WebGLRenderer.js 171.6 KB
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
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 * @author alteredq / http://alteredqualia.com/
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 * @author szimek / https://github.com/szimek/
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 */

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

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

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

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	// scene graph

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

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

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	// shadow map

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

	this.autoScaleCubemaps = true;

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	// custom render plugins

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

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

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	// GL state cache
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	_oldDoubleSided = -1,
	_oldFlipSided = -1,
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	_oldBlending = -1,
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	_oldBlendEquation = -1,
	_oldBlendSrc = -1,
	_oldBlendDst = -1,
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	_oldDepthTest = -1,
	_oldDepthWrite = -1,
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	_oldPolygonOffset = null,
	_oldPolygonOffsetFactor = null,
	_oldPolygonOffsetUnits = null,
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	_oldLineWidth = null,
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	_viewportX = 0,
	_viewportY = 0,
	_viewportWidth = 0,
	_viewportHeight = 0,
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	_currentWidth = 0,
	_currentHeight = 0,
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	_enabledAttributes = {},

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

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	_lightsNeedUpdate = true,

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

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

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

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

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

		return _maxAnisotropy;

	};

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	this.setSize = function ( width, height ) {

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

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

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

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

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

		return _clearColor;

	};

	this.getClearAlpha = function () {
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		return _clearAlpha;

	};

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

		var bits = 0;

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

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

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	// Plugins

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

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	this.addPrePlugin = function ( plugin ) {

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

	};
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	// Deallocation

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	this.deallocateObject = function ( object ) {

		if ( ! object.__webglInit ) return;

		object.__webglInit = false;

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

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

			}

		} else if ( object instanceof THREE.Ribbon ) {

			deleteRibbonBuffers( object.geometry );

		} else if ( object instanceof THREE.Line ) {

			deleteLineBuffers( object.geometry );

		} else if ( object instanceof THREE.ParticleSystem ) {

			deleteParticleBuffers( object.geometry );

		}

	};

	this.deallocateTexture = function ( texture ) {

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		// cube texture
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		if ( texture.image && texture.image.__webglTextureCube ) {
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			_gl.deleteTexture( texture.image.__webglTextureCube );
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		// 2D texture

		} else {
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			if ( ! texture.__webglInit ) return;
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			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.memory.geometries ++;
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	};
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	function createLineBuffers ( geometry ) {
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		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
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		geometry.__webglLineDistanceBuffer = _gl.createBuffer();
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		_this.info.memory.geometries ++;
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	};
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	function createRibbonBuffers ( geometry ) {
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		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
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		geometry.__webglNormalBuffer = _gl.createBuffer();
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		_this.info.memory.geometries ++;
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	};
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	function createMeshBuffers ( geometryGroup ) {
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		geometryGroup.__webglVertexBuffer = _gl.createBuffer();
		geometryGroup.__webglNormalBuffer = _gl.createBuffer();
		geometryGroup.__webglTangentBuffer = _gl.createBuffer();
		geometryGroup.__webglColorBuffer = _gl.createBuffer();
		geometryGroup.__webglUVBuffer = _gl.createBuffer();
		geometryGroup.__webglUV2Buffer = _gl.createBuffer();
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		geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
		geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
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		geometryGroup.__webglFaceBuffer = _gl.createBuffer();
		geometryGroup.__webglLineBuffer = _gl.createBuffer();
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		var m, ml;
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		if ( geometryGroup.numMorphTargets ) {
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			geometryGroup.__webglMorphTargetsBuffers = [];
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			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
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				geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
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			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__webglMorphNormalsBuffers = [];

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

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

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

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		_this.info.memory.geometries --;

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	};

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

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		_this.info.memory.geometries --;

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	};

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

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

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

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		var m, ml;

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		if ( geometryGroup.numMorphTargets ) {

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

		}

		if ( geometryGroup.numMorphNormals ) {

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

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

		}

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

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

			for ( var id in geometry.__webglCustomAttributesList ) {

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

		}

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	};

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

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

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

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		geometry.__sortArray = [];

		geometry.__webglParticleCount = nvertices;
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716 717 718 719 720

		initCustomAttributes ( geometry, object );

	};

721
	function initLineBuffers ( geometry, object ) {
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722 723 724 725 726

		var nvertices = geometry.vertices.length;

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
		geometry.__colorArray = new Float32Array( nvertices * 3 );
727
		geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
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728

729
		geometry.__webglLineCount = nvertices;
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730 731 732 733 734

		initCustomAttributes ( geometry, object );

	};

735
	function initRibbonBuffers ( geometry, object ) {
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736 737 738 739 740

		var nvertices = geometry.vertices.length;

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
		geometry.__colorArray = new Float32Array( nvertices * 3 );
741
		geometry.__normalArray = new Float32Array( nvertices * 3 );
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742 743 744

		geometry.__webglVertexCount = nvertices;

745 746
		initCustomAttributes ( geometry, object );

A
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747 748
	};

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749
	function initMeshBuffers ( geometryGroup, object ) {
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750

751 752 753
		var geometry = object.geometry,
			faces3 = geometryGroup.faces3,
			faces4 = geometryGroup.faces4,
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754

755 756 757
			nvertices = faces3.length * 3 + faces4.length * 4,
			ntris     = faces3.length * 1 + faces4.length * 2,
			nlines    = faces3.length * 3 + faces4.length * 4,
758

759
			material = getBufferMaterial( object, geometryGroup ),
760

761 762 763
			uvType = bufferGuessUVType( material ),
			normalType = bufferGuessNormalType( material ),
			vertexColorType = bufferGuessVertexColorType( material );
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764

765
		//console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
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766

767
		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
768

769
		if ( normalType ) {
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770

771
			geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
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772

773
		}
774

775
		if ( geometry.hasTangents ) {
776

777
			geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
778

779
		}
780

781
		if ( vertexColorType ) {
782

783
			geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
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784

785
		}
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786

787
		if ( uvType ) {
788

789
			if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
790

791 792 793 794 795
				geometryGroup.__uvArray = new Float32Array( nvertices * 2 );

			}

			if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
796

797 798 799 800 801 802 803 804 805 806 807 808 809
				geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );

			}

		}

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

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

		}

810
		geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
811
		geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
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812

813 814
		var m, ml;

815 816
		if ( geometryGroup.numMorphTargets ) {

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817
			geometryGroup.__morphTargetsArrays = [];
818

819
			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
820

821
				geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
822 823 824 825 826 827 828 829 830 831 832

			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__morphNormalsArrays = [];

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

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833
				geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
834

835 836 837
			}

		}
838

839
		geometryGroup.__webglFaceCount = ntris * 3;
840
		geometryGroup.__webglLineCount = nlines * 2;
841

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Mr.doob 已提交
842

843
		// custom attributes
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844

845
		if ( material.attributes ) {
846

847
			if ( geometryGroup.__webglCustomAttributesList === undefined ) {
848

849
				geometryGroup.__webglCustomAttributesList = [];
850

851
			}
852

853
			for ( var a in material.attributes ) {
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Mr.doob 已提交
854

855 856
				// Do a shallow copy of the attribute object so different geometryGroup chunks use different
				// attribute buffers which are correctly indexed in the setMeshBuffers function
857

858
				var originalAttribute = material.attributes[ a ];
859

860
				var attribute = {};
861

862
				for ( var property in originalAttribute ) {
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Mr.doob 已提交
863

864
					attribute[ property ] = originalAttribute[ property ];
865

866
				}
867

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868
				if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
869

870
					attribute.__webglInitialized = true;
871

872
					var size = 1;		// "f" and "i"
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873

874 875 876 877
					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;
878

879
					attribute.size = size;
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880

881
					attribute.array = new Float32Array( nvertices * size );
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882

883 884
					attribute.buffer = _gl.createBuffer();
					attribute.buffer.belongsToAttribute = a;
885

886 887
					originalAttribute.needsUpdate = true;
					attribute.__original = originalAttribute;
888 889 890

				}

891 892
				geometryGroup.__webglCustomAttributesList.push( attribute );

893
			}
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Mr.doob 已提交
894

895
		}
896

897 898
		geometryGroup.__inittedArrays = true;

899
	};
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900

901
	function getBufferMaterial( object, geometryGroup ) {
902

903 904 905
		return object.material instanceof THREE.MeshFaceMaterial
			? object.material.materials[ geometryGroup.materialIndex ]
			: object.material;
906

907
	};
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Mr.doob 已提交
908

909
	function materialNeedsSmoothNormals ( material ) {
910

911
		return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
912

913
	};
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914

915
	function bufferGuessNormalType ( material ) {
916

917
		// only MeshBasicMaterial and MeshDepthMaterial don't need normals
918

919
		if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
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Mr.doob 已提交
920

921
			return false;
922

923
		}
924

925
		if ( materialNeedsSmoothNormals( material ) ) {
926

927
			return THREE.SmoothShading;
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Mr.doob 已提交
928

929
		} else {
930

931
			return THREE.FlatShading;
932

933
		}
934

935
	};
936

937
	function bufferGuessVertexColorType ( material ) {
938

939
		if ( material.vertexColors ) {
940

941
			return material.vertexColors;
942

943
		}
M
Mr.doob 已提交
944

945
		return false;
M
Mr.doob 已提交
946

947
	};
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948

949
	function bufferGuessUVType ( material ) {
950

951 952
		// material must use some texture to require uvs

953
		if ( material.map || material.lightMap || material.bumpMap || material.normalMap || material.specularMap || material instanceof THREE.ShaderMaterial ) {
954 955 956 957 958 959 960 961 962

			return true;

		}

		return false;

	};

963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991
	//

	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 );

		}

	};

992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008
	// 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,

1009
		dirtyVertices = geometry.verticesNeedUpdate,
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Mr.doob 已提交
1010
		dirtyElements = geometry.elementsNeedUpdate,
M
Mr.doob 已提交
1011
		dirtyColors = geometry.colorsNeedUpdate,
1012 1013 1014 1015 1016 1017 1018 1019

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

		if ( object.sortParticles ) {

A
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1020 1021
			_projScreenMatrixPS.copy( _projScreenMatrix );
			_projScreenMatrixPS.multiplySelf( object.matrixWorld );
1022 1023 1024

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

1025
				vertex = vertices[ v ];
1026 1027

				_vector3.copy( vertex );
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1028
				_projScreenMatrixPS.multiplyVector3( _vector3 );
1029 1030 1031 1032 1033 1034 1035 1036 1037

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

			}

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

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

1038
				vertex = vertices[ sortArray[v][1] ];
1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161

				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 ++ ) {

1162
					vertex = vertices[ v ];
1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196

					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 &&
1197
						 ( customAttribute.boundTo === undefined ||
1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317
						   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 ) {

1318
		var v, c, d, vertex, offset, color,
1319 1320 1321

		vertices = geometry.vertices,
		colors = geometry.colors,
1322 1323
		lineDistances = geometry.lineDistances,

1324 1325
		vl = vertices.length,
		cl = colors.length,
1326
		dl = lineDistances.length,
1327 1328 1329

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,
1330
		lineDistanceArray = geometry.__lineDistanceArray,
1331

1332
		dirtyVertices = geometry.verticesNeedUpdate,
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Mr.doob 已提交
1333
		dirtyColors = geometry.colorsNeedUpdate,
1334
		dirtyLineDistances = geometry.lineDistancesNeedUpdate,
1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345

		customAttributes = geometry.__webglCustomAttributesList,

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

		if ( dirtyVertices ) {

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

1346
				vertex = vertices[ v ];
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

				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 );

		}

1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392
		if ( dirtyLineDistances ) {

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

				lineDistanceArray[ d ] = lineDistances[ d ];

			}

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

		}

1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489
		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 ) {

1490
		var v, c, n, vertex, offset, color, normal,
1491

1492 1493
		i, il, ca, cal, customAttribute, value,

1494 1495
		vertices = geometry.vertices,
		colors = geometry.colors,
1496 1497
		normals = geometry.normals,

1498 1499
		vl = vertices.length,
		cl = colors.length,
1500
		nl = normals.length,
1501 1502 1503

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,
1504
		normalArray = geometry.__normalArray,
1505

1506
		dirtyVertices = geometry.verticesNeedUpdate,
1507
		dirtyColors = geometry.colorsNeedUpdate,
1508 1509 1510
		dirtyNormals = geometry.normalsNeedUpdate,

		customAttributes = geometry.__webglCustomAttributesList;
1511 1512 1513 1514 1515

		if ( dirtyVertices ) {

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

1516
				vertex = vertices[ v ];
1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549

				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 );

		}

1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568
		if ( dirtyNormals ) {

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

				normal = normals[ n ];

				offset = n * 3;

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

			}

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

		}

1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661
		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 );

				}

			}

		}

1662 1663
	};

1664
	function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
1665 1666 1667 1668 1669 1670 1671

		if ( ! geometryGroup.__inittedArrays ) {

			return;

		}

1672 1673 1674 1675 1676 1677
		var normalType = bufferGuessNormalType( material ),
		vertexColorType = bufferGuessVertexColorType( material ),
		uvType = bufferGuessUVType( material ),

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

1678 1679 1680 1681
		var f, fl, fi, face,
		vertexNormals, faceNormal, normal,
		vertexColors, faceColor,
		vertexTangents,
A
alteredq 已提交
1682
		uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
1683 1684 1685 1686 1687 1688 1689 1690
		c1, c2, c3, c4,
		sw1, sw2, sw3, sw4,
		si1, si2, si3, si4,
		sa1, sa2, sa3, sa4,
		sb1, sb2, sb3, sb4,
		m, ml, i, il,
		vn, uvi, uv2i,
		vk, vkl, vka,
A
alteredq 已提交
1691
		nka, chf, faceVertexNormals,
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
		a,

		vertexIndex = 0,

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

		value,

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

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

		morphTargetsArrays = geometryGroup.__morphTargetsArrays,
A
alteredq 已提交
1722
		morphNormalsArrays = geometryGroup.__morphNormalsArrays,
1723 1724 1725 1726 1727 1728 1729 1730 1731

		customAttributes = geometryGroup.__webglCustomAttributesList,
		customAttribute,

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

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

1732
		dirtyVertices = geometry.verticesNeedUpdate,
M
Mr.doob 已提交
1733
		dirtyElements = geometry.elementsNeedUpdate,
M
Mr.doob 已提交
1734
		dirtyUvs = geometry.uvsNeedUpdate,
M
Mr.doob 已提交
1735
		dirtyNormals = geometry.normalsNeedUpdate,
1736
		dirtyTangents = geometry.tangentsNeedUpdate,
M
Mr.doob 已提交
1737
		dirtyColors = geometry.colorsNeedUpdate,
1738
		dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752

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

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

		obj_colors = geometry.colors,

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

A
alteredq 已提交
1753 1754
		morphTargets = geometry.morphTargets,
		morphNormals = geometry.morphNormals;
1755 1756 1757 1758 1759 1760 1761

		if ( dirtyVertices ) {

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

				face = obj_faces[ chunk_faces3[ f ] ];

1762 1763 1764
				v1 = vertices[ face.a ];
				v2 = vertices[ face.b ];
				v3 = vertices[ face.c ];
1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776

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

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

				vertexArray[ offset + 6 ] = v3.x;
				vertexArray[ offset + 7 ] = v3.y;
				vertexArray[ offset + 8 ] = v3.z;
M
Mr.doob 已提交
1777

1778
				offset += 9;
M
Mr.doob 已提交
1779

1780
			}
1781

A
alteredq 已提交
1782
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
M
Mr.doob 已提交
1783

A
alteredq 已提交
1784
				face = obj_faces[ chunk_faces4[ f ] ];
M
Mr.doob 已提交
1785

1786 1787 1788 1789
				v1 = vertices[ face.a ];
				v2 = vertices[ face.b ];
				v3 = vertices[ face.c ];
				v4 = vertices[ face.d ];
1790

A
alteredq 已提交
1791 1792 1793
				vertexArray[ offset ]     = v1.x;
				vertexArray[ offset + 1 ] = v1.y;
				vertexArray[ offset + 2 ] = v1.z;
1794

A
alteredq 已提交
1795 1796 1797
				vertexArray[ offset + 3 ] = v2.x;
				vertexArray[ offset + 4 ] = v2.y;
				vertexArray[ offset + 5 ] = v2.z;
1798

A
alteredq 已提交
1799 1800 1801
				vertexArray[ offset + 6 ] = v3.x;
				vertexArray[ offset + 7 ] = v3.y;
				vertexArray[ offset + 8 ] = v3.z;
1802

A
alteredq 已提交
1803 1804 1805
				vertexArray[ offset + 9 ]  = v4.x;
				vertexArray[ offset + 10 ] = v4.y;
				vertexArray[ offset + 11 ] = v4.z;
1806

A
alteredq 已提交
1807
				offset += 12;
1808

A
alteredq 已提交
1809
			}
1810

A
alteredq 已提交
1811 1812
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
M
Mr.doob 已提交
1813

A
alteredq 已提交
1814
		}
M
Mr.doob 已提交
1815

A
alteredq 已提交
1816
		if ( dirtyMorphTargets ) {
M
Mr.doob 已提交
1817

1818
			for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
1819

1820
				offset_morphTarget = 0;
1821

1822 1823
				for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

A
alteredq 已提交
1824 1825 1826 1827
					chf = chunk_faces3[ f ];
					face = obj_faces[ chf ];

					// morph positions
M
Mr.doob 已提交
1828

1829 1830 1831
					v1 = morphTargets[ vk ].vertices[ face.a ];
					v2 = morphTargets[ vk ].vertices[ face.b ];
					v3 = morphTargets[ vk ].vertices[ face.c ];
M
Mr.doob 已提交
1832

A
alteredq 已提交
1833
					vka = morphTargetsArrays[ vk ];
M
Mr.doob 已提交
1834

A
alteredq 已提交
1835 1836 1837
					vka[ offset_morphTarget ] 	  = v1.x;
					vka[ offset_morphTarget + 1 ] = v1.y;
					vka[ offset_morphTarget + 2 ] = v1.z;
M
Mr.doob 已提交
1838

A
alteredq 已提交
1839 1840 1841
					vka[ offset_morphTarget + 3 ] = v2.x;
					vka[ offset_morphTarget + 4 ] = v2.y;
					vka[ offset_morphTarget + 5 ] = v2.z;
M
Mr.doob 已提交
1842

A
alteredq 已提交
1843 1844 1845
					vka[ offset_morphTarget + 6 ] = v3.x;
					vka[ offset_morphTarget + 7 ] = v3.y;
					vka[ offset_morphTarget + 8 ] = v3.z;
M
Mr.doob 已提交
1846

A
alteredq 已提交
1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884
					// 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;

					}

					//

1885
					offset_morphTarget += 9;
1886

1887
				}
1888

1889
				for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
1890

A
alteredq 已提交
1891 1892 1893 1894
					chf = chunk_faces4[ f ];
					face = obj_faces[ chf ];

					// morph positions
1895

1896 1897 1898 1899
					v1 = morphTargets[ vk ].vertices[ face.a ];
					v2 = morphTargets[ vk ].vertices[ face.b ];
					v3 = morphTargets[ vk ].vertices[ face.c ];
					v4 = morphTargets[ vk ].vertices[ face.d ];
1900

1901
					vka = morphTargetsArrays[ vk ];
1902

1903 1904 1905
					vka[ offset_morphTarget ] 	  = v1.x;
					vka[ offset_morphTarget + 1 ] = v1.y;
					vka[ offset_morphTarget + 2 ] = v1.z;
1906

