WebGLRenderer.js 146.9 KB
Newer Older
N
Nicolas Garcia Belmonte 已提交
1 2 3
/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
4
 * @author alteredq / http://alteredqualia.com/
5
 * @author szimek / https://github.com/szimek/
N
Nicolas Garcia Belmonte 已提交
6 7
 */

8
THREE.WebGLRenderer = function ( parameters ) {
M
Mr.doob 已提交
9

10
	console.log( 'THREE.WebGLRenderer', THREE.REVISION );
M
Mr.doob 已提交
11

12
	parameters = parameters || {};
M
Mr.doob 已提交
13

14
	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
15

16
	_precision = parameters.precision !== undefined ? parameters.precision : 'highp',
17

18
	_alpha = parameters.alpha !== undefined ? parameters.alpha : true,
19
	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
20
	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
21
	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
22 23
	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,

24
	_clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
M
Mr.doob 已提交
25 26
	_clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,

27
	_maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
28

29
	// public properties
M
Mr.doob 已提交
30

N
Nicolas Garcia Belmonte 已提交
31
	this.domElement = _canvas;
32 33 34
	this.context = null;

	// clearing
M
Mr.doob 已提交
35

N
Nicolas Garcia Belmonte 已提交
36
	this.autoClear = true;
M
Mr.doob 已提交
37 38 39 40
	this.autoClearColor = true;
	this.autoClearDepth = true;
	this.autoClearStencil = true;

41 42
	// scene graph

43
	this.sortObjects = true;
N
Nicolas Garcia Belmonte 已提交
44

45
	this.autoUpdateObjects = true;
46
	this.autoUpdateScene = true;
47 48 49 50 51 52 53

	// physically based shading

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

54 55 56
	// shadow map

	this.shadowMapEnabled = false;
57
	this.shadowMapAutoUpdate = true;
58
	this.shadowMapSoft = true;
A
alteredq 已提交
59
	this.shadowMapCullFrontFaces = true;
A
alteredq 已提交
60 61
	this.shadowMapDebug = false;
	this.shadowMapCascade = false;
62

63
	// morphs
64

65
	this.maxMorphTargets = 8;
A
alteredq 已提交
66
	this.maxMorphNormals = 4;
67

68 69 70 71
	// flags

	this.autoScaleCubemaps = true;

72 73
	// custom render plugins

A
alteredq 已提交
74 75
	this.renderPluginsPre = [];
	this.renderPluginsPost = [];
76

77
	// info
78

79
	this.info = {
80

81
		memory: {
82

83 84 85
			programs: 0,
			geometries: 0,
			textures: 0
86

87
		},
88

89
		render: {
90

91 92
			calls: 0,
			vertices: 0,
93 94
			faces: 0,
			points: 0
95 96 97

		}

98
	};
M
Mr.doob 已提交
99

100
	// internal properties
101

102
	var _this = this,
103

104
	_gl,
105

106
	_programs = [],
107

108
	// internal state cache
109

110 111 112 113
	_currentProgram = null,
	_currentFramebuffer = null,
	_currentMaterialId = -1,
	_currentGeometryGroupHash = null,
114
	_currentCamera = null,
115
	_geometryGroupCounter = 0,
116

117
	// GL state cache
118

119 120
	_oldDoubleSided = null,
	_oldFlipSided = null,
121

122
	_oldBlending = null,
123 124 125 126 127

	_oldBlendEquation = null,
	_oldBlendSrc = null,
	_oldBlendDst = null,

128 129
	_oldDepthTest = null,
	_oldDepthWrite = null,
130

131 132 133
	_oldPolygonOffset = null,
	_oldPolygonOffsetFactor = null,
	_oldPolygonOffsetUnits = null,
134

135
	_oldLineWidth = null,
136

137 138 139 140
	_viewportX = 0,
	_viewportY = 0,
	_viewportWidth = 0,
	_viewportHeight = 0,
A
alteredq 已提交
141 142
	_currentWidth = 0,
	_currentHeight = 0,
143

A
alteredq 已提交
144
	// frustum
M
Mr.doob 已提交
145

A
alteredq 已提交
146
	_frustum = new THREE.Frustum(),
147

148
	 // camera matrices cache
M
Mikael Emtinger 已提交
149

150
	_projScreenMatrix = new THREE.Matrix4(),
A
alteredq 已提交
151
	_projScreenMatrixPS = new THREE.Matrix4(),
M
Mr.doob 已提交
152

153
	_vector3 = new THREE.Vector4(),
M
Mikael Emtinger 已提交
154

155
	// light arrays cache
M
Mikael Emtinger 已提交
156

157 158
	_direction = new THREE.Vector3(),

159
	_lights = {
M
Mr.doob 已提交
160

161 162
		ambient: [ 0, 0, 0 ],
		directional: { length: 0, colors: new Array(), positions: new Array() },
A
alteredq 已提交
163 164
		point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
		spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), angles: new Array(), exponents: new Array() }
M
Mr.doob 已提交
165

166
	};
M
Mr.doob 已提交
167

168
	// initialize
M
Mikael Emtinger 已提交
169

170
	_gl = initGL();
M
Mikael Emtinger 已提交
171

172
	setDefaultGLState();
M
Mikael Emtinger 已提交
173

174
	this.context = _gl;
M
Mikael Emtinger 已提交
175

176 177 178
	// GPU capabilities

	var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
A
alteredq 已提交
179
	_maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE ),
180
	_maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
M
Mr.doob 已提交
181

182
	// API
M
Mr.doob 已提交
183

184
	this.getContext = function () {
M
Mr.doob 已提交
185

186
		return _gl;
M
Mr.doob 已提交
187

188
	};
M
Mr.doob 已提交
189

190
	this.supportsVertexTextures = function () {
M
Mikael Emtinger 已提交
191

192
		return _maxVertexTextures > 0;
M
Mikael Emtinger 已提交
193

194
	};
M
Mikael Emtinger 已提交
195

N
Nicolas Garcia Belmonte 已提交
196 197 198 199
	this.setSize = function ( width, height ) {

		_canvas.width = width;
		_canvas.height = height;
200

201 202 203
		this.setViewport( 0, 0, _canvas.width, _canvas.height );

	};
N
Nicolas Garcia Belmonte 已提交
204

205
	this.setViewport = function ( x, y, width, height ) {
206

207 208
		_viewportX = x;
		_viewportY = y;
209

210 211
		_viewportWidth = width;
		_viewportHeight = height;
212

213
		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
214

N
Nicolas Garcia Belmonte 已提交
215
	};
216

217
	this.setScissor = function ( x, y, width, height ) {
N
Nicolas Garcia Belmonte 已提交
218

219
		_gl.scissor( x, y, width, height );
220

221
	};
222

223
	this.enableScissorTest = function ( enable ) {
224

M
Mr.doob 已提交
225
		enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
226 227

	};
228

229 230
	// Clearing

231
	this.setClearColorHex = function ( hex, alpha ) {
232

233 234 235 236
		_clearColor.setHex( hex );
		_clearAlpha = alpha;

		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
237

238
	};
A
alteredq 已提交
239

240
	this.setClearColor = function ( color, alpha ) {
A
alteredq 已提交
241

242 243 244 245
		_clearColor.copy( color );
		_clearAlpha = alpha;

		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
A
alteredq 已提交
246 247

	};
248

M
Mr.doob 已提交
249 250 251 252 253 254 255
	this.getClearColor = function () {

		return _clearColor;

	};

	this.getClearAlpha = function () {
N
Nicolas Garcia Belmonte 已提交
256

M
Mr.doob 已提交
257 258 259 260 261 262 263 264
		return _clearAlpha;

	};

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

		var bits = 0;

265 266 267
		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;
M
Mr.doob 已提交
268 269

		_gl.clear( bits );
N
Nicolas Garcia Belmonte 已提交
270 271 272

	};

273
	this.clearTarget = function ( renderTarget, color, depth, stencil ) {
M
Mr.doob 已提交
274

A
alteredq 已提交
275
		this.setRenderTarget( renderTarget );
276
		this.clear( color, depth, stencil );
M
Mr.doob 已提交
277 278 279

	};

280 281
	// Plugins

A
alteredq 已提交
282
	this.addPostPlugin = function ( plugin ) {
283 284

		plugin.init( this );
A
alteredq 已提交
285
		this.renderPluginsPost.push( plugin );
286 287 288

	};

A
alteredq 已提交
289 290 291 292 293 294
	this.addPrePlugin = function ( plugin ) {

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

	};
295

296 297
	// Deallocation

298 299 300 301 302 303 304
	this.deallocateObject = function ( object ) {

		if ( ! object.__webglInit ) return;

		object.__webglInit = false;

		delete object._modelViewMatrix;
305
		delete object._normalMatrix;
306 307 308 309 310 311 312

		delete object._normalMatrixArray;
		delete object._modelViewMatrixArray;
		delete object._objectMatrixArray;

		if ( object instanceof THREE.Mesh ) {

313
			for ( var g in object.geometry.geometryGroups ) {
314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341

				deleteMeshBuffers( object.geometry.geometryGroups[ g ] );

			}

		} else if ( object instanceof THREE.Ribbon ) {

			deleteRibbonBuffers( object.geometry );

		} else if ( object instanceof THREE.Line ) {

			deleteLineBuffers( object.geometry );

		} else if ( object instanceof THREE.ParticleSystem ) {

			deleteParticleBuffers( object.geometry );

		}

	};

	this.deallocateTexture = function ( texture ) {

		if ( ! texture.__webglInit ) return;

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

M
Mr.doob 已提交
342 343
		_this.info.memory.textures --;

344 345
	};

346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369
	this.deallocateRenderTarget = function ( renderTarget ) {

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

		_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 );

		}

	};

370
	// Rendering
371

372
	this.updateShadowMap = function ( scene, camera ) {
373

A
alteredq 已提交
374 375 376 377 378 379 380 381
		_currentProgram = null;
		_oldBlending = -1;
		_oldDepthTest = -1;
		_oldDepthWrite = -1;
		_currentGeometryGroupHash = -1;
		_currentMaterialId = -1;

		this.shadowMapPlugin.update( scene, camera );
M
Mr.doob 已提交
382

383
	};
M
Mr.doob 已提交
384

385
	// Internal functions
386

387
	// Buffer allocation
388

389
	function createParticleBuffers ( geometry ) {
390

391 392
		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
M
Mr.doob 已提交
393

394
		_this.info.geometries ++;
395

396
	};
397

398
	function createLineBuffers ( geometry ) {
399

400 401
		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
402

403
		_this.info.memory.geometries ++;
404

405
	};
406

407
	function createRibbonBuffers ( geometry ) {
408

409 410
		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
411

412
		_this.info.memory.geometries ++;
M
Mr.doob 已提交
413

414
	};
415

416
	function createMeshBuffers ( geometryGroup ) {
417

418 419 420 421 422 423
		geometryGroup.__webglVertexBuffer = _gl.createBuffer();
		geometryGroup.__webglNormalBuffer = _gl.createBuffer();
		geometryGroup.__webglTangentBuffer = _gl.createBuffer();
		geometryGroup.__webglColorBuffer = _gl.createBuffer();
		geometryGroup.__webglUVBuffer = _gl.createBuffer();
		geometryGroup.__webglUV2Buffer = _gl.createBuffer();
424

425 426 427 428
		geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
		geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
		geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
		geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
429

430 431
		geometryGroup.__webglFaceBuffer = _gl.createBuffer();
		geometryGroup.__webglLineBuffer = _gl.createBuffer();
432

433
		var m, ml;
434

435
		if ( geometryGroup.numMorphTargets ) {
436

437
			geometryGroup.__webglMorphTargetsBuffers = [];
438

439
			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
M
Mr.doob 已提交
440

441
				geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
442 443 444 445 446 447 448 449 450 451 452

			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__webglMorphNormalsBuffers = [];

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

A
alteredq 已提交
453
				geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
454

455
			}
456

457
		}
458

459
		_this.info.memory.geometries ++;
460

461
	};
462

463
	// Buffer deallocation
464

465
	function deleteParticleBuffers ( geometry ) {
466

467 468
		_gl.deleteBuffer( geometry.__webglVertexBuffer );
		_gl.deleteBuffer( geometry.__webglColorBuffer );
469

470
		_this.info.memory.geometries --;
471

472
	};
473

474
	function deleteLineBuffers ( geometry ) {
475

476 477
		_gl.deleteBuffer( geometry.__webglVertexBuffer );
		_gl.deleteBuffer( geometry.__webglColorBuffer );
478

M
Mr.doob 已提交
479 480
		_this.info.memory.geometries --;

481 482
	};

483
	function deleteRibbonBuffers ( geometry ) {
484 485 486 487

		_gl.deleteBuffer( geometry.__webglVertexBuffer );
		_gl.deleteBuffer( geometry.__webglColorBuffer );

M
Mr.doob 已提交
488 489
		_this.info.memory.geometries --;

490 491
	};

492
	function deleteMeshBuffers ( geometryGroup ) {
493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508

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

		_gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer );
		_gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
		_gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
		_gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );

		_gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
		_gl.deleteBuffer( geometryGroup.__webglLineBuffer );

509 510
		var m, ml;

511 512
		if ( geometryGroup.numMorphTargets ) {

513
			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
514 515

				_gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
516 517 518 519 520 521 522 523 524

			}

		}

		if ( geometryGroup.numMorphNormals ) {

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

A
alteredq 已提交
525
				_gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
526 527 528 529 530

			}

		}

531 532 533 534 535 536 537 538 539 540 541

		if ( geometryGroup.__webglCustomAttributesList ) {

			for ( var id in geometryGroup.__webglCustomAttributesList ) {

				_gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer );

			}

		}

M
Mr.doob 已提交
542 543
		_this.info.memory.geometries --;

544 545
	};

546
	// Buffer initialization
547

A
alteredq 已提交
548
	function initCustomAttributes ( geometry, object ) {
M
Mr.doob 已提交
549

550 551
		var nvertices = geometry.vertices.length;

552
		var material = object.material;
553

554
		if ( material.attributes ) {
555

556
			if ( geometry.__webglCustomAttributesList === undefined ) {
557

558
				geometry.__webglCustomAttributesList = [];
559

560
			}
561

562
			for ( var a in material.attributes ) {
563

564
				var attribute = material.attributes[ a ];
565

566
				if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
567

568
					attribute.__webglInitialized = true;
569

A
alteredq 已提交
570
					var size = 1;		// "f" and "i"
571

572 573 574 575
					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;
576

577
					attribute.size = size;
A
alteredq 已提交
578

579
					attribute.array = new Float32Array( nvertices * size );
A
alteredq 已提交
580

581 582
					attribute.buffer = _gl.createBuffer();
					attribute.buffer.belongsToAttribute = a;
583

584
					attribute.needsUpdate = true;
585

586
				}
587

588
				geometry.__webglCustomAttributesList.push( attribute );
589

590
			}
591

592
		}
593

594
	};
595

596
	function initParticleBuffers ( geometry, object ) {
A
alteredq 已提交
597 598 599 600 601 602

		var nvertices = geometry.vertices.length;

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

603 604 605
		geometry.__sortArray = [];

		geometry.__webglParticleCount = nvertices;
A
alteredq 已提交
606 607 608 609 610

		initCustomAttributes ( geometry, object );

	};

611
	function initLineBuffers ( geometry, object ) {
A
alteredq 已提交
612 613 614 615 616 617

		var nvertices = geometry.vertices.length;

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

618
		geometry.__webglLineCount = nvertices;
A
alteredq 已提交
619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634

		initCustomAttributes ( geometry, object );

	};

	function initRibbonBuffers ( geometry ) {

		var nvertices = geometry.vertices.length;

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

		geometry.__webglVertexCount = nvertices;

	};

M
Mr.doob 已提交
635
	function initMeshBuffers ( geometryGroup, object ) {
M
Mr.doob 已提交
636

637 638 639
		var geometry = object.geometry,
			faces3 = geometryGroup.faces3,
			faces4 = geometryGroup.faces4,
M
Mr.doob 已提交
640

641 642 643
			nvertices = faces3.length * 3 + faces4.length * 4,
			ntris     = faces3.length * 1 + faces4.length * 2,
			nlines    = faces3.length * 3 + faces4.length * 4,
644

645
			material = getBufferMaterial( object, geometryGroup ),
646

647 648 649
			uvType = bufferGuessUVType( material ),
			normalType = bufferGuessNormalType( material ),
			vertexColorType = bufferGuessVertexColorType( material );
A
alteredq 已提交
650

651
		//console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
M
Mr.doob 已提交
652

653
		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
654

655
		if ( normalType ) {
M
Mr.doob 已提交
656

657
			geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
M
Mr.doob 已提交
658

659
		}
660

661
		if ( geometry.hasTangents ) {
662

663
			geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
664

665
		}
666

667
		if ( vertexColorType ) {
668

669
			geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
M
Mr.doob 已提交
670

671
		}
M
Mr.doob 已提交
672

673
		if ( uvType ) {
674

675
			if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
676

677 678 679 680 681
				geometryGroup.__uvArray = new Float32Array( nvertices * 2 );

			}

			if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
682

683 684 685 686 687 688 689 690 691 692 693 694 695 696 697
				geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );

			}

		}

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

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

		}

698
		geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
699
		geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
M
Mr.doob 已提交
700

701 702
		var m, ml;

703 704
		if ( geometryGroup.numMorphTargets ) {

M
Mr.doob 已提交
705
			geometryGroup.__morphTargetsArrays = [];
706

707
			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
708

709
				geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
710 711 712 713 714 715 716 717 718 719 720

			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__morphNormalsArrays = [];

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

A
alteredq 已提交
721
				geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
722

723 724 725
			}

		}
726

727
		geometryGroup.__webglFaceCount = ntris * 3;
728
		geometryGroup.__webglLineCount = nlines * 2;
729

M
Mr.doob 已提交
730

731
		// custom attributes
M
Mr.doob 已提交
732

733
		if ( material.attributes ) {
734

735
			if ( geometryGroup.__webglCustomAttributesList === undefined ) {
736

737
				geometryGroup.__webglCustomAttributesList = [];
738

739
			}
740

741
			for ( var a in material.attributes ) {
M
Mr.doob 已提交
742

743 744
				// Do a shallow copy of the attribute object so different geometryGroup chunks use different
				// attribute buffers which are correctly indexed in the setMeshBuffers function
745

746
				var originalAttribute = material.attributes[ a ];
747

748
				var attribute = {};
749

750
				for ( var property in originalAttribute ) {
M
Mr.doob 已提交
751

752
					attribute[ property ] = originalAttribute[ property ];
753

754
				}
755

756
				if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
757

758
					attribute.__webglInitialized = true;
759

760
					var size = 1;		// "f" and "i"
M
Mr.doob 已提交
761

762 763 764 765
					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;
766

767
					attribute.size = size;
A
alteredq 已提交
768

769
					attribute.array = new Float32Array( nvertices * size );
A
alteredq 已提交
770

771 772
					attribute.buffer = _gl.createBuffer();
					attribute.buffer.belongsToAttribute = a;
773

774 775
					originalAttribute.needsUpdate = true;
					attribute.__original = originalAttribute;
776 777 778

				}

779 780
				geometryGroup.__webglCustomAttributesList.push( attribute );

781
			}
M
Mr.doob 已提交
782

783
		}
784

785 786
		geometryGroup.__inittedArrays = true;

787
	};
M
Mr.doob 已提交
788

789
	function getBufferMaterial( object, geometryGroup ) {
790

791
		if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
792

793
			return object.material;
794

795
		} else if ( geometryGroup.materialIndex >= 0 ) {
796

797
			return object.geometry.materials[ geometryGroup.materialIndex ];
M
Mr.doob 已提交
798

799
		}
800

801
	};
M
Mr.doob 已提交
802

803
	function materialNeedsSmoothNormals ( material ) {
804

805
		return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
806

807
	};
M
Mr.doob 已提交
808

809
	function bufferGuessNormalType ( material ) {
810

811
		// only MeshBasicMaterial and MeshDepthMaterial don't need normals
812

813
		if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
M
Mr.doob 已提交
814

815
			return false;
816

817
		}
818

819
		if ( materialNeedsSmoothNormals( material ) ) {
820

821
			return THREE.SmoothShading;
M
Mr.doob 已提交
822

823
		} else {
824

825
			return THREE.FlatShading;
826

827
		}
828

829
	};
830

831
	function bufferGuessVertexColorType ( material ) {
832

833
		if ( material.vertexColors ) {
834

835
			return material.vertexColors;
836

837
		}
M
Mr.doob 已提交
838

839
		return false;
M
Mr.doob 已提交
840

841
	};
M
Mr.doob 已提交
842

843
	function bufferGuessUVType ( material ) {
844

845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873
		// material must use some texture to require uvs

		if ( material.map || material.lightMap || material instanceof THREE.ShaderMaterial ) {

			return true;

		}

		return false;

	};

	// 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,

874
		dirtyVertices = geometry.verticesNeedUpdate,
875
		dirtyElements = geometry.__dirtyElements,
M
Mr.doob 已提交
876
		dirtyColors = geometry.colorsNeedUpdate,
877 878 879 880 881 882 883 884

