WebGLRenderer.js 145.6 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 ) {

	console.log( 'THREE.WebGLRenderer', THREE.REVISION );

	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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	_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 opaqueObjects = [];
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	var transparentObjects = [];
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	// public properties

	this.domElement = _canvas;
	this.context = null;
	this.devicePixelRatio = parameters.devicePixelRatio !== undefined
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				 ? parameters.devicePixelRatio
				 : self.devicePixelRatio !== undefined
					 ? self.devicePixelRatio
					 : 1;
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	// clearing

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

	// scene graph

	this.sortObjects = true;

	// physically based shading

	this.gammaInput = false;
	this.gammaOutput = false;

	// shadow map

	this.shadowMapEnabled = false;
	this.shadowMapAutoUpdate = true;
	this.shadowMapType = THREE.PCFShadowMap;
	this.shadowMapCullFace = THREE.CullFaceFront;
	this.shadowMapDebug = false;
	this.shadowMapCascade = false;

	// morphs

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

	// flags

	this.autoScaleCubemaps = true;

	// custom render plugins

	this.renderPluginsPre = [];
	this.renderPluginsPost = [];

	// 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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	_currentGeometryGroupHash = null,
	_currentCamera = null,

	_usedTextureUnits = 0,

	// GL state cache

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	_oldDoubleSided = - 1,
	_oldFlipSided = - 1,
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	_oldBlending = - 1,
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	_oldBlendEquation = - 1,
	_oldBlendSrc = - 1,
	_oldBlendDst = - 1,
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	_oldDepthTest = - 1,
	_oldDepthWrite = - 1,
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	_oldPolygonOffset = null,
	_oldPolygonOffsetFactor = null,
	_oldPolygonOffsetUnits = null,

	_oldLineWidth = null,

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

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	_newAttributes = new Uint8Array( 16 ),
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	_enabledAttributes = new Uint8Array( 16 ),
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	// frustum

	_frustum = new THREE.Frustum(),

	 // camera matrices cache

	_projScreenMatrix = new THREE.Matrix4(),
	_projScreenMatrixPS = 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: [] },
		point: { length: 0, colors: [], positions: [], distances: [] },
		spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] },
		hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
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	};

	// initialize

	var _gl;

	var _glExtensionTextureFloat;
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	var _glExtensionTextureFloatLinear;
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	var _glExtensionStandardDerivatives;
	var _glExtensionTextureFilterAnisotropic;
	var _glExtensionCompressedTextureS3TC;
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	var _glExtensionElementIndexUint;
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	var _glExtensionFragDepth;
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	initGL();

	setDefaultGLState();

	this.context = _gl;

	// 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 );

	var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;

	var _supportsVertexTextures = ( _maxVertexTextures > 0 );
	var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;

	var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];

	//

	var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
	var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
	var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );

	var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
	var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
	var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );

	// 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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	}

	// API

	this.getContext = function () {

		return _gl;

	};

	this.supportsVertexTextures = function () {

		return _supportsVertexTextures;

	};

	this.supportsFloatTextures = function () {

		return _glExtensionTextureFloat;

	};
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	this.supportsStandardDerivatives = function () {

		return _glExtensionStandardDerivatives;

	};
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	this.supportsCompressedTextureS3TC = function () {

		return _glExtensionCompressedTextureS3TC;

	};
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	this.getMaxAnisotropy  = function () {

		return _maxAnisotropy;

	};

	this.getPrecision = function () {

		return _precision;

	};

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	this.setSize = function ( width, height, updateStyle ) {
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		_canvas.width = width * this.devicePixelRatio;
		_canvas.height = height * this.devicePixelRatio;
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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 * this.devicePixelRatio;
		_viewportY = y * this.devicePixelRatio;
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		_viewportWidth = width * this.devicePixelRatio;
		_viewportHeight = height * this.devicePixelRatio;
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		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );

	};

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

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		_gl.scissor(
			x * this.devicePixelRatio,
			y * this.devicePixelRatio,
			width * this.devicePixelRatio,
			height * this.devicePixelRatio
		);
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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.setClearColor = function ( color, alpha ) {
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		_clearColor.set( color );
		_clearAlpha = alpha !== undefined ? alpha : 1;
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		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );

	};

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	this.setClearColorHex = function ( hex, alpha ) {
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		console.warn( 'THREE.WebGLRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
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		this.setClearColor( hex, alpha );
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	};

	this.getClearColor = function () {

		return _clearColor;

	};

	this.getClearAlpha = function () {

		return _clearAlpha;

	};

	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 );

	};

	// Plugins

	this.addPostPlugin = function ( plugin ) {

		plugin.init( this );
		this.renderPluginsPost.push( plugin );

	};

	this.addPrePlugin = function ( plugin ) {

		plugin.init( this );
		this.renderPluginsPre.push( plugin );

	};

	// Rendering

	this.updateShadowMap = function ( scene, camera ) {

		_currentProgram = null;
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		_oldBlending = - 1;
		_oldDepthTest = - 1;
		_oldDepthWrite = - 1;
		_currentGeometryGroupHash = - 1;
		_currentMaterialId = - 1;
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		_lightsNeedUpdate = true;
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		_oldDoubleSided = - 1;
		_oldFlipSided = - 1;
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		initObjects( scene );
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		this.shadowMapPlugin.update( scene, camera );

	};

	// Internal functions

	// Buffer allocation

	function createParticleBuffers ( geometry ) {

		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();

		_this.info.memory.geometries ++;

	};

	function createLineBuffers ( geometry ) {

		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
		geometry.__webglLineDistanceBuffer = _gl.createBuffer();

		_this.info.memory.geometries ++;

	};

	function createMeshBuffers ( geometryGroup ) {

		geometryGroup.__webglVertexBuffer = _gl.createBuffer();
		geometryGroup.__webglNormalBuffer = _gl.createBuffer();
		geometryGroup.__webglTangentBuffer = _gl.createBuffer();
		geometryGroup.__webglColorBuffer = _gl.createBuffer();
		geometryGroup.__webglUVBuffer = _gl.createBuffer();
		geometryGroup.__webglUV2Buffer = _gl.createBuffer();

		geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
		geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();

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

		var m, ml;

		if ( geometryGroup.numMorphTargets ) {

			geometryGroup.__webglMorphTargetsBuffers = [];

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

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

			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__webglMorphNormalsBuffers = [];

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

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

			}

		}

		_this.info.memory.geometries ++;

	};

	// Events

	var onGeometryDispose = function ( event ) {

		var geometry = event.target;

		geometry.removeEventListener( 'dispose', onGeometryDispose );

		deallocateGeometry( geometry );

	};

	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

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	var deleteBuffers = function ( geometry ) {
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		if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
		if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
		if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
		if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
		if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
		if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );

		if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
		if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );

		if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
		if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );

		if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
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		// custom attributes

		if ( geometry.__webglCustomAttributesList !== undefined ) {

			for ( var id in geometry.__webglCustomAttributesList ) {

				_gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
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			}

		}

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		_this.info.memory.geometries --;

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	};

	var deallocateGeometry = function ( geometry ) {

		geometry.__webglInit = undefined;
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		if ( geometry instanceof THREE.BufferGeometry ) {
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			var attributes = geometry.attributes;
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			for ( var key in attributes ) {
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				if ( attributes[ key ].buffer !== undefined ) {
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					_gl.deleteBuffer( attributes[ key ].buffer );
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				}

			}

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			_this.info.memory.geometries --;

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		} else {

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			if ( geometry.geometryGroups !== undefined ) {

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				for ( var i = 0,l = geometry.geometryGroupsList.length; i<l;i++ ) {
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					var geometryGroup = geometry.geometryGroupsList[ i ];
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					if ( geometryGroup.numMorphTargets !== undefined ) {

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

							_gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );

						}

					}

					if ( geometryGroup.numMorphNormals !== undefined ) {

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

							_gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );

						}

					}

					deleteBuffers( geometryGroup );

				}

			} else {

				deleteBuffers( geometry );

			}
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		}
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	};

	var deallocateTexture = function ( texture ) {

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

			// cube texture

			_gl.deleteTexture( texture.image.__webglTextureCube );

		} else {

			// 2D texture

			if ( ! texture.__webglInit ) return;

			texture.__webglInit = false;
			_gl.deleteTexture( texture.__webglTexture );

		}

	};

	var deallocateRenderTarget = function ( renderTarget ) {

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

		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 );

		}

	};

	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 initialization

	function initCustomAttributes ( geometry, object ) {

		var nvertices = geometry.vertices.length;

		var material = object.material;

		if ( material.attributes ) {

			if ( geometry.__webglCustomAttributesList === undefined ) {

				geometry.__webglCustomAttributesList = [];

			}

			for ( var a in material.attributes ) {

				var attribute = material.attributes[ a ];

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				if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
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					attribute.__webglInitialized = true;

784
					var size = 1;   // "f" and "i"
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					if ( attribute.type === 'v2' ) size = 2;
					else if ( attribute.type === 'v3' ) size = 3;
					else if ( attribute.type === 'v4' ) size = 4;
					else if ( attribute.type === 'c'  ) size = 3;
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					attribute.size = size;

					attribute.array = new Float32Array( nvertices * size );

					attribute.buffer = _gl.createBuffer();
					attribute.buffer.belongsToAttribute = a;

					attribute.needsUpdate = true;

				}

				geometry.__webglCustomAttributesList.push( attribute );

			}

		}

	};

	function initParticleBuffers ( geometry, object ) {

		var nvertices = geometry.vertices.length;

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

		geometry.__sortArray = [];

		geometry.__webglParticleCount = nvertices;

		initCustomAttributes ( geometry, object );

	};

	function initLineBuffers ( geometry, object ) {

		var nvertices = geometry.vertices.length;

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
		geometry.__colorArray = new Float32Array( nvertices * 3 );
		geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );

		geometry.__webglLineCount = nvertices;

		initCustomAttributes ( geometry, object );

	};

	function initMeshBuffers ( geometryGroup, object ) {

		var geometry = object.geometry,
			faces3 = geometryGroup.faces3,

844 845 846
			nvertices = faces3.length * 3,
			ntris     = faces3.length * 1,
			nlines    = faces3.length * 3,
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848
			material = getBufferMaterial( object, geometryGroup );
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		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
851 852 853
		geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
		geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
		geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
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855
		if ( geometry.faceVertexUvs.length > 1 ) {
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857
			geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
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		}

		if ( geometry.hasTangents ) {

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

		}

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

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

		}

874
		var UintArray = _glExtensionElementIndexUint !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
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		geometryGroup.__typeArray = UintArray;
		geometryGroup.__faceArray = new UintArray( ntris * 3 );
		geometryGroup.__lineArray = new UintArray( nlines * 2 );
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		var m, ml;

		if ( geometryGroup.numMorphTargets ) {

			geometryGroup.__morphTargetsArrays = [];

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

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

			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__morphNormalsArrays = [];

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

				geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );

			}

		}

		geometryGroup.__webglFaceCount = ntris * 3;
		geometryGroup.__webglLineCount = nlines * 2;


		// custom attributes

		if ( material.attributes ) {

			if ( geometryGroup.__webglCustomAttributesList === undefined ) {

				geometryGroup.__webglCustomAttributesList = [];

			}

			for ( var a in material.attributes ) {

				// Do a shallow copy of the attribute object so different geometryGroup chunks use different
				// attribute buffers which are correctly indexed in the setMeshBuffers function

				var originalAttribute = material.attributes[ a ];

				var attribute = {};

				for ( var property in originalAttribute ) {

					attribute[ property ] = originalAttribute[ property ];

				}

935
				if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
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					attribute.__webglInitialized = true;

939
					var size = 1;   // "f" and "i"
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941 942 943 944
					if ( attribute.type === 'v2' ) size = 2;
					else if ( attribute.type === 'v3' ) size = 3;
					else if ( attribute.type === 'v4' ) size = 4;
					else if ( attribute.type === 'c'  ) size = 3;
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					attribute.size = size;

					attribute.array = new Float32Array( nvertices * size );

					attribute.buffer = _gl.createBuffer();
					attribute.buffer.belongsToAttribute = a;

					originalAttribute.needsUpdate = true;
					attribute.__original = originalAttribute;

				}

				geometryGroup.__webglCustomAttributesList.push( attribute );

			}

		}

		geometryGroup.__inittedArrays = true;

	};

	function getBufferMaterial( object, geometryGroup ) {

		return object.material instanceof THREE.MeshFaceMaterial
971 972
			 ? object.material.materials[ geometryGroup.materialIndex ]
			 : object.material;
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	};

	function materialNeedsSmoothNormals ( material ) {

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

	};

	//

	function initDirectBuffers( geometry ) {

986
		for ( var name in geometry.attributes ) {
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988
			var bufferType = ( name === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
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990
			var attribute = geometry.attributes[ name ];
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			attribute.buffer = _gl.createBuffer();

993 994
			_gl.bindBuffer( bufferType, attribute.buffer );
			_gl.bufferData( bufferType, attribute.array, _gl.STATIC_DRAW );
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		}

998
	}
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	// Buffer setting

	function setParticleBuffers ( geometry, hint, object ) {

		var v, c, vertex, offset, index, color,

		vertices = geometry.vertices,
		vl = vertices.length,

		colors = geometry.colors,
		cl = colors.length,

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,

		sortArray = geometry.__sortArray,

		dirtyVertices = geometry.verticesNeedUpdate,
		dirtyElements = geometry.elementsNeedUpdate,
		dirtyColors = geometry.colorsNeedUpdate,

		customAttributes = geometry.__webglCustomAttributesList,
		i, il,
		a, ca, cal, value,
		customAttribute;

		if ( object.sortParticles ) {

			_projScreenMatrixPS.copy( _projScreenMatrix );
			_projScreenMatrixPS.multiply( object.matrixWorld );

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

				vertex = vertices[ v ];

				_vector3.copy( vertex );
				_vector3.applyProjection( _projScreenMatrixPS );

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

			}

			sortArray.sort( numericalSort );

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

1046
				vertex = vertices[ sortArray[ v ][ 1 ] ];
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				offset = v * 3;

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

			}

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

				offset = c * 3;

1060
				color = colors[ sortArray[ c ][ 1 ] ];
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				colorArray[ offset ]     = color.r;
				colorArray[ offset + 1 ] = color.g;
				colorArray[ offset + 2 ] = color.b;

			}

			if ( customAttributes ) {

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

					customAttribute = customAttributes[ i ];

1074
					if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) continue;
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					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							index = sortArray[ ca ][ 1 ];

							customAttribute.array[ ca ] = customAttribute.value[ index ];

