
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1336

1337
		}
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1338

M
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1339
	}
1340

M
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1341
	function renderPointCloud( material, geometry, object, program, updateBuffers ) {
M
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1342

M
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1343
		var mode = _gl.POINTS;
1344

1345
		var index = geometry.attributes.index;
M
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1346

1347
		if ( index ) {
M
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1348

M
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1349
			// indexed points
1350

1351
			var type, size;
1352

M
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1353
			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
1354

1355 1356
				type = _gl.UNSIGNED_INT;
				size = 4;
1357

1358
			} else {
1359

1360 1361
				type = _gl.UNSIGNED_SHORT;
				size = 2;
M
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1362

1363
			}
M
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1364

1365
			var offsets = geometry.offsets;
M
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1366

1367
			if ( offsets.length === 0 ) {
M
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1368

1369
				if ( updateBuffers ) {
M
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1370

1371 1372
					setupVertexAttributes( material, program, geometry, 0 );
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
1373

1374
				}
1375

M
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1376
				_gl.drawElements( mode, index.array.length, type, 0);
1377

1378
				_this.info.render.calls ++;
M
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1379
				_this.info.render.points += index.array.length;
M
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1380

1381
			} else {
1382

1383 1384 1385
				// 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
1386

1387
				if ( offsets.length > 1 ) updateBuffers = true;
1388

1389
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
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1390

1391
					var startIndex = offsets[ i ].index;
1392

1393
					if ( updateBuffers ) {
1394

1395 1396
						setupVertexAttributes( material, program, geometry, startIndex );
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
1397

1398
					}
1399

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1400
					// render indexed points
1401

M
Mr.doob 已提交
1402
					_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
1403

1404
					_this.info.render.calls ++;
M
Mr.doob 已提交
1405
					_this.info.render.points += offsets[ i ].count;
1406 1407 1408

				}

1409
			}
1410

1411
		} else {
M
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1412

M
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1413
			// non-indexed points
1414

1415
			if ( updateBuffers ) {
1416

1417
				setupVertexAttributes( material, program, geometry, 0 );
1418

1419
			}
1420

1421 1422
			var position = geometry.attributes.position;
			var offsets = geometry.offsets;
1423

1424
			if ( offsets.length === 0 ) {
1425

1426
				_gl.drawArrays( mode, 0, position.array.length / 3 );
1427

1428
				_this.info.render.calls ++;
M
Mr.doob 已提交
1429
				_this.info.render.points += position.array.length / 3;
1430

1431
			} else {
1432

1433
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
1434

1435
					_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
1436

1437
					_this.info.render.calls ++;
M
Mr.doob 已提交
1438
					_this.info.render.points += offsets[ i ].count;
1439 1440

				}
M
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1441

1442
			}
M
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1443

1444
		}
M
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1445

M
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1446
	}
M
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1447

M
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1448
	function setupMorphTargets( material, geometryGroup, object ) {
M
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1449 1450 1451 1452 1453

		// set base

		var attributes = material.program.attributes;

1454
		if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
M
Mr.doob 已提交
1455 1456

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
1457 1458 1459

			state.enableAttribute( attributes.position );

M
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1460 1461 1462 1463 1464
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

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

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
1465 1466 1467

			state.enableAttribute( attributes.position );

M
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1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

		}

		if ( object.morphTargetForcedOrder.length ) {

			// set forced order

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

M
Mr.doob 已提交
1480 1481
			var attribute;

M
Mr.doob 已提交
1482 1483
			while ( m < material.numSupportedMorphTargets && m < order.length ) {

M
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1484 1485 1486
				attribute = attributes[ 'morphTarget' + m ];

				if ( attribute >= 0 ) {
M
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1487 1488

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
1489 1490 1491

					state.enableAttribute( attribute );

M
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1492
					_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
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1493 1494 1495

				}

M
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1496 1497 1498
				attribute = attributes[ 'morphNormal' + m ];

				if ( attribute >= 0 && material.morphNormals ) {
M
Mr.doob 已提交
1499 1500

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
1501 1502 1503

					state.enableAttribute( attribute );

M
Mr.doob 已提交
1504
					_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
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1505 1506 1507 1508 1509 1510

				}

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

				m ++;
M
Mr.doob 已提交
1511

M
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1512 1513 1514 1515 1516 1517
			}

		} else {

			// find the most influencing

M
Mr.doob 已提交
1518
			var activeInfluenceIndices = [];
M
Mr.doob 已提交
1519
			var influences = object.morphTargetInfluences;
1520 1521 1522 1523
			var morphTargets = object.geometry.morphTargets;

			if ( influences.length > morphTargets.length ) {

1524
				console.warn( 'THREE.WebGLRenderer: Influences array is bigger than morphTargets array.' );
1525 1526 1527
				influences.length = morphTargets.length;

			}
M
Mr.doob 已提交
1528

M
Mr.doob 已提交
1529
			for ( var i = 0, il = influences.length; i < il; i ++ ) {
M
Mr.doob 已提交
1530

M
Mr.doob 已提交
1531
				var influence = influences[ i ];
M
Mr.doob 已提交
1532

1533
				activeInfluenceIndices.push( [ influence, i ] );
M
Mr.doob 已提交
1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549

			}

			if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {

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

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

				activeInfluenceIndices.sort( numericalSort );

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

				activeInfluenceIndices.push( [ 0, 0 ] );

M
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1550 1551 1552
			}

			var attribute;
M
Mr.doob 已提交
1553

1554
			for ( var m = 0, ml = material.numSupportedMorphTargets; m < ml; m ++ ) {
M
Mr.doob 已提交
1555 1556 1557

				if ( activeInfluenceIndices[ m ] ) {

M
Mr.doob 已提交
1558
					var influenceIndex = activeInfluenceIndices[ m ][ 1 ];
M
Mr.doob 已提交
1559

M
Mr.doob 已提交
1560
					attribute = attributes[ 'morphTarget' + m ];
1561 1562

					if ( attribute >= 0 ) {
M
Mr.doob 已提交
1563 1564

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
1565 1566 1567

						state.enableAttribute( attribute );

1568
						_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
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1569 1570 1571

					}

M
Mr.doob 已提交
1572
					attribute = attributes[ 'morphNormal' + m ];
1573

M
Mr.doob 已提交
1574
					if ( attribute >= 0 && material.morphNormals ) {
M
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1575 1576 1577

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

1578 1579 1580
						state.enableAttribute( attribute );

						_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
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1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613

					}

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

				} else {

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

					if ( material.morphNormals ) {

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

					}
					*/

					object.__webglMorphTargetInfluences[ m ] = 0;

				}

			}

		}

		// load updated influences uniform

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

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

		}

1614
	}
M
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1615 1616 1617 1618 1619

	// Sorting

	function painterSortStable ( a, b ) {

U
unconed 已提交
1620
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1621

U
unconed 已提交
1622
			return a.object.renderOrder - b.object.renderOrder;
1623

1624
		} else if ( a.object.material.id !== b.object.material.id ) {
M
Mr.doob 已提交
1625

1626
			return a.object.material.id - b.object.material.id;
1627 1628

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1629

M
Mr.doob 已提交
1630
			return a.z - b.z;
M
Mr.doob 已提交
1631 1632 1633

		} else {

1634
			return a.id - b.id;
M
Mr.doob 已提交
1635 1636 1637

		}

1638
	}
M
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1639

1640 1641
	function reversePainterSortStable ( a, b ) {

U
unconed 已提交
1642
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1643

U
unconed 已提交
1644
			return a.object.renderOrder - b.object.renderOrder;
1645 1646

		} if ( a.z !== b.z ) {
1647

M
Mr.doob 已提交
1648
			return b.z - a.z;
1649 1650 1651 1652 1653 1654 1655

		} else {

			return a.id - b.id;

		}

1656
	}
1657

M
Mr.doob 已提交
1658 1659 1660 1661
	function numericalSort ( a, b ) {

		return b[ 0 ] - a[ 0 ];

1662
	}
M
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1663 1664 1665 1666 1667 1668 1669

	// Rendering

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

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

1670
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
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1671 1672 1673 1674
			return;

		}

M
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1675
		var fog = scene.fog;
M
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1676 1677 1678

