WebGLRenderer.js 147.4 KB
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
 */

THREE.WebGLRenderer = function ( parameters ) {

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

	parameters = parameters || {};

	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
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	_context = parameters.context !== undefined ? parameters.context : null,
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	_precision = parameters.precision !== undefined ? parameters.precision : 'highp',

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

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

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

	// scene graph

	this.sortObjects = true;

	// physically based shading

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

	// shadow map

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

	// morphs

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

	// flags

	this.autoScaleCubemaps = true;

	// custom render plugins

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

	// info

	this.info = {

		memory: {

			programs: 0,
			geometries: 0,
			textures: 0

		},

		render: {

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

		}

	};

	// internal properties

	var _this = this,

	_programs = [],

	// internal state cache

	_currentProgram = null,
	_currentFramebuffer = null,
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	_currentMaterialId = - 1,
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	_currentGeometryGroupHash = null,
	_currentCamera = null,

	_usedTextureUnits = 0,

	// GL state cache

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

	_oldLineWidth = null,

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

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

	_frustum = new THREE.Frustum(),

	 // camera matrices cache

	_projScreenMatrix = new THREE.Matrix4(),
	_projScreenMatrixPS = new THREE.Matrix4(),

	_vector3 = new THREE.Vector3(),

	// light arrays cache

	_direction = new THREE.Vector3(),

	_lightsNeedUpdate = true,

	_lights = {

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

	// initialize

	var _gl;

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

	setDefaultGLState();

	this.context = _gl;

	// GPU capabilities

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

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

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

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	// COMPRESSED_TEXTURE_FORMATS return IntArray
	// but we need Array.indexOf to test formats availabilities
	var _compressedTextureFormats = [];

	if( _glExtensionCompressedTexturePVRTC || _glExtensionCompressedTextureS3TC ) {
		var compressedfmts = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );
		for( var i = 0; i < compressedfmts.length; i++ ){
			_compressedTextureFormats.push( compressedfmts[i] );
		}
	}

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	//

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

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

	// clamp precision to maximum available

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

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

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

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

	}

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

	// API

	this.getContext = function () {

		return _gl;

	};

	this.supportsVertexTextures = function () {

		return _supportsVertexTextures;

	};

	this.supportsFloatTextures = function () {

		return _glExtensionTextureFloat;

	};
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	this.supportsStandardDerivatives = function () {

		return _glExtensionStandardDerivatives;

	};
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	this.supportsCompressedTextureS3TC = function () {

		return _glExtensionCompressedTextureS3TC;

	};
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	this.supportsCompressedTexturePVRTC = function () {

		return _glExtensionCompressedTexturePVRTC;

	};

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	this.supportsBlendMinMax = function () {

		return _glExtensionBlendMinMax;

	};

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	this.getMaxAnisotropy  = function () {

		return _maxAnisotropy;

	};

	this.getPrecision = function () {

		return _precision;

	};

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

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

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

	};

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

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

	this.enableScissorTest = function ( enable ) {

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

	};

	// Clearing

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

	};

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

	this.getClearColor = function () {

		return _clearColor;

	};

	this.getClearAlpha = function () {

		return _clearAlpha;

	};

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

		_gl.clear( _gl.COLOR_BUFFER_BIT );

	};

	this.clearDepth = function () {

		_gl.clear( _gl.DEPTH_BUFFER_BIT );

	};

	this.clearStencil = function () {

		_gl.clear( _gl.STENCIL_BUFFER_BIT );
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	};

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

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

	};

	// Plugins

	this.addPostPlugin = function ( plugin ) {

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		plugin.init( this, lights, _webglObjects, _webglObjectsImmediate );
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		this.renderPluginsPost.push( plugin );

	};

	this.addPrePlugin = function ( plugin ) {

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		plugin.init( this, lights, _webglObjects, _webglObjectsImmediate );
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		this.renderPluginsPre.push( plugin );

	};

	// Rendering

	this.updateShadowMap = function ( scene, camera ) {

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

	};

	// Internal functions

	// Buffer allocation

	function createParticleBuffers ( geometry ) {

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

		_this.info.memory.geometries ++;

	};

	function createLineBuffers ( geometry ) {

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

		_this.info.memory.geometries ++;

	};

	function createMeshBuffers ( geometryGroup ) {

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

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

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

		var m, ml;

		if ( geometryGroup.numMorphTargets ) {

			geometryGroup.__webglMorphTargetsBuffers = [];

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

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

			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__webglMorphNormalsBuffers = [];

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

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

			}

		}

		_this.info.memory.geometries ++;

	};

	// Events
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	var onObjectRemoved = function ( event ) {
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		var object = event.target;

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		object.traverse( function ( child ) {

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			child.removeEventListener( 'remove', onObjectRemoved );

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			removeObject( child );

		} );
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	};
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	var onGeometryDispose = function ( event ) {

		var geometry = event.target;

		geometry.removeEventListener( 'dispose', onGeometryDispose );

		deallocateGeometry( geometry );

	};

	var onTextureDispose = function ( event ) {

		var texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		deallocateTexture( texture );

		_this.info.memory.textures --;


	};

	var onRenderTargetDispose = function ( event ) {

		var renderTarget = event.target;

		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

		deallocateRenderTarget( renderTarget );

		_this.info.memory.textures --;

	};

	var onMaterialDispose = function ( event ) {

		var material = event.target;

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

	};

	// Buffer deallocation

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

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

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

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

		if ( geometry.__webglCustomAttributesList !== undefined ) {

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			for ( var name in geometry.__webglCustomAttributesList ) {
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				_gl.deleteBuffer( geometry.__webglCustomAttributesList[ name ].buffer );
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			}

		}

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		_this.info.memory.geometries --;

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	};

	var deallocateGeometry = function ( geometry ) {

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

			}

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			_this.info.memory.geometries --;

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		} else {

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			if ( geometry.geometryGroups !== undefined ) {

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

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

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

						}

					}

					if ( geometryGroup.numMorphNormals !== undefined ) {

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

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

						}

					}

					deleteBuffers( geometryGroup );

				}

			} else {

				deleteBuffers( geometry );

			}
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		}
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	};

	var deallocateTexture = function ( texture ) {

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

			// cube texture

			_gl.deleteTexture( texture.image.__webglTextureCube );

		} else {

			// 2D texture

			if ( ! texture.__webglInit ) return;

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

		}

	};

	var deallocateRenderTarget = function ( renderTarget ) {

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

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

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

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

			}

		} else {

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

		}

	};

	var deallocateMaterial = function ( material ) {

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

		material.program = undefined;

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

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

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

			programInfo = _programs[ i ];

			if ( programInfo.program === program ) {

				programInfo.usedTimes --;

				if ( programInfo.usedTimes === 0 ) {

					deleteProgram = true;

				}

				break;

			}

		}

		if ( deleteProgram === true ) {

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

			var newPrograms = [];

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

				programInfo = _programs[ i ];

				if ( programInfo.program !== program ) {

					newPrograms.push( programInfo );

				}

			}

			_programs = newPrograms;

			_gl.deleteProgram( program );

			_this.info.memory.programs --;

		}

	};

	// Buffer initialization

	function initCustomAttributes ( geometry, object ) {

		var nvertices = geometry.vertices.length;

		var material = object.material;

		if ( material.attributes ) {

			if ( geometry.__webglCustomAttributesList === undefined ) {

				geometry.__webglCustomAttributesList = [];

			}

817
			for ( var name in material.attributes ) {
818 819

				var attribute = material.attributes[ name ];
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821
				if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
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					attribute.__webglInitialized = true;

825
					var size = 1;   // "f" and "i"
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827 828 829 830
					if ( attribute.type === 'v2' ) size = 2;
					else if ( attribute.type === 'v3' ) size = 3;
					else if ( attribute.type === 'v4' ) size = 4;
					else if ( attribute.type === 'c'  ) size = 3;
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					attribute.size = size;

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

					attribute.buffer = _gl.createBuffer();
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					attribute.buffer.belongsToAttribute = name;
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					attribute.needsUpdate = true;

				}

				geometry.__webglCustomAttributesList.push( attribute );

			}

		}

	};

	function initParticleBuffers ( geometry, object ) {

		var nvertices = geometry.vertices.length;

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

		geometry.__sortArray = [];

		geometry.__webglParticleCount = nvertices;

		initCustomAttributes ( geometry, object );

	};

	function initLineBuffers ( geometry, object ) {

		var nvertices = geometry.vertices.length;

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

		geometry.__webglLineCount = nvertices;

		initCustomAttributes ( geometry, object );

	};

	function initMeshBuffers ( geometryGroup, object ) {

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

885 886 887
			nvertices = faces3.length * 3,
			ntris     = faces3.length * 1,
			nlines    = faces3.length * 3,
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889
			material = getBufferMaterial( object, geometryGroup );
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		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
892 893 894
		geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
		geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
		geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
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896
		if ( geometry.faceVertexUvs.length > 1 ) {
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898
			geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
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		}

		if ( geometry.hasTangents ) {

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

		}

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

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

		}

915
		var UintArray = _glExtensionElementIndexUint !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
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917 918 919
		geometryGroup.__typeArray = UintArray;
		geometryGroup.__faceArray = new UintArray( ntris * 3 );
		geometryGroup.__lineArray = new UintArray( nlines * 2 );
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		var m, ml;

		if ( geometryGroup.numMorphTargets ) {

			geometryGroup.__morphTargetsArrays = [];

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

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

			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__morphNormalsArrays = [];

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

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

			}

		}

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


		// custom attributes

		if ( material.attributes ) {

			if ( geometryGroup.__webglCustomAttributesList === undefined ) {

				geometryGroup.__webglCustomAttributesList = [];

			}

961
			for ( var name in material.attributes ) {
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				// Do a shallow copy of the attribute object so different geometryGroup chunks use different
				// attribute buffers which are correctly indexed in the setMeshBuffers function

966
				var originalAttribute = material.attributes[ name ];
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				var attribute = {};

970
				for ( var property in originalAttribute ) {
971

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					attribute[ property ] = originalAttribute[ property ];

				}

976
				if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
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					attribute.__webglInitialized = true;

980
					var size = 1;   // "f" and "i"
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982 983 984 985
					if ( attribute.type === 'v2' ) size = 2;
					else if ( attribute.type === 'v3' ) size = 3;
					else if ( attribute.type === 'v4' ) size = 4;
					else if ( attribute.type === 'c'  ) size = 3;
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					attribute.size = size;

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

					attribute.buffer = _gl.createBuffer();
992
					attribute.buffer.belongsToAttribute = name;
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					originalAttribute.needsUpdate = true;
					attribute.__original = originalAttribute;

				}

				geometryGroup.__webglCustomAttributesList.push( attribute );

			}

		}

		geometryGroup.__inittedArrays = true;

	};

	function getBufferMaterial( object, geometryGroup ) {

		return object.material instanceof THREE.MeshFaceMaterial
1012 1013
			 ? object.material.materials[ geometryGroup.materialIndex ]
			 : object.material;
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	};

	function materialNeedsSmoothNormals ( material ) {

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

	};

	// Buffer setting

	function setParticleBuffers ( geometry, hint, object ) {

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

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

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

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

		sortArray = geometry.__sortArray,

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

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

		if ( object.sortParticles ) {

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

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

				vertex = vertices[ v ];

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

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

			}

			sortArray.sort( numericalSort );

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

1069
				vertex = vertices[ sortArray[ v ][ 1 ] ];
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				offset = v * 3;

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

			}

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

				offset = c * 3;

1083
				color = colors[ sortArray[ c ][ 1 ] ];
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				colorArray[ offset ]     = color.r;
				colorArray[ offset + 1 ] = color.g;
				colorArray[ offset + 2 ] = color.b;

			}

			if ( customAttributes ) {

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

					customAttribute = customAttributes[ i ];

1097
					if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) continue;
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					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

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

							index = sortArray[ ca ][ 1 ];

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

						}

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

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

							index = sortArray[ ca ][ 1 ];

							value = customAttribute.value[ index ];

1121
							customAttribute.array[ offset ]   = value.x;
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							customAttribute.array[ offset + 1 ] = value.y;

							offset += 2;

						}

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

1130
						if ( customAttribute.type === 'c' ) {
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							for ( ca = 0; ca < cal; ca ++ ) {

								index = sortArray[ ca ][ 1 ];

								value = customAttribute.value[ index ];

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

								offset += 3;

							}

						} else {

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

								index = sortArray[ ca ][ 1 ];

								value = customAttribute.value[ index ];

1154
								customAttribute.array[ offset ]   = value.x;
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								customAttribute.array[ offset + 1 ] = value.y;
								customAttribute.array[ offset + 2 ] = value.z;

								offset += 3;

							}

						}

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

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

							index = sortArray[ ca ][ 1 ];

							value = customAttribute.value[ index ];

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

							offset += 4;

						}

					}

				}

			}

		} else {

			if ( dirtyVertices ) {

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

					vertex = vertices[ v ];

					offset = v * 3;

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

				}

			}

			if ( dirtyColors ) {

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

					color = colors[ c ];

					offset = c * 3;

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

				}

			}

			if ( customAttributes ) {

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

					customAttribute = customAttributes[ i ];

					if ( customAttribute.needsUpdate &&
						 ( customAttribute.boundTo === undefined ||
1229
							 customAttribute.boundTo === 'vertices' ) ) {
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						cal = customAttribute.value.length;

						offset = 0;

						if ( customAttribute.size === 1 ) {

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

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

							}

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

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

								value = customAttribute.value[ ca ];

1249
								customAttribute.array[ offset ]   = value.x;
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								customAttribute.array[ offset + 1 ] = value.y;

								offset += 2;

							}

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

1258
							if ( customAttribute.type === 'c' ) {
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								for ( ca = 0; ca < cal; ca ++ ) {

									value = customAttribute.value[ ca ];

1264
									customAttribute.array[ offset ]   = value.r;
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									customAttribute.array[ offset + 1 ] = value.g;
									customAttribute.array[ offset + 2 ] = value.b;

									offset += 3;

								}

							} else {

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

									value = customAttribute.value[ ca ];

1278
									customAttribute.array[ offset ]   = value.x;
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									customAttribute.array[ offset + 1 ] = value.y;
									customAttribute.array[ offset + 2 ] = value.z;

									offset += 3;

								}

							}

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

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

								value = customAttribute.value[ ca ];

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

								offset += 4;

							}

						}

					}

				}

			}

		}

		if ( dirtyVertices || object.sortParticles ) {

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

		}

		if ( dirtyColors || object.sortParticles ) {

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

		}

		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

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

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

				}

			}

		}

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	}
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	function setLineBuffers ( geometry, hint ) {