						}

					} else if ( customAttribute.size === 2 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							index = sortArray[ ca ][ 1 ];

							value = customAttribute.value[ index ];

1098
							customAttribute.array[ offset ]   = value.x;
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							customAttribute.array[ offset + 1 ] = value.y;

							offset += 2;

						}

					} else if ( customAttribute.size === 3 ) {

1107
						if ( customAttribute.type === 'c' ) {
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							for ( ca = 0; ca < cal; ca ++ ) {

								index = sortArray[ ca ][ 1 ];

								value = customAttribute.value[ index ];

								customAttribute.array[ offset ]     = value.r;
								customAttribute.array[ offset + 1 ] = value.g;
								customAttribute.array[ offset + 2 ] = value.b;

								offset += 3;

							}

						} else {

							for ( ca = 0; ca < cal; ca ++ ) {

								index = sortArray[ ca ][ 1 ];

								value = customAttribute.value[ index ];

1131
								customAttribute.array[ offset ]   = value.x;
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								customAttribute.array[ offset + 1 ] = value.y;
								customAttribute.array[ offset + 2 ] = value.z;

								offset += 3;

							}

						}

					} else if ( customAttribute.size === 4 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							index = sortArray[ ca ][ 1 ];

							value = customAttribute.value[ index ];

							customAttribute.array[ offset ]      = value.x;
							customAttribute.array[ offset + 1  ] = value.y;
							customAttribute.array[ offset + 2  ] = value.z;
							customAttribute.array[ offset + 3  ] = value.w;

							offset += 4;

						}

					}

				}

			}

		} else {

			if ( dirtyVertices ) {

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

					vertex = vertices[ v ];

					offset = v * 3;

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

				}

			}

			if ( dirtyColors ) {

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

					color = colors[ c ];

					offset = c * 3;

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

				}

			}

			if ( customAttributes ) {

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

					customAttribute = customAttributes[ i ];

					if ( customAttribute.needsUpdate &&
						 ( customAttribute.boundTo === undefined ||
1206
							 customAttribute.boundTo === 'vertices' ) ) {
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						cal = customAttribute.value.length;

						offset = 0;

						if ( customAttribute.size === 1 ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								customAttribute.array[ ca ] = customAttribute.value[ ca ];

							}

						} else if ( customAttribute.size === 2 ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

1226
								customAttribute.array[ offset ]   = value.x;
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								customAttribute.array[ offset + 1 ] = value.y;

								offset += 2;

							}

						} else if ( customAttribute.size === 3 ) {

1235
							if ( customAttribute.type === 'c' ) {
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								for ( ca = 0; ca < cal; ca ++ ) {

									value = customAttribute.value[ ca ];

1241
									customAttribute.array[ offset ]   = value.r;
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									customAttribute.array[ offset + 1 ] = value.g;
									customAttribute.array[ offset + 2 ] = value.b;

									offset += 3;

								}

							} else {

								for ( ca = 0; ca < cal; ca ++ ) {

									value = customAttribute.value[ ca ];

1255
									customAttribute.array[ offset ]   = value.x;
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									customAttribute.array[ offset + 1 ] = value.y;
									customAttribute.array[ offset + 2 ] = value.z;

									offset += 3;

								}

							}

						} else if ( customAttribute.size === 4 ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

								customAttribute.array[ offset ]      = value.x;
								customAttribute.array[ offset + 1  ] = value.y;
								customAttribute.array[ offset + 2  ] = value.z;
								customAttribute.array[ offset + 3  ] = value.w;

								offset += 4;

							}

						}

					}

				}

			}

		}

		if ( dirtyVertices || object.sortParticles ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

		}

		if ( dirtyColors || object.sortParticles ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

		}

		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

				if ( customAttribute.needsUpdate || object.sortParticles ) {

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

				}

			}

		}

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	}
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	function setLineBuffers ( geometry, hint ) {

		var v, c, d, vertex, offset, color,

		vertices = geometry.vertices,
		colors = geometry.colors,
		lineDistances = geometry.lineDistances,

		vl = vertices.length,
		cl = colors.length,
		dl = lineDistances.length,

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,
		lineDistanceArray = geometry.__lineDistanceArray,

		dirtyVertices = geometry.verticesNeedUpdate,
		dirtyColors = geometry.colorsNeedUpdate,
		dirtyLineDistances = geometry.lineDistancesNeedUpdate,

		customAttributes = geometry.__webglCustomAttributesList,

		i, il,
		a, ca, cal, value,
		customAttribute;

		if ( dirtyVertices ) {

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

				vertex = vertices[ v ];

				offset = v * 3;

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

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

		}

		if ( dirtyColors ) {

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

				color = colors[ c ];

				offset = c * 3;

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

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

		}

		if ( dirtyLineDistances ) {

			for ( d = 0; d < dl; d ++ ) {

				lineDistanceArray[ d ] = lineDistances[ d ];

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );

		}

		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

				if ( customAttribute.needsUpdate &&
					 ( customAttribute.boundTo === undefined ||
1408
						 customAttribute.boundTo === 'vertices' ) ) {
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					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							customAttribute.array[ ca ] = customAttribute.value[ ca ];

						}

					} else if ( customAttribute.size === 2 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							value = customAttribute.value[ ca ];

1428
							customAttribute.array[ offset ]   = value.x;
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							customAttribute.array[ offset + 1 ] = value.y;

							offset += 2;

						}

					} else if ( customAttribute.size === 3 ) {

1437
						if ( customAttribute.type === 'c' ) {
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							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

1443
								customAttribute.array[ offset ]   = value.r;
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								customAttribute.array[ offset + 1 ] = value.g;
								customAttribute.array[ offset + 2 ] = value.b;

								offset += 3;

							}

						} else {

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

1457
								customAttribute.array[ offset ]   = value.x;
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								customAttribute.array[ offset + 1 ] = value.y;
								customAttribute.array[ offset + 2 ] = value.z;

								offset += 3;

							}

						}

					} else if ( customAttribute.size === 4 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							value = customAttribute.value[ ca ];

1473
							customAttribute.array[ offset ]    = value.x;
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							customAttribute.array[ offset + 1  ] = value.y;
							customAttribute.array[ offset + 2  ] = value.z;
							customAttribute.array[ offset + 3  ] = value.w;

							offset += 4;

						}

					}

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

				}

			}

		}

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	}
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	function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {

		if ( ! geometryGroup.__inittedArrays ) {

			return;

		}

1503
		var needsSmoothNormals = materialNeedsSmoothNormals( material );
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		var f, fl, fi, face,
		vertexNormals, faceNormal, normal,
		vertexColors, faceColor,
		vertexTangents,
		uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
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		c1, c2, c3,
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		sw1, sw2, sw3, sw4,
		si1, si2, si3, si4,
		sa1, sa2, sa3, sa4,
		sb1, sb2, sb3, sb4,
		m, ml, i, il,
		vn, uvi, uv2i,
		vk, vkl, vka,
		nka, chf, faceVertexNormals,
		a,

		vertexIndex = 0,

		offset = 0,
		offset_uv = 0,
		offset_uv2 = 0,
		offset_face = 0,
		offset_normal = 0,
		offset_tangent = 0,
		offset_line = 0,
		offset_color = 0,
		offset_skin = 0,
		offset_morphTarget = 0,
		offset_custom = 0,
		offset_customSrc = 0,

		value,

		vertexArray = geometryGroup.__vertexArray,
		uvArray = geometryGroup.__uvArray,
		uv2Array = geometryGroup.__uv2Array,
		normalArray = geometryGroup.__normalArray,
		tangentArray = geometryGroup.__tangentArray,
		colorArray = geometryGroup.__colorArray,

		skinIndexArray = geometryGroup.__skinIndexArray,
		skinWeightArray = geometryGroup.__skinWeightArray,

		morphTargetsArrays = geometryGroup.__morphTargetsArrays,
		morphNormalsArrays = geometryGroup.__morphNormalsArrays,

		customAttributes = geometryGroup.__webglCustomAttributesList,
		customAttribute,

		faceArray = geometryGroup.__faceArray,
		lineArray = geometryGroup.__lineArray,

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

		dirtyVertices = geometry.verticesNeedUpdate,
		dirtyElements = geometry.elementsNeedUpdate,
		dirtyUvs = geometry.uvsNeedUpdate,
		dirtyNormals = geometry.normalsNeedUpdate,
		dirtyTangents = geometry.tangentsNeedUpdate,
		dirtyColors = geometry.colorsNeedUpdate,
		dirtyMorphTargets = geometry.morphTargetsNeedUpdate,

		vertices = geometry.vertices,
		chunk_faces3 = geometryGroup.faces3,
		obj_faces = geometry.faces,

		obj_uvs  = geometry.faceVertexUvs[ 0 ],
		obj_uvs2 = geometry.faceVertexUvs[ 1 ],

		obj_colors = geometry.colors,

		obj_skinIndices = geometry.skinIndices,
		obj_skinWeights = geometry.skinWeights,

		morphTargets = geometry.morphTargets,
		morphNormals = geometry.morphNormals;

		if ( dirtyVertices ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces3[ f ] ];

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

				vertexArray[ offset ]     = v1.x;
				vertexArray[ offset + 1 ] = v1.y;
				vertexArray[ offset + 2 ] = v1.z;

				vertexArray[ offset + 3 ] = v2.x;
				vertexArray[ offset + 4 ] = v2.y;
				vertexArray[ offset + 5 ] = v2.z;

				vertexArray[ offset + 6 ] = v3.x;
				vertexArray[ offset + 7 ] = v3.y;
				vertexArray[ offset + 8 ] = v3.z;

				offset += 9;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

		}

		if ( dirtyMorphTargets ) {

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

				offset_morphTarget = 0;

				for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

					chf = chunk_faces3[ f ];
					face = obj_faces[ chf ];

					// morph positions

					v1 = morphTargets[ vk ].vertices[ face.a ];
					v2 = morphTargets[ vk ].vertices[ face.b ];
					v3 = morphTargets[ vk ].vertices[ face.c ];

					vka = morphTargetsArrays[ vk ];

1632
					vka[ offset_morphTarget ]     = v1.x;
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					vka[ offset_morphTarget + 1 ] = v1.y;
					vka[ offset_morphTarget + 2 ] = v1.z;

					vka[ offset_morphTarget + 3 ] = v2.x;
					vka[ offset_morphTarget + 4 ] = v2.y;
					vka[ offset_morphTarget + 5 ] = v2.z;

					vka[ offset_morphTarget + 6 ] = v3.x;
					vka[ offset_morphTarget + 7 ] = v3.y;
					vka[ offset_morphTarget + 8 ] = v3.z;

					// morph normals

					if ( material.morphNormals ) {

						if ( needsSmoothNormals ) {

							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];

							n1 = faceVertexNormals.a;
							n2 = faceVertexNormals.b;
							n3 = faceVertexNormals.c;

						} else {

							n1 = morphNormals[ vk ].faceNormals[ chf ];
							n2 = n1;
							n3 = n1;

						}

						nka = morphNormalsArrays[ vk ];

1666
						nka[ offset_morphTarget ]     = n1.x;
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						nka[ offset_morphTarget + 1 ] = n1.y;
						nka[ offset_morphTarget + 2 ] = n1.z;

						nka[ offset_morphTarget + 3 ] = n2.x;
						nka[ offset_morphTarget + 4 ] = n2.y;
						nka[ offset_morphTarget + 5 ] = n2.z;

						nka[ offset_morphTarget + 6 ] = n3.x;
						nka[ offset_morphTarget + 7 ] = n3.y;
						nka[ offset_morphTarget + 8 ] = n3.z;

					}

					//

					offset_morphTarget += 9;

				}

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

				if ( material.morphNormals ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
					_gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );

				}

			}

		}

		if ( obj_skinWeights.length ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

1704
				face = obj_faces[ chunk_faces3[ f ] ];
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				// weights

				sw1 = obj_skinWeights[ face.a ];
				sw2 = obj_skinWeights[ face.b ];
				sw3 = obj_skinWeights[ face.c ];

				skinWeightArray[ offset_skin ]     = sw1.x;
				skinWeightArray[ offset_skin + 1 ] = sw1.y;
				skinWeightArray[ offset_skin + 2 ] = sw1.z;
				skinWeightArray[ offset_skin + 3 ] = sw1.w;

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

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

				// indices

				si1 = obj_skinIndices[ face.a ];
				si2 = obj_skinIndices[ face.b ];
				si3 = obj_skinIndices[ face.c ];

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

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

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

				offset_skin += 12;

			}

			if ( offset_skin > 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );

			}

		}

1764
		if ( dirtyColors ) {
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			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

1768
				face = obj_faces[ chunk_faces3[ f ] ];
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				vertexColors = face.vertexColors;
				faceColor = face.color;

1773
				if ( vertexColors.length === 3 && material.vertexColors === THREE.VertexColors ) {
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					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];

				} else {

					c1 = faceColor;
					c2 = faceColor;
					c3 = faceColor;

				}

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

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

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

				offset_color += 9;

			}

			if ( offset_color > 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

			}

		}

		if ( dirtyTangents && geometry.hasTangents ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

1816
				face = obj_faces[ chunk_faces3[ f ] ];
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				vertexTangents = face.vertexTangents;

				t1 = vertexTangents[ 0 ];
				t2 = vertexTangents[ 1 ];
				t3 = vertexTangents[ 2 ];

				tangentArray[ offset_tangent ]     = t1.x;
				tangentArray[ offset_tangent + 1 ] = t1.y;
				tangentArray[ offset_tangent + 2 ] = t1.z;
				tangentArray[ offset_tangent + 3 ] = t1.w;

				tangentArray[ offset_tangent + 4 ] = t2.x;
				tangentArray[ offset_tangent + 5 ] = t2.y;
				tangentArray[ offset_tangent + 6 ] = t2.z;
				tangentArray[ offset_tangent + 7 ] = t2.w;

				tangentArray[ offset_tangent + 8 ]  = t3.x;
				tangentArray[ offset_tangent + 9 ]  = t3.y;
				tangentArray[ offset_tangent + 10 ] = t3.z;
				tangentArray[ offset_tangent + 11 ] = t3.w;

				offset_tangent += 12;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );

		}

1848
		if ( dirtyNormals ) {
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			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

1852
				face = obj_faces[ chunk_faces3[ f ] ];
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				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;

				if ( vertexNormals.length === 3 && needsSmoothNormals ) {

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

						vn = vertexNormals[ i ];

						normalArray[ offset_normal ]     = vn.x;
						normalArray[ offset_normal + 1 ] = vn.y;
						normalArray[ offset_normal + 2 ] = vn.z;

						offset_normal += 3;