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

		if ( object.sortParticles ) {

A
alteredq 已提交
885 886
			_projScreenMatrixPS.copy( _projScreenMatrix );
			_projScreenMatrixPS.multiplySelf( object.matrixWorld );
887 888 889

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

890
				vertex = vertices[ v ];
891 892

				_vector3.copy( vertex );
A
alteredq 已提交
893
				_projScreenMatrixPS.multiplyVector3( _vector3 );
894 895 896 897 898 899 900 901 902

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

			}

			sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );

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

903
				vertex = vertices[ sortArray[v][1] ];
904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026

				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;

				color = colors[ sortArray[c][1] ];

				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.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;

					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 ];

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

							offset += 2;

						}

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

						if ( customAttribute.type === "c" ) {

							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 ];

								customAttribute.array[ offset ] 	= value.x;
								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 ++ ) {

1027
					vertex = vertices[ v ];
1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061

					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 &&
1062
						 ( customAttribute.boundTo === undefined ||
1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192
						   customAttribute.boundTo === "vertices") ) {

						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 ];

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

								offset += 2;

							}

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

							if ( customAttribute.type === "c" ) {

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

									value = customAttribute.value[ ca ];

									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 ++ ) {

									value = customAttribute.value[ ca ];

									customAttribute.array[ offset ] 	= value.x;
									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 );

				}

			}

		}


	};

	function setLineBuffers ( geometry, hint ) {

		var v, c, vertex, offset, color,

		vertices = geometry.vertices,
		colors = geometry.colors,
		vl = vertices.length,
		cl = colors.length,

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

1193
		dirtyVertices = geometry.verticesNeedUpdate,
M
Mr.doob 已提交
1194
		dirtyColors = geometry.colorsNeedUpdate,
1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205

		customAttributes = geometry.__webglCustomAttributesList,

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

		if ( dirtyVertices ) {

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

1206
				vertex = vertices[ v ];
1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346

				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 ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

				if ( customAttribute.needsUpdate &&
					 ( customAttribute.boundTo === undefined ||
					   customAttribute.boundTo === "vertices" ) ) {

					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 ];

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

							offset += 2;

						}

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

						if ( customAttribute.type === "c" ) {

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

								value = customAttribute.value[ ca ];

								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 ++ ) {

								value = customAttribute.value[ ca ];

								customAttribute.array[ offset ] 	= value.x;
								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;

						}

					}

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

				}

			}

		}

	};

	function setRibbonBuffers ( geometry, hint ) {

		var v, c, vertex, offset, color,

		vertices = geometry.vertices,
		colors = geometry.colors,
		vl = vertices.length,
		cl = colors.length,

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

1347
		dirtyVertices = geometry.verticesNeedUpdate,
M
Mr.doob 已提交
1348
		dirtyColors = geometry.colorsNeedUpdate;
1349 1350 1351 1352 1353

		if ( dirtyVertices ) {

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

1354
				vertex = vertices[ v ];
1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389

				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 );

		}

	};

1390
	function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
1391 1392 1393 1394 1395 1396 1397 1398

		if ( ! geometryGroup.__inittedArrays ) {

			// console.log( object );
			return;

		}

1399 1400 1401 1402 1403 1404
		var normalType = bufferGuessNormalType( material ),
		vertexColorType = bufferGuessVertexColorType( material ),
		uvType = bufferGuessUVType( material ),

		needsSmoothNormals = ( normalType === THREE.SmoothShading );

1405 1406 1407 1408
		var f, fl, fi, face,
		vertexNormals, faceNormal, normal,
		vertexColors, faceColor,
		vertexTangents,
A
alteredq 已提交
1409
		uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
1410 1411 1412 1413 1414 1415 1416 1417
		c1, c2, c3, c4,
		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,
A
alteredq 已提交
1418
		nka, chf, faceVertexNormals,
1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450
		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,

		skinVertexAArray = geometryGroup.__skinVertexAArray,
		skinVertexBArray = geometryGroup.__skinVertexBArray,
		skinIndexArray = geometryGroup.__skinIndexArray,
		skinWeightArray = geometryGroup.__skinWeightArray,

		morphTargetsArrays = geometryGroup.__morphTargetsArrays,
A
alteredq 已提交
1451
		morphNormalsArrays = geometryGroup.__morphNormalsArrays,
1452 1453 1454 1455 1456 1457 1458 1459 1460

		customAttributes = geometryGroup.__webglCustomAttributesList,
		customAttribute,

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

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

1461
		dirtyVertices = geometry.verticesNeedUpdate,
1462 1463 1464 1465
		dirtyElements = geometry.__dirtyElements,
		dirtyUvs = geometry.__dirtyUvs,
		dirtyNormals = geometry.__dirtyNormals,
		dirtyTangents = geometry.__dirtyTangents,
M
Mr.doob 已提交
1466
		dirtyColors = geometry.colorsNeedUpdate,
1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483
		dirtyMorphTargets = geometry.__dirtyMorphTargets,

		vertices = geometry.vertices,
		chunk_faces3 = geometryGroup.faces3,
		chunk_faces4 = geometryGroup.faces4,
		obj_faces = geometry.faces,

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

		obj_colors = geometry.colors,

		obj_skinVerticesA = geometry.skinVerticesA,
		obj_skinVerticesB = geometry.skinVerticesB,
		obj_skinIndices = geometry.skinIndices,
		obj_skinWeights = geometry.skinWeights,

A
alteredq 已提交
1484 1485
		morphTargets = geometry.morphTargets,
		morphNormals = geometry.morphNormals;
1486 1487 1488 1489 1490 1491 1492

		if ( dirtyVertices ) {

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

				face = obj_faces[ chunk_faces3[ f ] ];

1493 1494 1495
				v1 = vertices[ face.a ];
				v2 = vertices[ face.b ];
				v3 = vertices[ face.c ];
1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507

				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;
M
Mr.doob 已提交
1508

1509
				offset += 9;
M
Mr.doob 已提交
1510

1511
			}
1512

A
alteredq 已提交
1513
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
M
Mr.doob 已提交
1514

A
alteredq 已提交
1515
				face = obj_faces[ chunk_faces4[ f ] ];
M
Mr.doob 已提交
1516

1517 1518 1519 1520
				v1 = vertices[ face.a ];
				v2 = vertices[ face.b ];
				v3 = vertices[ face.c ];
				v4 = vertices[ face.d ];
1521

A
alteredq 已提交
1522 1523 1524
				vertexArray[ offset ]     = v1.x;
				vertexArray[ offset + 1 ] = v1.y;
				vertexArray[ offset + 2 ] = v1.z;
1525

A
alteredq 已提交
1526 1527 1528
				vertexArray[ offset + 3 ] = v2.x;
				vertexArray[ offset + 4 ] = v2.y;
				vertexArray[ offset + 5 ] = v2.z;
1529

A
alteredq 已提交
1530 1531 1532
				vertexArray[ offset + 6 ] = v3.x;
				vertexArray[ offset + 7 ] = v3.y;
				vertexArray[ offset + 8 ] = v3.z;
1533

A
alteredq 已提交
1534 1535 1536
				vertexArray[ offset + 9 ]  = v4.x;
				vertexArray[ offset + 10 ] = v4.y;
				vertexArray[ offset + 11 ] = v4.z;
1537

A
alteredq 已提交
1538
				offset += 12;
1539

A
alteredq 已提交
1540
			}
1541

A
alteredq 已提交
1542 1543
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
M
Mr.doob 已提交
1544

A
alteredq 已提交
1545
		}
M
Mr.doob 已提交
1546

A
alteredq 已提交
1547
		if ( dirtyMorphTargets ) {
M
Mr.doob 已提交
1548

1549
			for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
1550

1551
				offset_morphTarget = 0;
1552

1553 1554
				for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

A
alteredq 已提交
1555 1556 1557 1558
					chf = chunk_faces3[ f ];
					face = obj_faces[ chf ];

					// morph positions
M
Mr.doob 已提交
1559

1560 1561 1562
					v1 = morphTargets[ vk ].vertices[ face.a ];
					v2 = morphTargets[ vk ].vertices[ face.b ];
					v3 = morphTargets[ vk ].vertices[ face.c ];
M
Mr.doob 已提交
1563

A
alteredq 已提交
1564
					vka = morphTargetsArrays[ vk ];
M
Mr.doob 已提交
1565

A
alteredq 已提交
1566 1567 1568
					vka[ offset_morphTarget ] 	  = v1.x;
					vka[ offset_morphTarget + 1 ] = v1.y;
					vka[ offset_morphTarget + 2 ] = v1.z;
M
Mr.doob 已提交
1569

A
alteredq 已提交
1570 1571 1572
					vka[ offset_morphTarget + 3 ] = v2.x;
					vka[ offset_morphTarget + 4 ] = v2.y;
					vka[ offset_morphTarget + 5 ] = v2.z;
M
Mr.doob 已提交
1573

A
alteredq 已提交
1574 1575 1576
					vka[ offset_morphTarget + 6 ] = v3.x;
					vka[ offset_morphTarget + 7 ] = v3.y;
					vka[ offset_morphTarget + 8 ] = v3.z;
M
Mr.doob 已提交
1577

A
alteredq 已提交
1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615
					// 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 ];

						nka[ offset_morphTarget ] 	  = n1.x;
						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;

					}

					//

1616
					offset_morphTarget += 9;
1617

1618
				}
1619

1620
				for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
1621

A
alteredq 已提交
1622 1623 1624 1625
					chf = chunk_faces4[ f ];
					face = obj_faces[ chf ];

					// morph positions
1626

1627 1628 1629 1630
					v1 = morphTargets[ vk ].vertices[ face.a ];
					v2 = morphTargets[ vk ].vertices[ face.b ];
					v3 = morphTargets[ vk ].vertices[ face.c ];
					v4 = morphTargets[ vk ].vertices[ face.d ];
1631

1632
					vka = morphTargetsArrays[ vk ];
1633

1634 1635 1636
					vka[ offset_morphTarget ] 	  = v1.x;
					vka[ offset_morphTarget + 1 ] = v1.y;
					vka[ offset_morphTarget + 2 ] = v1.z;
1637

1638 1639 1640
					vka[ offset_morphTarget + 3 ] = v2.x;
					vka[ offset_morphTarget + 4 ] = v2.y;
					vka[ offset_morphTarget + 5 ] = v2.z;
1641

1642 1643 1644
					vka[ offset_morphTarget + 6 ] = v3.x;
					vka[ offset_morphTarget + 7 ] = v3.y;
					vka[ offset_morphTarget + 8 ] = v3.z;
1645

A
alteredq 已提交
1646 1647 1648 1649
					vka[ offset_morphTarget + 9 ]  = v4.x;
					vka[ offset_morphTarget + 10 ] = v4.y;
					vka[ offset_morphTarget + 11 ] = v4.z;

A
alteredq 已提交
1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693
					// morph normals

					if ( material.morphNormals ) {

						if ( needsSmoothNormals ) {

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

							n1 = faceVertexNormals.a;
							n2 = faceVertexNormals.b;
							n3 = faceVertexNormals.c;
							n4 = faceVertexNormals.d;

						} else {

							n1 = morphNormals[ vk ].faceNormals[ chf ];
							n2 = n1;
							n3 = n1;
							n4 = n1;

						}

						nka = morphNormalsArrays[ vk ];

						nka[ offset_morphTarget ] 	  = n1.x;
						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;

						nka[ offset_morphTarget + 9 ]  = n4.x;
						nka[ offset_morphTarget + 10 ] = n4.y;
						nka[ offset_morphTarget + 11 ] = n4.z;

					}

					//

1694
					offset_morphTarget += 12;
A
alteredq 已提交
1695

1696
				}
A
alteredq 已提交
1697 1698 1699

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
				_gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
A
alteredq 已提交
1700

A
alteredq 已提交
1701 1702 1703 1704 1705 1706 1707
				if ( material.morphNormals ) {

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

				}

1708
			}
1709

A
alteredq 已提交
1710 1711 1712 1713 1714 1715 1716
		}

		if ( obj_skinWeights.length ) {

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

				face = obj_faces[ chunk_faces3[ f ]	];
1717

1718
				// weights
A
alteredq 已提交
1719

1720 1721 1722
				sw1 = obj_skinWeights[ face.a ];
				sw2 = obj_skinWeights[ face.b ];
				sw3 = obj_skinWeights[ face.c ];
A
alteredq 已提交
1723

1724 1725 1726 1727
				skinWeightArray[ offset_skin ]     = sw1.x;
				skinWeightArray[ offset_skin + 1 ] = sw1.y;
				skinWeightArray[ offset_skin + 2 ] = sw1.z;
				skinWeightArray[ offset_skin + 3 ] = sw1.w;
A
alteredq 已提交
1728

1729 1730 1731 1732
				skinWeightArray[ offset_skin + 4 ] = sw2.x;
				skinWeightArray[ offset_skin + 5 ] = sw2.y;
				skinWeightArray[ offset_skin + 6 ] = sw2.z;
				skinWeightArray[ offset_skin + 7 ] = sw2.w;
1733

1734 1735 1736 1737
				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
				skinWeightArray[ offset_skin + 10 ] = sw3.z;
				skinWeightArray[ offset_skin + 11 ] = sw3.w;
A
alteredq 已提交
1738

1739
				// indices
A
alteredq 已提交
1740

1741 1742 1743
				si1 = obj_skinIndices[ face.a ];
				si2 = obj_skinIndices[ face.b ];
				si3 = obj_skinIndices[ face.c ];
A
alteredq 已提交
1744

1745 1746 1747 1748
				skinIndexArray[ offset_skin ]     = si1.x;
				skinIndexArray[ offset_skin + 1 ] = si1.y;
				skinIndexArray[ offset_skin + 2 ] = si1.z;
				skinIndexArray[ offset_skin + 3 ] = si1.w;
A
alteredq 已提交
1749

1750 1751 1752 1753
				skinIndexArray[ offset_skin + 4 ] = si2.x;
				skinIndexArray[ offset_skin + 5 ] = si2.y;
				skinIndexArray[ offset_skin + 6 ] = si2.z;
				skinIndexArray[ offset_skin + 7 ] = si2.w;
1754

1755 1756 1757 1758
				skinIndexArray[ offset_skin + 8 ]  = si3.x;
				skinIndexArray[ offset_skin + 9 ]  = si3.y;
				skinIndexArray[ offset_skin + 10 ] = si3.z;
				skinIndexArray[ offset_skin + 11 ] = si3.w;
A
alteredq 已提交
1759

1760
				// vertices A
A
alteredq 已提交
1761

1762 1763 1764
				sa1 = obj_skinVerticesA[ face.a ];
				sa2 = obj_skinVerticesA[ face.b ];
				sa3 = obj_skinVerticesA[ face.c ];
A
alteredq 已提交
1765

1766 1767 1768 1769
				skinVertexAArray[ offset_skin ]     = sa1.x;
				skinVertexAArray[ offset_skin + 1 ] = sa1.y;
				skinVertexAArray[ offset_skin + 2 ] = sa1.z;
				skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
A
alteredq 已提交
1770

1771 1772 1773 1774
				skinVertexAArray[ offset_skin + 4 ] = sa2.x;
				skinVertexAArray[ offset_skin + 5 ] = sa2.y;
				skinVertexAArray[ offset_skin + 6 ] = sa2.z;
				skinVertexAArray[ offset_skin + 7 ] = 1;
1775

1776 1777 1778 1779
				skinVertexAArray[ offset_skin + 8 ]  = sa3.x;
				skinVertexAArray[ offset_skin + 9 ]  = sa3.y;
				skinVertexAArray[ offset_skin + 10 ] = sa3.z;
				skinVertexAArray[ offset_skin + 11 ] = 1;
A
alteredq 已提交
1780

1781
				// vertices B
A
alteredq 已提交
1782

1783 1784 1785
				sb1 = obj_skinVerticesB[ face.a ];
				sb2 = obj_skinVerticesB[ face.b ];
				sb3 = obj_skinVerticesB[ face.c ];
A
alteredq 已提交
1786

1787 1788 1789 1790
				skinVertexBArray[ offset_skin ]     = sb1.x;
				skinVertexBArray[ offset_skin + 1 ] = sb1.y;
				skinVertexBArray[ offset_skin + 2 ] = sb1.z;
				skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
A
alteredq 已提交
1791

1792 1793 1794 1795
				skinVertexBArray[ offset_skin + 4 ] = sb2.x;
				skinVertexBArray[ offset_skin + 5 ] = sb2.y;
				skinVertexBArray[ offset_skin + 6 ] = sb2.z;
				skinVertexBArray[ offset_skin + 7 ] = 1;
1796

1797 1798 1799 1800
				skinVertexBArray[ offset_skin + 8 ]  = sb3.x;
				skinVertexBArray[ offset_skin + 9 ]  = sb3.y;
				skinVertexBArray[ offset_skin + 10 ] = sb3.z;
				skinVertexBArray[ offset_skin + 11 ] = 1;
1801

1802
				offset_skin += 12;
1803

1804
			}
1805

A
alteredq 已提交
1806
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
1807

A
alteredq 已提交
1808
				face = obj_faces[ chunk_faces4[ f ] ];
1809

A
alteredq 已提交
1810
				// weights
1811

A
alteredq 已提交
1812 1813 1814 1815
				sw1 = obj_skinWeights[ face.a ];
				sw2 = obj_skinWeights[ face.b ];
				sw3 = obj_skinWeights[ face.c ];
				sw4 = obj_skinWeights[ face.d ];
1816

A
alteredq 已提交
1817 1818 1819 1820
				skinWeightArray[ offset_skin ]     = sw1.x;
				skinWeightArray[ offset_skin + 1 ] = sw1.y;
				skinWeightArray[ offset_skin + 2 ] = sw1.z;
				skinWeightArray[ offset_skin + 3 ] = sw1.w;
1821

A
alteredq 已提交
1822 1823 1824 1825
				skinWeightArray[ offset_skin + 4 ] = sw2.x;
				skinWeightArray[ offset_skin + 5 ] = sw2.y;
				skinWeightArray[ offset_skin + 6 ] = sw2.z;
				skinWeightArray[ offset_skin + 7 ] = sw2.w;
1826

A
alteredq 已提交
1827 1828 1829 1830
				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
				skinWeightArray[ offset_skin + 10 ] = sw3.z;
				skinWeightArray[ offset_skin + 11 ] = sw3.w;
1831

A
alteredq 已提交
1832 1833 1834 1835
				skinWeightArray[ offset_skin + 12 ] = sw4.x;
				skinWeightArray[ offset_skin + 13 ] = sw4.y;
				skinWeightArray[ offset_skin + 14 ] = sw4.z;
				skinWeightArray[ offset_skin + 15 ] = sw4.w;
1836

A
alteredq 已提交
1837
				// indices
1838

A
alteredq 已提交
1839 1840 1841 1842
				si1 = obj_skinIndices[ face.a ];
				si2 = obj_skinIndices[ face.b ];
				si3 = obj_skinIndices[ face.c ];
				si4 = obj_skinIndices[ face.d ];
1843

A
alteredq 已提交
1844 1845 1846 1847
				skinIndexArray[ offset_skin ]     = si1.x;
				skinIndexArray[ offset_skin + 1 ] = si1.y;
				skinIndexArray[ offset_skin + 2 ] = si1.z;
				skinIndexArray[ offset_skin + 3 ] = si1.w;
1848

A
alteredq 已提交
1849 1850 1851 1852
				skinIndexArray[ offset_skin + 4 ] = si2.x;
				skinIndexArray[ offset_skin + 5 ] = si2.y;
				skinIndexArray[ offset_skin + 6 ] = si2.z;
				skinIndexArray[ offset_skin + 7 ] = si2.w;
M
Mr.doob 已提交
1853

A
alteredq 已提交
1854 1855 1856 1857
				skinIndexArray[ offset_skin + 8 ]  = si3.x;
				skinIndexArray[ offset_skin + 9 ]  = si3.y;
				skinIndexArray[ offset_skin + 10 ] = si3.z;
				skinIndexArray[ offset_skin + 11 ] = si3.w;
M
Mr.doob 已提交
1858

A
alteredq 已提交
1859 1860 1861 1862
				skinIndexArray[ offset_skin + 12 ] = si4.x;
				skinIndexArray[ offset_skin + 13 ] = si4.y;
				skinIndexArray[ offset_skin + 14 ] = si4.z;
				skinIndexArray[ offset_skin + 15 ] = si4.w;
M
Mr.doob 已提交
1863

A
alteredq 已提交
1864
				// vertices A
M
Mr.doob 已提交
1865

A
alteredq 已提交
1866 1867 1868 1869
				sa1 = obj_skinVerticesA[ face.a ];
				sa2 = obj_skinVerticesA[ face.b ];
				sa3 = obj_skinVerticesA[ face.c ];
				sa4 = obj_skinVerticesA[ face.d ];
1870