		// reset caching for this frame

1679
		_currentGeometryProgram = '';
1680
		_currentMaterialId = - 1;
1681
		_currentCamera = null;
M
Mr.doob 已提交
1682 1683 1684 1685
		_lightsNeedUpdate = true;

		// update scene graph

1686
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
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1687 1688 1689 1690 1691 1692 1693 1694 1695 1696

		// 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
1697
		lights.length = 0;
1698 1699
		opaqueObjects.length = 0;
		transparentObjects.length = 0;
M
Mr.doob 已提交
1700

M
Mr.doob 已提交
1701 1702 1703
		sprites.length = 0;
		lensFlares.length = 0;

1704
		projectObject( scene );
M
Mr.doob 已提交
1705

M
Mr.doob 已提交
1706
		if ( _this.sortObjects === true ) {
1707 1708 1709

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1710

1711 1712
		}

B
Ben Adams 已提交
1713 1714
		objects.update( opaqueObjects );
		objects.update( transparentObjects );
M
Mr.doob 已提交
1715

M
Mr.doob 已提交
1716
		//
M
Mr.doob 已提交
1717

1718
		shadowMap.render( scene, camera );
M
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1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736

		//

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

		this.setRenderTarget( renderTarget );

		if ( this.autoClear || forceClear ) {

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

		}

		// set matrices for immediate objects

M
Mr.doob 已提交
1737
		for ( var i = 0, il = objects.objectsImmediate.length; i < il; i ++ ) {
M
Mr.doob 已提交
1738

M
Mr.doob 已提交
1739
			var webglObject = objects.objectsImmediate[ i ];
M
Mr.doob 已提交
1740
			var object = webglObject.object;
M
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1741 1742 1743 1744 1745

			if ( object.visible ) {

				setupMatrices( object, camera );

1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758
				var material = object.material;

				if ( material.transparent ) {

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

				} else {

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

				}
M
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1759 1760 1761 1762 1763 1764 1765

			}

		}

		if ( scene.overrideMaterial ) {

1766
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1767

1768
			setMaterial( overrideMaterial );
M
Mr.doob 已提交
1769

1770 1771
			renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
			renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
M
Mr.doob 已提交
1772
			renderObjectsImmediate( objects.objectsImmediate, '', camera, lights, fog, overrideMaterial );
M
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1773 1774 1775 1776 1777

		} else {

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

M
Mr.doob 已提交
1778
			state.setBlending( THREE.NoBlending );
M
Mr.doob 已提交
1779

1780
			renderObjects( opaqueObjects, camera, lights, fog, null );
M
Mr.doob 已提交
1781
			renderObjectsImmediate( objects.objectsImmediate, 'opaque', camera, lights, fog, null );
M
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1782 1783 1784

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

1785
			renderObjects( transparentObjects, camera, lights, fog, null );
M
Mr.doob 已提交
1786
			renderObjectsImmediate( objects.objectsImmediate, 'transparent', camera, lights, fog, null );
M
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1787 1788 1789 1790 1791

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1792 1793
		spritePlugin.render( scene, camera );
		lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
M
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1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804

		// 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
1805 1806
		state.setDepthTest( true );
		state.setDepthWrite( true );
1807
		state.setColorWrite( true );
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1808 1809 1810 1811

		// _gl.finish();

	};
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1812

1813
	function projectObject( object ) {
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1814

M
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1815
		if ( object.visible === false ) return;
M
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1816

1817
		if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
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1818

1819
			// skip
M
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1820

1821
		} else {
M
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1822

B
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1823 1824 1825 1826 1827 1828 1829
			// update Skeleton objects
			if ( object instanceof THREE.SkinnedMesh ) {

				object.skeleton.update();

			}

M
Mr.doob 已提交
1830
			objects.init( object );
M
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1831

M
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1832 1833 1834 1835 1836
			if ( object instanceof THREE.Light ) {

				lights.push( object );

			} else if ( object instanceof THREE.Sprite ) {
M
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1837

M
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1838
				sprites.push( object );
M
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1839

M
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1840
			} else if ( object instanceof THREE.LensFlare ) {
M
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1841

M
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1842
				lensFlares.push( object );
M
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1843

M
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1844
			} else {
M
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1845

1846
				var webglObject = objects.objects[ object.id ];
M
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1847

1848
				if ( webglObject && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
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1849

1850 1851 1852 1853 1854 1855 1856 1857 1858
					var material = object.material;

					if ( material.transparent ) {

						transparentObjects.push( webglObject );

					} else {

						opaqueObjects.push( webglObject );
M
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1859

1860
					}
M
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1861

1862
					if ( _this.sortObjects === true ) {
M
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1863

1864 1865
						_vector3.setFromMatrixPosition( object.matrixWorld );
						_vector3.applyProjection( _projScreenMatrix );
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1866

1867
						webglObject.z = _vector3.z;
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1868

1869
					}
M
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1870

1871
				}
M
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1872

1873
			}
M
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1874 1875

		}
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1876

M
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1877 1878
		for ( var i = 0, l = object.children.length; i < l; i ++ ) {

1879
			projectObject( object.children[ i ] );
M
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1880

1881
		}
1882

1883
	}
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1884

1885
	function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
M
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1886

M
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1887
		var material;
M
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1888

M
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1889
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1890

M
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1891
			var webglObject = renderList[ i ];
M
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1892

M
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1893
			var object = webglObject.object;
M
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1894

1895
			setupMatrices( object, camera );
M
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1896

1897
			if ( overrideMaterial ) {
M
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1898

1899
				material = overrideMaterial;
M
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1900

1901
			} else {
M
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1902

1903
				material = object.material;
M
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1904

1905
				if ( ! material ) continue;
M
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1906

1907
				setMaterial( material );
M
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1908

1909
			}
M
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1910

1911
			_this.setMaterialFaces( material );
M
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1912
			_this.renderBufferDirect( camera, lights, fog, material, object );
M
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1913 1914 1915

		}

1916
	}
M
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1917

1918
	function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, overrideMaterial ) {
M
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1919

M
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1920
		var material;
M
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1921

M
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1922
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1923

M
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1924 1925
			var webglObject = renderList[ i ];
			var object = webglObject.object;
M
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1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938

			if ( object.visible ) {

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

1939
					setMaterial( material );
M
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1940 1941 1942 1943 1944 1945 1946 1947 1948

				}

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

			}

		}

1949
	}
M
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1950 1951 1952 1953 1954

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

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

1955
		_currentGeometryProgram = '';
M
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1956 1957 1958 1959 1960 1961 1962 1963 1964

		_this.setMaterialFaces( material );

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

1965
			object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
M
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1966 1967 1968 1969 1970 1971 1972

		}

	};

	// Materials

1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983
	var shaderIDs = {
		MeshDepthMaterial: 'depth',
		MeshNormalMaterial: 'normal',
		MeshBasicMaterial: 'basic',
		MeshLambertMaterial: 'lambert',
		MeshPhongMaterial: 'phong',
		LineBasicMaterial: 'basic',
		LineDashedMaterial: 'dashed',
		PointCloudMaterial: 'particle_basic'
	};

1984
	function initMaterial( material, lights, fog, object ) {
M
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1985

1986
		var shaderID = shaderIDs[ material.type ];
M
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1987 1988 1989 1990

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

1991 1992 1993
		var maxLightCount = allocateLights( lights );
		var maxShadows = allocateShadows( lights );
		var maxBones = allocateBones( object );
M
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1994

1995
		var parameters = {
M
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1996

1997 1998 1999
			precision: _precision,
			supportsVertexTextures: _supportsVertexTextures,

2000 2001
			map: !! material.map,
			envMap: !! material.envMap,
M
Mr.doob 已提交
2002
			envMapMode: material.envMap && material.envMap.mapping,
2003
			lightMap: !! material.lightMap,
2004
			aoMap: !! material.aoMap,
2005 2006 2007
			bumpMap: !! material.bumpMap,
			normalMap: !! material.normalMap,
			specularMap: !! material.specularMap,
2008
			alphaMap: !! material.alphaMap,
M
Mr.doob 已提交
2009

2010 2011
			combine: material.combine,

M
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2012 2013 2014 2015 2016 2017
			vertexColors: material.vertexColors,