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

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

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

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

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

		customAttributes = geometry.__webglCustomAttributesList,

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

		if ( dirtyVertices ) {

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

				vertex = vertices[ v ];

				offset = v * 3;

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

			}

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

		}

		if ( dirtyColors ) {

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

				color = colors[ c ];

				offset = c * 3;

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

			}

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

		}

		if ( dirtyLineDistances ) {

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

				lineDistanceArray[ d ] = lineDistances[ d ];

			}

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

		}

		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

				if ( customAttribute.needsUpdate &&
					 ( customAttribute.boundTo === undefined ||
1431
						 customAttribute.boundTo === 'vertices' ) ) {
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					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

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

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

						}

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

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

							value = customAttribute.value[ ca ];

1451
							customAttribute.array[ offset ]   = value.x;
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							customAttribute.array[ offset + 1 ] = value.y;

							offset += 2;

						}

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

1460
						if ( customAttribute.type === 'c' ) {
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							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

1466
								customAttribute.array[ offset ]   = value.r;
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								customAttribute.array[ offset + 1 ] = value.g;
								customAttribute.array[ offset + 2 ] = value.b;

								offset += 3;

							}

						} else {

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

								value = customAttribute.value[ ca ];

1480
								customAttribute.array[ offset ]   = value.x;
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								customAttribute.array[ offset + 1 ] = value.y;
								customAttribute.array[ offset + 2 ] = value.z;

								offset += 3;

							}

						}

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

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

							value = customAttribute.value[ ca ];

1496
							customAttribute.array[ offset ]    = value.x;
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							customAttribute.array[ offset + 1  ] = value.y;
							customAttribute.array[ offset + 2  ] = value.z;
							customAttribute.array[ offset + 3  ] = value.w;

							offset += 4;

						}

					}

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

				}

			}

		}

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

		if ( ! geometryGroup.__inittedArrays ) {

			return;

		}

1526
		var needsSmoothNormals = materialNeedsSmoothNormals( material );
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		var f, fl, fi, face,
		vertexNormals, faceNormal, normal,
		vertexColors, faceColor,
		vertexTangents,
		uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
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		c1, c2, c3,
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		sw1, sw2, sw3, sw4,
		si1, si2, si3, si4,
		sa1, sa2, sa3, sa4,
		sb1, sb2, sb3, sb4,
		m, ml, i, il,
		vn, uvi, uv2i,
		vk, vkl, vka,
		nka, chf, faceVertexNormals,
		a,

		vertexIndex = 0,

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

		value,

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

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

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

		customAttributes = geometryGroup.__webglCustomAttributesList,
		customAttribute,

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

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

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

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

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

		obj_colors = geometry.colors,

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

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

		if ( dirtyVertices ) {

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

				face = obj_faces[ chunk_faces3[ f ] ];

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

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

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

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

				offset += 9;

			}

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

		}

		if ( dirtyMorphTargets ) {

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

				offset_morphTarget = 0;

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

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

					// morph positions

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

					vka = morphTargetsArrays[ vk ];

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

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

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

					// morph normals

					if ( material.morphNormals ) {

						if ( needsSmoothNormals ) {

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

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

						} else {

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

						}

						nka = morphNormalsArrays[ vk ];

1689
						nka[ offset_morphTarget ]     = n1.x;
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						nka[ offset_morphTarget + 1 ] = n1.y;
						nka[ offset_morphTarget + 2 ] = n1.z;

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

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

					}

					//

					offset_morphTarget += 9;

				}

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

				if ( material.morphNormals ) {

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

				}

			}

		}

		if ( obj_skinWeights.length ) {

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

1727
				face = obj_faces[ chunk_faces3[ f ] ];
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				// weights

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

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

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

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

				// indices

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

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

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

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

				offset_skin += 12;

			}

			if ( offset_skin > 0 ) {

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

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

			}

		}

1787
		if ( dirtyColors ) {
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			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

1791
				face = obj_faces[ chunk_faces3[ f ] ];
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				vertexColors = face.vertexColors;
				faceColor = face.color;

1796
				if ( vertexColors.length === 3 && material.vertexColors === THREE.VertexColors ) {
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					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];

				} else {

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

				}

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

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

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

				offset_color += 9;

			}

			if ( offset_color > 0 ) {

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

			}

		}

		if ( dirtyTangents && geometry.hasTangents ) {

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

1839
				face = obj_faces[ chunk_faces3[ f ] ];
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				vertexTangents = face.vertexTangents;

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

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

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

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

				offset_tangent += 12;

			}

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

		}

1871
		if ( dirtyNormals ) {
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			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

1875
				face = obj_faces[ chunk_faces3[ f ] ];
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				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;

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

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

						vn = vertexNormals[ i ];

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

						offset_normal += 3;

					}

				} else {

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

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

						offset_normal += 3;

					}

				}

			}

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

		}

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

				fi = chunk_faces3[ f ];

				uv = obj_uvs[ fi ];

				if ( uv === undefined ) continue;

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

					uvi = uv[ i ];

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

					offset_uv += 2;

				}

			}

			if ( offset_uv > 0 ) {

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

			}

		}

1947
		if ( dirtyUvs && obj_uvs2 ) {
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			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				fi = chunk_faces3[ f ];

				uv2 = obj_uvs2[ fi ];

				if ( uv2 === undefined ) continue;

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

					uv2i = uv2[ i ];

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

					offset_uv2 += 2;

				}

			}

			if ( offset_uv2 > 0 ) {

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

			}

		}

		if ( dirtyElements ) {

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

1983
				faceArray[ offset_face ]   = vertexIndex;
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				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 2;

				offset_face += 3;

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

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

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

				offset_line += 6;

				vertexIndex += 3;

			}

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

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

		}

		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

				if ( ! customAttribute.__original.needsUpdate ) continue;

				offset_custom = 0;
				offset_customSrc = 0;

				if ( customAttribute.size === 1 ) {

2025
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
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						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

2029
							face = obj_faces[ chunk_faces3[ f ] ];
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2031
							customAttribute.array[ offset_custom ]     = customAttribute.value[ face.a ];
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							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];

							offset_custom += 3;

						}

2039
					} else if ( customAttribute.boundTo === 'faces' ) {
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						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

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

2045
							customAttribute.array[ offset_custom ]     = value;
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							customAttribute.array[ offset_custom + 1 ] = value;
							customAttribute.array[ offset_custom + 2 ] = value;

							offset_custom += 3;

						}

					}

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

2057
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
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						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

2061
							face = obj_faces[ chunk_faces3[ f ] ];
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							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];

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

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

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

							offset_custom += 6;

						}

2080
					} else if ( customAttribute.boundTo === 'faces' ) {
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						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

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

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

2090
							customAttribute.array[ offset_custom ]     = v1.x;
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							customAttribute.array[ offset_custom + 1 ] = v1.y;

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

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

							offset_custom += 6;

						}

					}

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

					var pp;

2109
					if ( customAttribute.type === 'c' ) {
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						pp = [ 'r', 'g', 'b' ];
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					} else {

2115
						pp = [ 'x', 'y', 'z' ];
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					}

2119
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
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						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

2123
							face = obj_faces[ chunk_faces3[ f ] ];
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							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];

2129
							customAttribute.array[ offset_custom ]     = v1[ pp[ 0 ] ];
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							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];

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

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

							offset_custom += 9;

						}

2145
					} else if ( customAttribute.boundTo === 'faces' ) {
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						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

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

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

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							customAttribute.array[ offset_custom ]     = v1[ pp[ 0 ] ];
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Mr.doob 已提交
2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];

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

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

							offset_custom += 9;

						}

2171
					} else if ( customAttribute.boundTo === 'faceVertices' ) {
M
Mr.doob 已提交
2172 2173 2174 2175 2176 2177 2178 2179 2180

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

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

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

2181
							customAttribute.array[ offset_custom ]     = v1[ pp[ 0 ] ];
M
Mr.doob 已提交
2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];

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

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

							offset_custom += 9;

						}

					}

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

2201
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
M
Mr.doob 已提交
2202 2203 2204

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

2205
							face = obj_faces[ chunk_faces3[ f ] ];
M
Mr.doob 已提交
2206 2207 2208 2209 2210

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

2211
							customAttribute.array[ offset_custom  ]   = v1.x;
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Mr.doob 已提交
2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229
							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;

						}

2230
					} else if ( customAttribute.boundTo === 'faces' ) {
M
Mr.doob 已提交
2231 2232 2233 2234 2235 2236 2237 2238 2239

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

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

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

2240
							customAttribute.array[ offset_custom  ]   = v1.x;
M
Mr.doob 已提交
2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258
							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;

						}

2259
					} else if ( customAttribute.boundTo === 'faceVertices' ) {
M
Mr.doob 已提交
2260 2261 2262 2263 2264 2265 2266 2267 2268

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

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

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

2269
							customAttribute.array[ offset_custom  ]   = v1.x;
M
Mr.doob 已提交
2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

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

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

							offset_custom += 12;

						}

					}

				}

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

			}

		}

		if ( dispose ) {

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

		}

	};

2317
	function setDirectBuffers( geometry ) {
M
Mr.doob 已提交
2318 2319

		var attributes = geometry.attributes;
2320
		var attributesKeys = geometry.attributesKeys;
M
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2321

2322
		for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) {
M
Mr.doob 已提交
2323

2324
			var attributeName = attributesKeys[ i ];
2325
			var attributeItem = attributes[ attributeName ];
M
Mr.doob 已提交
2326

2327
			if ( attributeItem.buffer === undefined ) {
M
Mr.doob 已提交
2328

2329 2330
				attributeItem.buffer = _gl.createBuffer();
				attributeItem.needsUpdate = true;
M
Mr.doob 已提交
2331

2332
			}
2333

2334
			if ( attributeItem.needsUpdate === true ) {
M
Mr.doob 已提交
2335

2336
				var bufferType = ( attributeName === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
M
Mr.doob 已提交
2337

2338 2339
				_gl.bindBuffer( bufferType, attributeItem.buffer );
				_gl.bufferData( bufferType, attributeItem.array, _gl.STATIC_DRAW );
M
Mr.doob 已提交
2340

2341
				attributeItem.needsUpdate = false;
M
Mr.doob 已提交
2342

2343
			}
M
Mr.doob 已提交
2344 2345 2346

		}

M
Mr.doob 已提交
2347 2348
	}

M
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2349 2350 2351 2352
	// Buffer rendering

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

2353 2354
		initAttributes();

M
Mr.doob 已提交
2355 2356 2357 2358 2359 2360 2361 2362 2363
		if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
		if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
		if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
		if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();

		if ( object.hasPositions ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
2364
			enableAttribute( program.attributes.position );
M
Mr.doob 已提交
2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379
			_gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );

		}

		if ( object.hasNormals ) {

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

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

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

2380
				for ( i = 0; i < il; i += 9 ) {
M
Mr.doob 已提交
2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399

					normalArray = object.normalArray;

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

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

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

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

2400
					normalArray[ i ]   = nx;
M
Mr.doob 已提交
2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416
					normalArray[ i + 1 ] = ny;
					normalArray[ i + 2 ] = nz;

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

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

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
2417
			enableAttribute( program.attributes.normal );
M
Mr.doob 已提交
2418 2419 2420 2421 2422 2423 2424 2425
			_gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );

		}

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

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
2426
			enableAttribute( program.attributes.uv );
M
Mr.doob 已提交
2427 2428 2429 2430 2431 2432 2433 2434
			_gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );

		}

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

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
2435
			enableAttribute( program.attributes.color );
M
Mr.doob 已提交
2436 2437 2438 2439
			_gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );

		}

2440 2441
		disableUnusedAttributes();

M
Mr.doob 已提交
2442 2443 2444 2445 2446 2447
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

2448
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
2449

2450 2451 2452 2453
		var geometryAttributes = geometry.attributes;

		var programAttributes = program.attributes;
		var programAttributesKeys = program.attributesKeys;
2454

2455
		for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) {
2456

2457
			var attributeName = programAttributesKeys[ i ];
M
Mr.doob 已提交
2458

2459
			var attributePointer = programAttributes[ attributeName ];
M
Mr.doob 已提交
2460 2461 2462

			if ( attributePointer >= 0 ) {

2463 2464 2465
				var attributeItem = geometryAttributes[ attributeName ];

				if ( attributeItem !== undefined ) {
M
Mr.doob 已提交
2466 2467 2468 2469

					var attributeSize = attributeItem.itemSize;

					_gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
2470

M
Mr.doob 已提交
2471
					enableAttribute( attributePointer );
2472

M
Mr.doob 已提交
2473 2474
					_gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32

2475
				} else if ( material.defaultAttributeValues !== undefined ) {
M
Mr.doob 已提交
2476 2477 2478 2479 2480 2481 2482 2483 2484 2485 2486 2487 2488 2489 2490 2491

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

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

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

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

					}

				}

			}

		}
2492 2493

		disableUnusedAttributes();
2494

M
Mr.doob 已提交
2495 2496
	}

M
Mr.doob 已提交
2497 2498
	this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {

2499 2500
		if ( material.visible === false ) return;

M
Mr.doob 已提交
2501
		var linewidth, a, attribute;
2502
		var attributeItem, attributeName, attributePointer, attributeSize;
M
Mr.doob 已提交
2503

M
Mr.doob 已提交
2504
		var program = setProgram( camera, lights, fog, material, object );
M
Mr.doob 已提交
2505 2506 2507 2508 2509 2510 2511 2512 2513 2514 2515 2516 2517 2518

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

		if ( geometryHash !== _currentGeometryGroupHash ) {

			_currentGeometryGroupHash = geometryHash;
			updateBuffers = true;

		}

		if ( updateBuffers ) {

2519
			initAttributes();
M
Mr.doob 已提交
2520 2521 2522 2523 2524 2525 2526

		}

		// render mesh

		if ( object instanceof THREE.Mesh ) {

2527 2528
			var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;

2529
			var index = geometry.attributes.index;
M
Mr.doob 已提交
2530 2531 2532

			if ( index ) {

2533 2534
				// indexed triangles

2535
				var type, size;
2536

2537
				if ( index.array instanceof Uint32Array ) {
2538

2539 2540
					type = _gl.UNSIGNED_INT;
					size = 4;
2541

2542
				} else {
2543

2544 2545
					type = _gl.UNSIGNED_SHORT;
					size = 2;
2546

2547 2548
				}

M
Mr.doob 已提交
2549 2550
				var offsets = geometry.offsets;

2551 2552
				if ( offsets.length === 0 ) {

M
Mr.doob 已提交
2553
					if ( updateBuffers ) {
2554

2555
						setupVertexAttributes( material, program, geometry, 0 );
M
Mr.doob 已提交
2556
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
2557 2558 2559