A
alteredq 已提交
1871 1872 1873 1874
				skinVertexAArray[ offset_skin ]     = sa1.x;
				skinVertexAArray[ offset_skin + 1 ] = sa1.y;
				skinVertexAArray[ offset_skin + 2 ] = sa1.z;
				skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
M
Mr.doob 已提交
1875

A
alteredq 已提交
1876 1877 1878 1879
				skinVertexAArray[ offset_skin + 4 ] = sa2.x;
				skinVertexAArray[ offset_skin + 5 ] = sa2.y;
				skinVertexAArray[ offset_skin + 6 ] = sa2.z;
				skinVertexAArray[ offset_skin + 7 ] = 1;
1880

A
alteredq 已提交
1881 1882 1883 1884
				skinVertexAArray[ offset_skin + 8 ]  = sa3.x;
				skinVertexAArray[ offset_skin + 9 ]  = sa3.y;
				skinVertexAArray[ offset_skin + 10 ] = sa3.z;
				skinVertexAArray[ offset_skin + 11 ] = 1;
1885

A
alteredq 已提交
1886 1887 1888 1889
				skinVertexAArray[ offset_skin + 12 ] = sa4.x;
				skinVertexAArray[ offset_skin + 13 ] = sa4.y;
				skinVertexAArray[ offset_skin + 14 ] = sa4.z;
				skinVertexAArray[ offset_skin + 15 ] = 1;
M
Mr.doob 已提交
1890

A
alteredq 已提交
1891
				// vertices B
M
Mr.doob 已提交
1892

A
alteredq 已提交
1893 1894 1895 1896
				sb1 = obj_skinVerticesB[ face.a ];
				sb2 = obj_skinVerticesB[ face.b ];
				sb3 = obj_skinVerticesB[ face.c ];
				sb4 = obj_skinVerticesB[ face.d ];
M
Mr.doob 已提交
1897

A
alteredq 已提交
1898 1899 1900 1901
				skinVertexBArray[ offset_skin ]     = sb1.x;
				skinVertexBArray[ offset_skin + 1 ] = sb1.y;
				skinVertexBArray[ offset_skin + 2 ] = sb1.z;
				skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
M
Mr.doob 已提交
1902

A
alteredq 已提交
1903 1904 1905 1906
				skinVertexBArray[ offset_skin + 4 ] = sb2.x;
				skinVertexBArray[ offset_skin + 5 ] = sb2.y;
				skinVertexBArray[ offset_skin + 6 ] = sb2.z;
				skinVertexBArray[ offset_skin + 7 ] = 1;
1907

A
alteredq 已提交
1908 1909 1910 1911
				skinVertexBArray[ offset_skin + 8 ]  = sb3.x;
				skinVertexBArray[ offset_skin + 9 ]  = sb3.y;
				skinVertexBArray[ offset_skin + 10 ] = sb3.z;
				skinVertexBArray[ offset_skin + 11 ] = 1;
1912

A
alteredq 已提交
1913 1914 1915 1916
				skinVertexBArray[ offset_skin + 12 ] = sb4.x;
				skinVertexBArray[ offset_skin + 13 ] = sb4.y;
				skinVertexBArray[ offset_skin + 14 ] = sb4.z;
				skinVertexBArray[ offset_skin + 15 ] = 1;
1917

A
alteredq 已提交
1918
				offset_skin += 16;
M
Mr.doob 已提交
1919

A
alteredq 已提交
1920
			}
M
Mr.doob 已提交
1921

A
alteredq 已提交
1922
			if ( offset_skin > 0 ) {
M
Mr.doob 已提交
1923

A
alteredq 已提交
1924 1925
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
M
Mr.doob 已提交
1926

A
alteredq 已提交
1927 1928 1929 1930 1931 1932 1933 1934
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );

				_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 );
1935

1936
			}
1937

A
alteredq 已提交
1938
		}
M
Mr.doob 已提交
1939

A
alteredq 已提交
1940
		if ( dirtyColors && vertexColorType ) {
M
Mr.doob 已提交
1941

A
alteredq 已提交
1942
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
M
Mr.doob 已提交
1943

A
alteredq 已提交
1944
				face = obj_faces[ chunk_faces3[ f ]	];
M
Mr.doob 已提交
1945

A
alteredq 已提交
1946 1947
				vertexColors = face.vertexColors;
				faceColor = face.color;
1948

A
alteredq 已提交
1949
				if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
1950

A
alteredq 已提交
1951 1952 1953
					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];
1954

A
alteredq 已提交
1955
				} else {
1956

A
alteredq 已提交
1957 1958 1959
					c1 = faceColor;
					c2 = faceColor;
					c3 = faceColor;
1960

A
alteredq 已提交
1961
				}
1962

A
alteredq 已提交
1963 1964 1965
				colorArray[ offset_color ]     = c1.r;
				colorArray[ offset_color + 1 ] = c1.g;
				colorArray[ offset_color + 2 ] = c1.b;
1966

A
alteredq 已提交
1967 1968 1969
				colorArray[ offset_color + 3 ] = c2.r;
				colorArray[ offset_color + 4 ] = c2.g;
				colorArray[ offset_color + 5 ] = c2.b;
1970

A
alteredq 已提交
1971 1972 1973
				colorArray[ offset_color + 6 ] = c3.r;
				colorArray[ offset_color + 7 ] = c3.g;
				colorArray[ offset_color + 8 ] = c3.b;
1974

A
alteredq 已提交
1975
				offset_color += 9;
M
Mr.doob 已提交
1976

A
alteredq 已提交
1977
			}
M
Mr.doob 已提交
1978

A
alteredq 已提交
1979
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
M
Mr.doob 已提交
1980

A
alteredq 已提交
1981
				face = obj_faces[ chunk_faces4[ f ] ];
M
Mr.doob 已提交
1982

A
alteredq 已提交
1983 1984
				vertexColors = face.vertexColors;
				faceColor = face.color;
M
Mr.doob 已提交
1985

A
alteredq 已提交
1986
				if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
M
Mr.doob 已提交
1987

A
alteredq 已提交
1988 1989 1990 1991
					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];
					c4 = vertexColors[ 3 ];
1992

A
alteredq 已提交
1993
				} else {
M
Mr.doob 已提交
1994

A
alteredq 已提交
1995 1996 1997 1998
					c1 = faceColor;
					c2 = faceColor;
					c3 = faceColor;
					c4 = faceColor;
M
Mr.doob 已提交
1999

A
alteredq 已提交
2000
				}
2001

A
alteredq 已提交
2002 2003 2004
				colorArray[ offset_color ]     = c1.r;
				colorArray[ offset_color + 1 ] = c1.g;
				colorArray[ offset_color + 2 ] = c1.b;
2005

A
alteredq 已提交
2006 2007 2008
				colorArray[ offset_color + 3 ] = c2.r;
				colorArray[ offset_color + 4 ] = c2.g;
				colorArray[ offset_color + 5 ] = c2.b;
M
Mr.doob 已提交
2009

A
alteredq 已提交
2010 2011 2012
				colorArray[ offset_color + 6 ] = c3.r;
				colorArray[ offset_color + 7 ] = c3.g;
				colorArray[ offset_color + 8 ] = c3.b;
M
Mr.doob 已提交
2013

A
alteredq 已提交
2014 2015 2016
				colorArray[ offset_color + 9 ]  = c4.r;
				colorArray[ offset_color + 10 ] = c4.g;
				colorArray[ offset_color + 11 ] = c4.b;
M
Mr.doob 已提交
2017

A
alteredq 已提交
2018
				offset_color += 12;
2019

2020
			}
2021

A
alteredq 已提交
2022
			if ( offset_color > 0 ) {
M
Mr.doob 已提交
2023

A
alteredq 已提交
2024 2025
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
M
Mr.doob 已提交
2026

2027
			}
2028

A
alteredq 已提交
2029
		}
M
Mr.doob 已提交
2030

A
alteredq 已提交
2031
		if ( dirtyTangents && geometry.hasTangents ) {
M
Mr.doob 已提交
2032

A
alteredq 已提交
2033
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2034

A
alteredq 已提交
2035
				face = obj_faces[ chunk_faces3[ f ]	];
2036

A
alteredq 已提交
2037
				vertexTangents = face.vertexTangents;
M
Mr.doob 已提交
2038

A
alteredq 已提交
2039 2040 2041
				t1 = vertexTangents[ 0 ];
				t2 = vertexTangents[ 1 ];
				t3 = vertexTangents[ 2 ];
2042

A
alteredq 已提交
2043 2044 2045 2046
				tangentArray[ offset_tangent ]     = t1.x;
				tangentArray[ offset_tangent + 1 ] = t1.y;
				tangentArray[ offset_tangent + 2 ] = t1.z;
				tangentArray[ offset_tangent + 3 ] = t1.w;
M
Mr.doob 已提交
2047

A
alteredq 已提交
2048 2049 2050 2051
				tangentArray[ offset_tangent + 4 ] = t2.x;
				tangentArray[ offset_tangent + 5 ] = t2.y;
				tangentArray[ offset_tangent + 6 ] = t2.z;
				tangentArray[ offset_tangent + 7 ] = t2.w;
2052

A
alteredq 已提交
2053 2054 2055 2056
				tangentArray[ offset_tangent + 8 ]  = t3.x;
				tangentArray[ offset_tangent + 9 ]  = t3.y;
				tangentArray[ offset_tangent + 10 ] = t3.z;
				tangentArray[ offset_tangent + 11 ] = t3.w;
2057

A
alteredq 已提交
2058
				offset_tangent += 12;
2059

2060
			}
2061

A
alteredq 已提交
2062
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2063

A
alteredq 已提交
2064
				face = obj_faces[ chunk_faces4[ f ] ];
2065

A
alteredq 已提交
2066
				vertexTangents = face.vertexTangents;
2067

A
alteredq 已提交
2068 2069 2070 2071
				t1 = vertexTangents[ 0 ];
				t2 = vertexTangents[ 1 ];
				t3 = vertexTangents[ 2 ];
				t4 = vertexTangents[ 3 ];
2072

A
alteredq 已提交
2073 2074 2075 2076
				tangentArray[ offset_tangent ]     = t1.x;
				tangentArray[ offset_tangent + 1 ] = t1.y;
				tangentArray[ offset_tangent + 2 ] = t1.z;
				tangentArray[ offset_tangent + 3 ] = t1.w;
M
Mr.doob 已提交
2077

A
alteredq 已提交
2078 2079 2080 2081
				tangentArray[ offset_tangent + 4 ] = t2.x;
				tangentArray[ offset_tangent + 5 ] = t2.y;
				tangentArray[ offset_tangent + 6 ] = t2.z;
				tangentArray[ offset_tangent + 7 ] = t2.w;
M
Mr.doob 已提交
2082

A
alteredq 已提交
2083 2084 2085 2086
				tangentArray[ offset_tangent + 8 ]  = t3.x;
				tangentArray[ offset_tangent + 9 ]  = t3.y;
				tangentArray[ offset_tangent + 10 ] = t3.z;
				tangentArray[ offset_tangent + 11 ] = t3.w;
M
Mr.doob 已提交
2087

A
alteredq 已提交
2088 2089 2090 2091
				tangentArray[ offset_tangent + 12 ] = t4.x;
				tangentArray[ offset_tangent + 13 ] = t4.y;
				tangentArray[ offset_tangent + 14 ] = t4.z;
				tangentArray[ offset_tangent + 15 ] = t4.w;
2092

A
alteredq 已提交
2093
				offset_tangent += 16;
2094

A
alteredq 已提交
2095
			}
2096

A
alteredq 已提交
2097 2098
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
2099

A
alteredq 已提交
2100
		}
2101

A
alteredq 已提交
2102
		if ( dirtyNormals && normalType ) {
2103

A
alteredq 已提交
2104
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2105

A
alteredq 已提交
2106
				face = obj_faces[ chunk_faces3[ f ]	];
2107

A
alteredq 已提交
2108 2109
				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;
2110

A
alteredq 已提交
2111
				if ( vertexNormals.length === 3 && needsSmoothNormals ) {
2112

A
alteredq 已提交
2113
					for ( i = 0; i < 3; i ++ ) {
M
Mr.doob 已提交
2114

A
alteredq 已提交
2115
						vn = vertexNormals[ i ];
M
Mr.doob 已提交
2116

A
alteredq 已提交
2117 2118 2119
						normalArray[ offset_normal ]     = vn.x;
						normalArray[ offset_normal + 1 ] = vn.y;
						normalArray[ offset_normal + 2 ] = vn.z;
2120

A
alteredq 已提交
2121
						offset_normal += 3;
2122

A
alteredq 已提交
2123
					}
2124

A
alteredq 已提交
2125
				} else {
M
Mr.doob 已提交
2126

A
alteredq 已提交
2127
					for ( i = 0; i < 3; i ++ ) {
M
Mr.doob 已提交
2128

A
alteredq 已提交
2129 2130 2131
						normalArray[ offset_normal ]     = faceNormal.x;
						normalArray[ offset_normal + 1 ] = faceNormal.y;
						normalArray[ offset_normal + 2 ] = faceNormal.z;
2132

A
alteredq 已提交
2133
						offset_normal += 3;
M
Mr.doob 已提交
2134

A
alteredq 已提交
2135
					}
2136

A
alteredq 已提交
2137
				}
2138

A
alteredq 已提交
2139
			}
2140

A
alteredq 已提交
2141
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2142

A
alteredq 已提交
2143
				face = obj_faces[ chunk_faces4[ f ] ];
2144

A
alteredq 已提交
2145 2146
				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;
2147

A
alteredq 已提交
2148
				if ( vertexNormals.length === 4 && needsSmoothNormals ) {
2149

A
alteredq 已提交
2150
					for ( i = 0; i < 4; i ++ ) {
2151

A
alteredq 已提交
2152
						vn = vertexNormals[ i ];
2153

A
alteredq 已提交
2154 2155 2156
						normalArray[ offset_normal ]     = vn.x;
						normalArray[ offset_normal + 1 ] = vn.y;
						normalArray[ offset_normal + 2 ] = vn.z;
2157

A
alteredq 已提交
2158
						offset_normal += 3;
2159

A
alteredq 已提交
2160
					}
M
Mr.doob 已提交
2161

A
alteredq 已提交
2162
				} else {
2163

A
alteredq 已提交
2164
					for ( i = 0; i < 4; i ++ ) {
2165

A
alteredq 已提交
2166 2167 2168
						normalArray[ offset_normal ]     = faceNormal.x;
						normalArray[ offset_normal + 1 ] = faceNormal.y;
						normalArray[ offset_normal + 2 ] = faceNormal.z;
M
Mr.doob 已提交
2169

A
alteredq 已提交
2170
						offset_normal += 3;
M
Mr.doob 已提交
2171

A
alteredq 已提交
2172
					}
2173

A
alteredq 已提交
2174
				}
2175

A
alteredq 已提交
2176
			}
M
Mr.doob 已提交
2177

A
alteredq 已提交
2178 2179
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
M
Mr.doob 已提交
2180

A
alteredq 已提交
2181
		}
M
Mr.doob 已提交
2182

A
alteredq 已提交
2183
		if ( dirtyUvs && obj_uvs && uvType ) {
2184

A
alteredq 已提交
2185
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2186

A
alteredq 已提交
2187
				fi = chunk_faces3[ f ];
2188

A
alteredq 已提交
2189 2190
				face = obj_faces[ fi ];
				uv = obj_uvs[ fi ];
2191

A
alteredq 已提交
2192
				if ( uv === undefined ) continue;
2193

A
alteredq 已提交
2194
				for ( i = 0; i < 3; i ++ ) {
2195

A
alteredq 已提交
2196
					uvi = uv[ i ];
2197

A
alteredq 已提交
2198 2199
					uvArray[ offset_uv ]     = uvi.u;
					uvArray[ offset_uv + 1 ] = uvi.v;
M
Mr.doob 已提交
2200

A
alteredq 已提交
2201
					offset_uv += 2;
M
Mr.doob 已提交
2202

A
alteredq 已提交
2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223
				}

			}

			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

				fi = chunk_faces4[ f ];

				face = obj_faces[ fi ];
				uv = obj_uvs[ fi ];

				if ( uv === undefined ) continue;

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

					uvi = uv[ i ];

					uvArray[ offset_uv ]     = uvi.u;
					uvArray[ offset_uv + 1 ] = uvi.v;

					offset_uv += 2;
M
Mr.doob 已提交
2224

2225 2226
				}

2227
			}
2228

A
alteredq 已提交
2229
			if ( offset_uv > 0 ) {
2230

A
alteredq 已提交
2231 2232
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
2233

A
alteredq 已提交
2234
			}
2235

A
alteredq 已提交
2236
		}
2237

A
alteredq 已提交
2238
		if ( dirtyUvs && obj_uvs2 && uvType ) {
2239

A
alteredq 已提交
2240
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2241

A
alteredq 已提交
2242
				fi = chunk_faces3[ f ];
2243

A
alteredq 已提交
2244 2245
				face = obj_faces[ fi ];
				uv2 = obj_uvs2[ fi ];
2246

A
alteredq 已提交
2247 2248 2249 2250 2251 2252 2253 2254 2255 2256
				if ( uv2 === undefined ) continue;

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

					uv2i = uv2[ i ];

					uv2Array[ offset_uv2 ]     = uv2i.u;
					uv2Array[ offset_uv2 + 1 ] = uv2i.v;

					offset_uv2 += 2;
2257

2258 2259
				}

A
alteredq 已提交
2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280
			}

			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

				fi = chunk_faces4[ f ];

				face = obj_faces[ fi ];
				uv2 = obj_uvs2[ fi ];

				if ( uv2 === undefined ) continue;

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

					uv2i = uv2[ i ];

					uv2Array[ offset_uv2 ]     = uv2i.u;
					uv2Array[ offset_uv2 + 1 ] = uv2i.v;

					offset_uv2 += 2;

				}
2281

2282
			}
2283

A
alteredq 已提交
2284
			if ( offset_uv2 > 0 ) {
2285

A
alteredq 已提交
2286 2287
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
2288

A
alteredq 已提交
2289
			}
2290

A
alteredq 已提交
2291
		}
2292

A
alteredq 已提交
2293
		if ( dirtyElements ) {
2294

A
alteredq 已提交
2295
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2296

A
alteredq 已提交
2297
				face = obj_faces[ chunk_faces3[ f ]	];
2298

A
alteredq 已提交
2299 2300 2301
				faceArray[ offset_face ] 	 = vertexIndex;
				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 2;
2302

A
alteredq 已提交
2303
				offset_face += 3;
2304

A
alteredq 已提交
2305 2306
				lineArray[ offset_line ]     = vertexIndex;
				lineArray[ offset_line + 1 ] = vertexIndex + 1;
2307

A
alteredq 已提交
2308 2309
				lineArray[ offset_line + 2 ] = vertexIndex;
				lineArray[ offset_line + 3 ] = vertexIndex + 2;
2310

A
alteredq 已提交
2311 2312
				lineArray[ offset_line + 4 ] = vertexIndex + 1;
				lineArray[ offset_line + 5 ] = vertexIndex + 2;
2313

A
alteredq 已提交
2314
				offset_line += 6;
2315

A
alteredq 已提交
2316
				vertexIndex += 3;
2317

A
alteredq 已提交
2318
			}
2319

A
alteredq 已提交
2320
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2321

A
alteredq 已提交
2322
				face = obj_faces[ chunk_faces4[ f ] ];
2323

A
alteredq 已提交
2324 2325 2326
				faceArray[ offset_face ]     = vertexIndex;
				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 3;
2327

A
alteredq 已提交
2328 2329 2330
				faceArray[ offset_face + 3 ] = vertexIndex + 1;
				faceArray[ offset_face + 4 ] = vertexIndex + 2;
				faceArray[ offset_face + 5 ] = vertexIndex + 3;
2331

A
alteredq 已提交
2332
				offset_face += 6;
2333

A
alteredq 已提交
2334 2335
				lineArray[ offset_line ]     = vertexIndex;
				lineArray[ offset_line + 1 ] = vertexIndex + 1;
2336

A
alteredq 已提交
2337 2338
				lineArray[ offset_line + 2 ] = vertexIndex;
				lineArray[ offset_line + 3 ] = vertexIndex + 3;
2339

A
alteredq 已提交
2340 2341
				lineArray[ offset_line + 4 ] = vertexIndex + 1;
				lineArray[ offset_line + 5 ] = vertexIndex + 2;
2342

A
alteredq 已提交
2343 2344
				lineArray[ offset_line + 6 ] = vertexIndex + 2;
				lineArray[ offset_line + 7 ] = vertexIndex + 3;
2345

A
alteredq 已提交
2346
				offset_line += 8;
2347

A
alteredq 已提交
2348
				vertexIndex += 4;
2349

2350
			}
2351

A
alteredq 已提交
2352 2353
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
2354

A
alteredq 已提交
2355 2356
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
2357

A
alteredq 已提交
2358
		}
2359

A
alteredq 已提交
2360
		if ( customAttributes ) {
2361

A
alteredq 已提交
2362
			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
2363