					}

				} else {

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

						normalArray[ offset_normal ]     = faceNormal.x;
						normalArray[ offset_normal + 1 ] = faceNormal.y;
						normalArray[ offset_normal + 2 ] = faceNormal.z;

						offset_normal += 3;

					}

				}

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );

		}

1892
		if ( dirtyUvs && obj_uvs ) {
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			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				fi = chunk_faces3[ f ];

				uv = obj_uvs[ fi ];

				if ( uv === undefined ) continue;

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

					uvi = uv[ i ];

					uvArray[ offset_uv ]     = uvi.x;
					uvArray[ offset_uv + 1 ] = uvi.y;

					offset_uv += 2;

				}

			}

			if ( offset_uv > 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );

			}

		}

1924
		if ( dirtyUvs && obj_uvs2 ) {
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			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				fi = chunk_faces3[ f ];

				uv2 = obj_uvs2[ fi ];

				if ( uv2 === undefined ) continue;

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

					uv2i = uv2[ i ];

					uv2Array[ offset_uv2 ]     = uv2i.x;
					uv2Array[ offset_uv2 + 1 ] = uv2i.y;

					offset_uv2 += 2;

				}

			}

			if ( offset_uv2 > 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );

			}

		}

		if ( dirtyElements ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

1960
				faceArray[ offset_face ]   = vertexIndex;
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				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 2;

				offset_face += 3;

				lineArray[ offset_line ]     = vertexIndex;
				lineArray[ offset_line + 1 ] = vertexIndex + 1;

				lineArray[ offset_line + 2 ] = vertexIndex;
				lineArray[ offset_line + 3 ] = vertexIndex + 2;

				lineArray[ offset_line + 4 ] = vertexIndex + 1;
				lineArray[ offset_line + 5 ] = vertexIndex + 2;

				offset_line += 6;

				vertexIndex += 3;

			}

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

			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );

		}

		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

				if ( ! customAttribute.__original.needsUpdate ) continue;

				offset_custom = 0;
				offset_customSrc = 0;

				if ( customAttribute.size === 1 ) {

2002
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
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						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

2006
							face = obj_faces[ chunk_faces3[ f ] ];
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2008
							customAttribute.array[ offset_custom ]     = customAttribute.value[ face.a ];
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							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];

							offset_custom += 3;

						}

2016
					} else if ( customAttribute.boundTo === 'faces' ) {
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						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

2022
							customAttribute.array[ offset_custom ]     = value;
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							customAttribute.array[ offset_custom + 1 ] = value;
							customAttribute.array[ offset_custom + 2 ] = value;

							offset_custom += 3;

						}

					}

				} else if ( customAttribute.size === 2 ) {

2034
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
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						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

2038
							face = obj_faces[ chunk_faces3[ f ] ];
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							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];

2044
							customAttribute.array[ offset_custom ]     = v1.x;
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							customAttribute.array[ offset_custom + 1 ] = v1.y;

							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;

							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;

							offset_custom += 6;

						}

2057
					} else if ( customAttribute.boundTo === 'faces' ) {
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						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							v1 = value;
							v2 = value;
							v3 = value;

2067
							customAttribute.array[ offset_custom ]     = v1.x;
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							customAttribute.array[ offset_custom + 1 ] = v1.y;

							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;

							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;

							offset_custom += 6;

						}

					}

				} else if ( customAttribute.size === 3 ) {

					var pp;

2086
					if ( customAttribute.type === 'c' ) {
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2088
						pp = [ 'r', 'g', 'b' ];
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					} else {

2092
						pp = [ 'x', 'y', 'z' ];
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					}

2096
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
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						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

2100
							face = obj_faces[ chunk_faces3[ f ] ];
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							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];

2106
							customAttribute.array[ offset_custom ]     = v1[ pp[ 0 ] ];
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							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];

							offset_custom += 9;

						}

2122
					} else if ( customAttribute.boundTo === 'faces' ) {
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						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							v1 = value;
							v2 = value;
							v3 = value;

2132
							customAttribute.array[ offset_custom ]     = v1[ pp[ 0 ] ];
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							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];

							offset_custom += 9;

						}

2148
					} else if ( customAttribute.boundTo === 'faceVertices' ) {
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						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							v1 = value[ 0 ];
							v2 = value[ 1 ];
							v3 = value[ 2 ];

2158
							customAttribute.array[ offset_custom ]     = v1[ pp[ 0 ] ];
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							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];

							offset_custom += 9;

						}

					}

				} else if ( customAttribute.size === 4 ) {

2178
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
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2179 2180 2181

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

2182
							face = obj_faces[ chunk_faces3[ f ] ];
M
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2183 2184 2185 2186 2187

							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];

2188
							customAttribute.array[ offset_custom  ]   = v1.x;
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Mr.doob 已提交
2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;

							offset_custom += 12;

						}

2207
					} else if ( customAttribute.boundTo === 'faces' ) {
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2208 2209 2210 2211 2212 2213 2214 2215 2216

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							v1 = value;
							v2 = value;
							v3 = value;

2217
							customAttribute.array[ offset_custom  ]   = v1.x;
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Mr.doob 已提交
2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;

							offset_custom += 12;

						}

2236
					} else if ( customAttribute.boundTo === 'faceVertices' ) {
M
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2237 2238 2239 2240 2241 2242 2243 2244 2245

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							v1 = value[ 0 ];
							v2 = value[ 1 ];
							v3 = value[ 2 ];

2246
							customAttribute.array[ offset_custom  ]   = v1.x;
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Mr.doob 已提交
2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;

							offset_custom += 12;

						}

					}

				}

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

			}

		}

		if ( dispose ) {

			delete geometryGroup.__inittedArrays;
			delete geometryGroup.__colorArray;
			delete geometryGroup.__normalArray;
			delete geometryGroup.__tangentArray;
			delete geometryGroup.__uvArray;
			delete geometryGroup.__uv2Array;
			delete geometryGroup.__faceArray;
			delete geometryGroup.__vertexArray;
			delete geometryGroup.__lineArray;
			delete geometryGroup.__skinIndexArray;
			delete geometryGroup.__skinWeightArray;

		}

	};

2294
	function setDirectBuffers( geometry, hint ) {
M
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2295 2296 2297

		var attributes = geometry.attributes;

2298
		var attributeName, attributeItem;
M
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2299

2300
		for ( attributeName in attributes ) {
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2301

2302
			attributeItem = attributes[ attributeName ];
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2303

2304
			if ( attributeItem.needsUpdate ) {
M
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2305

2306
				if ( attributeName === 'index' ) {
M
Mr.doob 已提交
2307

2308 2309
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
					_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
2310

2311
				} else {
M
Mr.doob 已提交
2312

2313 2314
					_gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
					_gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
M
Mr.doob 已提交
2315

2316
				}
M
Mr.doob 已提交
2317

2318
				attributeItem.needsUpdate = false;
M
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2319

2320
			}
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2321 2322 2323

		}

M
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2324 2325
	}

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2326 2327 2328 2329
	// Buffer rendering

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

2330 2331
		initAttributes();

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2332 2333 2334 2335 2336 2337 2338 2339 2340
		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 );
2341
			enableAttribute( program.attributes.position );
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2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356
			_gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );

		}

		if ( object.hasNormals ) {

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

			if ( material.shading === THREE.FlatShading ) {

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

2357
				for ( i = 0; i < il; i += 9 ) {
M
Mr.doob 已提交
2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376

					normalArray = object.normalArray;

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

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

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

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

2377
					normalArray[ i ]   = nx;
M
Mr.doob 已提交
2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393
					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 );
2394
			enableAttribute( program.attributes.normal );
M
Mr.doob 已提交
2395 2396 2397 2398 2399 2400 2401 2402
			_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 );
2403
			enableAttribute( program.attributes.uv );
M
Mr.doob 已提交
2404 2405 2406 2407 2408 2409 2410 2411
			_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 );
2412
			enableAttribute( program.attributes.color );
M
Mr.doob 已提交
2413 2414 2415 2416
			_gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );

		}

2417 2418
		disableUnusedAttributes();

M
Mr.doob 已提交
2419 2420 2421 2422 2423 2424
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

M
Mr.doob 已提交
2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441
	function setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex ) {

		for ( var attributeName in programAttributes ) {

			var attributePointer = programAttributes[ attributeName ];
			var attributeItem = geometryAttributes[ attributeName ];

			if ( attributePointer >= 0 ) {

				if ( attributeItem ) {

					var attributeSize = attributeItem.itemSize;

					_gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
					enableAttribute( attributePointer );
					_gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32

M
Mr.doob 已提交
2442
				} else if ( material.defaultAttributeValues ) {
M
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2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458

					if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {

						_gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );

					} else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {

						_gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );

					}

				}

			}

		}
2459 2460

		disableUnusedAttributes();
2461

M
Mr.doob 已提交
2462 2463
	}

M
Mr.doob 已提交
2464 2465
	this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {

M
Mr.doob 已提交
2466
		var linewidth, a, attribute;
2467
		var attributeItem, attributeName, attributePointer, attributeSize;
M
Mr.doob 已提交
2468

M
Mr.doob 已提交
2469
		var program = setProgram( camera, lights, fog, material, object );
M
Mr.doob 已提交
2470

M
Mr.doob 已提交
2471 2472
		var programAttributes = program.attributes;
		var geometryAttributes = geometry.attributes;
M
Mr.doob 已提交
2473 2474 2475 2476 2477 2478 2479 2480 2481 2482 2483 2484 2485 2486

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
			geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;

		if ( geometryHash !== _currentGeometryGroupHash ) {

			_currentGeometryGroupHash = geometryHash;
			updateBuffers = true;

		}

		if ( updateBuffers ) {

2487
			initAttributes();
M
Mr.doob 已提交
2488 2489 2490 2491 2492 2493 2494

		}

		// render mesh

		if ( object instanceof THREE.Mesh ) {

2495
			var index = geometryAttributes[ 'index' ];
M
Mr.doob 已提交
2496 2497 2498

			if ( index ) {

2499 2500
				// indexed triangles

2501
				var type, size;
2502

2503
				if ( index.array instanceof Uint32Array ) {
2504

2505 2506
					type = _gl.UNSIGNED_INT;
					size = 4;
2507

2508
				} else {
2509

2510 2511
					type = _gl.UNSIGNED_SHORT;
					size = 2;
2512

2513 2514
				}

M
Mr.doob 已提交
2515 2516
				var offsets = geometry.offsets;

2517 2518
				if ( offsets.length === 0 ) {

M
Mr.doob 已提交
2519
					if ( updateBuffers ) {
2520

M
Mr.doob 已提交
2521 2522
						setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
2523 2524 2525

					}

2526
					_gl.drawElements( _gl.TRIANGLES, index.array.length, type, 0 );
2527 2528 2529 2530 2531 2532 2533 2534 2535 2536

					_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;

				} else {

					// if there is more than 1 chunk
					// must set attribute pointers to use new offsets for each chunk
					// even if geometry and materials didn't change
M
Mr.doob 已提交
2537

2538
					updateBuffers = true;
M
Mr.doob 已提交
2539

2540
					for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
Mr.doob 已提交
2541

2542
						var startIndex = offsets[ i ].index;
M
Mr.doob 已提交
2543

2544
						if ( updateBuffers ) {
M
Mr.doob 已提交
2545

M
Mr.doob 已提交
2546
							setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
2547 2548
							_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );

M
Mr.doob 已提交
2549 2550
						}

2551
						// render indexed triangles
M
Mr.doob 已提交
2552

2553
						_gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, type, offsets[ i ].start * size );
M
Mr.doob 已提交
2554

2555 2556 2557
						_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
Mr.doob 已提交
2558

2559
					}
M
Mr.doob 已提交
2560 2561 2562 2563 2564

				}

			} else {

2565 2566
				// non-indexed triangles

M
Mr.doob 已提交
2567 2568
				if ( updateBuffers ) {

M
Mr.doob 已提交
2569
					setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
M
Mr.doob 已提交
2570 2571 2572

				}

2573
				var position = geometry.attributes[ 'position' ];
2574

M
Mr.doob 已提交
2575 2576
				// render non-indexed triangles

2577
				_gl.drawArrays( _gl.TRIANGLES, 0, position.array.length / 3 );
M
Mr.doob 已提交
2578 2579

				_this.info.render.calls ++;
2580 2581
				_this.info.render.vertices += position.array.length / 3;
				_this.info.render.faces += position.array.length / 9;
M
Mr.doob 已提交
2582 2583 2584

			}

2585
		} else if ( object instanceof THREE.PointCloud ) {
M
Mr.doob 已提交
2586

2587 2588
			// render particles

M
Mr.doob 已提交
2589 2590
			if ( updateBuffers ) {

M
Mr.doob 已提交
2591
				setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
M
Mr.doob 已提交
2592

2593
			}
2594

2595
			var position = geometryAttributes[ 'position' ];
M
Mr.doob 已提交
2596

2597
			// render particles
M
Mr.doob 已提交
2598

2599
			_gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
M
Mr.doob 已提交
2600

2601
			_this.info.render.calls ++;
2602
			_this.info.render.points += position.array.length / 3;
M
Mr.doob 已提交
2603 2604 2605

		} else if ( object instanceof THREE.Line ) {

M
Mr.doob 已提交
2606
			var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
M
Mr.doob 已提交
2607

2608
			setLineWidth( material.linewidth );
M
Mr.doob 已提交
2609

2610
			var index = geometryAttributes[ 'index' ];
2611

2612
			if ( index ) {
M
Mr.doob 已提交
2613

2614
				// indexed lines
M
Mr.doob 已提交
2615

2616
				var type, size;
2617

2618
				if ( index.array instanceof Uint32Array ) {
2619

2620 2621
					type = _gl.UNSIGNED_INT;
					size = 4;
2622

2623
				} else {
2624

2625 2626
					type = _gl.UNSIGNED_SHORT;
					size = 2;
2627

2628
				}
M
Mr.doob 已提交
2629

2630
				var offsets = geometry.offsets;
M
Mr.doob 已提交
2631

2632
				if ( offsets.length === 0 ) {
M
Mr.doob 已提交
2633

2634
					if ( updateBuffers ) {
M
Mr.doob 已提交
2635

M
Mr.doob 已提交
2636
						setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
2637
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
M
Mr.doob 已提交
2638

2639
					}
2640

2641
					_gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
2642 2643

					_this.info.render.calls ++;
2644
					_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
2645

2646
				} else {
M
Mr.doob 已提交
2647

2648 2649 2650 2651 2652 2653 2654 2655 2656
					// 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

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

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

						var startIndex = offsets[ i ].index;
M
Mr.doob 已提交
2657

2658 2659
						if ( updateBuffers ) {

M
Mr.doob 已提交
2660
							setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
2661 2662 2663
							_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );

