WebGLRenderer.js 171.2 KB
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
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 * @author alteredq / http://alteredqualia.com/
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 * @author szimek / https://github.com/szimek/
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 */

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THREE.WebGLRenderer = function ( parameters ) {
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	console.log( 'THREE.WebGLRenderer', THREE.REVISION );
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	parameters = parameters || {};
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	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
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	_precision = parameters.precision !== undefined ? parameters.precision : 'highp',
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	_alpha = parameters.alpha !== undefined ? parameters.alpha : true,
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	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
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	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
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	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
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	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,

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	_clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
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	_clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
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	// public properties
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	this.domElement = _canvas;
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	this.context = null;

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

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	// scene graph

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	this.sortObjects = true;
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	this.autoUpdateObjects = true;
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	this.autoUpdateScene = true;
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	// physically based shading

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

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	// shadow map

	this.shadowMapEnabled = false;
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	this.shadowMapAutoUpdate = true;
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	this.shadowMapSoft = true;
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	this.shadowMapCullFrontFaces = true;
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	this.shadowMapDebug = false;
	this.shadowMapCascade = false;
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	// morphs
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	this.maxMorphTargets = 8;
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	this.maxMorphNormals = 4;
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	// flags

	this.autoScaleCubemaps = true;

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	// custom render plugins

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	this.renderPluginsPre = [];
	this.renderPluginsPost = [];
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	// info
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	this.info = {
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		memory: {
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			programs: 0,
			geometries: 0,
			textures: 0
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		},
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		render: {
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			calls: 0,
			vertices: 0,
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			faces: 0,
			points: 0
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		}

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	};
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	// internal properties
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	var _this = this,
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	_programs = [],
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	_programs_counter = 0,
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	// internal state cache
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	_currentProgram = null,
	_currentFramebuffer = null,
	_currentMaterialId = -1,
	_currentGeometryGroupHash = null,
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	_currentCamera = null,
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	_geometryGroupCounter = 0,
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	_usedTextureUnits = 0,

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	// 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,
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	_oldLineWidth = null,
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	_viewportX = 0,
	_viewportY = 0,
	_viewportWidth = 0,
	_viewportHeight = 0,
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	_currentWidth = 0,
	_currentHeight = 0,
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	_enabledAttributes = {},

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	// frustum
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	_frustum = new THREE.Frustum(),
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	 // camera matrices cache
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	_projScreenMatrix = new THREE.Matrix4(),
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	_projScreenMatrixPS = new THREE.Matrix4(),
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	_vector3 = new THREE.Vector4(),
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	// light arrays cache
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	_direction = new THREE.Vector3(),

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	_lightsNeedUpdate = true,

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	_lights = {
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		ambient: [ 0, 0, 0 ],
		directional: { length: 0, colors: new Array(), positions: new Array() },
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		point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
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		spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
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		hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
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	};
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	// initialize
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	var _gl;
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	var _glExtensionTextureFloat;
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	var _glExtensionStandardDerivatives;
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	var _glExtensionTextureFilterAnisotropic;
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	var _glExtensionCompressedTextureS3TC;
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	initGL();
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	setDefaultGLState();
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	this.context = _gl;
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	// GPU capabilities

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	var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
	var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
	var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
	var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
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	var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;

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

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

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	// API
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	this.getContext = function () {
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		return _gl;
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	};
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	this.supportsVertexTextures = function () {
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		return _supportsVertexTextures;
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	};
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	this.getMaxAnisotropy  = function () {

		return _maxAnisotropy;

	};

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	this.setSize = function ( width, height ) {

		_canvas.width = width;
		_canvas.height = height;
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		this.setViewport( 0, 0, _canvas.width, _canvas.height );

	};
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	this.setViewport = function ( x, y, width, height ) {
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		_viewportX = x !== undefined ? x : 0;
		_viewportY = y !== undefined ? y : 0;
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		_viewportWidth = width !== undefined ? width : _canvas.width;
		_viewportHeight = height !== undefined ? height : _canvas.height;
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		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
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	};
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	this.setScissor = function ( x, y, width, height ) {
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		_gl.scissor( x, y, width, height );
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	};
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	this.enableScissorTest = function ( enable ) {
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		enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
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	};
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	// Clearing

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	this.setClearColorHex = function ( hex, alpha ) {
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		_clearColor.setHex( hex );
		_clearAlpha = alpha;

		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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	};
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	this.setClearColor = function ( color, alpha ) {
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		_clearColor.copy( color );
		_clearAlpha = alpha;

		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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	};
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	this.getClearColor = function () {

		return _clearColor;

	};

	this.getClearAlpha = function () {
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		return _clearAlpha;

	};

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

		var bits = 0;

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		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;
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		_gl.clear( bits );
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	};

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	this.clearTarget = function ( renderTarget, color, depth, stencil ) {
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		this.setRenderTarget( renderTarget );
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		this.clear( color, depth, stencil );
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	};

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	// Plugins

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	this.addPostPlugin = function ( plugin ) {
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		plugin.init( this );
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		this.renderPluginsPost.push( plugin );
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	};

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	this.addPrePlugin = function ( plugin ) {

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

	};
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	// Deallocation

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	this.deallocateObject = function ( object ) {

		if ( ! object.__webglInit ) return;

		object.__webglInit = false;

		delete object._modelViewMatrix;
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		delete object._normalMatrix;
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		if ( object instanceof THREE.Mesh ) {

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			for ( var g in object.geometry.geometryGroups ) {
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				deleteMeshBuffers( object.geometry.geometryGroups[ g ] );

			}

		} else if ( object instanceof THREE.Ribbon ) {

			deleteRibbonBuffers( object.geometry );

		} else if ( object instanceof THREE.Line ) {

			deleteLineBuffers( object.geometry );

		} else if ( object instanceof THREE.ParticleSystem ) {

			deleteParticleBuffers( object.geometry );

		}

	};

	this.deallocateTexture = function ( texture ) {

		if ( ! texture.__webglInit ) return;

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

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		_this.info.memory.textures --;

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	};

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	this.deallocateTextureCube = function ( texture ) {
    
		_gl.deleteTexture( texture.__webglTextureCube );

  };

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	this.deallocateRenderTarget = function ( renderTarget ) {

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

		_gl.deleteTexture( renderTarget.__webglTexture );

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

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

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

			}

		} else {

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

		}

	};

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	this.deallocateMaterial = function ( material ) {

		var program = material.program;

		if ( ! program ) 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 ) {

			// 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 --;

		}

	};

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	// Rendering
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	this.updateShadowMap = function ( scene, camera ) {
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		_currentProgram = null;
		_oldBlending = -1;
		_oldDepthTest = -1;
		_oldDepthWrite = -1;
		_currentGeometryGroupHash = -1;
		_currentMaterialId = -1;
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		_lightsNeedUpdate = true;
		_oldDoubleSided = -1;
		_oldFlipSided = -1;
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		this.shadowMapPlugin.update( scene, camera );
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	};
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	// Internal functions
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	// Buffer allocation
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	function createParticleBuffers ( geometry ) {
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		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
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		_this.info.memory.geometries ++;
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	};
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	function createLineBuffers ( geometry ) {
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		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
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		geometry.__webglLineDistanceBuffer = _gl.createBuffer();
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		_this.info.memory.geometries ++;
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	};
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	function createRibbonBuffers ( geometry ) {
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		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
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		geometry.__webglNormalBuffer = _gl.createBuffer();
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		_this.info.memory.geometries ++;
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	};
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	function createMeshBuffers ( geometryGroup ) {
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		geometryGroup.__webglVertexBuffer = _gl.createBuffer();
		geometryGroup.__webglNormalBuffer = _gl.createBuffer();
		geometryGroup.__webglTangentBuffer = _gl.createBuffer();
		geometryGroup.__webglColorBuffer = _gl.createBuffer();
		geometryGroup.__webglUVBuffer = _gl.createBuffer();
		geometryGroup.__webglUV2Buffer = _gl.createBuffer();
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		geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
		geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
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		geometryGroup.__webglFaceBuffer = _gl.createBuffer();
		geometryGroup.__webglLineBuffer = _gl.createBuffer();
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		var m, ml;
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		if ( geometryGroup.numMorphTargets ) {
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			geometryGroup.__webglMorphTargetsBuffers = [];
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			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
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				geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
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			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__webglMorphNormalsBuffers = [];

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

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				geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
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			}
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		}
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		_this.info.memory.geometries ++;
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	};
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	// Buffer deallocation
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	function deleteParticleBuffers ( geometry ) {
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		_gl.deleteBuffer( geometry.__webglVertexBuffer );
		_gl.deleteBuffer( geometry.__webglColorBuffer );
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		deleteCustomAttributesBuffers( geometry );

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		_this.info.memory.geometries --;
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	};
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	function deleteLineBuffers ( geometry ) {
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		_gl.deleteBuffer( geometry.__webglVertexBuffer );
		_gl.deleteBuffer( geometry.__webglColorBuffer );
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		_gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
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		deleteCustomAttributesBuffers( geometry );

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		_this.info.memory.geometries --;

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	};

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	function deleteRibbonBuffers ( geometry ) {
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		_gl.deleteBuffer( geometry.__webglVertexBuffer );
		_gl.deleteBuffer( geometry.__webglColorBuffer );
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		_gl.deleteBuffer( geometry.__webglNormalBuffer );
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		deleteCustomAttributesBuffers( geometry );

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		_this.info.memory.geometries --;

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	};

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

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

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

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		var m, ml;

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		if ( geometryGroup.numMorphTargets ) {

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			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
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				_gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
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			}

		}

		if ( geometryGroup.numMorphNormals ) {

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

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

		}

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		deleteCustomAttributesBuffers( geometryGroup );
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		_this.info.memory.geometries --;

	};
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	function deleteCustomAttributesBuffers( geometry ) {
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		if ( geometry.__webglCustomAttributesList ) {

			for ( var id in geometry.__webglCustomAttributesList ) {

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

		}

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	};

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	// Buffer initialization
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	function initCustomAttributes ( geometry, object ) {
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		var nvertices = geometry.vertices.length;

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		var material = object.material;
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		if ( material.attributes ) {
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			if ( geometry.__webglCustomAttributesList === undefined ) {
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				geometry.__webglCustomAttributesList = [];
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			}
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			for ( var a in material.attributes ) {
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				var attribute = material.attributes[ a ];
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				if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
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					attribute.__webglInitialized = true;
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					var size = 1;		// "f" and "i"
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					if ( attribute.type === "v2" ) size = 2;
					else if ( attribute.type === "v3" ) size = 3;
					else if ( attribute.type === "v4" ) size = 4;
					else if ( attribute.type === "c"  ) size = 3;
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					attribute.size = size;
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					attribute.array = new Float32Array( nvertices * size );
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					attribute.buffer = _gl.createBuffer();
					attribute.buffer.belongsToAttribute = a;
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					attribute.needsUpdate = true;
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				}
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				geometry.__webglCustomAttributesList.push( attribute );
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			}
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		}
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	};
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	function initParticleBuffers ( geometry, object ) {
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		var nvertices = geometry.vertices.length;

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

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		geometry.__sortArray = [];

		geometry.__webglParticleCount = nvertices;
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		initCustomAttributes ( geometry, object );

	};

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	function initLineBuffers ( geometry, object ) {
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716 717 718 719 720

		var nvertices = geometry.vertices.length;

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
		geometry.__colorArray = new Float32Array( nvertices * 3 );
721
		geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
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723
		geometry.__webglLineCount = nvertices;
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724 725 726 727 728

		initCustomAttributes ( geometry, object );

	};

729
	function initRibbonBuffers ( geometry, object ) {
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		var nvertices = geometry.vertices.length;

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
		geometry.__colorArray = new Float32Array( nvertices * 3 );
735
		geometry.__normalArray = new Float32Array( nvertices * 3 );
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736 737 738

		geometry.__webglVertexCount = nvertices;

739 740
		initCustomAttributes ( geometry, object );

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741 742
	};

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743
	function initMeshBuffers ( geometryGroup, object ) {
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745 746 747
		var geometry = object.geometry,
			faces3 = geometryGroup.faces3,
			faces4 = geometryGroup.faces4,
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748

749 750 751
			nvertices = faces3.length * 3 + faces4.length * 4,
			ntris     = faces3.length * 1 + faces4.length * 2,
			nlines    = faces3.length * 3 + faces4.length * 4,
752

753
			material = getBufferMaterial( object, geometryGroup ),
754

755 756 757
			uvType = bufferGuessUVType( material ),
			normalType = bufferGuessNormalType( material ),
			vertexColorType = bufferGuessVertexColorType( material );
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759
		//console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
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760

761
		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
762

763
		if ( normalType ) {
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764

765
			geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
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766

767
		}
768

769
		if ( geometry.hasTangents ) {
770

771
			geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
772

773
		}
774

775
		if ( vertexColorType ) {
776

777
			geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
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778

779
		}
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780

781
		if ( uvType ) {
782

783
			if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
784

785 786 787 788 789
				geometryGroup.__uvArray = new Float32Array( nvertices * 2 );

			}

			if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
790

791 792 793 794 795 796 797 798 799 800 801 802 803
				geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );

			}

		}

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

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

		}

804
		geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
805
		geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
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807 808
		var m, ml;

809 810
		if ( geometryGroup.numMorphTargets ) {

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811
			geometryGroup.__morphTargetsArrays = [];
812

813
			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
814

815
				geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
816 817 818 819 820 821 822 823 824 825 826

			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__morphNormalsArrays = [];

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

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				geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
828

829 830 831
			}

		}
832

833
		geometryGroup.__webglFaceCount = ntris * 3;
834
		geometryGroup.__webglLineCount = nlines * 2;
835

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836

837
		// custom attributes
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838

839
		if ( material.attributes ) {
840

841
			if ( geometryGroup.__webglCustomAttributesList === undefined ) {
842

843
				geometryGroup.__webglCustomAttributesList = [];
844

845
			}
846

847
			for ( var a in material.attributes ) {
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848

849 850
				// Do a shallow copy of the attribute object so different geometryGroup chunks use different
				// attribute buffers which are correctly indexed in the setMeshBuffers function
851

852
				var originalAttribute = material.attributes[ a ];
853

854
				var attribute = {};
855

856
				for ( var property in originalAttribute ) {
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857

858
					attribute[ property ] = originalAttribute[ property ];
859

860
				}
861

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862
				if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
863

864
					attribute.__webglInitialized = true;
865

866
					var size = 1;		// "f" and "i"
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867

868 869 870 871
					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;
872

873
					attribute.size = size;
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875
					attribute.array = new Float32Array( nvertices * size );
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877 878
					attribute.buffer = _gl.createBuffer();
					attribute.buffer.belongsToAttribute = a;
879

880 881
					originalAttribute.needsUpdate = true;
					attribute.__original = originalAttribute;
882 883 884

				}

885 886
				geometryGroup.__webglCustomAttributesList.push( attribute );

887
			}
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888

889
		}
890

891 892
		geometryGroup.__inittedArrays = true;

893
	};
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894

895
	function getBufferMaterial( object, geometryGroup ) {
896

897 898 899
		return object.material instanceof THREE.MeshFaceMaterial
			? object.material.materials[ geometryGroup.materialIndex ]
			: object.material;
900

901
	};
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902

903
	function materialNeedsSmoothNormals ( material ) {
904

905
		return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
906

907
	};
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908

909
	function bufferGuessNormalType ( material ) {
910

911
		// only MeshBasicMaterial and MeshDepthMaterial don't need normals
912

913
		if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
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914

915
			return false;
916

917
		}
918

919
		if ( materialNeedsSmoothNormals( material ) ) {
920

921
			return THREE.SmoothShading;
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Mr.doob 已提交
922

923
		} else {
924

925
			return THREE.FlatShading;
926

927
		}
928

929
	};
930

931
	function bufferGuessVertexColorType ( material ) {
932

933
		if ( material.vertexColors ) {
934

935
			return material.vertexColors;
936

937
		}
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938

939
		return false;
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940

941
	};
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942

943
	function bufferGuessUVType ( material ) {
944

945 946
		// material must use some texture to require uvs

947
		if ( material.map || material.lightMap || material.bumpMap || material.normalMap || material.specularMap || material instanceof THREE.ShaderMaterial ) {
948 949 950 951 952 953 954 955 956

			return true;

		}

		return false;

	};

957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985
	//

	function initDirectBuffers( geometry ) {

		var a, attribute, type;

		for ( a in geometry.attributes ) {

			if ( a === "index" ) {

				type = _gl.ELEMENT_ARRAY_BUFFER;

			} else {

				type = _gl.ARRAY_BUFFER;

			}

			attribute = geometry.attributes[ a ];

			attribute.buffer = _gl.createBuffer();

			_gl.bindBuffer( type, attribute.buffer );
			_gl.bufferData( type, attribute.array, _gl.STATIC_DRAW );

		}

	};

986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002
	// 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,

1003
		dirtyVertices = geometry.verticesNeedUpdate,
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Mr.doob 已提交
1004
		dirtyElements = geometry.elementsNeedUpdate,
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1005
		dirtyColors = geometry.colorsNeedUpdate,
1006 1007 1008 1009 1010 1011 1012 1013

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

		if ( object.sortParticles ) {

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1014 1015
			_projScreenMatrixPS.copy( _projScreenMatrix );
			_projScreenMatrixPS.multiplySelf( object.matrixWorld );
1016 1017 1018

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

1019
				vertex = vertices[ v ];
1020 1021

				_vector3.copy( vertex );
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1022
				_projScreenMatrixPS.multiplyVector3( _vector3 );
1023 1024 1025 1026 1027 1028 1029 1030 1031

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

			}

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

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

1032
				vertex = vertices[ sortArray[v][1] ];
1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155

				offset = v * 3;

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

			}

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

				offset = c * 3;

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

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

			}

			if ( customAttributes ) {

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

					customAttribute = customAttributes[ i ];

					if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;

					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

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

							index = sortArray[ ca ][ 1 ];

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

						}

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

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

							index = sortArray[ ca ][ 1 ];

							value = customAttribute.value[ index ];

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

							offset += 2;

						}

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

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

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

								index = sortArray[ ca ][ 1 ];

								value = customAttribute.value[ index ];

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

								offset += 3;

							}

						} else {

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

								index = sortArray[ ca ][ 1 ];

								value = customAttribute.value[ index ];

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

								offset += 3;

							}

						}

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

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

							index = sortArray[ ca ][ 1 ];

							value = customAttribute.value[ index ];

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

							offset += 4;

						}

					}

				}

			}

		} else {

			if ( dirtyVertices ) {

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

1156
					vertex = vertices[ v ];
1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190

					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 &&
1191
						 ( customAttribute.boundTo === undefined ||
1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311
						   customAttribute.boundTo === "vertices") ) {

						cal = customAttribute.value.length;

						offset = 0;

						if ( customAttribute.size === 1 ) {

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

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

							}

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

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

								value = customAttribute.value[ ca ];

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

								offset += 2;

							}

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

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

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

									value = customAttribute.value[ ca ];

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

									offset += 3;

								}

							} else {

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

									value = customAttribute.value[ ca ];

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

									offset += 3;

								}

							}

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

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

								value = customAttribute.value[ ca ];

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

								offset += 4;

							}

						}

					}

				}

			}

		}

		if ( dirtyVertices || object.sortParticles ) {

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

		}

		if ( dirtyColors || object.sortParticles ) {

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

		}

		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

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

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

				}

			}

		}


	};

	function setLineBuffers ( geometry, hint ) {

1312
		var v, c, d, vertex, offset, color,
1313 1314 1315

		vertices = geometry.vertices,
		colors = geometry.colors,
1316 1317
		lineDistances = geometry.lineDistances,

1318 1319
		vl = vertices.length,
		cl = colors.length,
1320
		dl = lineDistances.length,
1321 1322 1323

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,
1324
		lineDistanceArray = geometry.__lineDistanceArray,
1325

1326
		dirtyVertices = geometry.verticesNeedUpdate,
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Mr.doob 已提交
1327
		dirtyColors = geometry.colorsNeedUpdate,
1328
		dirtyLineDistances = geometry.lineDistancesNeedUpdate,
1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339

		customAttributes = geometry.__webglCustomAttributesList,

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

		if ( dirtyVertices ) {

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

1340
				vertex = vertices[ v ];
1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373

				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 );

		}

1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386
		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 );

		}

1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483
		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

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

					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

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

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

						}

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

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

							value = customAttribute.value[ ca ];

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

							offset += 2;

						}

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

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

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

								value = customAttribute.value[ ca ];

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

								offset += 3;

							}

						} else {

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

								value = customAttribute.value[ ca ];

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

								offset += 3;

							}

						}

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

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

							value = customAttribute.value[ ca ];

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

							offset += 4;

						}

					}

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

				}

			}

		}

	};

	function setRibbonBuffers ( geometry, hint ) {

1484
		var v, c, n, vertex, offset, color, normal,
1485

1486 1487
		i, il, ca, cal, customAttribute, value,

1488 1489
		vertices = geometry.vertices,
		colors = geometry.colors,
1490 1491
		normals = geometry.normals,

1492 1493
		vl = vertices.length,
		cl = colors.length,
1494
		nl = normals.length,
1495 1496 1497

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,
1498
		normalArray = geometry.__normalArray,
1499

1500
		dirtyVertices = geometry.verticesNeedUpdate,
1501
		dirtyColors = geometry.colorsNeedUpdate,
1502 1503 1504
		dirtyNormals = geometry.normalsNeedUpdate,

		customAttributes = geometry.__webglCustomAttributesList;
1505 1506 1507 1508 1509

		if ( dirtyVertices ) {

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

1510
				vertex = vertices[ v ];
1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543

				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 );

		}

1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562
		if ( dirtyNormals ) {

			for ( n = 0; n < nl; n ++ ) {

				normal = normals[ n ];

				offset = n * 3;

				normalArray[ offset ]     = normal.x;
				normalArray[ offset + 1 ] = normal.y;
				normalArray[ offset + 2 ] = normal.z;