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

2018 2019
			flatShading: material.shading === THREE.FlatShading,

M
Mr.doob 已提交
2020
			sizeAttenuation: material.sizeAttenuation,
2021
			logarithmicDepthBuffer: _logarithmicDepthBuffer,
M
Mr.doob 已提交
2022 2023 2024

			skinning: material.skinning,
			maxBones: maxBones,
2025
			useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
M
Mr.doob 已提交
2026 2027 2028

			morphTargets: material.morphTargets,
			morphNormals: material.morphNormals,
2029 2030
			maxMorphTargets: _this.maxMorphTargets,
			maxMorphNormals: _this.maxMorphNormals,
M
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2031 2032 2033 2034 2035 2036 2037

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

			maxShadows: maxShadows,
2038 2039 2040 2041
			shadowMapEnabled: shadowMap.enabled && object.receiveShadow && maxShadows > 0,
			shadowMapType: shadowMap.type,
			shadowMapDebug: shadowMap.debug,
			shadowMapCascade: shadowMap.cascade,
M
Mr.doob 已提交
2042 2043 2044 2045 2046 2047 2048 2049

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

		};

2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064
		// Generate code

		var chunks = [];

		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}

2065 2066
		if ( material.defines !== undefined ) {

2067
			for ( var name in material.defines ) {
2068

2069 2070
				chunks.push( name );
				chunks.push( material.defines[ name ] );
2071 2072

			}
2073 2074 2075

		}

2076
		for ( var name in parameters ) {
2077

2078 2079
			chunks.push( name );
			chunks.push( parameters[ name ] );
2080 2081 2082 2083 2084

		}

		var code = chunks.join();

B
Ben Adams 已提交
2085 2086
		if ( !material.program ) {

M
Mr.doob 已提交
2087 2088
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
2089 2090 2091

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

M
Mr.doob 已提交
2092 2093
			// changed glsl or parameters
			deallocateMaterial( material );
B
Ben Adams 已提交
2094

T
tschw 已提交
2095
		} else if ( shaderID !== undefined ) {
B
Ben Adams 已提交
2096

T
tschw 已提交
2097 2098 2099 2100
			// same glsl
			return;

		} else if ( material.__webglShader.uniforms === material.uniforms ) {
B
Ben Adams 已提交
2101

T
tschw 已提交
2102
			// same uniforms (container object)
M
Mr.doob 已提交
2103
			return;
B
Ben Adams 已提交
2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126

		}

		if ( shaderID ) {

			var shader = THREE.ShaderLib[ shaderID ];

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

		} else {

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

		}

2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147
		var program;

		// Check if code has been already compiled

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

			var programInfo = _programs[ p ];

			if ( programInfo.code === code ) {

				program = programInfo;
				program.usedTimes ++;

				break;

			}

		}

		if ( program === undefined ) {

2148
			program = new THREE.WebGLProgram( _this, code, material, parameters );
2149 2150 2151 2152 2153 2154 2155
			_programs.push( program );

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

		}

		material.program = program;
M
Mr.doob 已提交
2156

2157
		var attributes = program.attributes;
M
Mr.doob 已提交
2158 2159 2160 2161 2162

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

2163
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
2164

M
Mr.doob 已提交
2165
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

2179
			for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
2180

M
Mr.doob 已提交
2181
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192

					material.numSupportedMorphNormals ++;

				}

			}

		}

		material.uniformsList = [];

2193
		for ( var u in material.__webglShader.uniforms ) {
M
Mr.doob 已提交
2194

2195 2196 2197 2198 2199
			var location = material.program.uniforms[ u ];

			if ( location ) {
				material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
			}
M
Mr.doob 已提交
2200 2201 2202

		}

M
Mr.doob 已提交
2203
	}
M
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2204

2205 2206 2207 2208
	function setMaterial( material ) {

		if ( material.transparent === true ) {

M
Mr.doob 已提交
2209
			state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
2210

2211 2212 2213 2214
		} else {

			state.setBlending( THREE.NoBlending );

2215 2216
		}

B
Ben Adams 已提交
2217
		state.setDepthFunc( material.depthFunc );
M
Mr.doob 已提交
2218 2219
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
2220
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
2221
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
2222 2223 2224

	}

M
Mr.doob 已提交
2225 2226 2227 2228 2229 2230
	function setProgram( camera, lights, fog, material, object ) {

		_usedTextureUnits = 0;

		if ( material.needsUpdate ) {

2231
			initMaterial( material, lights, fog, object );
M
Mr.doob 已提交
2232 2233 2234 2235
			material.needsUpdate = false;

		}

2236
		/*
M
Mr.doob 已提交
2237 2238 2239 2240 2241 2242 2243 2244 2245
		if ( material.morphTargets ) {

			if ( ! object.__webglMorphTargetInfluences ) {

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

			}

		}
2246
		*/
M
Mr.doob 已提交
2247

2248
		var refreshProgram = false;
M
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2249
		var refreshMaterial = false;
2250
		var refreshLights = false;
M
Mr.doob 已提交
2251 2252 2253

		var program = material.program,
			p_uniforms = program.uniforms,
2254
			m_uniforms = material.__webglShader.uniforms;
M
Mr.doob 已提交
2255

2256
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
2257

2258 2259
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
2260

2261
			refreshProgram = true;
M
Mr.doob 已提交
2262
			refreshMaterial = true;
2263
			refreshLights = true;
M
Mr.doob 已提交
2264 2265 2266 2267 2268

		}

		if ( material.id !== _currentMaterialId ) {

2269
			if ( _currentMaterialId === -1 ) refreshLights = true;
M
Mr.doob 已提交
2270
			_currentMaterialId = material.id;
2271

M
Mr.doob 已提交
2272 2273 2274 2275
			refreshMaterial = true;

		}

2276
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
2277 2278 2279

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

2280 2281
			if ( _logarithmicDepthBuffer ) {

2282
				_gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
2283 2284 2285 2286

			}


M
Mr.doob 已提交
2287 2288
			if ( camera !== _currentCamera ) _currentCamera = camera;

2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306
			// 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 ||
2307
				 material instanceof THREE.MeshBasicMaterial ||
2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {

				if ( p_uniforms.viewMatrix !== null ) {

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

				}

			}

M
Mr.doob 已提交
2319 2320 2321 2322 2323 2324 2325 2326
		}

		// 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 ) {

2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339
			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
Mr.doob 已提交
2340 2341 2342 2343 2344 2345

				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
2346
					_this.setTexture( object.skeleton.boneTexture, textureUnit );
M
Mr.doob 已提交
2347 2348 2349

				}

2350 2351
				if ( p_uniforms.boneTextureWidth !== null ) {

2352
					_gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
2353 2354 2355 2356 2357

				}

				if ( p_uniforms.boneTextureHeight !== null ) {

2358
					_gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
2359 2360 2361

				}

2362
			} else if ( object.skeleton && object.skeleton.boneMatrices ) {
M
Mr.doob 已提交
2363 2364 2365

				if ( p_uniforms.boneGlobalMatrices !== null ) {

2366
					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
M
Mr.doob 已提交
2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389

				}

			}

		}

		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 ) {

2390
					refreshLights = true;
2391
					setupLights( lights );
M
Mr.doob 已提交
2392 2393 2394
					_lightsNeedUpdate = false;
				}

2395 2396
				if ( refreshLights ) {
					refreshUniformsLights( m_uniforms, _lights );
2397
					markUniformsLightsNeedsUpdate( m_uniforms, true );
2398
				} else {
2399
					markUniformsLightsNeedsUpdate( m_uniforms, false );
2400
				}
M
Mr.doob 已提交
2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422

			}

			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 );

2423
			} else if ( material instanceof THREE.PointCloudMaterial ) {
M
Mr.doob 已提交
2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454

				refreshUniformsParticle( m_uniforms, material );

			} else if ( material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

			} else if ( material instanceof THREE.MeshLambertMaterial ) {

				refreshUniformsLambert( m_uniforms, material );

			} else if ( material instanceof THREE.MeshDepthMaterial ) {

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

			} else if ( material instanceof THREE.MeshNormalMaterial ) {

				m_uniforms.opacity.value = material.opacity;

			}

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

				refreshUniformsShadow( m_uniforms, lights );

