WebGLRenderer.js 160.5 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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	_maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
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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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	// 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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	// 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() },
		spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), angles: new Array(), exponents: 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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	initGL();
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	setDefaultGLState();
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	this.context = _gl;
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	// GPU capabilities

	var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
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	_maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE ),
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	_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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	// 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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		delete object._normalMatrixArray;
		delete object._modelViewMatrixArray;
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		delete object._modelMatrixArray;
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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.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.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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		_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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		_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.__webglSkinVertexABuffer = _gl.createBuffer();
		geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
		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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		_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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		_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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		_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.__webglSkinVertexABuffer );
		_gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer );
		_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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		if ( geometryGroup.__webglCustomAttributesList ) {

			for ( var id in geometryGroup.__webglCustomAttributesList ) {

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

			}

		}

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		_this.info.memory.geometries --;

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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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		var nvertices = geometry.vertices.length;

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

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

	};

	function initRibbonBuffers ( geometry ) {

		var nvertices = geometry.vertices.length;

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

		geometry.__webglVertexCount = nvertices;

	};

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Mr.doob 已提交
719
	function initMeshBuffers ( geometryGroup, object ) {
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721 722 723
		var geometry = object.geometry,
			faces3 = geometryGroup.faces3,
			faces4 = geometryGroup.faces4,
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724

725 726 727
			nvertices = faces3.length * 3 + faces4.length * 4,
			ntris     = faces3.length * 1 + faces4.length * 2,
			nlines    = faces3.length * 3 + faces4.length * 4,
728

729
			material = getBufferMaterial( object, geometryGroup ),
730

731 732 733
			uvType = bufferGuessUVType( material ),
			normalType = bufferGuessNormalType( material ),
			vertexColorType = bufferGuessVertexColorType( material );
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735
		//console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
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737
		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
738

739
		if ( normalType ) {
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740

741
			geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
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742

743
		}
744

745
		if ( geometry.hasTangents ) {
746

747
			geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
748

749
		}
750

751
		if ( vertexColorType ) {
752

753
			geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
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754

755
		}
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756

757
		if ( uvType ) {
758

759
			if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
760

761 762 763 764 765
				geometryGroup.__uvArray = new Float32Array( nvertices * 2 );

			}

			if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
766

767 768 769 770 771 772 773 774 775 776 777 778 779 780 781
				geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );

			}

		}

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

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

		}

782
		geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
783
		geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
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785 786
		var m, ml;

787 788
		if ( geometryGroup.numMorphTargets ) {

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789
			geometryGroup.__morphTargetsArrays = [];
790

791
			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
792

793
				geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
794 795 796 797 798 799 800 801 802 803 804

			}

		}

		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 ) );
806

807 808 809
			}

		}
810

811
		geometryGroup.__webglFaceCount = ntris * 3;
812
		geometryGroup.__webglLineCount = nlines * 2;
813

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815
		// custom attributes
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816

817
		if ( material.attributes ) {
818

819
			if ( geometryGroup.__webglCustomAttributesList === undefined ) {
820

821
				geometryGroup.__webglCustomAttributesList = [];
822

823
			}
824

825
			for ( var a in material.attributes ) {
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Mr.doob 已提交
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827 828
				// Do a shallow copy of the attribute object so different geometryGroup chunks use different
				// attribute buffers which are correctly indexed in the setMeshBuffers function
829

830
				var originalAttribute = material.attributes[ a ];
831

832
				var attribute = {};
833

834
				for ( var property in originalAttribute ) {
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835

836
					attribute[ property ] = originalAttribute[ property ];
837

838
				}
839

840
				if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
841

842
					attribute.__webglInitialized = true;
843

844
					var size = 1;		// "f" and "i"
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846 847 848 849
					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;
850

851
					attribute.size = size;
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852

853
					attribute.array = new Float32Array( nvertices * size );
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855 856
					attribute.buffer = _gl.createBuffer();
					attribute.buffer.belongsToAttribute = a;
857

858 859
					originalAttribute.needsUpdate = true;
					attribute.__original = originalAttribute;
860 861 862

				}

863 864
				geometryGroup.__webglCustomAttributesList.push( attribute );

865
			}
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866

867
		}
868

869 870
		geometryGroup.__inittedArrays = true;

871
	};
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873
	function getBufferMaterial( object, geometryGroup ) {
874

875
		if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
876

877
			return object.material;
878

879
		} else if ( geometryGroup.materialIndex >= 0 ) {
880

881
			return object.geometry.materials[ geometryGroup.materialIndex ];
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Mr.doob 已提交
882

883
		}
884

885
	};
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887
	function materialNeedsSmoothNormals ( material ) {
888

889
		return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
890

891
	};
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892

893
	function bufferGuessNormalType ( material ) {
894

895
		// only MeshBasicMaterial and MeshDepthMaterial don't need normals
896

897
		if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
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899
			return false;
900

901
		}
902

903
		if ( materialNeedsSmoothNormals( material ) ) {
904

905
			return THREE.SmoothShading;
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Mr.doob 已提交
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907
		} else {
908

909
			return THREE.FlatShading;
910

911
		}
912

913
	};
914

915
	function bufferGuessVertexColorType ( material ) {
916

917
		if ( material.vertexColors ) {
918

919
			return material.vertexColors;
920

921
		}
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Mr.doob 已提交
922

923
		return false;
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924

925
	};
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926

927
	function bufferGuessUVType ( material ) {
928

929 930 931 932 933 934 935 936 937 938 939 940
		// material must use some texture to require uvs

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

			return true;

		}

		return false;

	};

941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969
	//

	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 );

		}

	};

970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986
	// 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,

987
		dirtyVertices = geometry.verticesNeedUpdate,
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988
		dirtyElements = geometry.elementsNeedUpdate,
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989
		dirtyColors = geometry.colorsNeedUpdate,
990 991 992 993 994 995 996 997

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

		if ( object.sortParticles ) {

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998 999
			_projScreenMatrixPS.copy( _projScreenMatrix );
			_projScreenMatrixPS.multiplySelf( object.matrixWorld );
1000 1001 1002

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

1003
				vertex = vertices[ v ];
1004 1005

				_vector3.copy( vertex );
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1006
				_projScreenMatrixPS.multiplyVector3( _vector3 );
1007 1008 1009 1010 1011 1012 1013 1014 1015

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

			}

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

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

1016
				vertex = vertices[ sortArray[v][1] ];
1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 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

				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 ++ ) {

1140
					vertex = vertices[ v ];
1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174

					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 &&
1175
						 ( customAttribute.boundTo === undefined ||
1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 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
						   customAttribute.boundTo === "vertices") ) {

						cal = customAttribute.value.length;

						offset = 0;

						if ( customAttribute.size === 1 ) {

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

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

							}

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

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

								value = customAttribute.value[ ca ];

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

								offset += 2;

							}

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

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

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

									value = customAttribute.value[ ca ];

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

									offset += 3;

								}

							} else {

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

									value = customAttribute.value[ ca ];

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

									offset += 3;

								}

							}

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

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

								value = customAttribute.value[ ca ];

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

								offset += 4;

							}

						}

					}

				}

			}

		}

		if ( dirtyVertices || object.sortParticles ) {

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

		}

		if ( dirtyColors || object.sortParticles ) {

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

		}

		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

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

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

				}

			}

		}


	};

	function setLineBuffers ( geometry, hint ) {

		var v, c, vertex, offset, color,

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

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

1306
		dirtyVertices = geometry.verticesNeedUpdate,
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Mr.doob 已提交
1307
		dirtyColors = geometry.colorsNeedUpdate,
1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318

		customAttributes = geometry.__webglCustomAttributesList,

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

		if ( dirtyVertices ) {

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

1319
				vertex = vertices[ v ];
1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 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 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 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

				offset = v * 3;

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

			}

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

		}

		if ( dirtyColors ) {

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

				color = colors[ c ];

				offset = c * 3;

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

			}

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

		}

		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

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

					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

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

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

						}

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

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

							value = customAttribute.value[ ca ];

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

							offset += 2;

						}

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

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

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

								value = customAttribute.value[ ca ];

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

								offset += 3;

							}

						} else {

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

								value = customAttribute.value[ ca ];

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

								offset += 3;

							}

						}

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

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

							value = customAttribute.value[ ca ];

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

							offset += 4;

						}

					}

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

				}

			}

		}

	};

	function setRibbonBuffers ( geometry, hint ) {

		var v, c, vertex, offset, color,

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

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

1460
		dirtyVertices = geometry.verticesNeedUpdate,
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Mr.doob 已提交
1461
		dirtyColors = geometry.colorsNeedUpdate;
1462 1463 1464 1465 1466

		if ( dirtyVertices ) {

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

1467
				vertex = vertices[ v ];
1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502

				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 );

		}

	};

1503
	function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
1504 1505 1506 1507 1508 1509 1510 1511

		if ( ! geometryGroup.__inittedArrays ) {

			// console.log( object );
			return;

		}

1512 1513 1514 1515 1516 1517
		var normalType = bufferGuessNormalType( material ),
		vertexColorType = bufferGuessVertexColorType( material ),
		uvType = bufferGuessUVType( material ),

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

1518 1519 1520 1521
		var f, fl, fi, face,
		vertexNormals, faceNormal, normal,
		vertexColors, faceColor,
		vertexTangents,
A
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1522
		uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
1523 1524 1525 1526 1527 1528 1529 1530
		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
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1531
		nka, chf, faceVertexNormals,
1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563
		a,

		vertexIndex = 0,

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

		value,

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

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

		morphTargetsArrays = geometryGroup.__morphTargetsArrays,
A
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1564
		morphNormalsArrays = geometryGroup.__morphNormalsArrays,
1565 1566 1567 1568 1569 1570 1571 1572 1573

		customAttributes = geometryGroup.__webglCustomAttributesList,
		customAttribute,

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

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

1574
		dirtyVertices = geometry.verticesNeedUpdate,
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1575
		dirtyElements = geometry.elementsNeedUpdate,
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1576
		dirtyUvs = geometry.uvsNeedUpdate,
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1577
		dirtyNormals = geometry.normalsNeedUpdate,
1578
		dirtyTangents = geometry.tangentsNeedUpdate,
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1579
		dirtyColors = geometry.colorsNeedUpdate,
1580
		dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596

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

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

		obj_colors = geometry.colors,

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

A
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1597 1598
		morphTargets = geometry.morphTargets,
		morphNormals = geometry.morphNormals;
1599 1600 1601 1602 1603 1604 1605

		if ( dirtyVertices ) {

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

				face = obj_faces[ chunk_faces3[ f ] ];

1606 1607 1608
				v1 = vertices[ face.a ];
				v2 = vertices[ face.b ];
				v3 = vertices[ face.c ];
1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620

				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;
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1621

1622
				offset += 9;
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1623

1624
			}
1625

A
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1626
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
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1627

A
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1628
				face = obj_faces[ chunk_faces4[ f ] ];
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1629

1630 1631 1632 1633
				v1 = vertices[ face.a ];
				v2 = vertices[ face.b ];
				v3 = vertices[ face.c ];
				v4 = vertices[ face.d ];
1634

A
alteredq 已提交
1635 1636 1637
				vertexArray[ offset ]     = v1.x;
				vertexArray[ offset + 1 ] = v1.y;
				vertexArray[ offset + 2 ] = v1.z;
1638

A
alteredq 已提交
1639 1640 1641
				vertexArray[ offset + 3 ] = v2.x;
				vertexArray[ offset + 4 ] = v2.y;
				vertexArray[ offset + 5 ] = v2.z;
1642

A
alteredq 已提交
1643 1644 1645
				vertexArray[ offset + 6 ] = v3.x;
				vertexArray[ offset + 7 ] = v3.y;
				vertexArray[ offset + 8 ] = v3.z;
1646

A
alteredq 已提交
1647 1648 1649
				vertexArray[ offset + 9 ]  = v4.x;
				vertexArray[ offset + 10 ] = v4.y;
				vertexArray[ offset + 11 ] = v4.z;
1650

A
alteredq 已提交
1651
				offset += 12;
1652

A
alteredq 已提交
1653
			}
1654

A
alteredq 已提交
1655 1656
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
M
Mr.doob 已提交
1657

A
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1658
		}
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1659

A
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1660
		if ( dirtyMorphTargets ) {
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1661

1662
			for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
1663

1664
				offset_morphTarget = 0;
1665

1666 1667
				for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

A
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1668 1669 1670 1671
					chf = chunk_faces3[ f ];
					face = obj_faces[ chf ];

					// morph positions
M
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1672

1673 1674 1675
					v1 = morphTargets[ vk ].vertices[ face.a ];
					v2 = morphTargets[ vk ].vertices[ face.b ];
					v3 = morphTargets[ vk ].vertices[ face.c ];
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1676

A
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1677
					vka = morphTargetsArrays[ vk ];
M
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1678

A
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1679 1680 1681
					vka[ offset_morphTarget ] 	  = v1.x;
					vka[ offset_morphTarget + 1 ] = v1.y;
					vka[ offset_morphTarget + 2 ] = v1.z;
M
Mr.doob 已提交
1682

A
alteredq 已提交
1683 1684 1685
					vka[ offset_morphTarget + 3 ] = v2.x;
					vka[ offset_morphTarget + 4 ] = v2.y;
					vka[ offset_morphTarget + 5 ] = v2.z;
M
Mr.doob 已提交
1686

A
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1687 1688 1689
					vka[ offset_morphTarget + 6 ] = v3.x;
					vka[ offset_morphTarget + 7 ] = v3.y;
					vka[ offset_morphTarget + 8 ] = v3.z;
M
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1690

A
alteredq 已提交
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 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728
					// 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;

					}

					//

1729
					offset_morphTarget += 9;
1730

1731
				}
1732

1733
				for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
1734

A
alteredq 已提交
1735 1736 1737 1738
					chf = chunk_faces4[ f ];
					face = obj_faces[ chf ];

					// morph positions
1739

1740 1741 1742 1743
					v1 = morphTargets[ vk ].vertices[ face.a ];
					v2 = morphTargets[ vk ].vertices[ face.b ];
					v3 = morphTargets[ vk ].vertices[ face.c ];
					v4 = morphTargets[ vk ].vertices[ face.d ];
1744

1745
					vka = morphTargetsArrays[ vk ];
1746

1747 1748 1749
					vka[ offset_morphTarget ] 	  = v1.x;
					vka[ offset_morphTarget + 1 ] = v1.y;
					vka[ offset_morphTarget + 2 ] = v1.z;
1750

1751 1752 1753
					vka[ offset_morphTarget + 3 ] = v2.x;
					vka[ offset_morphTarget + 4 ] = v2.y;
					vka[ offset_morphTarget + 5 ] = v2.z;
1754

1755 1756 1757
					vka[ offset_morphTarget + 6 ] = v3.x;
					vka[ offset_morphTarget + 7 ] = v3.y;
					vka[ offset_morphTarget + 8 ] = v3.z;
1758

A
alteredq 已提交
1759 1760 1761 1762
					vka[ offset_morphTarget + 9 ]  = v4.x;
					vka[ offset_morphTarget + 10 ] = v4.y;
					vka[ offset_morphTarget + 11 ] = v4.z;

A
alteredq 已提交
1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806
					// 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;

					}

					//

1807
					offset_morphTarget += 12;
A
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1808

1809
				}
A
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1810 1811 1812

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
				_gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
A
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1813

A
alteredq 已提交
1814 1815 1816 1817 1818 1819 1820
				if ( material.morphNormals ) {

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

				}

1821
			}
1822

A
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1823 1824 1825 1826 1827 1828 1829
		}

		if ( obj_skinWeights.length ) {

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

				face = obj_faces[ chunk_faces3[ f ]	];
1830

1831
				// weights
A
alteredq 已提交
1832

1833 1834 1835
				sw1 = obj_skinWeights[ face.a ];
				sw2 = obj_skinWeights[ face.b ];
				sw3 = obj_skinWeights[ face.c ];
A
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1836

1837 1838 1839 1840
				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
1841

1842 1843 1844 1845
				skinWeightArray[ offset_skin + 4 ] = sw2.x;
				skinWeightArray[ offset_skin + 5 ] = sw2.y;
				skinWeightArray[ offset_skin + 6 ] = sw2.z;
				skinWeightArray[ offset_skin + 7 ] = sw2.w;
1846

1847 1848 1849 1850
				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
1851

1852
				// indices
A
alteredq 已提交
1853

1854 1855 1856
				si1 = obj_skinIndices[ face.a ];
				si2 = obj_skinIndices[ face.b ];
				si3 = obj_skinIndices[ face.c ];
A
alteredq 已提交
1857

1858 1859 1860 1861
				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
1862

1863 1864 1865 1866
				skinIndexArray[ offset_skin + 4 ] = si2.x;
				skinIndexArray[ offset_skin + 5 ] = si2.y;
				skinIndexArray[ offset_skin + 6 ] = si2.z;
				skinIndexArray[ offset_skin + 7 ] = si2.w;
1867

1868 1869 1870 1871
				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
1872

1873
				// vertices A
A
alteredq 已提交
1874

1875 1876 1877
				sa1 = obj_skinVerticesA[ face.a ];
				sa2 = obj_skinVerticesA[ face.b ];
				sa3 = obj_skinVerticesA[ face.c ];
A
alteredq 已提交
1878

1879 1880 1881 1882
				skinVertexAArray[ offset_skin ]     = sa1.x;
				skinVertexAArray[ offset_skin + 1 ] = sa1.y;
				skinVertexAArray[ offset_skin + 2 ] = sa1.z;
				skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
A
alteredq 已提交
1883

1884 1885 1886 1887
				skinVertexAArray[ offset_skin + 4 ] = sa2.x;
				skinVertexAArray[ offset_skin + 5 ] = sa2.y;
				skinVertexAArray[ offset_skin + 6 ] = sa2.z;
				skinVertexAArray[ offset_skin + 7 ] = 1;
1888

1889 1890 1891 1892
				skinVertexAArray[ offset_skin + 8 ]  = sa3.x;
				skinVertexAArray[ offset_skin + 9 ]  = sa3.y;
				skinVertexAArray[ offset_skin + 10 ] = sa3.z;
				skinVertexAArray[ offset_skin + 11 ] = 1;
A
alteredq 已提交
1893

1894
				// vertices B
A
alteredq 已提交
1895

1896 1897 1898
				sb1 = obj_skinVerticesB[ face.a ];
				sb2 = obj_skinVerticesB[ face.b ];
				sb3 = obj_skinVerticesB[ face.c ];
A
alteredq 已提交
1899