1907 1908 1909
					vka[ offset_morphTarget + 3 ] = v2.x;
					vka[ offset_morphTarget + 4 ] = v2.y;
					vka[ offset_morphTarget + 5 ] = v2.z;
1910

1911 1912 1913
					vka[ offset_morphTarget + 6 ] = v3.x;
					vka[ offset_morphTarget + 7 ] = v3.y;
					vka[ offset_morphTarget + 8 ] = v3.z;
1914

A
alteredq 已提交
1915 1916 1917 1918
					vka[ offset_morphTarget + 9 ]  = v4.x;
					vka[ offset_morphTarget + 10 ] = v4.y;
					vka[ offset_morphTarget + 11 ] = v4.z;

A
alteredq 已提交
1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962
					// 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;

					}

					//

1963
					offset_morphTarget += 12;
A
alteredq 已提交
1964

1965
				}
A
alteredq 已提交
1966 1967 1968

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
				_gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
A
alteredq 已提交
1969

A
alteredq 已提交
1970 1971 1972 1973 1974 1975 1976
				if ( material.morphNormals ) {

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

				}

1977
			}
1978

A
alteredq 已提交
1979 1980 1981 1982 1983 1984 1985
		}

		if ( obj_skinWeights.length ) {

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

				face = obj_faces[ chunk_faces3[ f ]	];
1986

1987
				// weights
A
alteredq 已提交
1988

1989 1990 1991
				sw1 = obj_skinWeights[ face.a ];
				sw2 = obj_skinWeights[ face.b ];
				sw3 = obj_skinWeights[ face.c ];
A
alteredq 已提交
1992

1993 1994 1995 1996
				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
1997

1998 1999 2000 2001
				skinWeightArray[ offset_skin + 4 ] = sw2.x;
				skinWeightArray[ offset_skin + 5 ] = sw2.y;
				skinWeightArray[ offset_skin + 6 ] = sw2.z;
				skinWeightArray[ offset_skin + 7 ] = sw2.w;
2002

2003 2004 2005 2006
				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
2007

2008
				// indices
A
alteredq 已提交
2009

2010 2011 2012
				si1 = obj_skinIndices[ face.a ];
				si2 = obj_skinIndices[ face.b ];
				si3 = obj_skinIndices[ face.c ];
A
alteredq 已提交
2013

2014 2015 2016 2017
				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
2018

2019 2020 2021 2022
				skinIndexArray[ offset_skin + 4 ] = si2.x;
				skinIndexArray[ offset_skin + 5 ] = si2.y;
				skinIndexArray[ offset_skin + 6 ] = si2.z;
				skinIndexArray[ offset_skin + 7 ] = si2.w;
2023

2024 2025 2026 2027
				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
2028

2029
				offset_skin += 12;
2030

2031
			}
2032

A
alteredq 已提交
2033
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2034

A
alteredq 已提交
2035
				face = obj_faces[ chunk_faces4[ f ] ];
2036

A
alteredq 已提交
2037
				// weights
2038

A
alteredq 已提交
2039 2040 2041 2042
				sw1 = obj_skinWeights[ face.a ];
				sw2 = obj_skinWeights[ face.b ];
				sw3 = obj_skinWeights[ face.c ];
				sw4 = obj_skinWeights[ face.d ];
2043

A
alteredq 已提交
2044 2045 2046 2047
				skinWeightArray[ offset_skin ]     = sw1.x;
				skinWeightArray[ offset_skin + 1 ] = sw1.y;
				skinWeightArray[ offset_skin + 2 ] = sw1.z;
				skinWeightArray[ offset_skin + 3 ] = sw1.w;
2048

A
alteredq 已提交
2049 2050 2051 2052
				skinWeightArray[ offset_skin + 4 ] = sw2.x;
				skinWeightArray[ offset_skin + 5 ] = sw2.y;
				skinWeightArray[ offset_skin + 6 ] = sw2.z;
				skinWeightArray[ offset_skin + 7 ] = sw2.w;
2053

A
alteredq 已提交
2054 2055 2056 2057
				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
				skinWeightArray[ offset_skin + 10 ] = sw3.z;
				skinWeightArray[ offset_skin + 11 ] = sw3.w;
2058

A
alteredq 已提交
2059 2060 2061 2062
				skinWeightArray[ offset_skin + 12 ] = sw4.x;
				skinWeightArray[ offset_skin + 13 ] = sw4.y;
				skinWeightArray[ offset_skin + 14 ] = sw4.z;
				skinWeightArray[ offset_skin + 15 ] = sw4.w;
2063

A
alteredq 已提交
2064
				// indices
2065

A
alteredq 已提交
2066 2067 2068 2069
				si1 = obj_skinIndices[ face.a ];
				si2 = obj_skinIndices[ face.b ];
				si3 = obj_skinIndices[ face.c ];
				si4 = obj_skinIndices[ face.d ];
2070

A
alteredq 已提交
2071 2072 2073 2074
				skinIndexArray[ offset_skin ]     = si1.x;
				skinIndexArray[ offset_skin + 1 ] = si1.y;
				skinIndexArray[ offset_skin + 2 ] = si1.z;
				skinIndexArray[ offset_skin + 3 ] = si1.w;
2075

A
alteredq 已提交
2076 2077 2078 2079
				skinIndexArray[ offset_skin + 4 ] = si2.x;
				skinIndexArray[ offset_skin + 5 ] = si2.y;
				skinIndexArray[ offset_skin + 6 ] = si2.z;
				skinIndexArray[ offset_skin + 7 ] = si2.w;
M
Mr.doob 已提交
2080

A
alteredq 已提交
2081 2082 2083 2084
				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
2085

A
alteredq 已提交
2086 2087 2088 2089
				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
2090

A
alteredq 已提交
2091
				offset_skin += 16;
M
Mr.doob 已提交
2092

A
alteredq 已提交
2093
			}
M
Mr.doob 已提交
2094

A
alteredq 已提交
2095
			if ( offset_skin > 0 ) {
M
Mr.doob 已提交
2096

A
alteredq 已提交
2097 2098 2099 2100 2101
				_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 );
2102

2103
			}
2104

A
alteredq 已提交
2105
		}
M
Mr.doob 已提交
2106

A
alteredq 已提交
2107
		if ( dirtyColors && vertexColorType ) {
M
Mr.doob 已提交
2108

A
alteredq 已提交
2109
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
M
Mr.doob 已提交
2110

A
alteredq 已提交
2111
				face = obj_faces[ chunk_faces3[ f ]	];
M
Mr.doob 已提交
2112

A
alteredq 已提交
2113 2114
				vertexColors = face.vertexColors;
				faceColor = face.color;
2115

A
alteredq 已提交
2116
				if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
2117

A
alteredq 已提交
2118 2119 2120
					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];
2121

A
alteredq 已提交
2122
				} else {
2123

A
alteredq 已提交
2124 2125 2126
					c1 = faceColor;
					c2 = faceColor;
					c3 = faceColor;
2127

A
alteredq 已提交
2128
				}
2129

A
alteredq 已提交
2130 2131 2132
				colorArray[ offset_color ]     = c1.r;
				colorArray[ offset_color + 1 ] = c1.g;
				colorArray[ offset_color + 2 ] = c1.b;
2133

A
alteredq 已提交
2134 2135 2136
				colorArray[ offset_color + 3 ] = c2.r;
				colorArray[ offset_color + 4 ] = c2.g;
				colorArray[ offset_color + 5 ] = c2.b;
2137

A
alteredq 已提交
2138 2139 2140
				colorArray[ offset_color + 6 ] = c3.r;
				colorArray[ offset_color + 7 ] = c3.g;
				colorArray[ offset_color + 8 ] = c3.b;
2141

A
alteredq 已提交
2142
				offset_color += 9;
M
Mr.doob 已提交
2143

A
alteredq 已提交
2144
			}
M
Mr.doob 已提交
2145

A
alteredq 已提交
2146
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
M
Mr.doob 已提交
2147

A
alteredq 已提交
2148
				face = obj_faces[ chunk_faces4[ f ] ];
M
Mr.doob 已提交
2149

A
alteredq 已提交
2150 2151
				vertexColors = face.vertexColors;
				faceColor = face.color;
M
Mr.doob 已提交
2152

A
alteredq 已提交
2153
				if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
M
Mr.doob 已提交
2154

A
alteredq 已提交
2155 2156 2157 2158
					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];
					c4 = vertexColors[ 3 ];
2159

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

A
alteredq 已提交
2162 2163 2164 2165
					c1 = faceColor;
					c2 = faceColor;
					c3 = faceColor;
					c4 = faceColor;
M
Mr.doob 已提交
2166

A
alteredq 已提交
2167
				}
2168

A
alteredq 已提交
2169 2170 2171
				colorArray[ offset_color ]     = c1.r;
				colorArray[ offset_color + 1 ] = c1.g;
				colorArray[ offset_color + 2 ] = c1.b;
2172

A
alteredq 已提交
2173 2174 2175
				colorArray[ offset_color + 3 ] = c2.r;
				colorArray[ offset_color + 4 ] = c2.g;
				colorArray[ offset_color + 5 ] = c2.b;
M
Mr.doob 已提交
2176

A
alteredq 已提交
2177 2178 2179
				colorArray[ offset_color + 6 ] = c3.r;
				colorArray[ offset_color + 7 ] = c3.g;
				colorArray[ offset_color + 8 ] = c3.b;
M
Mr.doob 已提交
2180

A
alteredq 已提交
2181 2182 2183
				colorArray[ offset_color + 9 ]  = c4.r;
				colorArray[ offset_color + 10 ] = c4.g;
				colorArray[ offset_color + 11 ] = c4.b;
M
Mr.doob 已提交
2184

A
alteredq 已提交
2185
				offset_color += 12;
2186

2187
			}
2188

A
alteredq 已提交
2189
			if ( offset_color > 0 ) {
M
Mr.doob 已提交
2190

A
alteredq 已提交
2191 2192
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
M
Mr.doob 已提交
2193

2194
			}
2195

A
alteredq 已提交
2196
		}
M
Mr.doob 已提交
2197

A
alteredq 已提交
2198
		if ( dirtyTangents && geometry.hasTangents ) {
M
Mr.doob 已提交
2199

A
alteredq 已提交
2200
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2201

A
alteredq 已提交
2202
				face = obj_faces[ chunk_faces3[ f ]	];
2203

A
alteredq 已提交
2204
				vertexTangents = face.vertexTangents;
M
Mr.doob 已提交
2205

A
alteredq 已提交
2206 2207 2208
				t1 = vertexTangents[ 0 ];
				t2 = vertexTangents[ 1 ];
				t3 = vertexTangents[ 2 ];
2209

A
alteredq 已提交
2210 2211 2212 2213
				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
2214

A
alteredq 已提交
2215 2216 2217 2218
				tangentArray[ offset_tangent + 4 ] = t2.x;
				tangentArray[ offset_tangent + 5 ] = t2.y;
				tangentArray[ offset_tangent + 6 ] = t2.z;
				tangentArray[ offset_tangent + 7 ] = t2.w;
2219

A
alteredq 已提交
2220 2221 2222 2223
				tangentArray[ offset_tangent + 8 ]  = t3.x;
				tangentArray[ offset_tangent + 9 ]  = t3.y;
				tangentArray[ offset_tangent + 10 ] = t3.z;
				tangentArray[ offset_tangent + 11 ] = t3.w;
2224

A
alteredq 已提交
2225
				offset_tangent += 12;
2226

2227
			}
2228

A
alteredq 已提交
2229
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2230

A
alteredq 已提交
2231
				face = obj_faces[ chunk_faces4[ f ] ];
2232

A
alteredq 已提交
2233
				vertexTangents = face.vertexTangents;
2234

A
alteredq 已提交
2235 2236 2237 2238
				t1 = vertexTangents[ 0 ];
				t2 = vertexTangents[ 1 ];
				t3 = vertexTangents[ 2 ];
				t4 = vertexTangents[ 3 ];
2239

A
alteredq 已提交
2240 2241 2242 2243
				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
2244

A
alteredq 已提交
2245 2246 2247 2248
				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
2249

A
alteredq 已提交
2250 2251 2252 2253
				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
2254

A
alteredq 已提交
2255 2256 2257 2258
				tangentArray[ offset_tangent + 12 ] = t4.x;
				tangentArray[ offset_tangent + 13 ] = t4.y;
				tangentArray[ offset_tangent + 14 ] = t4.z;
				tangentArray[ offset_tangent + 15 ] = t4.w;
2259

A
alteredq 已提交
2260
				offset_tangent += 16;
2261

A
alteredq 已提交
2262
			}
2263

A
alteredq 已提交
2264 2265
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
2266

A
alteredq 已提交
2267
		}
2268

A
alteredq 已提交
2269
		if ( dirtyNormals && normalType ) {
2270

A
alteredq 已提交
2271
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2272

A
alteredq 已提交
2273
				face = obj_faces[ chunk_faces3[ f ]	];
2274

A
alteredq 已提交
2275 2276
				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;
2277

A
alteredq 已提交
2278
				if ( vertexNormals.length === 3 && needsSmoothNormals ) {
2279

A
alteredq 已提交
2280
					for ( i = 0; i < 3; i ++ ) {
M
Mr.doob 已提交
2281

A
alteredq 已提交
2282
						vn = vertexNormals[ i ];
M
Mr.doob 已提交
2283

A
alteredq 已提交
2284 2285 2286
						normalArray[ offset_normal ]     = vn.x;
						normalArray[ offset_normal + 1 ] = vn.y;
						normalArray[ offset_normal + 2 ] = vn.z;
2287

A
alteredq 已提交
2288
						offset_normal += 3;
2289

A
alteredq 已提交
2290
					}
2291

A
alteredq 已提交
2292
				} else {
M
Mr.doob 已提交
2293

A
alteredq 已提交
2294
					for ( i = 0; i < 3; i ++ ) {
M
Mr.doob 已提交
2295

A
alteredq 已提交
2296 2297 2298
						normalArray[ offset_normal ]     = faceNormal.x;
						normalArray[ offset_normal + 1 ] = faceNormal.y;
						normalArray[ offset_normal + 2 ] = faceNormal.z;
2299

A
alteredq 已提交
2300
						offset_normal += 3;
M
Mr.doob 已提交
2301

A
alteredq 已提交
2302
					}
2303

A
alteredq 已提交
2304
				}
2305

A
alteredq 已提交
2306
			}
2307

A
alteredq 已提交
2308
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2309

A
alteredq 已提交
2310
				face = obj_faces[ chunk_faces4[ f ] ];
2311

A
alteredq 已提交
2312 2313
				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;
2314

A
alteredq 已提交
2315
				if ( vertexNormals.length === 4 && needsSmoothNormals ) {
2316

A
alteredq 已提交
2317
					for ( i = 0; i < 4; i ++ ) {
2318

A
alteredq 已提交
2319
						vn = vertexNormals[ i ];
2320

A
alteredq 已提交
2321 2322 2323
						normalArray[ offset_normal ]     = vn.x;
						normalArray[ offset_normal + 1 ] = vn.y;
						normalArray[ offset_normal + 2 ] = vn.z;
2324

A
alteredq 已提交
2325
						offset_normal += 3;
2326

A
alteredq 已提交
2327
					}
M
Mr.doob 已提交
2328

A
alteredq 已提交
2329
				} else {
2330

A
alteredq 已提交
2331
					for ( i = 0; i < 4; i ++ ) {
2332

A
alteredq 已提交
2333 2334 2335
						normalArray[ offset_normal ]     = faceNormal.x;
						normalArray[ offset_normal + 1 ] = faceNormal.y;
						normalArray[ offset_normal + 2 ] = faceNormal.z;
M
Mr.doob 已提交
2336

A
alteredq 已提交
2337
						offset_normal += 3;
M
Mr.doob 已提交
2338

A
alteredq 已提交
2339
					}
2340

A
alteredq 已提交
2341
				}
2342

A
alteredq 已提交
2343
			}
M
Mr.doob 已提交
2344

A
alteredq 已提交
2345 2346
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
M
Mr.doob 已提交
2347

A
alteredq 已提交
2348
		}
M
Mr.doob 已提交
2349

A
alteredq 已提交
2350
		if ( dirtyUvs && obj_uvs && uvType ) {
2351

A
alteredq 已提交
2352
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2353

A
alteredq 已提交
2354
				fi = chunk_faces3[ f ];
2355

A
alteredq 已提交
2356
				uv = obj_uvs[ fi ];
2357

A
alteredq 已提交
2358
				if ( uv === undefined ) continue;
2359

A
alteredq 已提交
2360
				for ( i = 0; i < 3; i ++ ) {
2361

A
alteredq 已提交
2362
					uvi = uv[ i ];
2363

A
alteredq 已提交
2364 2365
					uvArray[ offset_uv ]     = uvi.u;
					uvArray[ offset_uv + 1 ] = uvi.v;
M
Mr.doob 已提交
2366

A
alteredq 已提交
2367
					offset_uv += 2;
M
Mr.doob 已提交
2368

A
alteredq 已提交
2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388
				}

			}

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

				fi = chunk_faces4[ f ];

				uv = obj_uvs[ fi ];

				if ( uv === undefined ) continue;

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

					uvi = uv[ i ];

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

					offset_uv += 2;
M
Mr.doob 已提交
2389

2390 2391
				}

2392
			}
2393

A
alteredq 已提交
2394
			if ( offset_uv > 0 ) {
2395

A
alteredq 已提交
2396 2397
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
2398

A
alteredq 已提交
2399
			}
2400

A
alteredq 已提交
2401
		}
2402

A
alteredq 已提交
2403
		if ( dirtyUvs && obj_uvs2 && uvType ) {
2404

A
alteredq 已提交
2405
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2406

A
alteredq 已提交
2407
				fi = chunk_faces3[ f ];
2408

A
alteredq 已提交
2409
				uv2 = obj_uvs2[ fi ];
2410

A
alteredq 已提交
2411 2412 2413 2414 2415 2416 2417 2418 2419 2420
				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;
2421

2422 2423
				}

A
alteredq 已提交
2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443
			}

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

				fi = chunk_faces4[ f ];

				uv2 = obj_uvs2[ fi ];

				if ( uv2 === undefined ) continue;

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

					uv2i = uv2[ i ];

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

					offset_uv2 += 2;

				}
2444

2445
			}
2446

A
alteredq 已提交
2447
			if ( offset_uv2 > 0 ) {
2448

A
alteredq 已提交
2449 2450
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
2451

A
alteredq 已提交
2452
			}
2453

A
alteredq 已提交
2454
		}
2455

A
alteredq 已提交
2456
		if ( dirtyElements ) {
2457

A
alteredq 已提交
2458
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2459

A
alteredq 已提交
2460 2461 2462
				faceArray[ offset_face ] 	 = vertexIndex;
				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 2;
2463

A
alteredq 已提交
2464
				offset_face += 3;
2465

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

A
alteredq 已提交
2469 2470
				lineArray[ offset_line + 2 ] = vertexIndex;
				lineArray[ offset_line + 3 ] = vertexIndex + 2;
2471

A
alteredq 已提交
2472 2473
				lineArray[ offset_line + 4 ] = vertexIndex + 1;
				lineArray[ offset_line + 5 ] = vertexIndex + 2;
2474

A
alteredq 已提交
2475
				offset_line += 6;
2476

A
alteredq 已提交
2477
				vertexIndex += 3;
2478

A
alteredq 已提交
2479
			}
2480

A
alteredq 已提交
2481
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2482

A
alteredq 已提交
2483 2484 2485
				faceArray[ offset_face ]     = vertexIndex;
				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 3;
2486