					}

2560
					_gl.drawElements( mode, index.array.length, type, 0 );
2561 2562 2563 2564 2565 2566 2567 2568 2569 2570

					_this.info.render.calls ++;
					_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
					_this.info.render.faces += index.array.length / 3;

				} else {

					// if there is more than 1 chunk
					// must set attribute pointers to use new offsets for each chunk
					// even if geometry and materials didn't change
M
Mr.doob 已提交
2571

2572
					updateBuffers = true;
M
Mr.doob 已提交
2573

2574
					for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
Mr.doob 已提交
2575

2576
						var startIndex = offsets[ i ].index;
M
Mr.doob 已提交
2577

2578
						if ( updateBuffers ) {
M
Mr.doob 已提交
2579

2580
							setupVertexAttributes( material, program, geometry, startIndex );
2581 2582
							_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );

M
Mr.doob 已提交
2583 2584
						}

2585
						// render indexed triangles
M
Mr.doob 已提交
2586

2587
						_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
M
Mr.doob 已提交
2588

2589 2590 2591
						_this.info.render.calls ++;
						_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
						_this.info.render.faces += offsets[ i ].count / 3;
M
Mr.doob 已提交
2592

2593
					}
M
Mr.doob 已提交
2594 2595 2596 2597 2598

				}

			} else {

2599 2600
				// non-indexed triangles

M
Mr.doob 已提交
2601 2602
				if ( updateBuffers ) {

2603
					setupVertexAttributes( material, program, geometry, 0 );
M
Mr.doob 已提交
2604 2605 2606

				}

2607
				var position = geometry.attributes[ 'position' ];
2608

M
Mr.doob 已提交
2609 2610
				// render non-indexed triangles

2611
				_gl.drawArrays( mode, 0, position.array.length / 3 );
M
Mr.doob 已提交
2612 2613

				_this.info.render.calls ++;
2614 2615
				_this.info.render.vertices += position.array.length / 3;
				_this.info.render.faces += position.array.length / 9;
M
Mr.doob 已提交
2616 2617 2618

			}

2619
		} else if ( object instanceof THREE.PointCloud ) {
M
Mr.doob 已提交
2620

2621 2622
			// render particles

M
Mr.doob 已提交
2623 2624
			if ( updateBuffers ) {

2625
				setupVertexAttributes( material, program, geometry, 0 );
M
Mr.doob 已提交
2626

2627
			}
2628

2629
			var position = geometry.attributes.position;
M
Mr.doob 已提交
2630

2631
			// render particles
M
Mr.doob 已提交
2632

2633
			_gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
M
Mr.doob 已提交
2634

2635
			_this.info.render.calls ++;
2636
			_this.info.render.points += position.array.length / 3;
M
Mr.doob 已提交
2637 2638 2639

		} else if ( object instanceof THREE.Line ) {

M
Mr.doob 已提交
2640
			var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
M
Mr.doob 已提交
2641

2642
			setLineWidth( material.linewidth );
M
Mr.doob 已提交
2643

2644
			var index = geometry.attributes.index;
2645

2646
			if ( index ) {
M
Mr.doob 已提交
2647

2648
				// indexed lines
M
Mr.doob 已提交
2649

2650
				var type, size;
2651

2652
				if ( index.array instanceof Uint32Array ) {
2653

2654 2655
					type = _gl.UNSIGNED_INT;
					size = 4;
2656

2657
				} else {
2658

2659 2660
					type = _gl.UNSIGNED_SHORT;
					size = 2;
2661

2662
				}
M
Mr.doob 已提交
2663

2664
				var offsets = geometry.offsets;
M
Mr.doob 已提交
2665

2666
				if ( offsets.length === 0 ) {
M
Mr.doob 已提交
2667

2668
					if ( updateBuffers ) {
M
Mr.doob 已提交
2669

2670
						setupVertexAttributes( material, program, geometry, 0 );
2671
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
M
Mr.doob 已提交
2672

2673
					}
2674

2675
					_gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
2676 2677

					_this.info.render.calls ++;
2678
					_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
2679

2680
				} else {
M
Mr.doob 已提交
2681

2682 2683 2684 2685 2686 2687 2688 2689 2690
					// if there is more than 1 chunk
					// must set attribute pointers to use new offsets for each chunk
					// even if geometry and materials didn't change

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

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

						var startIndex = offsets[ i ].index;
M
Mr.doob 已提交
2691

2692 2693
						if ( updateBuffers ) {

2694
							setupVertexAttributes( material, program, geometry, startIndex );
2695 2696 2697
							_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );

						}
2698

2699
						// render indexed lines
2700

2701
						_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
2702 2703 2704 2705 2706 2707 2708 2709 2710 2711 2712

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

					}

				}

			} else {

				// non-indexed lines
M
Mr.doob 已提交
2713

2714
				if ( updateBuffers ) {
2715

2716
					setupVertexAttributes( material, program, geometry, 0 );
2717

2718 2719
				}

2720
				var position = geometry.attributes.position;
2721

M
Mr.doob 已提交
2722
				_gl.drawArrays( mode, 0, position.array.length / 3 );
2723

2724
				_this.info.render.calls ++;
2725
				_this.info.render.points += position.array.length / 3;
M
Mr.doob 已提交
2726

2727
			}
M
Mr.doob 已提交
2728

2729
		}
M
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2730 2731 2732 2733 2734

	};

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

2735 2736
		if ( material.visible === false ) return;

M
Mr.doob 已提交
2737
		var linewidth, a, attribute, i, il;
M
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2738

M
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2739
		var program = setProgram( camera, lights, fog, material, object );
M
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2740

M
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2741
		var attributes = program.attributes;
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2742 2743 2744 2745 2746 2747 2748 2749 2750 2751 2752 2753 2754 2755

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

		if ( geometryGroupHash !== _currentGeometryGroupHash ) {

			_currentGeometryGroupHash = geometryGroupHash;
			updateBuffers = true;

		}

		if ( updateBuffers ) {

2756
			initAttributes();
M
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2757 2758 2759 2760 2761

		}

		// vertices

2762
		if ( ! material.morphTargets && attributes.position >= 0 ) {
M
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2763 2764 2765 2766 2767 2768 2769 2770 2771 2772 2773 2774 2775 2776 2777 2778 2779 2780 2781 2782 2783 2784 2785 2786 2787 2788 2789 2790 2791 2792 2793 2794 2795 2796 2797 2798 2799 2800 2801 2802 2803 2804 2805 2806 2807 2808 2809 2810 2811

			if ( updateBuffers ) {

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

			}

		} else {

			if ( object.morphTargetBase ) {

				setupMorphTargets( material, geometryGroup, object );

			}

		}


		if ( updateBuffers ) {

			// custom attributes

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

			if ( geometryGroup.__webglCustomAttributesList ) {

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

					attribute = geometryGroup.__webglCustomAttributesList[ i ];

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

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

					}

				}

			}


			// colors

			if ( attributes.color >= 0 ) {

2812
				if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
M
Mr.doob 已提交
2813

2814 2815 2816
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
					enableAttribute( attributes.color );
					_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
2817

2818
				} else if ( material.defaultAttributeValues !== undefined ) {
M
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2819 2820


2821
					_gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
M
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2822

2823
				}
M
Mr.doob 已提交
2824

M
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2825 2826 2827 2828 2829 2830 2831 2832 2833 2834 2835 2836 2837 2838 2839 2840 2841 2842 2843 2844 2845 2846 2847 2848 2849 2850
			}

			// normals

			if ( attributes.normal >= 0 ) {

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

			}

			// tangents

			if ( attributes.tangent >= 0 ) {

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

			}

			// uvs

			if ( attributes.uv >= 0 ) {

2851
				if ( object.geometry.faceVertexUvs[ 0 ] ) {
M
Mr.doob 已提交
2852

2853 2854 2855
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
					enableAttribute( attributes.uv );
					_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
2856

2857
				} else if ( material.defaultAttributeValues !== undefined ) {
M
Mr.doob 已提交
2858 2859


2860
					_gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
M
Mr.doob 已提交
2861

2862
				}
M
Mr.doob 已提交
2863 2864 2865 2866 2867

			}

			if ( attributes.uv2 >= 0 ) {

2868
				if ( object.geometry.faceVertexUvs[ 1 ] ) {
M
Mr.doob 已提交
2869

2870 2871 2872
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
					enableAttribute( attributes.uv2 );
					_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
2873

2874
				} else if ( material.defaultAttributeValues !== undefined ) {
M
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2875 2876


2877
					_gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
M
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2878

2879
				}
M
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2880 2881 2882 2883 2884 2885 2886 2887 2888 2889 2890 2891 2892 2893 2894 2895 2896 2897 2898 2899 2900 2901 2902 2903 2904 2905 2906 2907

			}

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

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

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

			}

			// line distances

			if ( attributes.lineDistance >= 0 ) {

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

			}

		}

2908 2909
		disableUnusedAttributes();

M
Mr.doob 已提交
2910 2911 2912 2913
		// render mesh

		if ( object instanceof THREE.Mesh ) {

2914
			var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
M
Mr.doob 已提交
2915

2916
			// wireframe
2917

M
Mr.doob 已提交
2918 2919 2920 2921
			if ( material.wireframe ) {

				setLineWidth( material.wireframeLinewidth );
				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
G
gero3 已提交
2922
				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
M
Mr.doob 已提交
2923 2924 2925 2926 2927 2928

			// triangles

			} else {

				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
G
gero3 已提交
2929
				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
M
Mr.doob 已提交
2930 2931 2932 2933 2934 2935 2936 2937 2938 2939 2940

			}

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

		// render lines

		} else if ( object instanceof THREE.Line ) {

M
Mr.doob 已提交
2941
			var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
M
Mr.doob 已提交
2942 2943 2944

			setLineWidth( material.linewidth );

M
Mr.doob 已提交
2945
			_gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
M
Mr.doob 已提交
2946 2947 2948 2949 2950

			_this.info.render.calls ++;

		// render particles

2951
		} else if ( object instanceof THREE.PointCloud ) {
M
Mr.doob 已提交
2952 2953 2954 2955 2956 2957 2958 2959 2960 2961

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

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

		}

	};

2962 2963 2964 2965 2966 2967 2968 2969 2970 2971
	function initAttributes() {

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

			_newAttributes[ i ] = 0;

		}

	}

M
Mr.doob 已提交
2972 2973
	function enableAttribute( attribute ) {

2974 2975
		_newAttributes[ attribute ] = 1;

2976
		if ( _enabledAttributes[ attribute ] === 0 ) {
M
Mr.doob 已提交
2977 2978

			_gl.enableVertexAttribArray( attribute );
2979
			_enabledAttributes[ attribute ] = 1;
M
Mr.doob 已提交
2980 2981 2982

		}

2983
	}
M
Mr.doob 已提交
2984

2985
	function disableUnusedAttributes() {
M
Mr.doob 已提交
2986

2987
		for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
M
Mr.doob 已提交
2988

2989
			if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
M
Mr.doob 已提交
2990

2991 2992
				_gl.disableVertexAttribArray( i );
				_enabledAttributes[ i ] = 0;
M
Mr.doob 已提交
2993 2994 2995 2996 2997

			}

		}

2998
	}
M
Mr.doob 已提交
2999 3000 3001 3002 3003 3004 3005

	function setupMorphTargets ( material, geometryGroup, object ) {

		// set base

		var attributes = material.program.attributes;

3006
		if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
M
Mr.doob 已提交
3007 3008 3009 3010 3011 3012 3013 3014 3015 3016 3017 3018 3019 3020 3021 3022 3023 3024 3025 3026 3027 3028 3029

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

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

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

		}

		if ( object.morphTargetForcedOrder.length ) {

			// set forced order

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

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

3030
				if ( attributes[ 'morphTarget' + m ] >= 0 ) {
M
Mr.doob 已提交
3031 3032

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
3033 3034
					enableAttribute( attributes[ 'morphTarget' + m ] );
					_gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
3035 3036 3037

				}

3038
				if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
M
Mr.doob 已提交
3039 3040

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
3041 3042
					enableAttribute( attributes[ 'morphNormal' + m ] );
					_gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
3043 3044 3045 3046 3047 3048 3049 3050 3051 3052 3053 3054 3055 3056 3057 3058 3059 3060 3061 3062 3063 3064 3065 3066 3067 3068 3069 3070 3071 3072 3073 3074 3075 3076 3077 3078 3079 3080 3081 3082 3083 3084 3085 3086 3087 3088 3089 3090 3091 3092 3093

				}

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

				m ++;
			}

		} else {

			// find the most influencing

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

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

				influence = influences[ i ];

				if ( influence > 0 ) {

					activeInfluenceIndices.push( [ influence, i ] );

				}

			}

			if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {

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

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

				activeInfluenceIndices.sort( numericalSort );

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

				activeInfluenceIndices.push( [ 0, 0 ] );

			};

			var influenceIndex, m = 0;

			while ( m < material.numSupportedMorphTargets ) {

				if ( activeInfluenceIndices[ m ] ) {

					influenceIndex = activeInfluenceIndices[ m ][ 1 ];

3094
					if ( attributes[ 'morphTarget' + m ] >= 0 ) {
M
Mr.doob 已提交
3095 3096

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
3097 3098
						enableAttribute( attributes[ 'morphTarget' + m ] );
						_gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
3099 3100 3101

					}

3102
					if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
M
Mr.doob 已提交
3103 3104

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
3105 3106
						enableAttribute( attributes[ 'morphNormal' + m ] );
						_gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
3107 3108 3109 3110 3111 3112 3113 3114 3115 3116 3117 3118 3119 3120 3121 3122 3123 3124 3125 3126 3127 3128 3129 3130 3131 3132 3133 3134 3135 3136 3137 3138 3139 3140 3141 3142 3143 3144 3145 3146 3147 3148


					}

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

				} else {

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

					if ( material.morphNormals ) {

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

					}
					*/

					object.__webglMorphTargetInfluences[ m ] = 0;

				}

				m ++;

			}

		}

		// load updated influences uniform

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

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

		}

	};

	// Sorting

	function painterSortStable ( a, b ) {

3149
		if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
3150

3151 3152 3153
			return b.material.id - a.material.id;

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
3154 3155 3156 3157 3158

			return b.z - a.z;

		} else {

3159
			return a.id - b.id;
M
Mr.doob 已提交
3160 3161 3162 3163 3164

		}

	};

3165 3166 3167 3168 3169 3170 3171 3172 3173 3174 3175 3176 3177 3178
	function reversePainterSortStable ( a, b ) {

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

			return a.z - b.z;

		} else {

			return a.id - b.id;

		}

	};