			}

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

		}

1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655
		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

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

					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

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

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

						}

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

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

							value = customAttribute.value[ ca ];

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

							offset += 2;

						}

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

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

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

								value = customAttribute.value[ ca ];

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

								offset += 3;

							}

						} else {

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

								value = customAttribute.value[ ca ];

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

								offset += 3;

							}

						}

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

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

							value = customAttribute.value[ ca ];

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

							offset += 4;

						}

					}

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

				}

			}

		}

1656 1657
	};

1658
	function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
1659 1660 1661 1662 1663 1664 1665

		if ( ! geometryGroup.__inittedArrays ) {

			return;

		}

1666 1667 1668 1669 1670 1671
		var normalType = bufferGuessNormalType( material ),
		vertexColorType = bufferGuessVertexColorType( material ),
		uvType = bufferGuessUVType( material ),

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

1672 1673 1674 1675
		var f, fl, fi, face,
		vertexNormals, faceNormal, normal,
		vertexColors, faceColor,
		vertexTangents,
A
alteredq 已提交
1676
		uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
1677 1678 1679 1680 1681 1682 1683 1684
		c1, c2, c3, c4,
		sw1, sw2, sw3, sw4,
		si1, si2, si3, si4,
		sa1, sa2, sa3, sa4,
		sb1, sb2, sb3, sb4,
		m, ml, i, il,
		vn, uvi, uv2i,
		vk, vkl, vka,
A
alteredq 已提交
1685
		nka, chf, faceVertexNormals,
1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715
		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,
A
alteredq 已提交
1716
		morphNormalsArrays = geometryGroup.__morphNormalsArrays,
1717 1718 1719 1720 1721 1722 1723 1724 1725

		customAttributes = geometryGroup.__webglCustomAttributesList,
		customAttribute,

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

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

1726
		dirtyVertices = geometry.verticesNeedUpdate,
M
Mr.doob 已提交
1727
		dirtyElements = geometry.elementsNeedUpdate,
M
Mr.doob 已提交
1728
		dirtyUvs = geometry.uvsNeedUpdate,
M
Mr.doob 已提交
1729
		dirtyNormals = geometry.normalsNeedUpdate,
1730
		dirtyTangents = geometry.tangentsNeedUpdate,
M
Mr.doob 已提交
1731
		dirtyColors = geometry.colorsNeedUpdate,
1732
		dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746

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

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

		obj_colors = geometry.colors,

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

A
alteredq 已提交
1747 1748
		morphTargets = geometry.morphTargets,
		morphNormals = geometry.morphNormals;
1749 1750 1751 1752 1753 1754 1755

		if ( dirtyVertices ) {

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

				face = obj_faces[ chunk_faces3[ f ] ];

1756 1757 1758
				v1 = vertices[ face.a ];
				v2 = vertices[ face.b ];
				v3 = vertices[ face.c ];
1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770

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

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

				vertexArray[ offset + 6 ] = v3.x;
				vertexArray[ offset + 7 ] = v3.y;
				vertexArray[ offset + 8 ] = v3.z;
M
Mr.doob 已提交
1771

1772
				offset += 9;
M
Mr.doob 已提交
1773

1774
			}
1775

A
alteredq 已提交
1776
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
M
Mr.doob 已提交
1777

A
alteredq 已提交
1778
				face = obj_faces[ chunk_faces4[ f ] ];
M
Mr.doob 已提交
1779

1780 1781 1782 1783
				v1 = vertices[ face.a ];
				v2 = vertices[ face.b ];
				v3 = vertices[ face.c ];
				v4 = vertices[ face.d ];
1784

A
alteredq 已提交
1785 1786 1787
				vertexArray[ offset ]     = v1.x;
				vertexArray[ offset + 1 ] = v1.y;
				vertexArray[ offset + 2 ] = v1.z;
1788

A
alteredq 已提交
1789 1790 1791
				vertexArray[ offset + 3 ] = v2.x;
				vertexArray[ offset + 4 ] = v2.y;
				vertexArray[ offset + 5 ] = v2.z;
1792

A
alteredq 已提交
1793 1794 1795
				vertexArray[ offset + 6 ] = v3.x;
				vertexArray[ offset + 7 ] = v3.y;
				vertexArray[ offset + 8 ] = v3.z;
1796

A
alteredq 已提交
1797 1798 1799
				vertexArray[ offset + 9 ]  = v4.x;
				vertexArray[ offset + 10 ] = v4.y;
				vertexArray[ offset + 11 ] = v4.z;
1800

A
alteredq 已提交
1801
				offset += 12;
1802

A
alteredq 已提交
1803
			}
1804

A
alteredq 已提交
1805 1806
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
M
Mr.doob 已提交
1807

A
alteredq 已提交
1808
		}
M
Mr.doob 已提交
1809

A
alteredq 已提交
1810
		if ( dirtyMorphTargets ) {
M
Mr.doob 已提交
1811

1812
			for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
1813

1814
				offset_morphTarget = 0;
1815

1816 1817
				for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

A
alteredq 已提交
1818 1819 1820 1821
					chf = chunk_faces3[ f ];
					face = obj_faces[ chf ];

					// morph positions
M
Mr.doob 已提交
1822

1823 1824 1825
					v1 = morphTargets[ vk ].vertices[ face.a ];
					v2 = morphTargets[ vk ].vertices[ face.b ];
					v3 = morphTargets[ vk ].vertices[ face.c ];
M
Mr.doob 已提交
1826

A
alteredq 已提交
1827
					vka = morphTargetsArrays[ vk ];
M
Mr.doob 已提交
1828

A
alteredq 已提交
1829 1830 1831
					vka[ offset_morphTarget ] 	  = v1.x;
					vka[ offset_morphTarget + 1 ] = v1.y;
					vka[ offset_morphTarget + 2 ] = v1.z;
M
Mr.doob 已提交
1832

A
alteredq 已提交
1833 1834 1835
					vka[ offset_morphTarget + 3 ] = v2.x;
					vka[ offset_morphTarget + 4 ] = v2.y;
					vka[ offset_morphTarget + 5 ] = v2.z;
M
Mr.doob 已提交
1836

A
alteredq 已提交
1837 1838 1839
					vka[ offset_morphTarget + 6 ] = v3.x;
					vka[ offset_morphTarget + 7 ] = v3.y;
					vka[ offset_morphTarget + 8 ] = v3.z;
M
Mr.doob 已提交
1840

A
alteredq 已提交
1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878
					// morph normals

					if ( material.morphNormals ) {

						if ( needsSmoothNormals ) {

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

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

						} else {

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

						}

						nka = morphNormalsArrays[ vk ];

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

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

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

					}

					//

1879
					offset_morphTarget += 9;
1880

1881
				}
1882

1883
				for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
1884

A
alteredq 已提交
1885 1886 1887 1888
					chf = chunk_faces4[ f ];
					face = obj_faces[ chf ];

					// morph positions
1889

1890 1891 1892 1893
					v1 = morphTargets[ vk ].vertices[ face.a ];
					v2 = morphTargets[ vk ].vertices[ face.b ];
					v3 = morphTargets[ vk ].vertices[ face.c ];
					v4 = morphTargets[ vk ].vertices[ face.d ];
1894

1895
					vka = morphTargetsArrays[ vk ];
1896

1897 1898 1899
					vka[ offset_morphTarget ] 	  = v1.x;
					vka[ offset_morphTarget + 1 ] = v1.y;
					vka[ offset_morphTarget + 2 ] = v1.z;
1900

1901 1902 1903
					vka[ offset_morphTarget + 3 ] = v2.x;
					vka[ offset_morphTarget + 4 ] = v2.y;
					vka[ offset_morphTarget + 5 ] = v2.z;
1904

1905 1906 1907
					vka[ offset_morphTarget + 6 ] = v3.x;
					vka[ offset_morphTarget + 7 ] = v3.y;
					vka[ offset_morphTarget + 8 ] = v3.z;
1908

A
alteredq 已提交
1909 1910 1911 1912
					vka[ offset_morphTarget + 9 ]  = v4.x;
					vka[ offset_morphTarget + 10 ] = v4.y;
					vka[ offset_morphTarget + 11 ] = v4.z;

A
alteredq 已提交
1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956
					// morph normals

					if ( material.morphNormals ) {

						if ( needsSmoothNormals ) {

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

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

						} else {

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

						}

						nka = morphNormalsArrays[ vk ];

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

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

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

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

					}

					//

1957
					offset_morphTarget += 12;
A
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1958

1959
				}
A
alteredq 已提交
1960 1961 1962

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
				_gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
A
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1963

A
alteredq 已提交
1964 1965 1966 1967 1968 1969 1970
				if ( material.morphNormals ) {

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

				}

1971
			}
1972

A
alteredq 已提交
1973 1974 1975 1976 1977 1978 1979
		}

		if ( obj_skinWeights.length ) {

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

				face = obj_faces[ chunk_faces3[ f ]	];
1980

1981
				// weights
A
alteredq 已提交
1982

1983 1984 1985
				sw1 = obj_skinWeights[ face.a ];
				sw2 = obj_skinWeights[ face.b ];
				sw3 = obj_skinWeights[ face.c ];
A
alteredq 已提交
1986

1987 1988 1989 1990
				skinWeightArray[ offset_skin ]     = sw1.x;
				skinWeightArray[ offset_skin + 1 ] = sw1.y;
				skinWeightArray[ offset_skin + 2 ] = sw1.z;
				skinWeightArray[ offset_skin + 3 ] = sw1.w;
A
alteredq 已提交
1991

1992 1993 1994 1995
				skinWeightArray[ offset_skin + 4 ] = sw2.x;
				skinWeightArray[ offset_skin + 5 ] = sw2.y;
				skinWeightArray[ offset_skin + 6 ] = sw2.z;
				skinWeightArray[ offset_skin + 7 ] = sw2.w;
1996

1997 1998 1999 2000
				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
				skinWeightArray[ offset_skin + 10 ] = sw3.z;
				skinWeightArray[ offset_skin + 11 ] = sw3.w;
A
alteredq 已提交
2001

2002
				// indices
A
alteredq 已提交
2003

2004 2005 2006
				si1 = obj_skinIndices[ face.a ];
				si2 = obj_skinIndices[ face.b ];
				si3 = obj_skinIndices[ face.c ];
A
alteredq 已提交
2007

2008 2009 2010 2011
				skinIndexArray[ offset_skin ]     = si1.x;
				skinIndexArray[ offset_skin + 1 ] = si1.y;
				skinIndexArray[ offset_skin + 2 ] = si1.z;
				skinIndexArray[ offset_skin + 3 ] = si1.w;
A
alteredq 已提交
2012

2013 2014 2015 2016
				skinIndexArray[ offset_skin + 4 ] = si2.x;
				skinIndexArray[ offset_skin + 5 ] = si2.y;
				skinIndexArray[ offset_skin + 6 ] = si2.z;
				skinIndexArray[ offset_skin + 7 ] = si2.w;
2017

2018 2019 2020 2021
				skinIndexArray[ offset_skin + 8 ]  = si3.x;
				skinIndexArray[ offset_skin + 9 ]  = si3.y;
				skinIndexArray[ offset_skin + 10 ] = si3.z;
				skinIndexArray[ offset_skin + 11 ] = si3.w;
A
alteredq 已提交
2022

2023
				offset_skin += 12;
2024

2025
			}
2026

A
alteredq 已提交
2027
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2028

A
alteredq 已提交
2029
				face = obj_faces[ chunk_faces4[ f ] ];
2030

A
alteredq 已提交
2031
				// weights
2032

A
alteredq 已提交
2033 2034 2035 2036
				sw1 = obj_skinWeights[ face.a ];
				sw2 = obj_skinWeights[ face.b ];
				sw3 = obj_skinWeights[ face.c ];
				sw4 = obj_skinWeights[ face.d ];
2037

A
alteredq 已提交
2038 2039 2040 2041
				skinWeightArray[ offset_skin ]     = sw1.x;
				skinWeightArray[ offset_skin + 1 ] = sw1.y;
				skinWeightArray[ offset_skin + 2 ] = sw1.z;
				skinWeightArray[ offset_skin + 3 ] = sw1.w;
2042

A
alteredq 已提交
2043 2044 2045 2046
				skinWeightArray[ offset_skin + 4 ] = sw2.x;
				skinWeightArray[ offset_skin + 5 ] = sw2.y;
				skinWeightArray[ offset_skin + 6 ] = sw2.z;
				skinWeightArray[ offset_skin + 7 ] = sw2.w;
2047

A
alteredq 已提交
2048 2049 2050 2051
				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
				skinWeightArray[ offset_skin + 10 ] = sw3.z;
				skinWeightArray[ offset_skin + 11 ] = sw3.w;
2052

A
alteredq 已提交
2053 2054 2055 2056
				skinWeightArray[ offset_skin + 12 ] = sw4.x;
				skinWeightArray[ offset_skin + 13 ] = sw4.y;
				skinWeightArray[ offset_skin + 14 ] = sw4.z;
				skinWeightArray[ offset_skin + 15 ] = sw4.w;
2057

A
alteredq 已提交
2058
				// indices
2059

A
alteredq 已提交
2060 2061 2062 2063
				si1 = obj_skinIndices[ face.a ];
				si2 = obj_skinIndices[ face.b ];
				si3 = obj_skinIndices[ face.c ];
				si4 = obj_skinIndices[ face.d ];
2064

A
alteredq 已提交
2065 2066 2067 2068
				skinIndexArray[ offset_skin ]     = si1.x;
				skinIndexArray[ offset_skin + 1 ] = si1.y;
				skinIndexArray[ offset_skin + 2 ] = si1.z;
				skinIndexArray[ offset_skin + 3 ] = si1.w;
2069

A
alteredq 已提交
2070 2071 2072 2073
				skinIndexArray[ offset_skin + 4 ] = si2.x;
				skinIndexArray[ offset_skin + 5 ] = si2.y;
				skinIndexArray[ offset_skin + 6 ] = si2.z;
				skinIndexArray[ offset_skin + 7 ] = si2.w;
M
Mr.doob 已提交
2074

A
alteredq 已提交
2075 2076 2077 2078
				skinIndexArray[ offset_skin + 8 ]  = si3.x;
				skinIndexArray[ offset_skin + 9 ]  = si3.y;
				skinIndexArray[ offset_skin + 10 ] = si3.z;
				skinIndexArray[ offset_skin + 11 ] = si3.w;
M
Mr.doob 已提交
2079

A
alteredq 已提交
2080 2081 2082 2083
				skinIndexArray[ offset_skin + 12 ] = si4.x;
				skinIndexArray[ offset_skin + 13 ] = si4.y;
				skinIndexArray[ offset_skin + 14 ] = si4.z;
				skinIndexArray[ offset_skin + 15 ] = si4.w;
M
Mr.doob 已提交
2084

A
alteredq 已提交
2085
				offset_skin += 16;
M
Mr.doob 已提交
2086

A
alteredq 已提交
2087
			}
M
Mr.doob 已提交
2088

A
alteredq 已提交
2089
			if ( offset_skin > 0 ) {
M
Mr.doob 已提交
2090

A
alteredq 已提交
2091 2092 2093 2094 2095
				_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 );
2096

2097
			}
2098

A
alteredq 已提交
2099
		}
M
Mr.doob 已提交
2100

A
alteredq 已提交
2101
		if ( dirtyColors && vertexColorType ) {
M
Mr.doob 已提交
2102

A
alteredq 已提交
2103
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
M
Mr.doob 已提交
2104

A
alteredq 已提交
2105
				face = obj_faces[ chunk_faces3[ f ]	];
M
Mr.doob 已提交
2106

A
alteredq 已提交
2107 2108
				vertexColors = face.vertexColors;
				faceColor = face.color;
2109

A
alteredq 已提交
2110
				if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
2111

A
alteredq 已提交
2112 2113 2114
					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];
2115

A
alteredq 已提交
2116
				} else {
2117

A
alteredq 已提交
2118 2119 2120
					c1 = faceColor;
					c2 = faceColor;
					c3 = faceColor;
2121

A
alteredq 已提交
2122
				}
2123

A
alteredq 已提交
2124 2125 2126
				colorArray[ offset_color ]     = c1.r;
				colorArray[ offset_color + 1 ] = c1.g;
				colorArray[ offset_color + 2 ] = c1.b;
2127

A
alteredq 已提交
2128 2129 2130
				colorArray[ offset_color + 3 ] = c2.r;
				colorArray[ offset_color + 4 ] = c2.g;
				colorArray[ offset_color + 5 ] = c2.b;
2131

A
alteredq 已提交
2132 2133 2134
				colorArray[ offset_color + 6 ] = c3.r;
				colorArray[ offset_color + 7 ] = c3.g;
				colorArray[ offset_color + 8 ] = c3.b;
2135

A
alteredq 已提交
2136
				offset_color += 9;
M
Mr.doob 已提交
2137

A
alteredq 已提交
2138
			}
M
Mr.doob 已提交
2139

A
alteredq 已提交
2140
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
M
Mr.doob 已提交
2141

A
alteredq 已提交
2142
				face = obj_faces[ chunk_faces4[ f ] ];
M
Mr.doob 已提交
2143

A
alteredq 已提交
2144 2145
				vertexColors = face.vertexColors;
				faceColor = face.color;
M
Mr.doob 已提交
2146

A
alteredq 已提交
2147
				if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
M
Mr.doob 已提交
2148

A
alteredq 已提交
2149 2150 2151 2152
					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];
					c4 = vertexColors[ 3 ];
2153

A
alteredq 已提交
2154
				} else {
M
Mr.doob 已提交
2155

A
alteredq 已提交
2156 2157 2158 2159
					c1 = faceColor;
					c2 = faceColor;
					c3 = faceColor;
					c4 = faceColor;
M
Mr.doob 已提交
2160

A
alteredq 已提交
2161
				}
2162

A
alteredq 已提交
2163 2164 2165
				colorArray[ offset_color ]     = c1.r;
				colorArray[ offset_color + 1 ] = c1.g;
				colorArray[ offset_color + 2 ] = c1.b;
2166

A
alteredq 已提交
2167 2168 2169
				colorArray[ offset_color + 3 ] = c2.r;
				colorArray[ offset_color + 4 ] = c2.g;
				colorArray[ offset_color + 5 ] = c2.b;
M
Mr.doob 已提交
2170

A
alteredq 已提交
2171 2172 2173
				colorArray[ offset_color + 6 ] = c3.r;
				colorArray[ offset_color + 7 ] = c3.g;
				colorArray[ offset_color + 8 ] = c3.b;
M
Mr.doob 已提交
2174

A
alteredq 已提交
2175 2176 2177
				colorArray[ offset_color + 9 ]  = c4.r;
				colorArray[ offset_color + 10 ] = c4.g;
				colorArray[ offset_color + 11 ] = c4.b;
M
Mr.doob 已提交
2178

A
alteredq 已提交
2179
				offset_color += 12;
2180

2181
			}
2182

A
alteredq 已提交
2183
			if ( offset_color > 0 ) {
M
Mr.doob 已提交
2184

A
alteredq 已提交
2185 2186
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
M
Mr.doob 已提交
2187

2188
			}
2189

A
alteredq 已提交
2190
		}
M
Mr.doob 已提交
2191

A
alteredq 已提交
2192
		if ( dirtyTangents && geometry.hasTangents ) {
M
Mr.doob 已提交
2193

A
alteredq 已提交
2194
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2195

A
alteredq 已提交
2196
				face = obj_faces[ chunk_faces3[ f ]	];
2197

A
alteredq 已提交
2198
				vertexTangents = face.vertexTangents;
M
Mr.doob 已提交
2199

A
alteredq 已提交
2200 2201 2202
				t1 = vertexTangents[ 0 ];
				t2 = vertexTangents[ 1 ];
				t3 = vertexTangents[ 2 ];
2203

A
alteredq 已提交
2204 2205 2206 2207
				tangentArray[ offset_tangent ]     = t1.x;
				tangentArray[ offset_tangent + 1 ] = t1.y;
				tangentArray[ offset_tangent + 2 ] = t1.z;
				tangentArray[ offset_tangent + 3 ] = t1.w;
M
Mr.doob 已提交
2208

A
alteredq 已提交
2209 2210 2211 2212
				tangentArray[ offset_tangent + 4 ] = t2.x;
				tangentArray[ offset_tangent + 5 ] = t2.y;
				tangentArray[ offset_tangent + 6 ] = t2.z;
				tangentArray[ offset_tangent + 7 ] = t2.w;
2213

A
alteredq 已提交
2214 2215 2216 2217
				tangentArray[ offset_tangent + 8 ]  = t3.x;
				tangentArray[ offset_tangent + 9 ]  = t3.y;
				tangentArray[ offset_tangent + 10 ] = t3.z;
				tangentArray[ offset_tangent + 11 ] = t3.w;
2218

A
alteredq 已提交
2219
				offset_tangent += 12;
2220

2221
			}
2222

A
alteredq 已提交
2223
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2224

A
alteredq 已提交
2225
				face = obj_faces[ chunk_faces4[ f ] ];
2226

A
alteredq 已提交
2227
				vertexTangents = face.vertexTangents;
2228

A
alteredq 已提交
2229 2230 2231 2232
				t1 = vertexTangents[ 0 ];
				t2 = vertexTangents[ 1 ];
				t3 = vertexTangents[ 2 ];
				t4 = vertexTangents[ 3 ];
2233

A
alteredq 已提交
2234 2235 2236 2237
				tangentArray[ offset_tangent ]     = t1.x;
				tangentArray[ offset_tangent + 1 ] = t1.y;
				tangentArray[ offset_tangent + 2 ] = t1.z;
				tangentArray[ offset_tangent + 3 ] = t1.w;
M
Mr.doob 已提交
2238

A
alteredq 已提交
2239 2240 2241 2242
				tangentArray[ offset_tangent + 4 ] = t2.x;
				tangentArray[ offset_tangent + 5 ] = t2.y;
				tangentArray[ offset_tangent + 6 ] = t2.z;
				tangentArray[ offset_tangent + 7 ] = t2.w;
M
Mr.doob 已提交
2243