1900 1901 1902 1903
				skinVertexBArray[ offset_skin ]     = sb1.x;
				skinVertexBArray[ offset_skin + 1 ] = sb1.y;
				skinVertexBArray[ offset_skin + 2 ] = sb1.z;
				skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
A
alteredq 已提交
1904

1905 1906 1907 1908
				skinVertexBArray[ offset_skin + 4 ] = sb2.x;
				skinVertexBArray[ offset_skin + 5 ] = sb2.y;
				skinVertexBArray[ offset_skin + 6 ] = sb2.z;
				skinVertexBArray[ offset_skin + 7 ] = 1;
1909

1910 1911 1912 1913
				skinVertexBArray[ offset_skin + 8 ]  = sb3.x;
				skinVertexBArray[ offset_skin + 9 ]  = sb3.y;
				skinVertexBArray[ offset_skin + 10 ] = sb3.z;
				skinVertexBArray[ offset_skin + 11 ] = 1;
1914

1915
				offset_skin += 12;
1916

1917
			}
1918

A
alteredq 已提交
1919
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
1920

A
alteredq 已提交
1921
				face = obj_faces[ chunk_faces4[ f ] ];
1922

A
alteredq 已提交
1923
				// weights
1924

A
alteredq 已提交
1925 1926 1927 1928
				sw1 = obj_skinWeights[ face.a ];
				sw2 = obj_skinWeights[ face.b ];
				sw3 = obj_skinWeights[ face.c ];
				sw4 = obj_skinWeights[ face.d ];
1929

A
alteredq 已提交
1930 1931 1932 1933
				skinWeightArray[ offset_skin ]     = sw1.x;
				skinWeightArray[ offset_skin + 1 ] = sw1.y;
				skinWeightArray[ offset_skin + 2 ] = sw1.z;
				skinWeightArray[ offset_skin + 3 ] = sw1.w;
1934

A
alteredq 已提交
1935 1936 1937 1938
				skinWeightArray[ offset_skin + 4 ] = sw2.x;
				skinWeightArray[ offset_skin + 5 ] = sw2.y;
				skinWeightArray[ offset_skin + 6 ] = sw2.z;
				skinWeightArray[ offset_skin + 7 ] = sw2.w;
1939

A
alteredq 已提交
1940 1941 1942 1943
				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
				skinWeightArray[ offset_skin + 10 ] = sw3.z;
				skinWeightArray[ offset_skin + 11 ] = sw3.w;
1944

A
alteredq 已提交
1945 1946 1947 1948
				skinWeightArray[ offset_skin + 12 ] = sw4.x;
				skinWeightArray[ offset_skin + 13 ] = sw4.y;
				skinWeightArray[ offset_skin + 14 ] = sw4.z;
				skinWeightArray[ offset_skin + 15 ] = sw4.w;
1949

A
alteredq 已提交
1950
				// indices
1951

A
alteredq 已提交
1952 1953 1954 1955
				si1 = obj_skinIndices[ face.a ];
				si2 = obj_skinIndices[ face.b ];
				si3 = obj_skinIndices[ face.c ];
				si4 = obj_skinIndices[ face.d ];
1956

A
alteredq 已提交
1957 1958 1959 1960
				skinIndexArray[ offset_skin ]     = si1.x;
				skinIndexArray[ offset_skin + 1 ] = si1.y;
				skinIndexArray[ offset_skin + 2 ] = si1.z;
				skinIndexArray[ offset_skin + 3 ] = si1.w;
1961

A
alteredq 已提交
1962 1963 1964 1965
				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
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1966

A
alteredq 已提交
1967 1968 1969 1970
				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
1971

A
alteredq 已提交
1972 1973 1974 1975
				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
1976

A
alteredq 已提交
1977
				// vertices A
M
Mr.doob 已提交
1978

A
alteredq 已提交
1979 1980 1981 1982
				sa1 = obj_skinVerticesA[ face.a ];
				sa2 = obj_skinVerticesA[ face.b ];
				sa3 = obj_skinVerticesA[ face.c ];
				sa4 = obj_skinVerticesA[ face.d ];
1983

A
alteredq 已提交
1984 1985 1986 1987
				skinVertexAArray[ offset_skin ]     = sa1.x;
				skinVertexAArray[ offset_skin + 1 ] = sa1.y;
				skinVertexAArray[ offset_skin + 2 ] = sa1.z;
				skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
M
Mr.doob 已提交
1988

A
alteredq 已提交
1989 1990 1991 1992
				skinVertexAArray[ offset_skin + 4 ] = sa2.x;
				skinVertexAArray[ offset_skin + 5 ] = sa2.y;
				skinVertexAArray[ offset_skin + 6 ] = sa2.z;
				skinVertexAArray[ offset_skin + 7 ] = 1;
1993

A
alteredq 已提交
1994 1995 1996 1997
				skinVertexAArray[ offset_skin + 8 ]  = sa3.x;
				skinVertexAArray[ offset_skin + 9 ]  = sa3.y;
				skinVertexAArray[ offset_skin + 10 ] = sa3.z;
				skinVertexAArray[ offset_skin + 11 ] = 1;
1998

A
alteredq 已提交
1999 2000 2001 2002
				skinVertexAArray[ offset_skin + 12 ] = sa4.x;
				skinVertexAArray[ offset_skin + 13 ] = sa4.y;
				skinVertexAArray[ offset_skin + 14 ] = sa4.z;
				skinVertexAArray[ offset_skin + 15 ] = 1;
M
Mr.doob 已提交
2003

A
alteredq 已提交
2004
				// vertices B
M
Mr.doob 已提交
2005

A
alteredq 已提交
2006 2007 2008 2009
				sb1 = obj_skinVerticesB[ face.a ];
				sb2 = obj_skinVerticesB[ face.b ];
				sb3 = obj_skinVerticesB[ face.c ];
				sb4 = obj_skinVerticesB[ face.d ];
M
Mr.doob 已提交
2010

A
alteredq 已提交
2011 2012 2013 2014
				skinVertexBArray[ offset_skin ]     = sb1.x;
				skinVertexBArray[ offset_skin + 1 ] = sb1.y;
				skinVertexBArray[ offset_skin + 2 ] = sb1.z;
				skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader
M
Mr.doob 已提交
2015

A
alteredq 已提交
2016 2017 2018 2019
				skinVertexBArray[ offset_skin + 4 ] = sb2.x;
				skinVertexBArray[ offset_skin + 5 ] = sb2.y;
				skinVertexBArray[ offset_skin + 6 ] = sb2.z;
				skinVertexBArray[ offset_skin + 7 ] = 1;
2020

A
alteredq 已提交
2021 2022 2023 2024
				skinVertexBArray[ offset_skin + 8 ]  = sb3.x;
				skinVertexBArray[ offset_skin + 9 ]  = sb3.y;
				skinVertexBArray[ offset_skin + 10 ] = sb3.z;
				skinVertexBArray[ offset_skin + 11 ] = 1;
2025

A
alteredq 已提交
2026 2027 2028 2029
				skinVertexBArray[ offset_skin + 12 ] = sb4.x;
				skinVertexBArray[ offset_skin + 13 ] = sb4.y;
				skinVertexBArray[ offset_skin + 14 ] = sb4.z;
				skinVertexBArray[ offset_skin + 15 ] = 1;
2030

A
alteredq 已提交
2031
				offset_skin += 16;
M
Mr.doob 已提交
2032

A
alteredq 已提交
2033
			}
M
Mr.doob 已提交
2034

A
alteredq 已提交
2035
			if ( offset_skin > 0 ) {
M
Mr.doob 已提交
2036

A
alteredq 已提交
2037 2038
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
M
Mr.doob 已提交
2039

A
alteredq 已提交
2040 2041 2042 2043 2044 2045 2046 2047
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );

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

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
2048

2049
			}
2050

A
alteredq 已提交
2051
		}
M
Mr.doob 已提交
2052

A
alteredq 已提交
2053
		if ( dirtyColors && vertexColorType ) {
M
Mr.doob 已提交
2054

A
alteredq 已提交
2055
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
M
Mr.doob 已提交
2056

A
alteredq 已提交
2057
				face = obj_faces[ chunk_faces3[ f ]	];
M
Mr.doob 已提交
2058

A
alteredq 已提交
2059 2060
				vertexColors = face.vertexColors;
				faceColor = face.color;
2061

A
alteredq 已提交
2062
				if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
2063

A
alteredq 已提交
2064 2065 2066
					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];
2067

A
alteredq 已提交
2068
				} else {
2069

A
alteredq 已提交
2070 2071 2072
					c1 = faceColor;
					c2 = faceColor;
					c3 = faceColor;
2073

A
alteredq 已提交
2074
				}
2075

A
alteredq 已提交
2076 2077 2078
				colorArray[ offset_color ]     = c1.r;
				colorArray[ offset_color + 1 ] = c1.g;
				colorArray[ offset_color + 2 ] = c1.b;
2079

A
alteredq 已提交
2080 2081 2082
				colorArray[ offset_color + 3 ] = c2.r;
				colorArray[ offset_color + 4 ] = c2.g;
				colorArray[ offset_color + 5 ] = c2.b;
2083

A
alteredq 已提交
2084 2085 2086
				colorArray[ offset_color + 6 ] = c3.r;
				colorArray[ offset_color + 7 ] = c3.g;
				colorArray[ offset_color + 8 ] = c3.b;
2087

A
alteredq 已提交
2088
				offset_color += 9;
M
Mr.doob 已提交
2089

A
alteredq 已提交
2090
			}
M
Mr.doob 已提交
2091

A
alteredq 已提交
2092
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
M
Mr.doob 已提交
2093

A
alteredq 已提交
2094
				face = obj_faces[ chunk_faces4[ f ] ];
M
Mr.doob 已提交
2095

A
alteredq 已提交
2096 2097
				vertexColors = face.vertexColors;
				faceColor = face.color;
M
Mr.doob 已提交
2098

A
alteredq 已提交
2099
				if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
M
Mr.doob 已提交
2100

A
alteredq 已提交
2101 2102 2103 2104
					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];
					c4 = vertexColors[ 3 ];
2105

A
alteredq 已提交
2106
				} else {
M
Mr.doob 已提交
2107

A
alteredq 已提交
2108 2109 2110 2111
					c1 = faceColor;
					c2 = faceColor;
					c3 = faceColor;
					c4 = faceColor;
M
Mr.doob 已提交
2112

A
alteredq 已提交
2113
				}
2114

A
alteredq 已提交
2115 2116 2117
				colorArray[ offset_color ]     = c1.r;
				colorArray[ offset_color + 1 ] = c1.g;
				colorArray[ offset_color + 2 ] = c1.b;
2118

A
alteredq 已提交
2119 2120 2121
				colorArray[ offset_color + 3 ] = c2.r;
				colorArray[ offset_color + 4 ] = c2.g;
				colorArray[ offset_color + 5 ] = c2.b;
M
Mr.doob 已提交
2122

A
alteredq 已提交
2123 2124 2125
				colorArray[ offset_color + 6 ] = c3.r;
				colorArray[ offset_color + 7 ] = c3.g;
				colorArray[ offset_color + 8 ] = c3.b;
M
Mr.doob 已提交
2126

A
alteredq 已提交
2127 2128 2129
				colorArray[ offset_color + 9 ]  = c4.r;
				colorArray[ offset_color + 10 ] = c4.g;
				colorArray[ offset_color + 11 ] = c4.b;
M
Mr.doob 已提交
2130

A
alteredq 已提交
2131
				offset_color += 12;
2132

2133
			}
2134

A
alteredq 已提交
2135
			if ( offset_color > 0 ) {
M
Mr.doob 已提交
2136

A
alteredq 已提交
2137 2138
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
M
Mr.doob 已提交
2139

2140
			}
2141

A
alteredq 已提交
2142
		}
M
Mr.doob 已提交
2143

A
alteredq 已提交
2144
		if ( dirtyTangents && geometry.hasTangents ) {
M
Mr.doob 已提交
2145

A
alteredq 已提交
2146
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2147

A
alteredq 已提交
2148
				face = obj_faces[ chunk_faces3[ f ]	];
2149

A
alteredq 已提交
2150
				vertexTangents = face.vertexTangents;
M
Mr.doob 已提交
2151

A
alteredq 已提交
2152 2153 2154
				t1 = vertexTangents[ 0 ];
				t2 = vertexTangents[ 1 ];
				t3 = vertexTangents[ 2 ];
2155

A
alteredq 已提交
2156 2157 2158 2159
				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
2160

A
alteredq 已提交
2161 2162 2163 2164
				tangentArray[ offset_tangent + 4 ] = t2.x;
				tangentArray[ offset_tangent + 5 ] = t2.y;
				tangentArray[ offset_tangent + 6 ] = t2.z;
				tangentArray[ offset_tangent + 7 ] = t2.w;
2165

A
alteredq 已提交
2166 2167 2168 2169
				tangentArray[ offset_tangent + 8 ]  = t3.x;
				tangentArray[ offset_tangent + 9 ]  = t3.y;
				tangentArray[ offset_tangent + 10 ] = t3.z;
				tangentArray[ offset_tangent + 11 ] = t3.w;
2170

A
alteredq 已提交
2171
				offset_tangent += 12;
2172

2173
			}
2174

A
alteredq 已提交
2175
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2176

A
alteredq 已提交
2177
				face = obj_faces[ chunk_faces4[ f ] ];
2178

A
alteredq 已提交
2179
				vertexTangents = face.vertexTangents;
2180

A
alteredq 已提交
2181 2182 2183 2184
				t1 = vertexTangents[ 0 ];
				t2 = vertexTangents[ 1 ];
				t3 = vertexTangents[ 2 ];
				t4 = vertexTangents[ 3 ];
2185

A
alteredq 已提交
2186 2187 2188 2189
				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
2190

A
alteredq 已提交
2191 2192 2193 2194
				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
2195

A
alteredq 已提交
2196 2197 2198 2199
				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
2200

A
alteredq 已提交
2201 2202 2203 2204
				tangentArray[ offset_tangent + 12 ] = t4.x;
				tangentArray[ offset_tangent + 13 ] = t4.y;
				tangentArray[ offset_tangent + 14 ] = t4.z;
				tangentArray[ offset_tangent + 15 ] = t4.w;
2205

A
alteredq 已提交
2206
				offset_tangent += 16;
2207

A
alteredq 已提交
2208
			}
2209

A
alteredq 已提交
2210 2211
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
2212

A
alteredq 已提交
2213
		}
2214

A
alteredq 已提交
2215
		if ( dirtyNormals && normalType ) {
2216

A
alteredq 已提交
2217
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2218

A
alteredq 已提交
2219
				face = obj_faces[ chunk_faces3[ f ]	];
2220

A
alteredq 已提交
2221 2222
				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;
2223

A
alteredq 已提交
2224
				if ( vertexNormals.length === 3 && needsSmoothNormals ) {
2225

A
alteredq 已提交
2226
					for ( i = 0; i < 3; i ++ ) {
M
Mr.doob 已提交
2227

A
alteredq 已提交
2228
						vn = vertexNormals[ i ];
M
Mr.doob 已提交
2229

A
alteredq 已提交
2230 2231 2232
						normalArray[ offset_normal ]     = vn.x;
						normalArray[ offset_normal + 1 ] = vn.y;
						normalArray[ offset_normal + 2 ] = vn.z;
2233

A
alteredq 已提交
2234
						offset_normal += 3;
2235

A
alteredq 已提交
2236
					}
2237

A
alteredq 已提交
2238
				} else {
M
Mr.doob 已提交
2239

A
alteredq 已提交
2240
					for ( i = 0; i < 3; i ++ ) {
M
Mr.doob 已提交
2241

A
alteredq 已提交
2242 2243 2244
						normalArray[ offset_normal ]     = faceNormal.x;
						normalArray[ offset_normal + 1 ] = faceNormal.y;
						normalArray[ offset_normal + 2 ] = faceNormal.z;
2245

A
alteredq 已提交
2246
						offset_normal += 3;
M
Mr.doob 已提交
2247

A
alteredq 已提交
2248
					}
2249

A
alteredq 已提交
2250
				}
2251

A
alteredq 已提交
2252
			}
2253

A
alteredq 已提交
2254
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2255

A
alteredq 已提交
2256
				face = obj_faces[ chunk_faces4[ f ] ];
2257

A
alteredq 已提交
2258 2259
				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;
2260

A
alteredq 已提交
2261
				if ( vertexNormals.length === 4 && needsSmoothNormals ) {
2262

A
alteredq 已提交
2263
					for ( i = 0; i < 4; i ++ ) {
2264

A
alteredq 已提交
2265
						vn = vertexNormals[ i ];
2266

A
alteredq 已提交
2267 2268 2269
						normalArray[ offset_normal ]     = vn.x;
						normalArray[ offset_normal + 1 ] = vn.y;
						normalArray[ offset_normal + 2 ] = vn.z;
2270

A
alteredq 已提交
2271
						offset_normal += 3;
2272

A
alteredq 已提交
2273
					}
M
Mr.doob 已提交
2274

A
alteredq 已提交
2275
				} else {
2276

A
alteredq 已提交
2277
					for ( i = 0; i < 4; i ++ ) {
2278

A
alteredq 已提交
2279 2280 2281
						normalArray[ offset_normal ]     = faceNormal.x;
						normalArray[ offset_normal + 1 ] = faceNormal.y;
						normalArray[ offset_normal + 2 ] = faceNormal.z;
M
Mr.doob 已提交
2282

A
alteredq 已提交
2283
						offset_normal += 3;
M
Mr.doob 已提交
2284

A
alteredq 已提交
2285
					}
2286

A
alteredq 已提交
2287
				}
2288

A
alteredq 已提交
2289
			}
M
Mr.doob 已提交
2290

A
alteredq 已提交
2291 2292
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
M
Mr.doob 已提交
2293

A
alteredq 已提交
2294
		}
M
Mr.doob 已提交
2295

A
alteredq 已提交
2296
		if ( dirtyUvs && obj_uvs && uvType ) {
2297

A
alteredq 已提交
2298
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2299

A
alteredq 已提交
2300
				fi = chunk_faces3[ f ];
2301

A
alteredq 已提交
2302 2303
				face = obj_faces[ fi ];
				uv = obj_uvs[ fi ];
2304

A
alteredq 已提交
2305
				if ( uv === undefined ) continue;
2306

A
alteredq 已提交
2307
				for ( i = 0; i < 3; i ++ ) {
2308

A
alteredq 已提交
2309
					uvi = uv[ i ];
2310

A
alteredq 已提交
2311 2312
					uvArray[ offset_uv ]     = uvi.u;
					uvArray[ offset_uv + 1 ] = uvi.v;
M
Mr.doob 已提交
2313