			}

			// load common uniforms

2455
			loadUniformsGeneric( material.uniformsList );
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2456 2457 2458 2459 2460 2461 2462 2463 2464 2465 2466 2467 2468

		}

		loadUniformsMatrices( p_uniforms, object );

		if ( p_uniforms.modelMatrix !== null ) {

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

		}

		return program;

M
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2469
	}
M
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2470 2471 2472 2473 2474 2475 2476

	// Uniforms (refresh uniforms objects)

	function refreshUniformsCommon ( uniforms, material ) {

		uniforms.opacity.value = material.opacity;

2477
		uniforms.diffuse.value = material.color;
M
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2478 2479 2480

		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
2481
		uniforms.alphaMap.value = material.alphaMap;
M
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2482 2483 2484 2485 2486 2487 2488 2489 2490 2491 2492 2493 2494 2495 2496 2497

		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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2498 2499 2500 2501 2502
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
M
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2503 2504 2505 2506 2507 2508 2509 2510 2511 2512 2513 2514 2515 2516 2517 2518 2519 2520 2521

		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;

2522 2523 2524 2525
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

M
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2526 2527 2528 2529 2530 2531 2532 2533 2534 2535 2536 2537
		}

		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;
2538
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
M
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2539

2540
		uniforms.reflectivity.value = material.reflectivity;
M
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2541 2542
		uniforms.refractionRatio.value = material.refractionRatio;

M
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2543
	}
M
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2544 2545 2546 2547 2548 2549

	function refreshUniformsLine ( uniforms, material ) {

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

M
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2550
	}
M
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2551 2552 2553 2554 2555 2556 2557

	function refreshUniformsDash ( uniforms, material ) {

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

M
Mr.doob 已提交
2558
	}
M
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2559 2560 2561 2562 2563 2564 2565 2566 2567 2568

	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;

2569 2570 2571 2572 2573 2574 2575 2576 2577
		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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2578
	}
M
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2579 2580 2581 2582 2583 2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594

	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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2595
	}
M
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2596 2597 2598 2599 2600

	function refreshUniformsPhong ( uniforms, material ) {

		uniforms.shininess.value = material.shininess;

2601 2602
		uniforms.emissive.value = material.emissive;
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2603

2604 2605 2606 2607 2608 2609
		uniforms.lightMap.value = material.lightMap;
		uniforms.lightMapIntensity.value = material.lightMapIntensity;

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

M
Mr.doob 已提交
2610
	}
M
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2611 2612 2613

	function refreshUniformsLambert ( uniforms, material ) {

2614
		uniforms.emissive.value = material.emissive;
M
Mr.doob 已提交
2615

M
Mr.doob 已提交
2616
	}
M
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2617 2618 2619 2620 2621 2622 2623 2624 2625 2626 2627

	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
2628
		uniforms.pointLightDecay.value = lights.point.decays;
M
Mr.doob 已提交
2629 2630 2631 2632 2633 2634 2635

		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
Mr.doob 已提交
2636
		uniforms.spotLightDecay.value = lights.spot.decays;
M
Mr.doob 已提交
2637 2638 2639 2640 2641

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

M
Mr.doob 已提交
2642
	}
M
Mr.doob 已提交
2643

2644 2645
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2646
	function markUniformsLightsNeedsUpdate ( uniforms, value ) {
2647

M
Mr.doob 已提交
2648
		uniforms.ambientLightColor.needsUpdate = value;
2649

M
Mr.doob 已提交
2650 2651
		uniforms.directionalLightColor.needsUpdate = value;
		uniforms.directionalLightDirection.needsUpdate = value;
2652

M
Mr.doob 已提交
2653 2654 2655 2656
		uniforms.pointLightColor.needsUpdate = value;
		uniforms.pointLightPosition.needsUpdate = value;
		uniforms.pointLightDistance.needsUpdate = value;
		uniforms.pointLightDecay.needsUpdate = value;
2657

M
Mr.doob 已提交
2658 2659 2660 2661 2662 2663 2664
		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;
2665

M
Mr.doob 已提交
2666 2667 2668
		uniforms.hemisphereLightSkyColor.needsUpdate = value;
		uniforms.hemisphereLightGroundColor.needsUpdate = value;
		uniforms.hemisphereLightDirection.needsUpdate = value;
2669

M
Mr.doob 已提交
2670
	}
2671

M
Mr.doob 已提交
2672 2673 2674 2675 2676 2677 2678 2679 2680 2681 2682 2683 2684 2685 2686 2687 2688 2689 2690 2691 2692 2693 2694 2695 2696 2697 2698 2699 2700 2701
	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
2702
	}
M
Mr.doob 已提交
2703 2704 2705 2706 2707 2708 2709 2710 2711 2712 2713 2714 2715

	// 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
2716
	}
M
Mr.doob 已提交
2717 2718 2719 2720 2721 2722 2723

	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= _maxTextures ) {

2724
			console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
M
Mr.doob 已提交
2725 2726 2727 2728 2729 2730 2731

		}

		_usedTextureUnits += 1;

		return textureUnit;

M
Mr.doob 已提交
2732
	}
M
Mr.doob 已提交
2733

2734
	function loadUniformsGeneric ( uniforms ) {
M
Mr.doob 已提交
2735

M
Mr.doob 已提交
2736
		var texture, textureUnit, offset;
M
Mr.doob 已提交
2737

M
Mr.doob 已提交
2738 2739 2740
		for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {

			var uniform = uniforms[ j ][ 0 ];
M
Mr.doob 已提交
2741

2742 2743
			// needsUpdate property is not added to all uniforms.
			if ( uniform.needsUpdate === false ) continue;
2744

M
Mr.doob 已提交
2745 2746
			var type = uniform.type;
			var value = uniform.value;
2747
			var location = uniforms[ j ][ 1 ];
M
Mr.doob 已提交
2748

2749
			switch ( type ) {
M
Mr.doob 已提交
2750

2751 2752 2753 2754 2755 2756 2757 2758 2759 2760 2761 2762 2763 2764 2765 2766 2767 2768 2769 2770 2771 2772 2773 2774 2775 2776 2777 2778 2779 2780 2781 2782 2783 2784 2785 2786 2787 2788 2789 2790 2791 2792 2793 2794 2795 2796 2797 2798 2799 2800 2801 2802 2803 2804
				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
2805
				case 'i':
M
Mr.doob 已提交
2806

2807 2808
					// single integer
					_gl.uniform1i( location, value );
M
Mr.doob 已提交
2809

2810
					break;
M
Mr.doob 已提交
2811

2812
				case 'f':
M
Mr.doob 已提交
2813

2814 2815
					// single float
					_gl.uniform1f( location, value );
M
Mr.doob 已提交
2816

2817
					break;
M
Mr.doob 已提交
2818

2819
				case 'v2':
M
Mr.doob 已提交
2820

2821 2822
					// single THREE.Vector2
					_gl.uniform2f( location, value.x, value.y );
M
Mr.doob 已提交
2823

2824
					break;
M
Mr.doob 已提交
2825

2826
				case 'v3':
M
Mr.doob 已提交
2827

2828 2829
					// single THREE.Vector3
					_gl.uniform3f( location, value.x, value.y, value.z );
M
Mr.doob 已提交
2830

2831
					break;
M
Mr.doob 已提交
2832

M
Mr.doob 已提交
2833
				case 'v4':
M
Mr.doob 已提交
2834

2835 2836
					// single THREE.Vector4
					_gl.uniform4f( location, value.x, value.y, value.z, value.w );
M
Mr.doob 已提交
2837

2838
					break;
M
Mr.doob 已提交
2839

2840
				case 'c':
M
Mr.doob 已提交
2841

2842 2843
					// single THREE.Color
					_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
2844

2845
					break;
M
Mr.doob 已提交
2846

2847
				case 'iv1':
M
Mr.doob 已提交
2848

2849 2850
					// flat array of integers (JS or typed array)
					_gl.uniform1iv( location, value );
M
Mr.doob 已提交
2851

2852
					break;
M
Mr.doob 已提交
2853

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

2856 2857
					// flat array of integers with 3 x N size (JS or typed array)
					_gl.uniform3iv( location, value );
M
Mr.doob 已提交
2858