A
alteredq 已提交
2487 2488 2489
				faceArray[ offset_face + 3 ] = vertexIndex + 1;
				faceArray[ offset_face + 4 ] = vertexIndex + 2;
				faceArray[ offset_face + 5 ] = vertexIndex + 3;
2490

A
alteredq 已提交
2491
				offset_face += 6;
2492

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

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

A
alteredq 已提交
2499 2500
				lineArray[ offset_line + 4 ] = vertexIndex + 1;
				lineArray[ offset_line + 5 ] = vertexIndex + 2;
2501

A
alteredq 已提交
2502 2503
				lineArray[ offset_line + 6 ] = vertexIndex + 2;
				lineArray[ offset_line + 7 ] = vertexIndex + 3;
2504

A
alteredq 已提交
2505
				offset_line += 8;
2506

A
alteredq 已提交
2507
				vertexIndex += 4;
2508

2509
			}
2510

A
alteredq 已提交
2511 2512
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
2513

A
alteredq 已提交
2514 2515
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
2516

A
alteredq 已提交
2517
		}
2518

A
alteredq 已提交
2519
		if ( customAttributes ) {
2520

A
alteredq 已提交
2521
			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
2522

2523
				customAttribute = customAttributes[ i ];
2524

2525
				if ( ! customAttribute.__original.needsUpdate ) continue;
2526

2527 2528
				offset_custom = 0;
				offset_customSrc = 0;
2529

2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555 2556 2557 2558 2559 2560 2561 2562
				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 ++ ) {

2563
							value = customAttribute.value[ chunk_faces3[ f ] ];
2564 2565 2566 2567 2568 2569 2570 2571 2572 2573 2574

							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 ++ ) {

2575
							value = customAttribute.value[ chunk_faces4[ f ] ];
2576 2577 2578 2579 2580 2581 2582 2583 2584

							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;

						}
2585

2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598 2599 2600 2601 2602 2603 2604
					}

				} 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
2605

2606 2607
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2608

2609
							offset_custom += 6;
A
alteredq 已提交
2610

2611
						}
A
alteredq 已提交
2612

2613
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2614

2615
							face = obj_faces[ chunk_faces4[ f ] ];
A
alteredq 已提交
2616

2617 2618 2619 2620
							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
2621

2622 2623
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2624

2625 2626
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2627

2628 2629
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2630

2631 2632
							customAttribute.array[ offset_custom + 6 ] = v4.x;
							customAttribute.array[ offset_custom + 7 ] = v4.y;
A
alteredq 已提交
2633

2634
							offset_custom += 8;
A
alteredq 已提交
2635

2636
						}
A
alteredq 已提交
2637

2638
					} else if ( customAttribute.boundTo === "faces" ) {
A
alteredq 已提交
2639

2640
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
A
alteredq 已提交
2641

2642
							value = customAttribute.value[ chunk_faces3[ f ] ];
A
alteredq 已提交
2643

2644 2645 2646
							v1 = value;
							v2 = value;
							v3 = value;
A
alteredq 已提交
2647

2648 2649
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2650

2651 2652
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2653

2654 2655
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2656

2657
							offset_custom += 6;
A
alteredq 已提交
2658

2659
						}
A
alteredq 已提交
2660

2661
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2662

2663
							value = customAttribute.value[ chunk_faces4[ f ] ];
A
alteredq 已提交
2664

2665 2666 2667 2668
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
A
alteredq 已提交
2669

2670 2671
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2672

2673 2674
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2675

2676 2677
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2678

2679 2680
							customAttribute.array[ offset_custom + 6 ] = v4.x;
							customAttribute.array[ offset_custom + 7 ] = v4.y;
M
Mr.doob 已提交
2681

2682
							offset_custom += 8;
M
Mr.doob 已提交
2683

2684
						}
M
Mr.doob 已提交
2685

M
Mr.doob 已提交
2686
					}
M
Mr.doob 已提交
2687

2688
				} else if ( customAttribute.size === 3 ) {
2689

2690
					var pp;
2691

2692
					if ( customAttribute.type === "c" ) {
M
Mr.doob 已提交
2693

2694
						pp = [ "r", "g", "b" ];
M
Mr.doob 已提交
2695

2696
					} else {
M
Mr.doob 已提交
2697

2698
						pp = [ "x", "y", "z" ];
2699

2700
					}
2701

2702
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
2703

2704
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2705

2706
							face = obj_faces[ chunk_faces3[ f ]	];
2707

2708 2709 2710
							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
2711

2712 2713 2714
							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
2715

2716 2717 2718
							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
2719

2720 2721 2722
							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
2723

2724
							offset_custom += 9;
M
Mr.doob 已提交
2725

2726
						}
M
Mr.doob 已提交
2727

2728
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
M
Mr.doob 已提交
2729

2730
							face = obj_faces[ chunk_faces4[ f ] ];
M
Mr.doob 已提交
2731

2732 2733 2734 2735
							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
2736

2737 2738 2739
							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
2740

2741 2742 2743
							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
2744

2745 2746 2747
							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
2748

2749 2750 2751
							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
2752

2753
							offset_custom += 12;
M
Mr.doob 已提交
2754

2755
						}
M
Mr.doob 已提交
2756

2757
					} else if ( customAttribute.boundTo === "faces" ) {
M
Mr.doob 已提交
2758

2759
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2760

2761
							value = customAttribute.value[ chunk_faces3[ f ] ];
2762

2763 2764 2765
							v1 = value;
							v2 = value;
							v3 = value;
M
Mr.doob 已提交
2766

2767 2768 2769
							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
2770

2771 2772 2773
							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
2774

2775 2776 2777
							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
2778

2779
							offset_custom += 9;
M
Mr.doob 已提交
2780

2781
						}
2782

2783
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2784

2785
							value = customAttribute.value[ chunk_faces4[ f ] ];
2786

2787 2788 2789 2790
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
2791

2792 2793 2794
							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
2795

2796
							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
2797 2798 2799 2800 2801 2802 2803 2804 2805 2806 2807 2808 2809 2810 2811 2812 2813 2814 2815 2816 2817 2818 2819 2820 2821 2822 2823 2824 2825 2826 2827 2828 2829 2830 2831 2832 2833 2834 2835 2836 2837 2838 2839 2840 2841 2842 2843 2844 2845 2846 2847 2848 2849 2850 2851
							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 ] ];
2852 2853
							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
2854

2855 2856 2857
							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
2858

2859 2860 2861
							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
2862

2863
							offset_custom += 12;
2864

2865
						}
2866

A
alteredq 已提交
2867
					}
M
Mr.doob 已提交
2868

2869
				} else if ( customAttribute.size === 4 ) {
2870

2871
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
M
Mr.doob 已提交
2872

2873
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2874

2875 2876 2877 2878 2879 2880 2881 2882 2883 2884 2885 2886 2887 2888 2889 2890 2891 2892 2893 2894 2895 2896 2897 2898 2899 2900 2901 2902 2903 2904 2905 2906 2907 2908 2909 2910 2911 2912 2913 2914 2915 2916 2917 2918 2919 2920 2921 2922 2923 2924 2925 2926 2927 2928 2929 2930 2931 2932 2933 2934 2935 2936
							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 ++ ) {

2937
							value = customAttribute.value[ chunk_faces3[ f ] ];
2938 2939 2940 2941 2942 2943 2944 2945 2946 2947 2948 2949 2950 2951 2952 2953 2954

							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;
2955 2956
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;
A
alteredq 已提交
2957

2958
							offset_custom += 12;
A
alteredq 已提交
2959

2960 2961
						}

2962
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2963

2964
							value = customAttribute.value[ chunk_faces4[ f ] ];
A
alteredq 已提交
2965

2966 2967 2968 2969
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
A
alteredq 已提交
2970

2971 2972 2973 2974
							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;
2975

2976 2977 2978 2979
							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;
2980

2981 2982 2983 2984
							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;
2985

2986 2987 2988 2989
							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;
2990 2991 2992 2993 2994 2995 2996 2997 2998 2999 3000 3001 3002 3003 3004 3005 3006 3007 3008 3009 3010 3011 3012 3013 3014 3015 3016 3017 3018 3019 3020 3021 3022 3023 3024 3025 3026 3027 3028 3029 3030 3031 3032 3033 3034 3035 3036 3037 3038 3039 3040 3041 3042 3043 3044 3045 3046 3047 3048 3049 3050 3051

							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;
3052

3053
							offset_custom += 16;
A
alteredq 已提交
3054

3055
						}
A
alteredq 已提交
3056 3057 3058 3059 3060

					}

				}

3061 3062 3063
				_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

A
alteredq 已提交
3064 3065 3066 3067
			}

		}

3068
		if ( dispose ) {
3069

3070 3071 3072 3073 3074 3075 3076 3077 3078 3079 3080
			delete geometryGroup.__inittedArrays;
			delete geometryGroup.__colorArray;
			delete geometryGroup.__normalArray;
			delete geometryGroup.__tangentArray;
			delete geometryGroup.__uvArray;
			delete geometryGroup.__uv2Array;
			delete geometryGroup.__faceArray;
			delete geometryGroup.__vertexArray;
			delete geometryGroup.__lineArray;
			delete geometryGroup.__skinIndexArray;
			delete geometryGroup.__skinWeightArray;
A
alteredq 已提交
3081

3082
		}
A
alteredq 已提交
3083

3084
	};
A
alteredq 已提交
3085

3086 3087
	function setDirectBuffers ( geometry, hint, dispose ) {

3088
		var attributes = geometry.attributes;
3089

3090 3091 3092 3093 3094
		var index = attributes[ "index" ];
		var position = attributes[ "position" ];
		var normal = attributes[ "normal" ];
		var uv = attributes[ "uv" ];
		var color = attributes[ "color" ];
3095
		var tangent = attributes[ "tangent" ];
3096 3097 3098 3099 3100

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

			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, index.array, hint );
3101 3102 3103

		}

3104
		if ( geometry.verticesNeedUpdate && position !== undefined ) {
3105

3106 3107
			_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, position.array, hint );
3108 3109 3110

		}

3111
		if ( geometry.normalsNeedUpdate && normal !== undefined ) {
3112

3113 3114
			_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normal.array, hint );
3115 3116 3117

		}

3118
		if ( geometry.uvsNeedUpdate && uv !== undefined ) {
3119

3120 3121
			_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, uv.array, hint );
3122 3123 3124

		}

3125
		if ( geometry.colorsNeedUpdate && color !== undefined ) {
3126

3127 3128
			_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, color.array, hint );
3129 3130 3131

		}

3132 3133 3134 3135 3136 3137
		if ( geometry.tangentsNeedUpdate && tangent !== undefined ) {

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

		}
3138 3139 3140

		if ( dispose ) {

3141 3142 3143 3144 3145
			for ( var i in geometry.attributes ) {

				delete geometry.attributes[ i ].array;

			}
3146 3147 3148 3149 3150

		}

	};

3151
	// Buffer rendering
A
alteredq 已提交
3152

3153
	this.renderBufferImmediate = function ( object, program, material ) {
A
alteredq 已提交
3154

3155 3156 3157
		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();
3158
		if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
A
alteredq 已提交
3159

3160
		if ( object.hasPositions ) {
A
alteredq 已提交
3161

3162 3163 3164 3165
			_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
3166 3167 3168

		}

3169
		if ( object.hasNormals ) {
A
alteredq 已提交
3170

3171
			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
A
alteredq 已提交
3172

3173
			if ( material.shading === THREE.FlatShading ) {
3174

3175 3176 3177 3178
				var nx, ny, nz,
					nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
					normalArray,
					i, il = object.count * 3;
3179

3180
				for( i = 0; i < il; i += 9 ) {
3181

3182
					normalArray = object.normalArray;
3183

3184 3185 3186
					nax  = normalArray[ i ];
					nay  = normalArray[ i + 1 ];
					naz  = normalArray[ i + 2 ];
3187

3188 3189 3190
					nbx  = normalArray[ i + 3 ];
					nby  = normalArray[ i + 4 ];
					nbz  = normalArray[ i + 5 ];
3191

3192 3193 3194
					ncx  = normalArray[ i + 6 ];
					ncy  = normalArray[ i + 7 ];
					ncz  = normalArray[ i + 8 ];
3195

3196 3197 3198
					nx = ( nax + nbx + ncx ) / 3;
					ny = ( nay + nby + ncy ) / 3;
					nz = ( naz + nbz + ncz ) / 3;
3199

3200 3201 3202
					normalArray[ i ] 	 = nx;
					normalArray[ i + 1 ] = ny;
					normalArray[ i + 2 ] = nz;
3203

3204 3205 3206
					normalArray[ i + 3 ] = nx;
					normalArray[ i + 4 ] = ny;
					normalArray[ i + 5 ] = nz;
3207

3208 3209 3210
					normalArray[ i + 6 ] = nx;
					normalArray[ i + 7 ] = ny;
					normalArray[ i + 8 ] = nz;
3211

3212
				}
3213

3214
			}
3215

3216 3217 3218
			_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 );
3219

3220
		}
3221

3222
		if ( object.hasUvs && material.map ) {
3223 3224 3225 3226 3227 3228 3229 3230

			_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 );

		}

3231 3232 3233 3234 3235 3236 3237 3238 3239
		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 );

		}

3240
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
3241

3242
		object.count = 0;
3243

3244
	};
3245

3246
	this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
3247

3248 3249
		if ( material.visible === false ) return;

3250
		var program, attributes, linewidth, primitives, a, attribute;
3251 3252 3253 3254 3255 3256 3257

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

		attributes = program.attributes;

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
3258
			geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
3259

3260
		if ( geometryHash !== _currentGeometryGroupHash ) {
3261

3262
			_currentGeometryGroupHash = geometryHash;
3263 3264 3265 3266
			updateBuffers = true;

		}

3267 3268 3269 3270 3271 3272
		if ( updateBuffers ) {

			disableAttributes();

		}

3273 3274 3275 3276
		// render mesh

		if ( object instanceof THREE.Mesh ) {

3277
			var index = geometry.attributes[ "index" ];
3278

3279
			// indexed triangles
3280

3281
			if ( index ) {
3282

3283
				var offsets = geometry.offsets;
3284

3285 3286 3287
				// if there is more than 1 chunk
				// must set attribute pointers to use new offsets for each chunk
				// even if geometry and materials didn't change
3288

3289
				if ( offsets.length > 1 ) updateBuffers = true;
3290

3291
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
3292

3293
					var startIndex = offsets[ i ].index;
3294

3295
					if ( updateBuffers ) {
3296

3297
						// vertices
3298

3299 3300
						var position = geometry.attributes[ "position" ];
						var positionSize = position.itemSize;
3301

3302 3303 3304
						_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
						enableAttribute( attributes.position );
						_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, startIndex * positionSize * 4 ); // 4 bytes per Float32
3305

3306
						// normals
3307

3308
						var normal = geometry.attributes[ "normal" ];
3309

3310
						if ( attributes.normal >= 0 && normal ) {
3311

3312
							var normalSize = normal.itemSize;
3313

3314 3315 3316
							_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
							enableAttribute( attributes.normal );
							_gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, startIndex * normalSize * 4 );
3317

3318
						}
3319

3320
						// uvs
3321

3322
						var uv = geometry.attributes[ "uv" ];
3323

3324
						if ( attributes.uv >= 0 && uv ) {
3325

3326
							var uvSize = uv.itemSize;
3327

3328 3329 3330
							_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
							enableAttribute( attributes.uv );
							_gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, startIndex * uvSize * 4 );
3331

3332
						}
3333

3334
						// colors
3335

3336
						var color = geometry.attributes[ "color" ];
3337

3338
						if ( attributes.color >= 0 && color ) {
3339

3340
							var colorSize = color.itemSize;
3341

3342 3343 3344
							_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
							enableAttribute( attributes.color );
							_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, startIndex * colorSize * 4 );
3345

3346
						}
3347

3348
						// tangents
3349

3350
						var tangent = geometry.attributes[ "tangent" ];
3351

3352
						if ( attributes.tangent >= 0 && tangent ) {
3353

3354
							var tangentSize = tangent.itemSize;
3355

3356 3357 3358
							_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
							enableAttribute( attributes.tangent );
							_gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, startIndex * tangentSize * 4 );
3359

3360
						}
3361

3362
						// indices
3363

3364
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
3365

3366
					}
3367

3368
					// render indexed triangles
3369

3370
					_gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16
B
Ben Adams 已提交
3371

3372 3373 3374
					_this.info.render.calls ++;
					_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
					_this.info.render.faces += offsets[ i ].count / 3;
B
Ben Adams 已提交
3375

3376
				}
B
Ben Adams 已提交
3377

3378
			// non-indexed triangles
B
Ben Adams 已提交
3379

3380
			} else {
B
Ben Adams 已提交
3381

3382
				if ( updateBuffers ) {
B
Ben Adams 已提交
3383

3384
					// vertices
B
Ben Adams 已提交
3385

3386 3387
					var position = geometry.attributes[ "position" ];
					var positionSize = position.itemSize;
B
Ben Adams 已提交
3388

3389 3390 3391
					_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
					enableAttribute( attributes.position );
					_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );
B
Ben Adams 已提交
3392

3393
					// normals
B
Ben Adams 已提交
3394

3395
					var normal = geometry.attributes[ "normal" ];
B
Ben Adams 已提交
3396

3397
					if ( attributes.normal >= 0 && normal ) {
B
Ben Adams 已提交
3398

3399
						var normalSize = normal.itemSize;
B
Ben Adams 已提交
3400

3401 3402 3403
						_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
						enableAttribute( attributes.normal );
						_gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, 0 );
B
Ben Adams 已提交
3404

3405
					}
B
Ben Adams 已提交
3406

3407
					// uvs
B
Ben Adams 已提交
3408

3409
					var uv = geometry.attributes[ "uv" ];
B
Ben Adams 已提交
3410

3411
					if ( attributes.uv >= 0 && uv ) {
B
Ben Adams 已提交
3412

3413
						var uvSize = uv.itemSize;
B
Ben Adams 已提交
3414

3415 3416 3417
						_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
						enableAttribute( attributes.uv );
						_gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, 0 );
B
Ben Adams 已提交
3418

3419
					}
B
Ben Adams 已提交
3420

3421
					// colors
B
Ben Adams 已提交
3422

3423
					var color = geometry.attributes[ "color" ];
B
Ben Adams 已提交
3424

3425
					if ( attributes.color >= 0 && color ) {
B
Ben Adams 已提交
3426

3427
						var colorSize = color.itemSize;
B
Ben Adams 已提交
3428

3429 3430 3431 3432 3433
						_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
						enableAttribute( attributes.color );
						_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );

					}
B
Ben Adams 已提交
3434

3435
					// tangents
B
Ben Adams 已提交
3436

3437
					var tangent = geometry.attributes[ "tangent" ];
B
Ben Adams 已提交
3438

3439
					if ( attributes.tangent >= 0 && tangent ) {
B
Ben Adams 已提交
3440

3441 3442 3443 3444 3445 3446 3447 3448 3449 3450 3451 3452 3453 3454 3455 3456 3457 3458 3459
						var tangentSize = tangent.itemSize;

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

					}

				}

				// render non-indexed triangles

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

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

			}
3460

3461 3462 3463 3464 3465 3466 3467 3468 3469 3470 3471 3472
		// render particles

		} else if ( object instanceof THREE.ParticleSystem ) {

			if ( updateBuffers ) {

				// vertices

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

				_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
3473
				enableAttribute( attributes.position );
3474 3475 3476 3477 3478 3479 3480 3481 3482 3483 3484
				_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );

				// colors

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

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

					var colorSize = color.itemSize;