A
alteredq 已提交
2244 2245 2246 2247
				tangentArray[ offset_tangent + 8 ]  = t3.x;
				tangentArray[ offset_tangent + 9 ]  = t3.y;
				tangentArray[ offset_tangent + 10 ] = t3.z;
				tangentArray[ offset_tangent + 11 ] = t3.w;
M
Mr.doob 已提交
2248

A
alteredq 已提交
2249 2250 2251 2252
				tangentArray[ offset_tangent + 12 ] = t4.x;
				tangentArray[ offset_tangent + 13 ] = t4.y;
				tangentArray[ offset_tangent + 14 ] = t4.z;
				tangentArray[ offset_tangent + 15 ] = t4.w;
2253

A
alteredq 已提交
2254
				offset_tangent += 16;
2255

A
alteredq 已提交
2256
			}
2257

A
alteredq 已提交
2258 2259
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
2260

A
alteredq 已提交
2261
		}
2262

A
alteredq 已提交
2263
		if ( dirtyNormals && normalType ) {
2264

A
alteredq 已提交
2265
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2266

A
alteredq 已提交
2267
				face = obj_faces[ chunk_faces3[ f ]	];
2268

A
alteredq 已提交
2269 2270
				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;
2271

A
alteredq 已提交
2272
				if ( vertexNormals.length === 3 && needsSmoothNormals ) {
2273

A
alteredq 已提交
2274
					for ( i = 0; i < 3; i ++ ) {
M
Mr.doob 已提交
2275

A
alteredq 已提交
2276
						vn = vertexNormals[ i ];
M
Mr.doob 已提交
2277

A
alteredq 已提交
2278 2279 2280
						normalArray[ offset_normal ]     = vn.x;
						normalArray[ offset_normal + 1 ] = vn.y;
						normalArray[ offset_normal + 2 ] = vn.z;
2281

A
alteredq 已提交
2282
						offset_normal += 3;
2283

A
alteredq 已提交
2284
					}
2285

A
alteredq 已提交
2286
				} else {
M
Mr.doob 已提交
2287

A
alteredq 已提交
2288
					for ( i = 0; i < 3; i ++ ) {
M
Mr.doob 已提交
2289

A
alteredq 已提交
2290 2291 2292
						normalArray[ offset_normal ]     = faceNormal.x;
						normalArray[ offset_normal + 1 ] = faceNormal.y;
						normalArray[ offset_normal + 2 ] = faceNormal.z;
2293

A
alteredq 已提交
2294
						offset_normal += 3;
M
Mr.doob 已提交
2295

A
alteredq 已提交
2296
					}
2297

A
alteredq 已提交
2298
				}
2299

A
alteredq 已提交
2300
			}
2301

A
alteredq 已提交
2302
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2303

A
alteredq 已提交
2304
				face = obj_faces[ chunk_faces4[ f ] ];
2305

A
alteredq 已提交
2306 2307
				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;
2308

A
alteredq 已提交
2309
				if ( vertexNormals.length === 4 && needsSmoothNormals ) {
2310

A
alteredq 已提交
2311
					for ( i = 0; i < 4; i ++ ) {
2312

A
alteredq 已提交
2313
						vn = vertexNormals[ i ];
2314

A
alteredq 已提交
2315 2316 2317
						normalArray[ offset_normal ]     = vn.x;
						normalArray[ offset_normal + 1 ] = vn.y;
						normalArray[ offset_normal + 2 ] = vn.z;
2318

A
alteredq 已提交
2319
						offset_normal += 3;
2320

A
alteredq 已提交
2321
					}
M
Mr.doob 已提交
2322

A
alteredq 已提交
2323
				} else {
2324

A
alteredq 已提交
2325
					for ( i = 0; i < 4; i ++ ) {
2326

A
alteredq 已提交
2327 2328 2329
						normalArray[ offset_normal ]     = faceNormal.x;
						normalArray[ offset_normal + 1 ] = faceNormal.y;
						normalArray[ offset_normal + 2 ] = faceNormal.z;
M
Mr.doob 已提交
2330

A
alteredq 已提交
2331
						offset_normal += 3;
M
Mr.doob 已提交
2332

A
alteredq 已提交
2333
					}
2334

A
alteredq 已提交
2335
				}
2336

A
alteredq 已提交
2337
			}
M
Mr.doob 已提交
2338

A
alteredq 已提交
2339 2340
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
M
Mr.doob 已提交
2341

A
alteredq 已提交
2342
		}
M
Mr.doob 已提交
2343

A
alteredq 已提交
2344
		if ( dirtyUvs && obj_uvs && uvType ) {
2345

A
alteredq 已提交
2346
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2347

A
alteredq 已提交
2348
				fi = chunk_faces3[ f ];
2349

A
alteredq 已提交
2350
				uv = obj_uvs[ fi ];
2351

A
alteredq 已提交
2352
				if ( uv === undefined ) continue;
2353

A
alteredq 已提交
2354
				for ( i = 0; i < 3; i ++ ) {
2355

A
alteredq 已提交
2356
					uvi = uv[ i ];
2357

A
alteredq 已提交
2358 2359
					uvArray[ offset_uv ]     = uvi.u;
					uvArray[ offset_uv + 1 ] = uvi.v;
M
Mr.doob 已提交
2360

A
alteredq 已提交
2361
					offset_uv += 2;
M
Mr.doob 已提交
2362

A
alteredq 已提交
2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382
				}

			}

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

				fi = chunk_faces4[ f ];

				uv = obj_uvs[ fi ];

				if ( uv === undefined ) continue;

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

					uvi = uv[ i ];

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

					offset_uv += 2;
M
Mr.doob 已提交
2383

2384 2385
				}

2386
			}
2387

A
alteredq 已提交
2388
			if ( offset_uv > 0 ) {
2389

A
alteredq 已提交
2390 2391
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
2392

A
alteredq 已提交
2393
			}
2394

A
alteredq 已提交
2395
		}
2396

A
alteredq 已提交
2397
		if ( dirtyUvs && obj_uvs2 && uvType ) {
2398

A
alteredq 已提交
2399
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2400

A
alteredq 已提交
2401
				fi = chunk_faces3[ f ];
2402

A
alteredq 已提交
2403
				uv2 = obj_uvs2[ fi ];
2404

A
alteredq 已提交
2405 2406 2407 2408 2409 2410 2411 2412 2413 2414
				if ( uv2 === undefined ) continue;

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

					uv2i = uv2[ i ];

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

					offset_uv2 += 2;
2415

2416 2417
				}

A
alteredq 已提交
2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437
			}

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

				fi = chunk_faces4[ f ];

				uv2 = obj_uvs2[ fi ];

				if ( uv2 === undefined ) continue;

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

					uv2i = uv2[ i ];

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

					offset_uv2 += 2;

				}
2438

2439
			}
2440

A
alteredq 已提交
2441
			if ( offset_uv2 > 0 ) {
2442

A
alteredq 已提交
2443 2444
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
2445

A
alteredq 已提交
2446
			}
2447

A
alteredq 已提交
2448
		}
2449

A
alteredq 已提交
2450
		if ( dirtyElements ) {
2451

A
alteredq 已提交
2452
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2453

A
alteredq 已提交
2454 2455 2456
				faceArray[ offset_face ] 	 = vertexIndex;
				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 2;
2457

A
alteredq 已提交
2458
				offset_face += 3;
2459

A
alteredq 已提交
2460 2461
				lineArray[ offset_line ]     = vertexIndex;
				lineArray[ offset_line + 1 ] = vertexIndex + 1;
2462

A
alteredq 已提交
2463 2464
				lineArray[ offset_line + 2 ] = vertexIndex;
				lineArray[ offset_line + 3 ] = vertexIndex + 2;
2465

A
alteredq 已提交
2466 2467
				lineArray[ offset_line + 4 ] = vertexIndex + 1;
				lineArray[ offset_line + 5 ] = vertexIndex + 2;
2468

A
alteredq 已提交
2469
				offset_line += 6;
2470

A
alteredq 已提交
2471
				vertexIndex += 3;
2472

A
alteredq 已提交
2473
			}
2474

A
alteredq 已提交
2475
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2476

A
alteredq 已提交
2477 2478 2479
				faceArray[ offset_face ]     = vertexIndex;
				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 3;
2480

A
alteredq 已提交
2481 2482 2483
				faceArray[ offset_face + 3 ] = vertexIndex + 1;
				faceArray[ offset_face + 4 ] = vertexIndex + 2;
				faceArray[ offset_face + 5 ] = vertexIndex + 3;
2484

A
alteredq 已提交
2485
				offset_face += 6;
2486

A
alteredq 已提交
2487 2488
				lineArray[ offset_line ]     = vertexIndex;
				lineArray[ offset_line + 1 ] = vertexIndex + 1;
2489

A
alteredq 已提交
2490 2491
				lineArray[ offset_line + 2 ] = vertexIndex;
				lineArray[ offset_line + 3 ] = vertexIndex + 3;
2492

A
alteredq 已提交
2493 2494
				lineArray[ offset_line + 4 ] = vertexIndex + 1;
				lineArray[ offset_line + 5 ] = vertexIndex + 2;
2495

A
alteredq 已提交
2496 2497
				lineArray[ offset_line + 6 ] = vertexIndex + 2;
				lineArray[ offset_line + 7 ] = vertexIndex + 3;
2498

A
alteredq 已提交
2499
				offset_line += 8;
2500

A
alteredq 已提交
2501
				vertexIndex += 4;
2502

2503
			}
2504

A
alteredq 已提交
2505 2506
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
2507

A
alteredq 已提交
2508 2509
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
2510

A
alteredq 已提交
2511
		}
2512

A
alteredq 已提交
2513
		if ( customAttributes ) {
2514

A
alteredq 已提交
2515
			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
2516

2517
				customAttribute = customAttributes[ i ];
2518

2519
				if ( ! customAttribute.__original.needsUpdate ) continue;
2520

2521 2522
				offset_custom = 0;
				offset_customSrc = 0;
2523

2524 2525 2526 2527 2528 2529 2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555 2556
				if ( customAttribute.size === 1 ) {

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

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

							face = obj_faces[ chunk_faces3[ f ]	];

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

							offset_custom += 3;

						}

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

							face = obj_faces[ chunk_faces4[ f ] ];

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

							offset_custom += 4;

						}

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

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

2557
							value = customAttribute.value[ chunk_faces3[ f ] ];
2558 2559 2560 2561 2562 2563 2564 2565 2566 2567 2568

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

							offset_custom += 3;

						}

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

2569
							value = customAttribute.value[ chunk_faces4[ f ] ];
2570 2571 2572 2573 2574 2575 2576 2577 2578

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

							offset_custom += 4;

						}
2579

2580 2581 2582 2583 2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598
					}

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

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

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

							face = obj_faces[ chunk_faces3[ f ]	];

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

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

							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2599

2600 2601
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2602

2603
							offset_custom += 6;
A
alteredq 已提交
2604

2605
						}
A
alteredq 已提交
2606

2607
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2608

2609
							face = obj_faces[ chunk_faces4[ f ] ];
A
alteredq 已提交
2610

2611 2612 2613 2614
							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
							v4 = customAttribute.value[ face.d ];
A
alteredq 已提交
2615

2616 2617
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2618

2619 2620
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2621

2622 2623
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2624

2625 2626
							customAttribute.array[ offset_custom + 6 ] = v4.x;
							customAttribute.array[ offset_custom + 7 ] = v4.y;
A
alteredq 已提交
2627

2628
							offset_custom += 8;
A
alteredq 已提交
2629

2630
						}
A
alteredq 已提交
2631

2632
					} else if ( customAttribute.boundTo === "faces" ) {
A
alteredq 已提交
2633

2634
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
A
alteredq 已提交
2635

2636
							value = customAttribute.value[ chunk_faces3[ f ] ];
A
alteredq 已提交
2637

2638 2639 2640
							v1 = value;
							v2 = value;
							v3 = value;
A
alteredq 已提交
2641

2642 2643
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2644

2645 2646
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2647

2648 2649
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2650

2651
							offset_custom += 6;
A
alteredq 已提交
2652

2653
						}
A
alteredq 已提交
2654

2655
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2656

2657
							value = customAttribute.value[ chunk_faces4[ f ] ];
A
alteredq 已提交
2658

2659 2660 2661 2662
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
A
alteredq 已提交
2663

2664 2665
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2666

2667 2668
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2669

2670 2671
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2672

2673 2674
							customAttribute.array[ offset_custom + 6 ] = v4.x;
							customAttribute.array[ offset_custom + 7 ] = v4.y;
M
Mr.doob 已提交
2675

2676
							offset_custom += 8;
M
Mr.doob 已提交
2677

2678
						}
M
Mr.doob 已提交
2679

M
Mr.doob 已提交
2680
					}
M
Mr.doob 已提交
2681

2682
				} else if ( customAttribute.size === 3 ) {
2683

2684
					var pp;
2685

2686
					if ( customAttribute.type === "c" ) {
M
Mr.doob 已提交
2687

2688
						pp = [ "r", "g", "b" ];
M
Mr.doob 已提交
2689

2690
					} else {
M
Mr.doob 已提交
2691

2692
						pp = [ "x", "y", "z" ];
2693

2694
					}
2695

2696
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
2697

2698
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2699

2700
							face = obj_faces[ chunk_faces3[ f ]	];
2701

2702 2703 2704
							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
2705

2706 2707 2708
							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
2709

2710 2711 2712
							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
2713

2714 2715 2716
							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
M
Mr.doob 已提交
2717

2718
							offset_custom += 9;
M
Mr.doob 已提交
2719

2720
						}
M
Mr.doob 已提交
2721

2722
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
M
Mr.doob 已提交
2723

2724
							face = obj_faces[ chunk_faces4[ f ] ];
M
Mr.doob 已提交
2725

2726 2727 2728 2729
							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
							v4 = customAttribute.value[ face.d ];
M
Mr.doob 已提交
2730

2731 2732 2733
							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
M
Mr.doob 已提交
2734

2735 2736 2737
							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
M
Mr.doob 已提交
2738

2739 2740 2741
							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
M
Mr.doob 已提交
2742

2743 2744 2745
							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
M
Mr.doob 已提交
2746

2747
							offset_custom += 12;
M
Mr.doob 已提交
2748

2749
						}
M
Mr.doob 已提交
2750

2751
					} else if ( customAttribute.boundTo === "faces" ) {
M
Mr.doob 已提交
2752

2753
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2754

2755
							value = customAttribute.value[ chunk_faces3[ f ] ];
2756

2757 2758 2759
							v1 = value;
							v2 = value;
							v3 = value;
M
Mr.doob 已提交
2760

2761 2762 2763
							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
M
Mr.doob 已提交
2764

2765 2766 2767
							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
M
Mr.doob 已提交
2768

2769 2770 2771
							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
M
Mr.doob 已提交
2772

2773
							offset_custom += 9;
M
Mr.doob 已提交
2774

2775
						}
2776

2777
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2778

2779
							value = customAttribute.value[ chunk_faces4[ f ] ];
2780

2781 2782 2783 2784
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
2785

2786 2787 2788
							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
2789

2790
							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
2791 2792 2793 2794 2795 2796 2797 2798 2799 2800 2801 2802 2803 2804 2805 2806 2807 2808 2809 2810 2811 2812 2813 2814 2815 2816 2817 2818 2819 2820 2821 2822 2823 2824 2825 2826 2827 2828 2829 2830 2831 2832 2833 2834 2835 2836 2837 2838 2839 2840 2841 2842 2843 2844 2845
							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 ] ];

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

							offset_custom += 12;

						}

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

						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 ];

							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							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;

						}

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

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

							v1 = value[ 0 ];
							v2 = value[ 1 ];
							v3 = value[ 2 ];
							v4 = value[ 3 ];

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

							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
2846 2847
							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
2848

2849 2850 2851
							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
2852

2853 2854 2855
							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
2856

2857
							offset_custom += 12;
2858

2859
						}
2860

A
alteredq 已提交
2861
					}
M
Mr.doob 已提交
2862

2863
				} else if ( customAttribute.size === 4 ) {
2864

2865
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
M
Mr.doob 已提交
2866

2867
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2868

2869 2870 2871 2872 2873 2874 2875 2876 2877 2878 2879 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 2908 2909 2910 2911 2912 2913 2914 2915 2916 2917 2918 2919 2920 2921 2922 2923 2924 2925 2926 2927 2928 2929 2930
							face = obj_faces[ chunk_faces3[ f ]	];

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

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

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

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

							offset_custom += 12;

						}

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

							face = obj_faces[ chunk_faces4[ f ] ];

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

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

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

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

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

							offset_custom += 16;

						}

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

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

2931
							value = customAttribute.value[ chunk_faces3[ f ] ];
2932 2933 2934 2935 2936 2937 2938 2939 2940 2941 2942 2943 2944 2945 2946 2947 2948

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

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

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

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
2949 2950
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;
A
alteredq 已提交
2951

2952
							offset_custom += 12;
A
alteredq 已提交
2953

2954 2955
						}

2956
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2957

2958
							value = customAttribute.value[ chunk_faces4[ f ] ];
A
alteredq 已提交
2959

2960 2961 2962 2963
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
A
alteredq 已提交
2964

2965 2966 2967 2968
							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;
2969

2970 2971 2972 2973
							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;
2974

2975 2976 2977 2978
							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;
2979

2980 2981 2982 2983
							customAttribute.array[ offset_custom + 12 ] = v4.x;
							customAttribute.array[ offset_custom + 13 ] = v4.y;
							customAttribute.array[ offset_custom + 14 ] = v4.z;
							customAttribute.array[ offset_custom + 15 ] = v4.w;
2984 2985 2986 2987 2988 2989 2990 2991 2992 2993 2994 2995 2996 2997 2998 2999 3000 3001 3002 3003 3004 3005 3006 3007 3008 3009 3010 3011 3012 3013 3014 3015 3016 3017 3018 3019 3020 3021 3022 3023 3024 3025 3026 3027 3028 3029 3030 3031 3032 3033 3034 3035 3036 3037 3038 3039 3040 3041 3042 3043 3044 3045

							offset_custom += 16;

						}

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

						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 ];

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

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

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

							offset_custom += 12;

						}

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

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

							v1 = value[ 0 ];
							v2 = value[ 1 ];
							v3 = value[ 2 ];
							v4 = value[ 3 ];

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

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

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

							customAttribute.array[ offset_custom + 12 ] = v4.x;
							customAttribute.array[ offset_custom + 13 ] = v4.y;
							customAttribute.array[ offset_custom + 14 ] = v4.z;
							customAttribute.array[ offset_custom + 15 ] = v4.w;
3046

3047
							offset_custom += 16;
A
alteredq 已提交
3048

3049
						}
A
alteredq 已提交
3050 3051 3052 3053 3054

					}

				}

3055 3056 3057
				_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

A
alteredq 已提交
3058 3059 3060 3061
			}

		}

3062
		if ( dispose ) {
3063

3064 3065 3066 3067 3068 3069 3070 3071 3072 3073 3074
			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;
A
alteredq 已提交
3075

3076
		}
A
alteredq 已提交
3077

3078
	};
A
alteredq 已提交
3079

3080 3081
	function setDirectBuffers ( geometry, hint, dispose ) {

3082
		var attributes = geometry.attributes;
3083

3084 3085 3086 3087 3088
		var index = attributes[ "index" ];
		var position = attributes[ "position" ];
		var normal = attributes[ "normal" ];
		var uv = attributes[ "uv" ];
		var color = attributes[ "color" ];
3089
		var tangent = attributes[ "tangent" ];
3090 3091 3092 3093 3094

		if ( geometry.elementsNeedUpdate && index !== undefined ) {

			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, index.array, hint );
3095 3096 3097

		}

3098
		if ( geometry.verticesNeedUpdate && position !== undefined ) {
3099

3100 3101
			_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, position.array, hint );
3102 3103 3104

		}

3105
		if ( geometry.normalsNeedUpdate && normal !== undefined ) {
3106

3107 3108
			_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normal.array, hint );
3109 3110 3111

		}

3112
		if ( geometry.uvsNeedUpdate && uv !== undefined ) {
3113

3114 3115
			_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, uv.array, hint );
3116 3117 3118

		}

3119
		if ( geometry.colorsNeedUpdate && color !== undefined ) {
3120

3121 3122
			_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, color.array, hint );
3123 3124 3125

		}

3126 3127 3128 3129 3130 3131
		if ( geometry.tangentsNeedUpdate && tangent !== undefined ) {

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

		}
3132 3133 3134

		if ( dispose ) {

3135 3136 3137 3138 3139
			for ( var i in geometry.attributes ) {

				delete geometry.attributes[ i ].array;

			}
3140 3141 3142 3143 3144

		}

	};

3145
	// Buffer rendering
A
alteredq 已提交
3146

3147
	this.renderBufferImmediate = function ( object, program, material ) {
A
alteredq 已提交
3148

3149 3150 3151
		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();
3152
		if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
A
alteredq 已提交
3153

3154
		if ( object.hasPositions ) {
A
alteredq 已提交
3155

3156 3157 3158 3159
			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.position );
			_gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
A
alteredq 已提交
3160 3161 3162

		}

3163
		if ( object.hasNormals ) {
A
alteredq 已提交
3164

3165
			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
A
alteredq 已提交
3166

3167
			if ( material.shading === THREE.FlatShading ) {
3168

3169 3170 3171 3172
				var nx, ny, nz,
					nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
					normalArray,
					i, il = object.count * 3;
3173

3174
				for( i = 0; i < il; i += 9 ) {
3175

3176
					normalArray = object.normalArray;
3177

3178 3179 3180
					nax  = normalArray[ i ];
					nay  = normalArray[ i + 1 ];
					naz  = normalArray[ i + 2 ];
3181

3182 3183 3184
					nbx  = normalArray[ i + 3 ];
					nby  = normalArray[ i + 4 ];
					nbz  = normalArray[ i + 5 ];
3185

3186 3187 3188
					ncx  = normalArray[ i + 6 ];
					ncy  = normalArray[ i + 7 ];
					ncz  = normalArray[ i + 8 ];
3189