M
Mr.doob 已提交
3179 3180 3181 3182 3183 3184 3185 3186 3187 3188 3189 3190 3191 3192 3193 3194 3195 3196 3197 3198 3199 3200 3201 3202 3203 3204
	function numericalSort ( a, b ) {

		return b[ 0 ] - a[ 0 ];

	};

	// Rendering

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

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

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

		}

		var i, il,

		webglObject, object,
		renderList,

		fog = scene.fog;

		// reset caching for this frame

3205
		_currentMaterialId = - 1;
3206
		_currentCamera = null;
M
Mr.doob 已提交
3207 3208 3209 3210
		_lightsNeedUpdate = true;

		// update scene graph

3211
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
3212 3213 3214 3215 3216

		// update camera matrices and frustum

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

3217
		// update Skeleton objects
3218 3219

		scene.traverse( function ( object ) {
3220 3221 3222

			if ( object instanceof THREE.SkinnedMesh ) {

3223
				object.skeleton.update();
3224 3225 3226

			}

3227
		} );
3228

M
Mr.doob 已提交
3229 3230 3231 3232 3233
		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
3234
		lights.length = 0;
3235 3236
		opaqueObjects.length = 0;
		transparentObjects.length = 0;
M
Mr.doob 已提交
3237

M
Mr.doob 已提交
3238
		projectObject( scene, scene );
M
Mr.doob 已提交
3239

M
Mr.doob 已提交
3240
		if ( _this.sortObjects === true ) {
3241 3242 3243

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
3244

3245 3246 3247
		}

		// custom render plugins (pre pass)
M
Mr.doob 已提交
3248

M
Mr.doob 已提交
3249 3250 3251 3252 3253 3254 3255 3256 3257 3258 3259 3260 3261 3262 3263 3264 3265 3266 3267
		renderPlugins( this.renderPluginsPre, scene, camera );

		//

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

		this.setRenderTarget( renderTarget );

		if ( this.autoClear || forceClear ) {

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

		}

		// set matrices for immediate objects

3268
		for ( i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) {
M
Mr.doob 已提交
3269

3270
			webglObject = _webglObjectsImmediate[ i ];
M
Mr.doob 已提交
3271 3272 3273 3274 3275 3276 3277 3278 3279 3280 3281 3282 3283 3284 3285 3286 3287 3288 3289 3290 3291
			object = webglObject.object;

			if ( object.visible ) {

				setupMatrices( object, camera );

				unrollImmediateBufferMaterial( webglObject );

			}

		}

		if ( scene.overrideMaterial ) {

			var material = scene.overrideMaterial;

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

O
OpenShift guest 已提交
3292
			renderObjects( opaqueObjects, camera, lights, fog, true, material );
3293
			renderObjects( transparentObjects, camera, lights, fog, true, material );
3294
			renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, false, material );
M
Mr.doob 已提交
3295 3296 3297 3298 3299 3300 3301 3302 3303

		} else {

			var material = null;

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

			this.setBlending( THREE.NoBlending );

O
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3304
			renderObjects( opaqueObjects, camera, lights, fog, false, material );
3305
			renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, false, material );
M
Mr.doob 已提交
3306 3307 3308

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

3309
			renderObjects( transparentObjects, camera, lights, fog, true, material );
3310
			renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, true, material );
M
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3311 3312 3313 3314 3315 3316 3317 3318 3319 3320 3321 3322 3323 3324 3325 3326 3327 3328 3329 3330 3331 3332 3333 3334

		}

		// custom render plugins (post pass)

		renderPlugins( this.renderPluginsPost, scene, camera );


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

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

			updateRenderTargetMipmap( renderTarget );

		}

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

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

		// _gl.finish();

	};
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3335

M
Mr.doob 已提交
3336
	function projectObject( scene, object ) {
M
Mr.doob 已提交
3337

M
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3338
		if ( object.visible === false ) return;
M
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3339

M
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3340 3341 3342 3343 3344
		if ( object instanceof THREE.Light ) {

			lights.push( object );

		}
M
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3345

3346
		if ( object instanceof THREE.Scene ) {
M
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3347

3348
			//
M
Mr.doob 已提交
3349

3350
		} else {
M
Mr.doob 已提交
3351

3352
			initObject( object, scene );
M
Mr.doob 已提交
3353

3354
			var webglObjects = _webglObjects[ object.id ];
M
Mr.doob 已提交
3355

3356
			if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
M
Mr.doob 已提交
3357

3358
				updateObject( object, scene );
M
Mr.doob 已提交
3359

3360
				for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
M
Mr.doob 已提交
3361

3362
					var webglObject = webglObjects[i];
M
Mr.doob 已提交
3363

3364
					unrollBufferMaterial( webglObject );
M
Mr.doob 已提交
3365

3366
					webglObject.render = true;
M
Mr.doob 已提交
3367

3368
					if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
3369

3370
						if ( object.renderDepth !== null ) {
M
Mr.doob 已提交
3371

3372
							webglObject.z = object.renderDepth;
M
Mr.doob 已提交
3373

3374
						} else {
M
Mr.doob 已提交
3375

3376 3377
							_vector3.setFromMatrixPosition( object.matrixWorld );
							_vector3.applyProjection( _projScreenMatrix );
M
Mr.doob 已提交
3378

3379 3380 3381
							webglObject.z = _vector3.z;

						}
O
OpenShift guest 已提交
3382

3383
					}
M
Mr.doob 已提交
3384

3385
				}
M
Mr.doob 已提交
3386

3387
			}
M
Mr.doob 已提交
3388 3389

		}
M
Mr.doob 已提交
3390

M
Mr.doob 已提交
3391 3392
		for ( var i = 0, l = object.children.length; i < l; i ++ ) {

M
Mr.doob 已提交
3393
			projectObject( scene, object.children[ i ] );
M
Mr.doob 已提交
3394

3395
		}
3396

3397
	}
M
Mr.doob 已提交
3398 3399 3400

	function renderPlugins( plugins, scene, camera ) {

M
Mr.doob 已提交
3401
		if ( plugins.length === 0 ) return;
M
Mr.doob 已提交
3402 3403 3404 3405 3406 3407 3408 3409 3410

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

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

		}

	};

3411
	function renderObjects( renderList, camera, lights, fog, useBlending, overrideMaterial ) {
M
Mr.doob 已提交
3412

3413
		var webglObject, object, buffer, material;
M
Mr.doob 已提交
3414

3415
		for ( var i = renderList.length - 1; i !== - 1; i -- ) {
M
Mr.doob 已提交
3416 3417 3418

			webglObject = renderList[ i ];

3419 3420
			object = webglObject.object;
			buffer = webglObject.buffer;
M
Mr.doob 已提交
3421

3422
			setupMatrices( object, camera );
M
Mr.doob 已提交
3423

3424
			if ( overrideMaterial ) {
M
Mr.doob 已提交
3425

3426
				material = overrideMaterial;
M
Mr.doob 已提交
3427

3428
			} else {
M
Mr.doob 已提交
3429

3430
				material = webglObject.material;
M
Mr.doob 已提交
3431

3432
				if ( ! material ) continue;
M
Mr.doob 已提交
3433

3434
				if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
M
Mr.doob 已提交
3435

3436 3437 3438
				_this.setDepthTest( material.depthTest );
				_this.setDepthWrite( material.depthWrite );
				setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
M
Mr.doob 已提交
3439

3440
			}
M
Mr.doob 已提交
3441

3442
			_this.setMaterialFaces( material );
M
Mr.doob 已提交
3443

3444
			if ( buffer instanceof THREE.BufferGeometry ) {
M
Mr.doob 已提交
3445

3446
				_this.renderBufferDirect( camera, lights, fog, material, buffer, object );
M
Mr.doob 已提交
3447

3448
			} else {
M
Mr.doob 已提交
3449

3450
				_this.renderBuffer( camera, lights, fog, material, buffer, object );
M
Mr.doob 已提交
3451 3452 3453 3454 3455 3456 3457 3458 3459 3460 3461 3462 3463 3464 3465 3466 3467 3468 3469 3470 3471 3472 3473 3474 3475 3476 3477 3478 3479 3480 3481 3482 3483 3484 3485 3486 3487 3488 3489 3490 3491 3492 3493 3494 3495 3496 3497 3498

			}

		}

	};

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

		var webglObject, object, material, program;

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

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

			if ( object.visible ) {

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

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

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

				}

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

			}

		}

	};

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

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

3499
		_currentGeometryGroupHash = - 1;
M
Mr.doob 已提交
3500 3501 3502 3503 3504 3505 3506 3507 3508

		_this.setMaterialFaces( material );

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

3509
			object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
M
Mr.doob 已提交
3510 3511 3512 3513 3514 3515 3516 3517 3518 3519 3520 3521 3522 3523 3524 3525 3526 3527 3528 3529 3530 3531 3532 3533 3534 3535

		}

	};

	function unrollImmediateBufferMaterial ( globject ) {

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

		if ( material.transparent ) {

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

		} else {

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

		}

	};

	function unrollBufferMaterial ( globject ) {

3536 3537
		var object = globject.object;
		var buffer = globject.buffer;
M
Mr.doob 已提交
3538

3539 3540
		var geometry = object.geometry;
		var material = object.material;
M
Mr.doob 已提交
3541

3542
		if ( material instanceof THREE.MeshFaceMaterial ) {
M
Mr.doob 已提交
3543

3544
			var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
M
Mr.doob 已提交
3545

3546
			material = material.materials[ materialIndex ];
M
Mr.doob 已提交
3547

M
Mr.doob 已提交
3548 3549
			globject.material = material;

M
Mr.doob 已提交
3550 3551
			if ( material.transparent ) {

M
Mr.doob 已提交
3552
				transparentObjects.push( globject );
M
Mr.doob 已提交
3553 3554 3555

			} else {

M
Mr.doob 已提交
3556
				opaqueObjects.push( globject );
M
Mr.doob 已提交
3557 3558 3559

			}

M
Mr.doob 已提交
3560
		} else if ( material ) {
M
Mr.doob 已提交
3561

M
Mr.doob 已提交
3562
			globject.material = material;
M
Mr.doob 已提交
3563

M
Mr.doob 已提交
3564
			if ( material.transparent ) {
M
Mr.doob 已提交
3565

M
Mr.doob 已提交
3566
				transparentObjects.push( globject );
M
Mr.doob 已提交
3567

M
Mr.doob 已提交
3568
			} else {
M
Mr.doob 已提交
3569

M
Mr.doob 已提交
3570
				opaqueObjects.push( globject );
M
Mr.doob 已提交
3571 3572 3573 3574 3575 3576 3577

			}

		}

	};

3578
	function initObject( object, scene ) {
M
Mr.doob 已提交
3579

3580
		if ( object.__webglInit === undefined ) {
M
Mr.doob 已提交
3581 3582 3583 3584 3585

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

3586
			object.addEventListener( 'removed', onObjectRemoved );
3587

3588
		}
M
Mr.doob 已提交
3589

3590
		var geometry = object.geometry;
M
Mr.doob 已提交
3591

3592
		if ( geometry === undefined ) {
M
Mr.doob 已提交
3593

3594
			// ImmediateRenderObject
M
Mr.doob 已提交
3595

3596
		} else if ( geometry.__webglInit === undefined ) {
M
Mr.doob 已提交
3597

3598 3599
			geometry.__webglInit = true;
			geometry.addEventListener( 'dispose', onGeometryDispose );
M
Mr.doob 已提交
3600

3601
			if ( geometry instanceof THREE.BufferGeometry ) {
M
Mr.doob 已提交
3602

3603
				//
M
Mr.doob 已提交
3604

3605
			} else if ( object instanceof THREE.Mesh ) {
M
Mr.doob 已提交
3606

3607
				initGeometryGroups(scene, object, geometry);
M
Mr.doob 已提交
3608

3609
			} else if ( object instanceof THREE.Line ) {
M
Mr.doob 已提交
3610

3611
				if ( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
3612

3613 3614
					createLineBuffers( geometry );
					initLineBuffers( geometry, object );
M
Mr.doob 已提交
3615

3616 3617 3618
					geometry.verticesNeedUpdate = true;
					geometry.colorsNeedUpdate = true;
					geometry.lineDistancesNeedUpdate = true;
M
Mr.doob 已提交
3619

3620
				}
M
Mr.doob 已提交
3621

3622
			} else if ( object instanceof THREE.PointCloud ) {
M
Mr.doob 已提交
3623

3624
				if ( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
3625

3626 3627
					createParticleBuffers( geometry );
					initParticleBuffers( geometry, object );
M
Mr.doob 已提交
3628

3629 3630
					geometry.verticesNeedUpdate = true;
					geometry.colorsNeedUpdate = true;
M
Mr.doob 已提交
3631 3632 3633 3634 3635 3636 3637

				}

			}

		}

3638
		if ( object.__webglActive === undefined) {
M
Mr.doob 已提交
3639 3640 3641 3642 3643

			if ( object instanceof THREE.Mesh ) {

				if ( geometry instanceof THREE.BufferGeometry ) {

3644
					addBuffer( _webglObjects, geometry, object );
M
Mr.doob 已提交
3645

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

3648
					for ( var i = 0,l = geometry.geometryGroupsList.length; i<l;i++ ) {
M
Mr.doob 已提交
3649

3650
						var geometryGroup = geometry.geometryGroupsList[ i ];
3651
						addBuffer( _webglObjects, geometryGroup, object );
M
Mr.doob 已提交
3652

M
Mr.doob 已提交
3653
					}
M
Mr.doob 已提交
3654 3655
				}

M
Mr.doob 已提交
3656
			} else if ( object instanceof THREE.Line ||
3657
						object instanceof THREE.PointCloud ) {
M
Mr.doob 已提交
3658

3659
				addBuffer( _webglObjects, geometry, object );
M
Mr.doob 已提交
3660 3661 3662

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

3663
				addBufferImmediate( _webglObjectsImmediate, object );
M
Mr.doob 已提交
3664 3665 3666 3667 3668 3669 3670 3671

			}

			object.__webglActive = true;

		}

	};
M
Mr.doob 已提交
3672

M
Mr.doob 已提交
3673
	function initGeometryGroups( scene, object, geometry ) {
M
Mr.doob 已提交
3674

3675 3676 3677
		var g, geometryGroup, material,addBuffers = false;
		material = object.material;

3678
		if ( geometry.geometryGroups === undefined || geometry.groupsNeedUpdate ) {
M
Mr.doob 已提交
3679

3680
			delete _webglObjects[object.id];
3681
			geometry.makeGroups( material instanceof THREE.MeshFaceMaterial, _glExtensionElementIndexUint ? 4294967296 : 65535  );
3682
			geometry.groupsNeedUpdate = false;
M
Mr.doob 已提交
3683