						}
2664

2665
						// render indexed lines
2666

2667
						_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
2668 2669 2670 2671 2672 2673 2674 2675 2676 2677 2678

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

					}

				}

			} else {

				// non-indexed lines
M
Mr.doob 已提交
2679

2680
				if ( updateBuffers ) {
2681

M
Mr.doob 已提交
2682
					setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
2683

2684 2685
				}

2686
				var position = geometryAttributes[ 'position' ];
2687

M
Mr.doob 已提交
2688
				_gl.drawArrays( mode, 0, position.array.length / 3 );
2689

2690
				_this.info.render.calls ++;
2691
				_this.info.render.points += position.array.length / 3;
M
Mr.doob 已提交
2692

2693
			}
M
Mr.doob 已提交
2694

2695
		}
M
Mr.doob 已提交
2696 2697 2698 2699 2700

	};

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

M
Mr.doob 已提交
2701
		var linewidth, a, attribute, i, il;
M
Mr.doob 已提交
2702

M
Mr.doob 已提交
2703
		var program = setProgram( camera, lights, fog, material, object );
M
Mr.doob 已提交
2704

M
Mr.doob 已提交
2705
		var attributes = program.attributes;
M
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2706 2707 2708 2709 2710 2711 2712 2713 2714 2715 2716 2717 2718 2719

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
			geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;

		if ( geometryGroupHash !== _currentGeometryGroupHash ) {

			_currentGeometryGroupHash = geometryGroupHash;
			updateBuffers = true;

		}

		if ( updateBuffers ) {

2720
			initAttributes();
M
Mr.doob 已提交
2721 2722 2723 2724 2725

		}

		// vertices

2726
		if ( ! material.morphTargets && attributes.position >= 0 ) {
M
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2727 2728 2729 2730 2731 2732 2733 2734 2735 2736 2737 2738 2739 2740 2741 2742 2743 2744 2745 2746 2747 2748 2749 2750 2751 2752 2753 2754 2755 2756 2757 2758 2759 2760 2761 2762 2763 2764 2765 2766 2767 2768 2769 2770 2771 2772 2773 2774 2775

			if ( updateBuffers ) {

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

			}

		} else {

			if ( object.morphTargetBase ) {

				setupMorphTargets( material, geometryGroup, object );

			}

		}


		if ( updateBuffers ) {

			// custom attributes

			// Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers

			if ( geometryGroup.__webglCustomAttributesList ) {

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

					attribute = geometryGroup.__webglCustomAttributesList[ i ];

					if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {

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

					}

				}

			}


			// colors

			if ( attributes.color >= 0 ) {

2776
				if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
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2778 2779 2780
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
					enableAttribute( attributes.color );
					_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
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				} else if ( material.defaultAttributeValues ) {


2785
					_gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
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2787
				}
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			}

			// normals

			if ( attributes.normal >= 0 ) {

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

			}

			// tangents

			if ( attributes.tangent >= 0 ) {

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

			}

			// uvs

			if ( attributes.uv >= 0 ) {

2815
				if ( object.geometry.faceVertexUvs[ 0 ] ) {
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2817 2818 2819
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
					enableAttribute( attributes.uv );
					_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
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				} else if ( material.defaultAttributeValues ) {


2824
					_gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
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2825

2826
				}
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2827 2828 2829 2830 2831

			}

			if ( attributes.uv2 >= 0 ) {

2832
				if ( object.geometry.faceVertexUvs[ 1 ] ) {
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2834 2835 2836
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
					enableAttribute( attributes.uv2 );
					_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
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2837 2838 2839 2840

				} else if ( material.defaultAttributeValues ) {


2841
					_gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
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2842

2843
				}
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2844 2845 2846 2847 2848 2849 2850 2851 2852 2853 2854 2855 2856 2857 2858 2859 2860 2861 2862 2863 2864 2865 2866 2867 2868 2869 2870 2871

			}

			if ( material.skinning &&
				 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
				enableAttribute( attributes.skinIndex );
				_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
				enableAttribute( attributes.skinWeight );
				_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );

			}

			// line distances

			if ( attributes.lineDistance >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
				enableAttribute( attributes.lineDistance );
				_gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );

			}

		}

2872 2873
		disableUnusedAttributes();

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		// render mesh

		if ( object instanceof THREE.Mesh ) {

2878
			var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
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Mr.doob 已提交
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2880
			// wireframe
2881

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			if ( material.wireframe ) {

				setLineWidth( material.wireframeLinewidth );
				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
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				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
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			// triangles

			} else {

				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
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				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
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2894 2895 2896 2897 2898 2899 2900 2901 2902 2903 2904

			}

			_this.info.render.calls ++;
			_this.info.render.vertices += geometryGroup.__webglFaceCount;
			_this.info.render.faces += geometryGroup.__webglFaceCount / 3;

		// render lines

		} else if ( object instanceof THREE.Line ) {

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			var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
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2906 2907 2908

			setLineWidth( material.linewidth );

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2909
			_gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
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			_this.info.render.calls ++;

		// render particles

2915
		} else if ( object instanceof THREE.PointCloud ) {
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2916 2917 2918 2919 2920 2921 2922 2923 2924 2925

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

			_this.info.render.calls ++;
			_this.info.render.points += geometryGroup.__webglParticleCount;

		}

	};

2926 2927 2928 2929 2930 2931 2932 2933 2934 2935
	function initAttributes() {

		for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) {

			_newAttributes[ i ] = 0;

		}

	}

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Mr.doob 已提交
2936 2937
	function enableAttribute( attribute ) {

2938 2939
		_newAttributes[ attribute ] = 1;

2940
		if ( _enabledAttributes[ attribute ] === 0 ) {
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Mr.doob 已提交
2941 2942

			_gl.enableVertexAttribArray( attribute );
2943
			_enabledAttributes[ attribute ] = 1;
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Mr.doob 已提交
2944 2945 2946

		}

2947
	}
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2948

2949
	function disableUnusedAttributes() {
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2950

2951
		for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
M
Mr.doob 已提交
2952

2953
			if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
M
Mr.doob 已提交
2954

2955 2956
				_gl.disableVertexAttribArray( i );
				_enabledAttributes[ i ] = 0;
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Mr.doob 已提交
2957 2958 2959 2960 2961

			}

		}

2962
	}
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2963 2964 2965 2966 2967 2968 2969

	function setupMorphTargets ( material, geometryGroup, object ) {

		// set base

		var attributes = material.program.attributes;

2970
		if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
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2971 2972 2973 2974 2975 2976 2977 2978 2979 2980 2981 2982 2983 2984 2985 2986 2987 2988 2989 2990 2991 2992 2993

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
			enableAttribute( attributes.position );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

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

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			enableAttribute( attributes.position );
			_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;

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

2994
				if ( attributes[ 'morphTarget' + m ] >= 0 ) {
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Mr.doob 已提交
2995 2996

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
2997 2998
					enableAttribute( attributes[ 'morphTarget' + m ] );
					_gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
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2999 3000 3001

				}

3002
				if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
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Mr.doob 已提交
3003 3004

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
3005 3006
					enableAttribute( attributes[ 'morphNormal' + m ] );
					_gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
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3007 3008 3009 3010 3011 3012 3013 3014 3015 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

				}

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

				m ++;
			}

		} else {

			// find the most influencing

			var influence, activeInfluenceIndices = [];
			var influences = object.morphTargetInfluences;
			var i, il = influences.length;

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

				influence = influences[ i ];

				if ( influence > 0 ) {

					activeInfluenceIndices.push( [ influence, i ] );

				}

			}

			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 ] );

			};

			var influenceIndex, m = 0;

			while ( m < material.numSupportedMorphTargets ) {

				if ( activeInfluenceIndices[ m ] ) {

					influenceIndex = activeInfluenceIndices[ m ][ 1 ];

3058
					if ( attributes[ 'morphTarget' + m ] >= 0 ) {
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Mr.doob 已提交
3059 3060

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
3061 3062
						enableAttribute( attributes[ 'morphTarget' + m ] );
						_gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
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3063 3064 3065

					}

3066
					if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
M
Mr.doob 已提交
3067 3068

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
3069 3070
						enableAttribute( attributes[ 'morphNormal' + m ] );
						_gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
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Mr.doob 已提交
3071 3072 3073 3074 3075 3076 3077 3078 3079 3080 3081 3082 3083 3084 3085 3086 3087 3088 3089 3090 3091 3092 3093 3094 3095 3096 3097 3098 3099 3100 3101 3102 3103 3104 3105 3106 3107 3108 3109 3110 3111 3112


					}

					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;

				}

				m ++;

			}

		}

		// load updated influences uniform

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

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

		}

	};

	// Sorting

	function painterSortStable ( a, b ) {

3113 3114 3115 3116 3117
		if ( a.material.id !== b.material.id ) {
		
			return b.material.id - a.material.id;

		} else if ( a.z !== b.z ) {
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3118 3119 3120 3121 3122

			return b.z - a.z;

		} else {

3123
			return a.id - b.id;
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3124 3125 3126 3127 3128

		}

	};

3129 3130 3131 3132 3133 3134 3135 3136 3137 3138 3139 3140 3141 3142
	function reversePainterSortStable ( a, b ) {

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

			return a.z - b.z;

		} else {

			return a.id - b.id;

		}

	};

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3143 3144 3145 3146 3147 3148 3149 3150 3151 3152 3153 3154 3155 3156 3157 3158 3159 3160 3161 3162 3163 3164 3165 3166 3167 3168 3169 3170
	function numericalSort ( a, b ) {

		return b[ 0 ] - a[ 0 ];

	};


	// Rendering

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

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

			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
			return;

		}

		var i, il,

		webglObject, object,
		renderList,

		lights = scene.__lights,
		fog = scene.fog;

		// reset caching for this frame

3171
		_currentMaterialId = - 1;
3172
		_currentCamera = null;
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3173 3174 3175 3176
		_lightsNeedUpdate = true;

		// update scene graph

3177
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
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3178 3179 3180 3181 3182

		// update camera matrices and frustum

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

3183
		// update Skeleton objects
3184 3185

		scene.traverse( function ( object ) {
3186 3187 3188

			if ( object instanceof THREE.SkinnedMesh ) {

3189
				object.skeleton.update();
3190 3191 3192

			}

3193
		} );
3194

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3195 3196 3197 3198 3199
		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

3200
		initObjects( scene );
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3201

3202 3203 3204
		opaqueObjects.length = 0;
		transparentObjects.length = 0;
		
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3205
		projectObject( scene, scene, camera );
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3206

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3207
		if ( _this.sortObjects === true ) {
3208 3209 3210

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
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3212 3213 3214 3215
		}

		// custom render plugins (pre pass)
		
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3216 3217 3218 3219 3220 3221 3222 3223 3224 3225 3226 3227 3228 3229 3230 3231 3232 3233 3234
		renderPlugins( this.renderPluginsPre, scene, camera );

		//

		_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 regular objects (frustum culled)

3235
		
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3236 3237 3238 3239 3240 3241 3242 3243 3244 3245 3246 3247 3248 3249 3250 3251 3252 3253 3254 3255 3256 3257 3258 3259 3260 3261 3262 3263 3264 3265


		// set matrices for immediate objects

		renderList = scene.__webglObjectsImmediate;

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

			webglObject = renderList[ i ];
			object = webglObject.object;

			if ( object.visible ) {

				setupMatrices( object, camera );

				unrollImmediateBufferMaterial( webglObject );

			}

		}

		if ( scene.overrideMaterial ) {

			var material = scene.overrideMaterial;

			this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
			this.setDepthTest( material.depthTest );
			this.setDepthWrite( material.depthWrite );
			setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

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			renderObjects( opaqueObjects, camera, lights, fog, true, material );
3267
			renderObjects( transparentObjects, camera, lights, fog, true, material );
3268
			renderObjectsImmediate( scene.__webglObjectsImmediate, '', camera, lights, fog, false, material );
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		} else {

			var material = null;

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

			this.setBlending( THREE.NoBlending );

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			renderObjects( opaqueObjects, camera, lights, fog, false, material );
3279
			renderObjectsImmediate( scene.__webglObjectsImmediate, 'opaque', camera, lights, fog, false, material );
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3280 3281 3282

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

3283
			renderObjects( transparentObjects, camera, lights, fog, true, material );
3284
			renderObjectsImmediate( scene.__webglObjectsImmediate, 'transparent', camera, lights, fog, true, material );
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		}

		// custom render plugins (post pass)

		renderPlugins( this.renderPluginsPost, scene, camera );


		// 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

		this.setDepthTest( true );
		this.setDepthWrite( true );

		// _gl.finish();

	};
3309 3310 3311
	
	function projectObject(scene, object,camera){
		
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Mr.doob 已提交
3312
		if ( object.visible === false ) return;
3313
			
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3314 3315
		var webglObjects = scene.__webglObjects[ object.id ];
		
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3316
		if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
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3317 3318
			
			updateObject( scene, object );
3319
			
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3320
			for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
3321
				
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3322
				var webglObject = webglObjects[i];
3323
				
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3324 3325 3326 3327
				unrollBufferMaterial( webglObject );

				webglObject.render = true;

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3328
				if ( _this.sortObjects === true ) {
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3329 3330 3331 3332 3333 3334 3335 3336 3337 3338 3339

					if ( object.renderDepth !== null ) {

						webglObject.z = object.renderDepth;

					} else {

						_vector3.setFromMatrixPosition( object.matrixWorld );
						_vector3.applyProjection( _projScreenMatrix );

						webglObject.z = _vector3.z;
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3341
					}
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3342

3343
				}
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3344

3345
			}
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3346 3347 3348 3349 3350 3351 3352

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

			projectObject( scene, object.children[ i ], camera );

3353 3354 3355
		}
				
	}
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3356 3357 3358

	function renderPlugins( plugins, scene, camera ) {

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3359
		if ( plugins.length === 0 ) return;
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3360 3361 3362 3363 3364 3365 3366 3367

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

			// reset state for plugin (to start from clean slate)

			_currentProgram = null;
			_currentCamera = null;

3368 3369 3370 3371 3372 3373 3374
			_oldBlending = - 1;
			_oldDepthTest = - 1;
			_oldDepthWrite = - 1;
			_oldDoubleSided = - 1;
			_oldFlipSided = - 1;
			_currentGeometryGroupHash = - 1;
			_currentMaterialId = - 1;
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			_lightsNeedUpdate = true;

			plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );

			// reset state after plugin (anything could have changed)

			_currentProgram = null;
			_currentCamera = null;