2859
					break;
M
Mr.doob 已提交
2860

2861
				case 'fv1':
M
Mr.doob 已提交
2862

2863 2864
					// flat array of floats (JS or typed array)
					_gl.uniform1fv( location, value );
M
Mr.doob 已提交
2865

2866
					break;
M
Mr.doob 已提交
2867

2868
				case 'fv':
M
Mr.doob 已提交
2869

2870 2871
					// flat array of floats with 3 x N size (JS or typed array)
					_gl.uniform3fv( location, value );
M
Mr.doob 已提交
2872

2873
					break;
M
Mr.doob 已提交
2874

2875
				case 'v2v':
M
Mr.doob 已提交
2876

2877
					// array of THREE.Vector2
M
Mr.doob 已提交
2878

2879
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2880

2881
						uniform._array = new Float32Array( 2 * value.length );
M
Mr.doob 已提交
2882

2883
					}
M
Mr.doob 已提交
2884

2885
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2886

2887
						offset = i * 2;
M
Mr.doob 已提交
2888

M
Mr.doob 已提交
2889
						uniform._array[ offset + 0 ] = value[ i ].x;
2890
						uniform._array[ offset + 1 ] = value[ i ].y;
M
Mr.doob 已提交
2891

2892
					}
M
Mr.doob 已提交
2893

2894
					_gl.uniform2fv( location, uniform._array );
M
Mr.doob 已提交
2895

2896
					break;
M
Mr.doob 已提交
2897

2898
				case 'v3v':
M
Mr.doob 已提交
2899

2900
					// array of THREE.Vector3
M
Mr.doob 已提交
2901

2902
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2903

2904
						uniform._array = new Float32Array( 3 * value.length );
M
Mr.doob 已提交
2905

2906
					}
M
Mr.doob 已提交
2907

2908
					for ( var i = 0, il = value.length; i < il; i ++ ) {
R
Ryan Tsao 已提交
2909

2910
						offset = i * 3;
R
Ryan Tsao 已提交
2911

M
Mr.doob 已提交
2912
						uniform._array[ offset + 0 ] = value[ i ].x;
2913 2914
						uniform._array[ offset + 1 ] = value[ i ].y;
						uniform._array[ offset + 2 ] = value[ i ].z;
R
Ryan Tsao 已提交
2915

2916
					}
R
Ryan Tsao 已提交
2917

2918
					_gl.uniform3fv( location, uniform._array );
R
Ryan Tsao 已提交
2919

2920
					break;
R
Ryan Tsao 已提交
2921

2922
				case 'v4v':
R
Ryan Tsao 已提交
2923

2924
					// array of THREE.Vector4
R
Ryan Tsao 已提交
2925

2926
					if ( uniform._array === undefined ) {
R
Ryan Tsao 已提交
2927

2928
						uniform._array = new Float32Array( 4 * value.length );
R
Ryan Tsao 已提交
2929

2930
					}
M
Mr.doob 已提交
2931

2932
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2933

2934
						offset = i * 4;
M
Mr.doob 已提交
2935

M
Mr.doob 已提交
2936
						uniform._array[ offset + 0 ] = value[ i ].x;
2937 2938 2939
						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
2940

2941
					}
M
Mr.doob 已提交
2942

2943
					_gl.uniform4fv( location, uniform._array );
M
Mr.doob 已提交
2944

2945
					break;
M
Mr.doob 已提交
2946

2947
				case 'm3':
M
Mr.doob 已提交
2948

2949 2950
					// single THREE.Matrix3
					_gl.uniformMatrix3fv( location, false, value.elements );
M
Mr.doob 已提交
2951

2952
					break;
M
Mr.doob 已提交
2953

2954
				case 'm3v':
M
Mr.doob 已提交
2955

2956
					// array of THREE.Matrix3
M
Mr.doob 已提交
2957

2958
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2959

2960
						uniform._array = new Float32Array( 9 * value.length );
M
Mr.doob 已提交
2961

2962
					}
M
Mr.doob 已提交
2963

2964
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2965

2966
						value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
M
Mr.doob 已提交
2967

2968
					}
M
Mr.doob 已提交
2969

2970
					_gl.uniformMatrix3fv( location, false, uniform._array );
M
Mr.doob 已提交
2971

2972
					break;
M
Mr.doob 已提交
2973

2974
				case 'm4':
M
Mr.doob 已提交
2975

2976 2977
					// single THREE.Matrix4
					_gl.uniformMatrix4fv( location, false, value.elements );
M
Mr.doob 已提交
2978

2979
					break;
M
Mr.doob 已提交
2980

2981
				case 'm4v':
M
Mr.doob 已提交
2982

2983
					// array of THREE.Matrix4
M
Mr.doob 已提交
2984

2985
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2986

2987
						uniform._array = new Float32Array( 16 * value.length );
M
Mr.doob 已提交
2988

2989 2990 2991 2992 2993 2994 2995 2996 2997 2998 2999
					}

					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
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3000

3001
				case 't':
M
Mr.doob 已提交
3002

3003
					// single THREE.Texture (2d or cube)
M
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3004

3005 3006 3007 3008
					texture = value;
					textureUnit = getTextureUnit();

					_gl.uniform1i( location, textureUnit );
M
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3009

3010
					if ( ! texture ) continue;
M
Mr.doob 已提交
3011

3012
					if ( texture instanceof THREE.CubeTexture ||
M
Mr.doob 已提交
3013
						 ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
M
Mr.doob 已提交
3014

3015
						setCubeTexture( texture, textureUnit );
M
Mr.doob 已提交
3016

3017 3018 3019 3020 3021 3022 3023 3024 3025 3026 3027 3028 3029 3030 3031 3032 3033 3034 3035 3036 3037 3038 3039 3040 3041 3042 3043 3044 3045 3046 3047 3048 3049 3050 3051 3052 3053 3054 3055 3056 3057 3058 3059 3060
					} 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:
3061

3062
					console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
3063

M
Mr.doob 已提交
3064 3065 3066 3067
			}

		}

M
Mr.doob 已提交
3068
	}
M
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3069 3070 3071 3072

	function setupMatrices ( object, camera ) {

		object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
3073
		object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
M
Mr.doob 已提交
3074

M
Mr.doob 已提交
3075
	}
M
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3076 3077 3078

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

M
Mr.doob 已提交
3079
		array[ offset + 0 ] = color.r * intensity;
M
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3080 3081 3082
		array[ offset + 1 ] = color.g * intensity;
		array[ offset + 2 ] = color.b * intensity;

M
Mr.doob 已提交
3083
	}
M
Mr.doob 已提交
3084

3085
	function setupLights ( lights ) {
M
Mr.doob 已提交
3086

B
brason 已提交
3087
		var l, ll, light,
M
Mr.doob 已提交
3088 3089
		r = 0, g = 0, b = 0,
		color, skyColor, groundColor,
B
brason 已提交
3090
		intensity,
M
Mr.doob 已提交
3091 3092 3093 3094 3095 3096 3097 3098 3099 3100
		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
3101
		pointDecays = zlights.point.decays,
M
Mr.doob 已提交
3102 3103 3104 3105 3106 3107 3108

		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
3109
		spotDecays = zlights.spot.decays,
M
Mr.doob 已提交
3110 3111 3112 3113 3114 3115 3116 3117 3118 3119 3120 3121 3122 3123 3124 3125 3126 3127 3128 3129 3130 3131 3132 3133 3134 3135 3136 3137 3138 3139 3140 3141 3142 3143

		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;

3144 3145 3146
				r += color.r;
				g += color.g;
				b += color.b;
M
Mr.doob 已提交
3147 3148 3149 3150 3151 3152 3153

			} else if ( light instanceof THREE.DirectionalLight ) {

				dirCount += 1;

				if ( ! light.visible ) continue;

3154 3155
				_direction.setFromMatrixPosition( light.matrixWorld );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
3156 3157 3158 3159 3160
				_direction.sub( _vector3 );
				_direction.normalize();

				dirOffset = dirLength * 3;

M
Mr.doob 已提交
3161
				dirPositions[ dirOffset + 0 ] = _direction.x;
M
Mr.doob 已提交
3162 3163 3164
				dirPositions[ dirOffset + 1 ] = _direction.y;
				dirPositions[ dirOffset + 2 ] = _direction.z;