3684
		}
M
Mr.doob 已提交
3685

3686 3687
		// create separate VBOs per geometry chunk

3688
		for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
3689

3690
			geometryGroup = geometry.geometryGroupsList[ i ];
3691 3692 3693 3694 3695 3696 3697 3698 3699 3700 3701 3702 3703 3704 3705

			// initialise VBO on the first access

			if ( ! geometryGroup.__webglVertexBuffer ) {

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

				geometry.verticesNeedUpdate = true;
				geometry.morphTargetsNeedUpdate = true;
				geometry.elementsNeedUpdate = true;
				geometry.uvsNeedUpdate = true;
				geometry.normalsNeedUpdate = true;
				geometry.tangentsNeedUpdate = true;
				geometry.colorsNeedUpdate = true;
M
Mr.doob 已提交
3706

3707
				addBuffers = true;
M
Mr.doob 已提交
3708

3709
			} else {
M
Mr.doob 已提交
3710

3711
				addBuffers = false;
M
Mr.doob 已提交
3712

3713
			}
M
Mr.doob 已提交
3714

3715
			if ( addBuffers || object.__webglActive === undefined ) {
3716
				addBuffer( _webglObjects, geometryGroup, object );
3717
			}
M
Mr.doob 已提交
3718 3719 3720

		}

3721
		object.__webglActive = true;
M
Mr.doob 已提交
3722

3723
	}
M
Mr.doob 已提交
3724

3725
	function addBuffer( objlist, buffer, object ) {
M
Mr.doob 已提交
3726

O
OpenShift guest 已提交
3727 3728 3729
		var id = object.id;
		objlist[id] = objlist[id] || [];
		objlist[id].push(
M
Mr.doob 已提交
3730
			{
O
OpenShift guest 已提交
3731
				id: id,
M
Mr.doob 已提交
3732 3733
				buffer: buffer,
				object: object,
3734
				material: null,
3735
				z: 0
M
Mr.doob 已提交
3736 3737 3738 3739 3740
			}
		);

	};

3741
	function addBufferImmediate( objlist, object ) {
M
Mr.doob 已提交
3742 3743 3744

		objlist.push(
			{
3745
				id: null,
M
Mr.doob 已提交
3746 3747
				object: object,
				opaque: null,
3748 3749
				transparent: null,
				z: 0
M
Mr.doob 已提交
3750 3751 3752 3753 3754 3755 3756
			}
		);

	};

	// Objects updates

3757
	function updateObject( object, scene ) {
M
Mr.doob 已提交
3758 3759 3760 3761

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

3762
		if ( geometry instanceof THREE.BufferGeometry ) {
M
Mr.doob 已提交
3763

3764
			setDirectBuffers( geometry );
M
Mr.doob 已提交
3765

M
Mr.doob 已提交
3766 3767 3768
		} else if ( object instanceof THREE.Mesh ) {

			// check all geometry groups
3769
			if ( geometry.buffersNeedUpdate || geometry.groupsNeedUpdate ) {
M
Mr.doob 已提交
3770

3771
				initGeometryGroups(scene, object,geometry);
M
Mr.doob 已提交
3772

3773
			}
M
Mr.doob 已提交
3774

3775
			for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
M
Mr.doob 已提交
3776 3777 3778 3779 3780

				geometryGroup = geometry.geometryGroupsList[ i ];

				material = getBufferMaterial( object, geometryGroup );

O
add fix  
OpenShift guest 已提交
3781
				if ( geometry.buffersNeedUpdate || geometry.groupsNeedUpdate) {
M
Mr.doob 已提交
3782 3783 3784 3785 3786 3787 3788 3789 3790 3791 3792

					initMeshBuffers( geometryGroup, object );

				}

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

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

3793
					setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
M
Mr.doob 已提交
3794 3795 3796 3797 3798 3799 3800 3801 3802 3803 3804 3805 3806 3807 3808 3809 3810

				}

			}

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

			geometry.buffersNeedUpdate = false;

			material.attributes && clearCustomAttributes( material );

M
Mr.doob 已提交
3811 3812
		} else if ( object instanceof THREE.Line ) {

3813
			material = getBufferMaterial( object, geometry );
M
Mr.doob 已提交
3814

3815
			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
M
Mr.doob 已提交
3816

3817
			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
M
Mr.doob 已提交
3818

3819
				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
M
Mr.doob 已提交
3820

3821
			}
M
Mr.doob 已提交
3822

3823 3824 3825
			geometry.verticesNeedUpdate = false;
			geometry.colorsNeedUpdate = false;
			geometry.lineDistancesNeedUpdate = false;
M
Mr.doob 已提交
3826

3827
			material.attributes && clearCustomAttributes( material );
M
Mr.doob 已提交
3828 3829


3830
		} else if ( object instanceof THREE.PointCloud ) {
M
Mr.doob 已提交
3831

3832
			material = getBufferMaterial( object, geometry );
M
Mr.doob 已提交
3833

3834
			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
M
Mr.doob 已提交
3835

3836
			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
M
Mr.doob 已提交
3837

3838
				setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
M
Mr.doob 已提交
3839

3840
			}
M
Mr.doob 已提交
3841

3842 3843
			geometry.verticesNeedUpdate = false;
			geometry.colorsNeedUpdate = false;
M
Mr.doob 已提交
3844

3845
			material.attributes && clearCustomAttributes( material );
M
Mr.doob 已提交
3846 3847 3848 3849 3850 3851 3852

		}

	};

	// Objects updates - custom attributes check

3853
	function areCustomAttributesDirty( material ) {
M
Mr.doob 已提交
3854

3855
		for ( var name in material.attributes ) {
M
Mr.doob 已提交
3856

3857
			if ( material.attributes[ name ].needsUpdate ) return true;
M
Mr.doob 已提交
3858 3859 3860 3861 3862 3863 3864

		}

		return false;

	};

3865
	function clearCustomAttributes( material ) {
M
Mr.doob 已提交
3866

3867
		for ( var name in material.attributes ) {
3868 3869

			material.attributes[ name ].needsUpdate = false;
M
Mr.doob 已提交
3870 3871 3872 3873 3874 3875 3876

		}

	};

	// Objects removal

3877
	function removeObject( object ) {
M
Mr.doob 已提交
3878 3879

		if ( object instanceof THREE.Mesh  ||
3880
			 object instanceof THREE.PointCloud ||
M
Mr.doob 已提交
3881 3882
			 object instanceof THREE.Line ) {

3883
			delete _webglObjects[ object.id ];
M
Mr.doob 已提交
3884 3885 3886

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

3887
			removeInstances( _webglObjectsImmediate, object );
M
Mr.doob 已提交
3888 3889 3890

		}

3891 3892 3893 3894
		delete object.__webglInit;
		delete object._modelViewMatrix;
		delete object._normalMatrix;

3895
		delete object.__webglActive;
M
Mr.doob 已提交
3896 3897 3898

	};

3899
	function removeInstances( objlist, object ) {
M
Mr.doob 已提交
3900 3901 3902 3903 3904 3905 3906 3907 3908 3909 3910 3911 3912 3913 3914

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

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

				objlist.splice( o, 1 );

			}

		}

	};

	// Materials

3915
	this.initMaterial = function () {
M
Mr.doob 已提交
3916

3917
		console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
M
Mr.doob 已提交
3918

3919 3920 3921
	};

	function initMaterial( material, lights, fog, object ) {
M
Mr.doob 已提交
3922 3923 3924

		material.addEventListener( 'dispose', onMaterialDispose );

3925
		var shaderID;
M
Mr.doob 已提交
3926 3927 3928 3929 3930 3931 3932 3933 3934 3935 3936 3937 3938 3939 3940 3941 3942 3943 3944 3945 3946 3947 3948 3949 3950 3951 3952 3953 3954

		if ( material instanceof THREE.MeshDepthMaterial ) {

			shaderID = 'depth';

		} else if ( material instanceof THREE.MeshNormalMaterial ) {

			shaderID = 'normal';

		} else if ( material instanceof THREE.MeshBasicMaterial ) {

			shaderID = 'basic';

		} else if ( material instanceof THREE.MeshLambertMaterial ) {

			shaderID = 'lambert';

		} else if ( material instanceof THREE.MeshPhongMaterial ) {

			shaderID = 'phong';

		} else if ( material instanceof THREE.LineBasicMaterial ) {

			shaderID = 'basic';

		} else if ( material instanceof THREE.LineDashedMaterial ) {

			shaderID = 'dashed';

3955
		} else if ( material instanceof THREE.PointCloudMaterial ) {
M
Mr.doob 已提交
3956 3957 3958 3959 3960 3961 3962

			shaderID = 'particle_basic';

		}

		if ( shaderID ) {

3963 3964 3965 3966 3967 3968 3969 3970 3971 3972 3973 3974 3975 3976 3977
			var shader = THREE.ShaderLib[ shaderID ];

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

		} else {

			material.__webglShader = {
				uniforms: material.uniforms,
				vertexShader: material.vertexShader,
				fragmentShader: material.fragmentShader
			}
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3978 3979 3980 3981 3982 3983

		}

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

3984 3985 3986
		var maxLightCount = allocateLights( lights );
		var maxShadows = allocateShadows( lights );
		var maxBones = allocateBones( object );
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3987

3988
		var parameters = {
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3989

3990 3991 3992
			precision: _precision,
			supportsVertexTextures: _supportsVertexTextures,

3993 3994 3995 3996 3997 3998
			map: !! material.map,
			envMap: !! material.envMap,
			lightMap: !! material.lightMap,
			bumpMap: !! material.bumpMap,
			normalMap: !! material.normalMap,
			specularMap: !! material.specularMap,
3999
			alphaMap: !! material.alphaMap,
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4000 4001 4002 4003 4004 4005 4006 4007

			vertexColors: material.vertexColors,

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

			sizeAttenuation: material.sizeAttenuation,
4008
			logarithmicDepthBuffer: _logarithmicDepthBuffer,
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4009 4010 4011

			skinning: material.skinning,
			maxBones: maxBones,
4012
			useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
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4013 4014 4015

			morphTargets: material.morphTargets,
			morphNormals: material.morphNormals,
4016 4017
			maxMorphTargets: _this.maxMorphTargets,
			maxMorphNormals: _this.maxMorphNormals,
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			maxDirLights: maxLightCount.directional,
			maxPointLights: maxLightCount.point,
			maxSpotLights: maxLightCount.spot,
			maxHemiLights: maxLightCount.hemi,

			maxShadows: maxShadows,
4025 4026 4027 4028
			shadowMapEnabled: _this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
			shadowMapType: _this.shadowMapType,
			shadowMapDebug: _this.shadowMapDebug,
			shadowMapCascade: _this.shadowMapCascade,
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4029 4030 4031 4032 4033 4034 4035 4036 4037

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

		};

4038 4039 4040 4041 4042 4043 4044 4045 4046 4047 4048 4049 4050 4051 4052
		// Generate code

		var chunks = [];

		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}

4053 4054
		if ( material.defines !== undefined ) {

4055
			for ( var name in material.defines ) {
4056

4057 4058
				chunks.push( name );
				chunks.push( material.defines[ name ] );
4059 4060

			}
4061 4062 4063

		}

4064
		for ( var name in parameters ) {
4065

4066 4067
			chunks.push( name );
			chunks.push( parameters[ name ] );
4068 4069 4070 4071 4072 4073 4074 4075 4076 4077 4078 4079 4080 4081 4082 4083 4084 4085 4086 4087 4088 4089 4090 4091 4092 4093

		}

		var code = chunks.join();

		var program;

		// Check if code has been already compiled

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

			var programInfo = _programs[ p ];

			if ( programInfo.code === code ) {

				program = programInfo;
				program.usedTimes ++;

				break;

			}

		}

		if ( program === undefined ) {

4094
			program = new THREE.WebGLProgram( _this, code, material, parameters );
4095 4096 4097 4098 4099 4100 4101
			_programs.push( program );

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

		}

		material.program = program;
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4102

4103
		var attributes = program.attributes;
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4104 4105 4106 4107 4108

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

4109
			var id, base = 'morphTarget';
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Mr.doob 已提交
4110

4111
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
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4112 4113 4114 4115 4116 4117 4118 4119 4120 4121 4122 4123 4124 4125 4126 4127 4128

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

4129
			var id, base = 'morphNormal';
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4130

4131
			for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
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4132 4133 4134 4135 4136 4137 4138 4139 4140 4141 4142 4143 4144 4145 4146

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					material.numSupportedMorphNormals ++;

				}

			}

		}

		material.uniformsList = [];

4147
		for ( var u in material.__webglShader.uniforms ) {
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4148

4149 4150 4151 4152 4153
			var location = material.program.uniforms[ u ];

			if ( location ) {
				material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
			}
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4154 4155 4156 4157 4158 4159 4160 4161 4162 4163 4164 4165 4166

		}

	};

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

		_usedTextureUnits = 0;

		if ( material.needsUpdate ) {

			if ( material.program ) deallocateMaterial( material );

4167
			initMaterial( material, lights, fog, object );
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4168 4169 4170 4171 4172 4173 4174 4175 4176 4177 4178 4179 4180 4181
			material.needsUpdate = false;

		}

		if ( material.morphTargets ) {

			if ( ! object.__webglMorphTargetInfluences ) {

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

			}

		}

4182
		var refreshProgram = false;
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4183
		var refreshMaterial = false;
4184
		var refreshLights = false;
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4185 4186 4187

		var program = material.program,
			p_uniforms = program.uniforms,
4188
			m_uniforms = material.__webglShader.uniforms;
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4189

4190
		if ( program.id !== _currentProgram ) {
M
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4191

4192 4193
			_gl.useProgram( program.program );
			_currentProgram = program.id;
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4194

4195
			refreshProgram = true;
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4196
			refreshMaterial = true;
4197
			refreshLights = true;
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4198 4199 4200 4201 4202

		}

		if ( material.id !== _currentMaterialId ) {

4203
			if ( _currentMaterialId === -1 ) refreshLights = true;
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4204
			_currentMaterialId = material.id;
4205

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4206 4207 4208 4209
			refreshMaterial = true;

		}

4210
		if ( refreshProgram || camera !== _currentCamera ) {
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4211 4212 4213

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

4214 4215
			if ( _logarithmicDepthBuffer ) {

4216
				_gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
4217 4218 4219 4220

			}


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4221 4222
			if ( camera !== _currentCamera ) _currentCamera = camera;