					_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
3485
					enableAttribute( attributes.color );
3486 3487 3488 3489 3490 3491 3492 3493 3494 3495 3496 3497 3498
					_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );

				}

				// render particles

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

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

			}

3499 3500 3501 3502
		}

	};

A
alteredq 已提交
3503
	this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
3504

3505 3506
		if ( material.visible === false ) return;

3507
		var program, attributes, linewidth, primitives, a, attribute, i, il;
3508

3509
		program = setProgram( camera, lights, fog, material, object );
3510

3511
		attributes = program.attributes;
3512

3513 3514 3515
		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
			geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
3516

3517
		if ( geometryGroupHash !== _currentGeometryGroupHash ) {
A
alteredq 已提交
3518

3519 3520
			_currentGeometryGroupHash = geometryGroupHash;
			updateBuffers = true;
3521

3522
		}
3523

3524 3525 3526 3527 3528 3529
		if ( updateBuffers ) {

			disableAttributes();

		}

3530
		// vertices
3531

3532
		if ( !material.morphTargets && attributes.position >= 0 ) {
3533

3534
			if ( updateBuffers ) {
3535

3536
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
3537
				enableAttribute( attributes.position );
3538
				_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3539

3540
			}
3541

3542
		} else {
3543

3544
			if ( object.morphTargetBase ) {
3545

3546
				setupMorphTargets( material, geometryGroup, object );
3547

3548
			}
3549

3550
		}
3551

3552

3553
		if ( updateBuffers ) {
3554

3555
			// custom attributes
3556

3557
			// Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
3558

3559
			if ( geometryGroup.__webglCustomAttributesList ) {
3560

3561
				for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
3562

3563
					attribute = geometryGroup.__webglCustomAttributesList[ i ];
3564

3565
					if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
3566

3567
						_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
3568
						enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
3569
						_gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
3570

3571
					}
3572

3573
				}
3574

3575
			}
3576 3577


3578
			// colors
3579

3580
			if ( attributes.color >= 0 ) {
3581

3582
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
3583
				enableAttribute( attributes.color );
3584
				_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
3585

3586
			}
3587

3588
			// normals
3589

3590
			if ( attributes.normal >= 0 ) {
3591

3592
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
3593
				enableAttribute( attributes.normal );
3594
				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
3595

3596
			}
3597

3598
			// tangents
3599

3600
			if ( attributes.tangent >= 0 ) {
3601

3602
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
3603
				enableAttribute( attributes.tangent );
3604
				_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
3605

3606
			}
3607

3608
			// uvs
3609

3610
			if ( attributes.uv >= 0 ) {
3611

3612 3613 3614
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
				enableAttribute( attributes.uv );
				_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
3615 3616 3617

			}

3618
			if ( attributes.uv2 >= 0 ) {
3619

3620 3621 3622
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
				enableAttribute( attributes.uv2 );
				_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
3623 3624

			}
3625

3626 3627
			if ( material.skinning &&
				 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
A
alteredq 已提交
3628

3629
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
3630
				enableAttribute( attributes.skinIndex );
3631
				_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
A
alteredq 已提交
3632

3633
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
3634
				enableAttribute( attributes.skinWeight );
3635
				_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
3636

A
alteredq 已提交
3637
			}
3638

3639 3640 3641 3642 3643
			// line distances

			if ( attributes.lineDistance >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
3644
				enableAttribute( attributes.lineDistance );
3645 3646 3647 3648
				_gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );

			}

3649
		}
3650

3651
		// render mesh
3652

3653
		if ( object instanceof THREE.Mesh ) {
3654

3655
			// wireframe
3656

3657
			if ( material.wireframe ) {
3658

3659
				setLineWidth( material.wireframeLinewidth );
3660

3661 3662
				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
3663

3664
			// triangles
3665

3666
			} else {
3667

3668 3669
				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
3670

3671
			}
3672

3673 3674 3675
			_this.info.render.calls ++;
			_this.info.render.vertices += geometryGroup.__webglFaceCount;
			_this.info.render.faces += geometryGroup.__webglFaceCount / 3;
3676

3677
		// render lines
3678

3679
		} else if ( object instanceof THREE.Line ) {
3680

3681
			primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
3682

3683
			setLineWidth( material.linewidth );
3684

3685
			_gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
3686

3687
			_this.info.render.calls ++;
3688

3689
		// render particles
3690

3691
		} else if ( object instanceof THREE.ParticleSystem ) {
3692

3693
			_gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
3694

3695
			_this.info.render.calls ++;
3696
			_this.info.render.points += geometryGroup.__webglParticleCount;
3697

3698
		// render ribbon
3699

3700
		} else if ( object instanceof THREE.Ribbon ) {
3701

3702
			_gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
3703

3704
			_this.info.render.calls ++;
3705

3706
		}
3707

3708
	};
3709

3710 3711 3712 3713 3714 3715 3716 3717 3718 3719 3720 3721 3722 3723 3724 3725 3726 3727 3728 3729 3730 3731 3732 3733 3734 3735
	function enableAttribute( attribute ) {

		if ( ! _enabledAttributes[ attribute ] ) {

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

		}

	};

	function disableAttributes() {

		for ( var attribute in _enabledAttributes ) {

			if ( _enabledAttributes[ attribute ] ) {

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

			}

		}

	};

3736
	function setupMorphTargets ( material, geometryGroup, object ) {
3737

3738
		// set base
3739

3740
		var attributes = material.program.attributes;
3741

3742
		if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {
3743

3744
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
3745
			enableAttribute( attributes.position );
3746
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3747

3748
		} else if ( attributes.position >= 0 ) {
3749

3750
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
3751
			enableAttribute( attributes.position );
3752
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3753

3754
		}
3755

3756
		if ( object.morphTargetForcedOrder.length ) {
3757

3758
			// set forced order
3759

3760 3761 3762 3763 3764
			var m = 0;
			var order = object.morphTargetForcedOrder;
			var influences = object.morphTargetInfluences;

			while ( m < material.numSupportedMorphTargets && m < order.length ) {
3765

3766
				if ( attributes[ "morphTarget" + m ] >= 0 ) {
3767

3768 3769 3770 3771 3772 3773 3774
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
					enableAttribute( attributes[ "morphTarget" + m ] );
					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

				}

				if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
A
alteredq 已提交
3775 3776

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
3777
					enableAttribute( attributes[ "morphNormal" + m ] );
A
alteredq 已提交
3778 3779 3780 3781
					_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );

				}

3782 3783 3784
				object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];

				m ++;
3785 3786
			}

3787 3788
		} else {

A
alteredq 已提交
3789
			// find the most influencing
3790

A
alteredq 已提交
3791
			var influence, activeInfluenceIndices = [];
3792 3793
			var influences = object.morphTargetInfluences;
			var i, il = influences.length;
3794

A
alteredq 已提交
3795
			for ( i = 0; i < il; i ++ ) {
3796

A
alteredq 已提交
3797 3798 3799 3800
				influence = influences[ i ];

				if ( influence > 0 ) {

3801
					activeInfluenceIndices.push( [ i, influence ] );
3802

I
ide user ide_gero3 已提交
3803
				}
A
alteredq 已提交
3804

I
ide user ide_gero3 已提交
3805
			}
A
alteredq 已提交
3806 3807 3808 3809 3810 3811 3812 3813 3814 3815 3816 3817

			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 ) {

3818
				activeInfluenceIndices.push( [ 0, 0 ] );
A
alteredq 已提交
3819 3820 3821 3822

			};

			var influenceIndex, m = 0;
3823

3824
			while ( m < material.numSupportedMorphTargets ) {
3825

3826
				if ( activeInfluenceIndices[ m ] ) {
3827 3828 3829

					influenceIndex = activeInfluenceIndices[ m ][ 0 ];

3830
					if ( attributes[ "morphTarget" + m ] >= 0 ) {
3831

3832 3833 3834 3835 3836 3837 3838
						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
						enableAttribute( attributes[ "morphTarget" + m ] );
						_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

					}

					if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
A
alteredq 已提交
3839 3840

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
3841
						enableAttribute( attributes[ "morphNormal" + m ] );
A
alteredq 已提交
3842 3843
						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );

3844

A
alteredq 已提交
3845 3846 3847 3848 3849 3850
					}

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

				} else {

3851
					/*
A
alteredq 已提交
3852
					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
3853

A
alteredq 已提交
3854
					if ( material.morphNormals ) {
3855

A
alteredq 已提交
3856
						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
3857

3858
					}
3859
					*/
3860

A
alteredq 已提交
3861 3862
					object.__webglMorphTargetInfluences[ m ] = 0;

3863
				}
A
alteredq 已提交
3864

3865
				m ++;
3866 3867 3868 3869 3870

			}

		}

3871
		// load updated influences uniform
3872

3873
		if ( material.program.uniforms.morphTargetInfluences !== null ) {
M
Mr.doob 已提交
3874

3875
			_gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
3876

3877
		}
3878

3879
	};
3880

A
alteredq 已提交
3881
	// Sorting
3882

3883 3884 3885 3886 3887 3888 3889 3890 3891 3892 3893 3894 3895 3896
	function painterSortStable ( a, b ) {

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

			return b.z - a.z;

		} else {

			return b.id - a.id;

		}

	};

3897
	function numericalSort ( a, b ) {
A
alteredq 已提交
3898

3899
		return b[ 1 ] - a[ 1 ];
A
alteredq 已提交
3900 3901 3902 3903

	};


3904
	// Rendering
3905

3906
	this.render = function ( scene, camera, renderTarget, forceClear ) {
3907

M
Mr.doob 已提交
3908 3909 3910 3911 3912 3913 3914
		if ( camera instanceof THREE.Camera === false ) {

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

		}

3915 3916 3917 3918 3919
		var i, il,

		webglObject, object,
		renderList,

3920
		lights = scene.__lights,
3921
		fog = scene.fog;
M
Mr.doob 已提交
3922

3923 3924
		// reset caching for this frame

3925
		_currentMaterialId = -1;
3926
		_lightsNeedUpdate = true;
3927

A
alteredq 已提交
3928
		// update scene graph
3929

3930
		if ( this.autoUpdateScene ) scene.updateMatrixWorld();
3931

A
alteredq 已提交
3932
		// update camera matrices and frustum
A
alteredq 已提交
3933

3934 3935
		if ( camera.parent === undefined ) camera.updateMatrixWorld();

3936
		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
A
alteredq 已提交
3937

3938
		_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
A
alteredq 已提交
3939
		_frustum.setFromMatrix( _projScreenMatrix );
3940

A
alteredq 已提交
3941 3942 3943 3944 3945 3946 3947 3948 3949 3950 3951 3952 3953 3954 3955
		// 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
3956
		this.setRenderTarget( renderTarget );
3957

3958
		if ( this.autoClear || forceClear ) {
3959

3960
			this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
M
Mr.doob 已提交
3961

3962
		}
M
Mr.doob 已提交
3963

3964
		// set matrices for regular objects (frustum culled)
3965

3966
		renderList = scene.__webglObjects;
3967

3968
		for ( i = 0, il = renderList.length; i < il; i ++ ) {
3969

3970
			webglObject = renderList[ i ];
3971
			object = webglObject.object;
3972

A
alteredq 已提交
3973 3974
			webglObject.render = false;

3975
			if ( object.visible ) {
3976

3977
				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
M
Mr.doob 已提交
3978

A
alteredq 已提交
3979
					setupMatrices( object, camera );
3980

3981
					unrollBufferMaterial( webglObject );
3982

3983
					webglObject.render = true;
3984

3985
					if ( this.sortObjects === true ) {
3986

3987
						if ( object.renderDepth !== null ) {
3988

3989
							webglObject.z = object.renderDepth;
M
Mr.doob 已提交
3990

3991
						} else {
M
Mr.doob 已提交
3992

3993
							_vector3.copy( object.matrixWorld.getPosition() );
3994
							_projScreenMatrix.multiplyVector3( _vector3 );
3995

3996
							webglObject.z = _vector3.z;
3997

3998
						}
M
Mr.doob 已提交
3999

4000 4001
						webglObject.id = object.id;

4002
					}
M
Mr.doob 已提交
4003

4004
				}
4005 4006

			}
4007 4008 4009

		}

4010
		if ( this.sortObjects ) {
M
Mr.doob 已提交
4011

4012
			renderList.sort( painterSortStable );
4013

4014
		}
4015

4016
		// set matrices for immediate objects
4017

4018
		renderList = scene.__webglObjectsImmediate;
4019

4020 4021 4022
		for ( i = 0, il = renderList.length; i < il; i ++ ) {

			webglObject = renderList[ i ];
4023
			object = webglObject.object;
4024

4025
			if ( object.visible ) {
4026

A
alteredq 已提交
4027
				setupMatrices( object, camera );
M
Mr.doob 已提交
4028

4029
				unrollImmediateBufferMaterial( webglObject );
M
Mr.doob 已提交
4030

4031
			}
M
Mr.doob 已提交
4032

4033
		}
4034

4035
		if ( scene.overrideMaterial ) {
4036

4037 4038 4039 4040 4041 4042
			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 );
4043

4044 4045
			renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
M
Mr.doob 已提交
4046

4047
		} else {
4048

4049 4050
			var material = null;

4051
			// opaque pass (front-to-back order)
4052

4053
			this.setBlending( THREE.NormalBlending );
4054

4055 4056
			renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
4057

4058
			// transparent pass (back-to-front order)
4059

4060 4061
			renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
4062

4063
		}
4064

A
alteredq 已提交
4065
		// custom render plugins (post pass)
4066

A
alteredq 已提交
4067
		renderPlugins( this.renderPluginsPost, scene, camera );
4068 4069


4070
		// Generate mipmap if we're using any kind of mipmap filtering
4071

4072
		if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
4073

4074
			updateRenderTargetMipmap( renderTarget );
4075

4076
		}
4077

4078 4079 4080
		// Ensure depth buffer writing is enabled so it can be cleared on next render

		this.setDepthTest( true );
4081
		this.setDepthWrite( true );
4082

4083
		// _gl.finish();
4084

4085
	};
4086

A
alteredq 已提交
4087 4088 4089 4090 4091 4092
	function renderPlugins( plugins, scene, camera ) {

		if ( ! plugins.length ) return;

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

4093 4094
			// reset state for plugin (to start from clean slate)

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

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

4106
			_lightsNeedUpdate = true;
A
alteredq 已提交
4107

A
alteredq 已提交
4108
			plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
A
alteredq 已提交
4109

4110 4111
			// reset state after plugin (anything could have changed)

A
alteredq 已提交
4112
			_currentProgram = null;
4113
			_currentCamera = null;
4114

A
alteredq 已提交
4115 4116 4117
			_oldBlending = -1;
			_oldDepthTest = -1;
			_oldDepthWrite = -1;
4118 4119
			_oldDoubleSided = -1;
			_oldFlipSided = -1;
A
alteredq 已提交
4120 4121
			_currentGeometryGroupHash = -1;
			_currentMaterialId = -1;
4122

4123
			_lightsNeedUpdate = true;
A
alteredq 已提交
4124 4125 4126 4127 4128

		}

	};

4129 4130 4131 4132 4133 4134 4135 4136 4137 4138 4139 4140 4141 4142 4143 4144 4145 4146 4147 4148 4149 4150 4151 4152 4153 4154 4155 4156 4157 4158 4159 4160 4161 4162 4163 4164
	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;

4165
					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
4166

A
alteredq 已提交
4167
					_this.setDepthTest( material.depthTest );
4168
					_this.setDepthWrite( material.depthWrite );
4169 4170 4171 4172
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

4173
				_this.setMaterialFaces( material );
4174 4175 4176 4177 4178 4179 4180 4181 4182 4183

				if ( buffer instanceof THREE.BufferGeometry ) {

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

				} else {

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

				}
4184 4185 4186 4187 4188 4189 4190 4191 4192 4193 4194 4195 4196 4197 4198 4199 4200 4201 4202 4203 4204 4205 4206 4207 4208 4209 4210 4211

			}

		}

	};

	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;

4212
					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
4213

A
alteredq 已提交
4214
					_this.setDepthTest( material.depthTest );
4215
					_this.setDepthWrite( material.depthWrite );
4216 4217 4218 4219
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

A
alteredq 已提交
4220
				_this.renderImmediateObject( camera, lights, fog, material, object );
4221

A
alteredq 已提交
4222
			}
4223

A
alteredq 已提交
4224
		}
4225

A
alteredq 已提交
4226
	};
4227

A
alteredq 已提交
4228
	this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
4229

A
alteredq 已提交
4230
		var program = setProgram( camera, lights, fog, material, object );
4231

A
alteredq 已提交
4232
		_currentGeometryGroupHash = -1;
4233

4234
		_this.setMaterialFaces( material );
A
alteredq 已提交
4235 4236 4237 4238 4239 4240 4241

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

4242
			object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
4243 4244 4245 4246 4247

		}

	};

4248
	function unrollImmediateBufferMaterial ( globject ) {
4249

4250 4251
		var object = globject.object,
			material = object.material;
4252

4253
		if ( material.transparent ) {
4254

4255 4256
			globject.transparent = material;
			globject.opaque = null;
4257

4258
		} else {
4259

4260 4261
			globject.opaque = material;
			globject.transparent = null;
4262

4263
		}
A
alteredq 已提交
4264

4265
	};
A
alteredq 已提交
4266

4267
	function unrollBufferMaterial ( globject ) {
A
alteredq 已提交
4268

4269 4270 4271
		var object = globject.object,
			buffer = globject.buffer,
			material, materialIndex, meshMaterial;
4272

4273
		meshMaterial = object.material;
4274

4275
		if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
M
Mr.doob 已提交
4276

4277
			materialIndex = buffer.materialIndex;
4278

4279
			if ( materialIndex >= 0 ) {
4280

4281
				material = meshMaterial.materials[ materialIndex ];
4282

4283
				if ( material.transparent ) {
M
Mr.doob 已提交
4284

4285 4286
					globject.transparent = material;
					globject.opaque = null;
4287

4288
				} else {
4289

4290 4291
					globject.opaque = material;
					globject.transparent = null;
4292

4293
				}
4294

4295
			}
4296

4297
		} else {
4298

4299
			material = meshMaterial;
4300

4301
			if ( material ) {
4302

4303
				if ( material.transparent ) {
M
Mr.doob 已提交
4304

4305 4306
					globject.transparent = material;
					globject.opaque = null;
A
alteredq 已提交
4307

4308
				} else {
4309

4310 4311
					globject.opaque = material;
					globject.transparent = null;
4312

4313
				}
4314

4315
			}
4316

4317
		}
4318

4319
	};
4320

4321
	// Geometry splitting
4322

4323
	function sortFacesByMaterial ( geometry, material ) {
4324

4325 4326 4327
		var f, fl, face, materialIndex, vertices,
			materialHash, groupHash,
			hash_map = {};
4328

4329
		var numMorphTargets = geometry.morphTargets.length;
4330
		var numMorphNormals = geometry.morphNormals.length;
4331

4332 4333
		var usesFaceMaterial = material instanceof THREE.MeshFaceMaterial;

4334
		geometry.geometryGroups = {};
4335

4336
		for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
4337

4338
			face = geometry.faces[ f ];
4339
			materialIndex = usesFaceMaterial ? face.materialIndex : undefined;
4340

4341
			materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
4342

4343
			if ( hash_map[ materialHash ] === undefined ) {
4344

4345
				hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
4346 4347 4348

			}

4349
			groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
4350

4351
			if ( geometry.geometryGroups[ groupHash ] === undefined ) {
4352

4353
				geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
4354

4355
			}
A
alteredq 已提交
4356

4357
			vertices = face instanceof THREE.Face3 ? 3 : 4;
A
alteredq 已提交
4358

4359
			if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
A
alteredq 已提交
4360