3385 3386 3387 3388 3389 3390 3391
			_oldBlending = - 1;
			_oldDepthTest = - 1;
			_oldDepthWrite = - 1;
			_oldDoubleSided = - 1;
			_oldFlipSided = - 1;
			_currentGeometryGroupHash = - 1;
			_currentMaterialId = - 1;
M
Mr.doob 已提交
3392 3393 3394 3395 3396 3397 3398

			_lightsNeedUpdate = true;

		}

	};

3399
	function renderObjects( renderList, camera, lights, fog, useBlending, overrideMaterial ) {
M
Mr.doob 已提交
3400

3401
		var webglObject, object, buffer, material;
M
Mr.doob 已提交
3402

3403
		for ( var i = renderList.length - 1; i !== - 1; i -- ) {
M
Mr.doob 已提交
3404 3405 3406

			webglObject = renderList[ i ];

3407 3408
			object = webglObject.object;
			buffer = webglObject.buffer;
M
Mr.doob 已提交
3409

3410
			setupMatrices( object, camera );
M
Mr.doob 已提交
3411

3412
			if ( overrideMaterial ) {
M
Mr.doob 已提交
3413

3414
				material = overrideMaterial;
M
Mr.doob 已提交
3415

3416
			} else {
M
Mr.doob 已提交
3417

3418
				material = webglObject.material;
M
Mr.doob 已提交
3419

3420
				if ( ! material ) continue;
M
Mr.doob 已提交
3421

3422
				if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
M
Mr.doob 已提交
3423

3424 3425 3426
				_this.setDepthTest( material.depthTest );
				_this.setDepthWrite( material.depthWrite );
				setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
M
Mr.doob 已提交
3427

3428
			}
M
Mr.doob 已提交
3429

3430
			_this.setMaterialFaces( material );
M
Mr.doob 已提交
3431

3432
			if ( buffer instanceof THREE.BufferGeometry ) {
M
Mr.doob 已提交
3433

3434
				_this.renderBufferDirect( camera, lights, fog, material, buffer, object );
M
Mr.doob 已提交
3435

3436
			} else {
M
Mr.doob 已提交
3437

3438
				_this.renderBuffer( camera, lights, fog, material, buffer, object );
M
Mr.doob 已提交
3439 3440 3441 3442 3443 3444 3445 3446 3447 3448 3449 3450 3451 3452 3453 3454 3455 3456 3457 3458 3459 3460 3461 3462 3463 3464 3465 3466 3467 3468 3469 3470 3471 3472 3473 3474 3475 3476 3477 3478 3479 3480 3481 3482 3483 3484 3485 3486

			}

		}

	};

	function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {

		var webglObject, object, material, program;

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

			webglObject = renderList[ i ];
			object = webglObject.object;

			if ( object.visible ) {

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );

					_this.setDepthTest( material.depthTest );
					_this.setDepthWrite( material.depthWrite );
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

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

			}

		}

	};

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

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

3487
		_currentGeometryGroupHash = - 1;
M
Mr.doob 已提交
3488 3489 3490 3491 3492 3493 3494 3495 3496

		_this.setMaterialFaces( material );

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

3497
			object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
M
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3498 3499 3500 3501 3502 3503 3504 3505 3506 3507 3508 3509 3510 3511 3512 3513 3514 3515 3516 3517 3518 3519 3520 3521 3522 3523

		}

	};

	function unrollImmediateBufferMaterial ( globject ) {

		var object = globject.object,
			material = object.material;

		if ( material.transparent ) {

			globject.transparent = material;
			globject.opaque = null;

		} else {

			globject.opaque = material;
			globject.transparent = null;

		}

	};

	function unrollBufferMaterial ( globject ) {

3524 3525
		var object = globject.object;
		var buffer = globject.buffer;
M
Mr.doob 已提交
3526

3527 3528
		var geometry = object.geometry;
		var material = object.material;
M
Mr.doob 已提交
3529

3530
		if ( material instanceof THREE.MeshFaceMaterial ) {
M
Mr.doob 已提交
3531

3532
			var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
M
Mr.doob 已提交
3533

3534
			material = material.materials[ materialIndex ];
M
Mr.doob 已提交
3535

M
Mr.doob 已提交
3536 3537
			globject.material = material;

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

M
Mr.doob 已提交
3540
				transparentObjects.push( globject );
M
Mr.doob 已提交
3541 3542 3543

			} else {

M
Mr.doob 已提交
3544
				opaqueObjects.push( globject );
M
Mr.doob 已提交
3545 3546 3547

			}

M
Mr.doob 已提交
3548
		} else if ( material ) {
M
Mr.doob 已提交
3549

M
Mr.doob 已提交
3550
			globject.material = material;
M
Mr.doob 已提交
3551

M
Mr.doob 已提交
3552
			if ( material.transparent ) {
M
Mr.doob 已提交
3553

M
Mr.doob 已提交
3554
				transparentObjects.push( globject );
M
Mr.doob 已提交
3555

M
Mr.doob 已提交
3556
			} else {
M
Mr.doob 已提交
3557

M
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3558
				opaqueObjects.push( globject );
M
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3559 3560 3561 3562 3563 3564 3565 3566 3567

			}

		}

	};

	// Objects refresh

3568
	var initObjects = function ( scene ) {
M
Mr.doob 已提交
3569

3570
		if ( ! scene.__webglObjects ) {
M
Mr.doob 已提交
3571

3572
			scene.__webglObjects = {};
M
Mr.doob 已提交
3573 3574 3575 3576 3577 3578 3579 3580 3581 3582 3583 3584 3585 3586 3587 3588 3589 3590 3591 3592 3593 3594
			scene.__webglObjectsImmediate = [];

		}

		while ( scene.__objectsAdded.length ) {

			addObject( scene.__objectsAdded[ 0 ], scene );
			scene.__objectsAdded.splice( 0, 1 );

		}

		while ( scene.__objectsRemoved.length ) {

			removeObject( scene.__objectsRemoved[ 0 ], scene );
			scene.__objectsRemoved.splice( 0, 1 );

		}

	};

	// Objects adding

3595
	function addObject( object, scene ) {
M
Mr.doob 已提交
3596

3597
		var g, geometry, geometryGroup;
M
Mr.doob 已提交
3598

3599
		if ( object.__webglInit === undefined ) {
M
Mr.doob 已提交
3600 3601 3602 3603 3604 3605

			object.__webglInit = true;

			object._modelViewMatrix = new THREE.Matrix4();
			object._normalMatrix = new THREE.Matrix3();

3606 3607 3608 3609 3610
		}
		
		geometry = object.geometry;
		
		if ( geometry === undefined ) {
M
Mr.doob 已提交
3611

3612
			// ImmediateRenderObject
M
Mr.doob 已提交
3613

3614
		} else if ( geometry.__webglInit === undefined ) {
M
Mr.doob 已提交
3615

3616 3617
			geometry.__webglInit = true;
			geometry.addEventListener( 'dispose', onGeometryDispose );
M
Mr.doob 已提交
3618

3619
			if ( geometry instanceof THREE.BufferGeometry ) {
M
Mr.doob 已提交
3620

3621
				initDirectBuffers( geometry );
M
Mr.doob 已提交
3622

3623 3624 3625
			} else if ( object instanceof THREE.Mesh ) {
				
				if ( object.__webglActive !== undefined ) {
M
Mr.doob 已提交
3626

3627
					removeObject( object, scene );
M
Mr.doob 已提交
3628

3629 3630 3631
				}
				
				initGeometryGroups(scene, object, geometry);
M
Mr.doob 已提交
3632

3633
			} else if ( object instanceof THREE.Line ) {
M
Mr.doob 已提交
3634

3635
				if ( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
3636

3637 3638
					createLineBuffers( geometry );
					initLineBuffers( geometry, object );
M
Mr.doob 已提交
3639

3640 3641 3642
					geometry.verticesNeedUpdate = true;
					geometry.colorsNeedUpdate = true;
					geometry.lineDistancesNeedUpdate = true;
M
Mr.doob 已提交
3643

3644
				}
M
Mr.doob 已提交
3645

3646
			} else if ( object instanceof THREE.PointCloud ) {
M
Mr.doob 已提交
3647

3648
				if ( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
3649

3650 3651
					createParticleBuffers( geometry );
					initParticleBuffers( geometry, object );
M
Mr.doob 已提交
3652

3653 3654
					geometry.verticesNeedUpdate = true;
					geometry.colorsNeedUpdate = true;
M
Mr.doob 已提交
3655 3656 3657 3658 3659 3660 3661

				}

			}

		}

3662
		if ( object.__webglActive === undefined) {
M
Mr.doob 已提交
3663 3664 3665 3666 3667 3668 3669 3670 3671

			if ( object instanceof THREE.Mesh ) {

				geometry = object.geometry;

				if ( geometry instanceof THREE.BufferGeometry ) {

					addBuffer( scene.__webglObjects, geometry, object );

M
Mr.doob 已提交
3672 3673
				} else if ( geometry instanceof THREE.Geometry ) {

3674 3675 3676
					for ( var i = 0,l = geometry.geometryGroupsList.length; i<l;i++ ) {
	
						geometryGroup = geometry.geometryGroupsList[ i ];
M
Mr.doob 已提交
3677
						addBuffer( scene.__webglObjects, geometryGroup, object );
3678
						
M
Mr.doob 已提交
3679
					}
M
Mr.doob 已提交
3680 3681
				}

M
Mr.doob 已提交
3682
			} else if ( object instanceof THREE.Line ||
3683
						object instanceof THREE.PointCloud ) {
M
Mr.doob 已提交
3684 3685 3686 3687 3688 3689 3690 3691 3692 3693 3694 3695 3696 3697 3698

				geometry = object.geometry;
				addBuffer( scene.__webglObjects, geometry, object );

			} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {

				addBufferImmediate( scene.__webglObjectsImmediate, object );

			}

			object.__webglActive = true;

		}

	};
3699
	
M
Mr.doob 已提交
3700
	function initGeometryGroups( scene, object, geometry ) {
3701 3702 3703 3704
		
		var g, geometryGroup, material,addBuffers = false;
		material = object.material;

3705
		if ( geometry.geometryGroups === undefined || geometry.groupsNeedUpdate ) {
3706
			
O
OpenShift guest 已提交
3707
			delete scene.__webglObjects[object.id];
3708
			geometry.makeGroups( material instanceof THREE.MeshFaceMaterial, _glExtensionElementIndexUint ? 4294967296 : 65535  );
3709
			geometry.groupsNeedUpdate = false;
M
Mr.doob 已提交
3710

3711
		}
M
Mr.doob 已提交
3712

3713 3714
		// create separate VBOs per geometry chunk

3715
		for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
3716

3717
			geometryGroup = geometry.geometryGroupsList[ i ];
3718 3719 3720 3721 3722 3723 3724 3725 3726 3727 3728 3729 3730 3731 3732 3733 3734 3735 3736 3737 3738 3739 3740 3741 3742 3743 3744

			// initialise VBO on the first access

			if ( ! geometryGroup.__webglVertexBuffer ) {

				createMeshBuffers( geometryGroup );
				initMeshBuffers( geometryGroup, object );

				geometry.verticesNeedUpdate = true;
				geometry.morphTargetsNeedUpdate = true;
				geometry.elementsNeedUpdate = true;
				geometry.uvsNeedUpdate = true;
				geometry.normalsNeedUpdate = true;
				geometry.tangentsNeedUpdate = true;
				geometry.colorsNeedUpdate = true;
				
				addBuffers = true;
				
			} else {
				
				addBuffers = false;
				
			}
			
			if ( addBuffers || object.__webglActive === undefined ) {
				addBuffer( scene.__webglObjects, geometryGroup, object );
			}
M
Mr.doob 已提交
3745 3746 3747

		}

3748
		object.__webglActive = true;
M
Mr.doob 已提交
3749

3750
	}
3751
	
3752
	function addBuffer( objlist, buffer, object ) {
M
Mr.doob 已提交
3753

O
OpenShift guest 已提交
3754 3755 3756
		var id = object.id;
		objlist[id] = objlist[id] || [];
		objlist[id].push(
M
Mr.doob 已提交
3757
			{
O
OpenShift guest 已提交
3758
				id: id,
M
Mr.doob 已提交
3759 3760
				buffer: buffer,
				object: object,
3761
				material: null,
3762
				z: 0
M
Mr.doob 已提交
3763 3764 3765 3766 3767
			}
		);

	};

3768
	function addBufferImmediate( objlist, object ) {
M
Mr.doob 已提交
3769 3770 3771

		objlist.push(
			{
3772
				id: null,
M
Mr.doob 已提交
3773 3774
				object: object,
				opaque: null,
3775 3776
				transparent: null,
				z: 0
M
Mr.doob 已提交
3777 3778 3779 3780 3781 3782 3783
			}
		);

	};

	// Objects updates

3784
	function updateObject(scene, object ) {
M
Mr.doob 已提交
3785 3786 3787 3788

		var geometry = object.geometry,
			geometryGroup, customAttributesDirty, material;

3789
		if ( geometry instanceof THREE.BufferGeometry ) {
M
Mr.doob 已提交
3790

3791
			setDirectBuffers( geometry, _gl.DYNAMIC_DRAW );
M
Mr.doob 已提交
3792

M
Mr.doob 已提交
3793 3794 3795
		} else if ( object instanceof THREE.Mesh ) {

			// check all geometry groups
3796
			if ( geometry.buffersNeedUpdate || geometry.groupsNeedUpdate ) {
3797
				
3798 3799 3800 3801 3802 3803 3804 3805 3806
				if ( geometry instanceof THREE.BufferGeometry ) {

					initDirectBuffers( geometry );

				} else if ( object instanceof THREE.Mesh ) {
				
					initGeometryGroups(scene, object,geometry);
					
				}
3807
				
3808
			}
M
Mr.doob 已提交
3809

3810
			for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
M
Mr.doob 已提交
3811 3812 3813 3814 3815

				geometryGroup = geometry.geometryGroupsList[ i ];

				material = getBufferMaterial( object, geometryGroup );

O
add fix  
OpenShift guest 已提交
3816
				if ( geometry.buffersNeedUpdate || geometry.groupsNeedUpdate) {
M
Mr.doob 已提交
3817 3818 3819 3820 3821 3822 3823 3824 3825 3826 3827

					initMeshBuffers( geometryGroup, object );

				}

				customAttributesDirty = material.attributes && areCustomAttributesDirty( material );

				if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
					 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
					 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {

3828
					setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
M
Mr.doob 已提交
3829 3830 3831 3832 3833 3834 3835 3836 3837 3838 3839 3840 3841 3842 3843 3844 3845