3190 3191 3192
					nx = ( nax + nbx + ncx ) / 3;
					ny = ( nay + nby + ncy ) / 3;
					nz = ( naz + nbz + ncz ) / 3;
3193

3194 3195 3196
					normalArray[ i ] 	 = nx;
					normalArray[ i + 1 ] = ny;
					normalArray[ i + 2 ] = nz;
3197

3198 3199 3200
					normalArray[ i + 3 ] = nx;
					normalArray[ i + 4 ] = ny;
					normalArray[ i + 5 ] = nz;
3201

3202 3203 3204
					normalArray[ i + 6 ] = nx;
					normalArray[ i + 7 ] = ny;
					normalArray[ i + 8 ] = nz;
3205

3206
				}
3207

3208
			}
3209

3210 3211 3212
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.normal );
			_gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
3213

3214
		}
3215

3216
		if ( object.hasUvs && material.map ) {
3217 3218 3219 3220 3221 3222 3223 3224

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.uv );
			_gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );

		}

3225 3226 3227 3228 3229 3230 3231 3232 3233
		if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.color );
			_gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );

		}

3234
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
3235

3236
		object.count = 0;
3237

3238
	};
3239

3240
	this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
3241

3242 3243
		if ( material.visible === false ) return;

3244
		var program, attributes, linewidth, primitives, a, attribute;
3245 3246 3247 3248 3249 3250 3251

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

		attributes = program.attributes;

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
3252
			geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
3253

3254
		if ( geometryHash !== _currentGeometryGroupHash ) {
3255

3256
			_currentGeometryGroupHash = geometryHash;
3257 3258 3259 3260
			updateBuffers = true;

		}

3261 3262 3263 3264 3265 3266
		if ( updateBuffers ) {

			disableAttributes();

		}

3267 3268 3269 3270
		// render mesh

		if ( object instanceof THREE.Mesh ) {

3271
			var index = geometry.attributes[ "index" ];
3272

3273
			// indexed triangles
3274

3275
			if ( index ) {
3276

3277
				var offsets = geometry.offsets;
3278

3279 3280 3281
				// 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
3282

3283
				if ( offsets.length > 1 ) updateBuffers = true;
3284

3285
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
3286

3287
					var startIndex = offsets[ i ].index;
3288

3289
					if ( updateBuffers ) {
3290

3291
						// vertices
3292

3293 3294
						var position = geometry.attributes[ "position" ];
						var positionSize = position.itemSize;
3295

3296 3297 3298
						_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
						enableAttribute( attributes.position );
						_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, startIndex * positionSize * 4 ); // 4 bytes per Float32
3299

3300
						// normals
3301

3302
						var normal = geometry.attributes[ "normal" ];
3303

3304
						if ( attributes.normal >= 0 && normal ) {
3305

3306
							var normalSize = normal.itemSize;
3307

3308 3309 3310
							_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
							enableAttribute( attributes.normal );
							_gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, startIndex * normalSize * 4 );
3311

3312
						}
3313

3314
						// uvs
3315

3316
						var uv = geometry.attributes[ "uv" ];
3317

3318
						if ( attributes.uv >= 0 && uv ) {
3319

3320
							var uvSize = uv.itemSize;
3321

3322 3323 3324
							_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
							enableAttribute( attributes.uv );
							_gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, startIndex * uvSize * 4 );
3325

3326
						}
3327

3328
						// colors
3329

3330
						var color = geometry.attributes[ "color" ];
3331

3332
						if ( attributes.color >= 0 && color ) {
3333

3334
							var colorSize = color.itemSize;
3335

3336 3337 3338
							_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
							enableAttribute( attributes.color );
							_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, startIndex * colorSize * 4 );
3339

3340
						}
3341

3342
						// tangents
3343

3344
						var tangent = geometry.attributes[ "tangent" ];
3345

3346
						if ( attributes.tangent >= 0 && tangent ) {
3347

3348
							var tangentSize = tangent.itemSize;
3349

3350 3351 3352
							_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
							enableAttribute( attributes.tangent );
							_gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, startIndex * tangentSize * 4 );
3353

3354
						}
3355

3356
						// indices
3357

3358
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
3359

3360
					}
3361

3362
					// render indexed triangles
3363

3364
					_gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16
B
Ben Adams 已提交
3365

3366 3367 3368
					_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;
B
Ben Adams 已提交
3369

3370
				}
B
Ben Adams 已提交
3371

3372
			// non-indexed triangles
B
Ben Adams 已提交
3373

3374
			} else {
B
Ben Adams 已提交
3375

3376
				if ( updateBuffers ) {
B
Ben Adams 已提交
3377

3378
					// vertices
B
Ben Adams 已提交
3379

3380 3381
					var position = geometry.attributes[ "position" ];
					var positionSize = position.itemSize;
B
Ben Adams 已提交
3382

3383 3384 3385
					_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
					enableAttribute( attributes.position );
					_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );
B
Ben Adams 已提交
3386

3387
					// normals
B
Ben Adams 已提交
3388

3389
					var normal = geometry.attributes[ "normal" ];
B
Ben Adams 已提交
3390

3391
					if ( attributes.normal >= 0 && normal ) {
B
Ben Adams 已提交
3392

3393
						var normalSize = normal.itemSize;
B
Ben Adams 已提交
3394

3395 3396 3397
						_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
						enableAttribute( attributes.normal );
						_gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, 0 );
B
Ben Adams 已提交
3398

3399
					}
B
Ben Adams 已提交
3400

3401
					// uvs
B
Ben Adams 已提交
3402

3403
					var uv = geometry.attributes[ "uv" ];
B
Ben Adams 已提交
3404

3405
					if ( attributes.uv >= 0 && uv ) {
B
Ben Adams 已提交
3406

3407
						var uvSize = uv.itemSize;
B
Ben Adams 已提交
3408

3409 3410 3411
						_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
						enableAttribute( attributes.uv );
						_gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, 0 );
B
Ben Adams 已提交
3412

3413
					}
B
Ben Adams 已提交
3414

3415
					// colors
B
Ben Adams 已提交
3416

3417
					var color = geometry.attributes[ "color" ];
B
Ben Adams 已提交
3418

3419
					if ( attributes.color >= 0 && color ) {
B
Ben Adams 已提交
3420

3421
						var colorSize = color.itemSize;
B
Ben Adams 已提交
3422

3423 3424 3425 3426 3427
						_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
						enableAttribute( attributes.color );
						_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );

					}
B
Ben Adams 已提交
3428

3429
					// tangents
B
Ben Adams 已提交
3430

3431
					var tangent = geometry.attributes[ "tangent" ];
B
Ben Adams 已提交
3432

3433
					if ( attributes.tangent >= 0 && tangent ) {
B
Ben Adams 已提交
3434

3435 3436 3437 3438 3439 3440 3441 3442 3443 3444 3445 3446 3447 3448 3449 3450 3451 3452 3453
						var tangentSize = tangent.itemSize;

						_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
						enableAttribute( attributes.tangent );
						_gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, 0 );

					}

				}

				// render non-indexed triangles

				_gl.drawArrays( _gl.TRIANGLES, 0, position.numItems / 3 );

				_this.info.render.calls ++;
				_this.info.render.vertices += position.numItems / 3;
				_this.info.render.faces += position.numItems / 3 / 3;

			}
3454

3455 3456 3457 3458 3459 3460 3461 3462 3463 3464 3465 3466
		// render particles

		} else if ( object instanceof THREE.ParticleSystem ) {

			if ( updateBuffers ) {

				// vertices

				var position = geometry.attributes[ "position" ];
				var positionSize = position.itemSize;

				_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
3467
				enableAttribute( attributes.position );
3468 3469 3470 3471 3472 3473 3474 3475 3476 3477 3478
				_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );

				// colors

				var color = geometry.attributes[ "color" ];

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

					var colorSize = color.itemSize;

					_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
3479
					enableAttribute( attributes.color );
3480 3481 3482 3483 3484 3485 3486 3487 3488 3489 3490 3491 3492
					_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );

				}

				// render particles

				_gl.drawArrays( _gl.POINTS, 0, position.numItems / 3 );

				_this.info.render.calls ++;
				_this.info.render.points += position.numItems / 3;

			}

3493 3494 3495 3496
		}

	};

A
alteredq 已提交
3497
	this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
3498

3499 3500
		if ( material.visible === false ) return;

3501
		var program, attributes, linewidth, primitives, a, attribute, i, il;
3502

3503
		program = setProgram( camera, lights, fog, material, object );
3504

3505
		attributes = program.attributes;
3506

3507 3508 3509
		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
			geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
3510

3511
		if ( geometryGroupHash !== _currentGeometryGroupHash ) {
A
alteredq 已提交
3512

3513 3514
			_currentGeometryGroupHash = geometryGroupHash;
			updateBuffers = true;
3515

3516
		}
3517

3518 3519 3520 3521 3522 3523
		if ( updateBuffers ) {

			disableAttributes();

		}

3524
		// vertices
3525

3526
		if ( !material.morphTargets && attributes.position >= 0 ) {
3527

3528
			if ( updateBuffers ) {
3529

3530
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
3531
				enableAttribute( attributes.position );
3532
				_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3533

3534
			}
3535

3536
		} else {
3537

3538
			if ( object.morphTargetBase ) {
3539

3540
				setupMorphTargets( material, geometryGroup, object );
3541

3542
			}
3543

3544
		}
3545

3546

3547
		if ( updateBuffers ) {
3548

3549
			// custom attributes
3550

3551
			// Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
3552

3553
			if ( geometryGroup.__webglCustomAttributesList ) {
3554

3555
				for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
3556

3557
					attribute = geometryGroup.__webglCustomAttributesList[ i ];
3558

3559
					if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
3560

3561
						_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
3562
						enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
3563
						_gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
3564

3565
					}
3566

3567
				}
3568

3569
			}
3570 3571


3572
			// colors
3573

3574
			if ( attributes.color >= 0 ) {
3575

3576
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
3577
				enableAttribute( attributes.color );
3578
				_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
3579

3580
			}
3581

3582
			// normals
3583

3584
			if ( attributes.normal >= 0 ) {
3585

3586
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
3587
				enableAttribute( attributes.normal );
3588
				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
3589

3590
			}
3591

3592
			// tangents
3593

3594
			if ( attributes.tangent >= 0 ) {
3595

3596
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
3597
				enableAttribute( attributes.tangent );
3598
				_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
3599

3600
			}
3601

3602
			// uvs
3603

3604
			if ( attributes.uv >= 0 ) {
3605

3606 3607 3608
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
				enableAttribute( attributes.uv );
				_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
3609 3610 3611

			}

3612
			if ( attributes.uv2 >= 0 ) {
3613

3614 3615 3616
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
				enableAttribute( attributes.uv2 );
				_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
3617 3618

			}
3619

3620 3621
			if ( material.skinning &&
				 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
A
alteredq 已提交
3622

3623
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
3624
				enableAttribute( attributes.skinIndex );
3625
				_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
A
alteredq 已提交
3626

3627
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
3628
				enableAttribute( attributes.skinWeight );
3629
				_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
3630

A
alteredq 已提交
3631
			}
3632

3633 3634 3635 3636 3637
			// line distances

			if ( attributes.lineDistance >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
3638
				enableAttribute( attributes.lineDistance );
3639 3640 3641 3642
				_gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );

			}

3643
		}
3644

3645
		// render mesh
3646

3647
		if ( object instanceof THREE.Mesh ) {
3648

3649
			// wireframe
3650

3651
			if ( material.wireframe ) {
3652

3653
				setLineWidth( material.wireframeLinewidth );
3654

3655 3656
				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
3657

3658
			// triangles
3659

3660
			} else {
3661

3662 3663
				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
3664

3665
			}
3666

3667 3668 3669
			_this.info.render.calls ++;
			_this.info.render.vertices += geometryGroup.__webglFaceCount;
			_this.info.render.faces += geometryGroup.__webglFaceCount / 3;
3670

3671
		// render lines
3672

3673
		} else if ( object instanceof THREE.Line ) {
3674

3675
			primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
3676

3677
			setLineWidth( material.linewidth );
3678

3679
			_gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
3680

3681
			_this.info.render.calls ++;
3682

3683
		// render particles
3684

3685
		} else if ( object instanceof THREE.ParticleSystem ) {
3686

3687
			_gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
3688

3689
			_this.info.render.calls ++;
3690
			_this.info.render.points += geometryGroup.__webglParticleCount;
3691

3692
		// render ribbon
3693

3694
		} else if ( object instanceof THREE.Ribbon ) {
3695

3696
			_gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
3697

3698
			_this.info.render.calls ++;
3699

3700
		}
3701

3702
	};
3703

3704 3705 3706 3707 3708 3709 3710 3711 3712 3713 3714 3715 3716 3717 3718 3719 3720 3721 3722 3723 3724 3725 3726 3727 3728 3729
	function enableAttribute( attribute ) {

		if ( ! _enabledAttributes[ attribute ] ) {

			_gl.enableVertexAttribArray( attribute );
			_enabledAttributes[ attribute ] = true;

		}

	};

	function disableAttributes() {

		for ( var attribute in _enabledAttributes ) {

			if ( _enabledAttributes[ attribute ] ) {

				_gl.disableVertexAttribArray( attribute );
				_enabledAttributes[ attribute ] = false;

			}

		}

	};

3730
	function setupMorphTargets ( material, geometryGroup, object ) {
3731

3732
		// set base
3733

3734
		var attributes = material.program.attributes;
3735

A
alteredq 已提交
3736
		if ( object.morphTargetBase !== -1 ) {
3737

3738
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
3739
			enableAttribute( attributes.position );
3740
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3741

3742
		} else if ( attributes.position >= 0 ) {
3743

3744
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
3745
			enableAttribute( attributes.position );
3746
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3747

3748
		}
3749

3750
		if ( object.morphTargetForcedOrder.length ) {
3751

3752
			// set forced order
3753

3754 3755 3756 3757 3758
			var m = 0;
			var order = object.morphTargetForcedOrder;
			var influences = object.morphTargetInfluences;

			while ( m < material.numSupportedMorphTargets && m < order.length ) {
3759

3760
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
3761
				enableAttribute( attributes[ "morphTarget" + m ] );
3762 3763
				_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

A
alteredq 已提交
3764 3765 3766
				if ( material.morphNormals ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
3767
					enableAttribute( attributes[ "morphNormal" + m ] );
A
alteredq 已提交
3768 3769 3770 3771
					_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );

				}

3772 3773 3774
				object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];

				m ++;
3775 3776
			}

3777 3778
		} else {

A
alteredq 已提交
3779
			// find the most influencing
3780

A
alteredq 已提交
3781
			var influence, activeInfluenceIndices = [];
3782 3783
			var influences = object.morphTargetInfluences;
			var i, il = influences.length;
3784

A
alteredq 已提交
3785
			for ( i = 0; i < il; i ++ ) {
3786

A
alteredq 已提交
3787 3788 3789 3790
				influence = influences[ i ];

				if ( influence > 0 ) {

3791
					activeInfluenceIndices.push( [ i, influence ] );
3792

I
ide user ide_gero3 已提交
3793
				}
A
alteredq 已提交
3794

I
ide user ide_gero3 已提交
3795
			}
A
alteredq 已提交
3796 3797 3798 3799 3800 3801 3802 3803 3804 3805 3806 3807

			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 ) {

3808
				activeInfluenceIndices.push( [ 0, 0 ] );
A
alteredq 已提交
3809 3810 3811 3812

			};

			var influenceIndex, m = 0;
3813

3814
			while ( m < material.numSupportedMorphTargets ) {
3815

3816
				if ( activeInfluenceIndices[ m ] ) {
3817 3818 3819

					influenceIndex = activeInfluenceIndices[ m ][ 0 ];

A
alteredq 已提交
3820
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
3821
					enableAttribute( attributes[ "morphTarget" + m ] );
A
alteredq 已提交
3822
					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
3823

A
alteredq 已提交
3824 3825 3826
					if ( material.morphNormals ) {

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
3827
						enableAttribute( attributes[ "morphNormal" + m ] );
A
alteredq 已提交
3828 3829 3830 3831 3832 3833 3834 3835 3836
						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );

					}

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

				} else {

					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
3837

A
alteredq 已提交
3838
					if ( material.morphNormals ) {
3839

A
alteredq 已提交
3840
						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
3841

3842
					}
3843

A
alteredq 已提交
3844 3845
					object.__webglMorphTargetInfluences[ m ] = 0;

3846
				}
A
alteredq 已提交
3847

3848
				m ++;
3849 3850 3851 3852 3853

			}

		}

3854
		// load updated influences uniform
3855

3856
		if ( material.program.uniforms.morphTargetInfluences !== null ) {
M
Mr.doob 已提交
3857

3858
			_gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
3859

3860
		}
3861

3862
	};
3863

A
alteredq 已提交
3864
	// Sorting
3865

3866 3867 3868 3869 3870 3871 3872 3873 3874 3875 3876 3877 3878 3879
	function painterSortStable ( a, b ) {

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

			return b.z - a.z;

		} else {

			return b.id - a.id;

		}

	};

3880
	function numericalSort ( a, b ) {
A
alteredq 已提交
3881

3882
		return b[ 1 ] - a[ 1 ];
A
alteredq 已提交
3883 3884 3885 3886

	};


3887
	// Rendering
3888

3889
	this.render = function ( scene, camera, renderTarget, forceClear ) {
3890

M
Mr.doob 已提交
3891 3892 3893 3894 3895 3896 3897
		if ( camera instanceof THREE.Camera === false ) {

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

		}

3898 3899 3900 3901 3902
		var i, il,

		webglObject, object,
		renderList,

3903
		lights = scene.__lights,
3904
		fog = scene.fog;
M
Mr.doob 已提交
3905

3906 3907
		// reset caching for this frame

3908
		_currentMaterialId = -1;
3909
		_lightsNeedUpdate = true;
3910

A
alteredq 已提交
3911
		// update scene graph
3912

3913
		if ( this.autoUpdateScene ) scene.updateMatrixWorld();
3914

A
alteredq 已提交
3915
		// update camera matrices and frustum
A
alteredq 已提交
3916

3917 3918
		if ( camera.parent === undefined ) camera.updateMatrixWorld();

3919
		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
A
alteredq 已提交
3920

3921
		_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
A
alteredq 已提交
3922
		_frustum.setFromMatrix( _projScreenMatrix );
3923

A
alteredq 已提交
3924 3925 3926 3927 3928 3929 3930 3931 3932 3933 3934 3935 3936 3937 3938
		// update WebGL objects

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

		// custom render plugins (pre pass)

		renderPlugins( this.renderPluginsPre, scene, camera );

		//

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

A
alteredq 已提交
3939
		this.setRenderTarget( renderTarget );
3940

3941
		if ( this.autoClear || forceClear ) {
3942

3943
			this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
M
Mr.doob 已提交
3944

3945
		}
M
Mr.doob 已提交
3946

3947
		// set matrices for regular objects (frustum culled)
3948

3949
		renderList = scene.__webglObjects;
3950

3951
		for ( i = 0, il = renderList.length; i < il; i ++ ) {
3952

3953
			webglObject = renderList[ i ];
3954
			object = webglObject.object;
3955

A
alteredq 已提交
3956 3957
			webglObject.render = false;

3958
			if ( object.visible ) {
3959

3960
				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
M
Mr.doob 已提交
3961

A
alteredq 已提交
3962
					setupMatrices( object, camera );
3963

3964
					unrollBufferMaterial( webglObject );
3965

3966
					webglObject.render = true;
3967

3968
					if ( this.sortObjects === true ) {
3969

3970
						if ( object.renderDepth !== null ) {
3971

3972
							webglObject.z = object.renderDepth;
M
Mr.doob 已提交
3973

3974
						} else {
M
Mr.doob 已提交
3975

3976
							_vector3.copy( object.matrixWorld.getPosition() );
3977
							_projScreenMatrix.multiplyVector3( _vector3 );
3978

3979
							webglObject.z = _vector3.z;
3980

3981
						}
M
Mr.doob 已提交
3982

3983 3984
						webglObject.id = object.id;

3985
					}
M
Mr.doob 已提交
3986

3987
				}
3988 3989

			}
3990 3991 3992

		}

3993
		if ( this.sortObjects ) {
M
Mr.doob 已提交
3994

3995
			renderList.sort( painterSortStable );
3996

3997
		}
3998

3999
		// set matrices for immediate objects
4000

4001
		renderList = scene.__webglObjectsImmediate;
4002

4003 4004 4005
		for ( i = 0, il = renderList.length; i < il; i ++ ) {

			webglObject = renderList[ i ];
4006
			object = webglObject.object;
4007

4008
			if ( object.visible ) {
4009

A
alteredq 已提交
4010
				setupMatrices( object, camera );
M
Mr.doob 已提交
4011

4012
				unrollImmediateBufferMaterial( webglObject );
M
Mr.doob 已提交
4013

4014
			}
M
Mr.doob 已提交
4015

4016
		}
4017

4018
		if ( scene.overrideMaterial ) {
4019

4020 4021 4022 4023 4024 4025
			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 );
4026

4027 4028
			renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
M
Mr.doob 已提交
4029

4030
		} else {
4031

4032 4033
			var material = null;

4034
			// opaque pass (front-to-back order)
4035

4036
			this.setBlending( THREE.NormalBlending );
4037

4038 4039
			renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
4040

4041
			// transparent pass (back-to-front order)
4042

4043 4044
			renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
4045

4046
		}
4047

A
alteredq 已提交
4048
		// custom render plugins (post pass)
4049

A
alteredq 已提交
4050
		renderPlugins( this.renderPluginsPost, scene, camera );
4051 4052


4053
		// Generate mipmap if we're using any kind of mipmap filtering
4054

4055
		if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
4056

4057
			updateRenderTargetMipmap( renderTarget );
4058

4059
		}
4060

4061 4062 4063
		// Ensure depth buffer writing is enabled so it can be cleared on next render

		this.setDepthTest( true );
4064
		this.setDepthWrite( true );
4065

4066
		// _gl.finish();
4067

4068
	};
4069

A
alteredq 已提交
4070 4071 4072 4073 4074 4075
	function renderPlugins( plugins, scene, camera ) {

		if ( ! plugins.length ) return;