4361 4362
				hash_map[ materialHash ].counter += 1;
				groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
A
alteredq 已提交
4363

4364
				if ( geometry.geometryGroups[ groupHash ] === undefined ) {
A
alteredq 已提交
4365

4366
					geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
A
alteredq 已提交
4367

4368
				}
4369

4370
			}
4371

4372
			if ( face instanceof THREE.Face3 ) {
4373

4374
				geometry.geometryGroups[ groupHash ].faces3.push( f );
4375

4376
			} else {
4377

4378
				geometry.geometryGroups[ groupHash ].faces4.push( f );
4379

A
alteredq 已提交
4380
			}
4381

4382
			geometry.geometryGroups[ groupHash ].vertices += vertices;
4383

4384
		}
4385

4386
		geometry.geometryGroupsList = [];
4387

4388
		for ( var g in geometry.geometryGroups ) {
4389

4390
			geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
4391

4392
			geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
4393

4394
		}
4395

4396
	};
4397

4398 4399 4400 4401 4402 4403 4404 4405 4406
	// Objects refresh

	this.initWebGLObjects = function ( scene ) {

		if ( !scene.__webglObjects ) {

			scene.__webglObjects = [];
			scene.__webglObjectsImmediate = [];
			scene.__webglSprites = [];
4407
			scene.__webglFlares = [];
4408 4409

		}
4410

4411
		while ( scene.__objectsAdded.length ) {
4412

4413 4414
			addObject( scene.__objectsAdded[ 0 ], scene );
			scene.__objectsAdded.splice( 0, 1 );
4415

4416
		}
A
alteredq 已提交
4417

4418
		while ( scene.__objectsRemoved.length ) {
4419

4420 4421
			removeObject( scene.__objectsRemoved[ 0 ], scene );
			scene.__objectsRemoved.splice( 0, 1 );
4422

4423
		}
4424

4425
		// update must be called after objects adding / removal
4426

4427
		for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
4428

4429
			updateObject( scene.__webglObjects[ o ].object );
M
Mr.doob 已提交
4430 4431 4432 4433 4434

		}

	};

4435
	// Objects adding
M
Mr.doob 已提交
4436

4437
	function addObject ( object, scene ) {
A
alteredq 已提交
4438

4439
		var g, geometry, material, geometryGroup;
4440

4441
		if ( ! object.__webglInit ) {
M
Mr.doob 已提交
4442

4443
			object.__webglInit = true;
M
Mr.doob 已提交
4444

4445
			object._modelViewMatrix = new THREE.Matrix4();
4446
			object._normalMatrix = new THREE.Matrix3();
M
Mr.doob 已提交
4447

4448
			if ( object instanceof THREE.Mesh ) {
M
Mr.doob 已提交
4449

4450
				geometry = object.geometry;
4451
				material = object.material;
M
Mr.doob 已提交
4452

4453
				if ( geometry instanceof THREE.Geometry ) {
M
Mr.doob 已提交
4454

4455
					if ( geometry.geometryGroups === undefined ) {
M
Mr.doob 已提交
4456

4457
						sortFacesByMaterial( geometry, material );
M
Mr.doob 已提交
4458

4459 4460 4461
					}

					// create separate VBOs per geometry chunk
M
Mr.doob 已提交
4462

4463
					for ( g in geometry.geometryGroups ) {
M
Mr.doob 已提交
4464

4465
						geometryGroup = geometry.geometryGroups[ g ];
M
Mr.doob 已提交
4466

4467
						// initialise VBO on the first access
M
Mr.doob 已提交
4468

4469
						if ( ! geometryGroup.__webglVertexBuffer ) {
4470

4471 4472
							createMeshBuffers( geometryGroup );
							initMeshBuffers( geometryGroup, object );
M
Mr.doob 已提交
4473

4474
							geometry.verticesNeedUpdate = true;
4475
							geometry.morphTargetsNeedUpdate = true;
M
Mr.doob 已提交
4476
							geometry.elementsNeedUpdate = true;
M
Mr.doob 已提交
4477
							geometry.uvsNeedUpdate = true;
M
Mr.doob 已提交
4478
							geometry.normalsNeedUpdate = true;
4479
							geometry.tangentsNeedUpdate = true;
M
Mr.doob 已提交
4480
							geometry.colorsNeedUpdate = true;
4481 4482

						}
M
Mr.doob 已提交
4483

4484
					}
M
Mr.doob 已提交
4485

4486 4487 4488 4489
				} else if ( geometry instanceof THREE.BufferGeometry ) {

					initDirectBuffers( geometry );

4490
				}
M
Mr.doob 已提交
4491

4492
			} else if ( object instanceof THREE.Ribbon ) {
M
Mr.doob 已提交
4493

4494
				geometry = object.geometry;
M
Mr.doob 已提交
4495

4496
				if ( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
4497

4498
					createRibbonBuffers( geometry );
4499
					initRibbonBuffers( geometry, object );
M
Mr.doob 已提交
4500

4501
					geometry.verticesNeedUpdate = true;
M
Mr.doob 已提交
4502
					geometry.colorsNeedUpdate = true;
4503
					geometry.normalsNeedUpdate = true;
M
Mr.doob 已提交
4504

4505
				}
M
Mr.doob 已提交
4506

4507
			} else if ( object instanceof THREE.Line ) {
M
Mr.doob 已提交
4508

4509
				geometry = object.geometry;
M
Mr.doob 已提交
4510

4511
				if ( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
4512

4513 4514
					createLineBuffers( geometry );
					initLineBuffers( geometry, object );
M
Mr.doob 已提交
4515

4516
					geometry.verticesNeedUpdate = true;
M
Mr.doob 已提交
4517
					geometry.colorsNeedUpdate = true;
4518
					geometry.lineDistancesNeedUpdate = true;
4519

4520
				}
4521

4522
			} else if ( object instanceof THREE.ParticleSystem ) {
4523

4524
				geometry = object.geometry;
4525

4526
				if ( ! geometry.__webglVertexBuffer ) {
4527

4528 4529 4530 4531 4532 4533 4534 4535 4536 4537 4538 4539 4540
					if ( geometry instanceof THREE.Geometry ) {

						createParticleBuffers( geometry );
						initParticleBuffers( geometry, object );

						geometry.verticesNeedUpdate = true;
						geometry.colorsNeedUpdate = true;

					} else if ( geometry instanceof THREE.BufferGeometry ) {

						initDirectBuffers( geometry );

					}
4541

4542

4543
				}
4544

4545
			}
4546

4547
		}
4548

4549
		if ( ! object.__webglActive ) {
4550

4551
			if ( object instanceof THREE.Mesh ) {
4552

4553
				geometry = object.geometry;
4554

4555 4556 4557 4558 4559 4560 4561 4562 4563
				if ( geometry instanceof THREE.BufferGeometry ) {

					addBuffer( scene.__webglObjects, geometry, object );

				} else {

					for ( g in geometry.geometryGroups ) {

						geometryGroup = geometry.geometryGroups[ g ];
4564

4565
						addBuffer( scene.__webglObjects, geometryGroup, object );
4566

4567
					}
4568

4569
				}
4570

4571 4572 4573
			} else if ( object instanceof THREE.Ribbon ||
						object instanceof THREE.Line ||
						object instanceof THREE.ParticleSystem ) {
4574

4575 4576
				geometry = object.geometry;
				addBuffer( scene.__webglObjects, geometry, object );
4577

4578
			} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
4579

4580
				addBufferImmediate( scene.__webglObjectsImmediate, object );
4581

4582
			} else if ( object instanceof THREE.Sprite ) {
4583

4584
				scene.__webglSprites.push( object );
4585

4586 4587 4588 4589
			} else if ( object instanceof THREE.LensFlare ) {

				scene.__webglFlares.push( object );

4590 4591
			}

4592
			object.__webglActive = true;
4593

4594
		}
4595

4596
	};
4597

4598
	function addBuffer ( objlist, buffer, object ) {
4599

4600 4601 4602 4603 4604 4605 4606 4607
		objlist.push(
			{
				buffer: buffer,
				object: object,
				opaque: null,
				transparent: null
			}
		);
4608

4609
	};
4610

4611
	function addBufferImmediate ( objlist, object ) {
4612

4613 4614 4615 4616 4617
		objlist.push(
			{
				object: object,
				opaque: null,
				transparent: null
4618
			}
4619
		);
4620

4621
	};
4622

4623
	// Objects updates
4624

4625
	function updateObject ( object ) {
4626

4627 4628
		var geometry = object.geometry,
			geometryGroup, customAttributesDirty, material;
4629

4630
		if ( object instanceof THREE.Mesh ) {
4631

4632 4633
			if ( geometry instanceof THREE.BufferGeometry ) {

M
Mr.doob 已提交
4634
				if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
M
Mr.doob 已提交
4635
					 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
4636
					 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {
4637

4638
					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
4639

4640
				}
4641

4642
				geometry.verticesNeedUpdate = false;
M
Mr.doob 已提交
4643
				geometry.elementsNeedUpdate = false;
M
Mr.doob 已提交
4644
				geometry.uvsNeedUpdate = false;
M
Mr.doob 已提交
4645
				geometry.normalsNeedUpdate = false;
M
Mr.doob 已提交
4646
				geometry.colorsNeedUpdate = false;
4647
				geometry.tangentsNeedUpdate = false;
4648

4649
			} else {
4650

4651
				// check all geometry groups
4652

4653 4654 4655 4656 4657 4658
				for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {

					geometryGroup = geometry.geometryGroupsList[ i ];

					material = getBufferMaterial( object, geometryGroup );

A
alteredq 已提交
4659 4660 4661 4662 4663 4664
					if ( geometry.buffersNeedUpdate ) {

						initMeshBuffers( geometryGroup, object );

					}

4665 4666
					customAttributesDirty = material.attributes && areCustomAttributesDirty( material );

4667
					if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
M
Mr.doob 已提交
4668
						 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
4669
						 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
4670 4671 4672 4673

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

					}
4674

4675
				}
M
Mr.doob 已提交
4676

4677
				geometry.verticesNeedUpdate = false;
4678
				geometry.morphTargetsNeedUpdate = false;
M
Mr.doob 已提交
4679
				geometry.elementsNeedUpdate = false;
M
Mr.doob 已提交
4680
				geometry.uvsNeedUpdate = false;
M
Mr.doob 已提交
4681
				geometry.normalsNeedUpdate = false;
M
Mr.doob 已提交
4682
				geometry.colorsNeedUpdate = false;
4683
				geometry.tangentsNeedUpdate = false;
4684

A
alteredq 已提交
4685 4686
				geometry.buffersNeedUpdate = false;

4687
				material.attributes && clearCustomAttributes( material );
4688

4689
			}
4690

4691
		} else if ( object instanceof THREE.Ribbon ) {
4692

4693 4694 4695 4696 4697
			material = getBufferMaterial( object, geometry );

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

			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {
4698

4699
				setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
4700

4701
			}
4702

4703
			geometry.verticesNeedUpdate = false;
M
Mr.doob 已提交
4704
			geometry.colorsNeedUpdate = false;
4705
			geometry.normalsNeedUpdate = false;
4706

4707 4708
			material.attributes && clearCustomAttributes( material );

4709
		} else if ( object instanceof THREE.Line ) {
4710

4711
			material = getBufferMaterial( object, geometry );
A
alteredq 已提交
4712

4713
			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
A
alteredq 已提交
4714

4715
			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
A
alteredq 已提交
4716

4717
				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
4718

4719
			}
4720

4721
			geometry.verticesNeedUpdate = false;
M
Mr.doob 已提交
4722
			geometry.colorsNeedUpdate = false;
4723
			geometry.lineDistancesNeedUpdate = false;
4724

4725
			material.attributes && clearCustomAttributes( material );
4726

4727
		} else if ( object instanceof THREE.ParticleSystem ) {
4728

4729
			if ( geometry instanceof THREE.BufferGeometry ) {
4730

4731
				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
4732

4733
					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
4734

4735
				}
4736

4737 4738
				geometry.verticesNeedUpdate = false;
				geometry.colorsNeedUpdate = false;
4739

4740
			} else {
4741

4742
				material = getBufferMaterial( object, geometry );
4743 4744 4745 4746 4747 4748 4749 4750 4751 4752 4753 4754 4755 4756 4757

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

				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {

					setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );

				}

				geometry.verticesNeedUpdate = false;
				geometry.colorsNeedUpdate = false;

				material.attributes && clearCustomAttributes( material );

			}
4758

4759
		}
4760

4761
	};
4762

4763
	// Objects updates - custom attributes check
4764

4765
	function areCustomAttributesDirty ( material ) {
4766

4767
		for ( var a in material.attributes ) {
4768

4769
			if ( material.attributes[ a ].needsUpdate ) return true;
4770

4771
		}
4772

4773
		return false;
4774

4775
	};
4776

4777 4778 4779
	function clearCustomAttributes ( material ) {

		for ( var a in material.attributes ) {
4780

4781
			material.attributes[ a ].needsUpdate = false;
4782

4783
		}
4784

4785
	};
4786

4787
	// Objects removal
4788

4789
	function removeObject ( object, scene ) {
4790

4791 4792 4793 4794
		if ( object instanceof THREE.Mesh  ||
			 object instanceof THREE.ParticleSystem ||
			 object instanceof THREE.Ribbon ||
			 object instanceof THREE.Line ) {
4795

4796
			removeInstances( scene.__webglObjects, object );
4797

4798
		} else if ( object instanceof THREE.Sprite ) {
4799

4800
			removeInstancesDirect( scene.__webglSprites, object );
4801

4802 4803 4804 4805
		} else if ( object instanceof THREE.LensFlare ) {

			removeInstancesDirect( scene.__webglFlares, object );

4806
		} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
4807

4808
			removeInstances( scene.__webglObjectsImmediate, object );
4809

4810
		}
4811

4812
		object.__webglActive = false;
4813

4814
	};
4815

4816
	function removeInstances ( objlist, object ) {
4817

4818
		for ( var o = objlist.length - 1; o >= 0; o -- ) {
4819

4820
			if ( objlist[ o ].object === object ) {
4821

4822
				objlist.splice( o, 1 );
4823

4824
			}
4825

4826
		}
4827

4828
	};
4829

4830
	function removeInstancesDirect ( objlist, object ) {
4831

4832
		for ( var o = objlist.length - 1; o >= 0; o -- ) {
4833

4834
			if ( objlist[ o ] === object ) {
4835

4836
				objlist.splice( o, 1 );
4837

4838
			}
4839

4840
		}
4841

4842
	};
4843

4844
	// Materials
4845

4846
	this.initMaterial = function ( material, lights, fog, object ) {
4847

4848
		var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
4849

4850
		if ( material instanceof THREE.MeshDepthMaterial ) {
M
Mr.doob 已提交
4851

4852
			shaderID = 'depth';
4853

4854
		} else if ( material instanceof THREE.MeshNormalMaterial ) {
4855

4856
			shaderID = 'normal';
M
Mr.doob 已提交
4857

4858
		} else if ( material instanceof THREE.MeshBasicMaterial ) {
M
Mr.doob 已提交
4859

4860
			shaderID = 'basic';
M
Mr.doob 已提交
4861

4862
		} else if ( material instanceof THREE.MeshLambertMaterial ) {
M
Mr.doob 已提交
4863

4864
			shaderID = 'lambert';
M
Mr.doob 已提交
4865

4866
		} else if ( material instanceof THREE.MeshPhongMaterial ) {
4867

4868
			shaderID = 'phong';
4869

4870
		} else if ( material instanceof THREE.LineBasicMaterial ) {
4871

4872
			shaderID = 'basic';
4873

4874 4875 4876 4877
		} else if ( material instanceof THREE.LineDashedMaterial ) {

			shaderID = 'dashed';

4878
		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
4879

4880
			shaderID = 'particle_basic';
4881 4882 4883

		}

4884
		if ( shaderID ) {
4885

4886
			setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
4887

4888
		}
4889

4890 4891
		// heuristics to create shader parameters according to lights in the scene
		// (not to blow over maxLights budget)
4892

4893
		maxLightCount = allocateLights( lights );
4894

4895
		maxShadows = allocateShadows( lights );
4896

4897
		maxBones = allocateBones( object );
4898

4899
		parameters = {
4900

A
alteredq 已提交
4901 4902 4903
			map: !!material.map,
			envMap: !!material.envMap,
			lightMap: !!material.lightMap,
4904
			bumpMap: !!material.bumpMap,
4905
			normalMap: !!material.normalMap,
4906
			specularMap: !!material.specularMap,
A
alteredq 已提交
4907

4908
			vertexColors: material.vertexColors,
A
alteredq 已提交
4909 4910 4911

			fog: fog,
			useFog: material.fog,
4912
			fogExp: fog instanceof THREE.FogExp2,
A
alteredq 已提交
4913

4914
			sizeAttenuation: material.sizeAttenuation,
A
alteredq 已提交
4915

4916
			skinning: material.skinning,
A
alteredq 已提交
4917
			maxBones: maxBones,
4918 4919 4920
			useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
			boneTextureWidth: object && object.boneTextureWidth,
			boneTextureHeight: object && object.boneTextureHeight,
A
alteredq 已提交
4921

4922
			morphTargets: material.morphTargets,
A
alteredq 已提交
4923
			morphNormals: material.morphNormals,
4924
			maxMorphTargets: this.maxMorphTargets,
A
alteredq 已提交
4925
			maxMorphNormals: this.maxMorphNormals,
A
alteredq 已提交
4926 4927 4928 4929

			maxDirLights: maxLightCount.directional,
			maxPointLights: maxLightCount.point,
			maxSpotLights: maxLightCount.spot,
A
alteredq 已提交
4930
			maxHemiLights: maxLightCount.hemi,
A
alteredq 已提交
4931 4932

			maxShadows: maxShadows,
4933 4934
			shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
			shadowMapSoft: this.shadowMapSoft,
A
alteredq 已提交
4935 4936
			shadowMapDebug: this.shadowMapDebug,
			shadowMapCascade: this.shadowMapCascade,
A
alteredq 已提交
4937

4938 4939
			alphaTest: material.alphaTest,
			metal: material.metal,
4940
			perPixel: material.perPixel,
4941
			wrapAround: material.wrapAround,
4942 4943
			doubleSided: material.side === THREE.DoubleSide,
			flipSided: material.side === THREE.BackSide
4944

4945
		};
M
Mr.doob 已提交
4946

4947
		material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );
4948

4949
		var attributes = material.program.attributes;
4950

4951
		if ( material.morphTargets ) {
M
Mr.doob 已提交
4952

4953
			material.numSupportedMorphTargets = 0;
4954

4955
			var id, base = "morphTarget";
4956

4957
			for ( i = 0; i < this.maxMorphTargets; i ++ ) {
4958

4959
				id = base + i;
M
Mr.doob 已提交
4960

4961
				if ( attributes[ id ] >= 0 ) {
M
Mr.doob 已提交
4962

4963
					material.numSupportedMorphTargets ++;
4964

4965
				}
4966

4967
			}
4968

4969
		}
4970

A
alteredq 已提交
4971 4972 4973 4974 4975 4976 4977 4978 4979 4980 4981 4982 4983 4984 4985 4986 4987 4988 4989 4990
		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

			var id, base = "morphNormal";

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

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					material.numSupportedMorphNormals ++;