				}

			}

			geometry.verticesNeedUpdate = false;
			geometry.morphTargetsNeedUpdate = false;
			geometry.elementsNeedUpdate = false;
			geometry.uvsNeedUpdate = false;
			geometry.normalsNeedUpdate = false;
			geometry.colorsNeedUpdate = false;
			geometry.tangentsNeedUpdate = false;

			geometry.buffersNeedUpdate = false;

			material.attributes && clearCustomAttributes( material );

M
Mr.doob 已提交
3846 3847
		} else if ( object instanceof THREE.Line ) {

3848
			material = getBufferMaterial( object, geometry );
M
Mr.doob 已提交
3849

3850
			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
M
Mr.doob 已提交
3851

3852
			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
M
Mr.doob 已提交
3853

3854
				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
M
Mr.doob 已提交
3855

3856
			}
M
Mr.doob 已提交
3857

3858 3859 3860
			geometry.verticesNeedUpdate = false;
			geometry.colorsNeedUpdate = false;
			geometry.lineDistancesNeedUpdate = false;
M
Mr.doob 已提交
3861

3862
			material.attributes && clearCustomAttributes( material );
M
Mr.doob 已提交
3863 3864


3865
		} else if ( object instanceof THREE.PointCloud ) {
M
Mr.doob 已提交
3866

3867
			material = getBufferMaterial( object, geometry );
M
Mr.doob 已提交
3868

3869
			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
M
Mr.doob 已提交
3870

3871
			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
M
Mr.doob 已提交
3872

3873
				setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
M
Mr.doob 已提交
3874

3875
			}
M
Mr.doob 已提交
3876

3877 3878
			geometry.verticesNeedUpdate = false;
			geometry.colorsNeedUpdate = false;
M
Mr.doob 已提交
3879

3880
			material.attributes && clearCustomAttributes( material );
M
Mr.doob 已提交
3881 3882 3883 3884 3885 3886 3887

		}

	};

	// Objects updates - custom attributes check

3888
	function areCustomAttributesDirty( material ) {
M
Mr.doob 已提交
3889 3890 3891 3892 3893 3894 3895 3896 3897 3898 3899

		for ( var a in material.attributes ) {

			if ( material.attributes[ a ].needsUpdate ) return true;

		}

		return false;

	};

3900
	function clearCustomAttributes( material ) {
M
Mr.doob 已提交
3901 3902 3903 3904 3905 3906 3907 3908 3909 3910 3911

		for ( var a in material.attributes ) {

			material.attributes[ a ].needsUpdate = false;

		}

	};

	// Objects removal

3912
	function removeObject( object, scene ) {
M
Mr.doob 已提交
3913 3914

		if ( object instanceof THREE.Mesh  ||
3915
			 object instanceof THREE.PointCloud ||
M
Mr.doob 已提交
3916 3917
			 object instanceof THREE.Line ) {

3918
			removeInstancesWebglObjects( scene.__webglObjects, object );
M
Mr.doob 已提交
3919 3920 3921 3922 3923 3924 3925

		} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {

			removeInstances( scene.__webglObjectsImmediate, object );

		}

3926
		delete object.__webglActive;
M
Mr.doob 已提交
3927 3928

	};
3929 3930
	
	
M
Mr.doob 已提交
3931

3932
	function removeInstancesWebglObjects( objlist, object ) {
M
Mr.doob 已提交
3933

3934
		delete objlist[ object.id ]; 
M
Mr.doob 已提交
3935 3936 3937

	};

3938
	function removeInstances( objlist, object ) {
M
Mr.doob 已提交
3939 3940 3941 3942 3943 3944 3945 3946 3947 3948 3949 3950 3951 3952 3953 3954 3955 3956 3957 3958 3959 3960 3961 3962 3963 3964 3965 3966 3967 3968 3969 3970 3971 3972 3973 3974 3975 3976 3977 3978 3979 3980 3981 3982 3983 3984 3985 3986 3987

		for ( var o = objlist.length - 1; o >= 0; o -- ) {

			if ( objlist[ o ].object === object ) {

				objlist.splice( o, 1 );

			}

		}

	};

	// Materials

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

		material.addEventListener( 'dispose', onMaterialDispose );

		var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;

		if ( material instanceof THREE.MeshDepthMaterial ) {

			shaderID = 'depth';

		} else if ( material instanceof THREE.MeshNormalMaterial ) {

			shaderID = 'normal';

		} else if ( material instanceof THREE.MeshBasicMaterial ) {

			shaderID = 'basic';

		} else if ( material instanceof THREE.MeshLambertMaterial ) {

			shaderID = 'lambert';

		} else if ( material instanceof THREE.MeshPhongMaterial ) {

			shaderID = 'phong';

		} else if ( material instanceof THREE.LineBasicMaterial ) {

			shaderID = 'basic';

		} else if ( material instanceof THREE.LineDashedMaterial ) {

			shaderID = 'dashed';

3988
		} else if ( material instanceof THREE.PointCloudMaterial ) {
M
Mr.doob 已提交
3989 3990 3991 3992 3993 3994 3995

			shaderID = 'particle_basic';

		}

		if ( shaderID ) {

3996 3997 3998 3999 4000 4001 4002 4003 4004 4005 4006 4007 4008 4009 4010
			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
			}
M
Mr.doob 已提交
4011 4012 4013 4014 4015 4016 4017 4018 4019 4020 4021 4022 4023 4024

		}

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

		maxLightCount = allocateLights( lights );

		maxShadows = allocateShadows( lights );

		maxBones = allocateBones( object );

		parameters = {

4025 4026 4027
			precision: _precision,
			supportsVertexTextures: _supportsVertexTextures,

4028 4029 4030 4031 4032 4033
			map: !! material.map,
			envMap: !! material.envMap,
			lightMap: !! material.lightMap,
			bumpMap: !! material.bumpMap,
			normalMap: !! material.normalMap,
			specularMap: !! material.specularMap,
4034
			alphaMap: !! material.alphaMap,
M
Mr.doob 已提交
4035 4036 4037 4038 4039 4040 4041 4042

			vertexColors: material.vertexColors,

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

			sizeAttenuation: material.sizeAttenuation,
4043
			logarithmicDepthBuffer: _logarithmicDepthBuffer,
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			skinning: material.skinning,
			maxBones: maxBones,
4047
			useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
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			morphTargets: material.morphTargets,
			morphNormals: material.morphNormals,
			maxMorphTargets: this.maxMorphTargets,
			maxMorphNormals: this.maxMorphNormals,

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

			maxShadows: maxShadows,
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			shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
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			shadowMapType: this.shadowMapType,
			shadowMapDebug: this.shadowMapDebug,
			shadowMapCascade: this.shadowMapCascade,

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

		};

4073 4074 4075 4076 4077 4078 4079 4080 4081 4082 4083 4084 4085 4086 4087 4088 4089 4090 4091 4092 4093 4094 4095 4096 4097 4098 4099 4100 4101 4102 4103 4104 4105 4106 4107 4108 4109 4110 4111 4112 4113 4114 4115 4116 4117 4118 4119 4120 4121 4122 4123 4124 4125 4126 4127 4128 4129 4130 4131 4132
		// Generate code

		var chunks = [];

		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}

		for ( var d in material.defines ) {

			chunks.push( d );
			chunks.push( material.defines[ d ] );

		}

		for ( var p in parameters ) {

			chunks.push( p );
			chunks.push( parameters[ p ] );

		}

		var code = chunks.join();

		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 ) {

			program = new THREE.WebGLProgram( this, code, material, parameters );
			_programs.push( program );

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

		}

		material.program = program;
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		var attributes = material.program.attributes;

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

4140
			var id, base = 'morphTarget';
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			for ( i = 0; i < this.maxMorphTargets; i ++ ) {

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

4160
			var id, base = 'morphNormal';
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			for ( i = 0; i < this.maxMorphNormals; i ++ ) {

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					material.numSupportedMorphNormals ++;

				}

			}

		}

		material.uniformsList = [];

4178
		for ( u in material.__webglShader.uniforms ) {
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4180 4181 4182 4183 4184
			var location = material.program.uniforms[ u ];

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

	};

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

		_usedTextureUnits = 0;

		if ( material.needsUpdate ) {

			if ( material.program ) deallocateMaterial( material );

			_this.initMaterial( material, lights, fog, object );
			material.needsUpdate = false;

		}

		if ( material.morphTargets ) {

			if ( ! object.__webglMorphTargetInfluences ) {

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

			}

		}

4213
		var refreshProgram = false;
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4214
		var refreshMaterial = false;
4215
		var refreshLights = false;
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4216 4217 4218

		var program = material.program,
			p_uniforms = program.uniforms,
4219
			m_uniforms = material.__webglShader.uniforms;
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4220

4221
		if ( program.id !== _currentProgram ) {
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4222

4223 4224
			_gl.useProgram( program.program );
			_currentProgram = program.id;
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4225

4226
			refreshProgram = true;
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4227
			refreshMaterial = true;
4228
			refreshLights = true;
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4229 4230 4231 4232 4233

		}

		if ( material.id !== _currentMaterialId ) {

4234
			if ( _currentMaterialId === -1 ) refreshLights = true;
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4235
			_currentMaterialId = material.id;
4236

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4237 4238 4239 4240
			refreshMaterial = true;

		}

4241
		if ( refreshProgram || camera !== _currentCamera ) {
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			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );

4245 4246
			if ( _logarithmicDepthBuffer ) {

4247
				_gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
4248 4249 4250 4251

			}


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4252 4253
			if ( camera !== _currentCamera ) _currentCamera = camera;

4254 4255 4256 4257 4258 4259 4260 4261 4262 4263 4264 4265 4266 4267 4268 4269 4270 4271 4272 4273 4274 4275 4276 4277 4278 4279 4280 4281 4282
			// 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 ||
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {

				if ( p_uniforms.viewMatrix !== null ) {

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

				}

			}

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		}

		// 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 ) {

4291 4292 4293 4294 4295 4296 4297 4298 4299 4300 4301 4302 4303
			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 ) {
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				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
4310
					_this.setTexture( object.skeleton.boneTexture, textureUnit );
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				}

4314 4315
				if ( p_uniforms.boneTextureWidth !== null ) {

4316
					_gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
4317 4318 4319 4320 4321

				}

				if ( p_uniforms.boneTextureHeight !== null ) {

4322
					_gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
4323 4324 4325

				}

4326
			} else if ( object.skeleton && object.skeleton.boneMatrices ) {
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4327 4328 4329

				if ( p_uniforms.boneGlobalMatrices !== null ) {

4330
					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
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				}

			}

		}

		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 ) {

4354
					refreshLights = true;
4355
					setupLights( lights );
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4356 4357 4358
					_lightsNeedUpdate = false;
				}

4359 4360
				if ( refreshLights ) {
					refreshUniformsLights( m_uniforms, _lights );
4361
					markUniformsLightsNeedsUpdate( m_uniforms, true );
4362
				} else {
4363
					markUniformsLightsNeedsUpdate( m_uniforms, false );
4364
				}
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4365 4366 4367 4368 4369 4370 4371 4372 4373 4374 4375 4376 4377 4378 4379 4380 4381 4382 4383 4384 4385 4386

			}

			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 );

4387
			} else if ( material instanceof THREE.PointCloudMaterial ) {
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				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

4419
			loadUniformsGeneric( material.uniformsList );
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		}

		loadUniformsMatrices( p_uniforms, object );

		if ( p_uniforms.modelMatrix !== null ) {

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

		}

		return program;

	};

	// Uniforms (refresh uniforms objects)

	function refreshUniformsCommon ( uniforms, material ) {

		uniforms.opacity.value = material.opacity;

		if ( _this.gammaInput ) {

			uniforms.diffuse.value.copyGammaToLinear( material.color );

		} else {

			uniforms.diffuse.value = material.color;

		}

		uniforms.map.value = material.map;
		uniforms.lightMap.value = material.lightMap;
		uniforms.specularMap.value = material.specularMap;
4454
		uniforms.alphaMap.value = material.alphaMap;
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4455 4456 4457 4458 4459 4460 4461 4462 4463 4464 4465 4466 4467 4468 4469 4470

		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
4471 4472 4473 4474
		//  1. color map
		//  2. specular map
		//  3. normal map
		//  4. bump map
4475
		//  5. alpha map
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4476 4477 4478 4479 4480 4481 4482 4483 4484 4485 4486 4487 4488 4489 4490 4491 4492 4493 4494

		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;

4495 4496 4497 4498
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

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4499 4500 4501 4502 4503 4504 4505 4506 4507 4508 4509 4510
		}

		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;
4511
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
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4512 4513 4514 4515 4516 4517 4518 4519 4520 4521 4522 4523 4524 4525 4526 4527 4528 4529 4530 4531 4532 4533 4534 4535 4536 4537 4538 4539 4540 4541 4542 4543 4544 4545 4546 4547 4548 4549 4550 4551 4552 4553 4554 4555 4556 4557 4558 4559 4560 4561 4562 4563 4564 4565 4566 4567 4568 4569 4570 4571 4572 4573 4574 4575 4576 4577 4578 4579 4580 4581 4582 4583 4584 4585 4586 4587 4588 4589 4590 4591 4592 4593 4594 4595 4596 4597 4598 4599 4600 4601 4602 4603 4604 4605 4606 4607 4608 4609 4610 4611 4612 4613 4614 4615 4616 4617 4618 4619 4620 4621 4622 4623 4624 4625 4626 4627 4628 4629 4630 4631 4632 4633 4634 4635 4636 4637 4638 4639 4640 4641 4642 4643 4644

		if ( _this.gammaInput ) {

			//uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
			uniforms.reflectivity.value = material.reflectivity;

		} else {

			uniforms.reflectivity.value = material.reflectivity;

		}

		uniforms.refractionRatio.value = material.refractionRatio;
		uniforms.combine.value = material.combine;
		uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;

	};

	function refreshUniformsLine ( uniforms, material ) {

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

	};

	function refreshUniformsDash ( uniforms, material ) {

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

	};

	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;

	};

	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;

		}

	};

	function refreshUniformsPhong ( uniforms, material ) {

		uniforms.shininess.value = material.shininess;

		if ( _this.gammaInput ) {

			uniforms.ambient.value.copyGammaToLinear( material.ambient );
			uniforms.emissive.value.copyGammaToLinear( material.emissive );
			uniforms.specular.value.copyGammaToLinear( material.specular );

		} else {

			uniforms.ambient.value = material.ambient;
			uniforms.emissive.value = material.emissive;
			uniforms.specular.value = material.specular;

		}

		if ( material.wrapAround ) {

			uniforms.wrapRGB.value.copy( material.wrapRGB );