A
alteredq 已提交
2314
					offset_uv += 2;
M
Mr.doob 已提交
2315

A
alteredq 已提交
2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336
				}

			}

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

				fi = chunk_faces4[ f ];

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

				if ( uv === undefined ) continue;

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

					uvi = uv[ i ];

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

					offset_uv += 2;
M
Mr.doob 已提交
2337

2338 2339
				}

2340
			}
2341

A
alteredq 已提交
2342
			if ( offset_uv > 0 ) {
2343

A
alteredq 已提交
2344 2345
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
2346

A
alteredq 已提交
2347
			}
2348

A
alteredq 已提交
2349
		}
2350

A
alteredq 已提交
2351
		if ( dirtyUvs && obj_uvs2 && uvType ) {
2352

A
alteredq 已提交
2353
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2354

A
alteredq 已提交
2355
				fi = chunk_faces3[ f ];
2356

A
alteredq 已提交
2357 2358
				face = obj_faces[ fi ];
				uv2 = obj_uvs2[ fi ];
2359

A
alteredq 已提交
2360 2361 2362 2363 2364 2365 2366 2367 2368 2369
				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;
2370

2371 2372
				}

A
alteredq 已提交
2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393
			}

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

				fi = chunk_faces4[ f ];

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

				if ( uv2 === undefined ) continue;

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

					uv2i = uv2[ i ];

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

					offset_uv2 += 2;

				}
2394

2395
			}
2396

A
alteredq 已提交
2397
			if ( offset_uv2 > 0 ) {
2398

A
alteredq 已提交
2399 2400
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
2401

A
alteredq 已提交
2402
			}
2403

A
alteredq 已提交
2404
		}
2405

A
alteredq 已提交
2406
		if ( dirtyElements ) {
2407

A
alteredq 已提交
2408
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2409

A
alteredq 已提交
2410
				face = obj_faces[ chunk_faces3[ f ]	];
2411

A
alteredq 已提交
2412 2413 2414
				faceArray[ offset_face ] 	 = vertexIndex;
				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 2;
2415

A
alteredq 已提交
2416
				offset_face += 3;
2417

A
alteredq 已提交
2418 2419
				lineArray[ offset_line ]     = vertexIndex;
				lineArray[ offset_line + 1 ] = vertexIndex + 1;
2420

A
alteredq 已提交
2421 2422
				lineArray[ offset_line + 2 ] = vertexIndex;
				lineArray[ offset_line + 3 ] = vertexIndex + 2;
2423

A
alteredq 已提交
2424 2425
				lineArray[ offset_line + 4 ] = vertexIndex + 1;
				lineArray[ offset_line + 5 ] = vertexIndex + 2;
2426

A
alteredq 已提交
2427
				offset_line += 6;
2428

A
alteredq 已提交
2429
				vertexIndex += 3;
2430

A
alteredq 已提交
2431
			}
2432

A
alteredq 已提交
2433
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2434

A
alteredq 已提交
2435
				face = obj_faces[ chunk_faces4[ f ] ];
2436

A
alteredq 已提交
2437 2438 2439
				faceArray[ offset_face ]     = vertexIndex;
				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 3;
2440

A
alteredq 已提交
2441 2442 2443
				faceArray[ offset_face + 3 ] = vertexIndex + 1;
				faceArray[ offset_face + 4 ] = vertexIndex + 2;
				faceArray[ offset_face + 5 ] = vertexIndex + 3;
2444

A
alteredq 已提交
2445
				offset_face += 6;
2446

A
alteredq 已提交
2447 2448
				lineArray[ offset_line ]     = vertexIndex;
				lineArray[ offset_line + 1 ] = vertexIndex + 1;
2449

A
alteredq 已提交
2450 2451
				lineArray[ offset_line + 2 ] = vertexIndex;
				lineArray[ offset_line + 3 ] = vertexIndex + 3;
2452

A
alteredq 已提交
2453 2454
				lineArray[ offset_line + 4 ] = vertexIndex + 1;
				lineArray[ offset_line + 5 ] = vertexIndex + 2;
2455

A
alteredq 已提交
2456 2457
				lineArray[ offset_line + 6 ] = vertexIndex + 2;
				lineArray[ offset_line + 7 ] = vertexIndex + 3;
2458

A
alteredq 已提交
2459
				offset_line += 8;
2460

A
alteredq 已提交
2461
				vertexIndex += 4;
2462

2463
			}
2464

A
alteredq 已提交
2465 2466
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
2467

A
alteredq 已提交
2468 2469
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
2470

A
alteredq 已提交
2471
		}
2472

A
alteredq 已提交
2473
		if ( customAttributes ) {
2474

A
alteredq 已提交
2475
			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
2476

2477
				customAttribute = customAttributes[ i ];
2478

2479
				if ( ! customAttribute.__original.needsUpdate ) continue;
2480

2481 2482
				offset_custom = 0;
				offset_customSrc = 0;
2483

2484 2485 2486 2487 2488 2489 2490 2491 2492 2493 2494 2495 2496 2497 2498 2499 2500 2501 2502 2503 2504 2505 2506 2507 2508 2509 2510 2511 2512 2513 2514 2515 2516
				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 ++ ) {

2517
							value = customAttribute.value[ chunk_faces3[ f ] ];
2518 2519 2520 2521 2522 2523 2524 2525 2526 2527 2528

							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 ++ ) {

2529
							value = customAttribute.value[ chunk_faces4[ f ] ];
2530 2531 2532 2533 2534 2535 2536 2537 2538

							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;

						}
2539

2540 2541 2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555 2556 2557 2558
					}

				} 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
2559

2560 2561
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2562

2563
							offset_custom += 6;
A
alteredq 已提交
2564

2565
						}
A
alteredq 已提交
2566

2567
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2568

2569
							face = obj_faces[ chunk_faces4[ f ] ];
A
alteredq 已提交
2570

2571 2572 2573 2574
							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
2575

2576 2577
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2578

2579 2580
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2581

2582 2583
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2584

2585 2586
							customAttribute.array[ offset_custom + 6 ] = v4.x;
							customAttribute.array[ offset_custom + 7 ] = v4.y;
A
alteredq 已提交
2587

2588
							offset_custom += 8;
A
alteredq 已提交
2589

2590
						}
A
alteredq 已提交
2591

2592
					} else if ( customAttribute.boundTo === "faces" ) {
A
alteredq 已提交
2593

2594
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
A
alteredq 已提交
2595

2596
							value = customAttribute.value[ chunk_faces3[ f ] ];
A
alteredq 已提交
2597

2598 2599 2600
							v1 = value;
							v2 = value;
							v3 = value;
A
alteredq 已提交
2601

2602 2603
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2604

2605 2606
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2607

2608 2609
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2610

2611
							offset_custom += 6;
A
alteredq 已提交
2612

2613
						}
A
alteredq 已提交
2614

2615
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2616

2617
							value = customAttribute.value[ chunk_faces4[ f ] ];
A
alteredq 已提交
2618

2619 2620 2621 2622
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
A
alteredq 已提交
2623

2624 2625
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2626

2627 2628
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2629

2630 2631
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2632

2633 2634
							customAttribute.array[ offset_custom + 6 ] = v4.x;
							customAttribute.array[ offset_custom + 7 ] = v4.y;
M
Mr.doob 已提交
2635

2636
							offset_custom += 8;
M
Mr.doob 已提交
2637

2638
						}
M
Mr.doob 已提交
2639

M
Mr.doob 已提交
2640
					}
M
Mr.doob 已提交
2641

2642
				} else if ( customAttribute.size === 3 ) {
2643

2644
					var pp;
2645

2646
					if ( customAttribute.type === "c" ) {
M
Mr.doob 已提交
2647

2648
						pp = [ "r", "g", "b" ];
M
Mr.doob 已提交
2649

2650
					} else {
M
Mr.doob 已提交
2651

2652
						pp = [ "x", "y", "z" ];
2653

2654
					}
2655

2656
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
2657

2658
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2659

2660
							face = obj_faces[ chunk_faces3[ f ]	];
2661

2662 2663 2664
							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
2665

2666 2667 2668
							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
2669

2670 2671 2672
							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
2673

2674 2675 2676
							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
2677

2678
							offset_custom += 9;
M
Mr.doob 已提交
2679

2680
						}
M
Mr.doob 已提交
2681

2682
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
M
Mr.doob 已提交
2683

2684
							face = obj_faces[ chunk_faces4[ f ] ];
M
Mr.doob 已提交
2685

2686 2687 2688 2689
							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
2690

2691 2692 2693
							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
2694

2695 2696 2697
							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
2698

2699 2700 2701
							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
2702

2703 2704 2705
							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
2706

2707
							offset_custom += 12;
M
Mr.doob 已提交
2708

2709
						}
M
Mr.doob 已提交
2710

2711
					} else if ( customAttribute.boundTo === "faces" ) {
M
Mr.doob 已提交
2712

2713
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2714

2715
							value = customAttribute.value[ chunk_faces3[ f ] ];
2716

2717 2718 2719
							v1 = value;
							v2 = value;
							v3 = value;
M
Mr.doob 已提交
2720

2721 2722 2723
							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
2724

2725 2726 2727
							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
2728

2729 2730 2731
							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
2732

2733
							offset_custom += 9;
M
Mr.doob 已提交
2734

2735
						}
2736

2737
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2738

2739
							value = customAttribute.value[ chunk_faces4[ f ] ];
2740

2741 2742 2743 2744
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
2745

2746 2747 2748
							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
2749

2750
							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
2751 2752 2753 2754 2755 2756 2757 2758 2759 2760 2761 2762 2763 2764 2765 2766 2767 2768 2769 2770 2771 2772 2773 2774 2775 2776 2777 2778 2779 2780 2781 2782 2783 2784 2785 2786 2787 2788 2789 2790 2791 2792 2793 2794 2795 2796 2797 2798 2799 2800 2801 2802 2803 2804 2805
							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 ] ];
2806 2807
							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
2808

2809 2810 2811
							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
2812

2813 2814 2815
							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
2816

2817
							offset_custom += 12;
2818

2819
						}
2820

A
alteredq 已提交
2821
					}
M
Mr.doob 已提交
2822

2823
				} else if ( customAttribute.size === 4 ) {
2824

2825
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
M
Mr.doob 已提交
2826

2827
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2828

2829 2830 2831 2832 2833 2834 2835 2836 2837 2838 2839 2840 2841 2842 2843 2844 2845 2846 2847 2848 2849 2850 2851 2852 2853 2854 2855 2856 2857 2858 2859 2860 2861 2862 2863 2864 2865 2866 2867 2868 2869 2870 2871 2872 2873 2874 2875 2876 2877 2878 2879 2880 2881 2882 2883 2884 2885 2886 2887 2888 2889 2890
							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 ++ ) {

2891
							value = customAttribute.value[ chunk_faces3[ f ] ];
2892 2893 2894 2895 2896 2897 2898 2899 2900 2901 2902 2903 2904 2905 2906 2907 2908

							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;
2909 2910
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;
A
alteredq 已提交
2911

2912
							offset_custom += 12;
A
alteredq 已提交
2913

2914 2915
						}

2916
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2917

2918
							value = customAttribute.value[ chunk_faces4[ f ] ];
A
alteredq 已提交
2919

2920 2921 2922 2923
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
A
alteredq 已提交
2924

2925 2926 2927 2928
							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;
2929

2930 2931 2932 2933
							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;
2934

2935 2936 2937 2938
							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;
2939

2940 2941 2942 2943
							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;
2944 2945 2946 2947 2948 2949 2950 2951 2952 2953 2954 2955 2956 2957 2958 2959 2960 2961 2962 2963 2964 2965 2966 2967 2968 2969 2970 2971 2972 2973 2974 2975 2976 2977 2978 2979 2980 2981 2982 2983 2984 2985 2986 2987 2988 2989 2990 2991 2992 2993 2994 2995 2996 2997 2998 2999 3000 3001 3002 3003 3004 3005

							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;
3006

3007
							offset_custom += 16;
A
alteredq 已提交
3008

3009
						}
A
alteredq 已提交
3010 3011 3012 3013 3014

					}

				}

3015 3016 3017
				_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

A
alteredq 已提交
3018 3019 3020 3021
			}

		}

3022
		if ( dispose ) {
3023

3024 3025 3026 3027 3028 3029 3030 3031 3032 3033 3034 3035 3036
			delete geometryGroup.__inittedArrays;
			delete geometryGroup.__colorArray;
			delete geometryGroup.__normalArray;
			delete geometryGroup.__tangentArray;
			delete geometryGroup.__uvArray;
			delete geometryGroup.__uv2Array;
			delete geometryGroup.__faceArray;
			delete geometryGroup.__vertexArray;
			delete geometryGroup.__lineArray;
			delete geometryGroup.__skinVertexAArray;
			delete geometryGroup.__skinVertexBArray;
			delete geometryGroup.__skinIndexArray;
			delete geometryGroup.__skinWeightArray;
A
alteredq 已提交
3037

3038
		}
A
alteredq 已提交
3039

3040
	};
A
alteredq 已提交
3041

3042 3043
	function setDirectBuffers ( geometry, hint, dispose ) {

3044
		var attributes = geometry.attributes;
3045

3046 3047 3048 3049 3050
		var index = attributes[ "index" ];
		var position = attributes[ "position" ];
		var normal = attributes[ "normal" ];
		var uv = attributes[ "uv" ];
		var color = attributes[ "color" ];
3051
		var tangent = attributes[ "tangent" ];
3052 3053 3054 3055 3056

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

			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, index.array, hint );
3057 3058 3059

		}

3060
		if ( geometry.verticesNeedUpdate && position !== undefined ) {
3061

3062 3063
			_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, position.array, hint );
3064 3065 3066

		}

3067
		if ( geometry.normalsNeedUpdate && normal !== undefined ) {
3068

3069 3070
			_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normal.array, hint );
3071 3072 3073

		}

3074
		if ( geometry.uvsNeedUpdate && uv !== undefined ) {
3075

3076 3077
			_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, uv.array, hint );
3078 3079 3080

		}

3081
		if ( geometry.colorsNeedUpdate && color !== undefined ) {
3082

3083 3084
			_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, color.array, hint );
3085 3086 3087

		}

3088 3089 3090 3091 3092 3093
		if ( geometry.tangentsNeedUpdate && tangent !== undefined ) {

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

		}
3094 3095 3096

		if ( dispose ) {

3097 3098 3099 3100 3101
			for ( var i in geometry.attributes ) {

				delete geometry.attributes[ i ].array;

			}
3102 3103 3104 3105 3106

		}

	};

3107
	// Buffer rendering
A
alteredq 已提交
3108

3109
	this.renderBufferImmediate = function ( object, program, material ) {
A
alteredq 已提交
3110

3111 3112 3113
		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();
3114
		if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
A
alteredq 已提交
3115

3116
		if ( object.hasPositions ) {
A
alteredq 已提交
3117

3118 3119 3120 3121
			_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
3122 3123 3124

		}

3125
		if ( object.hasNormals ) {
A
alteredq 已提交
3126

3127
			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
A
alteredq 已提交
3128

3129
			if ( material.shading === THREE.FlatShading ) {
3130

3131 3132 3133 3134
				var nx, ny, nz,
					nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
					normalArray,
					i, il = object.count * 3;
3135

3136
				for( i = 0; i < il; i += 9 ) {
3137

3138
					normalArray = object.normalArray;
3139

3140 3141 3142
					nax  = normalArray[ i ];
					nay  = normalArray[ i + 1 ];
					naz  = normalArray[ i + 2 ];
3143

3144 3145 3146
					nbx  = normalArray[ i + 3 ];
					nby  = normalArray[ i + 4 ];
					nbz  = normalArray[ i + 5 ];
3147

3148 3149 3150
					ncx  = normalArray[ i + 6 ];
					ncy  = normalArray[ i + 7 ];
					ncz  = normalArray[ i + 8 ];
3151

3152 3153 3154
					nx = ( nax + nbx + ncx ) / 3;
					ny = ( nay + nby + ncy ) / 3;
					nz = ( naz + nbz + ncz ) / 3;
3155

3156 3157 3158
					normalArray[ i ] 	 = nx;
					normalArray[ i + 1 ] = ny;
					normalArray[ i + 2 ] = nz;
3159

3160 3161 3162
					normalArray[ i + 3 ] = nx;
					normalArray[ i + 4 ] = ny;
					normalArray[ i + 5 ] = nz;
3163

3164 3165 3166
					normalArray[ i + 6 ] = nx;
					normalArray[ i + 7 ] = ny;
					normalArray[ i + 8 ] = nz;
3167

3168
				}
3169

3170
			}
3171

3172 3173 3174
			_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 );
3175

3176
		}
3177

3178
		if ( object.hasUvs && material.map ) {
3179 3180 3181 3182 3183 3184 3185 3186

			_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 );

		}

3187 3188 3189 3190 3191 3192 3193 3194 3195
		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 );

		}

3196
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
3197

3198
		object.count = 0;
3199

3200
	};
3201

3202
	this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
3203

3204 3205
		if ( material.visible === false ) return;

3206
		var program, attributes, linewidth, primitives, a, attribute;
3207 3208 3209 3210 3211 3212 3213

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

		attributes = program.attributes;

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
3214
			geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
3215

3216
		if ( geometryHash !== _currentGeometryGroupHash ) {
3217

3218
			_currentGeometryGroupHash = geometryHash;
3219 3220 3221 3222 3223 3224 3225 3226
			updateBuffers = true;

		}

		// render mesh

		if ( object instanceof THREE.Mesh ) {

3227
			var offsets = geometry.offsets;
3228

3229
			// if there is more than 1 chunk
3230
			// must set attribute pointers to use new offsets for each chunk
3231 3232 3233 3234
			// even if geometry and materials didn't change

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

3235
			for ( var i = 0, il = offsets.length; i < il; ++ i ) {
3236

3237 3238
				var startIndex = offsets[ i ].index;

3239 3240 3241 3242
				if ( updateBuffers ) {

					// vertices

3243 3244
					var position = geometry.attributes[ "position" ];
					var positionSize = position.itemSize;
3245

3246 3247
					_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
					_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, startIndex * positionSize * 4 ); // 4 bytes per Float32
3248 3249 3250

					// normals

3251
					var normal = geometry.attributes[ "normal" ];
3252

3253
					if ( attributes.normal >= 0 && normal ) {
3254

3255 3256 3257 3258
						var normalSize = normal.itemSize;