2364
				customAttribute = customAttributes[ i ];
2365

2366
				if ( ! customAttribute.__original.needsUpdate ) continue;
2367

2368 2369
				offset_custom = 0;
				offset_customSrc = 0;
2370

2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403
				if ( customAttribute.size === 1 ) {

					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {

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

							face = obj_faces[ chunk_faces3[ f ]	];

							customAttribute.array[ offset_custom ] 	   = customAttribute.value[ face.a ];
							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];

							offset_custom += 3;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces4[ f ] ];

							customAttribute.array[ offset_custom ] 	   = customAttribute.value[ face.a ];
							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
							customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];

							offset_custom += 4;

						}

					} else if ( customAttribute.boundTo === "faces" ) {

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

2404
							value = customAttribute.value[ chunk_faces3[ f ] ];
2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415

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

							offset_custom += 3;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

2416
							value = customAttribute.value[ chunk_faces4[ f ] ];
2417 2418 2419 2420 2421 2422 2423 2424 2425

							customAttribute.array[ offset_custom ] 	   = value;
							customAttribute.array[ offset_custom + 1 ] = value;
							customAttribute.array[ offset_custom + 2 ] = value;
							customAttribute.array[ offset_custom + 3 ] = value;

							offset_custom += 4;

						}
2426

2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445
					}

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

					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {

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

							face = obj_faces[ chunk_faces3[ f ]	];

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

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

							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2446

2447 2448
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2449

2450
							offset_custom += 6;
A
alteredq 已提交
2451

2452
						}
A
alteredq 已提交
2453

2454
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2455

2456
							face = obj_faces[ chunk_faces4[ f ] ];
A
alteredq 已提交
2457

2458 2459 2460 2461
							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
							v4 = customAttribute.value[ face.d ];
A
alteredq 已提交
2462

2463 2464
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2465

2466 2467
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2468

2469 2470
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2471

2472 2473
							customAttribute.array[ offset_custom + 6 ] = v4.x;
							customAttribute.array[ offset_custom + 7 ] = v4.y;
A
alteredq 已提交
2474

2475
							offset_custom += 8;
A
alteredq 已提交
2476

2477
						}
A
alteredq 已提交
2478

2479
					} else if ( customAttribute.boundTo === "faces" ) {
A
alteredq 已提交
2480

2481
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
A
alteredq 已提交
2482

2483
							value = customAttribute.value[ chunk_faces3[ f ] ];
A
alteredq 已提交
2484

2485 2486 2487
							v1 = value;
							v2 = value;
							v3 = value;
A
alteredq 已提交
2488

2489 2490
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2491

2492 2493
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2494

2495 2496
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2497

2498
							offset_custom += 6;
A
alteredq 已提交
2499

2500
						}
A
alteredq 已提交
2501

2502
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2503

2504
							value = customAttribute.value[ chunk_faces4[ f ] ];
A
alteredq 已提交
2505

2506 2507 2508 2509
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
A
alteredq 已提交
2510

2511 2512
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2513

2514 2515
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2516

2517 2518
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2519

2520 2521
							customAttribute.array[ offset_custom + 6 ] = v4.x;
							customAttribute.array[ offset_custom + 7 ] = v4.y;
M
Mr.doob 已提交
2522

2523
							offset_custom += 8;
M
Mr.doob 已提交
2524

2525
						}
M
Mr.doob 已提交
2526

M
Mr.doob 已提交
2527
					}
M
Mr.doob 已提交
2528

2529
				} else if ( customAttribute.size === 3 ) {
2530

2531
					var pp;
2532

2533
					if ( customAttribute.type === "c" ) {
M
Mr.doob 已提交
2534

2535
						pp = [ "r", "g", "b" ];
M
Mr.doob 已提交
2536

2537
					} else {
M
Mr.doob 已提交
2538

2539
						pp = [ "x", "y", "z" ];
2540

2541
					}
2542

2543
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
2544

2545
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2546

2547
							face = obj_faces[ chunk_faces3[ f ]	];
2548

2549 2550 2551
							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
2552

2553 2554 2555
							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
2556

2557 2558 2559
							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
2560

2561 2562 2563
							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
M
Mr.doob 已提交
2564

2565
							offset_custom += 9;
M
Mr.doob 已提交
2566

2567
						}
M
Mr.doob 已提交
2568

2569
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
M
Mr.doob 已提交
2570

2571
							face = obj_faces[ chunk_faces4[ f ] ];
M
Mr.doob 已提交
2572

2573 2574 2575 2576
							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
							v4 = customAttribute.value[ face.d ];
M
Mr.doob 已提交
2577

2578 2579 2580
							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
M
Mr.doob 已提交
2581

2582 2583 2584
							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
M
Mr.doob 已提交
2585

2586 2587 2588
							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
M
Mr.doob 已提交
2589

2590 2591 2592
							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
M
Mr.doob 已提交
2593

2594
							offset_custom += 12;
M
Mr.doob 已提交
2595

2596
						}
M
Mr.doob 已提交
2597

2598
					} else if ( customAttribute.boundTo === "faces" ) {
M
Mr.doob 已提交
2599

2600
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2601

2602
							value = customAttribute.value[ chunk_faces3[ f ] ];
2603

2604 2605 2606
							v1 = value;
							v2 = value;
							v3 = value;
M
Mr.doob 已提交
2607

2608 2609 2610
							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
M
Mr.doob 已提交
2611

2612 2613 2614
							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
M
Mr.doob 已提交
2615

2616 2617 2618
							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
M
Mr.doob 已提交
2619

2620
							offset_custom += 9;
M
Mr.doob 已提交
2621

2622
						}
2623

2624
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2625

2626
							value = customAttribute.value[ chunk_faces4[ f ] ];
2627

2628 2629 2630 2631
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
2632

2633 2634 2635
							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
2636

2637 2638 2639
							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
2640

2641 2642 2643
							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
2644

2645 2646 2647
							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
2648

2649
							offset_custom += 12;
2650

2651
						}
2652

A
alteredq 已提交
2653
					}
M
Mr.doob 已提交
2654

2655
				} else if ( customAttribute.size === 4 ) {
2656

2657
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
M
Mr.doob 已提交
2658

2659
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2660

2661 2662 2663 2664 2665 2666 2667 2668 2669 2670 2671 2672 2673 2674 2675 2676 2677 2678 2679 2680 2681 2682 2683 2684 2685 2686 2687 2688 2689 2690 2691 2692 2693 2694 2695 2696 2697 2698 2699 2700 2701 2702 2703 2704 2705 2706 2707 2708 2709 2710 2711 2712 2713 2714 2715 2716 2717 2718 2719 2720 2721 2722
							face = obj_faces[ chunk_faces3[ f ]	];

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

							customAttribute.array[ offset_custom  ] 	= v1.x;
							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;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces4[ f ] ];

							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
							v4 = customAttribute.value[ face.d ];

							customAttribute.array[ offset_custom  ] 	= v1.x;
							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;

							customAttribute.array[ offset_custom + 12 ] = v4.x;
							customAttribute.array[ offset_custom + 13 ] = v4.y;
							customAttribute.array[ offset_custom + 14 ] = v4.z;
							customAttribute.array[ offset_custom + 15 ] = v4.w;

							offset_custom += 16;

						}

					} else if ( customAttribute.boundTo === "faces" ) {

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

2723
							value = customAttribute.value[ chunk_faces3[ f ] ];
2724 2725 2726 2727 2728 2729 2730 2731 2732 2733 2734 2735 2736 2737 2738 2739 2740

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

							customAttribute.array[ offset_custom  ] 	= v1.x;
							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;
2741 2742
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;
A
alteredq 已提交
2743

2744
							offset_custom += 12;
A
alteredq 已提交
2745

2746 2747
						}

2748
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2749

2750
							value = customAttribute.value[ chunk_faces4[ f ] ];
A
alteredq 已提交
2751

2752 2753 2754 2755
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
A
alteredq 已提交
2756

2757 2758 2759 2760
							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;
2761

2762 2763 2764 2765
							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;
2766

2767 2768 2769 2770
							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;
2771

2772 2773 2774 2775
							customAttribute.array[ offset_custom + 12 ] = v4.x;
							customAttribute.array[ offset_custom + 13 ] = v4.y;
							customAttribute.array[ offset_custom + 14 ] = v4.z;
							customAttribute.array[ offset_custom + 15 ] = v4.w;
2776

2777
							offset_custom += 16;
A
alteredq 已提交
2778

2779
						}
A
alteredq 已提交
2780 2781 2782 2783 2784

					}

				}

2785 2786 2787
				_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

A
alteredq 已提交
2788 2789 2790 2791
			}

		}

2792
		if ( dispose ) {
2793

2794 2795 2796 2797 2798 2799 2800 2801 2802 2803 2804 2805 2806
			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.__skinVertexAArray;
			delete geometryGroup.__skinVertexBArray;
			delete geometryGroup.__skinIndexArray;
			delete geometryGroup.__skinWeightArray;
A
alteredq 已提交
2807

2808
		}
A
alteredq 已提交
2809

2810
	};
A
alteredq 已提交
2811

2812
	// Buffer rendering
A
alteredq 已提交
2813

A
alteredq 已提交
2814
	this.renderBufferImmediate = function ( object, program, shading ) {
A
alteredq 已提交
2815

2816 2817
		if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
		if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
A
alteredq 已提交
2818

2819
		if ( object.hasPos ) {
A
alteredq 已提交
2820

2821 2822 2823 2824
			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.position );
			_gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
A
alteredq 已提交
2825 2826 2827

		}

2828
		if ( object.hasNormal ) {
A
alteredq 已提交
2829

2830
			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
A
alteredq 已提交
2831

2832
			if ( shading === THREE.FlatShading ) {
2833

2834 2835 2836 2837
				var nx, ny, nz,
					nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
					normalArray,
					i, il = object.count * 3;
2838

2839
				for( i = 0; i < il; i += 9 ) {
2840

2841
					normalArray = object.normalArray;
2842

2843 2844 2845
					nax  = normalArray[ i ];
					nay  = normalArray[ i + 1 ];
					naz  = normalArray[ i + 2 ];
2846

2847 2848 2849
					nbx  = normalArray[ i + 3 ];
					nby  = normalArray[ i + 4 ];
					nbz  = normalArray[ i + 5 ];
2850

2851 2852 2853
					ncx  = normalArray[ i + 6 ];
					ncy  = normalArray[ i + 7 ];
					ncz  = normalArray[ i + 8 ];
2854

2855 2856 2857
					nx = ( nax + nbx + ncx ) / 3;
					ny = ( nay + nby + ncy ) / 3;
					nz = ( naz + nbz + ncz ) / 3;
2858

2859 2860 2861
					normalArray[ i ] 	 = nx;
					normalArray[ i + 1 ] = ny;
					normalArray[ i + 2 ] = nz;
2862

2863 2864 2865
					normalArray[ i + 3 ] = nx;
					normalArray[ i + 4 ] = ny;
					normalArray[ i + 5 ] = nz;
2866

2867 2868 2869
					normalArray[ i + 6 ] = nx;
					normalArray[ i + 7 ] = ny;
					normalArray[ i + 8 ] = nz;
2870

2871
				}
2872

2873
			}
2874

2875 2876 2877
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.normal );
			_gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
2878

2879
		}
2880

2881
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
2882

2883
		object.count = 0;
2884

2885
	};
2886

2887 2888 2889 2890
	this.renderBufferDirect = function ( camera, lights, fog, material, geometryGroup, object ) {

		if ( material.opacity === 0 ) return;

2891
		var program, attributes, linewidth, primitives, a, attribute;
2892 2893 2894 2895 2896 2897 2898 2899 2900 2901 2902 2903 2904 2905 2906 2907 2908 2909 2910 2911 2912 2913

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

		attributes = program.attributes;

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

		if ( geometryGroupHash !== _currentGeometryGroupHash ) {

			_currentGeometryGroupHash = geometryGroupHash;
			updateBuffers = true;

		}

		// render mesh

		if ( object instanceof THREE.Mesh ) {

			var offsets = geometryGroup.offsets;

2914
			for ( var i = 0, il = offsets.length; i < il; ++ i ) {
2915 2916 2917 2918 2919 2920 2921 2922 2923 2924 2925 2926 2927 2928 2929 2930 2931 2932 2933 2934 2935 2936 2937 2938 2939 2940 2941 2942 2943 2944 2945 2946 2947 2948 2949 2950 2951 2952 2953 2954 2955 2956 2957 2958 2959 2960 2961 2962 2963 2964 2965 2966 2967 2968 2969 2970 2971 2972 2973 2974 2975 2976 2977 2978

				if ( updateBuffers ) {

					// vertices

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexPositionBuffer );
					_gl.vertexAttribPointer( attributes.position, geometryGroup.vertexPositionBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );

					// normals

					if ( attributes.normal >= 0 && geometryGroup.vertexNormalBuffer ) {

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexNormalBuffer );
						_gl.vertexAttribPointer( attributes.normal, geometryGroup.vertexNormalBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );

					}

					// uvs

					if ( attributes.uv >= 0 && geometryGroup.vertexUvBuffer ) {

						if ( geometryGroup.vertexUvBuffer ) {

							_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexUvBuffer );
							_gl.vertexAttribPointer(  attributes.uv, geometryGroup.vertexUvBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 2 );

							_gl.enableVertexAttribArray( attributes.uv );

						} else {

							_gl.disableVertexAttribArray( attributes.uv );

						}

					}

					// colors

					if ( attributes.color >= 0 && geometryGroup.vertexColorBuffer ) {

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexColorBuffer );
						_gl.vertexAttribPointer( attributes.color, geometryGroup.vertexColorBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 4 );


					}

					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.vertexIndexBuffer );

				}

				// render indexed triangles

				_gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 = Uint16

				_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;

			}

		}

	};

A
alteredq 已提交
2979
	this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
2980

2981
		if ( material.opacity === 0 ) return;
2982

2983
		var program, attributes, linewidth, primitives, a, attribute, i, il;
2984

2985
		program = setProgram( camera, lights, fog, material, object );
2986

2987
		attributes = program.attributes;
2988

2989 2990 2991
		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
			geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
2992

2993
		if ( geometryGroupHash !== _currentGeometryGroupHash ) {
A
alteredq 已提交
2994

2995 2996
			_currentGeometryGroupHash = geometryGroupHash;
			updateBuffers = true;
2997

2998
		}
2999

3000
		// vertices
3001

3002
		if ( !material.morphTargets && attributes.position >= 0 ) {
3003

3004
			if ( updateBuffers ) {
3005

3006 3007
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
				_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3008

3009
			}
3010

3011
		} else {
3012

3013
			if ( object.morphTargetBase ) {
3014

3015
				setupMorphTargets( material, geometryGroup, object );
3016

3017
			}
3018

3019
		}
3020

3021

3022
		if ( updateBuffers ) {
3023

3024
			// custom attributes
3025

3026
			// Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
3027

3028
			if ( geometryGroup.__webglCustomAttributesList ) {
3029

3030
				for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
3031

3032
					attribute = geometryGroup.__webglCustomAttributesList[ i ];
3033

3034
					if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
3035

3036 3037
						_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
						_gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
3038

3039
					}
3040

3041
				}
3042

3043
			}
3044 3045


3046
			// colors
3047

3048
			if ( attributes.color >= 0 ) {
3049

3050 3051
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
				_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
3052

3053
			}
3054

3055
			// normals
3056

3057
			if ( attributes.normal >= 0 ) {
3058

3059 3060
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
3061

3062
			}
3063

3064
			// tangents
3065

3066
			if ( attributes.tangent >= 0 ) {
3067

3068 3069
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
				_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
3070

3071
			}
3072

3073
			// uvs
3074

3075
			if ( attributes.uv >= 0 ) {
3076

3077
				if ( geometryGroup.__webglUVBuffer ) {
3078

3079 3080
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
					_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
3081

3082
					_gl.enableVertexAttribArray( attributes.uv );
3083

3084
				} else {
3085

3086
					_gl.disableVertexAttribArray( attributes.uv );
3087 3088 3089 3090 3091

				}

			}

3092
			if ( attributes.uv2 >= 0 ) {
3093

3094
				if ( geometryGroup.__webglUV2Buffer ) {
3095

3096 3097
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
					_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
3098

3099
					_gl.enableVertexAttribArray( attributes.uv2 );
3100

3101
				} else {
3102

3103
					_gl.disableVertexAttribArray( attributes.uv2 );
3104 3105

				}
3106 3107

			}
3108

3109 3110 3111
			if ( material.skinning &&
				 attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
				 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
A
alteredq 已提交
3112

3113 3114
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
				_gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
A
alteredq 已提交
3115

3116 3117
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
				_gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
A
alteredq 已提交
3118

3119 3120
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
				_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
A
alteredq 已提交
3121

3122 3123
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
				_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
3124

A
alteredq 已提交
3125
			}
3126

3127
		}
3128

3129
		// render mesh
3130

3131
		if ( object instanceof THREE.Mesh ) {
3132

3133
			// wireframe
3134

3135
			if ( material.wireframe ) {
3136

3137
				setLineWidth( material.wireframeLinewidth );
3138

3139 3140
				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
3141

3142
			// triangles
3143

3144
			} else {
3145

3146 3147
				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
3148

3149
			}
3150

3151 3152 3153
			_this.info.render.calls ++;
			_this.info.render.vertices += geometryGroup.__webglFaceCount;
			_this.info.render.faces += geometryGroup.__webglFaceCount / 3;
3154

3155
		// render lines
3156

3157
		} else if ( object instanceof THREE.Line ) {
3158

3159
			primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
3160

3161
			setLineWidth( material.linewidth );
3162

3163
			_gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
3164

3165
			_this.info.render.calls ++;
3166

3167
		// render particles
3168

3169
		} else if ( object instanceof THREE.ParticleSystem ) {
3170

3171
			_gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
3172

3173
			_this.info.render.calls ++;
3174
			_this.info.render.points += geometryGroup.__webglParticleCount;
3175

3176
		// render ribbon
3177

3178
		} else if ( object instanceof THREE.Ribbon ) {
3179

3180
			_gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
3181

3182
			_this.info.render.calls ++;
3183

3184
		}
3185

3186
	};
3187

3188
	function setupMorphTargets ( material, geometryGroup, object ) {
3189

3190
		// set base
3191

3192
		var attributes = material.program.attributes;
3193

3194
		if ( object.morphTargetBase !== - 1 ) {
3195

3196 3197
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3198

3199
		} else if ( attributes.position >= 0 ) {
3200

3201 3202
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3203

3204
		}
3205

3206
		if ( object.morphTargetForcedOrder.length ) {
3207

3208
			// set forced order
3209

3210 3211 3212 3213 3214
			var m = 0;
			var order = object.morphTargetForcedOrder;
			var influences = object.morphTargetInfluences;

			while ( m < material.numSupportedMorphTargets && m < order.length ) {
3215

3216 3217 3218
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
				_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

A
alteredq 已提交
3219 3220 3221 3222 3223 3224 3225
				if ( material.morphNormals ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
					_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );

				}

3226 3227 3228
				object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];

				m ++;
3229 3230
			}

3231 3232 3233 3234 3235 3236 3237 3238 3239 3240
		} else {

			// find most influencing

			var used = [];
			var candidateInfluence = - 1;
			var candidate = 0;
			var influences = object.morphTargetInfluences;
			var i, il = influences.length;
			var m = 0;
3241

3242
			if ( object.morphTargetBase !== - 1 ) {
3243

3244
				used[ object.morphTargetBase ] = true;
3245

3246
			}
3247

3248
			while ( m < material.numSupportedMorphTargets ) {
3249

3250
				for ( i = 0; i < il; i ++ ) {
3251

3252
					if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
3253

3254 3255
						candidate = i;
						candidateInfluence = influences[ candidate ];
3256

3257
					}
3258

3259
				}
3260

3261 3262
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
				_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
3263

A
alteredq 已提交
3264 3265 3266 3267 3268 3269 3270
				if ( material.morphNormals ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ candidate ] );
					_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );

				}

3271
				object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
3272

3273 3274 3275
				used[ candidate ] = 1;
				candidateInfluence = -1;
				m ++;
3276 3277 3278 3279 3280

			}

		}

3281
		// load updated influences uniform
3282

3283
		if( material.program.uniforms.morphTargetInfluences !== null ) {
M
Mr.doob 已提交
3284

3285
			_gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
3286

3287
		}
3288

3289
	};
3290 3291


3292
	function painterSort ( a, b ) {
3293

3294
		return b.z - a.z;
3295

3296
	};
3297

3298
	// Rendering
3299

3300
	this.render = function ( scene, camera, renderTarget, forceClear ) {
3301

3302 3303 3304 3305 3306
		var i, il,

		webglObject, object,
		renderList,

3307
		lights = scene.__lights,
3308
		fog = scene.fog;
M
Mr.doob 已提交
3309

3310
		_currentMaterialId = -1;
3311

A
alteredq 已提交
3312
		// update scene graph
3313

3314
		if ( camera.parent === undefined ) {
3315

3316 3317
			console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' );
			scene.add( camera );
3318