3165
				setColorLinear( dirColors, dirOffset, color, intensity );
M
Mr.doob 已提交
3166 3167 3168 3169 3170 3171 3172 3173 3174 3175 3176

				dirLength += 1;

			} else if ( light instanceof THREE.PointLight ) {

				pointCount += 1;

				if ( ! light.visible ) continue;

				pointOffset = pointLength * 3;

3177
				setColorLinear( pointColors, pointOffset, color, intensity );
M
Mr.doob 已提交
3178

3179
				_vector3.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3180

M
Mr.doob 已提交
3181
				pointPositions[ pointOffset + 0 ] = _vector3.x;
M
Mr.doob 已提交
3182 3183 3184
				pointPositions[ pointOffset + 1 ] = _vector3.y;
				pointPositions[ pointOffset + 2 ] = _vector3.z;

M
Mr.doob 已提交
3185
				// distance is 0 if decay is 0, because there is no attenuation at all.
M
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3186
				pointDistances[ pointLength ] = distance;
M
Mr.doob 已提交
3187
				pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
3188 3189 3190 3191 3192 3193 3194 3195 3196 3197 3198

				pointLength += 1;

			} else if ( light instanceof THREE.SpotLight ) {

				spotCount += 1;

				if ( ! light.visible ) continue;

				spotOffset = spotLength * 3;

3199
				setColorLinear( spotColors, spotOffset, color, intensity );
M
Mr.doob 已提交
3200

G
gero3 已提交
3201
				_direction.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3202

M
Mr.doob 已提交
3203
				spotPositions[ spotOffset + 0 ] = _direction.x;
G
gero3 已提交
3204 3205
				spotPositions[ spotOffset + 1 ] = _direction.y;
				spotPositions[ spotOffset + 2 ] = _direction.z;
M
Mr.doob 已提交
3206 3207 3208

				spotDistances[ spotLength ] = distance;

3209
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
3210 3211 3212
				_direction.sub( _vector3 );
				_direction.normalize();

M
Mr.doob 已提交
3213
				spotDirections[ spotOffset + 0 ] = _direction.x;
M
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3214 3215 3216 3217 3218
				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
3219
				spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
3220 3221 3222 3223 3224 3225 3226 3227 3228

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {

				hemiCount += 1;

				if ( ! light.visible ) continue;

3229
				_direction.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3230 3231 3232 3233
				_direction.normalize();

				hemiOffset = hemiLength * 3;

M
Mr.doob 已提交
3234
				hemiPositions[ hemiOffset + 0 ] = _direction.x;
M
Mr.doob 已提交
3235 3236 3237 3238 3239 3240
				hemiPositions[ hemiOffset + 1 ] = _direction.y;
				hemiPositions[ hemiOffset + 2 ] = _direction.z;

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

3241 3242
				setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
				setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
M
Mr.doob 已提交
3243 3244 3245 3246 3247 3248 3249 3250 3251 3252 3253 3254 3255 3256 3257 3258 3259 3260 3261 3262 3263 3264 3265 3266 3267

				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
3268
	}
M
Mr.doob 已提交
3269 3270 3271 3272 3273 3274 3275 3276 3277 3278 3279 3280 3281 3282 3283 3284 3285 3286 3287 3288 3289 3290 3291 3292 3293 3294 3295 3296 3297 3298 3299 3300 3301 3302 3303 3304 3305 3306 3307 3308 3309 3310 3311

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

		if ( cullFace === THREE.CullFaceNone ) {

			_gl.disable( _gl.CULL_FACE );

		} else {

			if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {

				_gl.frontFace( _gl.CW );

			} else {

				_gl.frontFace( _gl.CCW );

			}

			if ( cullFace === THREE.CullFaceBack ) {

				_gl.cullFace( _gl.BACK );

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

				_gl.cullFace( _gl.FRONT );

			} else {

				_gl.cullFace( _gl.FRONT_AND_BACK );

			}

			_gl.enable( _gl.CULL_FACE );

		}

	};

	this.setMaterialFaces = function ( material ) {

3312 3313
		state.setDoubleSided( material.side === THREE.DoubleSide );
		state.setFlipSided( material.side === THREE.BackSide );
M
Mr.doob 已提交
3314 3315 3316 3317 3318 3319 3320

	};

	// Textures

	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {

3321 3322
		var extension;

M
Mr.doob 已提交
3323 3324 3325 3326 3327 3328 3329 3330 3331 3332 3333 3334
		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
3335 3336 3337

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

3338
				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
3339

3340
			}
M
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3341 3342 3343 3344

			_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
3345 3346
			if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {

3347
				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
3348

3349
			}
M
Mr.doob 已提交
3350

M
Mr.doob 已提交
3351 3352
		}

3353 3354
		extension = extensions.get( 'EXT_texture_filter_anisotropic' );

3355
		if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
M
Mr.doob 已提交
3356

M
Mr.doob 已提交
3357
			if ( texture.anisotropy > 1 || texture.__currentAnisotropy ) {
M
Mr.doob 已提交
3358

3359
				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
M
Mr.doob 已提交
3360
				texture.__currentAnisotropy = texture.anisotropy;
M
Mr.doob 已提交
3361 3362 3363 3364 3365

			}

		}

M
Mr.doob 已提交
3366
	}
M
Mr.doob 已提交
3367

3368
	this.uploadTexture = function ( texture, slot ) {
M
Mr.doob 已提交
3369

3370 3371 3372 3373 3374 3375 3376 3377 3378 3379 3380
		if ( texture.__webglInit === undefined ) {

			texture.__webglInit = true;

			texture.addEventListener( 'dispose', onTextureDispose );

			texture.__webglTexture = _gl.createTexture();

			_this.info.memory.textures ++;

		}
M
Mr.doob 已提交
3381

B
Ben Adams 已提交
3382 3383
		state.activeTexture( _gl.TEXTURE0 + slot );
		state.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
M
Mr.doob 已提交
3384

H
Henri Astre 已提交
3385 3386 3387 3388
		_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 );

3389 3390
		texture.image = clampToMaxSize( texture.image, _maxTextureSize );

H
Henri Astre 已提交
3391 3392 3393 3394
		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
3395

H
Henri Astre 已提交
3396
		setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
M
Mr.doob 已提交
3397

H
Henri Astre 已提交
3398
		var mipmap, mipmaps = texture.mipmaps;
M
Mr.doob 已提交
3399

H
Henri Astre 已提交
3400
		if ( texture instanceof THREE.DataTexture ) {
M
Mr.doob 已提交
3401

H
Henri Astre 已提交
3402 3403 3404
			// 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
3405

H
Henri Astre 已提交
3406 3407 3408
			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {

				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3409

H
Henri Astre 已提交
3410 3411
					mipmap = mipmaps[ i ];
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3412

H
Henri Astre 已提交
3413
				}
M
Mr.doob 已提交
3414

H
Henri Astre 已提交
3415
				texture.generateMipmaps = false;
M
Mr.doob 已提交
3416

H
Henri Astre 已提交
3417
			} else {
M
Mr.doob 已提交
3418

H
Henri Astre 已提交
3419
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
Mr.doob 已提交
3420

H
Henri Astre 已提交
3421
			}
M
Mr.doob 已提交
3422

H
Henri Astre 已提交
3423
		} else if ( texture instanceof THREE.CompressedTexture ) {
M
Mr.doob 已提交
3424

H
Henri Astre 已提交
3425
			for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3426

H
Henri Astre 已提交
3427
				mipmap = mipmaps[ i ];
M
Mr.doob 已提交
3428

3429
				if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
3430

3431
					if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
M
Mr.doob 已提交
3432

3433
						_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
3434

3435
					} else {
M
Mr.doob 已提交
3436

3437
						console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
M
Mr.doob 已提交
3438

3439
					}
M
Mr.doob 已提交
3440

H
Henri Astre 已提交
3441
				} else {
M
Mr.doob 已提交
3442

H
Henri Astre 已提交
3443
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3444

M
Mr.doob 已提交
3445 3446
				}

H
Henri Astre 已提交
3447 3448 3449 3450 3451 3452 3453 3454 3455
			}

		} 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
3456

3457
				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3458 3459

					mipmap = mipmaps[ i ];
H
Henri Astre 已提交
3460
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
M
Mr.doob 已提交
3461 3462 3463