						_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
						_gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, startIndex * normalSize * 4 );
3259 3260 3261 3262 3263

					}

					// uvs

3264 3265 3266
					var uv = geometry.attributes[ "uv" ];

					if ( attributes.uv >= 0 && uv ) {
3267

3268
						if ( uv.buffer ) {
3269

3270
							var uvSize = uv.itemSize;
3271

3272 3273
							_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
							_gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, startIndex * uvSize * 4 );
3274 3275 3276 3277 3278 3279 3280 3281 3282 3283 3284 3285 3286

							_gl.enableVertexAttribArray( attributes.uv );

						} else {

							_gl.disableVertexAttribArray( attributes.uv );

						}

					}

					// colors

3287 3288 3289
					var color = geometry.attributes[ "color" ];

					if ( attributes.color >= 0 && color ) {
3290

3291
						var colorSize = color.itemSize;
3292

3293 3294
						_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
						_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, startIndex * colorSize * 4 );
3295

3296 3297 3298 3299 3300 3301 3302 3303 3304 3305 3306 3307
					}

					// tangents

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

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

						var tangentSize = tangent.itemSize;

						_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
						_gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, startIndex * tangentSize * 4 );
3308 3309 3310

					}

3311 3312 3313 3314 3315
					// indices

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

					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
3316 3317 3318 3319 3320

				}

				// render indexed triangles

3321
				_gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16
3322 3323 3324 3325 3326 3327 3328 3329 3330 3331 3332

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

			}

		}

	};

A
alteredq 已提交
3333
	this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
3334

3335 3336
		if ( material.visible === false ) return;

3337
		var program, attributes, linewidth, primitives, a, attribute, i, il;
3338

3339
		program = setProgram( camera, lights, fog, material, object );
3340

3341
		attributes = program.attributes;
3342

3343 3344 3345
		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
			geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
3346

3347
		if ( geometryGroupHash !== _currentGeometryGroupHash ) {
A
alteredq 已提交
3348

3349 3350
			_currentGeometryGroupHash = geometryGroupHash;
			updateBuffers = true;
3351

3352
		}
3353

3354
		// vertices
3355

3356
		if ( !material.morphTargets && attributes.position >= 0 ) {
3357

3358
			if ( updateBuffers ) {
3359

3360 3361
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
				_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3362

3363
			}
3364

3365
		} else {
3366

3367
			if ( object.morphTargetBase ) {
3368

3369
				setupMorphTargets( material, geometryGroup, object );
3370

3371
			}
3372

3373
		}
3374

3375

3376
		if ( updateBuffers ) {
3377

3378
			// custom attributes
3379

3380
			// Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
3381

3382
			if ( geometryGroup.__webglCustomAttributesList ) {
3383

3384
				for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
3385

3386
					attribute = geometryGroup.__webglCustomAttributesList[ i ];
3387

3388
					if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
3389

3390 3391
						_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
						_gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
3392

3393
					}
3394

3395
				}
3396

3397
			}
3398 3399


3400
			// colors
3401

3402
			if ( attributes.color >= 0 ) {
3403

3404 3405
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
				_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
3406

3407
			}
3408

3409
			// normals
3410

3411
			if ( attributes.normal >= 0 ) {
3412

3413 3414
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
3415

3416
			}
3417

3418
			// tangents
3419

3420
			if ( attributes.tangent >= 0 ) {
3421

3422 3423
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
				_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
3424

3425
			}
3426

3427
			// uvs
3428

3429
			if ( attributes.uv >= 0 ) {
3430

3431
				if ( geometryGroup.__webglUVBuffer ) {
3432

3433 3434
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
					_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
3435

3436
					_gl.enableVertexAttribArray( attributes.uv );
3437

3438
				} else {
3439

3440
					_gl.disableVertexAttribArray( attributes.uv );
3441 3442 3443 3444 3445

				}

			}

3446
			if ( attributes.uv2 >= 0 ) {
3447

3448
				if ( geometryGroup.__webglUV2Buffer ) {
3449

3450 3451
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
					_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
3452

3453
					_gl.enableVertexAttribArray( attributes.uv2 );
3454

3455
				} else {
3456

3457
					_gl.disableVertexAttribArray( attributes.uv2 );
3458 3459

				}
3460 3461

			}
3462

3463 3464 3465
			if ( material.skinning &&
				 attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
				 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
A
alteredq 已提交
3466

3467 3468
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
				_gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
A
alteredq 已提交
3469

3470 3471
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
				_gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
A
alteredq 已提交
3472

3473 3474
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
				_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
A
alteredq 已提交
3475

3476 3477
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
				_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
3478

A
alteredq 已提交
3479
			}
3480

3481
		}
3482

3483
		// render mesh
3484

3485
		if ( object instanceof THREE.Mesh ) {
3486

3487
			// wireframe
3488

3489
			if ( material.wireframe ) {
3490

3491
				setLineWidth( material.wireframeLinewidth );
3492

3493 3494
				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
3495

3496
			// triangles
3497

3498
			} else {
3499

3500 3501
				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
3502

3503
			}
3504

3505 3506 3507
			_this.info.render.calls ++;
			_this.info.render.vertices += geometryGroup.__webglFaceCount;
			_this.info.render.faces += geometryGroup.__webglFaceCount / 3;
3508

3509
		// render lines
3510

3511
		} else if ( object instanceof THREE.Line ) {
3512

3513
			primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
3514

3515
			setLineWidth( material.linewidth );
3516

3517
			_gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
3518

3519
			_this.info.render.calls ++;
3520

3521
		// render particles
3522

3523
		} else if ( object instanceof THREE.ParticleSystem ) {
3524

3525
			_gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
3526

3527
			_this.info.render.calls ++;
3528
			_this.info.render.points += geometryGroup.__webglParticleCount;
3529

3530
		// render ribbon
3531

3532
		} else if ( object instanceof THREE.Ribbon ) {
3533

3534
			_gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
3535

3536
			_this.info.render.calls ++;
3537

3538
		}
3539

3540
	};
3541

3542
	function setupMorphTargets ( material, geometryGroup, object ) {
3543

3544
		// set base
3545

3546
		var attributes = material.program.attributes;
3547

A
alteredq 已提交
3548
		if ( object.morphTargetBase !== -1 ) {
3549

3550 3551
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3552

3553
		} else if ( attributes.position >= 0 ) {
3554

3555 3556
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3557

3558
		}
3559

3560
		if ( object.morphTargetForcedOrder.length ) {
3561

3562
			// set forced order
3563

3564 3565 3566 3567 3568
			var m = 0;
			var order = object.morphTargetForcedOrder;
			var influences = object.morphTargetInfluences;

			while ( m < material.numSupportedMorphTargets && m < order.length ) {
3569

3570 3571 3572
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
				_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

A
alteredq 已提交
3573 3574 3575 3576 3577 3578 3579
				if ( material.morphNormals ) {

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

				}

3580 3581 3582
				object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];

				m ++;
3583 3584
			}

3585 3586
		} else {

A
alteredq 已提交
3587
			// find the most influencing
3588

A
alteredq 已提交
3589
			var influence, activeInfluenceIndices = [];
3590 3591
			var influences = object.morphTargetInfluences;
			var i, il = influences.length;
3592

A
alteredq 已提交
3593
			for ( i = 0; i < il; i ++ ) {
3594

A
alteredq 已提交
3595 3596 3597 3598
				influence = influences[ i ];

				if ( influence > 0 ) {

3599
					activeInfluenceIndices.push( [ i, influence ] );
3600

I
ide user ide_gero3 已提交
3601
				}
A
alteredq 已提交
3602

I
ide user ide_gero3 已提交
3603
			}
A
alteredq 已提交
3604 3605 3606 3607 3608 3609 3610 3611 3612 3613 3614 3615

			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 ) {

3616
				activeInfluenceIndices.push( [ 0, 0 ] );
A
alteredq 已提交
3617 3618 3619 3620

			};

			var influenceIndex, m = 0;
3621

3622
			while ( m < material.numSupportedMorphTargets ) {
3623

3624
				if ( activeInfluenceIndices[ m ] ) {
3625 3626 3627

					influenceIndex = activeInfluenceIndices[ m ][ 0 ];

A
alteredq 已提交
3628 3629 3630
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );

					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
3631

A
alteredq 已提交
3632 3633 3634 3635 3636 3637 3638 3639 3640 3641 3642 3643
					if ( material.morphNormals ) {

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
						_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 );
3644

A
alteredq 已提交
3645
					if ( material.morphNormals ) {
3646

A
alteredq 已提交
3647
						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
3648

3649
					}
3650

A
alteredq 已提交
3651 3652
					object.__webglMorphTargetInfluences[ m ] = 0;

3653
				}
A
alteredq 已提交
3654

3655
				m ++;
3656 3657 3658 3659 3660

			}

		}

3661
		// load updated influences uniform
3662

3663
		if ( material.program.uniforms.morphTargetInfluences !== null ) {
M
Mr.doob 已提交
3664

3665
			_gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
3666

3667
		}
3668

3669
	};
3670

A
alteredq 已提交
3671
	// Sorting
3672

3673
	function painterSort ( a, b ) {
3674

3675
		return b.z - a.z;
3676

3677
	};
3678

3679
	function numericalSort ( a, b ) {
A
alteredq 已提交
3680

3681
		return b[ 1 ] - a[ 1 ];
A
alteredq 已提交
3682 3683 3684 3685

	};


3686
	// Rendering
3687

3688
	this.render = function ( scene, camera, renderTarget, forceClear ) {
3689

3690 3691 3692 3693 3694
		var i, il,

		webglObject, object,
		renderList,

3695
		lights = scene.__lights,
3696
		fog = scene.fog;
M
Mr.doob 已提交
3697

3698 3699
		// reset caching for this frame

3700
		_currentMaterialId = -1;
3701
		_lightsNeedUpdate = true;
3702

A
alteredq 已提交
3703
		// update scene graph
3704

3705
		if ( this.autoUpdateScene ) scene.updateMatrixWorld();
3706

A
alteredq 已提交
3707
		// update camera matrices and frustum
A
alteredq 已提交
3708

3709 3710
		if ( camera.parent === undefined ) camera.updateMatrixWorld();

A
alteredq 已提交
3711 3712
		if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
		if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
A
alteredq 已提交
3713

3714
		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
A
alteredq 已提交
3715 3716 3717

		camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
		camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
3718

3719
		_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
A
alteredq 已提交
3720
		_frustum.setFromMatrix( _projScreenMatrix );
3721

A
alteredq 已提交
3722 3723 3724 3725 3726 3727 3728 3729 3730 3731 3732 3733 3734 3735 3736
		// 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
3737
		this.setRenderTarget( renderTarget );
3738

3739
		if ( this.autoClear || forceClear ) {
3740

3741
			this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
M
Mr.doob 已提交
3742

3743
		}
M
Mr.doob 已提交
3744

3745
		// set matrices for regular objects (frustum culled)
3746

3747
		renderList = scene.__webglObjects;
3748

3749
		for ( i = 0, il = renderList.length; i < il; i ++ ) {
3750

3751
			webglObject = renderList[ i ];
3752
			object = webglObject.object;
3753

A
alteredq 已提交
3754 3755
			webglObject.render = false;

3756
			if ( object.visible ) {
3757

3758
				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
M
Mr.doob 已提交
3759

3760
					//object.matrixWorld.flattenToArray( object._modelMatrixArray );
3761

A
alteredq 已提交
3762
					setupMatrices( object, camera );
3763

3764
					unrollBufferMaterial( webglObject );
3765

3766
					webglObject.render = true;
3767

3768
					if ( this.sortObjects ) {
3769

3770
						if ( object.renderDepth ) {
3771

3772
							webglObject.z = object.renderDepth;
M
Mr.doob 已提交
3773

3774
						} else {
M
Mr.doob 已提交
3775

3776
							_vector3.copy( object.matrixWorld.getPosition() );
3777
							_projScreenMatrix.multiplyVector3( _vector3 );
3778

3779
							webglObject.z = _vector3.z;
3780

3781
						}
M
Mr.doob 已提交
3782

3783
					}
M
Mr.doob 已提交
3784

3785
				}
3786 3787

			}
3788 3789 3790

		}

3791
		if ( this.sortObjects ) {
M
Mr.doob 已提交
3792

3793
			renderList.sort( painterSort );
3794

3795
		}
3796

3797
		// set matrices for immediate objects
3798

3799
		renderList = scene.__webglObjectsImmediate;
3800

3801 3802 3803
		for ( i = 0, il = renderList.length; i < il; i ++ ) {

			webglObject = renderList[ i ];
3804
			object = webglObject.object;
3805

3806
			if ( object.visible ) {
3807

M
Mr.doob 已提交
3808 3809
				/*
				if ( object.matrixAutoUpdate ) {
3810

3811
					object.matrixWorld.flattenToArray( object._modelMatrixArray );
M
Mr.doob 已提交
3812

3813
				}
M
Mr.doob 已提交
3814
				*/
M
Mr.doob 已提交
3815

A
alteredq 已提交
3816
				setupMatrices( object, camera );
M
Mr.doob 已提交
3817

3818
				unrollImmediateBufferMaterial( webglObject );
M
Mr.doob 已提交
3819

3820
			}
M
Mr.doob 已提交
3821

3822
		}
3823

3824
		if ( scene.overrideMaterial ) {
3825

3826 3827 3828 3829 3830 3831
			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 );
3832

3833 3834
			renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
M
Mr.doob 已提交
3835

3836
		} else {
3837

3838
			// opaque pass (front-to-back order)
3839

3840
			this.setBlending( THREE.NormalBlending );
3841

3842 3843
			renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
3844

3845
			// transparent pass (back-to-front order)
3846

3847 3848
			renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
3849

3850
		}
3851

A
alteredq 已提交
3852
		// custom render plugins (post pass)
3853

A
alteredq 已提交
3854
		renderPlugins( this.renderPluginsPost, scene, camera );
3855 3856


3857
		// Generate mipmap if we're using any kind of mipmap filtering
3858

3859
		if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
3860

3861
			updateRenderTargetMipmap( renderTarget );
3862

3863
		}
3864

3865 3866 3867
		// Ensure depth buffer writing is enabled so it can be cleared on next render

		this.setDepthTest( true );
3868
		this.setDepthWrite( true );
3869

3870
		// _gl.finish();
3871

3872
	};
3873

A
alteredq 已提交
3874 3875 3876 3877 3878 3879
	function renderPlugins( plugins, scene, camera ) {

		if ( ! plugins.length ) return;

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

3880 3881
			// reset state for plugin (to start from clean slate)

A
alteredq 已提交
3882
			_currentProgram = null;
3883
			_currentCamera = null;
3884

A
alteredq 已提交
3885 3886 3887
			_oldBlending = -1;
			_oldDepthTest = -1;
			_oldDepthWrite = -1;
3888 3889
			_oldDoubleSided = -1;
			_oldFlipSided = -1;
A
alteredq 已提交
3890 3891
			_currentGeometryGroupHash = -1;
			_currentMaterialId = -1;
3892

3893
			_lightsNeedUpdate = true;
A
alteredq 已提交
3894

A
alteredq 已提交
3895
			plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
A
alteredq 已提交
3896

3897 3898
			// reset state after plugin (anything could have changed)

A
alteredq 已提交
3899
			_currentProgram = null;
3900
			_currentCamera = null;
3901

A
alteredq 已提交
3902 3903 3904
			_oldBlending = -1;
			_oldDepthTest = -1;
			_oldDepthWrite = -1;
3905 3906
			_oldDoubleSided = -1;
			_oldFlipSided = -1;
A
alteredq 已提交
3907 3908
			_currentGeometryGroupHash = -1;
			_currentMaterialId = -1;
3909

3910
			_lightsNeedUpdate = true;
A
alteredq 已提交
3911 3912 3913 3914 3915

		}

	};

3916 3917 3918 3919 3920 3921 3922 3923 3924 3925 3926 3927 3928 3929 3930 3931 3932 3933 3934 3935 3936 3937 3938 3939 3940 3941 3942 3943 3944 3945 3946 3947 3948 3949 3950 3951
	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;

3952
					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
3953

A
alteredq 已提交
3954
					_this.setDepthTest( material.depthTest );
3955
					_this.setDepthWrite( material.depthWrite );
3956 3957 3958 3959
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

3960
				_this.setMaterialFaces( material );
3961 3962 3963 3964 3965 3966 3967 3968 3969 3970

				if ( buffer instanceof THREE.BufferGeometry ) {

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

				} else {

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

				}
3971 3972 3973 3974 3975 3976 3977 3978 3979 3980 3981 3982 3983 3984 3985 3986 3987 3988 3989 3990 3991 3992 3993 3994 3995 3996 3997 3998

			}

		}

	};

	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;

3999
					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
4000

A
alteredq 已提交
4001
					_this.setDepthTest( material.depthTest );
4002
					_this.setDepthWrite( material.depthWrite );
4003 4004 4005 4006
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

A
alteredq 已提交
4007
				_this.renderImmediateObject( camera, lights, fog, material, object );
4008

A
alteredq 已提交
4009
			}
4010

A
alteredq 已提交
4011
		}
4012

A
alteredq 已提交
4013
	};
4014

A
alteredq 已提交
4015
	this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
4016

A
alteredq 已提交
4017
		var program = setProgram( camera, lights, fog, material, object );
4018

A
alteredq 已提交
4019
		_currentGeometryGroupHash = -1;
4020

4021
		_this.setMaterialFaces( material );
A
alteredq 已提交
4022 4023 4024 4025 4026 4027 4028

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

4029
			object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
4030 4031 4032 4033 4034

		}

	};

4035
	function unrollImmediateBufferMaterial ( globject ) {
4036

4037 4038
		var object = globject.object,
			material = object.material;
4039

4040
		if ( material.transparent ) {
4041

4042 4043
			globject.transparent = material;
			globject.opaque = null;
4044

4045
		} else {
4046

4047 4048
			globject.opaque = material;
			globject.transparent = null;
4049

4050
		}
A
alteredq 已提交
4051

4052
	};
A
alteredq 已提交
4053

4054
	function unrollBufferMaterial ( globject ) {
A
alteredq 已提交
4055

4056 4057 4058
		var object = globject.object,
			buffer = globject.buffer,
			material, materialIndex, meshMaterial;
4059

4060
		meshMaterial = object.material;
4061

4062
		if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
M
Mr.doob 已提交
4063

4064
			materialIndex = buffer.materialIndex;
4065

4066
			if ( materialIndex >= 0 ) {
4067

4068
				material = object.geometry.materials[ materialIndex ];
M
Mr.doob 已提交
4069