				}

			}

		}

4991
		material.uniformsList = [];
4992

4993
		for ( u in material.uniforms ) {
4994

4995
			material.uniformsList.push( [ material.uniforms[ u ], u ] );
4996

4997
		}
M
Mr.doob 已提交
4998

4999
	};
M
Mr.doob 已提交
5000

5001
	function setMaterialShaders( material, shaders ) {
M
Mr.doob 已提交
5002

5003 5004 5005
		material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
		material.vertexShader = shaders.vertexShader;
		material.fragmentShader = shaders.fragmentShader;
M
Mr.doob 已提交
5006

5007
	};
M
Mr.doob 已提交
5008

5009
	function setProgram( camera, lights, fog, material, object ) {
5010

5011 5012
		_usedTextureUnits = 0;

A
alteredq 已提交
5013
		if ( material.needsUpdate ) {
5014

5015 5016
			if ( material.program ) _this.deallocateMaterial( material );

5017
			_this.initMaterial( material, lights, fog, object );
A
alteredq 已提交
5018
			material.needsUpdate = false;
5019

5020
		}
5021

5022
		if ( material.morphTargets ) {
5023

5024
			if ( ! object.__webglMorphTargetInfluences ) {
5025

5026
				object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
5027

5028
			}
5029

5030
		}
5031

5032
		var refreshMaterial = false;
5033

5034 5035 5036
		var program = material.program,
			p_uniforms = program.uniforms,
			m_uniforms = material.uniforms;
5037

5038
		if ( program !== _currentProgram ) {
5039

5040 5041
			_gl.useProgram( program );
			_currentProgram = program;
5042

5043
			refreshMaterial = true;
5044

5045
		}
5046

5047
		if ( material.id !== _currentMaterialId ) {
5048

5049 5050
			_currentMaterialId = material.id;
			refreshMaterial = true;
5051

5052
		}
5053

5054
		if ( refreshMaterial || camera !== _currentCamera ) {
5055

5056
			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
A
alteredq 已提交
5057

5058 5059 5060 5061
			if ( camera !== _currentCamera ) _currentCamera = camera;

		}

5062 5063 5064 5065 5066 5067 5068 5069 5070 5071 5072 5073 5074 5075 5076 5077 5078 5079 5080 5081 5082 5083 5084 5085 5086 5087 5088 5089 5090
		// skinning uniforms must be set even if material didn't change
		// auto-setting of texture unit for bone texture must go before other textures
		// not sure why, but otherwise weird things happen

		if ( material.skinning ) {

			if ( _supportsBoneTextures && object.useVertexTexture ) {

				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

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

				}

			} else {

				if ( p_uniforms.boneGlobalMatrices !== null ) {

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

				}

			}

		}

5091 5092
		if ( refreshMaterial ) {

5093
			// refresh uniforms common to several materials
5094

5095
			if ( fog && material.fog ) {
5096

5097
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
5098

5099
			}
M
Mr.doob 已提交
5100

5101 5102 5103
			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material.lights ) {
5104

5105 5106 5107 5108 5109 5110 5111
				if ( _lightsNeedUpdate ) {

					setupLights( program, lights );
					_lightsNeedUpdate = false;

				}

5112
				refreshUniformsLights( m_uniforms, _lights );
5113

5114
			}
M
Mr.doob 已提交
5115

5116 5117 5118
			if ( material instanceof THREE.MeshBasicMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
5119

5120
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
5121 5122 5123

			}

5124
			// refresh single material specific uniforms
M
Mr.doob 已提交
5125

5126
			if ( material instanceof THREE.LineBasicMaterial ) {
5127

5128
				refreshUniformsLine( m_uniforms, material );
M
Mr.doob 已提交
5129

5130 5131 5132 5133 5134
			} else if ( material instanceof THREE.LineDashedMaterial ) {

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

5135
			} else if ( material instanceof THREE.ParticleBasicMaterial ) {
M
Mr.doob 已提交
5136

5137
				refreshUniformsParticle( m_uniforms, material );
M
Mr.doob 已提交
5138

5139
			} else if ( material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
5140

5141
				refreshUniformsPhong( m_uniforms, material );
M
Mr.doob 已提交
5142

5143
			} else if ( material instanceof THREE.MeshLambertMaterial ) {
M
Mr.doob 已提交
5144

5145
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
5146

5147
			} else if ( material instanceof THREE.MeshDepthMaterial ) {
M
Mr.doob 已提交
5148

5149 5150 5151
				m_uniforms.mNear.value = camera.near;
				m_uniforms.mFar.value = camera.far;
				m_uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
5152

5153
			} else if ( material instanceof THREE.MeshNormalMaterial ) {
M
Mr.doob 已提交
5154

5155
				m_uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
5156

5157
			}
M
Mr.doob 已提交
5158

5159
			if ( object.receiveShadow && ! material._shadowPass ) {
M
Mr.doob 已提交
5160

5161
				refreshUniformsShadow( m_uniforms, lights );
M
Mr.doob 已提交
5162

5163
			}
M
Mr.doob 已提交
5164

5165
			// load common uniforms
M
Mr.doob 已提交
5166

5167
			loadUniformsGeneric( program, material.uniformsList );
M
Mr.doob 已提交
5168

5169 5170
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)
5171

5172 5173 5174
			if ( material instanceof THREE.ShaderMaterial ||
				 material instanceof THREE.MeshPhongMaterial ||
				 material.envMap ) {
5175

5176
				if ( p_uniforms.cameraPosition !== null ) {
5177

5178 5179
					var position = camera.matrixWorld.getPosition();
					_gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
5180

5181
				}
5182 5183 5184

			}

5185 5186 5187 5188
			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {
5189

5190
				if ( p_uniforms.viewMatrix !== null ) {
5191

5192
					_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
5193

5194
				}
5195

5196
			}
M
Mr.doob 已提交
5197

5198 5199
		}

5200
		loadUniformsMatrices( p_uniforms, object );
M
Mr.doob 已提交
5201

5202
		if ( p_uniforms.modelMatrix !== null ) {
M
Mr.doob 已提交
5203

5204
			_gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
5205

5206
		}
5207

5208
		return program;
5209

5210
	};
5211

5212
	// Uniforms (refresh uniforms objects)
A
alteredq 已提交
5213

5214
	function refreshUniformsCommon ( uniforms, material ) {
5215

5216
		uniforms.opacity.value = material.opacity;
5217

5218
		if ( _this.gammaInput ) {
5219

5220
			uniforms.diffuse.value.copyGammaToLinear( material.color );
5221

5222
		} else {
5223

5224
			uniforms.diffuse.value = material.color;
5225

5226
		}
5227

5228 5229 5230
		uniforms.map.value = material.map;
		uniforms.lightMap.value = material.lightMap;
		uniforms.specularMap.value = material.specularMap;
5231

5232
		if ( material.bumpMap ) {
5233

5234
			uniforms.bumpMap.value = material.bumpMap;
5235
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
5236

5237
		}
M
Mr.doob 已提交
5238

5239 5240
		if ( material.normalMap ) {

5241
			uniforms.normalMap.value = material.normalMap;
5242
			uniforms.normalScale.value.copy( material.normalScale );
5243

5244
		}
M
Mr.doob 已提交
5245

5246 5247 5248
		// uv repeat and offset setting priorities
		//	1. color map
		//	2. specular map
5249 5250
		//	3. normal map
		//	4. bump map
5251

5252
		var uvScaleMap;
5253

5254
		if ( material.map ) {
5255

5256
			uvScaleMap = material.map;
5257

5258
		} else if ( material.specularMap ) {
5259

5260 5261
			uvScaleMap = material.specularMap;

5262 5263 5264 5265
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

5266 5267 5268 5269 5270 5271 5272 5273 5274 5275 5276 5277
		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

		}

		if ( uvScaleMap !== undefined ) {

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

			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
5278

5279
		}
5280

5281
		uniforms.envMap.value = material.envMap;
5282
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
5283

5284
		if ( _this.gammaInput ) {
5285

5286 5287
			//uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
			uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
5288

5289
		} else {
5290

5291
			uniforms.reflectivity.value = material.reflectivity;
5292

5293
		}
5294

5295 5296 5297
		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
5298

5299
	};
M
Mr.doob 已提交
5300

5301
	function refreshUniformsLine ( uniforms, material ) {
M
Mr.doob 已提交
5302

5303 5304
		uniforms.diffuse.value = material.color;
		uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
5305

5306
	};
M
Mr.doob 已提交
5307

5308 5309 5310 5311 5312 5313 5314 5315
	function refreshUniformsDash ( uniforms, material ) {

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

	};

5316
	function refreshUniformsParticle ( uniforms, material ) {
5317

5318 5319 5320 5321
		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.
5322

5323
		uniforms.map.value = material.map;
5324

5325
	};
5326

5327
	function refreshUniformsFog ( uniforms, fog ) {
5328

5329
		uniforms.fogColor.value = fog.color;
5330

5331
		if ( fog instanceof THREE.Fog ) {
5332

5333 5334
			uniforms.fogNear.value = fog.near;
			uniforms.fogFar.value = fog.far;
5335

5336
		} else if ( fog instanceof THREE.FogExp2 ) {
M
Mikael Emtinger 已提交
5337

5338
			uniforms.fogDensity.value = fog.density;
M
Mikael Emtinger 已提交
5339

5340
		}
M
Mikael Emtinger 已提交
5341

5342
	};
M
Mikael Emtinger 已提交
5343

5344
	function refreshUniformsPhong ( uniforms, material ) {
M
Mikael Emtinger 已提交
5345

5346
		uniforms.shininess.value = material.shininess;
5347

5348
		if ( _this.gammaInput ) {
M
Mikael Emtinger 已提交
5349

5350
			uniforms.ambient.value.copyGammaToLinear( material.ambient );
5351
			uniforms.emissive.value.copyGammaToLinear( material.emissive );
5352
			uniforms.specular.value.copyGammaToLinear( material.specular );
5353

5354
		} else {
5355

5356
			uniforms.ambient.value = material.ambient;
5357
			uniforms.emissive.value = material.emissive;
5358
			uniforms.specular.value = material.specular;
5359

5360
		}
5361

5362 5363 5364 5365 5366 5367
		if ( material.wrapAround ) {

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

		}

5368
	};
5369

5370
	function refreshUniformsLambert ( uniforms, material ) {
5371

5372
		if ( _this.gammaInput ) {
5373

5374
			uniforms.ambient.value.copyGammaToLinear( material.ambient );
5375
			uniforms.emissive.value.copyGammaToLinear( material.emissive );
M
Mr.doob 已提交
5376

5377
		} else {
5378

5379
			uniforms.ambient.value = material.ambient;
5380
			uniforms.emissive.value = material.emissive;
5381

5382
		}
5383

5384 5385 5386 5387 5388 5389
		if ( material.wrapAround ) {

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

		}

5390
	};
5391

5392
	function refreshUniformsLights ( uniforms, lights ) {
5393

5394
		uniforms.ambientLightColor.value = lights.ambient;
5395

5396 5397
		uniforms.directionalLightColor.value = lights.directional.colors;
		uniforms.directionalLightDirection.value = lights.directional.positions;
5398

5399 5400 5401
		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
		uniforms.pointLightDistance.value = lights.point.distances;
5402

A
alteredq 已提交
5403 5404 5405 5406
		uniforms.spotLightColor.value = lights.spot.colors;
		uniforms.spotLightPosition.value = lights.spot.positions;
		uniforms.spotLightDistance.value = lights.spot.distances;
		uniforms.spotLightDirection.value = lights.spot.directions;
5407
		uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
A
alteredq 已提交
5408 5409
		uniforms.spotLightExponent.value = lights.spot.exponents;

A
alteredq 已提交
5410 5411
		uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
		uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
5412
		uniforms.hemisphereLightDirection.value = lights.hemi.positions;
A
alteredq 已提交
5413

5414
	};
5415

5416
	function refreshUniformsShadow ( uniforms, lights ) {
M
Mr.doob 已提交
5417

5418
		if ( uniforms.shadowMatrix ) {
5419

5420
			var j = 0;
5421

5422
			for ( var i = 0, il = lights.length; i < il; i ++ ) {
5423

5424
				var light = lights[ i ];
5425

A
alteredq 已提交
5426 5427
				if ( ! light.castShadow ) continue;

5428
				if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
5429

5430
					uniforms.shadowMap.value[ j ] = light.shadowMap;
5431
					uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
5432

5433 5434 5435 5436 5437 5438 5439 5440 5441 5442
					uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;

					uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
					uniforms.shadowBias.value[ j ] = light.shadowBias;

					j ++;

				}

			}
5443

5444 5445
		}

5446
	};
5447

5448
	// Uniforms (load to GPU)
5449

5450
	function loadUniformsMatrices ( uniforms, object ) {
5451

5452
		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
5453

5454
		if ( uniforms.normalMatrix ) {
5455

5456
			_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
5457

5458
		}
5459

5460
	};
5461

5462 5463 5464 5465 5466 5467 5468 5469 5470 5471 5472 5473 5474 5475 5476 5477
	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= _maxTextures ) {

			console.warn( "Trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );

		}

		_usedTextureUnits += 1;

		return textureUnit;

	};

5478
	function loadUniformsGeneric ( program, uniforms ) {
5479

5480
		var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
5481

M
Mr.doob 已提交
5482
		for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
5483

5484 5485
			location = program.uniforms[ uniforms[ j ][ 1 ] ];
			if ( !location ) continue;
5486

5487
			uniform = uniforms[ j ][ 0 ];
5488

5489 5490
			type = uniform.type;
			value = uniform.value;
5491

5492
			if ( type === "i" ) { // single integer
5493

5494
				_gl.uniform1i( location, value );
5495

5496
			} else if ( type === "f" ) { // single float
5497

5498
				_gl.uniform1f( location, value );
5499

5500
			} else if ( type === "v2" ) { // single THREE.Vector2
5501

5502
				_gl.uniform2f( location, value.x, value.y );
5503

5504
			} else if ( type === "v3" ) { // single THREE.Vector3
5505

5506
				_gl.uniform3f( location, value.x, value.y, value.z );
5507

5508
			} else if ( type === "v4" ) { // single THREE.Vector4
5509

5510
				_gl.uniform4f( location, value.x, value.y, value.z, value.w );
5511

5512
			} else if ( type === "c" ) { // single THREE.Color
5513

5514
				_gl.uniform3f( location, value.r, value.g, value.b );
5515

5516 5517 5518
			} else if ( type === "iv1" ) { // flat array of integers (JS or typed array)

				_gl.uniform1iv( location, value );
5519 5520 5521 5522

			} else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)

				_gl.uniform3iv( location, value );
5523

5524
			} else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
5525

5526
				_gl.uniform1fv( location, value );
5527

5528
			} else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
5529

5530
				_gl.uniform3fv( location, value );
5531

5532
			} else if ( type === "v2v" ) { // array of THREE.Vector2
5533

5534
				if ( uniform._array === undefined ) {
5535

5536
					uniform._array = new Float32Array( 2 * value.length );
5537

5538
				}
5539

5540
				for ( i = 0, il = value.length; i < il; i ++ ) {
5541

5542
					offset = i * 2;
5543

5544 5545
					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;
5546

5547
				}
5548

5549
				_gl.uniform2fv( location, uniform._array );
5550

5551
			} else if ( type === "v3v" ) { // array of THREE.Vector3
5552

5553
				if ( uniform._array === undefined ) {
M
Mr.doob 已提交
5554

5555
					uniform._array = new Float32Array( 3 * value.length );
A
alteredq 已提交
5556

5557
				}
5558

5559
				for ( i = 0, il = value.length; i < il; i ++ ) {
5560

5561
					offset = i * 3;
5562

5563 5564 5565
					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
5566

5567
				}
5568

5569
				_gl.uniform3fv( location, uniform._array );
A
alteredq 已提交
5570

5571
			} else if ( type === "v4v" ) { // array of THREE.Vector4
M
Mr.doob 已提交
5572

5573
				if ( uniform._array === undefined ) {
M
Mr.doob 已提交
5574

5575
					uniform._array = new Float32Array( 4 * value.length );
M
Mr.doob 已提交
5576

5577
				}
A
alteredq 已提交
5578

5579
				for ( i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
5580

5581
					offset = i * 4;
M
Mr.doob 已提交
5582

5583 5584 5585 5586
					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
5587

5588
				}
5589

5590
				_gl.uniform4fv( location, uniform._array );
A
alteredq 已提交
5591

5592
			} else if ( type === "m4") { // single THREE.Matrix4
A
alteredq 已提交
5593

5594
				if ( uniform._array === undefined ) {
A
alteredq 已提交
5595

5596
					uniform._array = new Float32Array( 16 );
A
alteredq 已提交
5597

5598
				}
M
Mr.doob 已提交
5599

5600 5601
				value.flattenToArray( uniform._array );
				_gl.uniformMatrix4fv( location, false, uniform._array );
5602

5603
			} else if ( type === "m4v" ) { // array of THREE.Matrix4
5604

5605
				if ( uniform._array === undefined ) {
5606

5607
					uniform._array = new Float32Array( 16 * value.length );
M
Mr.doob 已提交
5608

5609
				}
M
Mr.doob 已提交
5610

5611
				for ( i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
5612

5613
					value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
A
alteredq 已提交
5614

5615
				}
M
Mr.doob 已提交
5616

5617
				_gl.uniformMatrix4fv( location, false, uniform._array );
M
Mr.doob 已提交
5618

5619
			} else if ( type === "t" ) { // single THREE.Texture (2d or cube)
5620

5621 5622
				texture = value;
				textureUnit = getTextureUnit();
M
Mr.doob 已提交
5623

5624
				_gl.uniform1i( location, textureUnit );
M
Mr.doob 已提交
5625

5626
				if ( !texture ) continue;
M
Mr.doob 已提交
5627

5628
				if ( texture.image instanceof Array && texture.image.length === 6 ) {
M
Mr.doob 已提交
5629

5630
					setCubeTexture( texture, textureUnit );
M
Mr.doob 已提交
5631

5632
				} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
M
Mr.doob 已提交
5633

5634
					setCubeTextureDynamic( texture, textureUnit );
5635

5636
				} else {
A
alteredq 已提交
5637

5638
					_this.setTexture( texture, textureUnit );
A
alteredq 已提交
5639

5640
				}
A
alteredq 已提交
5641

5642
			} else if ( type === "tv" ) { // array of THREE.Texture (2d)
5643

5644
				if ( uniform._array === undefined ) {
5645

5646
					uniform._array = [];
M
Mr.doob 已提交
5647

5648
				}
M
Mr.doob 已提交
5649

5650
				for( i = 0, il = uniform.value.length; i < il; i ++ ) {
M
Mr.doob 已提交
5651

5652
					uniform._array[ i ] = getTextureUnit();
M
Mr.doob 已提交
5653

5654
				}
M
Mr.doob 已提交
5655

5656
				_gl.uniform1iv( location, uniform._array );
M
Mr.doob 已提交
5657

5658
				for( i = 0, il = uniform.value.length; i < il; i ++ ) {
M
Mr.doob 已提交
5659

5660 5661
					texture = uniform.value[ i ];
					textureUnit = uniform._array[ i ];
M
Mr.doob 已提交
5662

5663
					if ( !texture ) continue;
M
Mr.doob 已提交
5664

5665
					_this.setTexture( texture, textureUnit );
M
Mr.doob 已提交
5666

5667
				}
M
Mr.doob 已提交
5668

M
Mr.doob 已提交
5669
			}
M
Mr.doob 已提交
5670

M
Mr.doob 已提交
5671
		}
M
Mr.doob 已提交
5672

5673
	};
M
Mr.doob 已提交
5674

A
alteredq 已提交
5675
	function setupMatrices ( object, camera ) {
M
Mr.doob 已提交
5676