				}

H
Henri Astre 已提交
3464
				texture.generateMipmaps = false;
M
Mr.doob 已提交
3465

H
Henri Astre 已提交
3466
			} else {
M
Mr.doob 已提交
3467

H
Henri Astre 已提交
3468
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
Mr.doob 已提交
3469

H
Henri Astre 已提交
3470
			}
M
Mr.doob 已提交
3471

H
Henri Astre 已提交
3472
		}
M
Mr.doob 已提交
3473

H
Henri Astre 已提交
3474
		if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
3475

H
Henri Astre 已提交
3476
		texture.needsUpdate = false;
M
Mr.doob 已提交
3477

B
Ben Adams 已提交
3478
		if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
3479

H
Henri Astre 已提交
3480
	};
M
Mr.doob 已提交
3481

H
Henri Astre 已提交
3482
	this.setTexture = function ( texture, slot ) {
M
Mr.doob 已提交
3483

3484
		if ( texture.needsUpdate === true ) {
M
Mr.doob 已提交
3485

3486
			var image = texture.image;
M
Mr.doob 已提交
3487

3488 3489
			if ( image === undefined ) {

3490
				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
3491 3492 3493 3494
				return;

			}

3495
			if ( image.complete === false ) {
M
Mr.doob 已提交
3496

3497
				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
3498 3499 3500 3501
				return;

			}

3502
			_this.uploadTexture( texture, slot );
3503
			return;
M
Mr.doob 已提交
3504 3505 3506

		}

B
Ben Adams 已提交
3507 3508
		state.activeTexture( _gl.TEXTURE0 + slot );
		state.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
3509

M
Mr.doob 已提交
3510 3511 3512 3513
	};

	function clampToMaxSize ( image, maxSize ) {

3514
		if ( image.width > maxSize || image.height > maxSize ) {
M
Mr.doob 已提交
3515

3516 3517
			// Warning: Scaling through the canvas will only work with images that use
			// premultiplied alpha.
M
Mr.doob 已提交
3518

3519
			var scale = maxSize / Math.max( image.width, image.height );
M
Mr.doob 已提交
3520

3521 3522 3523
			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
3524

3525 3526
			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
3527

3528
			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
3529

3530 3531 3532
			return canvas;

		}
M
Mr.doob 已提交
3533

3534
		return image;
M
Mr.doob 已提交
3535 3536 3537 3538 3539 3540 3541 3542 3543 3544 3545

	}

	function setCubeTexture ( texture, slot ) {

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

			if ( texture.needsUpdate ) {

				if ( ! texture.image.__webglTextureCube ) {

3546 3547
					texture.addEventListener( 'dispose', onTextureDispose );

M
Mr.doob 已提交
3548 3549 3550 3551 3552 3553
					texture.image.__webglTextureCube = _gl.createTexture();

					_this.info.memory.textures ++;

				}

B
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3554 3555
				state.activeTexture( _gl.TEXTURE0 + slot );
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
M
Mr.doob 已提交
3556 3557 3558

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

M
Mr.doob 已提交
3559 3560
				var isCompressed = texture instanceof THREE.CompressedTexture;
				var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
M
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3561 3562 3563 3564 3565

				var cubeImage = [];

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

3566
					if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
M
Mr.doob 已提交
3567 3568 3569 3570 3571

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

					} else {

3572
						cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
M
Mr.doob 已提交
3573 3574 3575 3576 3577 3578

					}

				}

				var image = cubeImage[ 0 ],
3579
				isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
M
Mr.doob 已提交
3580 3581 3582 3583 3584 3585 3586
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );

				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

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

3587
					if ( ! isCompressed ) {
M
Mr.doob 已提交
3588

M
Mr.doob 已提交
3589
						if ( isDataTexture ) {
3590

M
Mr.doob 已提交
3591
							_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
3592

M
Mr.doob 已提交
3593
						} else {
3594 3595

							_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
3596

M
Mr.doob 已提交
3597 3598
						}

3599
					} else {
3600

M
Mr.doob 已提交
3601 3602
						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

3603
						for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
M
Mr.doob 已提交
3604 3605

							mipmap = mipmaps[ j ];
M
Mr.doob 已提交
3606

3607
							if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
3608

3609
								if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
M
Mr.doob 已提交
3610

3611
									_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
3612

3613
								} else {
M
Mr.doob 已提交
3614

3615
									console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
M
Mr.doob 已提交
3616

3617
								}
M
Mr.doob 已提交
3618

3619
							} else {
M
Mr.doob 已提交
3620

3621
								_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3622

3623
							}
M
Mr.doob 已提交
3624

3625
						}
M
Mr.doob 已提交
3626

M
Mr.doob 已提交
3627
					}
M
Mr.doob 已提交
3628

M
Mr.doob 已提交
3629 3630 3631 3632 3633 3634 3635 3636 3637 3638
				}

				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}

				texture.needsUpdate = false;

B
Ben Adams 已提交
3639
				if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
3640 3641 3642

			} else {

B
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3643 3644
				state.activeTexture( _gl.TEXTURE0 + slot );
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
M
Mr.doob 已提交
3645 3646 3647 3648 3649

			}

		}

M
Mr.doob 已提交
3650
	}
M
Mr.doob 已提交
3651 3652 3653

	function setCubeTextureDynamic ( texture, slot ) {

B
Ben Adams 已提交
3654 3655
		state.activeTexture( _gl.TEXTURE0 + slot );
		state.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
M
Mr.doob 已提交
3656

M
Mr.doob 已提交
3657
	}
M
Mr.doob 已提交
3658 3659 3660 3661 3662 3663 3664 3665

	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {

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

M
Mr.doob 已提交
3666
	}
M
Mr.doob 已提交
3667

M
Mr.doob 已提交
3668
	function setupRenderBuffer ( renderbuffer, renderTarget ) {
M
Mr.doob 已提交
3669 3670 3671 3672 3673 3674 3675 3676 3677

		_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.
3678
		} else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
M
Mr.doob 已提交
3679 3680 3681 3682 3683 3684 3685 3686 3687 3688 3689 3690 3691 3692 3693

			_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
3694
	}
M
Mr.doob 已提交
3695 3696 3697 3698 3699

	this.setRenderTarget = function ( renderTarget ) {

		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );

M
Mr.doob 已提交
3700
		if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
3701 3702 3703 3704 3705 3706 3707 3708 3709 3710 3711 3712

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

			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

			renderTarget.__webglTexture = _gl.createTexture();

			_this.info.memory.textures ++;

			// Setup texture, create render and frame buffers

3713
			var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
M
Mr.doob 已提交
3714 3715 3716 3717 3718 3719 3720 3721
				glFormat = paramThreeToGL( renderTarget.format ),
				glType = paramThreeToGL( renderTarget.type );

			if ( isCube ) {

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

B
Ben Adams 已提交
3722 3723
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );

M
Mr.doob 已提交
3724 3725 3726 3727 3728 3729 3730 3731 3732 3733 3734 3735 3736 3737
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );

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

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

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

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

				}

3738
				if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
M
Mr.doob 已提交
3739 3740 3741 3742 3743 3744 3745 3746 3747 3748 3749 3750 3751 3752 3753

			} else {

				renderTarget.__webglFramebuffer = _gl.createFramebuffer();

				if ( renderTarget.shareDepthFrom ) {

					renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;

				} else {

					renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();

				}

B
Ben Adams 已提交
3754
				state.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
M
Mr.doob 已提交
3755 3756 3757 3758 3759 3760 3761 3762 3763 3764 3765 3766 3767 3768 3769 3770 3771 3772 3773 3774 3775 3776 3777 3778
				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );

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

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

				if ( renderTarget.shareDepthFrom ) {

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

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

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

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

					}

				} else {

					setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );

				}

3779
				if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
3780 3781 3782 3783 3784 3785 3786

			}

			// Release everything

			if ( isCube ) {

B
Ben Adams 已提交
3787
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
3788 3789 3790