3319
		}
3320

3321
		if ( this.autoUpdateScene ) scene.updateMatrixWorld();
3322

A
alteredq 已提交
3323
		// update camera matrices and frustum
A
alteredq 已提交
3324

A
alteredq 已提交
3325 3326
		if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
		if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
A
alteredq 已提交
3327

3328
		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
A
alteredq 已提交
3329 3330 3331

		camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
		camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
3332

3333
		_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
A
alteredq 已提交
3334
		_frustum.setFromMatrix( _projScreenMatrix );
3335

A
alteredq 已提交
3336 3337 3338 3339 3340 3341 3342 3343 3344 3345 3346 3347 3348 3349 3350
		// update WebGL objects

		if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );

		// custom render plugins (pre pass)

		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;

A
alteredq 已提交
3351
		this.setRenderTarget( renderTarget );
3352

3353
		if ( this.autoClear || forceClear ) {
3354

3355
			this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
M
Mr.doob 已提交
3356

3357
		}
M
Mr.doob 已提交
3358

3359
		// set matrices for regular objects (frustum culled)
3360

3361
		renderList = scene.__webglObjects;
3362

3363
		for ( i = 0, il = renderList.length; i < il; i ++ ) {
3364

3365
			webglObject = renderList[ i ];
3366
			object = webglObject.object;
3367

A
alteredq 已提交
3368 3369
			webglObject.render = false;

3370
			if ( object.visible ) {
3371

3372
				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
M
Mr.doob 已提交
3373

3374
					//object.matrixWorld.flattenToArray( object._objectMatrixArray );
3375

A
alteredq 已提交
3376
					setupMatrices( object, camera );
3377

3378
					unrollBufferMaterial( webglObject );
3379

3380
					webglObject.render = true;
3381

3382
					if ( this.sortObjects ) {
3383

3384
						if ( object.renderDepth ) {
3385

3386
							webglObject.z = object.renderDepth;
M
Mr.doob 已提交
3387

3388
						} else {
M
Mr.doob 已提交
3389

3390
							_vector3.copy( object.matrixWorld.getPosition() );
3391
							_projScreenMatrix.multiplyVector3( _vector3 );
3392

3393
							webglObject.z = _vector3.z;
3394

3395
						}
M
Mr.doob 已提交
3396

3397
					}
M
Mr.doob 已提交
3398

3399
				}
3400 3401

			}
3402 3403 3404

		}

3405
		if ( this.sortObjects ) {
M
Mr.doob 已提交
3406

3407
			renderList.sort( painterSort );
3408

3409
		}
3410

3411
		// set matrices for immediate objects
3412

3413
		renderList = scene.__webglObjectsImmediate;
3414

3415 3416 3417
		for ( i = 0, il = renderList.length; i < il; i ++ ) {

			webglObject = renderList[ i ];
3418
			object = webglObject.object;
3419

3420
			if ( object.visible ) {
3421

M
Mr.doob 已提交
3422 3423
				/*
				if ( object.matrixAutoUpdate ) {
3424

3425
					object.matrixWorld.flattenToArray( object._objectMatrixArray );
M
Mr.doob 已提交
3426

3427
				}
M
Mr.doob 已提交
3428
				*/
M
Mr.doob 已提交
3429

A
alteredq 已提交
3430
				setupMatrices( object, camera );
M
Mr.doob 已提交
3431

3432
				unrollImmediateBufferMaterial( webglObject );
M
Mr.doob 已提交
3433

3434
			}
M
Mr.doob 已提交
3435

3436
		}
3437

3438
		if ( scene.overrideMaterial ) {
3439

3440 3441 3442 3443 3444 3445
			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 );
3446

3447 3448
			renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
M
Mr.doob 已提交
3449

3450
		} else {
3451

3452
			// opaque pass (front-to-back order)
3453

3454
			this.setBlending( THREE.NormalBlending );
3455

3456 3457
			renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
3458

3459
			// transparent pass (back-to-front order)
3460

3461 3462
			renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
3463

3464
		}
3465

A
alteredq 已提交
3466
		// custom render plugins (post pass)
3467

A
alteredq 已提交
3468
		renderPlugins( this.renderPluginsPost, scene, camera );
3469 3470


3471
		// Generate mipmap if we're using any kind of mipmap filtering
3472

3473
		if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
3474

3475
			updateRenderTargetMipmap( renderTarget );
3476

3477
		}
3478

3479 3480 3481
		// Ensure depth buffer writing is enabled so it can be cleared on next render

		this.setDepthTest( true );
3482
		this.setDepthWrite( true );
3483

3484
		// _gl.finish();
3485

3486
	};
3487

A
alteredq 已提交
3488 3489 3490 3491 3492 3493 3494
	function renderPlugins( plugins, scene, camera ) {

		if ( ! plugins.length ) return;

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

			_currentProgram = null;
3495
			_currentCamera = null;
A
alteredq 已提交
3496 3497 3498 3499 3500 3501
			_oldBlending = -1;
			_oldDepthTest = -1;
			_oldDepthWrite = -1;
			_currentGeometryGroupHash = -1;
			_currentMaterialId = -1;

A
alteredq 已提交
3502
			plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
A
alteredq 已提交
3503 3504

			_currentProgram = null;
3505
			_currentCamera = null;
A
alteredq 已提交
3506 3507 3508 3509 3510 3511 3512 3513 3514 3515
			_oldBlending = -1;
			_oldDepthTest = -1;
			_oldDepthWrite = -1;
			_currentGeometryGroupHash = -1;
			_currentMaterialId = -1;

		}

	};

3516 3517 3518 3519 3520 3521 3522 3523 3524 3525 3526 3527 3528 3529 3530 3531 3532 3533 3534 3535 3536 3537 3538 3539 3540 3541 3542 3543 3544 3545 3546 3547 3548 3549 3550 3551
	function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {

		var webglObject, object, buffer, material, start, end, delta;

		if ( reverse ) {

			start = renderList.length - 1;
			end = -1;
			delta = -1;

		} else {

			start = 0;
			end = renderList.length;
			delta = 1;
		}

		for ( var i = start; i !== end; i += delta ) {

			webglObject = renderList[ i ];

			if ( webglObject.render ) {

				object = webglObject.object;
				buffer = webglObject.buffer;

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

3552
					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
3553

A
alteredq 已提交
3554
					_this.setDepthTest( material.depthTest );
3555
					_this.setDepthWrite( material.depthWrite );
3556 3557 3558 3559
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

A
alteredq 已提交
3560
				_this.setObjectFaces( object );
3561 3562 3563 3564 3565 3566 3567 3568 3569 3570

				if ( buffer instanceof THREE.BufferGeometry ) {

					_this.renderBufferDirect( camera, lights, fog, material, buffer, object );

				} else {

					_this.renderBuffer( camera, lights, fog, material, buffer, object );

				}
3571 3572 3573 3574 3575 3576 3577 3578 3579 3580 3581 3582 3583 3584 3585 3586 3587 3588 3589 3590 3591 3592 3593 3594 3595 3596 3597 3598

			}

		}

	};

	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;

3599
					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
3600

A
alteredq 已提交
3601
					_this.setDepthTest( material.depthTest );
3602
					_this.setDepthWrite( material.depthWrite );
3603 3604 3605 3606
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

A
alteredq 已提交
3607
				_this.renderImmediateObject( camera, lights, fog, material, object );
3608

A
alteredq 已提交
3609
			}
3610

A
alteredq 已提交
3611
		}
3612

A
alteredq 已提交
3613
	};
3614

A
alteredq 已提交
3615
	this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
3616

A
alteredq 已提交
3617
		var program = setProgram( camera, lights, fog, material, object );
3618

A
alteredq 已提交
3619
		_currentGeometryGroupHash = -1;
3620

A
alteredq 已提交
3621 3622 3623 3624 3625 3626 3627 3628 3629
		_this.setObjectFaces( object );

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

			object.render( function( object ) { _this.renderBufferImmediate( object, program, material.shading ); } );
3630 3631 3632 3633 3634

		}

	};

3635
	function unrollImmediateBufferMaterial ( globject ) {
3636

3637 3638
		var object = globject.object,
			material = object.material;
3639

3640
		if ( material.transparent ) {
3641

3642 3643
			globject.transparent = material;
			globject.opaque = null;
3644

3645
		} else {
3646

3647 3648
			globject.opaque = material;
			globject.transparent = null;
3649

3650
		}
A
alteredq 已提交
3651

3652
	};
A
alteredq 已提交
3653

3654
	function unrollBufferMaterial ( globject ) {
A
alteredq 已提交
3655

3656 3657 3658
		var object = globject.object,
			buffer = globject.buffer,
			material, materialIndex, meshMaterial;
3659

3660
		meshMaterial = object.material;
3661

3662
		if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
M
Mr.doob 已提交
3663

3664
			materialIndex = buffer.materialIndex;
3665

3666
			if ( materialIndex >= 0 ) {
3667

3668
				material = object.geometry.materials[ materialIndex ];
M
Mr.doob 已提交
3669

3670
				if ( material.transparent ) {
M
Mr.doob 已提交
3671

3672 3673
					globject.transparent = material;
					globject.opaque = null;
3674

3675
				} else {
3676

3677 3678
					globject.opaque = material;
					globject.transparent = null;
3679

3680
				}
3681

3682
			}
3683

3684
		} else {
3685

3686
			material = meshMaterial;
3687

3688
			if ( material ) {
3689

3690
				if ( material.transparent ) {
M
Mr.doob 已提交
3691

3692 3693
					globject.transparent = material;
					globject.opaque = null;
A
alteredq 已提交
3694

3695
				} else {
3696

3697 3698
					globject.opaque = material;
					globject.transparent = null;
3699

3700
				}
3701

3702
			}
3703

3704
		}
3705

3706
	};
3707

3708
	// Geometry splitting
3709

3710
	function sortFacesByMaterial ( geometry ) {
3711

3712 3713 3714
		var f, fl, face, materialIndex, vertices,
			materialHash, groupHash,
			hash_map = {};
3715

3716
		var numMorphTargets = geometry.morphTargets.length;
3717
		var numMorphNormals = geometry.morphNormals.length;
3718

3719
		geometry.geometryGroups = {};
3720

3721
		for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
3722

3723 3724
			face = geometry.faces[ f ];
			materialIndex = face.materialIndex;
3725

3726
			materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
3727

3728
			if ( hash_map[ materialHash ] === undefined ) {
3729

3730
				hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
3731 3732 3733

			}

3734
			groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
3735

3736
			if ( geometry.geometryGroups[ groupHash ] === undefined ) {
3737

3738
				geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
3739

3740
			}
A
alteredq 已提交
3741

3742
			vertices = face instanceof THREE.Face3 ? 3 : 4;
A
alteredq 已提交
3743

3744
			if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
A
alteredq 已提交
3745

3746 3747
				hash_map[ materialHash ].counter += 1;
				groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
A
alteredq 已提交
3748

3749
				if ( geometry.geometryGroups[ groupHash ] === undefined ) {
A
alteredq 已提交
3750

3751
					geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
A
alteredq 已提交
3752

3753
				}
3754

3755
			}
3756

3757
			if ( face instanceof THREE.Face3 ) {
3758

3759
				geometry.geometryGroups[ groupHash ].faces3.push( f );
3760

3761
			} else {
3762

3763
				geometry.geometryGroups[ groupHash ].faces4.push( f );
3764

A
alteredq 已提交
3765
			}
3766

3767
			geometry.geometryGroups[ groupHash ].vertices += vertices;
3768

3769
		}
3770

3771
		geometry.geometryGroupsList = [];
3772

3773
		for ( var g in geometry.geometryGroups ) {
3774

3775
			geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
3776

3777
			geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
3778

3779
		}
3780

3781
	};
3782

3783 3784 3785 3786 3787 3788 3789 3790 3791
	// Objects refresh

	this.initWebGLObjects = function ( scene ) {

		if ( !scene.__webglObjects ) {

			scene.__webglObjects = [];
			scene.__webglObjectsImmediate = [];
			scene.__webglSprites = [];
3792
			scene.__webglFlares = [];
3793 3794

		}
3795

3796
		while ( scene.__objectsAdded.length ) {
3797

3798 3799
			addObject( scene.__objectsAdded[ 0 ], scene );
			scene.__objectsAdded.splice( 0, 1 );
3800

3801
		}
A
alteredq 已提交
3802

3803
		while ( scene.__objectsRemoved.length ) {
3804

3805 3806
			removeObject( scene.__objectsRemoved[ 0 ], scene );
			scene.__objectsRemoved.splice( 0, 1 );
3807

3808
		}
3809

3810
		// update must be called after objects adding / removal
3811

3812
		for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
3813

3814
			updateObject( scene.__webglObjects[ o ].object );
M
Mr.doob 已提交
3815 3816 3817 3818 3819

		}

	};

3820
	// Objects adding
M
Mr.doob 已提交
3821

3822
	function addObject ( object, scene ) {
A
alteredq 已提交
3823

3824
		var g, geometry, geometryGroup;
3825

3826
		if ( ! object.__webglInit ) {
M
Mr.doob 已提交
3827

3828
			object.__webglInit = true;
M
Mr.doob 已提交
3829

3830
			object._modelViewMatrix = new THREE.Matrix4();
3831
			object._normalMatrix = new THREE.Matrix3();
M
Mr.doob 已提交
3832

3833 3834 3835
			//object._normalMatrixArray = new Float32Array( 9 );
			//object._modelViewMatrixArray = new Float32Array( 16 );
			//object._objectMatrixArray = new Float32Array( 16 );
M
Mr.doob 已提交
3836

3837
			//object.matrixWorld.flattenToArray( object._objectMatrixArray );
M
Mr.doob 已提交
3838

3839
			if ( object instanceof THREE.Mesh ) {
M
Mr.doob 已提交
3840

3841
				geometry = object.geometry;
M
Mr.doob 已提交
3842

3843
				if ( geometry instanceof THREE.Geometry ) {
M
Mr.doob 已提交
3844

3845
					if ( geometry.geometryGroups === undefined ) {
M
Mr.doob 已提交
3846

3847
						sortFacesByMaterial( geometry );
M
Mr.doob 已提交
3848

3849 3850 3851
					}

					// create separate VBOs per geometry chunk
M
Mr.doob 已提交
3852

3853
					for ( g in geometry.geometryGroups ) {
M
Mr.doob 已提交
3854

3855
						geometryGroup = geometry.geometryGroups[ g ];
M
Mr.doob 已提交
3856

3857
						// initialise VBO on the first access
M
Mr.doob 已提交
3858

3859
						if ( ! geometryGroup.__webglVertexBuffer ) {
3860

3861 3862
							createMeshBuffers( geometryGroup );
							initMeshBuffers( geometryGroup, object );
M
Mr.doob 已提交
3863

3864
							geometry.verticesNeedUpdate = true;
3865 3866 3867 3868 3869
							geometry.__dirtyMorphTargets = true;
							geometry.__dirtyElements = true;
							geometry.__dirtyUvs = true;
							geometry.__dirtyNormals = true;
							geometry.__dirtyTangents = true;
M
Mr.doob 已提交
3870
							geometry.colorsNeedUpdate = true;
3871 3872

						}
M
Mr.doob 已提交
3873

3874
					}
M
Mr.doob 已提交
3875

3876
				}
M
Mr.doob 已提交
3877

3878
			} else if ( object instanceof THREE.Ribbon ) {
M
Mr.doob 已提交
3879

3880
				geometry = object.geometry;
M
Mr.doob 已提交
3881

3882
				if( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
3883

3884 3885
					createRibbonBuffers( geometry );
					initRibbonBuffers( geometry );
M
Mr.doob 已提交
3886

3887
					geometry.verticesNeedUpdate = true;
M
Mr.doob 已提交
3888
					geometry.colorsNeedUpdate = true;
M
Mr.doob 已提交
3889

3890
				}
M
Mr.doob 已提交
3891

3892
			} else if ( object instanceof THREE.Line ) {
M
Mr.doob 已提交
3893

3894
				geometry = object.geometry;
M
Mr.doob 已提交
3895

3896
				if( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
3897

3898 3899
					createLineBuffers( geometry );
					initLineBuffers( geometry, object );
M
Mr.doob 已提交
3900

3901
					geometry.verticesNeedUpdate = true;
M
Mr.doob 已提交
3902
					geometry.colorsNeedUpdate = true;
3903

3904
				}
3905

3906
			} else if ( object instanceof THREE.ParticleSystem ) {
3907

3908
				geometry = object.geometry;
3909

3910
				if ( ! geometry.__webglVertexBuffer ) {
3911

3912 3913
					createParticleBuffers( geometry );
					initParticleBuffers( geometry, object );
3914

3915
					geometry.verticesNeedUpdate = true;
M
Mr.doob 已提交
3916
					geometry.colorsNeedUpdate = true;
3917

3918
				}
3919

3920
			}
3921

3922
		}
3923

3924
		if ( ! object.__webglActive ) {
3925

3926
			if ( object instanceof THREE.Mesh ) {
3927

3928
				geometry = object.geometry;
3929

3930 3931 3932 3933 3934 3935 3936 3937 3938
				if ( geometry instanceof THREE.BufferGeometry ) {

					addBuffer( scene.__webglObjects, geometry, object );

				} else {

					for ( g in geometry.geometryGroups ) {

						geometryGroup = geometry.geometryGroups[ g ];
3939

3940
						addBuffer( scene.__webglObjects, geometryGroup, object );
3941

3942
					}
3943

3944
				}
3945

3946 3947 3948
			} else if ( object instanceof THREE.Ribbon ||
						object instanceof THREE.Line ||
						object instanceof THREE.ParticleSystem ) {
3949

3950 3951
				geometry = object.geometry;
				addBuffer( scene.__webglObjects, geometry, object );
3952

3953
			} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
3954

3955
				addBufferImmediate( scene.__webglObjectsImmediate, object );
3956

3957
			} else if ( object instanceof THREE.Sprite ) {
3958

3959
				scene.__webglSprites.push( object );
3960

3961 3962 3963 3964
			} else if ( object instanceof THREE.LensFlare ) {

				scene.__webglFlares.push( object );

3965 3966
			}

3967
			object.__webglActive = true;
3968

3969
		}
3970

3971
	};
3972

3973
	function addBuffer ( objlist, buffer, object ) {
3974

3975 3976 3977 3978 3979 3980 3981 3982
		objlist.push(
			{
				buffer: buffer,
				object: object,
				opaque: null,
				transparent: null
			}
		);
3983

3984
	};
3985

3986
	function addBufferImmediate ( objlist, object ) {
3987

3988 3989 3990 3991 3992
		objlist.push(
			{
				object: object,
				opaque: null,
				transparent: null
3993
			}
3994
		);
3995

3996
	};
3997

3998
	// Objects updates
3999

4000
	function updateObject ( object ) {
4001

4002 4003
		var geometry = object.geometry,
			geometryGroup, customAttributesDirty, material;
4004

4005
		if ( object instanceof THREE.Mesh ) {
4006

4007 4008
			if ( geometry instanceof THREE.BufferGeometry ) {

4009
				/*
4010
				if ( geometry.verticesNeedUpdate || geometry.__dirtyElements ||
4011
					 geometry.__dirtyUvs || geometry.__dirtyNormals ||
M
Mr.doob 已提交
4012
					 geometry.colorsNeedUpdate  ) {
4013

4014 4015
					// TODO
					// set buffers from typed arrays
4016

4017
				}
4018
				*/
4019

4020
				geometry.verticesNeedUpdate = false;
4021 4022 4023
				geometry.__dirtyElements = false;
				geometry.__dirtyUvs = false;
				geometry.__dirtyNormals = false;
M
Mr.doob 已提交
4024
				geometry.colorsNeedUpdate = false;
4025

4026
			} else {
4027

4028
				// check all geometry groups
4029

4030 4031 4032 4033 4034 4035 4036 4037
				for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {

					geometryGroup = geometry.geometryGroupsList[ i ];

					material = getBufferMaterial( object, geometryGroup );

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

4038
					if ( geometry.verticesNeedUpdate || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
4039
						 geometry.__dirtyUvs || geometry.__dirtyNormals ||
M
Mr.doob 已提交
4040
						 geometry.colorsNeedUpdate || geometry.__dirtyTangents || customAttributesDirty ) {
4041 4042 4043 4044

						setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );

					}
4045

4046
				}
M
Mr.doob 已提交
4047

4048
				geometry.verticesNeedUpdate = false;
4049 4050 4051 4052
				geometry.__dirtyMorphTargets = false;
				geometry.__dirtyElements = false;
				geometry.__dirtyUvs = false;
				geometry.__dirtyNormals = false;
M
Mr.doob 已提交
4053
				geometry.colorsNeedUpdate = false;
4054
				geometry.__dirtyTangents = false;
4055

4056
				material.attributes && clearCustomAttributes( material );
4057

4058
			}
4059

4060
		} else if ( object instanceof THREE.Ribbon ) {
4061

M
Mr.doob 已提交
4062
			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
4063

4064
				setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
4065

4066
			}
4067

4068
			geometry.verticesNeedUpdate = false;
M
Mr.doob 已提交
4069
			geometry.colorsNeedUpdate = false;
4070