4070
				if ( material.transparent ) {
M
Mr.doob 已提交
4071

4072 4073
					globject.transparent = material;
					globject.opaque = null;
4074

4075
				} else {
4076

4077 4078
					globject.opaque = material;
					globject.transparent = null;
4079

4080
				}
4081

4082
			}
4083

4084
		} else {
4085

4086
			material = meshMaterial;
4087

4088
			if ( material ) {
4089

4090
				if ( material.transparent ) {
M
Mr.doob 已提交
4091

4092 4093
					globject.transparent = material;
					globject.opaque = null;
A
alteredq 已提交
4094

4095
				} else {
4096

4097 4098
					globject.opaque = material;
					globject.transparent = null;
4099

4100
				}
4101

4102
			}
4103

4104
		}
4105

4106
	};
4107

4108
	// Geometry splitting
4109

4110
	function sortFacesByMaterial ( geometry ) {
4111

4112 4113 4114
		var f, fl, face, materialIndex, vertices,
			materialHash, groupHash,
			hash_map = {};
4115

4116
		var numMorphTargets = geometry.morphTargets.length;
4117
		var numMorphNormals = geometry.morphNormals.length;
4118

4119
		geometry.geometryGroups = {};
4120

4121
		for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
4122

4123 4124
			face = geometry.faces[ f ];
			materialIndex = face.materialIndex;
4125

4126
			materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
4127

4128
			if ( hash_map[ materialHash ] === undefined ) {
4129

4130
				hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
4131 4132 4133

			}

4134
			groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
4135

4136
			if ( geometry.geometryGroups[ groupHash ] === undefined ) {
4137

4138
				geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
4139

4140
			}
A
alteredq 已提交
4141

4142
			vertices = face instanceof THREE.Face3 ? 3 : 4;
A
alteredq 已提交
4143

4144
			if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
A
alteredq 已提交
4145

4146 4147
				hash_map[ materialHash ].counter += 1;
				groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
A
alteredq 已提交
4148

4149
				if ( geometry.geometryGroups[ groupHash ] === undefined ) {
A
alteredq 已提交
4150

4151
					geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
A
alteredq 已提交
4152

4153
				}
4154

4155
			}
4156

4157
			if ( face instanceof THREE.Face3 ) {
4158

4159
				geometry.geometryGroups[ groupHash ].faces3.push( f );
4160

4161
			} else {
4162

4163
				geometry.geometryGroups[ groupHash ].faces4.push( f );
4164

A
alteredq 已提交
4165
			}
4166

4167
			geometry.geometryGroups[ groupHash ].vertices += vertices;
4168

4169
		}
4170

4171
		geometry.geometryGroupsList = [];
4172

4173
		for ( var g in geometry.geometryGroups ) {
4174

4175
			geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
4176

4177
			geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
4178

4179
		}
4180

4181
	};
4182

4183 4184 4185 4186 4187 4188 4189 4190 4191
	// Objects refresh

	this.initWebGLObjects = function ( scene ) {

		if ( !scene.__webglObjects ) {

			scene.__webglObjects = [];
			scene.__webglObjectsImmediate = [];
			scene.__webglSprites = [];
4192
			scene.__webglFlares = [];
4193 4194

		}
4195

4196
		while ( scene.__objectsAdded.length ) {
4197

4198 4199
			addObject( scene.__objectsAdded[ 0 ], scene );
			scene.__objectsAdded.splice( 0, 1 );
4200

4201
		}
A
alteredq 已提交
4202

4203
		while ( scene.__objectsRemoved.length ) {
4204

4205 4206
			removeObject( scene.__objectsRemoved[ 0 ], scene );
			scene.__objectsRemoved.splice( 0, 1 );
4207

4208
		}
4209

4210
		// update must be called after objects adding / removal
4211

4212
		for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
4213

4214
			updateObject( scene.__webglObjects[ o ].object );
M
Mr.doob 已提交
4215 4216 4217 4218 4219

		}

	};

4220
	// Objects adding
M
Mr.doob 已提交
4221

4222
	function addObject ( object, scene ) {
A
alteredq 已提交
4223

4224
		var g, geometry, geometryGroup;
4225

4226
		if ( ! object.__webglInit ) {
M
Mr.doob 已提交
4227

4228
			object.__webglInit = true;
M
Mr.doob 已提交
4229

4230
			object._modelViewMatrix = new THREE.Matrix4();
4231
			object._normalMatrix = new THREE.Matrix3();
M
Mr.doob 已提交
4232

4233
			if ( object instanceof THREE.Mesh ) {
M
Mr.doob 已提交
4234

4235
				geometry = object.geometry;
M
Mr.doob 已提交
4236

4237
				if ( geometry instanceof THREE.Geometry ) {
M
Mr.doob 已提交
4238

4239
					if ( geometry.geometryGroups === undefined ) {
M
Mr.doob 已提交
4240

4241
						sortFacesByMaterial( geometry );
M
Mr.doob 已提交
4242

4243 4244 4245
					}

					// create separate VBOs per geometry chunk
M
Mr.doob 已提交
4246

4247
					for ( g in geometry.geometryGroups ) {
M
Mr.doob 已提交
4248

4249
						geometryGroup = geometry.geometryGroups[ g ];
M
Mr.doob 已提交
4250

4251
						// initialise VBO on the first access
M
Mr.doob 已提交
4252

4253
						if ( ! geometryGroup.__webglVertexBuffer ) {
4254

4255 4256
							createMeshBuffers( geometryGroup );
							initMeshBuffers( geometryGroup, object );
M
Mr.doob 已提交
4257

4258
							geometry.verticesNeedUpdate = true;
4259
							geometry.morphTargetsNeedUpdate = true;
M
Mr.doob 已提交
4260
							geometry.elementsNeedUpdate = true;
M
Mr.doob 已提交
4261
							geometry.uvsNeedUpdate = true;
M
Mr.doob 已提交
4262
							geometry.normalsNeedUpdate = true;
4263
							geometry.tangentsNeedUpdate = true;
M
Mr.doob 已提交
4264
							geometry.colorsNeedUpdate = true;
4265 4266

						}
M
Mr.doob 已提交
4267

4268
					}
M
Mr.doob 已提交
4269

4270 4271 4272 4273
				} else if ( geometry instanceof THREE.BufferGeometry ) {

					initDirectBuffers( geometry );

4274
				}
M
Mr.doob 已提交
4275

4276
			} else if ( object instanceof THREE.Ribbon ) {
M
Mr.doob 已提交
4277

4278
				geometry = object.geometry;
M
Mr.doob 已提交
4279

4280
				if( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
4281

4282 4283
					createRibbonBuffers( geometry );
					initRibbonBuffers( geometry );
M
Mr.doob 已提交
4284

4285
					geometry.verticesNeedUpdate = true;
M
Mr.doob 已提交
4286
					geometry.colorsNeedUpdate = true;
M
Mr.doob 已提交
4287

4288
				}
M
Mr.doob 已提交
4289

4290
			} else if ( object instanceof THREE.Line ) {
M
Mr.doob 已提交
4291

4292
				geometry = object.geometry;
M
Mr.doob 已提交
4293

4294
				if( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
4295

4296 4297
					createLineBuffers( geometry );
					initLineBuffers( geometry, object );
M
Mr.doob 已提交
4298

4299
					geometry.verticesNeedUpdate = true;
M
Mr.doob 已提交
4300
					geometry.colorsNeedUpdate = true;
4301

4302
				}
4303

4304
			} else if ( object instanceof THREE.ParticleSystem ) {
4305

4306
				geometry = object.geometry;
4307

4308
				if ( ! geometry.__webglVertexBuffer ) {
4309

4310 4311
					createParticleBuffers( geometry );
					initParticleBuffers( geometry, object );
4312

4313
					geometry.verticesNeedUpdate = true;
M
Mr.doob 已提交
4314
					geometry.colorsNeedUpdate = true;
4315

4316
				}
4317

4318
			}
4319

4320
		}
4321

4322
		if ( ! object.__webglActive ) {
4323

4324
			if ( object instanceof THREE.Mesh ) {
4325

4326
				geometry = object.geometry;
4327

4328 4329 4330 4331 4332 4333 4334 4335 4336
				if ( geometry instanceof THREE.BufferGeometry ) {

					addBuffer( scene.__webglObjects, geometry, object );

				} else {

					for ( g in geometry.geometryGroups ) {

						geometryGroup = geometry.geometryGroups[ g ];
4337

4338
						addBuffer( scene.__webglObjects, geometryGroup, object );
4339

4340
					}
4341

4342
				}
4343

4344 4345 4346
			} else if ( object instanceof THREE.Ribbon ||
						object instanceof THREE.Line ||
						object instanceof THREE.ParticleSystem ) {
4347

4348 4349
				geometry = object.geometry;
				addBuffer( scene.__webglObjects, geometry, object );
4350

4351
			} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
4352

4353
				addBufferImmediate( scene.__webglObjectsImmediate, object );
4354

4355
			} else if ( object instanceof THREE.Sprite ) {
4356

4357
				scene.__webglSprites.push( object );
4358

4359 4360 4361 4362
			} else if ( object instanceof THREE.LensFlare ) {

				scene.__webglFlares.push( object );

4363 4364
			}

4365
			object.__webglActive = true;
4366

4367
		}
4368

4369
	};
4370

4371
	function addBuffer ( objlist, buffer, object ) {
4372

4373 4374 4375 4376 4377 4378 4379 4380
		objlist.push(
			{
				buffer: buffer,
				object: object,
				opaque: null,
				transparent: null
			}
		);
4381

4382
	};
4383

4384
	function addBufferImmediate ( objlist, object ) {
4385

4386 4387 4388 4389 4390
		objlist.push(
			{
				object: object,
				opaque: null,
				transparent: null
4391
			}
4392
		);
4393

4394
	};
4395

4396
	// Objects updates
4397

4398
	function updateObject ( object ) {
4399

4400 4401
		var geometry = object.geometry,
			geometryGroup, customAttributesDirty, material;
4402

4403
		if ( object instanceof THREE.Mesh ) {
4404

4405 4406
			if ( geometry instanceof THREE.BufferGeometry ) {

M
Mr.doob 已提交
4407
				if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
M
Mr.doob 已提交
4408
					 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
4409
					 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {
4410

4411
					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
4412

4413
				}
4414

4415
				geometry.verticesNeedUpdate = false;
M
Mr.doob 已提交
4416
				geometry.elementsNeedUpdate = false;
M
Mr.doob 已提交
4417
				geometry.uvsNeedUpdate = false;
M
Mr.doob 已提交
4418
				geometry.normalsNeedUpdate = false;
M
Mr.doob 已提交
4419
				geometry.colorsNeedUpdate = false;
4420
				geometry.tangentsNeedUpdate = false;
4421

4422
			} else {
4423

4424
				// check all geometry groups
4425

4426 4427 4428 4429 4430 4431 4432 4433
				for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {

					geometryGroup = geometry.geometryGroupsList[ i ];

					material = getBufferMaterial( object, geometryGroup );

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

4434
					if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
M
Mr.doob 已提交
4435
						 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
4436
						 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
4437 4438 4439 4440

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

					}
4441

4442
				}
M
Mr.doob 已提交
4443

4444
				geometry.verticesNeedUpdate = false;
4445
				geometry.morphTargetsNeedUpdate = false;
M
Mr.doob 已提交
4446
				geometry.elementsNeedUpdate = false;
M
Mr.doob 已提交
4447
				geometry.uvsNeedUpdate = false;
M
Mr.doob 已提交
4448
				geometry.normalsNeedUpdate = false;
M
Mr.doob 已提交
4449
				geometry.colorsNeedUpdate = false;
4450
				geometry.tangentsNeedUpdate = false;
4451

4452
				material.attributes && clearCustomAttributes( material );
4453

4454
			}
4455

4456
		} else if ( object instanceof THREE.Ribbon ) {
4457

M
Mr.doob 已提交
4458
			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
4459

4460
				setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
4461

4462
			}
4463

4464
			geometry.verticesNeedUpdate = false;
M
Mr.doob 已提交
4465
			geometry.colorsNeedUpdate = false;
4466

4467
		} else if ( object instanceof THREE.Line ) {
4468

4469
			material = getBufferMaterial( object, geometryGroup );
A
alteredq 已提交
4470

4471
			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
A
alteredq 已提交
4472

M
Mr.doob 已提交
4473
			if ( geometry.verticesNeedUpdate ||  geometry.colorsNeedUpdate || customAttributesDirty ) {
A
alteredq 已提交
4474

4475
				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
4476

4477
			}
4478

4479
			geometry.verticesNeedUpdate = false;
M
Mr.doob 已提交
4480
			geometry.colorsNeedUpdate = false;
4481

4482
			material.attributes && clearCustomAttributes( material );
4483

4484
		} else if ( object instanceof THREE.ParticleSystem ) {
4485

4486
			material = getBufferMaterial( object, geometryGroup );
4487

4488
			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
4489

M
Mr.doob 已提交
4490
			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
4491

4492
				setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
4493

4494
			}
4495

4496
			geometry.verticesNeedUpdate = false;
M
Mr.doob 已提交
4497
			geometry.colorsNeedUpdate = false;
4498

4499
			material.attributes && clearCustomAttributes( material );
4500

4501
		}
4502

4503
	};
4504

4505
	// Objects updates - custom attributes check
4506

4507
	function areCustomAttributesDirty ( material ) {
4508

4509
		for ( var a in material.attributes ) {
4510

4511
			if ( material.attributes[ a ].needsUpdate ) return true;
4512

4513
		}
4514

4515
		return false;
4516

4517
	};
4518

4519 4520 4521
	function clearCustomAttributes ( material ) {

		for ( var a in material.attributes ) {
4522

4523
			material.attributes[ a ].needsUpdate = false;
4524

4525
		}
4526

4527
	};
4528

4529
	// Objects removal
4530

4531
	function removeObject ( object, scene ) {
4532

4533 4534 4535 4536
		if ( object instanceof THREE.Mesh  ||
			 object instanceof THREE.ParticleSystem ||
			 object instanceof THREE.Ribbon ||
			 object instanceof THREE.Line ) {
4537

4538
			removeInstances( scene.__webglObjects, object );
4539

4540
		} else if ( object instanceof THREE.Sprite ) {
4541

4542
			removeInstancesDirect( scene.__webglSprites, object );
4543

4544 4545 4546 4547
		} else if ( object instanceof THREE.LensFlare ) {

			removeInstancesDirect( scene.__webglFlares, object );

4548
		} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
4549

4550
			removeInstances( scene.__webglObjectsImmediate, object );
4551

4552
		}
4553

4554
		object.__webglActive = false;
4555

4556
	};
4557

4558
	function removeInstances ( objlist, object ) {
4559

4560
		for ( var o = objlist.length - 1; o >= 0; o -- ) {
4561

4562
			if ( objlist[ o ].object === object ) {
4563

4564
				objlist.splice( o, 1 );
4565

4566
			}
4567

4568
		}
4569

4570
	};
4571

4572
	function removeInstancesDirect ( objlist, object ) {
4573

4574
		for ( var o = objlist.length - 1; o >= 0; o -- ) {
4575

4576
			if ( objlist[ o ] === object ) {
4577

4578
				objlist.splice( o, 1 );
4579

4580
			}
4581

4582
		}
4583

4584
	};
4585

4586
	// Materials
4587

4588
	this.initMaterial = function ( material, lights, fog, object ) {
4589

4590
		var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
4591

4592
		if ( material instanceof THREE.MeshDepthMaterial ) {
M
Mr.doob 已提交
4593

4594
			shaderID = 'depth';
4595

4596
		} else if ( material instanceof THREE.MeshNormalMaterial ) {
4597

4598
			shaderID = 'normal';
M
Mr.doob 已提交
4599

4600
		} else if ( material instanceof THREE.MeshBasicMaterial ) {
M
Mr.doob 已提交
4601

4602
			shaderID = 'basic';
M
Mr.doob 已提交
4603

4604
		} else if ( material instanceof THREE.MeshLambertMaterial ) {
M
Mr.doob 已提交
4605

4606
			shaderID = 'lambert';
M
Mr.doob 已提交
4607

4608
		} else if ( material instanceof THREE.MeshPhongMaterial ) {
4609

4610
			shaderID = 'phong';
4611

4612
		} else if ( material instanceof THREE.LineBasicMaterial ) {
4613

4614
			shaderID = 'basic';
4615

4616
		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
4617

4618
			shaderID = 'particle_basic';
4619 4620 4621

		}

4622
		if ( shaderID ) {
4623

4624
			setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
4625

4626
		}
4627

4628 4629
		// heuristics to create shader parameters according to lights in the scene
		// (not to blow over maxLights budget)
4630

4631
		maxLightCount = allocateLights( lights );
4632

4633
		maxShadows = allocateShadows( lights );
4634

4635
		maxBones = allocateBones( object );
4636

4637
		parameters = {
4638

A
alteredq 已提交
4639 4640 4641 4642
			map: !!material.map,
			envMap: !!material.envMap,
			lightMap: !!material.lightMap,

4643
			vertexColors: material.vertexColors,
A
alteredq 已提交
4644 4645 4646 4647

			fog: fog,
			useFog: material.fog,

4648
			sizeAttenuation: material.sizeAttenuation,
A
alteredq 已提交
4649

4650
			skinning: material.skinning,
A
alteredq 已提交
4651
			maxBones: maxBones,
4652 4653 4654
			useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
			boneTextureWidth: object && object.boneTextureWidth,
			boneTextureHeight: object && object.boneTextureHeight,
A
alteredq 已提交
4655

4656
			morphTargets: material.morphTargets,
A
alteredq 已提交
4657
			morphNormals: material.morphNormals,
4658
			maxMorphTargets: this.maxMorphTargets,
A
alteredq 已提交
4659
			maxMorphNormals: this.maxMorphNormals,
A
alteredq 已提交
4660 4661 4662 4663 4664 4665

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

			maxShadows: maxShadows,
4666 4667
			shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
			shadowMapSoft: this.shadowMapSoft,
A
alteredq 已提交
4668 4669
			shadowMapDebug: this.shadowMapDebug,
			shadowMapCascade: this.shadowMapCascade,
A
alteredq 已提交
4670

4671 4672
			alphaTest: material.alphaTest,
			metal: material.metal,
4673
			perPixel: material.perPixel,
4674
			wrapAround: material.wrapAround,
4675
			doubleSided: material.doubleSided
4676