4223 4224 4225 4226 4227 4228 4229 4230 4231 4232 4233 4234 4235 4236 4237 4238 4239 4240 4241 4242 4243 4244 4245 4246 4247 4248 4249 4250 4251
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

			if ( material instanceof THREE.ShaderMaterial ||
				 material instanceof THREE.MeshPhongMaterial ||
				 material.envMap ) {

				if ( p_uniforms.cameraPosition !== null ) {

					_vector3.setFromMatrixPosition( camera.matrixWorld );
					_gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );

				}

			}

			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {

				if ( p_uniforms.viewMatrix !== null ) {

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

				}

			}

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		}

		// skinning uniforms must be set even if material didn't change
		// auto-setting of texture unit for bone texture must go before other textures
		// not sure why, but otherwise weird things happen

		if ( material.skinning ) {

4260 4261 4262 4263 4264 4265 4266 4267 4268 4269 4270 4271 4272
			if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {

				_gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );

			}

			if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {

				_gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );

			}

			if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
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4273 4274 4275 4276 4277 4278

				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
4279
					_this.setTexture( object.skeleton.boneTexture, textureUnit );
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				}

4283 4284
				if ( p_uniforms.boneTextureWidth !== null ) {

4285
					_gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
4286 4287 4288 4289 4290

				}

				if ( p_uniforms.boneTextureHeight !== null ) {

4291
					_gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
4292 4293 4294

				}

4295
			} else if ( object.skeleton && object.skeleton.boneMatrices ) {
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4296 4297 4298

				if ( p_uniforms.boneGlobalMatrices !== null ) {

4299
					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
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				}

			}

		}

		if ( refreshMaterial ) {

			// refresh uniforms common to several materials

			if ( fog && material.fog ) {

				refreshUniformsFog( m_uniforms, fog );

			}

			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material.lights ) {

				if ( _lightsNeedUpdate ) {

4323
					refreshLights = true;
4324
					setupLights( lights );
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4325 4326 4327
					_lightsNeedUpdate = false;
				}

4328 4329
				if ( refreshLights ) {
					refreshUniformsLights( m_uniforms, _lights );
4330
					markUniformsLightsNeedsUpdate( m_uniforms, true );
4331
				} else {
4332
					markUniformsLightsNeedsUpdate( m_uniforms, false );
4333
				}
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4334 4335 4336 4337 4338 4339 4340 4341 4342 4343 4344 4345 4346 4347 4348 4349 4350 4351 4352 4353 4354 4355

			}

			if ( material instanceof THREE.MeshBasicMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

			if ( material instanceof THREE.LineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

			} else if ( material instanceof THREE.LineDashedMaterial ) {

				refreshUniformsLine( m_uniforms, material );
				refreshUniformsDash( m_uniforms, material );

4356
			} else if ( material instanceof THREE.PointCloudMaterial ) {
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4357 4358 4359 4360 4361 4362 4363 4364 4365 4366 4367 4368 4369 4370 4371 4372 4373 4374 4375 4376 4377 4378 4379 4380 4381 4382 4383 4384 4385 4386 4387

				refreshUniformsParticle( m_uniforms, material );

			} else if ( material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

			} else if ( material instanceof THREE.MeshLambertMaterial ) {

				refreshUniformsLambert( m_uniforms, material );

			} else if ( material instanceof THREE.MeshDepthMaterial ) {

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

			} else if ( material instanceof THREE.MeshNormalMaterial ) {

				m_uniforms.opacity.value = material.opacity;

			}

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

				refreshUniformsShadow( m_uniforms, lights );

			}

			// load common uniforms

4388
			loadUniformsGeneric( material.uniformsList );
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4389 4390 4391 4392 4393 4394 4395 4396 4397 4398 4399 4400 4401 4402 4403 4404 4405 4406 4407 4408 4409 4410 4411 4412 4413 4414 4415 4416 4417 4418 4419 4420 4421 4422

		}

		loadUniformsMatrices( p_uniforms, object );

		if ( p_uniforms.modelMatrix !== null ) {

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

		}

		return program;

	};

	// Uniforms (refresh uniforms objects)

	function refreshUniformsCommon ( uniforms, material ) {

		uniforms.opacity.value = material.opacity;

		if ( _this.gammaInput ) {

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

		} else {

			uniforms.diffuse.value = material.color;

		}

		uniforms.map.value = material.map;
		uniforms.lightMap.value = material.lightMap;
		uniforms.specularMap.value = material.specularMap;
4423
		uniforms.alphaMap.value = material.alphaMap;
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Mr.doob 已提交
4424 4425 4426 4427 4428 4429 4430 4431 4432 4433 4434 4435 4436 4437 4438 4439

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );

		}

		// uv repeat and offset setting priorities
4440 4441 4442 4443
		//  1. color map
		//  2. specular map
		//  3. normal map
		//  4. bump map
4444
		//  5. alpha map
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4445 4446 4447 4448 4449 4450 4451 4452 4453 4454 4455 4456 4457 4458 4459 4460 4461 4462 4463

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

4464 4465 4466 4467
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

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4468 4469 4470 4471 4472 4473 4474 4475 4476 4477 4478 4479
		}

		if ( uvScaleMap !== undefined ) {

			var offset = uvScaleMap.offset;
			var repeat = uvScaleMap.repeat;

			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );

		}

		uniforms.envMap.value = material.envMap;
4480
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
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4481 4482 4483 4484 4485 4486 4487 4488 4489 4490 4491 4492 4493 4494 4495 4496 4497 4498 4499 4500 4501 4502 4503 4504 4505 4506 4507 4508 4509 4510 4511 4512 4513 4514 4515 4516 4517 4518 4519 4520 4521 4522 4523 4524 4525 4526 4527 4528 4529 4530 4531 4532 4533 4534 4535 4536 4537 4538 4539 4540 4541 4542 4543 4544 4545 4546 4547 4548 4549 4550 4551 4552 4553 4554 4555 4556 4557 4558 4559 4560 4561 4562 4563 4564 4565 4566 4567 4568 4569 4570 4571 4572 4573 4574 4575 4576 4577 4578 4579 4580 4581 4582 4583 4584 4585 4586 4587 4588 4589 4590 4591 4592 4593 4594 4595 4596 4597 4598 4599 4600 4601 4602 4603 4604 4605 4606 4607 4608 4609 4610 4611 4612 4613

		if ( _this.gammaInput ) {

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

		} else {

			uniforms.reflectivity.value = material.reflectivity;

		}

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

	};

	function refreshUniformsLine ( uniforms, material ) {

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

	};

	function refreshUniformsDash ( uniforms, material ) {

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

	};

	function refreshUniformsParticle ( uniforms, material ) {

		uniforms.psColor.value = material.color;
		uniforms.opacity.value = material.opacity;
		uniforms.size.value = material.size;
		uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.

		uniforms.map.value = material.map;

	};

	function refreshUniformsFog ( uniforms, fog ) {

		uniforms.fogColor.value = fog.color;

		if ( fog instanceof THREE.Fog ) {

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

		} else if ( fog instanceof THREE.FogExp2 ) {

			uniforms.fogDensity.value = fog.density;

		}

	};

	function refreshUniformsPhong ( uniforms, material ) {

		uniforms.shininess.value = material.shininess;

		if ( _this.gammaInput ) {

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

		} else {

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

		}

		if ( material.wrapAround ) {

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

		}

	};

	function refreshUniformsLambert ( uniforms, material ) {

		if ( _this.gammaInput ) {

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

		} else {

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

		}

		if ( material.wrapAround ) {

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

		}

	};

	function refreshUniformsLights ( uniforms, lights ) {

		uniforms.ambientLightColor.value = lights.ambient;

		uniforms.directionalLightColor.value = lights.directional.colors;
		uniforms.directionalLightDirection.value = lights.directional.positions;

		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
		uniforms.pointLightDistance.value = lights.point.distances;

		uniforms.spotLightColor.value = lights.spot.colors;
		uniforms.spotLightPosition.value = lights.spot.positions;
		uniforms.spotLightDistance.value = lights.spot.distances;
		uniforms.spotLightDirection.value = lights.spot.directions;
		uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
		uniforms.spotLightExponent.value = lights.spot.exponents;

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

	};

4614 4615
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

4616
	function markUniformsLightsNeedsUpdate ( uniforms, boolean ) {
4617

4618
		uniforms.ambientLightColor.needsUpdate = boolean;
4619

4620 4621
		uniforms.directionalLightColor.needsUpdate = boolean;
		uniforms.directionalLightDirection.needsUpdate = boolean;
4622

4623 4624 4625
		uniforms.pointLightColor.needsUpdate = boolean;
		uniforms.pointLightPosition.needsUpdate = boolean;
		uniforms.pointLightDistance.needsUpdate = boolean;
4626

4627 4628 4629 4630 4631 4632
		uniforms.spotLightColor.needsUpdate = boolean;
		uniforms.spotLightPosition.needsUpdate = boolean;
		uniforms.spotLightDistance.needsUpdate = boolean;
		uniforms.spotLightDirection.needsUpdate = boolean;
		uniforms.spotLightAngleCos.needsUpdate = boolean;
		uniforms.spotLightExponent.needsUpdate = boolean;
4633

4634 4635 4636
		uniforms.hemisphereLightSkyColor.needsUpdate = boolean;
		uniforms.hemisphereLightGroundColor.needsUpdate = boolean;
		uniforms.hemisphereLightDirection.needsUpdate = boolean;
4637 4638 4639

	};

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Mr.doob 已提交
4640 4641 4642 4643 4644 4645 4646 4647 4648 4649 4650 4651 4652 4653 4654 4655 4656 4657 4658 4659 4660 4661 4662 4663 4664 4665 4666 4667 4668 4669 4670 4671 4672 4673 4674 4675 4676 4677 4678 4679 4680 4681 4682 4683 4684 4685 4686 4687 4688 4689 4690 4691
	function refreshUniformsShadow ( uniforms, lights ) {

		if ( uniforms.shadowMatrix ) {

			var j = 0;

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

				var light = lights[ i ];

				if ( ! light.castShadow ) continue;

				if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {

					uniforms.shadowMap.value[ j ] = light.shadowMap;
					uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;

					uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;

					uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
					uniforms.shadowBias.value[ j ] = light.shadowBias;

					j ++;

				}

			}

		}

	};

	// Uniforms (load to GPU)

	function loadUniformsMatrices ( uniforms, object ) {

		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );

		if ( uniforms.normalMatrix ) {

			_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );

		}

	};

	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= _maxTextures ) {

4692
			console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
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4693 4694 4695 4696 4697 4698 4699 4700 4701

		}

		_usedTextureUnits += 1;

		return textureUnit;

	};

4702
	function loadUniformsGeneric ( uniforms ) {
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4703

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4704
		var texture, textureUnit, offset;
M
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4705

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4706 4707 4708
		for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {

			var uniform = uniforms[ j ][ 0 ];
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4709

4710 4711
			// needsUpdate property is not added to all uniforms.
			if ( uniform.needsUpdate === false ) continue;
4712

M
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4713 4714
			var type = uniform.type;
			var value = uniform.value;
4715
			var location = uniforms[ j ][ 1 ];
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4716

4717
			switch ( type ) {
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4718

4719 4720 4721 4722 4723 4724 4725 4726 4727 4728 4729 4730 4731 4732 4733 4734 4735 4736 4737 4738 4739 4740 4741 4742 4743 4744 4745 4746 4747 4748 4749 4750 4751 4752 4753 4754 4755 4756 4757 4758 4759 4760 4761 4762 4763 4764 4765 4766 4767 4768 4769 4770 4771 4772
				case '1i':
					_gl.uniform1i( location, value );
					break;

				case '1f':
					_gl.uniform1f( location, value );
					break;

				case '2f':
					_gl.uniform2f( location, value[ 0 ], value[ 1 ] );
					break;

				case '3f':
					_gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
					break;

				case '4f':
					_gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
					break;

				case '1iv':
					_gl.uniform1iv( location, value );
					break;

				case '3iv':
					_gl.uniform3iv( location, value );
					break;

				case '1fv':
					_gl.uniform1fv( location, value );
					break;

				case '2fv':
					_gl.uniform2fv( location, value );
					break;

				case '3fv':
					_gl.uniform3fv( location, value );
					break;

				case '4fv':
					_gl.uniform4fv( location, value );
					break;

				case 'Matrix3fv':
					_gl.uniformMatrix3fv( location, false, value );
					break;

				case 'Matrix4fv':
					_gl.uniformMatrix4fv( location, false, value );
					break;

				//

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4773
				case 'i':
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4774

4775 4776
					// single integer
					_gl.uniform1i( location, value );
M
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4777

4778
					break;
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4779

4780
				case 'f':
M
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4781

4782 4783
					// single float
					_gl.uniform1f( location, value );
M
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4784

4785
					break;
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4786

4787
				case 'v2':
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4788

4789 4790
					// single THREE.Vector2
					_gl.uniform2f( location, value.x, value.y );
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4791

4792
					break;
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4793

4794
				case 'v3':
M
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4795

4796 4797
					// single THREE.Vector3
					_gl.uniform3f( location, value.x, value.y, value.z );
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4798

4799
					break;
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4800

M
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4801
				case 'v4':
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4802

4803 4804
					// single THREE.Vector4
					_gl.uniform4f( location, value.x, value.y, value.z, value.w );
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4805

4806
					break;
M
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4807

4808
				case 'c':
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4809

4810 4811
					// single THREE.Color
					_gl.uniform3f( location, value.r, value.g, value.b );
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4812

4813
					break;
M
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4814

4815
				case 'iv1':
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4816

4817 4818
					// flat array of integers (JS or typed array)
					_gl.uniform1iv( location, value );
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4819

4820
					break;
M
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4821

4822
				case 'iv':
M
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4823

4824 4825
					// flat array of integers with 3 x N size (JS or typed array)
					_gl.uniform3iv( location, value );
M
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4826

4827
					break;
M
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4828

4829
				case 'fv1':
M
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4830

4831 4832
					// flat array of floats (JS or typed array)
					_gl.uniform1fv( location, value );
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4833

4834
					break;
M
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4835

4836
				case 'fv':
M
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4837

4838 4839
					// flat array of floats with 3 x N size (JS or typed array)
					_gl.uniform3fv( location, value );
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4840

4841
					break;
M
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4842

4843
				case 'v2v':
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4844

4845
					// array of THREE.Vector2
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4846

4847
					if ( uniform._array === undefined ) {
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4848

4849
						uniform._array = new Float32Array( 2 * value.length );
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4850

4851
					}
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4852

4853
					for ( var i = 0, il = value.length; i < il; i ++ ) {
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4854

4855
						offset = i * 2;
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4856

4857 4858
						uniform._array[ offset ]   = value[ i ].x;
						uniform._array[ offset + 1 ] = value[ i ].y;
M
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4859

4860
					}
M
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4861

4862
					_gl.uniform2fv( location, uniform._array );
M
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4863