		}

	};

	function refreshUniformsLambert ( uniforms, material ) {

		if ( _this.gammaInput ) {

			uniforms.ambient.value.copyGammaToLinear( material.ambient );
			uniforms.emissive.value.copyGammaToLinear( material.emissive );

		} else {

			uniforms.ambient.value = material.ambient;
			uniforms.emissive.value = material.emissive;

		}

		if ( material.wrapAround ) {

			uniforms.wrapRGB.value.copy( material.wrapRGB );

		}

	};

	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;

		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;

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

	};

4645 4646
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

4647
	function markUniformsLightsNeedsUpdate ( uniforms, boolean ) {
4648

4649
		uniforms.ambientLightColor.needsUpdate = boolean;
4650

4651 4652
		uniforms.directionalLightColor.needsUpdate = boolean;
		uniforms.directionalLightDirection.needsUpdate = boolean;
4653

4654 4655 4656
		uniforms.pointLightColor.needsUpdate = boolean;
		uniforms.pointLightPosition.needsUpdate = boolean;
		uniforms.pointLightDistance.needsUpdate = boolean;
4657

4658 4659 4660 4661 4662 4663
		uniforms.spotLightColor.needsUpdate = boolean;
		uniforms.spotLightPosition.needsUpdate = boolean;
		uniforms.spotLightDistance.needsUpdate = boolean;
		uniforms.spotLightDirection.needsUpdate = boolean;
		uniforms.spotLightAngleCos.needsUpdate = boolean;
		uniforms.spotLightExponent.needsUpdate = boolean;
4664

4665 4666 4667
		uniforms.hemisphereLightSkyColor.needsUpdate = boolean;
		uniforms.hemisphereLightGroundColor.needsUpdate = boolean;
		uniforms.hemisphereLightDirection.needsUpdate = boolean;
4668 4669 4670

	};

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Mr.doob 已提交
4671 4672 4673 4674 4675 4676 4677 4678 4679 4680 4681 4682 4683 4684 4685 4686 4687 4688 4689 4690 4691 4692 4693 4694 4695 4696 4697 4698 4699 4700 4701 4702 4703 4704 4705 4706 4707 4708 4709 4710 4711 4712 4713 4714 4715 4716 4717 4718 4719 4720 4721 4722
	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 ++;

				}

			}

		}

	};

	// 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 );

		}

	};

	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= _maxTextures ) {

4723
			console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
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4724 4725 4726 4727 4728 4729 4730 4731 4732

		}

		_usedTextureUnits += 1;

		return textureUnit;

	};

4733
	function loadUniformsGeneric ( uniforms ) {
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4734

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4735
		var texture, textureUnit, offset;
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4736

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4737 4738 4739
		for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {

			var uniform = uniforms[ j ][ 0 ];
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4740

4741 4742
			// needsUpdate property is not added to all uniforms.
			if ( uniform.needsUpdate === false ) continue;
4743

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Mr.doob 已提交
4744 4745
			var type = uniform.type;
			var value = uniform.value;
4746
			var location = uniforms[ j ][ 1 ];
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4747

4748
			switch ( type ) {
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4749

4750 4751 4752 4753 4754 4755 4756 4757 4758 4759 4760 4761 4762 4763 4764 4765 4766 4767 4768 4769 4770 4771 4772 4773 4774 4775 4776 4777 4778 4779 4780 4781 4782 4783 4784 4785 4786 4787 4788 4789 4790 4791 4792 4793 4794 4795 4796 4797 4798 4799 4800 4801 4802 4803
				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;

				//

4804
				case 'i': 
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Mr.doob 已提交
4805

4806 4807
					// single integer
					_gl.uniform1i( location, value );
M
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4808

4809
					break;
M
Mr.doob 已提交
4810

4811
				case 'f':
M
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4812

4813 4814
					// single float
					_gl.uniform1f( location, value );
M
Mr.doob 已提交
4815

4816
					break;
M
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4817

4818
				case 'v2':
M
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4819

4820 4821
					// single THREE.Vector2
					_gl.uniform2f( location, value.x, value.y );
M
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4822

4823
					break;
M
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4824

4825
				case 'v3':
M
Mr.doob 已提交
4826

4827 4828
					// single THREE.Vector3
					_gl.uniform3f( location, value.x, value.y, value.z );
M
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4829

4830
					break;
M
Mr.doob 已提交
4831

4832
				case 'v4': 
M
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4833

4834 4835
					// single THREE.Vector4
					_gl.uniform4f( location, value.x, value.y, value.z, value.w );
M
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4836

4837
					break;
M
Mr.doob 已提交
4838

4839
				case 'c':
M
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4840

4841 4842
					// single THREE.Color
					_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
4843

4844
					break;
M
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4845

4846
				case 'iv1':
M
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4847

4848 4849
					// flat array of integers (JS or typed array)
					_gl.uniform1iv( location, value );
M
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4850

4851
					break;
M
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4852

4853
				case 'iv':
M
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4854

4855 4856
					// flat array of integers with 3 x N size (JS or typed array)
					_gl.uniform3iv( location, value );
M
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4857

4858
					break;
M
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4859

4860
				case 'fv1':
M
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4861

4862 4863
					// flat array of floats (JS or typed array)
					_gl.uniform1fv( location, value );
M
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4864

4865
					break;
M
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4866

4867
				case 'fv':
M
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4868

4869 4870
					// flat array of floats with 3 x N size (JS or typed array)
					_gl.uniform3fv( location, value );
M
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4871

4872
					break;
M
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4873

4874
				case 'v2v':
M
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4875

4876
					// array of THREE.Vector2
M
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4877

4878
					if ( uniform._array === undefined ) {
M
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4879

4880
						uniform._array = new Float32Array( 2 * value.length );
M
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4881

4882
					}
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4883

4884
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
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4885

4886
						offset = i * 2;
M
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4887

4888 4889
						uniform._array[ offset ]   = value[ i ].x;
						uniform._array[ offset + 1 ] = value[ i ].y;
M
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4890

4891
					}
M
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4892

4893
					_gl.uniform2fv( location, uniform._array );
M
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4894

4895
					break;
M
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4896

4897
				case 'v3v':
M
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4898

4899
					// array of THREE.Vector3
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4900

4901
					if ( uniform._array === undefined ) {
M
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4902

4903
						uniform._array = new Float32Array( 3 * value.length );
M
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4904

4905
					}
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4906

4907
					for ( var i = 0, il = value.length; i < il; i ++ ) {
R
Ryan Tsao 已提交
4908

4909
						offset = i * 3;
R
Ryan Tsao 已提交
4910

4911 4912 4913
						uniform._array[ offset ]   = value[ i ].x;
						uniform._array[ offset + 1 ] = value[ i ].y;
						uniform._array[ offset + 2 ] = value[ i ].z;
R
Ryan Tsao 已提交
4914

4915
					}
R
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4916

4917
					_gl.uniform3fv( location, uniform._array );
R
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4918

4919
					break;
R
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4920

4921
				case 'v4v':
R
Ryan Tsao 已提交
4922

4923
					// array of THREE.Vector4
R
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4924

4925
					if ( uniform._array === undefined ) {
R
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4926

4927
						uniform._array = new Float32Array( 4 * value.length );
R
Ryan Tsao 已提交
4928

4929
					}
M
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4930

4931
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
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4932

4933
						offset = i * 4;
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4934

4935 4936 4937 4938
						uniform._array[ offset ]   = value[ i ].x;
						uniform._array[ offset + 1 ] = value[ i ].y;
						uniform._array[ offset + 2 ] = value[ i ].z;
						uniform._array[ offset + 3 ] = value[ i ].w;
M
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4939

4940
					}
M
Mr.doob 已提交
4941

4942
					_gl.uniform4fv( location, uniform._array );
M
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4943

4944
					break;
M
Mr.doob 已提交
4945

4946
				case 'm3':
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4947

4948 4949
					// single THREE.Matrix3
					_gl.uniformMatrix3fv( location, false, value.elements );
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4950

4951
					break;
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4952

4953
				case 'm3v':
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4954

4955
					// array of THREE.Matrix3
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4956

4957
					if ( uniform._array === undefined ) {
M
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4958

4959
						uniform._array = new Float32Array( 9 * value.length );
M
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4960

4961
					}
M
Mr.doob 已提交
4962

4963
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
4964

4965
						value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
M
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4966

4967
					}
M
Mr.doob 已提交
4968

4969
					_gl.uniformMatrix3fv( location, false, uniform._array );
M
Mr.doob 已提交
4970

4971
					break;
M
Mr.doob 已提交
4972

4973
				case 'm4':
M
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4974

4975 4976
					// single THREE.Matrix4
					_gl.uniformMatrix4fv( location, false, value.elements );
M
Mr.doob 已提交
4977

4978
					break;
M
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4979

4980
				case 'm4v':
M
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4981

4982
					// array of THREE.Matrix4
M
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4983

4984
					if ( uniform._array === undefined ) {
M
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4985

4986
						uniform._array = new Float32Array( 16 * value.length );
M
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4987

4988 4989 4990 4991 4992 4993 4994 4995 4996 4997 4998
					}

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

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

					}

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

					break;
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4999

5000
				case 't':
M
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5001

5002
					// single THREE.Texture (2d or cube)
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5003

5004 5005 5006 5007
					texture = value;
					textureUnit = getTextureUnit();

					_gl.uniform1i( location, textureUnit );
M
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5008

5009
					if ( ! texture ) continue;
M
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5010

5011 5012
					if ( texture instanceof THREE.CubeTexture ||
					   ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
M
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5013

5014
						setCubeTexture( texture, textureUnit );
M
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5015

5016 5017 5018 5019 5020 5021 5022 5023 5024 5025 5026 5027 5028 5029 5030 5031 5032 5033 5034 5035 5036 5037 5038 5039 5040 5041 5042 5043 5044 5045 5046 5047 5048 5049 5050 5051 5052 5053 5054 5055 5056 5057 5058 5059
					} 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:
5060

5061
					console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
5062

M
Mr.doob 已提交
5063 5064 5065 5066 5067 5068 5069 5070 5071
			}

		}

	};

	function setupMatrices ( object, camera ) {

		object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
5072
		object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
M
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5073 5074 5075 5076 5077 5078 5079 5080 5081 5082 5083 5084 5085 5086 5087 5088 5089 5090 5091 5092 5093

	};

	//

	function setColorGamma( array, offset, color, intensitySq ) {

		array[ offset ]     = color.r * color.r * intensitySq;
		array[ offset + 1 ] = color.g * color.g * intensitySq;
		array[ offset + 2 ] = color.b * color.b * intensitySq;

	};

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

		array[ offset ]     = color.r * intensity;
		array[ offset + 1 ] = color.g * intensity;
		array[ offset + 2 ] = color.b * intensity;

	};

5094
	function setupLights ( lights ) {
M
Mr.doob 已提交
5095 5096 5097 5098 5099 5100 5101 5102 5103 5104 5105 5106 5107 5108 5109 5110 5111 5112 5113 5114 5115 5116 5117 5118 5119 5120 5121 5122 5123 5124 5125 5126 5127 5128 5129 5130 5131 5132 5133 5134 5135 5136 5137 5138 5139 5140 5141 5142 5143 5144 5145 5146 5147 5148 5149 5150 5151 5152 5153 5154 5155 5156 5157 5158 5159 5160 5161 5162 5163 5164 5165 5166 5167 5168 5169 5170 5171

		var l, ll, light, n,
		r = 0, g = 0, b = 0,
		color, skyColor, groundColor,
		intensity,  intensitySq,
		position,
		distance,

		zlights = _lights,

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

		pointColors = zlights.point.colors,
		pointPositions = zlights.point.positions,
		pointDistances = zlights.point.distances,

		spotColors = zlights.spot.colors,
		spotPositions = zlights.spot.positions,
		spotDistances = zlights.spot.distances,
		spotDirections = zlights.spot.directions,
		spotAnglesCos = zlights.spot.anglesCos,
		spotExponents = zlights.spot.exponents,

		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;

				if ( _this.gammaInput ) {

					r += color.r * color.r;
					g += color.g * color.g;
					b += color.b * color.b;

				} else {

					r += color.r;
					g += color.g;
					b += color.b;

				}

			} else if ( light instanceof THREE.DirectionalLight ) {

				dirCount += 1;

				if ( ! light.visible ) continue;

5172 5173
				_direction.setFromMatrixPosition( light.matrixWorld );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
5174 5175 5176 5177 5178 5179 5180 5181 5182 5183 5184 5185 5186 5187 5188 5189 5190 5191 5192 5193 5194 5195 5196 5197 5198 5199 5200 5201 5202 5203 5204 5205 5206 5207 5208 5209 5210 5211 5212
				_direction.sub( _vector3 );
				_direction.normalize();

				dirOffset = dirLength * 3;

				dirPositions[ dirOffset ]     = _direction.x;
				dirPositions[ dirOffset + 1 ] = _direction.y;
				dirPositions[ dirOffset + 2 ] = _direction.z;

				if ( _this.gammaInput ) {

					setColorGamma( dirColors, dirOffset, color, intensity * intensity );

				} else {

					setColorLinear( dirColors, dirOffset, color, intensity );

				}

				dirLength += 1;

			} else if ( light instanceof THREE.PointLight ) {

				pointCount += 1;

				if ( ! light.visible ) continue;

				pointOffset = pointLength * 3;

				if ( _this.gammaInput ) {

					setColorGamma( pointColors, pointOffset, color, intensity * intensity );

				} else {

					setColorLinear( pointColors, pointOffset, color, intensity );

				}

5213
				_vector3.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
5214 5215 5216 5217 5218 5219 5220 5221 5222 5223 5224 5225 5226 5227 5228 5229 5230 5231 5232 5233 5234 5235 5236 5237 5238 5239 5240

				pointPositions[ pointOffset ]     = _vector3.x;
				pointPositions[ pointOffset + 1 ] = _vector3.y;
				pointPositions[ pointOffset + 2 ] = _vector3.z;

				pointDistances[ pointLength ] = distance;

				pointLength += 1;

			} else if ( light instanceof THREE.SpotLight ) {

				spotCount += 1;

				if ( ! light.visible ) continue;

				spotOffset = spotLength * 3;

				if ( _this.gammaInput ) {

					setColorGamma( spotColors, spotOffset, color, intensity * intensity );

				} else {

					setColorLinear( spotColors, spotOffset, color, intensity );

				}

G
gero3 已提交
5241
				_direction.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
5242

G
gero3 已提交
5243 5244 5245
				spotPositions[ spotOffset ]     = _direction.x;
				spotPositions[ spotOffset + 1 ] = _direction.y;
				spotPositions[ spotOffset + 2 ] = _direction.z;
M
Mr.doob 已提交
5246 5247 5248

				spotDistances[ spotLength ] = distance;