4677
		};
M
Mr.doob 已提交
4678

4679
		material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
4680

4681
		var attributes = material.program.attributes;
4682

4683 4684 4685 4686
		if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
		if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
		if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
		if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
4687

4688 4689 4690
		if ( material.skinning &&
			 attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
			 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
M
Mr.doob 已提交
4691

4692 4693 4694 4695
			_gl.enableVertexAttribArray( attributes.skinVertexA );
			_gl.enableVertexAttribArray( attributes.skinVertexB );
			_gl.enableVertexAttribArray( attributes.skinIndex );
			_gl.enableVertexAttribArray( attributes.skinWeight );
M
Mr.doob 已提交
4696 4697

		}
4698

4699
		if ( material.attributes ) {
A
alteredq 已提交
4700

4701
			for ( a in material.attributes ) {
M
Mr.doob 已提交
4702

4703
				if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
4704

4705
			}
M
Mr.doob 已提交
4706

4707
		}
M
Mr.doob 已提交
4708

4709
		if ( material.morphTargets ) {
M
Mr.doob 已提交
4710

4711
			material.numSupportedMorphTargets = 0;
4712

4713
			var id, base = "morphTarget";
4714

4715
			for ( i = 0; i < this.maxMorphTargets; i ++ ) {
4716

4717
				id = base + i;
M
Mr.doob 已提交
4718

4719
				if ( attributes[ id ] >= 0 ) {
M
Mr.doob 已提交
4720

4721 4722
					_gl.enableVertexAttribArray( attributes[ id ] );
					material.numSupportedMorphTargets ++;
4723

4724
				}
4725

4726
			}
4727

4728
		}
4729

A
alteredq 已提交
4730 4731 4732 4733 4734 4735 4736 4737 4738 4739 4740 4741 4742 4743 4744 4745 4746 4747 4748 4749 4750
		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

			var id, base = "morphNormal";

			for ( i = 0; i < this.maxMorphNormals; i ++ ) {

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					_gl.enableVertexAttribArray( attributes[ id ] );
					material.numSupportedMorphNormals ++;

				}

			}

		}

4751
		material.uniformsList = [];
4752

4753
		for ( u in material.uniforms ) {
4754

4755
			material.uniformsList.push( [ material.uniforms[ u ], u ] );
4756

4757
		}
M
Mr.doob 已提交
4758

4759
	};
M
Mr.doob 已提交
4760

4761
	function setMaterialShaders( material, shaders ) {
M
Mr.doob 已提交
4762

4763 4764 4765
		material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
		material.vertexShader = shaders.vertexShader;
		material.fragmentShader = shaders.fragmentShader;
M
Mr.doob 已提交
4766

4767
	};
M
Mr.doob 已提交
4768

4769
	function setProgram( camera, lights, fog, material, object ) {
4770

A
alteredq 已提交
4771
		if ( material.needsUpdate ) {
4772

4773 4774
			if ( material.program ) _this.deallocateMaterial( material );

4775
			_this.initMaterial( material, lights, fog, object );
A
alteredq 已提交
4776
			material.needsUpdate = false;
4777

4778
		}
4779

4780
		if ( material.morphTargets ) {
4781

4782
			if ( ! object.__webglMorphTargetInfluences ) {
4783

4784
				object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
4785

4786
			}
4787

4788
		}
4789

4790
		var refreshMaterial = false;
4791

4792 4793 4794
		var program = material.program,
			p_uniforms = program.uniforms,
			m_uniforms = material.uniforms;
4795

4796
		if ( program !== _currentProgram ) {
4797

4798 4799
			_gl.useProgram( program );
			_currentProgram = program;
4800

4801
			refreshMaterial = true;
4802

4803
		}
4804

4805
		if ( material.id !== _currentMaterialId ) {
4806

4807 4808
			_currentMaterialId = material.id;
			refreshMaterial = true;
4809

4810
		}
4811

4812
		if ( refreshMaterial || camera !== _currentCamera ) {
4813

A
alteredq 已提交
4814
			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );
A
alteredq 已提交
4815

4816 4817 4818 4819 4820 4821
			if ( camera !== _currentCamera ) _currentCamera = camera;

		}

		if ( refreshMaterial ) {

4822
			// refresh uniforms common to several materials
4823

4824
			if ( fog && material.fog ) {
4825

4826
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
4827

4828
			}
M
Mr.doob 已提交
4829

4830 4831 4832
			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material.lights ) {
4833

4834 4835 4836 4837 4838 4839 4840
				if ( _lightsNeedUpdate ) {

					setupLights( program, lights );
					_lightsNeedUpdate = false;

				}

4841
				refreshUniformsLights( m_uniforms, _lights );
4842

4843
			}
M
Mr.doob 已提交
4844

4845 4846 4847
			if ( material instanceof THREE.MeshBasicMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
4848

4849
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
4850 4851 4852

			}

4853
			// refresh single material specific uniforms
M
Mr.doob 已提交
4854

4855
			if ( material instanceof THREE.LineBasicMaterial ) {
4856

4857
				refreshUniformsLine( m_uniforms, material );
M
Mr.doob 已提交
4858

4859
			} else if ( material instanceof THREE.ParticleBasicMaterial ) {
M
Mr.doob 已提交
4860

4861
				refreshUniformsParticle( m_uniforms, material );
M
Mr.doob 已提交
4862

4863
			} else if ( material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
4864

4865
				refreshUniformsPhong( m_uniforms, material );
M
Mr.doob 已提交
4866

4867
			} else if ( material instanceof THREE.MeshLambertMaterial ) {
M
Mr.doob 已提交
4868

4869
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
4870

4871
			} else if ( material instanceof THREE.MeshDepthMaterial ) {
M
Mr.doob 已提交
4872

4873 4874 4875
				m_uniforms.mNear.value = camera.near;
				m_uniforms.mFar.value = camera.far;
				m_uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
4876

4877
			} else if ( material instanceof THREE.MeshNormalMaterial ) {
M
Mr.doob 已提交
4878

4879
				m_uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
4880

4881
			}
M
Mr.doob 已提交
4882

4883
			if ( object.receiveShadow && ! material._shadowPass ) {
M
Mr.doob 已提交
4884

4885
				refreshUniformsShadow( m_uniforms, lights );
M
Mr.doob 已提交
4886

4887
			}
M
Mr.doob 已提交
4888

4889
			// load common uniforms
M
Mr.doob 已提交
4890

4891
			loadUniformsGeneric( program, material.uniformsList );
M
Mr.doob 已提交
4892

4893 4894
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)
4895

4896 4897 4898
			if ( material instanceof THREE.ShaderMaterial ||
				 material instanceof THREE.MeshPhongMaterial ||
				 material.envMap ) {
4899

4900
				if ( p_uniforms.cameraPosition !== null ) {
4901

4902 4903
					var position = camera.matrixWorld.getPosition();
					_gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
4904

4905
				}
4906 4907 4908

			}

4909 4910 4911 4912
			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {
4913

4914
				if ( p_uniforms.viewMatrix !== null ) {
4915

A
alteredq 已提交
4916
					_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray );
4917

4918
				}
4919

4920
			}
M
Mr.doob 已提交
4921

4922 4923 4924 4925
		}

		if ( material.skinning ) {

4926
			if ( _supportsBoneTextures && object.useVertexTexture ) {
4927

4928
				if ( p_uniforms.boneTexture !== null ) {
4929

4930 4931 4932 4933 4934 4935 4936 4937 4938 4939 4940 4941 4942
					// shadowMap texture array starts from 6
					// texture unit 12 should leave space for 6 shadowmaps

					var textureUnit = 12;

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

				}

			} else {

				if ( p_uniforms.boneGlobalMatrices !== null ) {
4943

4944
					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
4945

4946
				}
4947 4948

			}
4949

4950
		}
M
Mr.doob 已提交
4951

4952
		loadUniformsMatrices( p_uniforms, object );
M
Mr.doob 已提交
4953

4954
		if ( p_uniforms.modelMatrix !== null ) {
M
Mr.doob 已提交
4955

4956
			_gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
4957

4958
		}
4959

4960
		return program;
4961

4962
	};
4963

4964
	// Uniforms (refresh uniforms objects)
A
alteredq 已提交
4965

4966
	function refreshUniformsCommon ( uniforms, material ) {
4967

4968
		uniforms.opacity.value = material.opacity;
4969

4970
		if ( _this.gammaInput ) {
4971

4972
			uniforms.diffuse.value.copyGammaToLinear( material.color );
4973

4974
		} else {
4975

4976
			uniforms.diffuse.value = material.color;
4977

4978
		}
4979

4980
		uniforms.map.texture = material.map;
4981

4982
		if ( material.map ) {
4983

4984
			uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
M
Mr.doob 已提交
4985

4986
		}
M
Mr.doob 已提交
4987

4988
		uniforms.lightMap.texture = material.lightMap;
4989

4990 4991
		uniforms.envMap.texture = material.envMap;
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
4992

4993
		if ( _this.gammaInput ) {
4994

4995 4996
			//uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
			uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
4997

4998
		} else {
4999

5000
			uniforms.reflectivity.value = material.reflectivity;
5001

5002
		}
5003

5004 5005 5006
		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
5007

5008
	};
M
Mr.doob 已提交
5009

5010
	function refreshUniformsLine ( uniforms, material ) {
M
Mr.doob 已提交
5011

5012 5013
		uniforms.diffuse.value = material.color;
		uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
5014

5015
	};
M
Mr.doob 已提交
5016

5017
	function refreshUniformsParticle ( uniforms, material ) {
5018

5019 5020 5021 5022
		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.
5023

5024
		uniforms.map.texture = material.map;
5025

5026
	};
5027

5028
	function refreshUniformsFog ( uniforms, fog ) {
5029

5030
		uniforms.fogColor.value = fog.color;
5031

5032
		if ( fog instanceof THREE.Fog ) {
5033

5034 5035
			uniforms.fogNear.value = fog.near;
			uniforms.fogFar.value = fog.far;
5036

5037
		} else if ( fog instanceof THREE.FogExp2 ) {
M
Mikael Emtinger 已提交
5038

5039
			uniforms.fogDensity.value = fog.density;
M
Mikael Emtinger 已提交
5040

5041
		}
M
Mikael Emtinger 已提交
5042

5043
	};
M
Mikael Emtinger 已提交
5044

5045
	function refreshUniformsPhong ( uniforms, material ) {
M
Mikael Emtinger 已提交
5046

5047
		uniforms.shininess.value = material.shininess;
5048

5049
		if ( _this.gammaInput ) {
M
Mikael Emtinger 已提交
5050

5051
			uniforms.ambient.value.copyGammaToLinear( material.ambient );
5052
			uniforms.emissive.value.copyGammaToLinear( material.emissive );
5053
			uniforms.specular.value.copyGammaToLinear( material.specular );
5054

5055
		} else {
5056

5057
			uniforms.ambient.value = material.ambient;
5058
			uniforms.emissive.value = material.emissive;
5059
			uniforms.specular.value = material.specular;
5060

5061
		}
5062

5063 5064 5065 5066 5067 5068
		if ( material.wrapAround ) {

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

		}

5069
	};
5070

5071
	function refreshUniformsLambert ( uniforms, material ) {
5072

5073
		if ( _this.gammaInput ) {
5074

5075
			uniforms.ambient.value.copyGammaToLinear( material.ambient );
5076
			uniforms.emissive.value.copyGammaToLinear( material.emissive );
M
Mr.doob 已提交
5077

5078
		} else {
5079

5080
			uniforms.ambient.value = material.ambient;
5081
			uniforms.emissive.value = material.emissive;
5082

5083
		}
5084

5085 5086 5087 5088 5089 5090
		if ( material.wrapAround ) {

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

		}

5091
	};
5092

5093
	function refreshUniformsLights ( uniforms, lights ) {
5094

5095
		uniforms.ambientLightColor.value = lights.ambient;
5096

5097 5098
		uniforms.directionalLightColor.value = lights.directional.colors;
		uniforms.directionalLightDirection.value = lights.directional.positions;
5099

5100 5101 5102
		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
		uniforms.pointLightDistance.value = lights.point.distances;
5103

A
alteredq 已提交
5104 5105 5106 5107 5108 5109 5110
		uniforms.spotLightColor.value = lights.spot.colors;
		uniforms.spotLightPosition.value = lights.spot.positions;
		uniforms.spotLightDistance.value = lights.spot.distances;
		uniforms.spotLightDirection.value = lights.spot.directions;
		uniforms.spotLightAngle.value = lights.spot.angles;
		uniforms.spotLightExponent.value = lights.spot.exponents;

5111
	};
5112

5113
	function refreshUniformsShadow ( uniforms, lights ) {
M
Mr.doob 已提交
5114

5115
		if ( uniforms.shadowMatrix ) {
5116

5117
			var j = 0;
5118

5119
			for ( var i = 0, il = lights.length; i < il; i ++ ) {
5120

5121
				var light = lights[ i ];
5122

A
alteredq 已提交
5123 5124
				if ( ! light.castShadow ) continue;

5125
				if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
5126 5127 5128

					uniforms.shadowMap.texture[ j ] = light.shadowMap;
					uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
5129

5130 5131 5132 5133 5134 5135 5136 5137 5138 5139
					uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;

					uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
					uniforms.shadowBias.value[ j ] = light.shadowBias;

					j ++;

				}

			}
5140

5141 5142
		}

5143
	};
5144

5145
	// Uniforms (load to GPU)
5146

5147
	function loadUniformsMatrices ( uniforms, object ) {
5148

5149
		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
5150

5151
		if ( uniforms.normalMatrix ) {
5152

5153
			_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
5154

5155
		}
5156

5157
	};
5158

5159
	function loadUniformsGeneric ( program, uniforms ) {
5160

5161
		var uniform, value, type, location, texture, i, il, j, jl, offset;
5162

M
Mr.doob 已提交
5163
		for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
5164

5165 5166
			location = program.uniforms[ uniforms[ j ][ 1 ] ];
			if ( !location ) continue;
5167

5168
			uniform = uniforms[ j ][ 0 ];
5169

5170 5171
			type = uniform.type;
			value = uniform.value;
5172

5173
			if ( type === "i" ) { // single integer
5174

5175
				_gl.uniform1i( location, value );
5176

5177
			} else if ( type === "f" ) { // single float
5178

5179
				_gl.uniform1f( location, value );
5180

5181
			} else if ( type === "v2" ) { // single THREE.Vector2
5182

5183
				_gl.uniform2f( location, value.x, value.y );
5184

5185
			} else if ( type === "v3" ) { // single THREE.Vector3
5186

5187
				_gl.uniform3f( location, value.x, value.y, value.z );
5188

5189
			} else if ( type === "v4" ) { // single THREE.Vector4
5190

5191
				_gl.uniform4f( location, value.x, value.y, value.z, value.w );
5192

5193
			} else if ( type === "c" ) { // single THREE.Color
5194

5195
				_gl.uniform3f( location, value.r, value.g, value.b );
5196

5197 5198 5199
			} else if ( type === "iv1" ) { // flat array of integers (JS or typed array)

				_gl.uniform1iv( location, value );
5200 5201 5202 5203

			} else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)

				_gl.uniform3iv( location, value );
5204

5205
			} else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
5206

5207
				_gl.uniform1fv( location, value );
5208

5209
			} else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
5210

5211
				_gl.uniform3fv( location, value );
5212

5213
			} else if ( type === "v2v" ) { // array of THREE.Vector2
5214

5215
				if ( uniform._array === undefined ) {
5216

5217
					uniform._array = new Float32Array( 2 * value.length );
5218

5219
				}
5220

5221
				for ( i = 0, il = value.length; i < il; i ++ ) {
5222

5223
					offset = i * 2;
5224

5225 5226
					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;
5227

5228
				}
5229

5230
				_gl.uniform2fv( location, uniform._array );
5231

5232
			} else if ( type === "v3v" ) { // array of THREE.Vector3
5233

5234
				if ( uniform._array === undefined ) {
M
Mr.doob 已提交
5235

5236
					uniform._array = new Float32Array( 3 * value.length );
A
alteredq 已提交
5237

5238
				}
5239

5240
				for ( i = 0, il = value.length; i < il; i ++ ) {
5241

5242
					offset = i * 3;
5243

5244 5245 5246
					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
5247

5248
				}
5249

5250
				_gl.uniform3fv( location, uniform._array );
A
alteredq 已提交
5251

5252
			} else if ( type === "v4v" ) { // array of THREE.Vector4
M
Mr.doob 已提交
5253

5254
				if ( uniform._array === undefined ) {
M
Mr.doob 已提交
5255

5256
					uniform._array = new Float32Array( 4 * value.length );
M
Mr.doob 已提交
5257

5258
				}
A
alteredq 已提交
5259

5260
				for ( i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
5261

5262
					offset = i * 4;
M
Mr.doob 已提交
5263

5264 5265 5266 5267
					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
5268

5269
				}
5270

5271
				_gl.uniform4fv( location, uniform._array );
A
alteredq 已提交
5272

5273
			} else if ( type === "m4") { // single THREE.Matrix4
A
alteredq 已提交
5274

5275
				if ( uniform._array === undefined ) {
A
alteredq 已提交
5276

5277
					uniform._array = new Float32Array( 16 );
A
alteredq 已提交
5278

5279
				}
M
Mr.doob 已提交
5280

5281 5282
				value.flattenToArray( uniform._array );
				_gl.uniformMatrix4fv( location, false, uniform._array );
5283

5284
			} else if ( type === "m4v" ) { // array of THREE.Matrix4
5285

5286
				if ( uniform._array === undefined ) {
5287

5288
					uniform._array = new Float32Array( 16 * value.length );
M
Mr.doob 已提交
5289

5290
				}
M
Mr.doob 已提交
5291

5292
				for ( i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
5293

5294
					value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
A
alteredq 已提交
5295

5296
				}
M
Mr.doob 已提交
5297

5298
				_gl.uniformMatrix4fv( location, false, uniform._array );
M
Mr.doob 已提交
5299

5300
			} else if ( type === "t" ) { // single THREE.Texture (2d or cube)
5301

5302
				_gl.uniform1i( location, value );
M
Mr.doob 已提交
5303

5304
				texture = uniform.texture;
M
Mr.doob 已提交
5305

5306
				if ( !texture ) continue;
M
Mr.doob 已提交
5307

5308
				if ( texture.image instanceof Array && texture.image.length === 6 ) {
M
Mr.doob 已提交
5309

5310
					setCubeTexture( texture, value );
M
Mr.doob 已提交
5311

5312
				} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
M
Mr.doob 已提交
5313