4864
					break;
M
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4865

4866
				case 'v3v':
M
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4867

4868
					// array of THREE.Vector3
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4869

4870
					if ( uniform._array === undefined ) {
M
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4871

4872
						uniform._array = new Float32Array( 3 * value.length );
M
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4873

4874
					}
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4875

4876
					for ( var i = 0, il = value.length; i < il; i ++ ) {
R
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4877

4878
						offset = i * 3;
R
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4879

4880 4881 4882
						uniform._array[ offset ]   = value[ i ].x;
						uniform._array[ offset + 1 ] = value[ i ].y;
						uniform._array[ offset + 2 ] = value[ i ].z;
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4883

4884
					}
R
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4885

4886
					_gl.uniform3fv( location, uniform._array );
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4887

4888
					break;
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4889

4890
				case 'v4v':
R
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4891

4892
					// array of THREE.Vector4
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4893

4894
					if ( uniform._array === undefined ) {
R
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4895

4896
						uniform._array = new Float32Array( 4 * value.length );
R
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4897

4898
					}
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4899

4900
					for ( var i = 0, il = value.length; i < il; i ++ ) {
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4901

4902
						offset = i * 4;
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4903

4904 4905 4906 4907
						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;
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4908

4909
					}
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4910

4911
					_gl.uniform4fv( location, uniform._array );
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4912

4913
					break;
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4914

4915
				case 'm3':
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4916

4917 4918
					// single THREE.Matrix3
					_gl.uniformMatrix3fv( location, false, value.elements );
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4919

4920
					break;
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4921

4922
				case 'm3v':
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4923

4924
					// array of THREE.Matrix3
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4925

4926
					if ( uniform._array === undefined ) {
M
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4927

4928
						uniform._array = new Float32Array( 9 * value.length );
M
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4929

4930
					}
M
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4931

4932
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
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4933

4934
						value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
M
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4935

4936
					}
M
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4937

4938
					_gl.uniformMatrix3fv( location, false, uniform._array );
M
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4939

4940
					break;
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4941

4942
				case 'm4':
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4943

4944 4945
					// single THREE.Matrix4
					_gl.uniformMatrix4fv( location, false, value.elements );
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4946

4947
					break;
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4948

4949
				case 'm4v':
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4950

4951
					// array of THREE.Matrix4
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4952

4953
					if ( uniform._array === undefined ) {
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4954

4955
						uniform._array = new Float32Array( 16 * value.length );
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4956

4957 4958 4959 4960 4961 4962 4963 4964 4965 4966 4967
					}

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

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

					}

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

					break;
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4968

4969
				case 't':
M
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4970

4971
					// single THREE.Texture (2d or cube)
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4972

4973 4974 4975 4976
					texture = value;
					textureUnit = getTextureUnit();

					_gl.uniform1i( location, textureUnit );
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4977

4978
					if ( ! texture ) continue;
M
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4979

4980 4981
					if ( texture instanceof THREE.CubeTexture ||
					   ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
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4982

4983
						setCubeTexture( texture, textureUnit );
M
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4984

4985 4986 4987 4988 4989 4990 4991 4992 4993 4994 4995 4996 4997 4998 4999 5000 5001 5002 5003 5004 5005 5006 5007 5008 5009 5010 5011 5012 5013 5014 5015 5016 5017 5018 5019 5020 5021 5022 5023 5024 5025 5026 5027 5028
					} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {

						setCubeTextureDynamic( texture, textureUnit );

					} else {

						_this.setTexture( texture, textureUnit );

					}

					break;

				case 'tv':

					// array of THREE.Texture (2d)

					if ( uniform._array === undefined ) {

						uniform._array = [];

					}

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

						uniform._array[ i ] = getTextureUnit();

					}

					_gl.uniform1iv( location, uniform._array );

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

						texture = uniform.value[ i ];
						textureUnit = uniform._array[ i ];

						if ( ! texture ) continue;

						_this.setTexture( texture, textureUnit );

					}

					break;

				default:
5029

5030
					console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
5031

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5032 5033 5034 5035 5036 5037 5038 5039 5040
			}

		}

	};

	function setupMatrices ( object, camera ) {

		object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
5041
		object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
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5042 5043 5044 5045 5046 5047 5048 5049 5050 5051 5052 5053 5054 5055 5056 5057 5058 5059 5060 5061 5062

	};

	//

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

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

	};

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

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

	};

5063
	function setupLights ( lights ) {
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Mr.doob 已提交
5064 5065 5066 5067 5068 5069 5070 5071 5072 5073 5074 5075 5076 5077 5078 5079 5080 5081 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 5121 5122 5123 5124 5125 5126 5127 5128 5129 5130 5131 5132 5133 5134 5135 5136 5137 5138 5139 5140

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

		zlights = _lights,

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

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

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

		hemiSkyColors = zlights.hemi.skyColors,
		hemiGroundColors = zlights.hemi.groundColors,
		hemiPositions = zlights.hemi.positions,

		dirLength = 0,
		pointLength = 0,
		spotLength = 0,
		hemiLength = 0,

		dirCount = 0,
		pointCount = 0,
		spotCount = 0,
		hemiCount = 0,

		dirOffset = 0,
		pointOffset = 0,
		spotOffset = 0,
		hemiOffset = 0;

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

			light = lights[ l ];

			if ( light.onlyShadow ) continue;

			color = light.color;
			intensity = light.intensity;
			distance = light.distance;

			if ( light instanceof THREE.AmbientLight ) {

				if ( ! light.visible ) continue;

				if ( _this.gammaInput ) {

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

				} else {

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

				}

			} else if ( light instanceof THREE.DirectionalLight ) {

				dirCount += 1;

				if ( ! light.visible ) continue;

5141 5142
				_direction.setFromMatrixPosition( light.matrixWorld );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
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5143 5144 5145 5146 5147 5148 5149 5150 5151 5152 5153 5154 5155 5156 5157 5158 5159 5160 5161 5162 5163 5164 5165 5166 5167 5168 5169 5170 5171 5172 5173 5174 5175 5176 5177 5178 5179 5180 5181
				_direction.sub( _vector3 );
				_direction.normalize();

				dirOffset = dirLength * 3;

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

				if ( _this.gammaInput ) {

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

				} else {

					setColorLinear( dirColors, dirOffset, color, intensity );

				}

				dirLength += 1;

			} else if ( light instanceof THREE.PointLight ) {

				pointCount += 1;

				if ( ! light.visible ) continue;

				pointOffset = pointLength * 3;

				if ( _this.gammaInput ) {

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

				} else {

					setColorLinear( pointColors, pointOffset, color, intensity );

				}

5182
				_vector3.setFromMatrixPosition( light.matrixWorld );
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5183 5184 5185 5186 5187 5188 5189 5190 5191 5192 5193 5194 5195 5196 5197 5198 5199 5200 5201 5202 5203 5204 5205 5206 5207 5208 5209

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

				pointDistances[ pointLength ] = distance;

				pointLength += 1;

			} else if ( light instanceof THREE.SpotLight ) {

				spotCount += 1;

				if ( ! light.visible ) continue;

				spotOffset = spotLength * 3;

				if ( _this.gammaInput ) {

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

				} else {

					setColorLinear( spotColors, spotOffset, color, intensity );

				}

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gero3 已提交
5210
				_direction.setFromMatrixPosition( light.matrixWorld );
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5211

G
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5212 5213 5214
				spotPositions[ spotOffset ]     = _direction.x;
				spotPositions[ spotOffset + 1 ] = _direction.y;
				spotPositions[ spotOffset + 2 ] = _direction.z;
M
Mr.doob 已提交
5215 5216 5217

				spotDistances[ spotLength ] = distance;

5218
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
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5219 5220 5221 5222 5223 5224 5225 5226 5227 5228 5229 5230 5231 5232 5233 5234 5235 5236
				_direction.sub( _vector3 );
				_direction.normalize();

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

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

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {

				hemiCount += 1;

				if ( ! light.visible ) continue;

5237
				_direction.setFromMatrixPosition( light.matrixWorld );
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Mr.doob 已提交
5238 5239 5240 5241 5242 5243 5244 5245 5246 5247 5248 5249 5250 5251 5252 5253 5254 5255 5256 5257 5258 5259 5260 5261 5262 5263 5264 5265 5266 5267 5268 5269 5270 5271 5272 5273 5274 5275 5276 5277 5278 5279 5280 5281 5282 5283 5284 5285 5286 5287 5288 5289 5290 5291 5292 5293 5294 5295 5296 5297 5298 5299 5300 5301 5302 5303 5304 5305 5306 5307 5308 5309 5310 5311 5312 5313 5314 5315 5316 5317 5318 5319 5320 5321 5322 5323 5324 5325 5326 5327 5328 5329 5330 5331 5332 5333 5334 5335 5336 5337 5338 5339 5340 5341 5342 5343 5344 5345 5346 5347 5348 5349 5350 5351 5352 5353 5354 5355 5356 5357 5358 5359 5360 5361 5362 5363 5364 5365 5366 5367 5368 5369 5370 5371 5372 5373 5374 5375 5376 5377 5378 5379 5380 5381 5382 5383 5384 5385 5386 5387 5388 5389 5390 5391 5392 5393 5394 5395 5396 5397 5398 5399 5400 5401 5402 5403 5404 5405 5406 5407 5408 5409 5410 5411 5412 5413 5414 5415 5416 5417 5418 5419 5420 5421 5422 5423 5424 5425 5426 5427 5428 5429 5430 5431 5432 5433 5434 5435 5436 5437 5438 5439 5440 5441 5442 5443 5444 5445 5446 5447 5448 5449 5450 5451 5452 5453 5454 5455 5456 5457 5458 5459 5460 5461 5462 5463 5464 5465 5466 5467 5468 5469 5470 5471 5472 5473 5474 5475 5476 5477 5478 5479 5480 5481 5482 5483 5484 5485 5486 5487 5488 5489 5490 5491 5492 5493 5494 5495 5496 5497 5498 5499 5500 5501 5502 5503 5504 5505 5506 5507 5508 5509 5510 5511 5512 5513 5514 5515 5516 5517 5518 5519 5520 5521 5522 5523 5524 5525 5526 5527 5528 5529 5530 5531 5532 5533 5534 5535 5536 5537 5538 5539 5540 5541 5542 5543 5544 5545 5546 5547
				_direction.normalize();

				hemiOffset = hemiLength * 3;

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

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

				if ( _this.gammaInput ) {

					intensitySq = intensity * intensity;

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

				} else {

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

				}

				hemiLength += 1;

			}

		}

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

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

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

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

	};

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

		if ( cullFace === THREE.CullFaceNone ) {

			_gl.disable( _gl.CULL_FACE );

		} else {

			if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {

				_gl.frontFace( _gl.CW );

			} else {

				_gl.frontFace( _gl.CCW );

			}

			if ( cullFace === THREE.CullFaceBack ) {

				_gl.cullFace( _gl.BACK );

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

				_gl.cullFace( _gl.FRONT );

			} else {

				_gl.cullFace( _gl.FRONT_AND_BACK );

			}

			_gl.enable( _gl.CULL_FACE );

		}

	};

	this.setMaterialFaces = function ( material ) {

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

		if ( _oldDoubleSided !== doubleSided ) {

			if ( doubleSided ) {

				_gl.disable( _gl.CULL_FACE );

			} else {

				_gl.enable( _gl.CULL_FACE );

			}

			_oldDoubleSided = doubleSided;

		}

		if ( _oldFlipSided !== flipSided ) {

			if ( flipSided ) {

				_gl.frontFace( _gl.CW );

			} else {

				_gl.frontFace( _gl.CCW );

			}

			_oldFlipSided = flipSided;

		}

	};

	this.setDepthTest = function ( depthTest ) {

		if ( _oldDepthTest !== depthTest ) {

			if ( depthTest ) {

				_gl.enable( _gl.DEPTH_TEST );

			} else {

				_gl.disable( _gl.DEPTH_TEST );

			}

			_oldDepthTest = depthTest;

		}

	};

	this.setDepthWrite = function ( depthWrite ) {

		if ( _oldDepthWrite !== depthWrite ) {

			_gl.depthMask( depthWrite );
			_oldDepthWrite = depthWrite;

		}

	};

	function setLineWidth ( width ) {

		if ( width !== _oldLineWidth ) {

			_gl.lineWidth( width );

			_oldLineWidth = width;

		}

	};

	function setPolygonOffset ( polygonoffset, factor, units ) {

		if ( _oldPolygonOffset !== polygonoffset ) {

			if ( polygonoffset ) {

				_gl.enable( _gl.POLYGON_OFFSET_FILL );

			} else {

				_gl.disable( _gl.POLYGON_OFFSET_FILL );

			}

			_oldPolygonOffset = polygonoffset;

		}

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

			_gl.polygonOffset( factor, units );

			_oldPolygonOffsetFactor = factor;
			_oldPolygonOffsetUnits = units;

		}

	};

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

		if ( blending !== _oldBlending ) {

			if ( blending === THREE.NoBlending ) {

				_gl.disable( _gl.BLEND );

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

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

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

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

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

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

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

				_gl.enable( _gl.BLEND );

			} else {

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

			}

			_oldBlending = blending;

		}

		if ( blending === THREE.CustomBlending ) {

			if ( blendEquation !== _oldBlendEquation ) {

				_gl.blendEquation( paramThreeToGL( blendEquation ) );

				_oldBlendEquation = blendEquation;

			}

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

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

				_oldBlendSrc = blendSrc;
				_oldBlendDst = blendDst;

			}

		} else {

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

		}

	};

	// Textures

	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {

		if ( isImagePowerOfTwo ) {

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

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

		} else {

			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );

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

		}

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

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

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

			}

		}

	};

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5548
	this.uploadTexture = function ( texture ) {
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Mr.doob 已提交
5549

H
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5550
		if ( ! texture.__webglInit ) {
M
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5551

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5552
			texture.__webglInit = true;
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5553

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5554
			texture.addEventListener( 'dispose', onTextureDispose );
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5556
			texture.__webglTexture = _gl.createTexture();
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5557

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5558
			_this.info.memory.textures ++;
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5559

H
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5560
		}
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5561

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5562
		_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
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5563

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5564 5565 5566 5567
		_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
		_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
		_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );

5568 5569
		texture.image = clampToMaxSize( texture.image, _maxTextureSize );

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5570 5571 5572 5573
		var image = texture.image,
		isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
		glFormat = paramThreeToGL( texture.format ),
		glType = paramThreeToGL( texture.type );
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5574

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		setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
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5576

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5577
		var mipmap, mipmaps = texture.mipmaps;
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5578