4071
		} else if ( object instanceof THREE.Line ) {
4072

4073
			material = getBufferMaterial( object, geometryGroup );
A
alteredq 已提交
4074

4075
			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
A
alteredq 已提交
4076

M
Mr.doob 已提交
4077
			if ( geometry.verticesNeedUpdate ||  geometry.colorsNeedUpdate || customAttributesDirty ) {
A
alteredq 已提交
4078

4079
				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
4080

4081
			}
4082

4083
			geometry.verticesNeedUpdate = false;
M
Mr.doob 已提交
4084
			geometry.colorsNeedUpdate = false;
4085

4086
			material.attributes && clearCustomAttributes( material );
4087

4088
		} else if ( object instanceof THREE.ParticleSystem ) {
4089

4090
			material = getBufferMaterial( object, geometryGroup );
4091

4092
			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
4093

M
Mr.doob 已提交
4094
			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
4095

4096
				setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
4097

4098
			}
4099

4100
			geometry.verticesNeedUpdate = false;
M
Mr.doob 已提交
4101
			geometry.colorsNeedUpdate = false;
4102

4103
			material.attributes && clearCustomAttributes( material );
4104

4105
		}
4106

4107
	};
4108

4109
	// Objects updates - custom attributes check
4110

4111
	function areCustomAttributesDirty ( material ) {
4112

4113
		for ( var a in material.attributes ) {
4114

4115
			if ( material.attributes[ a ].needsUpdate ) return true;
4116

4117
		}
4118

4119
		return false;
4120

4121
	};
4122

4123 4124 4125
	function clearCustomAttributes ( material ) {

		for ( var a in material.attributes ) {
4126

4127
			material.attributes[ a ].needsUpdate = false;
4128

4129
		}
4130

4131
	};
4132

4133
	// Objects removal
4134

4135
	function removeObject ( object, scene ) {
4136

4137 4138 4139 4140
		if ( object instanceof THREE.Mesh  ||
			 object instanceof THREE.ParticleSystem ||
			 object instanceof THREE.Ribbon ||
			 object instanceof THREE.Line ) {
4141

4142
			removeInstances( scene.__webglObjects, object );
4143

4144
		} else if ( object instanceof THREE.Sprite ) {
4145

4146
			removeInstancesDirect( scene.__webglSprites, object );
4147

4148 4149 4150 4151
		} else if ( object instanceof THREE.LensFlare ) {

			removeInstancesDirect( scene.__webglFlares, object );

4152
		} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
4153

4154
			removeInstances( scene.__webglObjectsImmediate, object );
4155

4156
		}
4157

4158
		object.__webglActive = false;
4159

4160
	};
4161

4162
	function removeInstances ( objlist, object ) {
4163

4164
		for ( var o = objlist.length - 1; o >= 0; o -- ) {
4165

4166
			if ( objlist[ o ].object === object ) {
4167

4168
				objlist.splice( o, 1 );
4169

4170
			}
4171

4172
		}
4173

4174
	};
4175

4176
	function removeInstancesDirect ( objlist, object ) {
4177

4178
		for ( var o = objlist.length - 1; o >= 0; o -- ) {
4179

4180
			if ( objlist[ o ] === object ) {
4181

4182
				objlist.splice( o, 1 );
4183

4184
			}
4185

4186
		}
4187

4188
	};
4189

4190
	// Materials
4191

4192
	this.initMaterial = function ( material, lights, fog, object ) {
4193

4194
		var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
4195

4196
		if ( material instanceof THREE.MeshDepthMaterial ) {
M
Mr.doob 已提交
4197

4198
			shaderID = 'depth';
4199

4200
		} else if ( material instanceof THREE.MeshNormalMaterial ) {
4201

4202
			shaderID = 'normal';
M
Mr.doob 已提交
4203

4204
		} else if ( material instanceof THREE.MeshBasicMaterial ) {
M
Mr.doob 已提交
4205

4206
			shaderID = 'basic';
M
Mr.doob 已提交
4207

4208
		} else if ( material instanceof THREE.MeshLambertMaterial ) {
M
Mr.doob 已提交
4209

4210
			shaderID = 'lambert';
M
Mr.doob 已提交
4211

4212
		} else if ( material instanceof THREE.MeshPhongMaterial ) {
4213

4214
			shaderID = 'phong';
4215

4216
		} else if ( material instanceof THREE.LineBasicMaterial ) {
4217

4218
			shaderID = 'basic';
4219

4220
		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
4221

4222
			shaderID = 'particle_basic';
4223 4224 4225

		}

4226
		if ( shaderID ) {
4227

4228
			setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
4229

4230
		}
4231

4232 4233
		// heuristics to create shader parameters according to lights in the scene
		// (not to blow over maxLights budget)
4234

4235
		maxLightCount = allocateLights( lights );
4236

4237
		maxShadows = allocateShadows( lights );
4238

4239
		maxBones = allocateBones( object );
4240

4241
		parameters = {
4242

A
alteredq 已提交
4243 4244 4245 4246
			map: !!material.map,
			envMap: !!material.envMap,
			lightMap: !!material.lightMap,

4247
			vertexColors: material.vertexColors,
A
alteredq 已提交
4248 4249 4250 4251

			fog: fog,
			useFog: material.fog,

4252
			sizeAttenuation: material.sizeAttenuation,
A
alteredq 已提交
4253

4254
			skinning: material.skinning,
A
alteredq 已提交
4255 4256
			maxBones: maxBones,

4257
			morphTargets: material.morphTargets,
A
alteredq 已提交
4258
			morphNormals: material.morphNormals,
4259
			maxMorphTargets: this.maxMorphTargets,
A
alteredq 已提交
4260
			maxMorphNormals: this.maxMorphNormals,
A
alteredq 已提交
4261 4262 4263 4264 4265 4266

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

			maxShadows: maxShadows,
4267 4268
			shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
			shadowMapSoft: this.shadowMapSoft,
A
alteredq 已提交
4269 4270
			shadowMapDebug: this.shadowMapDebug,
			shadowMapCascade: this.shadowMapCascade,
A
alteredq 已提交
4271

4272 4273
			alphaTest: material.alphaTest,
			metal: material.metal,
4274
			perPixel: material.perPixel,
4275
			wrapAround: material.wrapAround,
4276
			doubleSided: object && object.doubleSided
4277

4278
		};
M
Mr.doob 已提交
4279

4280
		material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
4281

4282
		var attributes = material.program.attributes;
4283

4284 4285 4286 4287
		if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
		if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
		if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
		if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
4288

4289 4290 4291
		if ( material.skinning &&
			 attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
			 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
M
Mr.doob 已提交
4292

4293 4294 4295 4296
			_gl.enableVertexAttribArray( attributes.skinVertexA );
			_gl.enableVertexAttribArray( attributes.skinVertexB );
			_gl.enableVertexAttribArray( attributes.skinIndex );
			_gl.enableVertexAttribArray( attributes.skinWeight );
M
Mr.doob 已提交
4297 4298

		}
4299

4300
		if ( material.attributes ) {
A
alteredq 已提交
4301

4302
			for ( a in material.attributes ) {
M
Mr.doob 已提交
4303

4304
				if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
4305

4306
			}
M
Mr.doob 已提交
4307

4308
		}
M
Mr.doob 已提交
4309

4310
		if ( material.morphTargets ) {
M
Mr.doob 已提交
4311

4312
			material.numSupportedMorphTargets = 0;
4313

4314
			var id, base = "morphTarget";
4315

4316
			for ( i = 0; i < this.maxMorphTargets; i ++ ) {
4317

4318
				id = base + i;
M
Mr.doob 已提交
4319

4320
				if ( attributes[ id ] >= 0 ) {
M
Mr.doob 已提交
4321

4322 4323
					_gl.enableVertexAttribArray( attributes[ id ] );
					material.numSupportedMorphTargets ++;
4324

4325
				}
4326

4327
			}
4328

4329
		}
4330

A
alteredq 已提交
4331 4332 4333 4334 4335 4336 4337 4338 4339 4340 4341 4342 4343 4344 4345 4346 4347 4348 4349 4350 4351
		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

			var id, base = "morphNormal";

			for ( i = 0; i < this.maxMorphNormals; i ++ ) {

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					_gl.enableVertexAttribArray( attributes[ id ] );
					material.numSupportedMorphNormals ++;

				}

			}

		}

4352
		material.uniformsList = [];
4353

4354
		for ( u in material.uniforms ) {
4355

4356
			material.uniformsList.push( [ material.uniforms[ u ], u ] );
4357

4358
		}
M
Mr.doob 已提交
4359

4360
	};
M
Mr.doob 已提交
4361

4362
	function setMaterialShaders( material, shaders ) {
M
Mr.doob 已提交
4363

4364 4365 4366
		material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
		material.vertexShader = shaders.vertexShader;
		material.fragmentShader = shaders.fragmentShader;
M
Mr.doob 已提交
4367

4368
	};
M
Mr.doob 已提交
4369

4370
	function setProgram( camera, lights, fog, material, object ) {
4371

A
alteredq 已提交
4372
		if ( ! material.program || material.needsUpdate ) {
4373

4374
			_this.initMaterial( material, lights, fog, object );
A
alteredq 已提交
4375
			material.needsUpdate = false;
4376

4377
		}
4378

4379
		if ( material.morphTargets ) {
4380

4381
			if ( ! object.__webglMorphTargetInfluences ) {
4382

4383
				object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
4384

4385
				for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
4386

4387
					object.__webglMorphTargetInfluences[ i ] = 0;
4388

4389
				}
4390

4391
			}
4392

4393
		}
4394

4395
		var refreshMaterial = false;
4396

4397 4398 4399
		var program = material.program,
			p_uniforms = program.uniforms,
			m_uniforms = material.uniforms;
4400

4401
		if ( program !== _currentProgram ) {
4402

4403 4404
			_gl.useProgram( program );
			_currentProgram = program;
4405

4406
			refreshMaterial = true;
4407

4408
		}
4409

4410
		if ( material.id !== _currentMaterialId ) {
4411

4412 4413
			_currentMaterialId = material.id;
			refreshMaterial = true;
4414

4415
		}
4416

4417
		if ( refreshMaterial || camera !== _currentCamera ) {
4418

A
alteredq 已提交
4419
			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );
A
alteredq 已提交
4420

4421 4422 4423 4424 4425 4426
			if ( camera !== _currentCamera ) _currentCamera = camera;

		}

		if ( refreshMaterial ) {

4427
			// refresh uniforms common to several materials
4428

4429
			if ( fog && material.fog ) {
4430

4431
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
4432

4433
			}
M
Mr.doob 已提交
4434

4435 4436 4437
			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material.lights ) {
4438

4439 4440
				setupLights( program, lights );
				refreshUniformsLights( m_uniforms, _lights );
4441

4442
			}
M
Mr.doob 已提交
4443

4444 4445 4446
			if ( material instanceof THREE.MeshBasicMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
4447

4448
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
4449 4450 4451

			}

4452
			// refresh single material specific uniforms
M
Mr.doob 已提交
4453

4454
			if ( material instanceof THREE.LineBasicMaterial ) {
4455

4456
				refreshUniformsLine( m_uniforms, material );
M
Mr.doob 已提交
4457

4458
			} else if ( material instanceof THREE.ParticleBasicMaterial ) {
M
Mr.doob 已提交
4459

4460
				refreshUniformsParticle( m_uniforms, material );
M
Mr.doob 已提交
4461

4462
			} else if ( material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
4463

4464
				refreshUniformsPhong( m_uniforms, material );
M
Mr.doob 已提交
4465

4466
			} else if ( material instanceof THREE.MeshLambertMaterial ) {
M
Mr.doob 已提交
4467

4468
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
4469

4470
			} else if ( material instanceof THREE.MeshDepthMaterial ) {
M
Mr.doob 已提交
4471

4472 4473 4474
				m_uniforms.mNear.value = camera.near;
				m_uniforms.mFar.value = camera.far;
				m_uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
4475

4476
			} else if ( material instanceof THREE.MeshNormalMaterial ) {
M
Mr.doob 已提交
4477

4478
				m_uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
4479

4480
			}
M
Mr.doob 已提交
4481

4482
			if ( object.receiveShadow && ! material._shadowPass ) {
M
Mr.doob 已提交
4483

4484
				refreshUniformsShadow( m_uniforms, lights );
M
Mr.doob 已提交
4485

4486
			}
M
Mr.doob 已提交
4487

4488
			// load common uniforms
M
Mr.doob 已提交
4489

4490
			loadUniformsGeneric( program, material.uniformsList );
M
Mr.doob 已提交
4491

4492 4493
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)
4494

4495 4496 4497
			if ( material instanceof THREE.ShaderMaterial ||
				 material instanceof THREE.MeshPhongMaterial ||
				 material.envMap ) {
4498

4499
				if ( p_uniforms.cameraPosition !== null ) {
4500

4501 4502
					var position = camera.matrixWorld.getPosition();
					_gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
4503

4504
				}
4505 4506 4507

			}

4508 4509 4510 4511
			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {
4512

4513
				if ( p_uniforms.viewMatrix !== null ) {
4514

A
alteredq 已提交
4515
					_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray );
4516

4517
				}
4518

4519
			}
M
Mr.doob 已提交
4520

4521
			if ( material.skinning ) {
4522

A
alteredq 已提交
4523
				_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
4524

4525
			}
4526

4527
		}
M
Mr.doob 已提交
4528

4529
		loadUniformsMatrices( p_uniforms, object );
M
Mr.doob 已提交
4530

4531 4532 4533 4534
		if ( material instanceof THREE.ShaderMaterial ||
			 material.envMap ||
			 material.skinning ||
			 object.receiveShadow ) {
M
Mr.doob 已提交
4535

4536
			if ( p_uniforms.objectMatrix !== null ) {
M
Mr.doob 已提交
4537

4538
				_gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object.matrixWorld.elements );
M
Mr.doob 已提交
4539

4540
			}
4541

4542
		}
4543

4544
		return program;
4545

4546
	};
4547

4548
	// Uniforms (refresh uniforms objects)
A
alteredq 已提交
4549

4550
	function refreshUniformsCommon ( uniforms, material ) {
4551

4552
		uniforms.opacity.value = material.opacity;
4553

4554
		if ( _this.gammaInput ) {
4555

4556
			uniforms.diffuse.value.copyGammaToLinear( material.color );
4557

4558
		} else {
4559

4560
			uniforms.diffuse.value = material.color;
4561

4562
		}
4563

4564
		uniforms.map.texture = material.map;
4565

4566
		if ( material.map ) {
4567

4568
			uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
M
Mr.doob 已提交
4569

4570
		}
M
Mr.doob 已提交
4571

4572
		uniforms.lightMap.texture = material.lightMap;
4573

4574 4575
		uniforms.envMap.texture = material.envMap;
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
4576

4577
		if ( _this.gammaInput ) {
4578

4579 4580
			//uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
			uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
4581

4582
		} else {
4583

4584
			uniforms.reflectivity.value = material.reflectivity;
4585

4586
		}
4587

4588 4589 4590
		uniforms.refractionRatio.value = material.refractionRatio;
		uniforms.combine.value = material.combine;
		uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
M
Mr.doob 已提交
4591

4592
	};
M
Mr.doob 已提交
4593

4594
	function refreshUniformsLine ( uniforms, material ) {
M
Mr.doob 已提交
4595

4596 4597
		uniforms.diffuse.value = material.color;
		uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
4598

4599
	};
M
Mr.doob 已提交
4600

4601
	function refreshUniformsParticle ( uniforms, material ) {
4602

4603 4604 4605 4606
		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.
4607

4608
		uniforms.map.texture = material.map;
4609

4610
	};
4611

4612
	function refreshUniformsFog ( uniforms, fog ) {
4613

4614
		uniforms.fogColor.value = fog.color;
4615

4616
		if ( fog instanceof THREE.Fog ) {
4617

4618 4619
			uniforms.fogNear.value = fog.near;
			uniforms.fogFar.value = fog.far;
4620

4621
		} else if ( fog instanceof THREE.FogExp2 ) {
M
Mikael Emtinger 已提交
4622

4623
			uniforms.fogDensity.value = fog.density;
M
Mikael Emtinger 已提交
4624

4625
		}
M
Mikael Emtinger 已提交
4626

4627
	};
M
Mikael Emtinger 已提交
4628

4629
	function refreshUniformsPhong ( uniforms, material ) {
M
Mikael Emtinger 已提交
4630

4631
		uniforms.shininess.value = material.shininess;
4632

4633
		if ( _this.gammaInput ) {
M
Mikael Emtinger 已提交
4634

4635
			uniforms.ambient.value.copyGammaToLinear( material.ambient );
4636
			uniforms.emissive.value.copyGammaToLinear( material.emissive );
4637
			uniforms.specular.value.copyGammaToLinear( material.specular );
4638

4639
		} else {
4640

4641
			uniforms.ambient.value = material.ambient;
4642
			uniforms.emissive.value = material.emissive;
4643
			uniforms.specular.value = material.specular;
4644

4645
		}
4646

4647 4648 4649 4650 4651 4652
		if ( material.wrapAround ) {

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

		}

4653
	};
4654

4655
	function refreshUniformsLambert ( uniforms, material ) {
4656

4657
		if ( _this.gammaInput ) {
4658

4659
			uniforms.ambient.value.copyGammaToLinear( material.ambient );
4660
			uniforms.emissive.value.copyGammaToLinear( material.emissive );
M
Mr.doob 已提交
4661

4662
		} else {
4663

4664
			uniforms.ambient.value = material.ambient;
4665
			uniforms.emissive.value = material.emissive;
4666

4667
		}
4668

4669 4670 4671 4672 4673 4674
		if ( material.wrapAround ) {

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

		}

4675
	};
4676

4677
	function refreshUniformsLights ( uniforms, lights ) {
4678

4679
		uniforms.ambientLightColor.value = lights.ambient;
4680

4681 4682
		uniforms.directionalLightColor.value = lights.directional.colors;
		uniforms.directionalLightDirection.value = lights.directional.positions;
4683

4684 4685 4686
		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
		uniforms.pointLightDistance.value = lights.point.distances;
4687

A
alteredq 已提交
4688 4689 4690 4691 4692 4693 4694
		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.spotLightAngle.value = lights.spot.angles;
		uniforms.spotLightExponent.value = lights.spot.exponents;

4695
	};
4696

4697
	function refreshUniformsShadow ( uniforms, lights ) {
M
Mr.doob 已提交
4698

4699
		if ( uniforms.shadowMatrix ) {
4700

4701
			var j = 0;
4702

4703
			for ( var i = 0, il = lights.length; i < il; i ++ ) {
4704

4705
				var light = lights[ i ];
4706

A
alteredq 已提交
4707 4708
				if ( ! light.castShadow ) continue;

4709
				if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
4710 4711 4712

					uniforms.shadowMap.texture[ j ] = light.shadowMap;
					uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
4713

4714 4715 4716 4717 4718 4719 4720 4721 4722 4723
					uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;

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

					j ++;

				}

			}
4724

4725 4726
		}

4727
	};
4728

4729
	// Uniforms (load to GPU)
4730

4731
	function loadUniformsMatrices ( uniforms, object ) {
4732

4733
		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
4734

4735
		if ( uniforms.normalMatrix ) {
4736

4737
			_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
4738

4739
		}
4740

4741
	};
4742

4743
	function loadUniformsGeneric ( program, uniforms ) {
4744

4745
		var uniform, value, type, location, texture, i, il, j, jl, offset;
4746

4747
		for( j = 0, jl = uniforms.length; j < jl; j ++ ) {
4748

4749 4750
			location = program.uniforms[ uniforms[ j ][ 1 ] ];
			if ( !location ) continue;
4751

4752
			uniform = uniforms[ j ][ 0 ];
4753

4754 4755
			type = uniform.type;
			value = uniform.value;
4756

4757
			// single integer
4758

4759
			if( type === "i" ) {
4760

4761
				_gl.uniform1i( location, value );
4762

4763
			// single float
4764

4765
			} else if( type === "f" ) {
4766

4767
				_gl.uniform1f( location, value );
4768

4769
			// single THREE.Vector2
4770

4771
			} else if( type === "v2" ) {
4772

4773
				_gl.uniform2f( location, value.x, value.y );
4774

4775
			// single THREE.Vector3
4776

4777
			} else if( type === "v3" ) {
4778

4779
				_gl.uniform3f( location, value.x, value.y, value.z );
4780

4781
			// single THREE.Vector4
4782

4783
			} else if( type === "v4" ) {
4784

4785
				_gl.uniform4f( location, value.x, value.y, value.z, value.w );
4786

4787
			// single THREE.Color
4788

4789
			} else if( type === "c" ) {
4790

4791
				_gl.uniform3f( location, value.r, value.g, value.b );
4792

4793
			// flat array of floats (JS or typed array)
4794

4795
			} else if( type === "fv1" ) {
4796

4797
				_gl.uniform1fv( location, value );
4798

4799
			// flat array of floats with 3 x N size (JS or typed array)
4800

4801
			} else if( type === "fv" ) {
4802

4803
				_gl.uniform3fv( location, value );
4804

4805 4806 4807 4808 4809 4810 4811 4812 4813 4814 4815 4816 4817 4818 4819 4820 4821 4822 4823 4824 4825
			// array of THREE.Vector2