5314
					setCubeTextureDynamic( texture, value );
5315

5316
				} else {
A
alteredq 已提交
5317

5318
					_this.setTexture( texture, value );
A
alteredq 已提交
5319

5320
				}
A
alteredq 已提交
5321

5322
			} else if ( type === "tv" ) { // array of THREE.Texture (2d)
5323

5324
				if ( uniform._array === undefined ) {
5325

5326
					uniform._array = [];
M
Mr.doob 已提交
5327

5328
					for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
M
Mr.doob 已提交
5329

5330
						uniform._array[ i ] = value + i;
M
Mr.doob 已提交
5331 5332 5333

					}

5334
				}
M
Mr.doob 已提交
5335

5336
				_gl.uniform1iv( location, uniform._array );
M
Mr.doob 已提交
5337

5338
				for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
M
Mr.doob 已提交
5339

5340
					texture = uniform.texture[ i ];
M
Mr.doob 已提交
5341

5342
					if ( !texture ) continue;
M
Mr.doob 已提交
5343

5344
					_this.setTexture( texture, uniform._array[ i ] );
M
Mr.doob 已提交
5345

5346
				}
M
Mr.doob 已提交
5347

M
Mr.doob 已提交
5348
			}
M
Mr.doob 已提交
5349

M
Mr.doob 已提交
5350
		}
M
Mr.doob 已提交
5351

5352
	};
M
Mr.doob 已提交
5353

A
alteredq 已提交
5354
	function setupMatrices ( object, camera ) {
M
Mr.doob 已提交
5355

5356
		object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
M
Mr.doob 已提交
5357

5358
		object._normalMatrix.getInverse( object._modelViewMatrix );
5359
		object._normalMatrix.transpose();
M
Mr.doob 已提交
5360

A
alteredq 已提交
5361
	};
M
Mr.doob 已提交
5362

5363
	function setupLights ( program, lights ) {
M
Mr.doob 已提交
5364

5365 5366 5367
		var l, ll, light, n,
		r = 0, g = 0, b = 0,
		color, position, intensity, distance,
M
Mr.doob 已提交
5368

5369
		zlights = _lights,
A
alteredq 已提交
5370

5371 5372
		dcolors = zlights.directional.colors,
		dpositions = zlights.directional.positions,
A
alteredq 已提交
5373

5374 5375 5376
		pcolors = zlights.point.colors,
		ppositions = zlights.point.positions,
		pdistances = zlights.point.distances,
5377

A
alteredq 已提交
5378 5379 5380 5381 5382 5383 5384
		scolors = zlights.spot.colors,
		spositions = zlights.spot.positions,
		sdistances = zlights.spot.distances,
		sdirections = zlights.spot.directions,
		sangles = zlights.spot.angles,
		sexponents = zlights.spot.exponents,

5385 5386
		dlength = 0,
		plength = 0,
A
alteredq 已提交
5387
		slength = 0,
5388

5389
		doffset = 0,
A
alteredq 已提交
5390 5391
		poffset = 0,
		soffset = 0;
5392

5393
		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
5394

5395
			light = lights[ l ];
A
alteredq 已提交
5396

5397
			if ( light.onlyShadow || ! light.visible ) continue;
A
alteredq 已提交
5398 5399

			color = light.color;
5400 5401
			intensity = light.intensity;
			distance = light.distance;
A
alteredq 已提交
5402

5403
			if ( light instanceof THREE.AmbientLight ) {
5404

5405
				if ( _this.gammaInput ) {
5406

5407 5408 5409
					r += color.r * color.r;
					g += color.g * color.g;
					b += color.b * color.b;
5410

5411
				} else {
5412

5413 5414 5415
					r += color.r;
					g += color.g;
					b += color.b;
5416

5417
				}
5418

5419
			} else if ( light instanceof THREE.DirectionalLight ) {
5420

5421
				doffset = dlength * 3;
5422

5423
				if ( _this.gammaInput ) {
5424

5425 5426 5427
					dcolors[ doffset ]     = color.r * color.r * intensity * intensity;
					dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
					dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
5428

5429
				} else {
5430

5431 5432 5433
					dcolors[ doffset ]     = color.r * intensity;
					dcolors[ doffset + 1 ] = color.g * intensity;
					dcolors[ doffset + 2 ] = color.b * intensity;
A
alteredq 已提交
5434

5435
				}
A
alteredq 已提交
5436

5437 5438 5439
				_direction.copy( light.matrixWorld.getPosition() );
				_direction.subSelf( light.target.matrixWorld.getPosition() );
				_direction.normalize();
A
alteredq 已提交
5440

5441 5442 5443
				dpositions[ doffset ]     = _direction.x;
				dpositions[ doffset + 1 ] = _direction.y;
				dpositions[ doffset + 2 ] = _direction.z;
A
alteredq 已提交
5444

5445
				dlength += 1;
A
alteredq 已提交
5446

A
alteredq 已提交
5447
			} else if( light instanceof THREE.PointLight ) {
M
Mr.doob 已提交
5448

5449
				poffset = plength * 3;
M
Mr.doob 已提交
5450

5451
				if ( _this.gammaInput ) {
5452

5453 5454 5455
					pcolors[ poffset ]     = color.r * color.r * intensity * intensity;
					pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity;
					pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity;
A
alteredq 已提交
5456

5457
				} else {
A
alteredq 已提交
5458

5459 5460 5461
					pcolors[ poffset ]     = color.r * intensity;
					pcolors[ poffset + 1 ] = color.g * intensity;
					pcolors[ poffset + 2 ] = color.b * intensity;
A
alteredq 已提交
5462

5463
				}
A
alteredq 已提交
5464

A
alteredq 已提交
5465 5466
				position = light.matrixWorld.getPosition();

5467 5468 5469
				ppositions[ poffset ]     = position.x;
				ppositions[ poffset + 1 ] = position.y;
				ppositions[ poffset + 2 ] = position.z;
A
alteredq 已提交
5470

5471
				pdistances[ plength ] = distance;
A
alteredq 已提交
5472

5473
				plength += 1;
5474

A
alteredq 已提交
5475 5476 5477 5478 5479 5480 5481 5482 5483 5484 5485 5486 5487 5488 5489 5490 5491 5492 5493 5494 5495 5496 5497 5498 5499 5500 5501 5502 5503 5504 5505 5506 5507 5508 5509 5510 5511 5512 5513
			} else if( light instanceof THREE.SpotLight ) {

				soffset = slength * 3;

				if ( _this.gammaInput ) {

					scolors[ soffset ]     = color.r * color.r * intensity * intensity;
					scolors[ soffset + 1 ] = color.g * color.g * intensity * intensity;
					scolors[ soffset + 2 ] = color.b * color.b * intensity * intensity;

				} else {

					scolors[ soffset ]     = color.r * intensity;
					scolors[ soffset + 1 ] = color.g * intensity;
					scolors[ soffset + 2 ] = color.b * intensity;

				}

				position = light.matrixWorld.getPosition();

				spositions[ soffset ]     = position.x;
				spositions[ soffset + 1 ] = position.y;
				spositions[ soffset + 2 ] = position.z;

				sdistances[ slength ] = distance;

				_direction.copy( position );
				_direction.subSelf( light.target.matrixWorld.getPosition() );
				_direction.normalize();

				sdirections[ soffset ]     = _direction.x;
				sdirections[ soffset + 1 ] = _direction.y;
				sdirections[ soffset + 2 ] = _direction.z;

				sangles[ slength ] = Math.cos( light.angle );
				sexponents[ slength ] = light.exponent;

				slength += 1;

5514
			}
5515

5516
		}
A
alteredq 已提交
5517

5518 5519
		// null eventual remains from removed lights
		// (this is to avoid if in shader)
A
alteredq 已提交
5520

5521 5522
		for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
		for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
A
alteredq 已提交
5523
		for ( l = slength * 3, ll = scolors.length; l < ll; l ++ ) scolors[ l ] = 0.0;
A
alteredq 已提交
5524

5525
		zlights.directional.length = dlength;
A
alteredq 已提交
5526 5527
		zlights.point.length = plength;
		zlights.spot.length = slength;
A
alteredq 已提交
5528

5529 5530 5531
		zlights.ambient[ 0 ] = r;
		zlights.ambient[ 1 ] = g;
		zlights.ambient[ 2 ] = b;
5532

5533
	};
M
Mr.doob 已提交
5534

5535
	// GL state setting
M
Mr.doob 已提交
5536

5537
	this.setFaceCulling = function ( cullFace, frontFace ) {
M
Mr.doob 已提交
5538

5539
		if ( cullFace ) {
M
Mr.doob 已提交
5540

5541
			if ( !frontFace || frontFace === "ccw" ) {
5542

5543
				_gl.frontFace( _gl.CCW );
5544

5545
			} else {
5546

5547
				_gl.frontFace( _gl.CW );
M
Mr.doob 已提交
5548

5549
			}
M
Mr.doob 已提交
5550

5551
			if( cullFace === "back" ) {
5552

5553
				_gl.cullFace( _gl.BACK );
5554

5555
			} else if( cullFace === "front" ) {
5556

5557
				_gl.cullFace( _gl.FRONT );
M
Mr.doob 已提交
5558

5559
			} else {
5560

5561
				_gl.cullFace( _gl.FRONT_AND_BACK );
5562

5563
			}
5564

5565
			_gl.enable( _gl.CULL_FACE );
5566

5567
		} else {
5568

5569
			_gl.disable( _gl.CULL_FACE );
5570 5571 5572 5573 5574

		}

	};

5575
	this.setMaterialFaces = function ( material ) {
5576

5577
		if ( _oldDoubleSided !== material.doubleSided ) {
M
Mr.doob 已提交
5578

5579
			if ( material.doubleSided ) {
M
Mr.doob 已提交
5580

5581
				_gl.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
5582

5583
			} else {
5584

5585
				_gl.enable( _gl.CULL_FACE );
5586

5587
			}
5588

5589
			_oldDoubleSided = material.doubleSided;
5590

5591
		}
5592

5593
		if ( _oldFlipSided !== material.flipSided ) {
5594

5595
			if ( material.flipSided ) {
5596

5597
				_gl.frontFace( _gl.CW );
5598

5599
			} else {
5600

5601
				_gl.frontFace( _gl.CCW );
5602

5603
			}
5604

5605
			_oldFlipSided = material.flipSided;
5606

5607
		}
5608

5609
	};
5610

A
alteredq 已提交
5611
	this.setDepthTest = function ( depthTest ) {
5612

5613
		if ( _oldDepthTest !== depthTest ) {
5614

5615
			if ( depthTest ) {
5616

5617
				_gl.enable( _gl.DEPTH_TEST );
5618

5619
			} else {
5620

5621
				_gl.disable( _gl.DEPTH_TEST );
5622 5623 5624

			}

5625
			_oldDepthTest = depthTest;
5626

5627
		}
5628

5629
	};
5630

5631
	this.setDepthWrite = function ( depthWrite ) {
A
alteredq 已提交
5632

5633
		if ( _oldDepthWrite !== depthWrite ) {
A
alteredq 已提交
5634

5635 5636
			_gl.depthMask( depthWrite );
			_oldDepthWrite = depthWrite;
A
alteredq 已提交
5637 5638 5639 5640 5641

		}

	};

5642
	function setLineWidth ( width ) {
5643

5644
		if ( width !== _oldLineWidth ) {
5645

5646 5647 5648
			_gl.lineWidth( width );

			_oldLineWidth = width;
5649 5650 5651

		}

5652
	};
5653

5654
	function setPolygonOffset ( polygonoffset, factor, units ) {
5655

5656
		if ( _oldPolygonOffset !== polygonoffset ) {
M
Mr.doob 已提交
5657

5658
			if ( polygonoffset ) {
5659

5660
				_gl.enable( _gl.POLYGON_OFFSET_FILL );
5661

5662
			} else {
5663

5664
				_gl.disable( _gl.POLYGON_OFFSET_FILL );
5665

5666
			}
5667

5668
			_oldPolygonOffset = polygonoffset;
5669

5670
		}
5671

5672
		if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
5673

5674
			_gl.polygonOffset( factor, units );
M
Mr.doob 已提交
5675

5676 5677
			_oldPolygonOffsetFactor = factor;
			_oldPolygonOffsetUnits = units;
M
Mr.doob 已提交
5678

5679
		}
M
Mr.doob 已提交
5680

5681
	};
M
Mr.doob 已提交
5682

5683
	this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
M
Mr.doob 已提交
5684

5685
		if ( blending !== _oldBlending ) {
M
Mr.doob 已提交
5686

5687
			if ( blending === THREE.NoBlending ) {
M
Mr.doob 已提交
5688

5689
				_gl.disable( _gl.BLEND );
M
Mr.doob 已提交
5690

5691
			} else if ( blending === THREE.AdditiveBlending ) {
M
Mr.doob 已提交
5692

5693 5694 5695
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
M
Mr.doob 已提交
5696

5697
			} else if ( blending === THREE.SubtractiveBlending ) {
M
Mr.doob 已提交
5698

5699 5700 5701 5702
				// 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
5703

5704
			} else if ( blending === THREE.MultiplyBlending ) {
M
Mr.doob 已提交
5705

5706 5707 5708 5709
				// TODO: Find blendFuncSeparate() combination
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
5710

5711
			} else if ( blending === THREE.CustomBlending ) {
5712

5713
				_gl.enable( _gl.BLEND );
5714

5715
			} else {
5716

5717 5718 5719
				_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 );
5720

5721
			}
5722

5723
			_oldBlending = blending;
5724

5725
		}
5726

5727 5728 5729 5730 5731 5732 5733 5734 5735 5736 5737 5738 5739 5740 5741 5742 5743 5744 5745 5746 5747 5748 5749 5750 5751 5752 5753
		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;

		}

5754
	};
5755

5756 5757 5758
	// Shaders

	function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
5759

5760
		var p, pl, program, code;
5761
		var chunks = [];
5762 5763 5764

		// Generate code

5765 5766 5767 5768 5769 5770 5771 5772 5773 5774
		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}
5775 5776 5777

		for ( p in parameters ) {

5778 5779
			chunks.push( p );
			chunks.push( parameters[ p ] );
5780 5781 5782

		}

5783 5784
		code = chunks.join();

5785 5786 5787 5788
		// Check if code has been already compiled

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

A
alteredq 已提交
5789 5790 5791
			var programInfo = _programs[ p ];

			if ( programInfo.code === code ) {
5792 5793

				// console.log( "Code already compiled." /*: \n\n" + code*/ );
5794

A
alteredq 已提交
5795 5796 5797
				programInfo.usedTimes ++;

				return programInfo.program;
5798 5799 5800 5801

			}

		}
5802

5803
		//console.log( "building new program " );
5804 5805 5806

		//

5807
		program = _gl.createProgram();
M
Mr.doob 已提交
5808

5809
		var prefix_vertex = [
M
Mr.doob 已提交
5810

5811 5812
			"precision " + _precision + " float;",

5813
			_supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
5814

5815 5816 5817 5818
			_this.gammaInput ? "#define GAMMA_INPUT" : "",
			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",

5819 5820
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
A
alteredq 已提交
5821
			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
5822

5823 5824
			"#define MAX_SHADOWS " + parameters.maxShadows,

5825 5826
			"#define MAX_BONES " + parameters.maxBones,

5827
			parameters.map ? "#define USE_MAP" : "",
5828 5829 5830
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
			parameters.vertexColors ? "#define USE_COLOR" : "",
5831

5832
			parameters.skinning ? "#define USE_SKINNING" : "",
5833
			parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
5834 5835
			parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
			parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",
5836

5837
			parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
A
alteredq 已提交
5838
			parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
A
alteredq 已提交
5839
			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
5840
			parameters.wrapAround ? "#define WRAP_AROUND" : "",
5841
			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
5842

5843
			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
5844
			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
A
alteredq 已提交
5845 5846
			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
5847

5848 5849
			parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",

5850
			"uniform mat4 modelMatrix;",
M
Mr.doob 已提交
5851 5852
			"uniform mat4 modelViewMatrix;",
			"uniform mat4 projectionMatrix;",
5853 5854
			"uniform mat4 viewMatrix;",
			"uniform mat3 normalMatrix;",
M
Mr.doob 已提交
5855
			"uniform vec3 cameraPosition;",
A
alteredq 已提交
5856

M
Mr.doob 已提交
5857 5858 5859
			"attribute vec3 position;",
			"attribute vec3 normal;",
			"attribute vec2 uv;",
5860
			"attribute vec2 uv2;",
5861

5862
			"#ifdef USE_COLOR",
5863

5864
				"attribute vec3 color;",
5865

5866 5867
			"#endif",

5868
			"#ifdef USE_MORPHTARGETS",
5869

5870 5871 5872 5873
				"attribute vec3 morphTarget0;",
				"attribute vec3 morphTarget1;",
				"attribute vec3 morphTarget2;",
				"attribute vec3 morphTarget3;",
A
alteredq 已提交
5874 5875 5876 5877 5878 5879 5880 5881 5882 5883 5884 5885 5886 5887 5888 5889

				"#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",
5890

5891 5892 5893
			"#endif",

			"#ifdef USE_SKINNING",
5894

5895 5896 5897 5898
				"attribute vec4 skinVertexA;",
				"attribute vec4 skinVertexB;",
				"attribute vec4 skinIndex;",
				"attribute vec4 skinWeight;",
5899

5900
			"#endif",
5901

M
Mr.doob 已提交
5902
			""
A
alteredq 已提交
5903

M
Mr.doob 已提交
5904
		].join("\n");
5905

M
Mr.doob 已提交
5906 5907
		var prefix_fragment = [

5908
			"precision " + _precision + " float;",
M
Mr.doob 已提交
5909 5910 5911

			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
A
alteredq 已提交
5912
			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
M
Mr.doob 已提交
5913

5914 5915
			"#define MAX_SHADOWS " + parameters.maxShadows,

5916 5917
			parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",

5918 5919 5920 5921
			_this.gammaInput ? "#define GAMMA_INPUT" : "",
			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",

M
Mr.doob 已提交
5922 5923
			( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
			( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
M
Mr.doob 已提交
5924 5925 5926 5927 5928

			parameters.map ? "#define USE_MAP" : "",
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
			parameters.vertexColors ? "#define USE_COLOR" : "",
5929

5930 5931
			parameters.metal ? "#define METAL" : "",
			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
5932
			parameters.wrapAround ? "#define WRAP_AROUND" : "",
5933
			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
5934

5935
			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
5936
			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
A
alteredq 已提交
5937 5938
			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
M
Mr.doob 已提交
5939 5940 5941 5942 5943 5944 5945

			"uniform mat4 viewMatrix;",
			"uniform vec3 cameraPosition;",
			""