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

4076 4077
			// reset state for plugin (to start from clean slate)

A
alteredq 已提交
4078
			_currentProgram = null;
4079
			_currentCamera = null;
4080

A
alteredq 已提交
4081 4082 4083
			_oldBlending = -1;
			_oldDepthTest = -1;
			_oldDepthWrite = -1;
4084 4085
			_oldDoubleSided = -1;
			_oldFlipSided = -1;
A
alteredq 已提交
4086 4087
			_currentGeometryGroupHash = -1;
			_currentMaterialId = -1;
4088

4089
			_lightsNeedUpdate = true;
A
alteredq 已提交
4090

A
alteredq 已提交
4091
			plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
A
alteredq 已提交
4092

4093 4094
			// reset state after plugin (anything could have changed)

A
alteredq 已提交
4095
			_currentProgram = null;
4096
			_currentCamera = null;
4097

A
alteredq 已提交
4098 4099 4100
			_oldBlending = -1;
			_oldDepthTest = -1;
			_oldDepthWrite = -1;
4101 4102
			_oldDoubleSided = -1;
			_oldFlipSided = -1;
A
alteredq 已提交
4103 4104
			_currentGeometryGroupHash = -1;
			_currentMaterialId = -1;
4105

4106
			_lightsNeedUpdate = true;
A
alteredq 已提交
4107 4108 4109 4110 4111

		}

	};

4112 4113 4114 4115 4116 4117 4118 4119 4120 4121 4122 4123 4124 4125 4126 4127 4128 4129 4130 4131 4132 4133 4134 4135 4136 4137 4138 4139 4140 4141 4142 4143 4144 4145 4146 4147
	function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {

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

		if ( reverse ) {

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

		} else {

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

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

			webglObject = renderList[ i ];

			if ( webglObject.render ) {

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

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

4148
					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
4149

A
alteredq 已提交
4150
					_this.setDepthTest( material.depthTest );
4151
					_this.setDepthWrite( material.depthWrite );
4152 4153 4154 4155
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

4156
				_this.setMaterialFaces( material );
4157 4158 4159 4160 4161 4162 4163 4164 4165 4166

				if ( buffer instanceof THREE.BufferGeometry ) {

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

				} else {

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

				}
4167 4168 4169 4170 4171 4172 4173 4174 4175 4176 4177 4178 4179 4180 4181 4182 4183 4184 4185 4186 4187 4188 4189 4190 4191 4192 4193 4194

			}

		}

	};

	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;

4195
					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
4196

A
alteredq 已提交
4197
					_this.setDepthTest( material.depthTest );
4198
					_this.setDepthWrite( material.depthWrite );
4199 4200 4201 4202
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

A
alteredq 已提交
4203
				_this.renderImmediateObject( camera, lights, fog, material, object );
4204

A
alteredq 已提交
4205
			}
4206

A
alteredq 已提交
4207
		}
4208

A
alteredq 已提交
4209
	};
4210

A
alteredq 已提交
4211
	this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
4212

A
alteredq 已提交
4213
		var program = setProgram( camera, lights, fog, material, object );
4214

A
alteredq 已提交
4215
		_currentGeometryGroupHash = -1;
4216

4217
		_this.setMaterialFaces( material );
A
alteredq 已提交
4218 4219 4220 4221 4222 4223 4224

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

4225
			object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
4226 4227 4228 4229 4230

		}

	};

4231
	function unrollImmediateBufferMaterial ( globject ) {
4232

4233 4234
		var object = globject.object,
			material = object.material;
4235

4236
		if ( material.transparent ) {
4237

4238 4239
			globject.transparent = material;
			globject.opaque = null;
4240

4241
		} else {
4242

4243 4244
			globject.opaque = material;
			globject.transparent = null;
4245

4246
		}
A
alteredq 已提交
4247

4248
	};
A
alteredq 已提交
4249

4250
	function unrollBufferMaterial ( globject ) {
A
alteredq 已提交
4251

4252 4253 4254
		var object = globject.object,
			buffer = globject.buffer,
			material, materialIndex, meshMaterial;
4255

4256
		meshMaterial = object.material;
4257

4258
		if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
M
Mr.doob 已提交
4259

4260
			materialIndex = buffer.materialIndex;
4261

4262
			if ( materialIndex >= 0 ) {
4263

4264
				material = meshMaterial.materials[ materialIndex ];
4265

4266
				if ( material.transparent ) {
M
Mr.doob 已提交
4267

4268 4269
					globject.transparent = material;
					globject.opaque = null;
4270

4271
				} else {
4272

4273 4274
					globject.opaque = material;
					globject.transparent = null;
4275

4276
				}
4277

4278
			}
4279

4280
		} else {
4281

4282
			material = meshMaterial;
4283

4284
			if ( material ) {
4285

4286
				if ( material.transparent ) {
M
Mr.doob 已提交
4287

4288 4289
					globject.transparent = material;
					globject.opaque = null;
A
alteredq 已提交
4290

4291
				} else {
4292

4293 4294
					globject.opaque = material;
					globject.transparent = null;
4295

4296
				}
4297

4298
			}
4299

4300
		}
4301

4302
	};
4303

4304
	// Geometry splitting
4305

4306
	function sortFacesByMaterial ( geometry, material ) {
4307

4308 4309 4310
		var f, fl, face, materialIndex, vertices,
			materialHash, groupHash,
			hash_map = {};
4311

4312
		var numMorphTargets = geometry.morphTargets.length;
4313
		var numMorphNormals = geometry.morphNormals.length;
4314

4315 4316
		var usesFaceMaterial = material instanceof THREE.MeshFaceMaterial;

4317
		geometry.geometryGroups = {};
4318

4319
		for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
4320

4321
			face = geometry.faces[ f ];
4322
			materialIndex = usesFaceMaterial ? face.materialIndex : undefined;
4323

4324
			materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
4325

4326
			if ( hash_map[ materialHash ] === undefined ) {
4327

4328
				hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
4329 4330 4331

			}

4332
			groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
4333

4334
			if ( geometry.geometryGroups[ groupHash ] === undefined ) {
4335

4336
				geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
4337

4338
			}
A
alteredq 已提交
4339

4340
			vertices = face instanceof THREE.Face3 ? 3 : 4;
A
alteredq 已提交
4341

4342
			if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
A
alteredq 已提交
4343

4344 4345
				hash_map[ materialHash ].counter += 1;
				groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
A
alteredq 已提交
4346

4347
				if ( geometry.geometryGroups[ groupHash ] === undefined ) {
A
alteredq 已提交
4348

4349
					geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
A
alteredq 已提交
4350

4351
				}
4352

4353
			}
4354

4355
			if ( face instanceof THREE.Face3 ) {
4356

4357
				geometry.geometryGroups[ groupHash ].faces3.push( f );
4358

4359
			} else {
4360

4361
				geometry.geometryGroups[ groupHash ].faces4.push( f );
4362

A
alteredq 已提交
4363
			}
4364

4365
			geometry.geometryGroups[ groupHash ].vertices += vertices;
4366

4367
		}
4368

4369
		geometry.geometryGroupsList = [];
4370

4371
		for ( var g in geometry.geometryGroups ) {
4372

4373
			geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
4374

4375
			geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
4376

4377
		}
4378

4379
	};
4380

4381 4382 4383 4384 4385 4386 4387 4388 4389
	// Objects refresh

	this.initWebGLObjects = function ( scene ) {

		if ( !scene.__webglObjects ) {

			scene.__webglObjects = [];
			scene.__webglObjectsImmediate = [];
			scene.__webglSprites = [];
4390
			scene.__webglFlares = [];
4391 4392

		}
4393

4394
		while ( scene.__objectsAdded.length ) {
4395

4396 4397
			addObject( scene.__objectsAdded[ 0 ], scene );
			scene.__objectsAdded.splice( 0, 1 );
4398

4399
		}
A
alteredq 已提交
4400

4401
		while ( scene.__objectsRemoved.length ) {
4402

4403 4404
			removeObject( scene.__objectsRemoved[ 0 ], scene );
			scene.__objectsRemoved.splice( 0, 1 );
4405

4406
		}
4407

4408
		// update must be called after objects adding / removal
4409

4410
		for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
4411

4412
			updateObject( scene.__webglObjects[ o ].object );
M
Mr.doob 已提交
4413 4414 4415 4416 4417

		}

	};

4418
	// Objects adding
M
Mr.doob 已提交
4419

4420
	function addObject ( object, scene ) {
A
alteredq 已提交
4421

4422
		var g, geometry, material, geometryGroup;
4423

4424
		if ( ! object.__webglInit ) {
M
Mr.doob 已提交
4425

4426
			object.__webglInit = true;
M
Mr.doob 已提交
4427

4428
			object._modelViewMatrix = new THREE.Matrix4();
4429
			object._normalMatrix = new THREE.Matrix3();
M
Mr.doob 已提交
4430

4431
			if ( object instanceof THREE.Mesh ) {
M
Mr.doob 已提交
4432

4433
				geometry = object.geometry;
4434
				material = object.material;
M
Mr.doob 已提交
4435

4436
				if ( geometry instanceof THREE.Geometry ) {
M
Mr.doob 已提交
4437

4438
					if ( geometry.geometryGroups === undefined ) {
M
Mr.doob 已提交
4439

4440
						sortFacesByMaterial( geometry, material );
M
Mr.doob 已提交
4441

4442 4443 4444
					}

					// create separate VBOs per geometry chunk
M
Mr.doob 已提交
4445

4446
					for ( g in geometry.geometryGroups ) {
M
Mr.doob 已提交
4447

4448
						geometryGroup = geometry.geometryGroups[ g ];
M
Mr.doob 已提交
4449

4450
						// initialise VBO on the first access
M
Mr.doob 已提交
4451

4452
						if ( ! geometryGroup.__webglVertexBuffer ) {
4453

4454 4455
							createMeshBuffers( geometryGroup );
							initMeshBuffers( geometryGroup, object );
M
Mr.doob 已提交
4456

4457
							geometry.verticesNeedUpdate = true;
4458
							geometry.morphTargetsNeedUpdate = true;
M
Mr.doob 已提交
4459
							geometry.elementsNeedUpdate = true;
M
Mr.doob 已提交
4460
							geometry.uvsNeedUpdate = true;
M
Mr.doob 已提交
4461
							geometry.normalsNeedUpdate = true;
4462
							geometry.tangentsNeedUpdate = true;
M
Mr.doob 已提交
4463
							geometry.colorsNeedUpdate = true;
4464 4465

						}
M
Mr.doob 已提交
4466

4467
					}
M
Mr.doob 已提交
4468

4469 4470 4471 4472
				} else if ( geometry instanceof THREE.BufferGeometry ) {

					initDirectBuffers( geometry );

4473
				}
M
Mr.doob 已提交
4474

4475
			} else if ( object instanceof THREE.Ribbon ) {
M
Mr.doob 已提交
4476

4477
				geometry = object.geometry;
M
Mr.doob 已提交
4478

4479
				if ( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
4480

4481
					createRibbonBuffers( geometry );
4482
					initRibbonBuffers( geometry, object );
M
Mr.doob 已提交
4483

4484
					geometry.verticesNeedUpdate = true;
M
Mr.doob 已提交
4485
					geometry.colorsNeedUpdate = true;
4486
					geometry.normalsNeedUpdate = true;
M
Mr.doob 已提交
4487

4488
				}
M
Mr.doob 已提交
4489

4490
			} else if ( object instanceof THREE.Line ) {
M
Mr.doob 已提交
4491

4492
				geometry = object.geometry;
M
Mr.doob 已提交
4493

4494
				if ( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
4495

4496 4497
					createLineBuffers( geometry );
					initLineBuffers( geometry, object );
M
Mr.doob 已提交
4498

4499
					geometry.verticesNeedUpdate = true;
M
Mr.doob 已提交
4500
					geometry.colorsNeedUpdate = true;
4501
					geometry.lineDistancesNeedUpdate = true;
4502

4503
				}
4504

4505
			} else if ( object instanceof THREE.ParticleSystem ) {
4506

4507
				geometry = object.geometry;
4508

4509
				if ( ! geometry.__webglVertexBuffer ) {
4510

4511 4512 4513 4514 4515 4516 4517 4518 4519 4520 4521 4522 4523
					if ( geometry instanceof THREE.Geometry ) {

						createParticleBuffers( geometry );
						initParticleBuffers( geometry, object );

						geometry.verticesNeedUpdate = true;
						geometry.colorsNeedUpdate = true;

					} else if ( geometry instanceof THREE.BufferGeometry ) {

						initDirectBuffers( geometry );

					}
4524

4525

4526
				}
4527

4528
			}
4529

4530
		}
4531

4532
		if ( ! object.__webglActive ) {
4533

4534
			if ( object instanceof THREE.Mesh ) {
4535

4536
				geometry = object.geometry;
4537

4538 4539 4540 4541 4542 4543 4544 4545 4546
				if ( geometry instanceof THREE.BufferGeometry ) {

					addBuffer( scene.__webglObjects, geometry, object );

				} else {

					for ( g in geometry.geometryGroups ) {

						geometryGroup = geometry.geometryGroups[ g ];
4547

4548
						addBuffer( scene.__webglObjects, geometryGroup, object );
4549

4550
					}
4551

4552
				}
4553

4554 4555 4556
			} else if ( object instanceof THREE.Ribbon ||
						object instanceof THREE.Line ||
						object instanceof THREE.ParticleSystem ) {
4557

4558 4559
				geometry = object.geometry;
				addBuffer( scene.__webglObjects, geometry, object );
4560

4561
			} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
4562

4563
				addBufferImmediate( scene.__webglObjectsImmediate, object );
4564

4565
			} else if ( object instanceof THREE.Sprite ) {
4566

4567
				scene.__webglSprites.push( object );
4568

4569 4570 4571 4572
			} else if ( object instanceof THREE.LensFlare ) {

				scene.__webglFlares.push( object );

4573 4574
			}

4575
			object.__webglActive = true;
4576

4577
		}
4578

4579
	};
4580

4581
	function addBuffer ( objlist, buffer, object ) {
4582

4583 4584 4585 4586 4587 4588 4589 4590
		objlist.push(
			{
				buffer: buffer,
				object: object,
				opaque: null,
				transparent: null
			}
		);
4591

4592
	};
4593

4594
	function addBufferImmediate ( objlist, object ) {
4595

4596 4597 4598 4599 4600
		objlist.push(
			{
				object: object,
				opaque: null,
				transparent: null
4601
			}
4602
		);
4603

4604
	};
4605

4606
	// Objects updates
4607

4608
	function updateObject ( object ) {
4609

4610 4611
		var geometry = object.geometry,
			geometryGroup, customAttributesDirty, material;
4612

4613
		if ( object instanceof THREE.Mesh ) {
4614

4615 4616
			if ( geometry instanceof THREE.BufferGeometry ) {

M
Mr.doob 已提交
4617
				if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
M
Mr.doob 已提交
4618
					 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
4619
					 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {
4620

4621
					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
4622

4623
				}
4624

4625
				geometry.verticesNeedUpdate = false;
M
Mr.doob 已提交
4626
				geometry.elementsNeedUpdate = false;
M
Mr.doob 已提交
4627
				geometry.uvsNeedUpdate = false;
M
Mr.doob 已提交
4628
				geometry.normalsNeedUpdate = false;
M
Mr.doob 已提交
4629
				geometry.colorsNeedUpdate = false;
4630
				geometry.tangentsNeedUpdate = false;
4631

4632
			} else {
4633

4634
				// check all geometry groups
4635

4636 4637 4638 4639 4640 4641
				for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {

					geometryGroup = geometry.geometryGroupsList[ i ];

					material = getBufferMaterial( object, geometryGroup );

A
alteredq 已提交
4642 4643 4644 4645 4646 4647
					if ( geometry.buffersNeedUpdate ) {

						initMeshBuffers( geometryGroup, object );

					}

4648 4649
					customAttributesDirty = material.attributes && areCustomAttributesDirty( material );

4650
					if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
M
Mr.doob 已提交
4651
						 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
4652
						 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
4653 4654 4655 4656

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

					}
4657

4658
				}
M
Mr.doob 已提交
4659

4660
				geometry.verticesNeedUpdate = false;
4661
				geometry.morphTargetsNeedUpdate = false;
M
Mr.doob 已提交
4662
				geometry.elementsNeedUpdate = false;
M
Mr.doob 已提交
4663
				geometry.uvsNeedUpdate = false;
M
Mr.doob 已提交
4664
				geometry.normalsNeedUpdate = false;
M
Mr.doob 已提交
4665
				geometry.colorsNeedUpdate = false;
4666
				geometry.tangentsNeedUpdate = false;
4667

A
alteredq 已提交
4668 4669
				geometry.buffersNeedUpdate = false;

4670
				material.attributes && clearCustomAttributes( material );
4671

4672
			}
4673

4674
		} else if ( object instanceof THREE.Ribbon ) {
4675

4676 4677 4678 4679 4680
			material = getBufferMaterial( object, geometry );

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

			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {
4681

4682
				setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
4683

4684
			}
4685

4686
			geometry.verticesNeedUpdate = false;
M
Mr.doob 已提交
4687
			geometry.colorsNeedUpdate = false;
4688
			geometry.normalsNeedUpdate = false;
4689

4690 4691
			material.attributes && clearCustomAttributes( material );

4692
		} else if ( object instanceof THREE.Line ) {
4693

4694
			material = getBufferMaterial( object, geometry );
A
alteredq 已提交
4695

4696
			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
A
alteredq 已提交
4697

4698
			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
A
alteredq 已提交
4699

4700
				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
4701

4702
			}
4703

4704
			geometry.verticesNeedUpdate = false;
M
Mr.doob 已提交
4705
			geometry.colorsNeedUpdate = false;
4706
			geometry.lineDistancesNeedUpdate = false;
4707

4708
			material.attributes && clearCustomAttributes( material );
4709

4710
		} else if ( object instanceof THREE.ParticleSystem ) {
4711

4712
			if ( geometry instanceof THREE.BufferGeometry ) {
4713

4714
				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
4715

4716
					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
4717

4718
				}
4719

4720 4721
				geometry.verticesNeedUpdate = false;
				geometry.colorsNeedUpdate = false;
4722

4723
			} else {
4724

4725
				material = getBufferMaterial( object, geometry );
4726 4727 4728 4729 4730 4731 4732 4733 4734 4735 4736 4737 4738 4739 4740

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

				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {

					setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );

				}

				geometry.verticesNeedUpdate = false;
				geometry.colorsNeedUpdate = false;

				material.attributes && clearCustomAttributes( material );

			}
4741

4742
		}
4743

4744
	};
4745

4746
	// Objects updates - custom attributes check
4747

4748
	function areCustomAttributesDirty ( material ) {
4749

4750
		for ( var a in material.attributes ) {
4751

4752
			if ( material.attributes[ a ].needsUpdate ) return true;
4753

4754
		}
4755

4756
		return false;
4757

4758
	};
4759

4760 4761 4762
	function clearCustomAttributes ( material ) {

		for ( var a in material.attributes ) {
4763

4764
			material.attributes[ a ].needsUpdate = false;
4765

4766
		}
4767

4768
	};
4769

4770
	// Objects removal
4771

4772
	function removeObject ( object, scene ) {
4773

4774 4775 4776 4777
		if ( object instanceof THREE.Mesh  ||
			 object instanceof THREE.ParticleSystem ||
			 object instanceof THREE.Ribbon ||
			 object instanceof THREE.Line ) {
4778

4779
			removeInstances( scene.__webglObjects, object );
4780

4781
		} else if ( object instanceof THREE.Sprite ) {
4782

4783
			removeInstancesDirect( scene.__webglSprites, object );
4784

4785 4786 4787 4788
		} else if ( object instanceof THREE.LensFlare ) {

			removeInstancesDirect( scene.__webglFlares, object );

4789
		} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
4790

4791
			removeInstances( scene.__webglObjectsImmediate, object );
4792

4793
		}
4794

4795
		object.__webglActive = false;
4796

4797
	};
4798

4799
	function removeInstances ( objlist, object ) {
4800

4801
		for ( var o = objlist.length - 1; o >= 0; o -- ) {
4802

4803
			if ( objlist[ o ].object === object ) {
4804

4805
				objlist.splice( o, 1 );
4806

4807
			}
4808

4809
		}
4810

4811
	};
4812

4813
	function removeInstancesDirect ( objlist, object ) {
4814

4815
		for ( var o = objlist.length - 1; o >= 0; o -- ) {
4816

4817
			if ( objlist[ o ] === object ) {
4818

4819
				objlist.splice( o, 1 );
4820

4821
			}
4822

4823
		}
4824

4825
	};
4826

4827
	// Materials
4828

4829
	this.initMaterial = function ( material, lights, fog, object ) {
4830

4831
		var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
4832

4833
		if ( material instanceof THREE.MeshDepthMaterial ) {
M
Mr.doob 已提交
4834

4835
			shaderID = 'depth';
4836

4837
		} else if ( material instanceof THREE.MeshNormalMaterial ) {
4838

4839
			shaderID = 'normal';
M
Mr.doob 已提交
4840

4841
		} else if ( material instanceof THREE.MeshBasicMaterial ) {
M
Mr.doob 已提交
4842

4843
			shaderID = 'basic';
M
Mr.doob 已提交
4844

4845
		} else if ( material instanceof THREE.MeshLambertMaterial ) {
M
Mr.doob 已提交
4846

4847
			shaderID = 'lambert';
M
Mr.doob 已提交
4848

4849
		} else if ( material instanceof THREE.MeshPhongMaterial ) {
4850

4851
			shaderID = 'phong';
4852

4853
		} else if ( material instanceof THREE.LineBasicMaterial ) {
4854

4855
			shaderID = 'basic';
4856

4857 4858 4859 4860
		} else if ( material instanceof THREE.LineDashedMaterial ) {

			shaderID = 'dashed';