			} else if( type === "v2v" ) {

				if ( ! uniform._array ) {

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

				}

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

					offset = i * 2;

					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;

				}

				_gl.uniform2fv( location, uniform._array );

4826
			// array of THREE.Vector3
4827

4828
			} else if( type === "v3v" ) {
4829

4830
				if ( ! uniform._array ) {
4831

4832
					uniform._array = new Float32Array( 3 * value.length );
M
Mr.doob 已提交
4833

4834
				}
A
alteredq 已提交
4835

4836
				for ( i = 0, il = value.length; i < il; i ++ ) {
A
alteredq 已提交
4837

4838
					offset = i * 3;
4839

4840 4841 4842
					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;
					uniform._array[ offset + 2 ] = value[ i ].z;
4843

4844
				}
4845

4846
				_gl.uniform3fv( location, uniform._array );
A
alteredq 已提交
4847

4848 4849 4850 4851 4852 4853 4854 4855 4856 4857 4858 4859 4860 4861 4862 4863 4864 4865 4866 4867 4868 4869
			// array of THREE.Vector4

			} else if( type == "v4v" ) {

				if ( ! uniform._array ) {

					uniform._array = new Float32Array( 4 * value.length );

				}

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

					offset = i * 4;

					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;

				}

				_gl.uniform4fv( location, uniform._array );
4870

4871
			// single THREE.Matrix4
4872

4873
			} else if( type === "m4" ) {
M
Mr.doob 已提交
4874

4875
				if ( ! uniform._array ) {
A
alteredq 已提交
4876

4877
					uniform._array = new Float32Array( 16 );
4878

4879
				}
4880

4881 4882
				value.flattenToArray( uniform._array );
				_gl.uniformMatrix4fv( location, false, uniform._array );
4883

4884
			// array of THREE.Matrix4
4885

4886
			} else if( type === "m4v" ) {
A
alteredq 已提交
4887

4888 4889 4890
				if ( ! uniform._array ) {

					uniform._array = new Float32Array( 16 * value.length );
A
alteredq 已提交
4891

M
Mr.doob 已提交
4892
				}
M
Mr.doob 已提交
4893

4894
				for ( i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
4895

4896
					value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
M
Mr.doob 已提交
4897

4898
				}
A
alteredq 已提交
4899

4900
				_gl.uniformMatrix4fv( location, false, uniform._array );
M
Mr.doob 已提交
4901

4902

4903
			// single THREE.Texture (2d or cube)
M
Mr.doob 已提交
4904

4905
			} else if( type === "t" ) {
A
alteredq 已提交
4906

4907
				_gl.uniform1i( location, value );
4908

4909
				texture = uniform.texture;
A
alteredq 已提交
4910

4911
				if ( !texture ) continue;
A
alteredq 已提交
4912

4913
				if ( texture.image instanceof Array && texture.image.length === 6 ) {
A
alteredq 已提交
4914

4915
					setCubeTexture( texture, value );
A
alteredq 已提交
4916

4917
				} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
M
Mr.doob 已提交
4918

4919 4920 4921 4922
					setCubeTextureDynamic( texture, value );

				} else {

4923
					_this.setTexture( texture, value );
4924

M
Mr.doob 已提交
4925
				}
M
Mr.doob 已提交
4926

4927
			// array of THREE.Texture (2d)
M
Mr.doob 已提交
4928

4929
			} else if( type === "tv" ) {
M
Mr.doob 已提交
4930

4931
				if ( ! uniform._array ) {
M
Mr.doob 已提交
4932

4933
					uniform._array = [];
A
alteredq 已提交
4934

4935 4936 4937 4938 4939
					for( i = 0, il = uniform.texture.length; i < il; i ++ ) {

						uniform._array[ i ] = value + i;

					}
A
alteredq 已提交
4940

M
Mr.doob 已提交
4941
				}
A
alteredq 已提交
4942

4943
				_gl.uniform1iv( location, uniform._array );
A
alteredq 已提交
4944

4945
				for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
4946

4947
					texture = uniform.texture[ i ];
4948

4949
					if ( !texture ) continue;
M
Mr.doob 已提交
4950

4951
					_this.setTexture( texture, uniform._array[ i ] );
M
Mr.doob 已提交
4952

M
Mr.doob 已提交
4953
				}
M
Mr.doob 已提交
4954

M
Mr.doob 已提交
4955
			}
M
Mr.doob 已提交
4956

M
Mr.doob 已提交
4957
		}
M
Mr.doob 已提交
4958

4959
	};
M
Mr.doob 已提交
4960

A
alteredq 已提交
4961
	function setupMatrices ( object, camera ) {
M
Mr.doob 已提交
4962

4963
		object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld);
M
Mr.doob 已提交
4964

4965
		object._normalMatrix.getInverse( object._modelViewMatrix );
4966
		object._normalMatrix.transpose();
M
Mr.doob 已提交
4967

A
alteredq 已提交
4968
	};
M
Mr.doob 已提交
4969

4970
	function setupLights ( program, lights ) {
M
Mr.doob 已提交
4971

4972 4973 4974
		var l, ll, light, n,
		r = 0, g = 0, b = 0,
		color, position, intensity, distance,
M
Mr.doob 已提交
4975

4976
		zlights = _lights,
A
alteredq 已提交
4977

4978 4979
		dcolors = zlights.directional.colors,
		dpositions = zlights.directional.positions,
A
alteredq 已提交
4980

4981 4982 4983
		pcolors = zlights.point.colors,
		ppositions = zlights.point.positions,
		pdistances = zlights.point.distances,
4984

A
alteredq 已提交
4985 4986 4987 4988 4989 4990 4991
		scolors = zlights.spot.colors,
		spositions = zlights.spot.positions,
		sdistances = zlights.spot.distances,
		sdirections = zlights.spot.directions,
		sangles = zlights.spot.angles,
		sexponents = zlights.spot.exponents,

4992 4993
		dlength = 0,
		plength = 0,
A
alteredq 已提交
4994
		slength = 0,
4995

4996
		doffset = 0,
A
alteredq 已提交
4997 4998
		poffset = 0,
		soffset = 0;
4999

5000
		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
5001

5002
			light = lights[ l ];
A
alteredq 已提交
5003

A
alteredq 已提交
5004 5005 5006
			if ( light.onlyShadow ) continue;

			color = light.color;
5007 5008
			intensity = light.intensity;
			distance = light.distance;
A
alteredq 已提交
5009

5010
			if ( light instanceof THREE.AmbientLight ) {
5011

5012
				if ( _this.gammaInput ) {
5013

5014 5015 5016
					r += color.r * color.r;
					g += color.g * color.g;
					b += color.b * color.b;
5017

5018
				} else {
5019

5020 5021 5022
					r += color.r;
					g += color.g;
					b += color.b;
5023

5024
				}
5025

5026
			} else if ( light instanceof THREE.DirectionalLight ) {
5027

5028
				doffset = dlength * 3;
5029

5030
				if ( _this.gammaInput ) {
5031

5032 5033 5034
					dcolors[ doffset ]     = color.r * color.r * intensity * intensity;
					dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
					dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
5035

5036
				} else {
5037

5038 5039 5040
					dcolors[ doffset ]     = color.r * intensity;
					dcolors[ doffset + 1 ] = color.g * intensity;
					dcolors[ doffset + 2 ] = color.b * intensity;
A
alteredq 已提交
5041

5042
				}
A
alteredq 已提交
5043

5044 5045 5046
				_direction.copy( light.matrixWorld.getPosition() );
				_direction.subSelf( light.target.matrixWorld.getPosition() );
				_direction.normalize();
A
alteredq 已提交
5047

5048 5049 5050
				dpositions[ doffset ]     = _direction.x;
				dpositions[ doffset + 1 ] = _direction.y;
				dpositions[ doffset + 2 ] = _direction.z;
A
alteredq 已提交
5051

5052
				dlength += 1;
A
alteredq 已提交
5053

A
alteredq 已提交
5054
			} else if( light instanceof THREE.PointLight ) {
M
Mr.doob 已提交
5055

5056
				poffset = plength * 3;
M
Mr.doob 已提交
5057

5058
				if ( _this.gammaInput ) {
5059

5060 5061 5062
					pcolors[ poffset ]     = color.r * color.r * intensity * intensity;
					pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity;
					pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity;
A
alteredq 已提交
5063

5064
				} else {
A
alteredq 已提交
5065

5066 5067 5068
					pcolors[ poffset ]     = color.r * intensity;
					pcolors[ poffset + 1 ] = color.g * intensity;
					pcolors[ poffset + 2 ] = color.b * intensity;
A
alteredq 已提交
5069

5070
				}
A
alteredq 已提交
5071

A
alteredq 已提交
5072 5073
				position = light.matrixWorld.getPosition();

5074 5075 5076
				ppositions[ poffset ]     = position.x;
				ppositions[ poffset + 1 ] = position.y;
				ppositions[ poffset + 2 ] = position.z;
A
alteredq 已提交
5077

5078
				pdistances[ plength ] = distance;
A
alteredq 已提交
5079

5080
				plength += 1;
5081

A
alteredq 已提交
5082 5083 5084 5085 5086 5087 5088 5089 5090 5091 5092 5093 5094 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
			} else if( light instanceof THREE.SpotLight ) {

				soffset = slength * 3;

				if ( _this.gammaInput ) {

					scolors[ soffset ]     = color.r * color.r * intensity * intensity;
					scolors[ soffset + 1 ] = color.g * color.g * intensity * intensity;
					scolors[ soffset + 2 ] = color.b * color.b * intensity * intensity;

				} else {

					scolors[ soffset ]     = color.r * intensity;
					scolors[ soffset + 1 ] = color.g * intensity;
					scolors[ soffset + 2 ] = color.b * intensity;

				}

				position = light.matrixWorld.getPosition();

				spositions[ soffset ]     = position.x;
				spositions[ soffset + 1 ] = position.y;
				spositions[ soffset + 2 ] = position.z;

				sdistances[ slength ] = distance;

				_direction.copy( position );
				_direction.subSelf( light.target.matrixWorld.getPosition() );
				_direction.normalize();

				sdirections[ soffset ]     = _direction.x;
				sdirections[ soffset + 1 ] = _direction.y;
				sdirections[ soffset + 2 ] = _direction.z;

				sangles[ slength ] = Math.cos( light.angle );
				sexponents[ slength ] = light.exponent;

				slength += 1;

5121
			}
5122

5123
		}
A
alteredq 已提交
5124

5125 5126
		// null eventual remains from removed lights
		// (this is to avoid if in shader)
A
alteredq 已提交
5127

5128 5129
		for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
		for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
A
alteredq 已提交
5130
		for ( l = slength * 3, ll = scolors.length; l < ll; l ++ ) scolors[ l ] = 0.0;
A
alteredq 已提交
5131

5132
		zlights.directional.length = dlength;
A
alteredq 已提交
5133 5134
		zlights.point.length = plength;
		zlights.spot.length = slength;
A
alteredq 已提交
5135

5136 5137 5138
		zlights.ambient[ 0 ] = r;
		zlights.ambient[ 1 ] = g;
		zlights.ambient[ 2 ] = b;
5139

5140
	};
M
Mr.doob 已提交
5141

5142
	// GL state setting
M
Mr.doob 已提交
5143

5144
	this.setFaceCulling = function ( cullFace, frontFace ) {
M
Mr.doob 已提交
5145

5146
		if ( cullFace ) {
M
Mr.doob 已提交
5147

5148
			if ( !frontFace || frontFace === "ccw" ) {
5149

5150
				_gl.frontFace( _gl.CCW );
5151

5152
			} else {
5153

5154
				_gl.frontFace( _gl.CW );
M
Mr.doob 已提交
5155

5156
			}
M
Mr.doob 已提交
5157

5158
			if( cullFace === "back" ) {
5159

5160
				_gl.cullFace( _gl.BACK );
5161

5162
			} else if( cullFace === "front" ) {
5163

5164
				_gl.cullFace( _gl.FRONT );
M
Mr.doob 已提交
5165

5166
			} else {
5167

5168
				_gl.cullFace( _gl.FRONT_AND_BACK );
5169

5170
			}
5171

5172
			_gl.enable( _gl.CULL_FACE );
5173

5174
		} else {
5175

5176
			_gl.disable( _gl.CULL_FACE );
5177 5178 5179 5180 5181

		}

	};

A
alteredq 已提交
5182
	this.setObjectFaces = function ( object ) {
5183

5184
		if ( _oldDoubleSided !== object.doubleSided ) {
M
Mr.doob 已提交
5185

5186
			if( object.doubleSided ) {
M
Mr.doob 已提交
5187

5188
				_gl.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
5189

5190
			} else {
5191

5192
				_gl.enable( _gl.CULL_FACE );
5193

5194
			}
5195

5196
			_oldDoubleSided = object.doubleSided;
5197

5198
		}
5199

5200
		if ( _oldFlipSided !== object.flipSided ) {
5201

5202
			if( object.flipSided ) {
5203

5204
				_gl.frontFace( _gl.CW );
5205

5206
			} else {
5207

5208
				_gl.frontFace( _gl.CCW );
5209

5210
			}
5211

5212
			_oldFlipSided = object.flipSided;
5213

5214
		}
5215

5216
	};
5217

A
alteredq 已提交
5218
	this.setDepthTest = function ( depthTest ) {
5219

5220
		if ( _oldDepthTest !== depthTest ) {
5221

5222
			if ( depthTest ) {
5223

5224
				_gl.enable( _gl.DEPTH_TEST );
5225

5226
			} else {
5227

5228
				_gl.disable( _gl.DEPTH_TEST );
5229 5230 5231

			}

5232
			_oldDepthTest = depthTest;
5233

5234
		}
5235

5236
	};
5237

5238
	this.setDepthWrite = function ( depthWrite ) {
A
alteredq 已提交
5239

5240
		if ( _oldDepthWrite !== depthWrite ) {
A
alteredq 已提交
5241

5242 5243
			_gl.depthMask( depthWrite );
			_oldDepthWrite = depthWrite;
A
alteredq 已提交
5244 5245 5246 5247 5248

		}

	};

5249
	function setLineWidth ( width ) {
5250

5251
		if ( width !== _oldLineWidth ) {
5252

5253 5254 5255
			_gl.lineWidth( width );

			_oldLineWidth = width;
5256 5257 5258

		}

5259
	};
5260

5261
	function setPolygonOffset ( polygonoffset, factor, units ) {
5262

5263
		if ( _oldPolygonOffset !== polygonoffset ) {
M
Mr.doob 已提交
5264

5265
			if ( polygonoffset ) {
5266

5267
				_gl.enable( _gl.POLYGON_OFFSET_FILL );
5268

5269
			} else {
5270

5271
				_gl.disable( _gl.POLYGON_OFFSET_FILL );
5272

5273
			}
5274

5275
			_oldPolygonOffset = polygonoffset;
5276

5277
		}
5278

5279
		if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
5280

5281
			_gl.polygonOffset( factor, units );
M
Mr.doob 已提交
5282

5283 5284
			_oldPolygonOffsetFactor = factor;
			_oldPolygonOffsetUnits = units;
M
Mr.doob 已提交
5285

5286
		}
M
Mr.doob 已提交
5287

5288
	};
M
Mr.doob 已提交
5289

5290
	this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
M
Mr.doob 已提交
5291

5292
		if ( blending !== _oldBlending ) {
M
Mr.doob 已提交
5293

5294
			switch ( blending ) {
M
Mr.doob 已提交
5295

5296
				case THREE.NoBlending:
5297 5298 5299 5300

					_gl.disable( _gl.BLEND );

					break;
5301

5302
				case THREE.AdditiveBlending:
M
Mr.doob 已提交
5303

5304
					_gl.enable( _gl.BLEND );
5305 5306
					_gl.blendEquation( _gl.FUNC_ADD );
					_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
M
Mr.doob 已提交
5307

5308
					break;
M
Mr.doob 已提交
5309

5310
				case THREE.SubtractiveBlending:
M
Mr.doob 已提交
5311

5312
					// TODO: Find blendFuncSeparate() combination
5313
					_gl.enable( _gl.BLEND );
5314 5315
					_gl.blendEquation( _gl.FUNC_ADD );
					_gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
M
Mr.doob 已提交
5316

5317
					break;
M
Mr.doob 已提交
5318

5319
				case THREE.MultiplyBlending:
M
Mr.doob 已提交
5320

5321
					// TODO: Find blendFuncSeparate() combination
5322
					_gl.enable( _gl.BLEND );
5323 5324
					_gl.blendEquation( _gl.FUNC_ADD );
					_gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
M
Mr.doob 已提交
5325

5326
					break;
5327

5328 5329 5330 5331 5332 5333
				case THREE.CustomBlending:

					_gl.enable( _gl.BLEND );

					break;

5334
				default:
N
Nicolas Garcia Belmonte 已提交
5335

5336
					_gl.enable( _gl.BLEND );
5337 5338
					_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 );
5339

5340
					break;
5341

5342
			}
5343

5344
			_oldBlending = blending;
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
		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;

		}

5375
	};
5376

5377 5378 5379
	// Shaders

	function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
5380

5381
		var p, pl, program, code;
5382
		var chunks = [];
5383 5384 5385

		// Generate code

5386 5387 5388 5389 5390 5391 5392 5393 5394 5395
		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}
5396 5397 5398

		for ( p in parameters ) {

5399 5400
			chunks.push( p );
			chunks.push( parameters[ p ] );
5401 5402 5403

		}

5404 5405
		code = chunks.join();

5406 5407 5408 5409
		// Check if code has been already compiled

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

5410
			if ( _programs[ p ].code === code ) {
5411 5412

				// console.log( "Code already compiled." /*: \n\n" + code*/ );
5413

5414 5415 5416 5417 5418
				return _programs[ p ].program;

			}

		}
5419

5420
		//console.log( "building new program " );
5421 5422 5423

		//

5424
		program = _gl.createProgram();
M
Mr.doob 已提交
5425

5426
		var prefix_vertex = [
M
Mr.doob 已提交
5427

5428 5429
			"precision " + _precision + " float;",

5430
			( _maxVertexTextures > 0 ) ? "#define VERTEX_TEXTURES" : "",
5431

5432 5433 5434 5435
			_this.gammaInput ? "#define GAMMA_INPUT" : "",
			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",

5436 5437
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
A
alteredq 已提交
5438
			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
5439

5440 5441
			"#define MAX_SHADOWS " + parameters.maxShadows,

5442 5443
			"#define MAX_BONES " + parameters.maxBones,

5444
			parameters.map ? "#define USE_MAP" : "",
5445 5446 5447
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
			parameters.vertexColors ? "#define USE_COLOR" : "",
5448
			parameters.skinning ? "#define USE_SKINNING" : "",
5449
			parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
A
alteredq 已提交
5450
			parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
A
alteredq 已提交
5451
			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
5452
			parameters.wrapAround ? "#define WRAP_AROUND" : "",
5453
			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
5454

5455
			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
5456
			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
A
alteredq 已提交
5457 5458
			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
5459

5460 5461
			parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",

M
Mr.doob 已提交
5462 5463 5464
			"uniform mat4 objectMatrix;",
			"uniform mat4 modelViewMatrix;",
			"uniform mat4 projectionMatrix;",
5465 5466
			"uniform mat4 viewMatrix;",
			"uniform mat3 normalMatrix;",
M
Mr.doob 已提交
5467
			"uniform vec3 cameraPosition;",
A
alteredq 已提交
5468

M
Mr.doob 已提交
5469 5470 5471
			"attribute vec3 position;",
			"attribute vec3 normal;",
			"attribute vec2 uv;",
5472
			"attribute vec2 uv2;",
5473

5474
			"#ifdef USE_COLOR",
5475

5476
				"attribute vec3 color;",
5477

5478 5479
			"#endif",

5480
			"#ifdef USE_MORPHTARGETS",
5481

5482 5483 5484 5485
				"attribute vec3 morphTarget0;",
				"attribute vec3 morphTarget1;",
				"attribute vec3 morphTarget2;",
				"attribute vec3 morphTarget3;",
A
alteredq 已提交
5486 5487 5488 5489 5490 5491 5492 5493 5494 5495 5496 5497 5498 5499 5500 5501

				"#ifdef USE_MORPHNORMALS",

					"attribute vec3 morphNormal0;",
					"attribute vec3 morphNormal1;",
					"attribute vec3 morphNormal2;",
					"attribute vec3 morphNormal3;",

				"#else",

					"attribute vec3 morphTarget4;",
					"attribute vec3 morphTarget5;",
					"attribute vec3 morphTarget6;",
					"attribute vec3 morphTarget7;",

				"#endif",
5502

5503 5504 5505
			"#endif",

			"#ifdef USE_SKINNING",
5506

5507 5508 5509 5510
				"attribute vec4 skinVertexA;",
				"attribute vec4 skinVertexB;",
				"attribute vec4 skinIndex;",
				"attribute vec4 skinWeight;",
5511