5249
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
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5250 5251 5252 5253 5254 5255 5256 5257 5258 5259 5260 5261 5262 5263 5264 5265 5266 5267
				_direction.sub( _vector3 );
				_direction.normalize();

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

				spotAnglesCos[ spotLength ] = Math.cos( light.angle );
				spotExponents[ spotLength ] = light.exponent;

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {

				hemiCount += 1;

				if ( ! light.visible ) continue;

5268
				_direction.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
5269 5270 5271 5272 5273 5274 5275 5276 5277 5278 5279 5280 5281 5282 5283 5284 5285 5286 5287 5288 5289 5290 5291 5292 5293 5294 5295 5296 5297 5298 5299 5300 5301 5302 5303 5304 5305 5306 5307 5308 5309 5310 5311 5312 5313 5314 5315 5316 5317 5318 5319 5320 5321 5322 5323 5324 5325 5326 5327 5328 5329 5330 5331 5332 5333 5334 5335 5336 5337 5338 5339 5340 5341 5342 5343 5344 5345 5346 5347 5348 5349 5350 5351 5352 5353 5354 5355 5356 5357 5358 5359 5360 5361 5362 5363 5364 5365 5366 5367 5368 5369 5370 5371 5372 5373 5374 5375 5376 5377 5378 5379 5380 5381 5382 5383 5384 5385 5386 5387 5388 5389 5390 5391 5392 5393 5394 5395 5396 5397 5398 5399 5400 5401 5402 5403 5404 5405 5406 5407 5408 5409 5410 5411 5412 5413 5414 5415 5416 5417 5418 5419 5420 5421 5422 5423 5424 5425 5426 5427 5428 5429 5430 5431 5432 5433 5434 5435 5436 5437 5438 5439 5440 5441 5442 5443 5444 5445 5446 5447 5448 5449 5450 5451 5452 5453 5454 5455 5456 5457 5458 5459 5460 5461 5462 5463 5464 5465 5466 5467 5468 5469 5470 5471 5472 5473 5474 5475 5476 5477 5478 5479 5480 5481 5482 5483 5484 5485 5486 5487 5488 5489 5490 5491 5492 5493 5494 5495 5496 5497 5498 5499 5500 5501 5502 5503 5504 5505 5506 5507 5508 5509 5510 5511 5512 5513 5514 5515 5516 5517 5518 5519 5520 5521 5522 5523 5524 5525 5526 5527 5528 5529 5530 5531 5532 5533 5534 5535 5536 5537 5538 5539 5540 5541 5542 5543 5544 5545 5546 5547 5548 5549 5550 5551 5552 5553 5554 5555 5556 5557 5558 5559 5560 5561 5562 5563 5564 5565 5566 5567 5568 5569 5570 5571 5572 5573 5574 5575 5576 5577 5578 5579 5580 5581 5582 5583 5584 5585 5586 5587 5588 5589 5590 5591 5592 5593 5594 5595 5596 5597 5598 5599 5600 5601 5602
				_direction.normalize();

				hemiOffset = hemiLength * 3;

				hemiPositions[ hemiOffset ]     = _direction.x;
				hemiPositions[ hemiOffset + 1 ] = _direction.y;
				hemiPositions[ hemiOffset + 2 ] = _direction.z;

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

				if ( _this.gammaInput ) {

					intensitySq = intensity * intensity;

					setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
					setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );

				} else {

					setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
					setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );

				}

				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;

	};

	// 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 ) {

		var doubleSided = material.side === THREE.DoubleSide;
		var flipSided = material.side === THREE.BackSide;

		if ( _oldDoubleSided !== doubleSided ) {

			if ( doubleSided ) {

				_gl.disable( _gl.CULL_FACE );

			} else {

				_gl.enable( _gl.CULL_FACE );

			}

			_oldDoubleSided = doubleSided;

		}

		if ( _oldFlipSided !== flipSided ) {

			if ( flipSided ) {

				_gl.frontFace( _gl.CW );

			} else {

				_gl.frontFace( _gl.CCW );

			}

			_oldFlipSided = flipSided;

		}

	};

	this.setDepthTest = function ( depthTest ) {

		if ( _oldDepthTest !== depthTest ) {

			if ( depthTest ) {

				_gl.enable( _gl.DEPTH_TEST );

			} else {

				_gl.disable( _gl.DEPTH_TEST );

			}

			_oldDepthTest = depthTest;

		}

	};

	this.setDepthWrite = function ( depthWrite ) {

		if ( _oldDepthWrite !== depthWrite ) {

			_gl.depthMask( depthWrite );
			_oldDepthWrite = depthWrite;

		}

	};

	function setLineWidth ( width ) {

		if ( width !== _oldLineWidth ) {

			_gl.lineWidth( width );

			_oldLineWidth = width;

		}

	};

	function setPolygonOffset ( polygonoffset, factor, units ) {

		if ( _oldPolygonOffset !== polygonoffset ) {

			if ( polygonoffset ) {

				_gl.enable( _gl.POLYGON_OFFSET_FILL );

			} else {

				_gl.disable( _gl.POLYGON_OFFSET_FILL );

			}

			_oldPolygonOffset = polygonoffset;

		}

		if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {

			_gl.polygonOffset( factor, units );

			_oldPolygonOffsetFactor = factor;
			_oldPolygonOffsetUnits = units;

		}

	};

	this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {

		if ( blending !== _oldBlending ) {

			if ( blending === THREE.NoBlending ) {

				_gl.disable( _gl.BLEND );

			} else if ( blending === THREE.AdditiveBlending ) {

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

			} else if ( blending === THREE.SubtractiveBlending ) {

				// TODO: Find blendFuncSeparate() combination
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );

			} else if ( blending === THREE.MultiplyBlending ) {

				// TODO: Find blendFuncSeparate() combination
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );

			} else if ( blending === THREE.CustomBlending ) {

				_gl.enable( _gl.BLEND );

			} else {

				_gl.enable( _gl.BLEND );
				_gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
				_gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );

			}

			_oldBlending = blending;

		}

		if ( blending === THREE.CustomBlending ) {

			if ( blendEquation !== _oldBlendEquation ) {

				_gl.blendEquation( paramThreeToGL( blendEquation ) );

				_oldBlendEquation = blendEquation;

			}

			if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {

				_gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );

				_oldBlendSrc = blendSrc;
				_oldBlendDst = blendDst;

			}

		} else {

			_oldBlendEquation = null;
			_oldBlendSrc = null;
			_oldBlendDst = null;

		}

	};

	// Textures

	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {

		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 );

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

		}

		if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {

			if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {

				_gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
				texture.__oldAnisotropy = texture.anisotropy;

			}

		}

	};

	this.setTexture = function ( texture, slot ) {

		if ( texture.needsUpdate ) {

			if ( ! texture.__webglInit ) {

				texture.__webglInit = true;

				texture.addEventListener( 'dispose', onTextureDispose );

				texture.__webglTexture = _gl.createTexture();

				_this.info.memory.textures ++;

			}

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

			_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 );

			var image = texture.image,
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			isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
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			glFormat = paramThreeToGL( texture.format ),
			glType = paramThreeToGL( texture.type );

			setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );

			var mipmap, mipmaps = texture.mipmaps;

			if ( texture instanceof THREE.DataTexture ) {

				// 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 ) {

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

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

					}

					texture.generateMipmaps = false;

				} else {

					_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );

				}

			} else if ( texture instanceof THREE.CompressedTexture ) {

5636
				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
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					mipmap = mipmaps[ i ];
5639
					if ( texture.format !== THREE.RGBAFormat ) {
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						_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
					} else {
						_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
					}
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				}

			} 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 ) {

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

						mipmap = mipmaps[ i ];
						_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );

					}

					texture.generateMipmaps = false;

				} else {

					_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );

				}

			}

			if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );

			texture.needsUpdate = false;

			if ( texture.onUpdate ) texture.onUpdate();

		} else {

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

		}

	};

	function clampToMaxSize ( image, maxSize ) {

		if ( image.width <= maxSize && image.height <= maxSize ) {

			return image;

		}

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

		var maxDimension = Math.max( image.width, image.height );
		var newWidth = Math.floor( image.width * maxSize / maxDimension );
		var newHeight = Math.floor( image.height * maxSize / maxDimension );

		var canvas = document.createElement( 'canvas' );
		canvas.width = newWidth;
		canvas.height = newHeight;

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		var ctx = canvas.getContext( '2d' );
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		ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );

		return canvas;

	}

	function setCubeTexture ( texture, slot ) {

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

			if ( texture.needsUpdate ) {

				if ( ! texture.image.__webglTextureCube ) {

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					texture.addEventListener( 'dispose', onTextureDispose );

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					texture.image.__webglTextureCube = _gl.createTexture();

					_this.info.memory.textures ++;

				}

				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );

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

				var isCompressed = texture instanceof THREE.CompressedTexture;

				var cubeImage = [];

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

					if ( _this.autoScaleCubemaps && ! isCompressed ) {

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

					} else {

						cubeImage[ i ] = texture.image[ i ];

					}

				}

				var image = cubeImage[ 0 ],
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				isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
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				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );

				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

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

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					if ( ! isCompressed ) {
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						_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );

					} else {
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						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

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						for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
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							mipmap = mipmaps[ j ];
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							if ( texture.format !== THREE.RGBAFormat ) {
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								_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
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							} else {
								_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
							}
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						}
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					}
				}

				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}

				texture.needsUpdate = false;

				if ( texture.onUpdate ) texture.onUpdate();

			} else {

				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );

			}

		}

	};

	function setCubeTextureDynamic ( texture, slot ) {

		_gl.activeTexture( _gl.TEXTURE0 + slot );
		_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );

	};

	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {

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

	};

	function setupRenderBuffer ( renderbuffer, renderTarget  ) {

		_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.
5831
		} else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
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			_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 );

		}

	};

	this.setRenderTarget = function ( renderTarget ) {

		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );

		if ( renderTarget && ! renderTarget.__webglFramebuffer ) {

			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

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			var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
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				glFormat = paramThreeToGL( renderTarget.format ),
				glType = paramThreeToGL( renderTarget.type );

			if ( isCube ) {

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

				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
				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 );

				}

				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

			} else {

				renderTarget.__webglFramebuffer = _gl.createFramebuffer();

				if ( renderTarget.shareDepthFrom ) {

					renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;

				} else {

					renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();

				}

				_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
				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 );

				}

				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );

			}

			// Release everything

			if ( isCube ) {

				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

			} else {

				_gl.bindTexture( _gl.TEXTURE_2D, null );

			}

			_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;

	};

	function updateRenderTargetMipmap ( renderTarget ) {

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

		} else {

			_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
			_gl.generateMipmap( _gl.TEXTURE_2D );
			_gl.bindTexture( _gl.TEXTURE_2D, null );

		}

	};

	// 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;

	};

	// Map three.js constants to WebGL constants

	function paramThreeToGL ( p ) {

		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;

		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;

		if ( _glExtensionCompressedTextureS3TC !== undefined ) {

			if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;

		}

		return 0;

	};

	// Allocations

	function allocateBones ( object ) {

6098
		if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
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			return 1024;

		} else {

			// default for when object is not specified
			// ( for example when prebuilding shader
			//   to be used with multiple objects )
			//
6108
			//  - leave some extra space for other uniforms
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			//  - 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 ) {

6119
				maxBones = Math.min( object.skeleton.bones.length, maxBones );
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6121
				if ( maxBones < object.skeleton.bones.length ) {
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6123
					console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
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				}

			}

			return maxBones;

		}

	};

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	function allocateLights( lights ) {
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6136

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		var dirLights = 0;
		var pointLights = 0;
		var spotLights = 0;
		var hemiLights = 0;
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		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
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6143

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			var light = lights[ l ];
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6145

6146
			if ( light.onlyShadow || light.visible === false ) continue;
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			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
			if ( light instanceof THREE.PointLight ) pointLights ++;
			if ( light instanceof THREE.SpotLight ) spotLights ++;
			if ( light instanceof THREE.HemisphereLight ) hemiLights ++;

		}

6155
		return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
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	};

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6159
	function allocateShadows( lights ) {
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6160

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6161
		var maxShadows = 0;
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6162

6163
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
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6165
			var light = lights[ l ];
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			if ( ! light.castShadow ) continue;

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

		}

		return maxShadows;

	};

	// Initialization

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	function initGL() {
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		try {

6184 6185
			var attributes = {
				alpha: _alpha,
6186
				depth: _depth,
6187
				stencil: _stencil,
6188 6189
				antialias: _antialias,
				premultipliedAlpha: _premultipliedAlpha,
6190 6191 6192
				preserveDrawingBuffer: _preserveDrawingBuffer
			};

6193
			_gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
6194 6195

			if ( _gl === null ) {
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				throw 'Error creating WebGL context.';

			}

		} catch ( error ) {

			console.error( error );

		}

		_glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
6208
		_glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
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		_glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );

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		_glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
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		_glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
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6215
		_glExtensionElementIndexUint = _gl.getExtension( 'OES_element_index_uint' );
6216 6217


6218
		if ( _glExtensionTextureFloat === null ) {
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			console.log( 'THREE.WebGLRenderer: Float textures not supported.' );

		}

6224
		if ( _glExtensionStandardDerivatives === null ) {
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			console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );

		}

6230
		if ( _glExtensionTextureFilterAnisotropic === null ) {
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			console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );

		}

6236
		if ( _glExtensionCompressedTextureS3TC === null ) {
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			console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
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		}

6242
		if ( _glExtensionElementIndexUint === null ) {
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			console.log( 'THREE.WebGLRenderer: elementindex as unsigned integer not supported.' );
M
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6245 6246

		}
6247

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6248
		if ( _gl.getShaderPrecisionFormat === undefined ) {
6249

6250
			_gl.getShaderPrecisionFormat = function () {
6251

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6252
				return {
6253 6254 6255
					'rangeMin': 1,
					'rangeMax': 1,
					'precision': 1
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6256
				};
6257

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			}
		}

6261 6262 6263 6264 6265 6266
		if ( _logarithmicDepthBuffer ) {

			_glExtensionFragDepth = _gl.getExtension( 'EXT_frag_depth' );

		}

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	};

	function setDefaultGLState () {

		_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 );

6286
		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
6287

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		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );

	};

	// default plugins (order is important)

	this.shadowMapPlugin = new THREE.ShadowMapPlugin();
	this.addPrePlugin( this.shadowMapPlugin );

	this.addPostPlugin( new THREE.SpritePlugin() );
	this.addPostPlugin( new THREE.LensFlarePlugin() );

};