4861
		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
4862

4863
			shaderID = 'particle_basic';
4864 4865 4866

		}

4867
		if ( shaderID ) {
4868

4869
			setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
4870

4871
		}
4872

4873 4874
		// heuristics to create shader parameters according to lights in the scene
		// (not to blow over maxLights budget)
4875

4876
		maxLightCount = allocateLights( lights );
4877

4878
		maxShadows = allocateShadows( lights );
4879

4880
		maxBones = allocateBones( object );
4881

4882
		parameters = {
4883

A
alteredq 已提交
4884 4885 4886
			map: !!material.map,
			envMap: !!material.envMap,
			lightMap: !!material.lightMap,
4887
			bumpMap: !!material.bumpMap,
4888
			normalMap: !!material.normalMap,
4889
			specularMap: !!material.specularMap,
A
alteredq 已提交
4890

4891
			vertexColors: material.vertexColors,
A
alteredq 已提交
4892 4893 4894

			fog: fog,
			useFog: material.fog,
4895
			fogExp: fog instanceof THREE.FogExp2,
A
alteredq 已提交
4896

4897
			sizeAttenuation: material.sizeAttenuation,
A
alteredq 已提交
4898

4899
			skinning: material.skinning,
A
alteredq 已提交
4900
			maxBones: maxBones,
4901 4902 4903
			useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
			boneTextureWidth: object && object.boneTextureWidth,
			boneTextureHeight: object && object.boneTextureHeight,
A
alteredq 已提交
4904

4905
			morphTargets: material.morphTargets,
A
alteredq 已提交
4906
			morphNormals: material.morphNormals,
4907
			maxMorphTargets: this.maxMorphTargets,
A
alteredq 已提交
4908
			maxMorphNormals: this.maxMorphNormals,
A
alteredq 已提交
4909 4910 4911 4912

			maxDirLights: maxLightCount.directional,
			maxPointLights: maxLightCount.point,
			maxSpotLights: maxLightCount.spot,
A
alteredq 已提交
4913
			maxHemiLights: maxLightCount.hemi,
A
alteredq 已提交
4914 4915

			maxShadows: maxShadows,
4916 4917
			shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
			shadowMapSoft: this.shadowMapSoft,
A
alteredq 已提交
4918 4919
			shadowMapDebug: this.shadowMapDebug,
			shadowMapCascade: this.shadowMapCascade,
A
alteredq 已提交
4920

4921 4922
			alphaTest: material.alphaTest,
			metal: material.metal,
4923
			perPixel: material.perPixel,
4924
			wrapAround: material.wrapAround,
4925 4926
			doubleSided: material.side === THREE.DoubleSide,
			flipSided: material.side === THREE.BackSide
4927

4928
		};
M
Mr.doob 已提交
4929

4930
		material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );
4931

4932
		var attributes = material.program.attributes;
4933

4934
		if ( material.morphTargets ) {
M
Mr.doob 已提交
4935

4936
			material.numSupportedMorphTargets = 0;
4937

4938
			var id, base = "morphTarget";
4939

4940
			for ( i = 0; i < this.maxMorphTargets; i ++ ) {
4941

4942
				id = base + i;
M
Mr.doob 已提交
4943

4944
				if ( attributes[ id ] >= 0 ) {
M
Mr.doob 已提交
4945

4946
					material.numSupportedMorphTargets ++;
4947

4948
				}
4949

4950
			}
4951

4952
		}
4953

A
alteredq 已提交
4954 4955 4956 4957 4958 4959 4960 4961 4962 4963 4964 4965 4966 4967 4968 4969 4970 4971 4972 4973
		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

			var id, base = "morphNormal";

			for ( i = 0; i < this.maxMorphNormals; i ++ ) {

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					material.numSupportedMorphNormals ++;

				}

			}

		}

4974
		material.uniformsList = [];
4975

4976
		for ( u in material.uniforms ) {
4977

4978
			material.uniformsList.push( [ material.uniforms[ u ], u ] );
4979

4980
		}
M
Mr.doob 已提交
4981

4982
	};
M
Mr.doob 已提交
4983

4984
	function setMaterialShaders( material, shaders ) {
M
Mr.doob 已提交
4985

4986 4987 4988
		material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
		material.vertexShader = shaders.vertexShader;
		material.fragmentShader = shaders.fragmentShader;
M
Mr.doob 已提交
4989

4990
	};
M
Mr.doob 已提交
4991

4992
	function setProgram( camera, lights, fog, material, object ) {
4993

4994 4995
		_usedTextureUnits = 0;

A
alteredq 已提交
4996
		if ( material.needsUpdate ) {
4997

4998 4999
			if ( material.program ) _this.deallocateMaterial( material );

5000
			_this.initMaterial( material, lights, fog, object );
A
alteredq 已提交
5001
			material.needsUpdate = false;
5002

5003
		}
5004

5005
		if ( material.morphTargets ) {
5006

5007
			if ( ! object.__webglMorphTargetInfluences ) {
5008

5009
				object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
5010

5011
			}
5012

5013
		}
5014

5015
		var refreshMaterial = false;
5016

5017 5018 5019
		var program = material.program,
			p_uniforms = program.uniforms,
			m_uniforms = material.uniforms;
5020

5021
		if ( program !== _currentProgram ) {
5022

5023 5024
			_gl.useProgram( program );
			_currentProgram = program;
5025

5026
			refreshMaterial = true;
5027

5028
		}
5029

5030
		if ( material.id !== _currentMaterialId ) {
5031

5032 5033
			_currentMaterialId = material.id;
			refreshMaterial = true;
5034

5035
		}
5036

5037
		if ( refreshMaterial || camera !== _currentCamera ) {
5038

5039
			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
A
alteredq 已提交
5040

5041 5042 5043 5044
			if ( camera !== _currentCamera ) _currentCamera = camera;

		}

5045 5046 5047 5048 5049 5050 5051 5052 5053 5054 5055 5056 5057 5058 5059 5060 5061 5062 5063 5064 5065 5066 5067 5068 5069 5070 5071 5072 5073
		// 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 ) {

			if ( _supportsBoneTextures && object.useVertexTexture ) {

				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

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

				}

			} else {

				if ( p_uniforms.boneGlobalMatrices !== null ) {

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

				}

			}

		}

5074 5075
		if ( refreshMaterial ) {

5076
			// refresh uniforms common to several materials
5077

5078
			if ( fog && material.fog ) {
5079

5080
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
5081

5082
			}
M
Mr.doob 已提交
5083

5084 5085 5086
			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material.lights ) {
5087

5088 5089 5090 5091 5092 5093 5094
				if ( _lightsNeedUpdate ) {

					setupLights( program, lights );
					_lightsNeedUpdate = false;

				}

5095
				refreshUniformsLights( m_uniforms, _lights );
5096

5097
			}
M
Mr.doob 已提交
5098

5099 5100 5101
			if ( material instanceof THREE.MeshBasicMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
5102

5103
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
5104 5105 5106

			}

5107
			// refresh single material specific uniforms
M
Mr.doob 已提交
5108

5109
			if ( material instanceof THREE.LineBasicMaterial ) {
5110

5111
				refreshUniformsLine( m_uniforms, material );
M
Mr.doob 已提交
5112

5113 5114 5115 5116 5117
			} else if ( material instanceof THREE.LineDashedMaterial ) {

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

5118
			} else if ( material instanceof THREE.ParticleBasicMaterial ) {
M
Mr.doob 已提交
5119

5120
				refreshUniformsParticle( m_uniforms, material );
M
Mr.doob 已提交
5121

5122
			} else if ( material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
5123

5124
				refreshUniformsPhong( m_uniforms, material );
M
Mr.doob 已提交
5125

5126
			} else if ( material instanceof THREE.MeshLambertMaterial ) {
M
Mr.doob 已提交
5127

5128
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
5129

5130
			} else if ( material instanceof THREE.MeshDepthMaterial ) {
M
Mr.doob 已提交
5131

5132 5133 5134
				m_uniforms.mNear.value = camera.near;
				m_uniforms.mFar.value = camera.far;
				m_uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
5135

5136
			} else if ( material instanceof THREE.MeshNormalMaterial ) {
M
Mr.doob 已提交
5137

5138
				m_uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
5139

5140
			}
M
Mr.doob 已提交
5141

5142
			if ( object.receiveShadow && ! material._shadowPass ) {
M
Mr.doob 已提交
5143

5144
				refreshUniformsShadow( m_uniforms, lights );
M
Mr.doob 已提交
5145

5146
			}
M
Mr.doob 已提交
5147

5148
			// load common uniforms
M
Mr.doob 已提交
5149

5150
			loadUniformsGeneric( program, material.uniformsList );
M
Mr.doob 已提交
5151

5152 5153
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)
5154

5155 5156 5157
			if ( material instanceof THREE.ShaderMaterial ||
				 material instanceof THREE.MeshPhongMaterial ||
				 material.envMap ) {
5158

5159
				if ( p_uniforms.cameraPosition !== null ) {
5160

5161 5162
					var position = camera.matrixWorld.getPosition();
					_gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
5163

5164
				}
5165 5166 5167

			}

5168 5169 5170 5171
			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {
5172

5173
				if ( p_uniforms.viewMatrix !== null ) {
5174

5175
					_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
5176

5177
				}
5178

5179
			}
M
Mr.doob 已提交
5180

5181 5182
		}

5183
		loadUniformsMatrices( p_uniforms, object );
M
Mr.doob 已提交
5184

5185
		if ( p_uniforms.modelMatrix !== null ) {
M
Mr.doob 已提交
5186

5187
			_gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
5188

5189
		}
5190

5191
		return program;
5192

5193
	};
5194

5195
	// Uniforms (refresh uniforms objects)
A
alteredq 已提交
5196

5197
	function refreshUniformsCommon ( uniforms, material ) {
5198

5199
		uniforms.opacity.value = material.opacity;
5200

5201
		if ( _this.gammaInput ) {
5202

5203
			uniforms.diffuse.value.copyGammaToLinear( material.color );
5204

5205
		} else {
5206

5207
			uniforms.diffuse.value = material.color;
5208

5209
		}
5210

5211 5212 5213
		uniforms.map.value = material.map;
		uniforms.lightMap.value = material.lightMap;
		uniforms.specularMap.value = material.specularMap;
5214

5215
		if ( material.bumpMap ) {
5216

5217
			uniforms.bumpMap.value = material.bumpMap;
5218
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
5219

5220
		}
M
Mr.doob 已提交
5221

5222 5223
		if ( material.normalMap ) {

5224
			uniforms.normalMap.value = material.normalMap;
5225
			uniforms.normalScale.value.copy( material.normalScale );
5226

5227
		}
M
Mr.doob 已提交
5228

5229 5230 5231
		// uv repeat and offset setting priorities
		//	1. color map
		//	2. specular map
5232 5233
		//	3. normal map
		//	4. bump map
5234

5235
		var uvScaleMap;
5236

5237
		if ( material.map ) {
5238

5239
			uvScaleMap = material.map;
5240

5241
		} else if ( material.specularMap ) {
5242

5243 5244
			uvScaleMap = material.specularMap;

5245 5246 5247 5248
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

5249 5250 5251 5252 5253 5254 5255 5256 5257 5258 5259 5260
		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

		}

		if ( uvScaleMap !== undefined ) {

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

			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
5261

5262
		}
5263

5264
		uniforms.envMap.value = material.envMap;
5265
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
5266

5267
		if ( _this.gammaInput ) {
5268

5269 5270
			//uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
			uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
5271

5272
		} else {
5273

5274
			uniforms.reflectivity.value = material.reflectivity;
5275

5276
		}
5277

5278 5279 5280
		uniforms.refractionRatio.value = material.refractionRatio;
		uniforms.combine.value = material.combine;
		uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
M
Mr.doob 已提交
5281

5282
	};
M
Mr.doob 已提交
5283

5284
	function refreshUniformsLine ( uniforms, material ) {
M
Mr.doob 已提交
5285

5286 5287
		uniforms.diffuse.value = material.color;
		uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
5288

5289
	};
M
Mr.doob 已提交
5290

5291 5292 5293 5294 5295 5296 5297 5298
	function refreshUniformsDash ( uniforms, material ) {

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

	};

5299
	function refreshUniformsParticle ( uniforms, material ) {
5300

5301 5302 5303 5304
		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.
5305

5306
		uniforms.map.value = material.map;
5307

5308
	};
5309

5310
	function refreshUniformsFog ( uniforms, fog ) {
5311

5312
		uniforms.fogColor.value = fog.color;
5313

5314
		if ( fog instanceof THREE.Fog ) {
5315

5316 5317
			uniforms.fogNear.value = fog.near;
			uniforms.fogFar.value = fog.far;
5318

5319
		} else if ( fog instanceof THREE.FogExp2 ) {
M
Mikael Emtinger 已提交
5320

5321
			uniforms.fogDensity.value = fog.density;
M
Mikael Emtinger 已提交
5322

5323
		}
M
Mikael Emtinger 已提交
5324

5325
	};
M
Mikael Emtinger 已提交
5326

5327
	function refreshUniformsPhong ( uniforms, material ) {
M
Mikael Emtinger 已提交
5328

5329
		uniforms.shininess.value = material.shininess;
5330

5331
		if ( _this.gammaInput ) {
M
Mikael Emtinger 已提交
5332

5333
			uniforms.ambient.value.copyGammaToLinear( material.ambient );
5334
			uniforms.emissive.value.copyGammaToLinear( material.emissive );
5335
			uniforms.specular.value.copyGammaToLinear( material.specular );
5336

5337
		} else {
5338

5339
			uniforms.ambient.value = material.ambient;
5340
			uniforms.emissive.value = material.emissive;
5341
			uniforms.specular.value = material.specular;
5342

5343
		}
5344

5345 5346 5347 5348 5349 5350
		if ( material.wrapAround ) {

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

		}

5351
	};
5352

5353
	function refreshUniformsLambert ( uniforms, material ) {
5354

5355
		if ( _this.gammaInput ) {
5356

5357
			uniforms.ambient.value.copyGammaToLinear( material.ambient );
5358
			uniforms.emissive.value.copyGammaToLinear( material.emissive );
M
Mr.doob 已提交
5359

5360
		} else {
5361

5362
			uniforms.ambient.value = material.ambient;
5363
			uniforms.emissive.value = material.emissive;
5364

5365
		}
5366

5367 5368 5369 5370 5371 5372
		if ( material.wrapAround ) {

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

		}

5373
	};
5374

5375
	function refreshUniformsLights ( uniforms, lights ) {
5376

5377
		uniforms.ambientLightColor.value = lights.ambient;
5378

5379 5380
		uniforms.directionalLightColor.value = lights.directional.colors;
		uniforms.directionalLightDirection.value = lights.directional.positions;
5381

5382 5383 5384
		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
		uniforms.pointLightDistance.value = lights.point.distances;
5385

A
alteredq 已提交
5386 5387 5388 5389
		uniforms.spotLightColor.value = lights.spot.colors;
		uniforms.spotLightPosition.value = lights.spot.positions;
		uniforms.spotLightDistance.value = lights.spot.distances;
		uniforms.spotLightDirection.value = lights.spot.directions;
5390
		uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
A
alteredq 已提交
5391 5392
		uniforms.spotLightExponent.value = lights.spot.exponents;

A
alteredq 已提交
5393 5394
		uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
		uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
5395
		uniforms.hemisphereLightDirection.value = lights.hemi.positions;
A
alteredq 已提交
5396

5397
	};
5398

5399
	function refreshUniformsShadow ( uniforms, lights ) {
M
Mr.doob 已提交
5400

5401
		if ( uniforms.shadowMatrix ) {
5402

5403
			var j = 0;
5404

5405
			for ( var i = 0, il = lights.length; i < il; i ++ ) {
5406

5407
				var light = lights[ i ];
5408

A
alteredq 已提交
5409 5410
				if ( ! light.castShadow ) continue;

5411
				if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
5412

5413
					uniforms.shadowMap.value[ j ] = light.shadowMap;
5414
					uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
5415

5416 5417 5418 5419 5420 5421 5422 5423 5424 5425
					uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;

					uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
					uniforms.shadowBias.value[ j ] = light.shadowBias;

					j ++;

				}

			}
5426

5427 5428
		}

5429
	};
5430

5431
	// Uniforms (load to GPU)
5432

5433
	function loadUniformsMatrices ( uniforms, object ) {
5434

5435
		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
5436

5437
		if ( uniforms.normalMatrix ) {
5438

5439
			_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
5440

5441
		}
5442

5443
	};
5444

5445 5446 5447 5448 5449 5450 5451 5452 5453 5454 5455 5456 5457 5458 5459 5460
	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= _maxTextures ) {

			console.warn( "Trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );

		}

		_usedTextureUnits += 1;

		return textureUnit;

	};

5461
	function loadUniformsGeneric ( program, uniforms ) {
5462

5463
		var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
5464

M
Mr.doob 已提交
5465
		for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
5466

5467 5468
			location = program.uniforms[ uniforms[ j ][ 1 ] ];
			if ( !location ) continue;
5469

5470
			uniform = uniforms[ j ][ 0 ];
5471

5472 5473
			type = uniform.type;
			value = uniform.value;
5474

5475
			if ( type === "i" ) { // single integer
5476

5477
				_gl.uniform1i( location, value );
5478

5479
			} else if ( type === "f" ) { // single float
5480

5481
				_gl.uniform1f( location, value );
5482

5483
			} else if ( type === "v2" ) { // single THREE.Vector2
5484

5485
				_gl.uniform2f( location, value.x, value.y );
5486

5487
			} else if ( type === "v3" ) { // single THREE.Vector3
5488

5489
				_gl.uniform3f( location, value.x, value.y, value.z );
5490

5491
			} else if ( type === "v4" ) { // single THREE.Vector4
5492

5493
				_gl.uniform4f( location, value.x, value.y, value.z, value.w );
5494

5495
			} else if ( type === "c" ) { // single THREE.Color
5496

5497
				_gl.uniform3f( location, value.r, value.g, value.b );
5498

5499 5500 5501
			} else if ( type === "iv1" ) { // flat array of integers (JS or typed array)

				_gl.uniform1iv( location, value );
5502 5503 5504 5505

			} else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)

				_gl.uniform3iv( location, value );
5506

5507
			} else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
5508

5509
				_gl.uniform1fv( location, value );
5510

5511
			} else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
5512

5513
				_gl.uniform3fv( location, value );
5514

5515
			} else if ( type === "v2v" ) { // array of THREE.Vector2
5516

5517
				if ( uniform._array === undefined ) {
5518

5519
					uniform._array = new Float32Array( 2 * value.length );
5520

5521
				}
5522

5523
				for ( i = 0, il = value.length; i < il; i ++ ) {
5524

5525
					offset = i * 2;
5526

5527 5528
					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;
5529

5530
				}
5531

5532
				_gl.uniform2fv( location, uniform._array );
5533

5534
			} else if ( type === "v3v" ) { // array of THREE.Vector3
5535

5536
				if ( uniform._array === undefined ) {
M
Mr.doob 已提交
5537

5538
					uniform._array = new Float32Array( 3 * value.length );
A
alteredq 已提交
5539

5540
				}
5541

5542
				for ( i = 0, il = value.length; i < il; i ++ ) {
5543

5544
					offset = i * 3;
5545

5546 5547 5548
					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;
					uniform._array[ offset + 2 ] = value[ i ].z;
A
alteredq 已提交
5549

5550
				}
5551

5552
				_gl.uniform3fv( location, uniform._array );
A
alteredq 已提交
5553

5554
			} else if ( type === "v4v" ) { // array of THREE.Vector4
M
Mr.doob 已提交
5555

5556
				if ( uniform._array === undefined ) {
M
Mr.doob 已提交
5557

5558
					uniform._array = new Float32Array( 4 * value.length );
M
Mr.doob 已提交
5559

5560
				}
A
alteredq 已提交
5561

5562
				for ( i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
5563

5564
					offset = i * 4;
M
Mr.doob 已提交
5565

5566 5567 5568 5569
					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;
A
alteredq 已提交
5570

5571
				}
5572

5573
				_gl.uniform4fv( location, uniform._array );
A
alteredq 已提交
5574

5575
			} else if ( type === "m4") { // single THREE.Matrix4
A
alteredq 已提交
5576

5577
				if ( uniform._array === undefined ) {
A
alteredq 已提交
5578

5579
					uniform._array = new Float32Array( 16 );
A
alteredq 已提交
5580

5581
				}
M
Mr.doob 已提交
5582

5583 5584
				value.flattenToArray( uniform._array );
				_gl.uniformMatrix4fv( location, false, uniform._array );
5585

5586
			} else if ( type === "m4v" ) { // array of THREE.Matrix4
5587

5588
				if ( uniform._array === undefined ) {
5589

5590
					uniform._array = new Float32Array( 16 * value.length );
M
Mr.doob 已提交
5591

5592
				}
M
Mr.doob 已提交
5593

5594
				for ( i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
5595

5596
					value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
A
alteredq 已提交
5597

5598
				}
M
Mr.doob 已提交
5599

5600
				_gl.uniformMatrix4fv( location, false, uniform._array );
M
Mr.doob 已提交
5601

5602
			} else if ( type === "t" ) { // single THREE.Texture (2d or cube)
5603

5604 5605
				texture = value;
				textureUnit = getTextureUnit();
M
Mr.doob 已提交
5606

5607
				_gl.uniform1i( location, textureUnit );
M
Mr.doob 已提交
5608

5609
				if ( !texture ) continue;
M
Mr.doob 已提交
5610

5611
				if ( texture.image instanceof Array && texture.image.length === 6 ) {
M
Mr.doob 已提交
5612

5613
					setCubeTexture( texture, textureUnit );
M
Mr.doob 已提交
5614

5615
				} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
M
Mr.doob 已提交
5616