H
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5579
		if ( texture instanceof THREE.DataTexture ) {
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5580

H
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5581 5582 5583
			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels
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5584

H
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5585 5586 5587
			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {

				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
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5588

H
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5589 5590
					mipmap = mipmaps[ i ];
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
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5591

H
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5592
				}
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5593

H
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5594
				texture.generateMipmaps = false;
M
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5595

H
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5596
			} else {
M
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5597

H
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5598
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
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5599

H
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5600
			}
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5601

H
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5602
		} else if ( texture instanceof THREE.CompressedTexture ) {
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5603

H
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5604
			for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
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5605

H
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5606
				mipmap = mipmaps[ i ];
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5607

5608
				if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
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5609

5610
					if ( _compressedTextureFormats.indexOf( glFormat ) > -1 ) {
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5611

5612
						_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
5613

5614
					} else {
M
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5615

5616
						console.warn( "Attempt to load unsupported compressed texture format" );
M
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5617

5618
					}
M
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5619

H
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5620
				} else {
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5621

H
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5622
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
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5623

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5624 5625
				}

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5626 5627 5628 5629 5630 5631 5632 5633 5634
			}

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

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

			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
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5635

5636
				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
5637 5638

					mipmap = mipmaps[ i ];
H
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5639
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
M
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5640 5641 5642

				}

H
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5643
				texture.generateMipmaps = false;
M
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5644

H
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5645
			} else {
M
Mr.doob 已提交
5646

H
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5647
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
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5648

H
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5649
			}
M
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5650

H
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5651
		}
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5652

H
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5653
		if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
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5654

H
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5655
		texture.needsUpdate = false;
M
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5656

H
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5657
		if ( texture.onUpdate ) texture.onUpdate();
M
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5658

H
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5659
	};
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5660

H
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5661
	this.setTexture = function ( texture, slot ) {
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5662

H
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5663
		_gl.activeTexture( _gl.TEXTURE0 + slot );
M
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5664

H
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5665
		if ( texture.needsUpdate ) {
M
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5666

H
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5667
			_this.uploadTexture( texture );
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5668 5669 5670 5671 5672 5673 5674 5675 5676 5677 5678

		} else {

			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );

		}

	};

	function clampToMaxSize ( image, maxSize ) {

5679
		if ( image.width > maxSize || image.height > maxSize ) {
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5680

5681 5682
			// Warning: Scaling through the canvas will only work with images that use
			// premultiplied alpha.
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5683

5684
			var scale = maxSize / Math.max( image.width, image.height );
M
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5685

5686 5687 5688
			var canvas = document.createElement( 'canvas' );
			canvas.width = Math.floor( image.width * scale );
			canvas.height = Math.floor( image.height * scale );
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5689

5690 5691
			var context = canvas.getContext( '2d' );
			context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
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5692

5693
			console.log( 'THREE.WebGLRenderer:', image, 'is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height + '.' );
M
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5695 5696 5697
			return canvas;

		}
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5698

5699
		return image;
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5700 5701 5702 5703 5704 5705 5706 5707 5708 5709 5710

	}

	function setCubeTexture ( texture, slot ) {

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

			if ( texture.needsUpdate ) {

				if ( ! texture.image.__webglTextureCube ) {

5711 5712
					texture.addEventListener( 'dispose', onTextureDispose );

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5713 5714 5715 5716 5717 5718 5719 5720 5721 5722 5723
					texture.image.__webglTextureCube = _gl.createTexture();

					_this.info.memory.textures ++;

				}

				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );

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

5724 5725
				var isCompressed = texture instanceof THREE.CompressedTexture,
				isDataTexture = texture.image[0] instanceof THREE.DataTexture;
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5726 5727 5728 5729 5730

				var cubeImage = [];

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

5731
					if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
M
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5732 5733 5734 5735 5736

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

					} else {

5737
						cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
M
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5738 5739 5740 5741 5742 5743

					}

				}

				var image = cubeImage[ 0 ],
5744
				isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
M
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5745 5746 5747 5748 5749 5750 5751
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );

				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

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

5752
					if ( ! isCompressed ) {
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5753

5754 5755 5756 5757 5758 5759 5760
						if ( isDataTexture )

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

						else

							_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
5761 5762

					} else {
5763

M
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5764 5765
						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

5766
						for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
M
Mr.doob 已提交
5767 5768

							mipmap = mipmaps[ j ];
M
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5769

5770
							if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
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5771

5772
								if ( _compressedTextureFormats.indexOf( glFormat ) > -1 ) {
M
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5773

5774
									_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
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5775

5776
								} else {
M
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5777

5778
									console.warn( "Attempt to load unsupported compressed texture format" );
M
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5779

5780
								}
M
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5781

5782
							} else {
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5783

5784
								_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
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5785

5786
							}
M
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5787

5788
						}
M
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5789

M
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5790
					}
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5791

M
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5792 5793 5794 5795 5796 5797 5798 5799 5800 5801 5802 5803 5804 5805 5806 5807 5808 5809 5810 5811 5812 5813 5814 5815 5816 5817 5818 5819 5820 5821 5822 5823 5824 5825 5826 5827 5828 5829 5830 5831 5832 5833 5834 5835 5836 5837 5838 5839 5840
				}

				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}

				texture.needsUpdate = false;

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

			} else {

				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );

			}

		}

	};

	function setCubeTextureDynamic ( texture, slot ) {

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

	};

	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {

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

	};

	function setupRenderBuffer ( renderbuffer, renderTarget  ) {

		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );

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

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

		/* For some reason this is not working. Defaulting to RGBA4.
5841
		} else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
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5842 5843 5844 5845 5846 5847 5848 5849 5850 5851 5852 5853 5854 5855 5856 5857 5858 5859 5860 5861 5862 5863 5864 5865 5866 5867 5868 5869 5870 5871 5872 5873 5874 5875

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
		*/
		} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

		} else {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );

		}

	};

	this.setRenderTarget = function ( renderTarget ) {

		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );

		if ( renderTarget && ! renderTarget.__webglFramebuffer ) {

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

			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

			renderTarget.__webglTexture = _gl.createTexture();

			_this.info.memory.textures ++;

			// Setup texture, create render and frame buffers

5876
			var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
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				glFormat = paramThreeToGL( renderTarget.format ),
				glType = paramThreeToGL( renderTarget.type );

			if ( isCube ) {

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

				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );

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

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

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

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

				}

				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

			} else {

				renderTarget.__webglFramebuffer = _gl.createFramebuffer();

				if ( renderTarget.shareDepthFrom ) {

					renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;

				} else {

					renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();

				}

				_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );

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

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

				if ( renderTarget.shareDepthFrom ) {

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

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

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

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

					}

				} else {

					setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );

				}

				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );

			}

			// Release everything

			if ( isCube ) {

				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

			} else {

				_gl.bindTexture( _gl.TEXTURE_2D, null );

			}

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

		}

		var framebuffer, width, height, vx, vy;

		if ( renderTarget ) {

			if ( isCube ) {

				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];

			} else {

				framebuffer = renderTarget.__webglFramebuffer;

			}

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

			vx = 0;
			vy = 0;

		} else {

			framebuffer = null;

			width = _viewportWidth;
			height = _viewportHeight;

			vx = _viewportX;
			vy = _viewportY;

		}

		if ( framebuffer !== _currentFramebuffer ) {

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

			_currentFramebuffer = framebuffer;

		}

		_currentWidth = width;
		_currentHeight = height;

	};

	function updateRenderTargetMipmap ( renderTarget ) {

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

		} else {

			_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
			_gl.generateMipmap( _gl.TEXTURE_2D );
			_gl.bindTexture( _gl.TEXTURE_2D, null );

		}

	};

	// Fallback filters for non-power-of-2 textures

	function filterFallback ( f ) {

		if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {

			return _gl.NEAREST;

		}

		return _gl.LINEAR;

	};

	// Map three.js constants to WebGL constants

	function paramThreeToGL ( p ) {

		if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
		if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
		if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;

		if ( p === THREE.NearestFilter ) return _gl.NEAREST;
		if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
		if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;

		if ( p === THREE.LinearFilter ) return _gl.LINEAR;
		if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
		if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;

		if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;

		if ( p === THREE.ByteType ) return _gl.BYTE;
		if ( p === THREE.ShortType ) return _gl.SHORT;
		if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === THREE.IntType ) return _gl.INT;
		if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === THREE.FloatType ) return _gl.FLOAT;

		if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
		if ( p === THREE.RGBFormat ) return _gl.RGB;
		if ( p === THREE.RGBAFormat ) return _gl.RGBA;
		if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
		if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;

		if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
		if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;

		if ( p === THREE.ZeroFactor ) return _gl.ZERO;
		if ( p === THREE.OneFactor ) return _gl.ONE;
		if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;

		if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
		if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;

6091
		if ( _glExtensionCompressedTextureS3TC !== null ) {
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			if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;

		}

6100
		if ( _glExtensionCompressedTexturePVRTC !== null ) {
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			if ( p === THREE.RGB_PVRTC_4BPPV1_Format  ) return _glExtensionCompressedTexturePVRTC.COMPRESSED_RGB_PVRTC_4BPPV1_IMG  ;
			if ( p === THREE.RGB_PVRTC_2BPPV1_Format  ) return _glExtensionCompressedTexturePVRTC.COMPRESSED_RGB_PVRTC_2BPPV1_IMG  ;
			if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return _glExtensionCompressedTexturePVRTC.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG ;
			if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return _glExtensionCompressedTexturePVRTC.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG ;

		}

6109 6110 6111 6112 6113 6114 6115
		if ( _glExtensionBlendMinMax !== undefined ) {

			if ( p === THREE.MinEquation ) return _glExtensionBlendMinMax.MIN_EXT;
			if ( p === THREE.MaxEquation ) return _glExtensionBlendMinMax.MAX_EXT;

		}

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		return 0;

	};

	// Allocations

	function allocateBones ( object ) {

6124
		if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
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			return 1024;

		} else {

			// default for when object is not specified
			// ( for example when prebuilding shader
			//   to be used with multiple objects )
			//
6134
			//  - leave some extra space for other uniforms
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			//  - limit here is ANGLE's 254 max uniform vectors
			//    (up to 54 should be safe)

			var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );

			var maxBones = nVertexMatrices;

			if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {

6145
				maxBones = Math.min( object.skeleton.bones.length, maxBones );
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6146

6147
				if ( maxBones < object.skeleton.bones.length ) {
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6148

6149
					console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
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				}

			}

			return maxBones;

		}

	};

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	function allocateLights( lights ) {
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6162

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		var dirLights = 0;
		var pointLights = 0;
		var spotLights = 0;
		var hemiLights = 0;
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6167

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		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
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6170
			var light = lights[ l ];
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6171

6172
			if ( light.onlyShadow || light.visible === false ) continue;
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			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
			if ( light instanceof THREE.PointLight ) pointLights ++;
			if ( light instanceof THREE.SpotLight ) spotLights ++;
			if ( light instanceof THREE.HemisphereLight ) hemiLights ++;

		}

6181
		return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
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	};

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6185
	function allocateShadows( lights ) {
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6186

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6187
		var maxShadows = 0;
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6188

6189
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
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6190

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6191
			var light = lights[ l ];
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			if ( ! light.castShadow ) continue;

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

		}

		return maxShadows;

	};

	// Initialization

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	function initGL() {
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		try {

6210 6211
			var attributes = {
				alpha: _alpha,
6212
				depth: _depth,
6213
				stencil: _stencil,
6214 6215
				antialias: _antialias,
				premultipliedAlpha: _premultipliedAlpha,
6216 6217 6218
				preserveDrawingBuffer: _preserveDrawingBuffer
			};

6219
			_gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
6220 6221

			if ( _gl === null ) {
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				throw 'Error creating WebGL context.';

			}

		} catch ( error ) {

			console.error( error );

		}

		_glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
6234
		_glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
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		_glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );

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		_glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
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		_glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
6240
		_glExtensionCompressedTexturePVRTC = _gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
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6242
		_glExtensionElementIndexUint = _gl.getExtension( 'OES_element_index_uint' );
6243

6244 6245
		_glExtensionBlendMinMax = _gl.getExtension( 'EXT_blend_minmax' );

6246

6247
		if ( _glExtensionTextureFloat === null ) {
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			console.log( 'THREE.WebGLRenderer: Float textures not supported.' );

		}

6253
		if ( _glExtensionStandardDerivatives === null ) {
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			console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );

		}

6259
		if ( _glExtensionTextureFilterAnisotropic === null ) {
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			console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );

		}

6265
		if ( _glExtensionCompressedTextureS3TC === null ) {
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			console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
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		}

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		if ( _glExtensionCompressedTexturePVRTC === null ) {

			console.log( 'THREE.WebGLRenderer: PVRTC compressed textures not supported.' );

		}

6277
		if ( _glExtensionElementIndexUint === null ) {
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6278 6279

			console.log( 'THREE.WebGLRenderer: elementindex as unsigned integer not supported.' );
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		}
6282

6283 6284 6285 6286 6287 6288
		if ( _glExtensionBlendMinMax === null ) {

			console.log( 'THREE.WebGLRenderer: min max blend equations not supported.' );

		}

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Mr.doob 已提交
6289
		if ( _gl.getShaderPrecisionFormat === undefined ) {
6290

6291
			_gl.getShaderPrecisionFormat = function () {
6292

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6293
				return {
6294 6295 6296
					'rangeMin': 1,
					'rangeMax': 1,
					'precision': 1
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6297
				};
6298

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			}
		}

6302 6303 6304 6305 6306 6307
		if ( _logarithmicDepthBuffer ) {

			_glExtensionFragDepth = _gl.getExtension( 'EXT_frag_depth' );

		}

6308
	}
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	function setDefaultGLState () {

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

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

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

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

6327
		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
6328

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

6331 6332 6333 6334 6335 6336 6337 6338 6339 6340 6341 6342 6343 6344 6345 6346 6347 6348 6349 6350
	}

	function resetGLState() {

		_currentProgram = null;
		_currentCamera = null;

		_oldBlending = - 1;
		_oldDepthTest = - 1;
		_oldDepthWrite = - 1;
		_oldDoubleSided = - 1;
		_oldFlipSided = - 1;
		_currentGeometryGroupHash = - 1;
		_currentMaterialId = - 1;

		_lightsNeedUpdate = true;

	}

	this.resetGLState = resetGLState;
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	// default plugins (order is important)

	this.shadowMapPlugin = new THREE.ShadowMapPlugin();
	this.addPrePlugin( this.shadowMapPlugin );

	this.addPostPlugin( new THREE.SpritePlugin() );
	this.addPostPlugin( new THREE.LensFlarePlugin() );

};