5512
			"#endif",
5513

M
Mr.doob 已提交
5514
			""
A
alteredq 已提交
5515

M
Mr.doob 已提交
5516
		].join("\n");
5517

M
Mr.doob 已提交
5518 5519
		var prefix_fragment = [

5520
			"precision " + _precision + " float;",
M
Mr.doob 已提交
5521 5522 5523

			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
A
alteredq 已提交
5524
			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
M
Mr.doob 已提交
5525

5526 5527
			"#define MAX_SHADOWS " + parameters.maxShadows,

5528 5529
			parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",

5530 5531 5532 5533
			_this.gammaInput ? "#define GAMMA_INPUT" : "",
			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",

M
Mr.doob 已提交
5534 5535
			( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
			( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
M
Mr.doob 已提交
5536 5537 5538 5539 5540

			parameters.map ? "#define USE_MAP" : "",
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
			parameters.vertexColors ? "#define USE_COLOR" : "",
5541

5542 5543
			parameters.metal ? "#define METAL" : "",
			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
5544
			parameters.wrapAround ? "#define WRAP_AROUND" : "",
5545
			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
5546

5547
			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
5548
			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
A
alteredq 已提交
5549 5550
			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
M
Mr.doob 已提交
5551 5552 5553 5554 5555 5556 5557

			"uniform mat4 viewMatrix;",
			"uniform vec3 cameraPosition;",
			""

		].join("\n");

5558 5559
		_gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
		_gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
M
Mr.doob 已提交
5560

M
Mr.doob 已提交
5561
		_gl.linkProgram( program );
N
Nicolas Garcia Belmonte 已提交
5562

M
Mr.doob 已提交
5563
		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
N
Nicolas Garcia Belmonte 已提交
5564

5565
			console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
M
Mr.doob 已提交
5566

N
Nicolas Garcia Belmonte 已提交
5567
		}
5568

5569 5570
		//console.log( prefix_fragment + fragmentShader );
		//console.log( prefix_vertex + vertexShader );
M
Mr.doob 已提交
5571

M
Mr.doob 已提交
5572
		program.uniforms = {};
5573
		program.attributes = {};
M
Mr.doob 已提交
5574

5575 5576 5577 5578
		var identifiers, u, a, i;

		// cache uniform locations

5579
		identifiers = [
5580

5581
			'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
A
alteredq 已提交
5582
			'boneGlobalMatrices', 'morphTargetInfluences'
M
Mr.doob 已提交
5583

5584
		];
M
Mr.doob 已提交
5585

5586
		for ( u in uniforms ) {
M
Mr.doob 已提交
5587

5588
			identifiers.push( u );
M
Mr.doob 已提交
5589

5590
		}
M
Mr.doob 已提交
5591

5592
		cacheUniformLocations( program, identifiers );
M
Mr.doob 已提交
5593

5594
		// cache attributes locations
M
Mr.doob 已提交
5595

5596
		identifiers = [
A
alteredq 已提交
5597

5598 5599
			"position", "normal", "uv", "uv2", "tangent", "color",
			"skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
A
alteredq 已提交
5600

5601
		];
M
Mr.doob 已提交
5602

5603
		for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
5604

5605
			identifiers.push( "morphTarget" + i );
M
Mr.doob 已提交
5606

5607
		}
5608

A
alteredq 已提交
5609 5610 5611 5612 5613 5614
		for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {

			identifiers.push( "morphNormal" + i );

		}

5615
		for ( a in attributes ) {
5616

5617
			identifiers.push( a );
5618

5619
		}
5620

5621
		cacheAttributeLocations( program, identifiers );
5622

5623
		program.id = _programs.length;
5624

5625
		_programs.push( { program: program, code: code } );
5626

5627
		_this.info.memory.programs = _programs.length;
5628

5629
		return program;
5630

5631
	};
5632

5633
	// Shader parameters cache
5634

5635
	function cacheUniformLocations ( program, identifiers ) {
5636

5637
		var i, l, id;
5638

5639
		for( i = 0, l = identifiers.length; i < l; i ++ ) {
5640

5641 5642
			id = identifiers[ i ];
			program.uniforms[ id ] = _gl.getUniformLocation( program, id );
M
Mr.doob 已提交
5643

5644
		}
M
Mr.doob 已提交
5645

5646
	};
M
Mr.doob 已提交
5647

5648
	function cacheAttributeLocations ( program, identifiers ) {
A
alteredq 已提交
5649

5650
		var i, l, id;
A
alteredq 已提交
5651

5652
		for( i = 0, l = identifiers.length; i < l; i ++ ) {
A
alteredq 已提交
5653

5654 5655
			id = identifiers[ i ];
			program.attributes[ id ] = _gl.getAttribLocation( program, id );
A
alteredq 已提交
5656

5657
		}
5658

5659
	};
A
alteredq 已提交
5660

5661
	function getShader ( type, string ) {
A
alteredq 已提交
5662

5663
		var shader;
5664

5665
		if ( type === "fragment" ) {
A
alteredq 已提交
5666

5667
			shader = _gl.createShader( _gl.FRAGMENT_SHADER );
A
alteredq 已提交
5668

5669
		} else if ( type === "vertex" ) {
A
alteredq 已提交
5670

5671
			shader = _gl.createShader( _gl.VERTEX_SHADER );
A
alteredq 已提交
5672

5673
		}
A
alteredq 已提交
5674

5675 5676
		_gl.shaderSource( shader, string );
		_gl.compileShader( shader );
5677

5678
		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
5679

5680 5681 5682
			console.error( _gl.getShaderInfoLog( shader ) );
			console.error( string );
			return null;
5683

A
alteredq 已提交
5684 5685
		}

5686 5687
		return shader;

A
alteredq 已提交
5688
	};
5689

5690 5691
	// Textures

5692 5693 5694 5695 5696 5697 5698

	function isPowerOfTwo ( value ) {

		return ( value & ( value - 1 ) ) === 0;

	};

5699
	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
5700

5701
		if ( isImagePowerOfTwo ) {
M
Mr.doob 已提交
5702

5703 5704
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
M
Mr.doob 已提交
5705

5706 5707
			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
M
Mr.doob 已提交
5708

5709
		} else {
M
Mr.doob 已提交
5710

5711 5712
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
5713

5714 5715
			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
M
Mr.doob 已提交
5716

5717
		}
M
Mr.doob 已提交
5718

5719
	};
5720

5721
	this.setTexture = function ( texture, slot ) {
5722

5723
		if ( texture.needsUpdate ) {
A
alteredq 已提交
5724

5725
			if ( ! texture.__webglInit ) {
M
Mr.doob 已提交
5726

5727
				texture.__webglInit = true;
5728
				texture.__webglTexture = _gl.createTexture();
A
alteredq 已提交
5729

M
Mr.doob 已提交
5730 5731
				_this.info.memory.textures ++;

5732
			}
M
Mr.doob 已提交
5733

5734
			_gl.activeTexture( _gl.TEXTURE0 + slot );
5735 5736
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );

5737 5738
			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );

5739 5740
			var image = texture.image,
			isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
5741 5742
			glFormat = paramThreeToGL( texture.format ),
			glType = paramThreeToGL( texture.type );
5743

5744 5745
			setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );

5746
			if ( texture instanceof THREE.DataTexture ) {
5747

5748
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
Mr.doob 已提交
5749

A
alteredq 已提交
5750
			} else {
M
Mr.doob 已提交
5751

5752
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
Mr.doob 已提交
5753 5754 5755

			}

5756
			if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
5757

A
alteredq 已提交
5758
			texture.needsUpdate = false;
5759

5760
			if ( texture.onUpdate ) texture.onUpdate();
5761

5762
		} else {
5763

5764 5765
			_gl.activeTexture( _gl.TEXTURE0 + slot );
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
5766 5767

		}
M
Mr.doob 已提交
5768

5769
	};
M
Mr.doob 已提交
5770

5771 5772 5773 5774 5775 5776 5777 5778 5779 5780
	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.
5781

5782 5783 5784 5785 5786 5787 5788
		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;
5789

5790
		var ctx = canvas.getContext( "2d" );
5791 5792
		ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );

5793 5794 5795 5796
		return canvas;

	}

5797
	function setCubeTexture ( texture, slot ) {
5798

5799
		if ( texture.image.length === 6 ) {
5800 5801 5802

			if ( texture.needsUpdate ) {

A
alteredq 已提交
5803
				if ( ! texture.image.__webglTextureCube ) {
5804 5805

					texture.image.__webglTextureCube = _gl.createTexture();
5806

A
alteredq 已提交
5807
				}
5808

A
alteredq 已提交
5809 5810
				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
5811

5812
				var cubeImage = [];
5813

A
alteredq 已提交
5814
				for ( var i = 0; i < 6; i ++ ) {
5815

5816 5817 5818 5819 5820 5821 5822 5823 5824 5825 5826 5827
					if ( _this.autoScaleCubemaps ) {

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

					} else {

						cubeImage[ i ] = texture.image[ i ];

					}

				}

5828 5829
				var image = cubeImage[ 0 ],
				isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
5830 5831
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );
5832

5833 5834
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

A
alteredq 已提交
5835
				for ( var i = 0; i < 6; i ++ ) {
5836

5837
					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
5838

A
alteredq 已提交
5839
				}
5840

5841
				if ( texture.generateMipmaps && isImagePowerOfTwo )	_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
5842

A
alteredq 已提交
5843
				texture.needsUpdate = false;
5844

5845
				if ( texture.onUpdate ) texture.onUpdate();
5846

A
alteredq 已提交
5847
			} else {
5848

A
alteredq 已提交
5849 5850
				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
5851

A
alteredq 已提交
5852
			}
5853

A
alteredq 已提交
5854
		}
5855

A
alteredq 已提交
5856
	};
5857

5858
	function setCubeTextureDynamic ( texture, slot ) {
5859

A
alteredq 已提交
5860 5861
		_gl.activeTexture( _gl.TEXTURE0 + slot );
		_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
5862 5863 5864

	};

5865 5866 5867
	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
5868

5869 5870
		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
A
alteredq 已提交
5871

5872
	};
M
Mr.doob 已提交
5873

5874
	function setupRenderBuffer ( renderbuffer, renderTarget  ) {
M
Mikael Emtinger 已提交
5875

5876
		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
5877

5878
		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
M
Mr.doob 已提交
5879

5880 5881
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
A
alteredq 已提交
5882

5883 5884
		/* For some reason this is not working. Defaulting to RGBA4.
		} else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
A
alteredq 已提交
5885

5886 5887 5888 5889
			_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 ) {
A
alteredq 已提交
5890

5891 5892
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
A
alteredq 已提交
5893

5894
		} else {
A
alteredq 已提交
5895

5896
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
A
alteredq 已提交
5897

5898
		}
A
alteredq 已提交
5899

5900
	};
A
alteredq 已提交
5901

A
alteredq 已提交
5902
	this.setRenderTarget = function ( renderTarget ) {
A
alteredq 已提交
5903

5904
		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
A
alteredq 已提交
5905

5906
		if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
A
alteredq 已提交
5907

5908 5909
			if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
			if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
A
alteredq 已提交
5910

5911
			renderTarget.__webglTexture = _gl.createTexture();
A
alteredq 已提交
5912

5913
			// Setup texture, create render and frame buffers
5914

5915 5916
			var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
				glFormat = paramThreeToGL( renderTarget.format ),
5917 5918
				glType = paramThreeToGL( renderTarget.type );

5919
			if ( isCube ) {
M
Mr.doob 已提交
5920

5921 5922
				renderTarget.__webglFramebuffer = [];
				renderTarget.__webglRenderbuffer = [];
M
Mikael Emtinger 已提交
5923

5924
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
5925
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
A
alteredq 已提交
5926

5927
				for ( var i = 0; i < 6; i ++ ) {
A
alteredq 已提交
5928

5929 5930
					renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
					renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
A
alteredq 已提交
5931

5932
					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
A
alteredq 已提交
5933

5934 5935
					setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
					setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
A
alteredq 已提交
5936

5937
				}
5938

5939 5940
				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

5941
			} else {
5942

5943 5944
				renderTarget.__webglFramebuffer = _gl.createFramebuffer();
				renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
5945

5946
				_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
5947
				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
5948

5949
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
5950

5951 5952
				setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
				setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
5953

5954 5955
				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );

M
Mikael Emtinger 已提交
5956
			}
5957

5958
			// Release everything
M
Mr.doob 已提交
5959

A
alteredq 已提交
5960 5961 5962 5963 5964 5965 5966 5967 5968 5969
			if ( isCube ) {

				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

			} else {

				_gl.bindTexture( _gl.TEXTURE_2D, null );

			}

5970 5971
			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
M
Mr.doob 已提交
5972

5973 5974
		}

5975
		var framebuffer, width, height, vx, vy;
M
Mr.doob 已提交
5976

5977
		if ( renderTarget ) {
M
Mr.doob 已提交
5978

A
alteredq 已提交
5979 5980
			if ( isCube ) {

5981
				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
A
alteredq 已提交
5982 5983 5984

			} else {

5985
				framebuffer = renderTarget.__webglFramebuffer;
A
alteredq 已提交
5986 5987 5988

			}

5989 5990
			width = renderTarget.width;
			height = renderTarget.height;
M
Mr.doob 已提交
5991

5992 5993 5994
			vx = 0;
			vy = 0;

5995
		} else {
M
Mr.doob 已提交
5996

5997
			framebuffer = null;
5998

5999 6000
			width = _viewportWidth;
			height = _viewportHeight;
6001

6002 6003
			vx = _viewportX;
			vy = _viewportY;
M
Mr.doob 已提交
6004

6005
		}
M
Mr.doob 已提交
6006

6007
		if ( framebuffer !== _currentFramebuffer ) {
M
Mr.doob 已提交
6008

6009
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
6010
			_gl.viewport( vx, vy, width, height );
M
Mr.doob 已提交
6011

6012
			_currentFramebuffer = framebuffer;
M
Mr.doob 已提交
6013

6014
		}
6015

A
alteredq 已提交
6016 6017 6018
		_currentWidth = width;
		_currentHeight = height;

6019
	};
M
Mr.doob 已提交
6020

6021
	function updateRenderTargetMipmap ( renderTarget ) {
M
Mr.doob 已提交
6022

A
alteredq 已提交
6023 6024 6025 6026 6027 6028 6029 6030 6031 6032 6033 6034 6035
		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 );

		}
M
Mr.doob 已提交
6036 6037

	};
6038

6039
	// Fallback filters for non-power-of-2 textures
6040

6041
	function filterFallback ( f ) {
6042

6043 6044 6045 6046 6047 6048 6049 6050
		switch ( f ) {

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

			case THREE.LinearFilter:
			case THREE.LinearMipMapNearestFilter:
M
Mr.doob 已提交
6051
			case THREE.LinearMipMapLinearFilter:
M
Mikael Emtinger 已提交
6052
			default:
6053

M
Mikael Emtinger 已提交
6054
				return _gl.LINEAR; break;
6055 6056

		}
6057

6058
	};
6059

6060 6061
	// Map three.js constants to WebGL constants

6062
	function paramThreeToGL ( p ) {
M
Mr.doob 已提交
6063

6064
		switch ( p ) {
M
Mr.doob 已提交
6065 6066 6067 6068 6069 6070 6071 6072 6073 6074 6075 6076 6077

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

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

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

6078 6079 6080 6081 6082
			case THREE.ByteType: return _gl.BYTE; break;
			case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
			case THREE.ShortType: return _gl.SHORT; break;
			case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
			case THREE.IntType: return _gl.INT; break;
6083
			case THREE.UnsignedIntType: return _gl.UNSIGNED_INT; break;
6084 6085 6086 6087 6088 6089 6090 6091
			case THREE.FloatType: return _gl.FLOAT; break;

			case THREE.AlphaFormat: return _gl.ALPHA; break;
			case THREE.RGBFormat: return _gl.RGB; break;
			case THREE.RGBAFormat: return _gl.RGBA; break;
			case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
			case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;

6092 6093 6094 6095 6096 6097 6098 6099 6100 6101 6102 6103 6104 6105 6106 6107 6108
			case THREE.AddEquation: return _gl.FUNC_ADD; break;
			case THREE.SubtractEquation: return _gl.FUNC_SUBTRACT; break;
			case THREE.ReverseSubtractEquation: return _gl.FUNC_REVERSE_SUBTRACT; break;

			case THREE.ZeroFactor: return _gl.ZERO; break;
			case THREE.OneFactor: return _gl.ONE; break;
			case THREE.SrcColorFactor: return _gl.SRC_COLOR; break;
			case THREE.OneMinusSrcColorFactor: return _gl.ONE_MINUS_SRC_COLOR; break;
			case THREE.SrcAlphaFactor: return _gl.SRC_ALPHA; break;
			case THREE.OneMinusSrcAlphaFactor: return _gl.ONE_MINUS_SRC_ALPHA; break;
			case THREE.DstAlphaFactor: return _gl.DST_ALPHA; break;
			case THREE.OneMinusDstAlphaFactor: return _gl.ONE_MINUS_DST_ALPHA; break;

			case THREE.DstColorFactor: return _gl.DST_COLOR; break;
			case THREE.OneMinusDstColorFactor: return _gl.ONE_MINUS_DST_COLOR; break;
			case THREE.SrcAlphaSaturateFactor: return _gl.SRC_ALPHA_SATURATE; break;

6109
		}
M
Mr.doob 已提交
6110

6111
		return 0;
M
Mr.doob 已提交
6112

6113 6114
	};

6115
	// Allocations
6116

6117
	function allocateBones ( object ) {
6118

6119 6120 6121 6122 6123 6124 6125
		// default for when object is not specified
		// ( for example when prebuilding shader
		//   to be used with multiple objects )
		//
		// 	- leave some extra space for other uniforms
		//  - limit here is ANGLE's 254 max uniform vectors
		//    (up to 54 should be safe)
6126

6127
		var maxBones = 50;
6128

6129
		if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
6130

6131 6132 6133 6134 6135
			maxBones = object.bones.length;

		}

		return maxBones;
6136

6137
	};
6138

6139
	function allocateLights ( lights ) {
6140

A
alteredq 已提交
6141
		var l, ll, light, dirLights, pointLights, spotLights, maxDirLights, maxPointLights, maxSpotLights;
6142

A
alteredq 已提交
6143 6144 6145
		dirLights = pointLights = spotLights = maxDirLights = maxPointLights = maxSpotLights = 0;

		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
6146

6147
			light = lights[ l ];
6148

A
alteredq 已提交
6149 6150
			if ( light.onlyShadow ) continue;

6151 6152
			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
			if ( light instanceof THREE.PointLight ) pointLights ++;
A
alteredq 已提交
6153
			if ( light instanceof THREE.SpotLight ) spotLights ++;
6154

6155
		}
6156

A
alteredq 已提交
6157
		if ( ( pointLights + spotLights + dirLights ) <= _maxLights ) {
6158

6159 6160
			maxDirLights = dirLights;
			maxPointLights = pointLights;
A
alteredq 已提交
6161
			maxSpotLights = spotLights;
6162

6163
		} else {
6164

6165 6166
			maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
			maxPointLights = _maxLights - maxDirLights;
A
alteredq 已提交
6167
			maxSpotLights = maxPointLights; // this is not really correct
6168 6169 6170

		}

A
alteredq 已提交
6171
		return { 'directional' : maxDirLights, 'point' : maxPointLights, 'spot': maxSpotLights };
6172 6173

	};
M
Mr.doob 已提交
6174

6175
	function allocateShadows ( lights ) {
6176

M
Mr.doob 已提交
6177
		var l, ll, light, maxShadows = 0;
6178 6179 6180 6181 6182

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

			light = lights[ l ];

A
alteredq 已提交
6183 6184
			if ( ! light.castShadow ) continue;

6185 6186
			if ( light instanceof THREE.SpotLight ) maxShadows ++;
			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
6187 6188 6189 6190 6191 6192 6193

		}

		return maxShadows;

	};

6194
	// Initialization
M
Mr.doob 已提交
6195

6196 6197 6198 6199 6200 6201
	function initGL () {

		var gl;

		try {

6202
			if ( ! ( gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
6203 6204 6205 6206 6207 6208 6209 6210 6211 6212 6213 6214 6215 6216 6217 6218 6219 6220 6221 6222 6223 6224 6225 6226 6227 6228 6229 6230 6231 6232 6233 6234 6235 6236 6237 6238

				throw 'Error creating WebGL context.';

			}

		} catch ( error ) {

			console.error( error );

		}

		return gl;

	};

	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 );

		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );

	};

6239 6240
	// default plugins (order is important)

A
alteredq 已提交
6241 6242 6243 6244 6245
	this.shadowMapPlugin = new THREE.ShadowMapPlugin();
	this.addPrePlugin( this.shadowMapPlugin );

	this.addPostPlugin( new THREE.SpritePlugin() );
	this.addPostPlugin( new THREE.LensFlarePlugin() );
6246

6247
};