5617
					setCubeTextureDynamic( texture, textureUnit );
5618

5619
				} else {
A
alteredq 已提交
5620

5621
					_this.setTexture( texture, textureUnit );
A
alteredq 已提交
5622

5623
				}
A
alteredq 已提交
5624

5625
			} else if ( type === "tv" ) { // array of THREE.Texture (2d)
5626

5627
				if ( uniform._array === undefined ) {
5628

5629
					uniform._array = [];
M
Mr.doob 已提交
5630

5631
				}
M
Mr.doob 已提交
5632

5633
				for( i = 0, il = uniform.value.length; i < il; i ++ ) {
M
Mr.doob 已提交
5634

5635
					uniform._array[ i ] = getTextureUnit();
M
Mr.doob 已提交
5636

5637
				}
M
Mr.doob 已提交
5638

5639
				_gl.uniform1iv( location, uniform._array );
M
Mr.doob 已提交
5640

5641
				for( i = 0, il = uniform.value.length; i < il; i ++ ) {
M
Mr.doob 已提交
5642

5643 5644
					texture = uniform.value[ i ];
					textureUnit = uniform._array[ i ];
M
Mr.doob 已提交
5645

5646
					if ( !texture ) continue;
M
Mr.doob 已提交
5647

5648
					_this.setTexture( texture, textureUnit );
M
Mr.doob 已提交
5649

5650
				}
M
Mr.doob 已提交
5651

M
Mr.doob 已提交
5652
			}
M
Mr.doob 已提交
5653

M
Mr.doob 已提交
5654
		}
M
Mr.doob 已提交
5655

5656
	};
M
Mr.doob 已提交
5657

A
alteredq 已提交
5658
	function setupMatrices ( object, camera ) {
M
Mr.doob 已提交
5659

5660
		object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
M
Mr.doob 已提交
5661

5662
		object._normalMatrix.getInverse( object._modelViewMatrix );
5663
		object._normalMatrix.transpose();
M
Mr.doob 已提交
5664

A
alteredq 已提交
5665
	};
M
Mr.doob 已提交
5666

A
alteredq 已提交
5667 5668 5669 5670 5671 5672 5673 5674 5675 5676 5677 5678 5679 5680 5681 5682 5683 5684
	//

	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;

	};

5685
	function setupLights ( program, lights ) {
M
Mr.doob 已提交
5686

5687 5688
		var l, ll, light, n,
		r = 0, g = 0, b = 0,
A
alteredq 已提交
5689 5690 5691 5692
		color, skyColor, groundColor,
		intensity,  intensitySq,
		position,
		distance,
M
Mr.doob 已提交
5693

5694
		zlights = _lights,
A
alteredq 已提交
5695

A
alteredq 已提交
5696 5697 5698 5699 5700 5701
		dirColors = zlights.directional.colors,
		dirPositions = zlights.directional.positions,

		pointColors = zlights.point.colors,
		pointPositions = zlights.point.positions,
		pointDistances = zlights.point.distances,
A
alteredq 已提交
5702

A
alteredq 已提交
5703 5704 5705 5706
		spotColors = zlights.spot.colors,
		spotPositions = zlights.spot.positions,
		spotDistances = zlights.spot.distances,
		spotDirections = zlights.spot.directions,
5707
		spotAnglesCos = zlights.spot.anglesCos,
A
alteredq 已提交
5708
		spotExponents = zlights.spot.exponents,
5709

A
alteredq 已提交
5710 5711 5712
		hemiSkyColors = zlights.hemi.skyColors,
		hemiGroundColors = zlights.hemi.groundColors,
		hemiPositions = zlights.hemi.positions,
A
alteredq 已提交
5713

A
alteredq 已提交
5714 5715 5716 5717
		dirLength = 0,
		pointLength = 0,
		spotLength = 0,
		hemiLength = 0,
5718

5719 5720 5721 5722 5723
		dirCount = 0,
		pointCount = 0,
		spotCount = 0,
		hemiCount = 0,

A
alteredq 已提交
5724 5725 5726 5727
		dirOffset = 0,
		pointOffset = 0,
		spotOffset = 0,
		hemiOffset = 0;
5728

5729
		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
5730

5731
			light = lights[ l ];
A
alteredq 已提交
5732

5733
			if ( light.onlyShadow ) continue;
A
alteredq 已提交
5734 5735

			color = light.color;
5736 5737
			intensity = light.intensity;
			distance = light.distance;
A
alteredq 已提交
5738

5739
			if ( light instanceof THREE.AmbientLight ) {
5740

5741 5742
				if ( ! light.visible ) continue;

5743
				if ( _this.gammaInput ) {
5744

5745 5746 5747
					r += color.r * color.r;
					g += color.g * color.g;
					b += color.b * color.b;
5748

5749
				} else {
5750

5751 5752 5753
					r += color.r;
					g += color.g;
					b += color.b;
5754

5755
				}
5756

5757
			} else if ( light instanceof THREE.DirectionalLight ) {
5758

5759 5760 5761 5762
				dirCount += 1;

				if ( ! light.visible ) continue;

A
alteredq 已提交
5763
				dirOffset = dirLength * 3;
5764

5765
				if ( _this.gammaInput ) {
5766

A
alteredq 已提交
5767
					setColorGamma( dirColors, dirOffset, color, intensity * intensity );
5768

5769
				} else {
5770

A
alteredq 已提交
5771
					setColorLinear( dirColors, dirOffset, color, intensity );
A
alteredq 已提交
5772

5773
				}
A
alteredq 已提交
5774

5775 5776 5777
				_direction.copy( light.matrixWorld.getPosition() );
				_direction.subSelf( light.target.matrixWorld.getPosition() );
				_direction.normalize();
A
alteredq 已提交
5778

A
alteredq 已提交
5779 5780 5781
				dirPositions[ dirOffset ]     = _direction.x;
				dirPositions[ dirOffset + 1 ] = _direction.y;
				dirPositions[ dirOffset + 2 ] = _direction.z;
A
alteredq 已提交
5782

A
alteredq 已提交
5783
				dirLength += 1;
A
alteredq 已提交
5784

5785 5786 5787 5788 5789
			} else if ( light instanceof THREE.PointLight ) {

				pointCount += 1;

				if ( ! light.visible ) continue;
M
Mr.doob 已提交
5790

A
alteredq 已提交
5791
				pointOffset = pointLength * 3;
M
Mr.doob 已提交
5792

5793
				if ( _this.gammaInput ) {
5794

A
alteredq 已提交
5795
					setColorGamma( pointColors, pointOffset, color, intensity * intensity );
A
alteredq 已提交
5796

5797
				} else {
A
alteredq 已提交
5798

A
alteredq 已提交
5799
					setColorLinear( pointColors, pointOffset, color, intensity );
A
alteredq 已提交
5800

5801
				}
A
alteredq 已提交
5802

A
alteredq 已提交
5803 5804
				position = light.matrixWorld.getPosition();

A
alteredq 已提交
5805 5806 5807
				pointPositions[ pointOffset ]     = position.x;
				pointPositions[ pointOffset + 1 ] = position.y;
				pointPositions[ pointOffset + 2 ] = position.z;
A
alteredq 已提交
5808

A
alteredq 已提交
5809
				pointDistances[ pointLength ] = distance;
A
alteredq 已提交
5810

A
alteredq 已提交
5811
				pointLength += 1;
5812

5813 5814 5815 5816 5817
			} else if ( light instanceof THREE.SpotLight ) {

				spotCount += 1;

				if ( ! light.visible ) continue;
A
alteredq 已提交
5818

A
alteredq 已提交
5819
				spotOffset = spotLength * 3;
A
alteredq 已提交
5820 5821 5822

				if ( _this.gammaInput ) {

A
alteredq 已提交
5823
					setColorGamma( spotColors, spotOffset, color, intensity * intensity );
A
alteredq 已提交
5824 5825 5826

				} else {

A
alteredq 已提交
5827
					setColorLinear( spotColors, spotOffset, color, intensity );
A
alteredq 已提交
5828 5829 5830 5831 5832

				}

				position = light.matrixWorld.getPosition();

A
alteredq 已提交
5833 5834 5835
				spotPositions[ spotOffset ]     = position.x;
				spotPositions[ spotOffset + 1 ] = position.y;
				spotPositions[ spotOffset + 2 ] = position.z;
A
alteredq 已提交
5836

A
alteredq 已提交
5837
				spotDistances[ spotLength ] = distance;
A
alteredq 已提交
5838 5839 5840 5841 5842

				_direction.copy( position );
				_direction.subSelf( light.target.matrixWorld.getPosition() );
				_direction.normalize();

A
alteredq 已提交
5843 5844 5845 5846
				spotDirections[ spotOffset ]     = _direction.x;
				spotDirections[ spotOffset + 1 ] = _direction.y;
				spotDirections[ spotOffset + 2 ] = _direction.z;

5847
				spotAnglesCos[ spotLength ] = Math.cos( light.angle );
A
alteredq 已提交
5848 5849 5850 5851 5852
				spotExponents[ spotLength ] = light.exponent;

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {
A
alteredq 已提交
5853

5854 5855 5856 5857
				hemiCount += 1;

				if ( ! light.visible ) continue;

A
alteredq 已提交
5858 5859
				skyColor = light.color;
				groundColor = light.groundColor;
A
alteredq 已提交
5860

A
alteredq 已提交
5861 5862 5863 5864 5865 5866 5867 5868 5869 5870 5871 5872 5873 5874 5875 5876
				hemiOffset = hemiLength * 3;

				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 );

				}

A
alteredq 已提交
5877 5878
				_direction.copy( light.matrixWorld.getPosition() );
				_direction.normalize();
A
alteredq 已提交
5879

A
alteredq 已提交
5880 5881 5882
				hemiPositions[ hemiOffset ]     = _direction.x;
				hemiPositions[ hemiOffset + 1 ] = _direction.y;
				hemiPositions[ hemiOffset + 2 ] = _direction.z;
A
alteredq 已提交
5883 5884

				hemiLength += 1;
A
alteredq 已提交
5885

5886
			}
5887

5888
		}
A
alteredq 已提交
5889

5890 5891
		// null eventual remains from removed lights
		// (this is to avoid if in shader)
A
alteredq 已提交
5892

5893 5894 5895 5896 5897 5898 5899 5900 5901 5902
		for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
		for ( l = dirLength * 3, ll = Math.max( dirPositions.length, dirCount * 3 ); l < ll; l ++ ) dirPositions[ l ] = 0.0;

		for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
		for ( l = pointLength * 3, ll = Math.max( pointPositions.length, pointCount * 3 ); l < ll; l ++ ) pointPositions[ l ] = 0.0;
		for ( l = pointLength, ll = Math.max( pointDistances.length, pointCount ); l < ll; l ++ ) pointDistances[ l ] = 0.0;

		for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
		for ( l = spotLength * 3, ll = Math.max( spotPositions.length, spotCount * 3 ); l < ll; l ++ ) spotPositions[ l ] = 0.0;
		for ( l = spotLength * 3, ll = Math.max( spotDirections.length, spotCount * 3 ); l < ll; l ++ ) spotDirections[ l ] = 0.0;
5903
		for ( l = spotLength, ll = Math.max( spotAnglesCos.length, spotCount ); l < ll; l ++ ) spotAnglesCos[ l ] = 0.0;
5904 5905 5906 5907 5908 5909
		for ( l = spotLength, ll = Math.max( spotExponents.length, spotCount ); l < ll; l ++ ) spotExponents[ l ] = 0.0;
		for ( l = spotLength, ll = Math.max( spotDistances.length, spotCount ); l < ll; l ++ ) spotDistances[ 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;
		for ( l = hemiLength * 3, ll = Math.max( hemiPositions.length, hemiCount * 3 ); l < ll; l ++ ) hemiPositions[ l ] = 0.0;
A
alteredq 已提交
5910

A
alteredq 已提交
5911 5912 5913 5914
		zlights.directional.length = dirLength;
		zlights.point.length = pointLength;
		zlights.spot.length = spotLength;
		zlights.hemi.length = hemiLength;
A
alteredq 已提交
5915

5916 5917 5918
		zlights.ambient[ 0 ] = r;
		zlights.ambient[ 1 ] = g;
		zlights.ambient[ 2 ] = b;
5919

5920
	};
M
Mr.doob 已提交
5921

5922
	// GL state setting
M
Mr.doob 已提交
5923

5924
	this.setFaceCulling = function ( cullFace, frontFace ) {
M
Mr.doob 已提交
5925

5926
		if ( cullFace ) {
M
Mr.doob 已提交
5927

5928
			if ( !frontFace || frontFace === "ccw" ) {
5929

5930
				_gl.frontFace( _gl.CCW );
5931

5932
			} else {
5933

5934
				_gl.frontFace( _gl.CW );
M
Mr.doob 已提交
5935

5936
			}
M
Mr.doob 已提交
5937

5938
			if( cullFace === "back" ) {
5939

5940
				_gl.cullFace( _gl.BACK );
5941

5942
			} else if( cullFace === "front" ) {
5943

5944
				_gl.cullFace( _gl.FRONT );
M
Mr.doob 已提交
5945

5946
			} else {
5947

5948
				_gl.cullFace( _gl.FRONT_AND_BACK );
5949

5950
			}
5951

5952
			_gl.enable( _gl.CULL_FACE );
5953

5954
		} else {
5955

5956
			_gl.disable( _gl.CULL_FACE );
5957 5958 5959 5960 5961

		}

	};

5962
	this.setMaterialFaces = function ( material ) {
5963

5964 5965
		var doubleSided = material.side === THREE.DoubleSide;
		var flipSided = material.side === THREE.BackSide;
M
Mr.doob 已提交
5966

5967 5968 5969
		if ( _oldDoubleSided !== doubleSided ) {

			if ( doubleSided ) {
M
Mr.doob 已提交
5970

5971
				_gl.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
5972

5973
			} else {
5974

5975
				_gl.enable( _gl.CULL_FACE );
5976

5977
			}
5978

5979
			_oldDoubleSided = doubleSided;
5980

5981
		}
5982

5983
		if ( _oldFlipSided !== flipSided ) {
5984

5985
			if ( flipSided ) {
5986

5987
				_gl.frontFace( _gl.CW );
5988

5989
			} else {
5990

5991
				_gl.frontFace( _gl.CCW );
5992

5993
			}
5994

5995
			_oldFlipSided = flipSided;
5996

5997
		}
5998

5999
	};
6000

A
alteredq 已提交
6001
	this.setDepthTest = function ( depthTest ) {
6002

6003
		if ( _oldDepthTest !== depthTest ) {
6004

6005
			if ( depthTest ) {
6006

6007
				_gl.enable( _gl.DEPTH_TEST );
6008

6009
			} else {
6010

6011
				_gl.disable( _gl.DEPTH_TEST );
6012 6013 6014

			}

6015
			_oldDepthTest = depthTest;
6016

6017
		}
6018

6019
	};
6020

6021
	this.setDepthWrite = function ( depthWrite ) {
A
alteredq 已提交
6022

6023
		if ( _oldDepthWrite !== depthWrite ) {
A
alteredq 已提交
6024

6025 6026
			_gl.depthMask( depthWrite );
			_oldDepthWrite = depthWrite;
A
alteredq 已提交
6027 6028 6029 6030 6031

		}

	};

6032
	function setLineWidth ( width ) {
6033

6034
		if ( width !== _oldLineWidth ) {
6035

6036 6037 6038
			_gl.lineWidth( width );

			_oldLineWidth = width;
6039 6040 6041

		}

6042
	};
6043

6044
	function setPolygonOffset ( polygonoffset, factor, units ) {
6045

6046
		if ( _oldPolygonOffset !== polygonoffset ) {
M
Mr.doob 已提交
6047

6048
			if ( polygonoffset ) {
6049

6050
				_gl.enable( _gl.POLYGON_OFFSET_FILL );
6051

6052
			} else {
6053

6054
				_gl.disable( _gl.POLYGON_OFFSET_FILL );
6055

6056
			}
6057

6058
			_oldPolygonOffset = polygonoffset;
6059

6060
		}
6061

6062
		if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
6063

6064
			_gl.polygonOffset( factor, units );
M
Mr.doob 已提交
6065

6066 6067
			_oldPolygonOffsetFactor = factor;
			_oldPolygonOffsetUnits = units;
M
Mr.doob 已提交
6068

6069
		}
M
Mr.doob 已提交
6070

6071
	};
M
Mr.doob 已提交
6072

6073
	this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
M
Mr.doob 已提交
6074

6075
		if ( blending !== _oldBlending ) {
M
Mr.doob 已提交
6076

6077
			if ( blending === THREE.NoBlending ) {
M
Mr.doob 已提交
6078

6079
				_gl.disable( _gl.BLEND );
M
Mr.doob 已提交
6080

6081
			} else if ( blending === THREE.AdditiveBlending ) {
M
Mr.doob 已提交
6082

6083 6084 6085
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
M
Mr.doob 已提交
6086

6087
			} else if ( blending === THREE.SubtractiveBlending ) {
M
Mr.doob 已提交
6088

6089 6090 6091 6092
				// TODO: Find blendFuncSeparate() combination
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
M
Mr.doob 已提交
6093

6094
			} else if ( blending === THREE.MultiplyBlending ) {
M
Mr.doob 已提交
6095

6096 6097 6098 6099
				// TODO: Find blendFuncSeparate() combination
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
6100

6101
			} else if ( blending === THREE.CustomBlending ) {
6102

6103
				_gl.enable( _gl.BLEND );
6104

6105
			} else {
6106

6107 6108 6109
				_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 );
6110

6111
			}
6112

6113
			_oldBlending = blending;
6114

6115
		}
6116

6117 6118 6119 6120 6121 6122 6123 6124 6125 6126 6127 6128 6129 6130 6131 6132 6133 6134 6135 6136 6137 6138 6139 6140 6141 6142 6143
		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;

		}

6144
	};
6145

6146 6147 6148 6149
	// Defines

	function generateDefines ( defines ) {

6150
		var value, chunk, chunks = [];
6151 6152 6153

		for ( var d in defines ) {

6154 6155 6156 6157
			value = defines[ d ];
			if ( value === false ) continue;

			chunk = "#define " + d + " " + value;
6158 6159 6160 6161 6162 6163 6164 6165
			chunks.push( chunk );

		}

		return chunks.join( "\n" );

	};

6166 6167
	// Shaders

6168
	function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters ) {
6169

6170
		var p, pl, d, program, code;
6171
		var chunks = [];
6172 6173 6174

		// Generate code

6175 6176 6177 6178 6179 6180 6181 6182 6183 6184
		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}
6185

6186 6187 6188 6189 6190 6191 6192
		for ( d in defines ) {

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

		}

6193 6194
		for ( p in parameters ) {

6195 6196
			chunks.push( p );
			chunks.push( parameters[ p ] );
6197 6198 6199

		}

6200 6201
		code = chunks.join();

6202 6203 6204 6205
		// Check if code has been already compiled

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

A
alteredq 已提交
6206 6207 6208
			var programInfo = _programs[ p ];

			if ( programInfo.code === code ) {
6209

6210
				//console.log( "Code already compiled." /*: \n\n" + code*/ );
6211

A
alteredq 已提交
6212 6213 6214
				programInfo.usedTimes ++;

				return programInfo.program;
6215 6216 6217 6218

			}

		}
6219

6220
		//console.log( "building new program " );
6221 6222 6223

		//

6224 6225 6226 6227
		var customDefines = generateDefines( defines );

		//

6228
		program = _gl.createProgram();
M
Mr.doob 已提交
6229

6230
		var prefix_vertex = [
M
Mr.doob 已提交
6231

6232 6233
			"precision " + _precision + " float;",

6234 6235
			customDefines,

6236
			_supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
6237

6238 6239 6240 6241
			_this.gammaInput ? "#define GAMMA_INPUT" : "",
			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",

6242 6243
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
A
alteredq 已提交
6244
			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
A
alteredq 已提交
6245
			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
6246

6247 6248
			"#define MAX_SHADOWS " + parameters.maxShadows,

6249 6250
			"#define MAX_BONES " + parameters.maxBones,

6251
			parameters.map ? "#define USE_MAP" : "",
6252 6253
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
6254
			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
6255
			parameters.normalMap ? "#define USE_NORMALMAP" : "",
6256
			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
6257
			parameters.vertexColors ? "#define USE_COLOR" : "",
6258

6259
			parameters.skinning ? "#define USE_SKINNING" : "",
6260
			parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
6261 6262
			parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
			parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",
6263

6264
			parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
A
alteredq 已提交
6265
			parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
A
alteredq 已提交
6266
			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
6267
			parameters.wrapAround ? "#define WRAP_AROUND" : "",
6268
			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
6269
			parameters.flipSided ? "#define FLIP_SIDED" : "",
6270

6271
			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
6272
			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
A
alteredq 已提交
6273 6274
			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
6275

6276 6277
			parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",

6278
			"uniform mat4 modelMatrix;",
M
Mr.doob 已提交
6279 6280
			"uniform mat4 modelViewMatrix;",
			"uniform mat4 projectionMatrix;",
6281 6282
			"uniform mat4 viewMatrix;",
			"uniform mat3 normalMatrix;",
M
Mr.doob 已提交
6283
			"uniform vec3 cameraPosition;",
A
alteredq 已提交
6284

M
Mr.doob 已提交
6285 6286 6287
			"attribute vec3 position;",
			"attribute vec3 normal;",
			"attribute vec2 uv;",
6288
			"attribute vec2 uv2;",
6289

6290
			"#ifdef USE_COLOR",
6291

6292
				"attribute vec3 color;",
6293

6294 6295
			"#endif",

6296
			"#ifdef USE_MORPHTARGETS",
6297

6298 6299 6300 6301
				"attribute vec3 morphTarget0;",
				"attribute vec3 morphTarget1;",
				"attribute vec3 morphTarget2;",
				"attribute vec3 morphTarget3;",
A
alteredq 已提交
6302 6303 6304 6305 6306 6307 6308 6309 6310 6311 6312 6313 6314 6315 6316 6317

				"#ifdef USE_MORPHNORMALS",

					"attribute vec3 morphNormal0;",
					"attribute vec3 morphNormal1;",
					"attribute vec3 morphNormal2;",
					"attribute vec3 morphNormal3;",