5677
		object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
M
Mr.doob 已提交
5678

5679
		object._normalMatrix.getInverse( object._modelViewMatrix );
5680
		object._normalMatrix.transpose();
M
Mr.doob 已提交
5681

A
alteredq 已提交
5682
	};
M
Mr.doob 已提交
5683

A
alteredq 已提交
5684 5685 5686 5687 5688 5689 5690 5691 5692 5693 5694 5695 5696 5697 5698 5699 5700 5701
	//

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

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

	};

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

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

	};

5702
	function setupLights ( program, lights ) {
M
Mr.doob 已提交
5703

5704 5705
		var l, ll, light, n,
		r = 0, g = 0, b = 0,
A
alteredq 已提交
5706 5707 5708 5709
		color, skyColor, groundColor,
		intensity,  intensitySq,
		position,
		distance,
M
Mr.doob 已提交
5710

5711
		zlights = _lights,
A
alteredq 已提交
5712

A
alteredq 已提交
5713 5714 5715 5716 5717 5718
		dirColors = zlights.directional.colors,
		dirPositions = zlights.directional.positions,

		pointColors = zlights.point.colors,
		pointPositions = zlights.point.positions,
		pointDistances = zlights.point.distances,
A
alteredq 已提交
5719

A
alteredq 已提交
5720 5721 5722 5723
		spotColors = zlights.spot.colors,
		spotPositions = zlights.spot.positions,
		spotDistances = zlights.spot.distances,
		spotDirections = zlights.spot.directions,
5724
		spotAnglesCos = zlights.spot.anglesCos,
A
alteredq 已提交
5725
		spotExponents = zlights.spot.exponents,
5726

A
alteredq 已提交
5727 5728 5729
		hemiSkyColors = zlights.hemi.skyColors,
		hemiGroundColors = zlights.hemi.groundColors,
		hemiPositions = zlights.hemi.positions,
A
alteredq 已提交
5730

A
alteredq 已提交
5731 5732 5733 5734
		dirLength = 0,
		pointLength = 0,
		spotLength = 0,
		hemiLength = 0,
5735

5736 5737 5738 5739 5740
		dirCount = 0,
		pointCount = 0,
		spotCount = 0,
		hemiCount = 0,

A
alteredq 已提交
5741 5742 5743 5744
		dirOffset = 0,
		pointOffset = 0,
		spotOffset = 0,
		hemiOffset = 0;
5745

5746
		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
5747

5748
			light = lights[ l ];
A
alteredq 已提交
5749

5750
			if ( light.onlyShadow ) continue;
A
alteredq 已提交
5751 5752

			color = light.color;
5753 5754
			intensity = light.intensity;
			distance = light.distance;
A
alteredq 已提交
5755

5756
			if ( light instanceof THREE.AmbientLight ) {
5757

5758 5759
				if ( ! light.visible ) continue;

5760
				if ( _this.gammaInput ) {
5761

5762 5763 5764
					r += color.r * color.r;
					g += color.g * color.g;
					b += color.b * color.b;
5765

5766
				} else {
5767

5768 5769 5770
					r += color.r;
					g += color.g;
					b += color.b;
5771

5772
				}
5773

5774
			} else if ( light instanceof THREE.DirectionalLight ) {
5775

5776 5777 5778 5779
				dirCount += 1;

				if ( ! light.visible ) continue;

A
alteredq 已提交
5780
				dirOffset = dirLength * 3;
5781

5782
				if ( _this.gammaInput ) {
5783

A
alteredq 已提交
5784
					setColorGamma( dirColors, dirOffset, color, intensity * intensity );
5785

5786
				} else {
5787

A
alteredq 已提交
5788
					setColorLinear( dirColors, dirOffset, color, intensity );
A
alteredq 已提交
5789

5790
				}
A
alteredq 已提交
5791

5792 5793 5794
				_direction.copy( light.matrixWorld.getPosition() );
				_direction.subSelf( light.target.matrixWorld.getPosition() );
				_direction.normalize();
A
alteredq 已提交
5795

A
alteredq 已提交
5796 5797 5798
				dirPositions[ dirOffset ]     = _direction.x;
				dirPositions[ dirOffset + 1 ] = _direction.y;
				dirPositions[ dirOffset + 2 ] = _direction.z;
A
alteredq 已提交
5799

A
alteredq 已提交
5800
				dirLength += 1;
A
alteredq 已提交
5801

5802 5803 5804 5805 5806
			} else if ( light instanceof THREE.PointLight ) {

				pointCount += 1;

				if ( ! light.visible ) continue;
M
Mr.doob 已提交
5807

A
alteredq 已提交
5808
				pointOffset = pointLength * 3;
M
Mr.doob 已提交
5809

5810
				if ( _this.gammaInput ) {
5811

A
alteredq 已提交
5812
					setColorGamma( pointColors, pointOffset, color, intensity * intensity );
A
alteredq 已提交
5813

5814
				} else {
A
alteredq 已提交
5815

A
alteredq 已提交
5816
					setColorLinear( pointColors, pointOffset, color, intensity );
A
alteredq 已提交
5817

5818
				}
A
alteredq 已提交
5819

A
alteredq 已提交
5820 5821
				position = light.matrixWorld.getPosition();

A
alteredq 已提交
5822 5823 5824
				pointPositions[ pointOffset ]     = position.x;
				pointPositions[ pointOffset + 1 ] = position.y;
				pointPositions[ pointOffset + 2 ] = position.z;
A
alteredq 已提交
5825

A
alteredq 已提交
5826
				pointDistances[ pointLength ] = distance;
A
alteredq 已提交
5827

A
alteredq 已提交
5828
				pointLength += 1;
5829

5830 5831 5832 5833 5834
			} else if ( light instanceof THREE.SpotLight ) {

				spotCount += 1;

				if ( ! light.visible ) continue;
A
alteredq 已提交
5835

A
alteredq 已提交
5836
				spotOffset = spotLength * 3;
A
alteredq 已提交
5837 5838 5839

				if ( _this.gammaInput ) {

A
alteredq 已提交
5840
					setColorGamma( spotColors, spotOffset, color, intensity * intensity );
A
alteredq 已提交
5841 5842 5843

				} else {

A
alteredq 已提交
5844
					setColorLinear( spotColors, spotOffset, color, intensity );
A
alteredq 已提交
5845 5846 5847 5848 5849

				}

				position = light.matrixWorld.getPosition();

A
alteredq 已提交
5850 5851 5852
				spotPositions[ spotOffset ]     = position.x;
				spotPositions[ spotOffset + 1 ] = position.y;
				spotPositions[ spotOffset + 2 ] = position.z;
A
alteredq 已提交
5853

A
alteredq 已提交
5854
				spotDistances[ spotLength ] = distance;
A
alteredq 已提交
5855 5856 5857 5858 5859

				_direction.copy( position );
				_direction.subSelf( light.target.matrixWorld.getPosition() );
				_direction.normalize();

A
alteredq 已提交
5860 5861 5862 5863
				spotDirections[ spotOffset ]     = _direction.x;
				spotDirections[ spotOffset + 1 ] = _direction.y;
				spotDirections[ spotOffset + 2 ] = _direction.z;

5864
				spotAnglesCos[ spotLength ] = Math.cos( light.angle );
A
alteredq 已提交
5865 5866 5867 5868 5869
				spotExponents[ spotLength ] = light.exponent;

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {
A
alteredq 已提交
5870

5871 5872 5873 5874
				hemiCount += 1;

				if ( ! light.visible ) continue;

A
alteredq 已提交
5875 5876
				skyColor = light.color;
				groundColor = light.groundColor;
A
alteredq 已提交
5877

A
alteredq 已提交
5878 5879 5880 5881 5882 5883 5884 5885 5886 5887 5888 5889 5890 5891 5892 5893
				hemiOffset = hemiLength * 3;

				if ( _this.gammaInput ) {

					intensitySq = intensity * intensity;

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

				} else {

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

				}

A
alteredq 已提交
5894 5895
				_direction.copy( light.matrixWorld.getPosition() );
				_direction.normalize();
A
alteredq 已提交
5896

A
alteredq 已提交
5897 5898 5899
				hemiPositions[ hemiOffset ]     = _direction.x;
				hemiPositions[ hemiOffset + 1 ] = _direction.y;
				hemiPositions[ hemiOffset + 2 ] = _direction.z;
A
alteredq 已提交
5900 5901

				hemiLength += 1;
A
alteredq 已提交
5902

5903
			}
5904

5905
		}
A
alteredq 已提交
5906

5907 5908
		// null eventual remains from removed lights
		// (this is to avoid if in shader)
A
alteredq 已提交
5909

5910 5911 5912 5913 5914 5915 5916 5917 5918 5919
		for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
		for ( l = dirLength * 3, ll = Math.max( dirPositions.length, dirCount * 3 ); l < ll; l ++ ) dirPositions[ l ] = 0.0;

		for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
		for ( l = pointLength * 3, ll = Math.max( pointPositions.length, pointCount * 3 ); l < ll; l ++ ) pointPositions[ l ] = 0.0;
		for ( l = pointLength, ll = Math.max( pointDistances.length, pointCount ); l < ll; l ++ ) pointDistances[ l ] = 0.0;

		for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
		for ( l = spotLength * 3, ll = Math.max( spotPositions.length, spotCount * 3 ); l < ll; l ++ ) spotPositions[ l ] = 0.0;
		for ( l = spotLength * 3, ll = Math.max( spotDirections.length, spotCount * 3 ); l < ll; l ++ ) spotDirections[ l ] = 0.0;
5920
		for ( l = spotLength, ll = Math.max( spotAnglesCos.length, spotCount ); l < ll; l ++ ) spotAnglesCos[ l ] = 0.0;
5921 5922 5923 5924 5925 5926
		for ( l = spotLength, ll = Math.max( spotExponents.length, spotCount ); l < ll; l ++ ) spotExponents[ l ] = 0.0;
		for ( l = spotLength, ll = Math.max( spotDistances.length, spotCount ); l < ll; l ++ ) spotDistances[ l ] = 0.0;

		for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
		for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
		for ( l = hemiLength * 3, ll = Math.max( hemiPositions.length, hemiCount * 3 ); l < ll; l ++ ) hemiPositions[ l ] = 0.0;
A
alteredq 已提交
5927

A
alteredq 已提交
5928 5929 5930 5931
		zlights.directional.length = dirLength;
		zlights.point.length = pointLength;
		zlights.spot.length = spotLength;
		zlights.hemi.length = hemiLength;
A
alteredq 已提交
5932

5933 5934 5935
		zlights.ambient[ 0 ] = r;
		zlights.ambient[ 1 ] = g;
		zlights.ambient[ 2 ] = b;
5936

5937
	};
M
Mr.doob 已提交
5938

5939
	// GL state setting
M
Mr.doob 已提交
5940

5941
	this.setFaceCulling = function ( cullFace, frontFace ) {
M
Mr.doob 已提交
5942

5943
		if ( cullFace ) {
M
Mr.doob 已提交
5944

5945
			if ( !frontFace || frontFace === "ccw" ) {
5946

5947
				_gl.frontFace( _gl.CCW );
5948

5949
			} else {
5950

5951
				_gl.frontFace( _gl.CW );
M
Mr.doob 已提交
5952

5953
			}
M
Mr.doob 已提交
5954

5955
			if( cullFace === "back" ) {
5956

5957
				_gl.cullFace( _gl.BACK );
5958

5959
			} else if( cullFace === "front" ) {
5960

5961
				_gl.cullFace( _gl.FRONT );
M
Mr.doob 已提交
5962

5963
			} else {
5964

5965
				_gl.cullFace( _gl.FRONT_AND_BACK );
5966

5967
			}
5968

5969
			_gl.enable( _gl.CULL_FACE );
5970

5971
		} else {
5972

5973
			_gl.disable( _gl.CULL_FACE );
5974 5975 5976 5977 5978

		}

	};

5979
	this.setMaterialFaces = function ( material ) {
5980

5981 5982
		var doubleSided = material.side === THREE.DoubleSide;
		var flipSided = material.side === THREE.BackSide;
M
Mr.doob 已提交
5983

5984 5985 5986
		if ( _oldDoubleSided !== doubleSided ) {

			if ( doubleSided ) {
M
Mr.doob 已提交
5987

5988
				_gl.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
5989

5990
			} else {
5991

5992
				_gl.enable( _gl.CULL_FACE );
5993

5994
			}
5995

5996
			_oldDoubleSided = doubleSided;
5997

5998
		}
5999

6000
		if ( _oldFlipSided !== flipSided ) {
6001

6002
			if ( flipSided ) {
6003

6004
				_gl.frontFace( _gl.CW );
6005

6006
			} else {
6007

6008
				_gl.frontFace( _gl.CCW );
6009

6010
			}
6011

6012
			_oldFlipSided = flipSided;
6013

6014
		}
6015

6016
	};
6017

A
alteredq 已提交
6018
	this.setDepthTest = function ( depthTest ) {
6019

6020
		if ( _oldDepthTest !== depthTest ) {
6021

6022
			if ( depthTest ) {
6023

6024
				_gl.enable( _gl.DEPTH_TEST );
6025

6026
			} else {
6027

6028
				_gl.disable( _gl.DEPTH_TEST );
6029 6030 6031

			}

6032
			_oldDepthTest = depthTest;
6033

6034
		}
6035

6036
	};
6037

6038
	this.setDepthWrite = function ( depthWrite ) {
A
alteredq 已提交
6039

6040
		if ( _oldDepthWrite !== depthWrite ) {
A
alteredq 已提交
6041

6042 6043
			_gl.depthMask( depthWrite );
			_oldDepthWrite = depthWrite;
A
alteredq 已提交
6044 6045 6046 6047 6048

		}

	};

6049
	function setLineWidth ( width ) {
6050

6051
		if ( width !== _oldLineWidth ) {
6052

6053 6054 6055
			_gl.lineWidth( width );

			_oldLineWidth = width;
6056 6057 6058

		}

6059
	};
6060

6061
	function setPolygonOffset ( polygonoffset, factor, units ) {
6062

6063
		if ( _oldPolygonOffset !== polygonoffset ) {
M
Mr.doob 已提交
6064

6065
			if ( polygonoffset ) {
6066

6067
				_gl.enable( _gl.POLYGON_OFFSET_FILL );
6068

6069
			} else {
6070

6071
				_gl.disable( _gl.POLYGON_OFFSET_FILL );
6072

6073
			}
6074

6075
			_oldPolygonOffset = polygonoffset;
6076

6077
		}
6078

6079
		if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
6080

6081
			_gl.polygonOffset( factor, units );
M
Mr.doob 已提交
6082

6083 6084
			_oldPolygonOffsetFactor = factor;
			_oldPolygonOffsetUnits = units;
M
Mr.doob 已提交
6085

6086
		}
M
Mr.doob 已提交
6087

6088
	};
M
Mr.doob 已提交
6089

6090
	this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
M
Mr.doob 已提交
6091

6092
		if ( blending !== _oldBlending ) {
M
Mr.doob 已提交
6093

6094
			if ( blending === THREE.NoBlending ) {
M
Mr.doob 已提交
6095

6096
				_gl.disable( _gl.BLEND );
M
Mr.doob 已提交
6097

6098
			} else if ( blending === THREE.AdditiveBlending ) {
M
Mr.doob 已提交
6099

6100 6101 6102
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
M
Mr.doob 已提交
6103

6104
			} else if ( blending === THREE.SubtractiveBlending ) {
M
Mr.doob 已提交
6105

6106 6107 6108 6109
				// 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
6110

6111
			} else if ( blending === THREE.MultiplyBlending ) {
M
Mr.doob 已提交
6112

6113 6114 6115 6116
				// TODO: Find blendFuncSeparate() combination
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
6117

6118
			} else if ( blending === THREE.CustomBlending ) {
6119

6120
				_gl.enable( _gl.BLEND );
6121

6122
			} else {
6123

6124 6125 6126
				_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 );
6127

6128
			}
6129

6130
			_oldBlending = blending;
6131

6132
		}
6133

6134 6135 6136 6137 6138 6139 6140 6141 6142 6143 6144 6145 6146 6147 6148 6149 6150 6151 6152 6153 6154 6155 6156 6157 6158 6159 6160
		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;

		}

6161
	};
6162

6163 6164 6165 6166
	// Defines

	function generateDefines ( defines ) {

6167
		var value, chunk, chunks = [];
6168 6169 6170

		for ( var d in defines ) {

6171 6172 6173 6174
			value = defines[ d ];
			if ( value === false ) continue;

			chunk = "#define " + d + " " + value;
6175 6176 6177 6178 6179 6180 6181 6182
			chunks.push( chunk );

		}

		return chunks.join( "\n" );

	};

6183 6184
	// Shaders

6185
	function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters ) {
6186

6187
		var p, pl, d, program, code;
6188
		var chunks = [];
6189 6190 6191

		// Generate code

6192 6193 6194 6195 6196 6197 6198 6199 6200 6201
		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}
6202

6203 6204 6205 6206 6207 6208 6209
		for ( d in defines ) {

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

		}

6210 6211
		for ( p in parameters ) {

6212 6213
			chunks.push( p );
			chunks.push( parameters[ p ] );
6214 6215 6216

		}

6217 6218
		code = chunks.join();

6219 6220 6221 6222
		// Check if code has been already compiled

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

A
alteredq 已提交
6223 6224 6225
			var programInfo = _programs[ p ];

			if ( programInfo.code === code ) {
6226

6227
				//console.log( "Code already compiled." /*: \n\n" + code*/ );
6228

A
alteredq 已提交
6229 6230 6231
				programInfo.usedTimes ++;

				return programInfo.program;
6232 6233 6234 6235

			}

		}
6236

6237
		//console.log( "building new program " );
6238 6239 6240

		//

6241 6242 6243 6244
		var customDefines = generateDefines( defines );

		//

6245
		program = _gl.createProgram();
M
Mr.doob 已提交
6246

6247
		var prefix_vertex = [
M
Mr.doob 已提交
6248

6249 6250
			"precision " + _precision + " float;",

6251 6252
			customDefines,

6253
			_supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
6254

6255 6256 6257 6258
			_this.gammaInput ? "#define GAMMA_INPUT" : "",
			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",

6259 6260
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
A
alteredq 已提交
6261
			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
A
alteredq 已提交
6262
			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
6263

6264 6265
			"#define MAX_SHADOWS " + parameters.maxShadows,

6266 6267
			"#define MAX_BONES " + parameters.maxBones,

6268
			parameters.map ? "#define USE_MAP" : "",
6269 6270
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
6271
			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
6272
			parameters.normalMap ? "#define USE_NORMALMAP" : "",
6273
			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
6274
			parameters.vertexColors ? "#define USE_COLOR" : "",
6275

6276
			parameters.skinning ? "#define USE_SKINNING" : "",
6277
			parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
6278 6279
			parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
			parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",
6280

6281
			parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
A
alteredq 已提交
6282
			parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
A
alteredq 已提交
6283
			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
6284
			parameters.wrapAround ? "#define WRAP_AROUND" : "",
6285
			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
6286
			parameters.flipSided ? "#define FLIP_SIDED" : "",
6287

6288
			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
6289
			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
A
alteredq 已提交
6290 6291
			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
6292