		].join("\n");

5946 5947 5948 5949 5950
		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
5951

M
Mr.doob 已提交
5952
		_gl.linkProgram( program );
N
Nicolas Garcia Belmonte 已提交
5953

M
Mr.doob 已提交
5954
		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
N
Nicolas Garcia Belmonte 已提交
5955

5956
			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
5957

N
Nicolas Garcia Belmonte 已提交
5958
		}
5959

5960 5961 5962 5963 5964
		// clean up

		_gl.deleteShader( glFragmentShader );
		_gl.deleteShader( glVertexShader );

5965 5966
		//console.log( prefix_fragment + fragmentShader );
		//console.log( prefix_vertex + vertexShader );
M
Mr.doob 已提交
5967

M
Mr.doob 已提交
5968
		program.uniforms = {};
5969
		program.attributes = {};
M
Mr.doob 已提交
5970

5971 5972 5973 5974
		var identifiers, u, a, i;

		// cache uniform locations

5975
		identifiers = [
5976

5977
			'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
5978
			'morphTargetInfluences'
M
Mr.doob 已提交
5979

5980
		];
M
Mr.doob 已提交
5981

5982
		if ( parameters.useVertexTexture ) {
5983 5984 5985 5986 5987 5988 5989 5990 5991

			identifiers.push( 'boneTexture' );

		} else {

			identifiers.push( 'boneGlobalMatrices' );

		}

5992
		for ( u in uniforms ) {
M
Mr.doob 已提交
5993

5994
			identifiers.push( u );
M
Mr.doob 已提交
5995

5996
		}
M
Mr.doob 已提交
5997

5998
		cacheUniformLocations( program, identifiers );
M
Mr.doob 已提交
5999

6000
		// cache attributes locations
M
Mr.doob 已提交
6001

6002
		identifiers = [
A
alteredq 已提交
6003

6004 6005
			"position", "normal", "uv", "uv2", "tangent", "color",
			"skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
A
alteredq 已提交
6006

6007
		];
M
Mr.doob 已提交
6008

6009
		for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
6010

6011
			identifiers.push( "morphTarget" + i );
M
Mr.doob 已提交
6012

6013
		}
6014

A
alteredq 已提交
6015 6016 6017 6018 6019 6020
		for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {

			identifiers.push( "morphNormal" + i );

		}

6021
		for ( a in attributes ) {
6022

6023
			identifiers.push( a );
6024

6025
		}
6026

6027
		cacheAttributeLocations( program, identifiers );
6028

A
alteredq 已提交
6029
		program.id = _programs_counter ++;
6030

A
alteredq 已提交
6031
		_programs.push( { program: program, code: code, usedTimes: 1 } );
6032

6033
		_this.info.memory.programs = _programs.length;
6034

6035
		return program;
6036

6037
	};
6038

6039
	// Shader parameters cache
6040

6041
	function cacheUniformLocations ( program, identifiers ) {
6042

6043
		var i, l, id;
6044

6045
		for( i = 0, l = identifiers.length; i < l; i ++ ) {
6046

6047 6048
			id = identifiers[ i ];
			program.uniforms[ id ] = _gl.getUniformLocation( program, id );
M
Mr.doob 已提交
6049

6050
		}
M
Mr.doob 已提交
6051

6052
	};
M
Mr.doob 已提交
6053

6054
	function cacheAttributeLocations ( program, identifiers ) {
A
alteredq 已提交
6055

6056
		var i, l, id;
A
alteredq 已提交
6057

6058
		for( i = 0, l = identifiers.length; i < l; i ++ ) {
A
alteredq 已提交
6059

6060 6061
			id = identifiers[ i ];
			program.attributes[ id ] = _gl.getAttribLocation( program, id );
A
alteredq 已提交
6062

6063
		}
6064

6065
	};
A
alteredq 已提交
6066

6067
	function getShader ( type, string ) {
A
alteredq 已提交
6068

6069
		var shader;
6070

6071
		if ( type === "fragment" ) {
A
alteredq 已提交
6072

6073
			shader = _gl.createShader( _gl.FRAGMENT_SHADER );
A
alteredq 已提交
6074

6075
		} else if ( type === "vertex" ) {
A
alteredq 已提交
6076

6077
			shader = _gl.createShader( _gl.VERTEX_SHADER );
A
alteredq 已提交
6078

6079
		}
A
alteredq 已提交
6080

6081 6082
		_gl.shaderSource( shader, string );
		_gl.compileShader( shader );
6083

6084
		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
6085

6086 6087 6088
			console.error( _gl.getShaderInfoLog( shader ) );
			console.error( string );
			return null;
6089

A
alteredq 已提交
6090 6091
		}

6092 6093
		return shader;

A
alteredq 已提交
6094
	};
6095

6096 6097
	// Textures

6098 6099 6100 6101 6102 6103 6104

	function isPowerOfTwo ( value ) {

		return ( value & ( value - 1 ) ) === 0;

	};

6105
	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
6106

6107
		if ( isImagePowerOfTwo ) {
M
Mr.doob 已提交
6108

6109 6110
			_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
6111

6112 6113
			_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
6114

6115
		} else {
M
Mr.doob 已提交
6116

6117 6118
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
6119

6120 6121
			_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
6122

6123
		}
M
Mr.doob 已提交
6124

6125
		if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
6126

6127 6128 6129 6130 6131 6132
			if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {

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

			}
6133 6134 6135

		}

6136
	};
6137

6138
	this.setTexture = function ( texture, slot ) {
6139

6140
		if ( texture.needsUpdate ) {
A
alteredq 已提交
6141

6142
			if ( ! texture.__webglInit ) {
M
Mr.doob 已提交
6143

6144
				texture.__webglInit = true;
6145
				texture.__webglTexture = _gl.createTexture();
A
alteredq 已提交
6146

M
Mr.doob 已提交
6147 6148
				_this.info.memory.textures ++;

6149
			}
M
Mr.doob 已提交
6150

6151
			_gl.activeTexture( _gl.TEXTURE0 + slot );
6152 6153
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );

6154
			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
6155 6156
			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );

6157 6158
			var image = texture.image,
			isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
6159 6160
			glFormat = paramThreeToGL( texture.format ),
			glType = paramThreeToGL( texture.type );
6161

6162 6163
			setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );

6164
			if ( texture instanceof THREE.DataTexture ) {
6165

6166
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
Mr.doob 已提交
6167

A
alteredq 已提交
6168
			} else {
M
Mr.doob 已提交
6169

6170
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
Mr.doob 已提交
6171 6172 6173

			}

6174
			if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
6175

A
alteredq 已提交
6176
			texture.needsUpdate = false;
6177

6178
			if ( texture.onUpdate ) texture.onUpdate();
6179

6180
		} else {
6181

6182 6183
			_gl.activeTexture( _gl.TEXTURE0 + slot );
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
6184 6185

		}
M
Mr.doob 已提交
6186

6187
	};
M
Mr.doob 已提交
6188

6189 6190 6191 6192 6193 6194 6195 6196 6197 6198
	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.
6199

6200 6201 6202 6203 6204 6205 6206
		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;
6207

6208
		var ctx = canvas.getContext( "2d" );
6209 6210
		ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );

6211 6212 6213 6214
		return canvas;

	}

6215
	function setCubeTexture ( texture, slot ) {
6216

6217
		if ( texture.image.length === 6 ) {
6218 6219 6220

			if ( texture.needsUpdate ) {

A
alteredq 已提交
6221
				if ( ! texture.image.__webglTextureCube ) {
6222 6223

					texture.image.__webglTextureCube = _gl.createTexture();
6224

A
alteredq 已提交
6225
				}
6226

A
alteredq 已提交
6227 6228
				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
6229

6230
				_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
M
Mr.doob 已提交
6231

6232
				var cubeImage = [];
6233

A
alteredq 已提交
6234
				for ( var i = 0; i < 6; i ++ ) {
6235

6236 6237 6238 6239 6240 6241 6242 6243 6244 6245 6246 6247
					if ( _this.autoScaleCubemaps ) {

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

					} else {

						cubeImage[ i ] = texture.image[ i ];

					}

				}

6248 6249
				var image = cubeImage[ 0 ],
				isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
6250 6251
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );
6252

6253 6254
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

A
alteredq 已提交
6255
				for ( var i = 0; i < 6; i ++ ) {
6256

6257
					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
6258

A
alteredq 已提交
6259
				}
6260

M
Mr.doob 已提交
6261 6262 6263 6264 6265
				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}
6266

A
alteredq 已提交
6267
				texture.needsUpdate = false;
6268

6269
				if ( texture.onUpdate ) texture.onUpdate();
6270

A
alteredq 已提交
6271
			} else {
6272

A
alteredq 已提交
6273 6274
				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
6275

A
alteredq 已提交
6276
			}
6277

A
alteredq 已提交
6278
		}
6279

A
alteredq 已提交
6280
	};
6281

6282
	function setCubeTextureDynamic ( texture, slot ) {
6283

A
alteredq 已提交
6284 6285
		_gl.activeTexture( _gl.TEXTURE0 + slot );
		_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
6286 6287 6288

	};

6289 6290 6291
	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
6292

6293 6294
		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
A
alteredq 已提交
6295

6296
	};
M
Mr.doob 已提交
6297

6298
	function setupRenderBuffer ( renderbuffer, renderTarget  ) {
M
Mikael Emtinger 已提交
6299

6300
		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
6301

6302
		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
M
Mr.doob 已提交
6303

6304 6305
			_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
6306

6307 6308
		/* For some reason this is not working. Defaulting to RGBA4.
		} else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
A
alteredq 已提交
6309

6310 6311 6312 6313
			_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
6314

6315 6316
			_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
6317

6318
		} else {
A
alteredq 已提交
6319

6320
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
A
alteredq 已提交
6321

6322
		}
A
alteredq 已提交
6323

6324
	};
A
alteredq 已提交
6325

A
alteredq 已提交
6326
	this.setRenderTarget = function ( renderTarget ) {
A
alteredq 已提交
6327

6328
		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
A
alteredq 已提交
6329

6330
		if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
A
alteredq 已提交
6331

M
Mr.doob 已提交
6332 6333
			if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
			if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
A
alteredq 已提交
6334

6335
			renderTarget.__webglTexture = _gl.createTexture();
A
alteredq 已提交
6336

6337
			// Setup texture, create render and frame buffers
6338

6339 6340
			var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
				glFormat = paramThreeToGL( renderTarget.format ),
6341 6342
				glType = paramThreeToGL( renderTarget.type );

6343
			if ( isCube ) {
M
Mr.doob 已提交
6344

6345 6346
				renderTarget.__webglFramebuffer = [];
				renderTarget.__webglRenderbuffer = [];
M
Mikael Emtinger 已提交
6347

6348
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
6349
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
A
alteredq 已提交
6350

6351
				for ( var i = 0; i < 6; i ++ ) {
A
alteredq 已提交
6352

6353 6354
					renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
					renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
A
alteredq 已提交
6355

6356
					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
A
alteredq 已提交
6357

6358 6359
					setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
					setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
A
alteredq 已提交
6360

6361
				}
6362

6363 6364
				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

6365
			} else {
6366

6367 6368
				renderTarget.__webglFramebuffer = _gl.createFramebuffer();
				renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
6369

6370
				_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
6371
				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
6372

6373
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
6374

6375 6376
				setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
				setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
6377

6378 6379
				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );

M
Mikael Emtinger 已提交
6380
			}
6381

6382
			// Release everything
M
Mr.doob 已提交
6383

A
alteredq 已提交
6384 6385 6386 6387 6388 6389 6390 6391 6392 6393
			if ( isCube ) {

				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

			} else {

				_gl.bindTexture( _gl.TEXTURE_2D, null );

			}

6394 6395
			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
M
Mr.doob 已提交
6396

6397 6398
		}

6399
		var framebuffer, width, height, vx, vy;
M
Mr.doob 已提交
6400

6401
		if ( renderTarget ) {
M
Mr.doob 已提交
6402

A
alteredq 已提交
6403 6404
			if ( isCube ) {

6405
				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
A
alteredq 已提交
6406 6407 6408

			} else {

6409
				framebuffer = renderTarget.__webglFramebuffer;
A
alteredq 已提交
6410 6411 6412

			}

6413 6414
			width = renderTarget.width;
			height = renderTarget.height;
M
Mr.doob 已提交
6415

6416 6417 6418
			vx = 0;
			vy = 0;

6419
		} else {
M
Mr.doob 已提交
6420

6421
			framebuffer = null;
6422

6423 6424
			width = _viewportWidth;
			height = _viewportHeight;
6425

6426 6427
			vx = _viewportX;
			vy = _viewportY;
M
Mr.doob 已提交
6428

6429
		}
M
Mr.doob 已提交
6430

6431
		if ( framebuffer !== _currentFramebuffer ) {
M
Mr.doob 已提交
6432

6433
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
6434
			_gl.viewport( vx, vy, width, height );
M
Mr.doob 已提交
6435

6436
			_currentFramebuffer = framebuffer;
M
Mr.doob 已提交
6437

6438
		}
6439

A
alteredq 已提交
6440 6441 6442
		_currentWidth = width;
		_currentHeight = height;

6443
	};
M
Mr.doob 已提交
6444

6445
	function updateRenderTargetMipmap ( renderTarget ) {
M
Mr.doob 已提交
6446

A
alteredq 已提交
6447 6448 6449 6450 6451 6452 6453 6454 6455 6456 6457 6458 6459
		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
6460 6461

	};
6462

6463
	// Fallback filters for non-power-of-2 textures
6464

6465
	function filterFallback ( f ) {
6466

6467
		if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
6468

6469
			return _gl.NEAREST;
6470 6471

		}
6472

6473 6474
		return _gl.LINEAR;

6475
	};
6476

6477 6478
	// Map three.js constants to WebGL constants

6479
	function paramThreeToGL ( p ) {
M
Mr.doob 已提交
6480

6481 6482 6483 6484 6485 6486 6487 6488 6489 6490 6491 6492 6493 6494 6495 6496 6497 6498 6499 6500 6501 6502 6503 6504 6505 6506 6507 6508 6509 6510 6511 6512 6513 6514 6515 6516 6517 6518 6519 6520 6521 6522 6523 6524 6525 6526
		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
6527

6528
		return 0;
M
Mr.doob 已提交
6529

6530 6531
	};

6532
	// Allocations
6533

6534
	function allocateBones ( object ) {
6535

6536
		if ( _supportsBoneTextures && object && object.useVertexTexture ) {
6537 6538

			return 1024;
6539

6540
		} else {
6541

6542 6543 6544 6545 6546 6547 6548
			// 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)
6549

6550 6551
			var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
6552

6553
			var maxBones = nVertexMatrices;
6554

6555
			if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
6556

6557
				maxBones = Math.min( object.bones.length, maxBones );
6558

6559
				if ( maxBones < object.bones.length ) {
6560

6561
					console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
6562

6563
				}
6564

6565
			}
6566

6567
			return maxBones;
6568

6569 6570 6571
		}

	};
6572

6573
	function allocateLights ( lights ) {
6574

A
alteredq 已提交
6575
		var l, ll, light, dirLights, pointLights, spotLights, maxDirLights, maxPointLights, maxSpotLights;
6576

A
alteredq 已提交
6577 6578 6579
		dirLights = pointLights = spotLights = maxDirLights = maxPointLights = maxSpotLights = 0;

		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
6580

6581
			light = lights[ l ];
6582

A
alteredq 已提交
6583 6584
			if ( light.onlyShadow ) continue;

6585 6586
			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
			if ( light instanceof THREE.PointLight ) pointLights ++;
A
alteredq 已提交
6587
			if ( light instanceof THREE.SpotLight ) spotLights ++;
6588

6589
		}
6590

A
alteredq 已提交
6591
		if ( ( pointLights + spotLights + dirLights ) <= _maxLights ) {
6592

6593 6594
			maxDirLights = dirLights;
			maxPointLights = pointLights;
A
alteredq 已提交
6595
			maxSpotLights = spotLights;
6596

6597
		} else {
6598

6599 6600
			maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
			maxPointLights = _maxLights - maxDirLights;
A
alteredq 已提交
6601
			maxSpotLights = maxPointLights; // this is not really correct
6602 6603 6604

		}

A
alteredq 已提交
6605
		return { 'directional' : maxDirLights, 'point' : maxPointLights, 'spot': maxSpotLights };
6606 6607

	};
M
Mr.doob 已提交
6608

6609
	function allocateShadows ( lights ) {
6610

M
Mr.doob 已提交
6611
		var l, ll, light, maxShadows = 0;
6612 6613 6614 6615 6616

		for ( l = 0, ll = lights.length; l < ll; l++ ) {

			light = lights[ l ];

A
alteredq 已提交
6617 6618
			if ( ! light.castShadow ) continue;

6619 6620
			if ( light instanceof THREE.SpotLight ) maxShadows ++;
			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
6621 6622 6623 6624 6625 6626 6627

		}

		return maxShadows;

	};

6628
	// Initialization
M
Mr.doob 已提交
6629

6630 6631 6632 6633
	function initGL () {

		try {

6634
			if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
6635 6636 6637 6638 6639 6640 6641 6642 6643 6644 6645

				throw 'Error creating WebGL context.';

			}

		} catch ( error ) {

			console.error( error );

		}

6646
		_glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
A
alteredq 已提交
6647 6648 6649 6650 6651 6652
		_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' );

6653 6654

		if ( ! _glExtensionTextureFloat ) {
6655 6656 6657 6658 6659

			console.log( 'THREE.WebGLRenderer: Float textures not supported.' );

		}

A
alteredq 已提交
6660
		if ( ! _glExtensionStandardDerivatives ) {
6661

A
alteredq 已提交
6662
			console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
6663

A
alteredq 已提交
6664
		}
6665

A
alteredq 已提交
6666
		if ( ! _glExtensionTextureFilterAnisotropic ) {
6667

A
alteredq 已提交
6668
			console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
6669 6670 6671

		}

6672 6673 6674 6675 6676 6677 6678 6679 6680 6681 6682 6683 6684 6685 6686 6687 6688 6689 6690 6691 6692 6693 6694
	};

	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 );

	};

6695 6696
	// default plugins (order is important)

A
alteredq 已提交
6697 6698 6699 6700 6701
	this.shadowMapPlugin = new THREE.ShadowMapPlugin();
	this.addPrePlugin( this.shadowMapPlugin );

	this.addPostPlugin( new THREE.SpritePlugin() );
	this.addPostPlugin( new THREE.LensFlarePlugin() );
6702

6703
};