			} else {

B
Ben Adams 已提交
3791
				state.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
3792 3793 3794 3795 3796 3797 3798 3799 3800 3801 3802 3803 3804 3805 3806 3807 3808 3809 3810 3811 3812 3813 3814 3815 3816 3817 3818 3819 3820 3821 3822 3823 3824 3825 3826 3827 3828 3829 3830 3831 3832 3833 3834 3835 3836 3837 3838 3839 3840 3841 3842 3843 3844 3845

			}

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

		}

		var framebuffer, width, height, vx, vy;

		if ( renderTarget ) {

			if ( isCube ) {

				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];

			} else {

				framebuffer = renderTarget.__webglFramebuffer;

			}

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

			vx = 0;
			vy = 0;

		} else {

			framebuffer = null;

			width = _viewportWidth;
			height = _viewportHeight;

			vx = _viewportX;
			vy = _viewportY;

		}

		if ( framebuffer !== _currentFramebuffer ) {

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

			_currentFramebuffer = framebuffer;

		}

		_currentWidth = width;
		_currentHeight = height;

	};

3846
	this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
3847

G
gero3 已提交
3848
		if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
3849

3850
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
3851
			return;
3852

G
gero3 已提交
3853
		}
3854

G
gero3 已提交
3855
		if ( renderTarget.__webglFramebuffer ) {
3856

G
gero3 已提交
3857
			if ( renderTarget.format !== THREE.RGBAFormat ) {
3858

3859
				console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
G
gero3 已提交
3860
				return;
3861

G
gero3 已提交
3862
			}
3863

G
gero3 已提交
3864
			var restore = false;
3865

G
gero3 已提交
3866
			if ( renderTarget.__webglFramebuffer !== _currentFramebuffer ) {
3867

G
gero3 已提交
3868
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTarget.__webglFramebuffer );
3869

G
gero3 已提交
3870
				restore = true;
3871

G
gero3 已提交
3872
			}
3873

G
gero3 已提交
3874
			if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
3875

G
gero3 已提交
3876
				_gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
3877

G
gero3 已提交
3878
			} else {
3879

3880
				console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
3881

G
gero3 已提交
3882
			}
3883

G
gero3 已提交
3884
			if ( restore ) {
3885

G
gero3 已提交
3886
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
3887

G
gero3 已提交
3888
			}
3889

G
gero3 已提交
3890
		}
3891 3892 3893

	};

M
Mr.doob 已提交
3894 3895 3896 3897
	function updateRenderTargetMipmap ( renderTarget ) {

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

B
Ben Adams 已提交
3898
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
M
Mr.doob 已提交
3899
			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
B
Ben Adams 已提交
3900
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
3901 3902 3903

		} else {

B
Ben Adams 已提交
3904
			state.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
M
Mr.doob 已提交
3905
			_gl.generateMipmap( _gl.TEXTURE_2D );
B
Ben Adams 已提交
3906
			state.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
3907 3908 3909

		}

M
Mr.doob 已提交
3910
	}
M
Mr.doob 已提交
3911 3912 3913 3914 3915 3916 3917 3918 3919 3920 3921 3922 3923

	// 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
3924
	}
M
Mr.doob 已提交
3925 3926 3927 3928 3929

	// Map three.js constants to WebGL constants

	function paramThreeToGL ( p ) {

3930 3931
		var extension;

M
Mr.doob 已提交
3932 3933 3934 3935 3936 3937 3938 3939 3940 3941 3942 3943 3944 3945 3946 3947 3948 3949 3950 3951 3952 3953 3954 3955
		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;

3956 3957 3958 3959 3960 3961 3962 3963
		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
3964 3965 3966 3967 3968 3969 3970 3971 3972 3973 3974 3975 3976 3977 3978 3979 3980 3981 3982 3983 3984 3985 3986
		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;

3987
		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
M
Mr.doob 已提交
3988

3989 3990 3991 3992 3993 3994
		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
3995 3996 3997

		}

3998 3999 4000
		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		if ( extension !== null ) {
P
Pierre Lepers 已提交
4001

4002 4003 4004 4005
			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
4006 4007 4008

		}

4009 4010 4011
		extension = extensions.get( 'EXT_blend_minmax' );

		if ( extension !== null ) {
4012

4013 4014
			if ( p === THREE.MinEquation ) return extension.MIN_EXT;
			if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
4015 4016 4017

		}

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4018 4019
		return 0;

M
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4020
	}
M
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4021 4022 4023 4024 4025

	// Allocations

	function allocateBones ( object ) {

4026
		if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
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4027 4028 4029 4030 4031 4032

			return 1024;

		} else {

			// default for when object is not specified
M
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4033
			// ( for example when prebuilding shader to be used with multiple objects )
M
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4034
			//
4035
			//  - leave some extra space for other uniforms
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4036 4037 4038 4039 4040 4041 4042 4043 4044 4045
			//  - 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 ) {

4046
				maxBones = Math.min( object.skeleton.bones.length, maxBones );
M
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4047

4048
				if ( maxBones < object.skeleton.bones.length ) {
M
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4049

4050
					console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
M
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4051 4052 4053 4054 4055 4056 4057 4058 4059

				}

			}

			return maxBones;

		}

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4060
	}
M
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4061

M
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4062
	function allocateLights( lights ) {
M
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4063

M
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4064 4065 4066 4067
		var dirLights = 0;
		var pointLights = 0;
		var spotLights = 0;
		var hemiLights = 0;
M
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4068

M
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4069
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
M
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4070

M
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4071
			var light = lights[ l ];
M
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4072

4073
			if ( light.onlyShadow || light.visible === false ) continue;
M
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4074 4075 4076 4077 4078 4079 4080 4081

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

		}

4082
		return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
M
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4083

M
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4084
	}
M
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4085

M
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4086
	function allocateShadows( lights ) {
M
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4087

M
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4088
		var maxShadows = 0;
M
Mr.doob 已提交
4089

4090
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
M
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4091

M
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4092
			var light = lights[ l ];
M
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4093 4094 4095 4096 4097 4098 4099 4100 4101 4102

			if ( ! light.castShadow ) continue;

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

		}

		return maxShadows;

4103
	}
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4104

M
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4105
	// DEPRECATED
4106

M
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4107 4108
	this.initMaterial = function () {

4109
		console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
M
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4110 4111

	};
M
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4112

M
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4113
	this.addPrePlugin = function () {
M
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4114

4115
		console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
M
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4116 4117 4118 4119 4120

	};

	this.addPostPlugin = function () {

4121
		console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
M
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4122 4123

	};
M
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4124

M
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4125 4126
	this.updateShadowMap = function () {

4127
		console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
M
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4128 4129 4130

	};

4131 4132 4133
	Object.defineProperties( this, {
		shadowMapEnabled: {
			get: function () {
M
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4134
				return shadowMap.enabled;
4135 4136
			},
			set: function ( value ) {
4137
				console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
M
Mr.doob 已提交
4138
				shadowMap.enabled = value;
4139 4140 4141 4142
			}
		},
		shadowMapType: {
			get: function () {
M
Mr.doob 已提交
4143
				return shadowMap.type;
4144 4145
			},
			set: function ( value ) {
4146
				console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
M
Mr.doob 已提交
4147
				shadowMap.type = value;
4148 4149 4150 4151
			}
		},
		shadowMapCullFace: {
			get: function () {
M
Mr.doob 已提交
4152
				return shadowMap.cullFace;
4153 4154
			},
			set: function ( value ) {
4155
				console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
M
Mr.doob 已提交
4156
				shadowMap.cullFace = value;
4157 4158 4159 4160
			}
		},
		shadowMapDebug: {
			get: function () {
M
Mr.doob 已提交
4161
				return shadowMap.debug;
4162 4163
			},
			set: function ( value ) {
4164
				console.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
M
Mr.doob 已提交
4165
				shadowMap.debug = value;
4166 4167 4168 4169
			}
		},
		shadowMapCascade: {
			get: function () {
M
Mr.doob 已提交
4170
				return shadowMap.cascade;
4171 4172
			},
			set: function ( value ) {
4173
				console.warn( 'THREE.WebGLRenderer: .shadowMapCascade is now .shadowMap.cascade.' );
M
Mr.doob 已提交
4174
				shadowMap.cascade = value;
4175 4176 4177 4178
			}
		}
	} );

M
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4179
};