				"#else",

					"attribute vec3 morphTarget4;",
					"attribute vec3 morphTarget5;",
					"attribute vec3 morphTarget6;",
					"attribute vec3 morphTarget7;",

				"#endif",
6318

6319 6320 6321
			"#endif",

			"#ifdef USE_SKINNING",
6322

6323 6324
				"attribute vec4 skinIndex;",
				"attribute vec4 skinWeight;",
6325

6326
			"#endif",
6327

M
Mr.doob 已提交
6328
			""
A
alteredq 已提交
6329

M
Mr.doob 已提交
6330
		].join("\n");
6331

M
Mr.doob 已提交
6332 6333
		var prefix_fragment = [

6334
			"precision " + _precision + " float;",
M
Mr.doob 已提交
6335

6336
			( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
6337

6338 6339
			customDefines,

M
Mr.doob 已提交
6340 6341
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
A
alteredq 已提交
6342
			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
A
alteredq 已提交
6343
			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
M
Mr.doob 已提交
6344

6345 6346
			"#define MAX_SHADOWS " + parameters.maxShadows,

6347 6348
			parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",

6349 6350 6351 6352
			_this.gammaInput ? "#define GAMMA_INPUT" : "",
			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",

M
Mr.doob 已提交
6353
			( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
6354
			( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
M
Mr.doob 已提交
6355 6356 6357 6358

			parameters.map ? "#define USE_MAP" : "",
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
6359
			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
6360
			parameters.normalMap ? "#define USE_NORMALMAP" : "",
6361
			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
M
Mr.doob 已提交
6362
			parameters.vertexColors ? "#define USE_COLOR" : "",
6363

6364 6365
			parameters.metal ? "#define METAL" : "",
			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
6366
			parameters.wrapAround ? "#define WRAP_AROUND" : "",
6367
			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
6368
			parameters.flipSided ? "#define FLIP_SIDED" : "",
6369

6370
			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
6371
			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
A
alteredq 已提交
6372 6373
			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
M
Mr.doob 已提交
6374 6375 6376 6377 6378 6379 6380

			"uniform mat4 viewMatrix;",
			"uniform vec3 cameraPosition;",
			""

		].join("\n");

6381 6382 6383 6384 6385
		var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
		var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );

		_gl.attachShader( program, glVertexShader );
		_gl.attachShader( program, glFragmentShader );
M
Mr.doob 已提交
6386

M
Mr.doob 已提交
6387
		_gl.linkProgram( program );
N
Nicolas Garcia Belmonte 已提交
6388

M
Mr.doob 已提交
6389
		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
N
Nicolas Garcia Belmonte 已提交
6390

6391
			console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
M
Mr.doob 已提交
6392

N
Nicolas Garcia Belmonte 已提交
6393
		}
6394

6395 6396 6397 6398 6399
		// clean up

		_gl.deleteShader( glFragmentShader );
		_gl.deleteShader( glVertexShader );

6400 6401
		//console.log( prefix_fragment + fragmentShader );
		//console.log( prefix_vertex + vertexShader );
M
Mr.doob 已提交
6402

M
Mr.doob 已提交
6403
		program.uniforms = {};
6404
		program.attributes = {};
M
Mr.doob 已提交
6405

6406 6407 6408 6409
		var identifiers, u, a, i;

		// cache uniform locations

6410
		identifiers = [
6411

6412
			'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
6413
			'morphTargetInfluences'
M
Mr.doob 已提交
6414

6415
		];
M
Mr.doob 已提交
6416

6417
		if ( parameters.useVertexTexture ) {
6418 6419 6420 6421 6422 6423 6424 6425 6426

			identifiers.push( 'boneTexture' );

		} else {

			identifiers.push( 'boneGlobalMatrices' );

		}

6427
		for ( u in uniforms ) {
M
Mr.doob 已提交
6428

6429
			identifiers.push( u );
M
Mr.doob 已提交
6430

6431
		}
M
Mr.doob 已提交
6432

6433
		cacheUniformLocations( program, identifiers );
M
Mr.doob 已提交
6434

6435
		// cache attributes locations
M
Mr.doob 已提交
6436

6437
		identifiers = [
A
alteredq 已提交
6438

6439
			"position", "normal", "uv", "uv2", "tangent", "color",
6440
			"skinIndex", "skinWeight", "lineDistance"
A
alteredq 已提交
6441

6442
		];
M
Mr.doob 已提交
6443

6444
		for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
6445

6446
			identifiers.push( "morphTarget" + i );
M
Mr.doob 已提交
6447

6448
		}
6449

A
alteredq 已提交
6450 6451 6452 6453 6454 6455
		for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {

			identifiers.push( "morphNormal" + i );

		}

6456
		for ( a in attributes ) {
6457

6458
			identifiers.push( a );
6459

6460
		}
6461

6462
		cacheAttributeLocations( program, identifiers );
6463

A
alteredq 已提交
6464
		program.id = _programs_counter ++;
6465

A
alteredq 已提交
6466
		_programs.push( { program: program, code: code, usedTimes: 1 } );
6467

6468
		_this.info.memory.programs = _programs.length;
6469

6470
		return program;
6471

6472
	};
6473

6474
	// Shader parameters cache
6475

6476
	function cacheUniformLocations ( program, identifiers ) {
6477

6478
		var i, l, id;
6479

6480
		for( i = 0, l = identifiers.length; i < l; i ++ ) {
6481

6482 6483
			id = identifiers[ i ];
			program.uniforms[ id ] = _gl.getUniformLocation( program, id );
M
Mr.doob 已提交
6484

6485
		}
M
Mr.doob 已提交
6486

6487
	};
M
Mr.doob 已提交
6488

6489
	function cacheAttributeLocations ( program, identifiers ) {
A
alteredq 已提交
6490

6491
		var i, l, id;
A
alteredq 已提交
6492

6493
		for( i = 0, l = identifiers.length; i < l; i ++ ) {
A
alteredq 已提交
6494

6495 6496
			id = identifiers[ i ];
			program.attributes[ id ] = _gl.getAttribLocation( program, id );
A
alteredq 已提交
6497

6498
		}
6499

6500
	};
A
alteredq 已提交
6501

6502 6503 6504 6505 6506 6507 6508 6509 6510 6511 6512 6513 6514 6515 6516 6517 6518
	function addLineNumbers ( string ) {

		var chunks = string.split( "\n" );

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

			// Chrome reports shader errors on lines
			// starting counting from 1

			chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];

		}

		return chunks.join( "\n" );

	};

6519
	function getShader ( type, string ) {
A
alteredq 已提交
6520

6521
		var shader;
6522

6523
		if ( type === "fragment" ) {
A
alteredq 已提交
6524

6525
			shader = _gl.createShader( _gl.FRAGMENT_SHADER );
A
alteredq 已提交
6526

6527
		} else if ( type === "vertex" ) {
A
alteredq 已提交
6528

6529
			shader = _gl.createShader( _gl.VERTEX_SHADER );
A
alteredq 已提交
6530

6531
		}
A
alteredq 已提交
6532

6533 6534
		_gl.shaderSource( shader, string );
		_gl.compileShader( shader );
6535

6536
		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
6537

6538
			console.error( _gl.getShaderInfoLog( shader ) );
6539
			console.error( addLineNumbers( string ) );
6540
			return null;
6541

A
alteredq 已提交
6542 6543
		}

6544 6545
		return shader;

A
alteredq 已提交
6546
	};
6547

6548 6549
	// Textures

6550 6551 6552 6553 6554 6555 6556

	function isPowerOfTwo ( value ) {

		return ( value & ( value - 1 ) ) === 0;

	};

6557
	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
6558

6559
		if ( isImagePowerOfTwo ) {
M
Mr.doob 已提交
6560

6561 6562
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
M
Mr.doob 已提交
6563

6564 6565
			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
M
Mr.doob 已提交
6566

6567
		} else {
M
Mr.doob 已提交
6568

6569 6570
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
6571

6572 6573
			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
M
Mr.doob 已提交
6574

6575
		}
M
Mr.doob 已提交
6576

6577
		if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
6578

6579 6580 6581 6582 6583 6584
			if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {

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

			}
6585 6586 6587

		}

6588
	};
6589

6590
	this.setTexture = function ( texture, slot ) {
6591

6592
		if ( texture.needsUpdate ) {
A
alteredq 已提交
6593

6594
			if ( ! texture.__webglInit ) {
M
Mr.doob 已提交
6595

6596
				texture.__webglInit = true;
6597
				texture.__webglTexture = _gl.createTexture();
A
alteredq 已提交
6598

M
Mr.doob 已提交
6599 6600
				_this.info.memory.textures ++;

6601
			}
M
Mr.doob 已提交
6602

6603
			_gl.activeTexture( _gl.TEXTURE0 + slot );
6604 6605
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );

6606
			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
6607 6608
			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );

6609 6610
			var image = texture.image,
			isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
6611 6612
			glFormat = paramThreeToGL( texture.format ),
			glType = paramThreeToGL( texture.type );
6613

6614 6615
			setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );

6616 6617 6618 6619 6620 6621 6622 6623 6624 6625 6626 6627
			if ( texture instanceof THREE.CompressedTexture ) {

				var mipmap, mipmaps = texture.mipmaps;

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

					mipmap = mipmaps[ i ];
					_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

				}

			} else if ( texture instanceof THREE.DataTexture ) {
6628

6629
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
Mr.doob 已提交
6630

A
alteredq 已提交
6631
			} else {
M
Mr.doob 已提交
6632

6633
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
Mr.doob 已提交
6634 6635 6636

			}

6637
			if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
6638

A
alteredq 已提交
6639
			texture.needsUpdate = false;
6640

6641
			if ( texture.onUpdate ) texture.onUpdate();
6642

6643
		} else {
6644

6645 6646
			_gl.activeTexture( _gl.TEXTURE0 + slot );
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
6647 6648

		}
M
Mr.doob 已提交
6649

6650
	};
M
Mr.doob 已提交
6651

6652 6653 6654 6655 6656 6657 6658 6659 6660 6661
	function clampToMaxSize ( image, maxSize ) {

		if ( image.width <= maxSize && image.height <= maxSize ) {

			return image;

		}

		// Warning: Scaling through the canvas will only work with images that use
		// premultiplied alpha.
6662

6663 6664 6665 6666 6667 6668 6669
		var maxDimension = Math.max( image.width, image.height );
		var newWidth = Math.floor( image.width * maxSize / maxDimension );
		var newHeight = Math.floor( image.height * maxSize / maxDimension );

		var canvas = document.createElement( 'canvas' );
		canvas.width = newWidth;
		canvas.height = newHeight;
6670

6671
		var ctx = canvas.getContext( "2d" );
6672 6673
		ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );

6674 6675 6676 6677
		return canvas;

	}

6678
	function setCubeTexture ( texture, slot ) {
6679

6680
		if ( texture.image.length === 6 ) {
6681 6682 6683

			if ( texture.needsUpdate ) {

A
alteredq 已提交
6684
				if ( ! texture.image.__webglTextureCube ) {
6685 6686

					texture.image.__webglTextureCube = _gl.createTexture();
6687

A
alteredq 已提交
6688
				}
6689

A
alteredq 已提交
6690 6691
				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
6692

6693
				_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
M
Mr.doob 已提交
6694

6695 6696
				var isCompressed = texture instanceof THREE.CompressedTexture;

6697
				var cubeImage = [];
6698

A
alteredq 已提交
6699
				for ( var i = 0; i < 6; i ++ ) {
6700

6701
					if ( _this.autoScaleCubemaps && ! isCompressed ) {
6702 6703 6704 6705 6706 6707 6708 6709 6710 6711 6712

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

					} else {

						cubeImage[ i ] = texture.image[ i ];

					}

				}

6713 6714
				var image = cubeImage[ 0 ],
				isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
6715 6716
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );
6717

6718 6719
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

A
alteredq 已提交
6720
				for ( var i = 0; i < 6; i ++ ) {
6721

6722 6723 6724 6725 6726 6727 6728 6729 6730 6731 6732 6733 6734 6735 6736 6737
					if ( isCompressed ) {

						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

						for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {

							mipmap = mipmaps[ j ];
							_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

						}

					} else {

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

					}
6738

A
alteredq 已提交
6739
				}
6740

M
Mr.doob 已提交
6741 6742 6743 6744 6745
				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}
6746

A
alteredq 已提交
6747
				texture.needsUpdate = false;
6748

6749
				if ( texture.onUpdate ) texture.onUpdate();
6750

A
alteredq 已提交
6751
			} else {
6752

A
alteredq 已提交
6753 6754
				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
6755

A
alteredq 已提交
6756
			}
6757

A
alteredq 已提交
6758
		}
6759

A
alteredq 已提交
6760
	};
6761

6762
	function setCubeTextureDynamic ( texture, slot ) {
6763

A
alteredq 已提交
6764 6765
		_gl.activeTexture( _gl.TEXTURE0 + slot );
		_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
6766 6767 6768

	};

6769 6770 6771
	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
6772

6773 6774
		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
A
alteredq 已提交
6775

6776
	};
M
Mr.doob 已提交
6777

6778
	function setupRenderBuffer ( renderbuffer, renderTarget  ) {
M
Mikael Emtinger 已提交
6779

6780
		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
6781

6782
		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
M
Mr.doob 已提交
6783

6784 6785
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
A
alteredq 已提交
6786

6787 6788
		/* For some reason this is not working. Defaulting to RGBA4.
		} else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
A
alteredq 已提交
6789

6790 6791 6792 6793
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
		*/
		} else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
A
alteredq 已提交
6794

6795 6796
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
A
alteredq 已提交
6797

6798
		} else {
A
alteredq 已提交
6799

6800
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
A
alteredq 已提交
6801

6802
		}
A
alteredq 已提交
6803

6804
	};
A
alteredq 已提交
6805

A
alteredq 已提交
6806
	this.setRenderTarget = function ( renderTarget ) {
A
alteredq 已提交
6807

6808
		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
A
alteredq 已提交
6809

6810
		if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
A
alteredq 已提交
6811

M
Mr.doob 已提交
6812 6813
			if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
			if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
A
alteredq 已提交
6814

6815
			renderTarget.__webglTexture = _gl.createTexture();
A
alteredq 已提交
6816

6817
			// Setup texture, create render and frame buffers
6818

6819 6820
			var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
				glFormat = paramThreeToGL( renderTarget.format ),
6821 6822
				glType = paramThreeToGL( renderTarget.type );

6823
			if ( isCube ) {
M
Mr.doob 已提交
6824

6825 6826
				renderTarget.__webglFramebuffer = [];
				renderTarget.__webglRenderbuffer = [];
M
Mikael Emtinger 已提交
6827

6828
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
6829
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
A
alteredq 已提交
6830

6831
				for ( var i = 0; i < 6; i ++ ) {
A
alteredq 已提交
6832

6833 6834
					renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
					renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
A
alteredq 已提交
6835

6836
					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
A
alteredq 已提交
6837

6838 6839
					setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
					setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
A
alteredq 已提交
6840

6841
				}
6842

6843 6844
				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

6845
			} else {
6846

6847 6848
				renderTarget.__webglFramebuffer = _gl.createFramebuffer();
				renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
6849

6850
				_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
6851
				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
6852

6853
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
6854

6855 6856
				setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
				setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
6857

6858 6859
				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );

M
Mikael Emtinger 已提交
6860
			}
6861

6862
			// Release everything
M
Mr.doob 已提交
6863

A
alteredq 已提交
6864 6865 6866 6867 6868 6869 6870 6871 6872 6873
			if ( isCube ) {

				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

			} else {

				_gl.bindTexture( _gl.TEXTURE_2D, null );

			}

6874 6875
			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
M
Mr.doob 已提交
6876

6877 6878
		}

6879
		var framebuffer, width, height, vx, vy;
M
Mr.doob 已提交
6880

6881
		if ( renderTarget ) {
M
Mr.doob 已提交
6882

A
alteredq 已提交
6883 6884
			if ( isCube ) {

6885
				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
A
alteredq 已提交
6886 6887 6888

			} else {

6889
				framebuffer = renderTarget.__webglFramebuffer;
A
alteredq 已提交
6890 6891 6892

			}

6893 6894
			width = renderTarget.width;
			height = renderTarget.height;
M
Mr.doob 已提交
6895

6896 6897 6898
			vx = 0;
			vy = 0;

6899
		} else {
M
Mr.doob 已提交
6900

6901
			framebuffer = null;
6902

6903 6904
			width = _viewportWidth;
			height = _viewportHeight;
6905

6906 6907
			vx = _viewportX;
			vy = _viewportY;
M
Mr.doob 已提交
6908

6909
		}
M
Mr.doob 已提交
6910

6911
		if ( framebuffer !== _currentFramebuffer ) {
M
Mr.doob 已提交
6912

6913
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
6914
			_gl.viewport( vx, vy, width, height );
M
Mr.doob 已提交
6915

6916
			_currentFramebuffer = framebuffer;
M
Mr.doob 已提交
6917

6918
		}
6919

A
alteredq 已提交
6920 6921 6922
		_currentWidth = width;
		_currentHeight = height;

6923
	};
M
Mr.doob 已提交
6924

6925
	function updateRenderTargetMipmap ( renderTarget ) {
M
Mr.doob 已提交
6926

A
alteredq 已提交
6927 6928 6929 6930 6931 6932 6933 6934 6935 6936 6937 6938 6939
		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

		} else {

			_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
			_gl.generateMipmap( _gl.TEXTURE_2D );
			_gl.bindTexture( _gl.TEXTURE_2D, null );

		}
M
Mr.doob 已提交
6940 6941

	};
6942

6943
	// Fallback filters for non-power-of-2 textures
6944

6945
	function filterFallback ( f ) {
6946

6947
		if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
6948

6949
			return _gl.NEAREST;
6950 6951

		}
6952

6953 6954
		return _gl.LINEAR;

6955
	};
6956

6957 6958
	// Map three.js constants to WebGL constants

6959
	function paramThreeToGL ( p ) {
M
Mr.doob 已提交
6960

6961 6962 6963 6964 6965 6966 6967 6968 6969 6970 6971 6972 6973 6974 6975 6976 6977 6978 6979 6980 6981 6982 6983 6984 6985 6986 6987 6988 6989 6990 6991 6992 6993 6994 6995 6996 6997 6998 6999 7000 7001 7002 7003 7004 7005 7006
		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;
M
Mr.doob 已提交
7007

7008 7009 7010 7011 7012 7013 7014 7015 7016
		if ( _glExtensionCompressedTextureS3TC !== undefined ) {

			if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;

		}

7017
		return 0;
M
Mr.doob 已提交
7018

7019 7020
	};

7021
	// Allocations
7022

7023
	function allocateBones ( object ) {
7024

7025
		if ( _supportsBoneTextures && object && object.useVertexTexture ) {
7026 7027

			return 1024;
7028

7029
		} else {
7030

7031 7032 7033 7034 7035 7036 7037
			// default for when object is not specified
			// ( for example when prebuilding shader
			//   to be used with multiple objects )
			//
			// 	- leave some extra space for other uniforms
			//  - limit here is ANGLE's 254 max uniform vectors
			//    (up to 54 should be safe)
7038

7039 7040
			var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
7041

7042
			var maxBones = nVertexMatrices;
7043

7044
			if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
7045

7046
				maxBones = Math.min( object.bones.length, maxBones );
7047

7048
				if ( maxBones < object.bones.length ) {
7049

7050
					console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
7051

7052
				}
7053

7054
			}
7055

7056
			return maxBones;
7057

7058 7059 7060
		}

	};
7061

7062
	function allocateLights ( lights ) {
7063

7064
		var l, ll, light, dirLights, pointLights, spotLights, hemiLights;
7065

7066
		dirLights = pointLights = spotLights = hemiLights = 0;
A
alteredq 已提交
7067 7068

		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
7069

7070
			light = lights[ l ];
7071

A
alteredq 已提交
7072 7073
			if ( light.onlyShadow ) continue;

7074 7075
			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
			if ( light instanceof THREE.PointLight ) pointLights ++;
A
alteredq 已提交
7076
			if ( light instanceof THREE.SpotLight ) spotLights ++;
A
alteredq 已提交
7077
			if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
7078

7079
		}
7080

7081
		return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
7082 7083

	};
M
Mr.doob 已提交
7084

7085
	function allocateShadows ( lights ) {
7086

M
Mr.doob 已提交
7087
		var l, ll, light, maxShadows = 0;
7088 7089 7090 7091 7092

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

			light = lights[ l ];

A
alteredq 已提交
7093 7094
			if ( ! light.castShadow ) continue;

7095 7096
			if ( light instanceof THREE.SpotLight ) maxShadows ++;
			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
7097 7098 7099 7100 7101 7102 7103

		}

		return maxShadows;

	};

7104
	// Initialization
M
Mr.doob 已提交
7105

7106 7107 7108 7109
	function initGL () {

		try {

7110
			if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
7111 7112 7113 7114 7115 7116 7117 7118 7119 7120 7121

				throw 'Error creating WebGL context.';

			}

		} catch ( error ) {

			console.error( error );

		}

7122
		_glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
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		_glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );

		_glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) ||
											   _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) ||
											   _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );

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		_glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) ||
											_gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) ||
											_gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );

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		if ( ! _glExtensionTextureFloat ) {
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			console.log( 'THREE.WebGLRenderer: Float textures not supported.' );

		}

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		if ( ! _glExtensionStandardDerivatives ) {
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			console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
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		}
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		if ( ! _glExtensionTextureFilterAnisotropic ) {
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			console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
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		}

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		if ( ! _glExtensionCompressedTextureS3TC ) {

			console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );

		}

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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 );

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

	};

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	// default plugins (order is important)

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	this.shadowMapPlugin = new THREE.ShadowMapPlugin();
	this.addPrePlugin( this.shadowMapPlugin );

	this.addPostPlugin( new THREE.SpritePlugin() );
	this.addPostPlugin( new THREE.LensFlarePlugin() );
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};