6293 6294
			parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",

6295
			"uniform mat4 modelMatrix;",
M
Mr.doob 已提交
6296 6297
			"uniform mat4 modelViewMatrix;",
			"uniform mat4 projectionMatrix;",
6298 6299
			"uniform mat4 viewMatrix;",
			"uniform mat3 normalMatrix;",
M
Mr.doob 已提交
6300
			"uniform vec3 cameraPosition;",
A
alteredq 已提交
6301

M
Mr.doob 已提交
6302 6303 6304
			"attribute vec3 position;",
			"attribute vec3 normal;",
			"attribute vec2 uv;",
6305
			"attribute vec2 uv2;",
6306

6307
			"#ifdef USE_COLOR",
6308

6309
				"attribute vec3 color;",
6310

6311 6312
			"#endif",

6313
			"#ifdef USE_MORPHTARGETS",
6314

6315 6316 6317 6318
				"attribute vec3 morphTarget0;",
				"attribute vec3 morphTarget1;",
				"attribute vec3 morphTarget2;",
				"attribute vec3 morphTarget3;",
A
alteredq 已提交
6319 6320 6321 6322 6323 6324 6325 6326 6327 6328 6329 6330 6331 6332 6333 6334

				"#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",
6335

6336 6337 6338
			"#endif",

			"#ifdef USE_SKINNING",
6339

6340 6341
				"attribute vec4 skinIndex;",
				"attribute vec4 skinWeight;",
6342

6343
			"#endif",
6344

M
Mr.doob 已提交
6345
			""
A
alteredq 已提交
6346

M
Mr.doob 已提交
6347
		].join("\n");
6348

M
Mr.doob 已提交
6349 6350
		var prefix_fragment = [

6351
			"precision " + _precision + " float;",
M
Mr.doob 已提交
6352

6353
			( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
6354

6355 6356
			customDefines,

M
Mr.doob 已提交
6357 6358
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
A
alteredq 已提交
6359
			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
A
alteredq 已提交
6360
			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
M
Mr.doob 已提交
6361

6362 6363
			"#define MAX_SHADOWS " + parameters.maxShadows,

6364 6365
			parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",

6366 6367 6368 6369
			_this.gammaInput ? "#define GAMMA_INPUT" : "",
			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",

M
Mr.doob 已提交
6370
			( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
6371
			( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
M
Mr.doob 已提交
6372 6373 6374 6375

			parameters.map ? "#define USE_MAP" : "",
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
6376
			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
6377
			parameters.normalMap ? "#define USE_NORMALMAP" : "",
6378
			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
M
Mr.doob 已提交
6379
			parameters.vertexColors ? "#define USE_COLOR" : "",
6380

6381 6382
			parameters.metal ? "#define METAL" : "",
			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
6383
			parameters.wrapAround ? "#define WRAP_AROUND" : "",
6384
			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
6385
			parameters.flipSided ? "#define FLIP_SIDED" : "",
6386

6387
			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
6388
			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
A
alteredq 已提交
6389 6390
			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
M
Mr.doob 已提交
6391 6392 6393 6394 6395 6396 6397

			"uniform mat4 viewMatrix;",
			"uniform vec3 cameraPosition;",
			""

		].join("\n");

6398 6399 6400 6401 6402
		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
6403

M
Mr.doob 已提交
6404
		_gl.linkProgram( program );
N
Nicolas Garcia Belmonte 已提交
6405

M
Mr.doob 已提交
6406
		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
N
Nicolas Garcia Belmonte 已提交
6407

6408
			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
6409

N
Nicolas Garcia Belmonte 已提交
6410
		}
6411

6412 6413 6414 6415 6416
		// clean up

		_gl.deleteShader( glFragmentShader );
		_gl.deleteShader( glVertexShader );

6417 6418
		//console.log( prefix_fragment + fragmentShader );
		//console.log( prefix_vertex + vertexShader );
M
Mr.doob 已提交
6419

M
Mr.doob 已提交
6420
		program.uniforms = {};
6421
		program.attributes = {};
M
Mr.doob 已提交
6422

6423 6424 6425 6426
		var identifiers, u, a, i;

		// cache uniform locations

6427
		identifiers = [
6428

6429
			'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
6430
			'morphTargetInfluences'
M
Mr.doob 已提交
6431

6432
		];
M
Mr.doob 已提交
6433

6434
		if ( parameters.useVertexTexture ) {
6435 6436 6437 6438 6439 6440 6441 6442 6443

			identifiers.push( 'boneTexture' );

		} else {

			identifiers.push( 'boneGlobalMatrices' );

		}

6444
		for ( u in uniforms ) {
M
Mr.doob 已提交
6445

6446
			identifiers.push( u );
M
Mr.doob 已提交
6447

6448
		}
M
Mr.doob 已提交
6449

6450
		cacheUniformLocations( program, identifiers );
M
Mr.doob 已提交
6451

6452
		// cache attributes locations
M
Mr.doob 已提交
6453

6454
		identifiers = [
A
alteredq 已提交
6455

6456
			"position", "normal", "uv", "uv2", "tangent", "color",
6457
			"skinIndex", "skinWeight", "lineDistance"
A
alteredq 已提交
6458

6459
		];
M
Mr.doob 已提交
6460

6461
		for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
6462

6463
			identifiers.push( "morphTarget" + i );
M
Mr.doob 已提交
6464

6465
		}
6466

A
alteredq 已提交
6467 6468 6469 6470 6471 6472
		for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {

			identifiers.push( "morphNormal" + i );

		}

6473
		for ( a in attributes ) {
6474

6475
			identifiers.push( a );
6476

6477
		}
6478

6479
		cacheAttributeLocations( program, identifiers );
6480

A
alteredq 已提交
6481
		program.id = _programs_counter ++;
6482

A
alteredq 已提交
6483
		_programs.push( { program: program, code: code, usedTimes: 1 } );
6484

6485
		_this.info.memory.programs = _programs.length;
6486

6487
		return program;
6488

6489
	};
6490

6491
	// Shader parameters cache
6492

6493
	function cacheUniformLocations ( program, identifiers ) {
6494

6495
		var i, l, id;
6496

6497
		for( i = 0, l = identifiers.length; i < l; i ++ ) {
6498

6499 6500
			id = identifiers[ i ];
			program.uniforms[ id ] = _gl.getUniformLocation( program, id );
M
Mr.doob 已提交
6501

6502
		}
M
Mr.doob 已提交
6503

6504
	};
M
Mr.doob 已提交
6505

6506
	function cacheAttributeLocations ( program, identifiers ) {
A
alteredq 已提交
6507

6508
		var i, l, id;
A
alteredq 已提交
6509

6510
		for( i = 0, l = identifiers.length; i < l; i ++ ) {
A
alteredq 已提交
6511

6512 6513
			id = identifiers[ i ];
			program.attributes[ id ] = _gl.getAttribLocation( program, id );
A
alteredq 已提交
6514

6515
		}
6516

6517
	};
A
alteredq 已提交
6518

6519 6520 6521 6522 6523 6524 6525 6526 6527 6528 6529 6530 6531 6532 6533 6534 6535
	function addLineNumbers ( string ) {

		var chunks = string.split( "\n" );

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

			// Chrome reports shader errors on lines
			// starting counting from 1

			chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];

		}

		return chunks.join( "\n" );

	};

6536
	function getShader ( type, string ) {
A
alteredq 已提交
6537

6538
		var shader;
6539

6540
		if ( type === "fragment" ) {
A
alteredq 已提交
6541

6542
			shader = _gl.createShader( _gl.FRAGMENT_SHADER );
A
alteredq 已提交
6543

6544
		} else if ( type === "vertex" ) {
A
alteredq 已提交
6545

6546
			shader = _gl.createShader( _gl.VERTEX_SHADER );
A
alteredq 已提交
6547

6548
		}
A
alteredq 已提交
6549

6550 6551
		_gl.shaderSource( shader, string );
		_gl.compileShader( shader );
6552

6553
		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
6554

6555
			console.error( _gl.getShaderInfoLog( shader ) );
6556
			console.error( addLineNumbers( string ) );
6557
			return null;
6558

A
alteredq 已提交
6559 6560
		}

6561 6562
		return shader;

A
alteredq 已提交
6563
	};
6564

6565 6566
	// Textures

6567 6568 6569 6570 6571 6572 6573

	function isPowerOfTwo ( value ) {

		return ( value & ( value - 1 ) ) === 0;

	};

6574
	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
6575

6576
		if ( isImagePowerOfTwo ) {
M
Mr.doob 已提交
6577

6578 6579
			_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
6580

6581 6582
			_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
6583

6584
		} else {
M
Mr.doob 已提交
6585

6586 6587
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
6588

6589 6590
			_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
6591

6592
		}
M
Mr.doob 已提交
6593

6594
		if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
6595

6596 6597 6598 6599 6600 6601
			if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {

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

			}
6602 6603 6604

		}

6605
	};
6606

6607
	this.setTexture = function ( texture, slot ) {
6608

6609
		if ( texture.needsUpdate ) {
A
alteredq 已提交
6610

6611
			if ( ! texture.__webglInit ) {
M
Mr.doob 已提交
6612

6613
				texture.__webglInit = true;
6614
				texture.__webglTexture = _gl.createTexture();
A
alteredq 已提交
6615

M
Mr.doob 已提交
6616 6617
				_this.info.memory.textures ++;

6618
			}
M
Mr.doob 已提交
6619

6620
			_gl.activeTexture( _gl.TEXTURE0 + slot );
6621 6622
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );

6623
			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
6624 6625
			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );

6626 6627
			var image = texture.image,
			isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
6628 6629
			glFormat = paramThreeToGL( texture.format ),
			glType = paramThreeToGL( texture.type );
6630

6631 6632
			setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );

6633 6634 6635 6636 6637 6638 6639 6640 6641 6642 6643 6644
			if ( texture instanceof THREE.CompressedTexture ) {

				var mipmap, mipmaps = texture.mipmaps;

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

					mipmap = mipmaps[ i ];
					_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

				}

			} else if ( texture instanceof THREE.DataTexture ) {
6645

6646
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
Mr.doob 已提交
6647

A
alteredq 已提交
6648
			} else {
M
Mr.doob 已提交
6649

6650
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
Mr.doob 已提交
6651 6652 6653

			}

6654
			if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
6655

A
alteredq 已提交
6656
			texture.needsUpdate = false;
6657

6658
			if ( texture.onUpdate ) texture.onUpdate();
6659

6660
		} else {
6661

6662 6663
			_gl.activeTexture( _gl.TEXTURE0 + slot );
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
6664 6665

		}
M
Mr.doob 已提交
6666

6667
	};
M
Mr.doob 已提交
6668

6669 6670 6671 6672 6673 6674 6675 6676 6677 6678
	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.
6679

6680 6681 6682 6683 6684 6685 6686
		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;
6687

6688
		var ctx = canvas.getContext( "2d" );
6689 6690
		ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );

6691 6692 6693 6694
		return canvas;

	}

6695
	function setCubeTexture ( texture, slot ) {
6696

6697
		if ( texture.image.length === 6 ) {
6698 6699 6700

			if ( texture.needsUpdate ) {

A
alteredq 已提交
6701
				if ( ! texture.image.__webglTextureCube ) {
6702 6703

					texture.image.__webglTextureCube = _gl.createTexture();
6704

6705 6706
					_this.info.memory.textures ++;

A
alteredq 已提交
6707
				}
6708

A
alteredq 已提交
6709 6710
				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
6711

6712
				_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
M
Mr.doob 已提交
6713

6714 6715
				var isCompressed = texture instanceof THREE.CompressedTexture;

6716
				var cubeImage = [];
6717

A
alteredq 已提交
6718
				for ( var i = 0; i < 6; i ++ ) {
6719

6720
					if ( _this.autoScaleCubemaps && ! isCompressed ) {
6721 6722 6723 6724 6725 6726 6727 6728 6729 6730 6731

						cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );

					} else {

						cubeImage[ i ] = texture.image[ i ];

					}

				}

6732 6733
				var image = cubeImage[ 0 ],
				isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
6734 6735
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );
6736

6737 6738
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

A
alteredq 已提交
6739
				for ( var i = 0; i < 6; i ++ ) {
6740

6741 6742 6743 6744 6745 6746 6747 6748 6749 6750 6751 6752 6753 6754 6755 6756
					if ( isCompressed ) {

						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

						for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {

							mipmap = mipmaps[ j ];
							_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

						}

					} else {

						_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );

					}
6757

A
alteredq 已提交
6758
				}
6759

M
Mr.doob 已提交
6760 6761 6762 6763 6764
				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}
6765

A
alteredq 已提交
6766
				texture.needsUpdate = false;
6767

6768
				if ( texture.onUpdate ) texture.onUpdate();
6769

A
alteredq 已提交
6770
			} else {
6771

A
alteredq 已提交
6772 6773
				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
6774

A
alteredq 已提交
6775
			}
6776

A
alteredq 已提交
6777
		}
6778

A
alteredq 已提交
6779
	};
6780

6781
	function setCubeTextureDynamic ( texture, slot ) {
6782

A
alteredq 已提交
6783 6784
		_gl.activeTexture( _gl.TEXTURE0 + slot );
		_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
6785 6786 6787

	};

6788 6789 6790
	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
6791

6792 6793
		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
A
alteredq 已提交
6794

6795
	};
M
Mr.doob 已提交
6796

6797
	function setupRenderBuffer ( renderbuffer, renderTarget  ) {
M
Mikael Emtinger 已提交
6798

6799
		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
6800

6801
		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
M
Mr.doob 已提交
6802

6803 6804
			_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
6805

6806 6807
		/* For some reason this is not working. Defaulting to RGBA4.
		} else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
A
alteredq 已提交
6808

6809 6810 6811 6812
			_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
6813

6814 6815
			_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
6816

6817
		} else {
A
alteredq 已提交
6818

6819
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
A
alteredq 已提交
6820

6821
		}
A
alteredq 已提交
6822

6823
	};
A
alteredq 已提交
6824

A
alteredq 已提交
6825
	this.setRenderTarget = function ( renderTarget ) {
A
alteredq 已提交
6826

6827
		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
A
alteredq 已提交
6828

6829
		if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
A
alteredq 已提交
6830

M
Mr.doob 已提交
6831 6832
			if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
			if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
A
alteredq 已提交
6833

6834
			renderTarget.__webglTexture = _gl.createTexture();
A
alteredq 已提交
6835

6836 6837
			_this.info.memory.textures ++;

6838
			// Setup texture, create render and frame buffers
6839

6840 6841
			var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
				glFormat = paramThreeToGL( renderTarget.format ),
6842 6843
				glType = paramThreeToGL( renderTarget.type );

6844
			if ( isCube ) {
M
Mr.doob 已提交
6845

6846 6847
				renderTarget.__webglFramebuffer = [];
				renderTarget.__webglRenderbuffer = [];
M
Mikael Emtinger 已提交
6848

6849
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
6850
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
A
alteredq 已提交
6851

6852
				for ( var i = 0; i < 6; i ++ ) {
A
alteredq 已提交
6853

6854 6855
					renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
					renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
A
alteredq 已提交
6856

6857
					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
A
alteredq 已提交
6858

6859 6860
					setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
					setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
A
alteredq 已提交
6861

6862
				}
6863

6864 6865
				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

6866
			} else {
6867

6868 6869
				renderTarget.__webglFramebuffer = _gl.createFramebuffer();
				renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
6870

6871
				_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
6872
				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
6873

6874
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
6875

6876 6877
				setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
				setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
6878

6879 6880
				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );

M
Mikael Emtinger 已提交
6881
			}
6882

6883
			// Release everything
M
Mr.doob 已提交
6884

A
alteredq 已提交
6885 6886 6887 6888 6889 6890 6891 6892 6893 6894
			if ( isCube ) {

				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

			} else {

				_gl.bindTexture( _gl.TEXTURE_2D, null );

			}

6895 6896
			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
M
Mr.doob 已提交
6897

6898 6899
		}

6900
		var framebuffer, width, height, vx, vy;
M
Mr.doob 已提交
6901

6902
		if ( renderTarget ) {
M
Mr.doob 已提交
6903

A
alteredq 已提交
6904 6905
			if ( isCube ) {

6906
				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
A
alteredq 已提交
6907 6908 6909

			} else {

6910
				framebuffer = renderTarget.__webglFramebuffer;
A
alteredq 已提交
6911 6912 6913

			}

6914 6915
			width = renderTarget.width;
			height = renderTarget.height;
M
Mr.doob 已提交
6916

6917 6918 6919
			vx = 0;
			vy = 0;

6920
		} else {
M
Mr.doob 已提交
6921

6922
			framebuffer = null;
6923

6924 6925
			width = _viewportWidth;
			height = _viewportHeight;
6926

6927 6928
			vx = _viewportX;
			vy = _viewportY;
M
Mr.doob 已提交
6929

6930
		}
M
Mr.doob 已提交
6931

6932
		if ( framebuffer !== _currentFramebuffer ) {
M
Mr.doob 已提交
6933

6934
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
6935
			_gl.viewport( vx, vy, width, height );
M
Mr.doob 已提交
6936

6937
			_currentFramebuffer = framebuffer;
M
Mr.doob 已提交
6938

6939
		}
6940

A
alteredq 已提交
6941 6942 6943
		_currentWidth = width;
		_currentHeight = height;

6944
	};
M
Mr.doob 已提交
6945

6946
	function updateRenderTargetMipmap ( renderTarget ) {
M
Mr.doob 已提交
6947

A
alteredq 已提交
6948 6949 6950 6951 6952 6953 6954 6955 6956 6957 6958 6959 6960
		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
6961 6962

	};
6963

6964
	// Fallback filters for non-power-of-2 textures
6965

6966
	function filterFallback ( f ) {
6967

6968
		if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
6969

6970
			return _gl.NEAREST;
6971 6972

		}
6973

6974 6975
		return _gl.LINEAR;

6976
	};
6977

6978 6979
	// Map three.js constants to WebGL constants

6980
	function paramThreeToGL ( p ) {
M
Mr.doob 已提交
6981

6982 6983 6984 6985 6986 6987 6988 6989 6990 6991 6992 6993 6994 6995 6996 6997 6998 6999 7000 7001 7002 7003 7004 7005 7006 7007 7008 7009 7010 7011 7012 7013 7014 7015 7016 7017 7018 7019 7020 7021 7022 7023 7024 7025 7026 7027
		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
7028

7029 7030 7031 7032 7033 7034 7035 7036 7037
		if ( _glExtensionCompressedTextureS3TC !== undefined ) {

			if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;

		}

7038
		return 0;
M
Mr.doob 已提交
7039

7040 7041
	};

7042
	// Allocations
7043

7044
	function allocateBones ( object ) {
7045

7046
		if ( _supportsBoneTextures && object && object.useVertexTexture ) {
7047 7048

			return 1024;
7049

7050
		} else {
7051

7052 7053 7054 7055 7056 7057 7058
			// 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)
7059

7060 7061
			var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
7062

7063
			var maxBones = nVertexMatrices;
7064

7065
			if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
7066

7067
				maxBones = Math.min( object.bones.length, maxBones );
7068

7069
				if ( maxBones < object.bones.length ) {
7070

7071
					console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
7072

7073
				}
7074

7075
			}
7076

7077
			return maxBones;
7078

7079 7080 7081
		}

	};
7082

7083
	function allocateLights ( lights ) {
7084

7085
		var l, ll, light, dirLights, pointLights, spotLights, hemiLights;
7086

7087
		dirLights = pointLights = spotLights = hemiLights = 0;
A
alteredq 已提交
7088 7089

		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
7090

7091
			light = lights[ l ];
7092

A
alteredq 已提交
7093 7094
			if ( light.onlyShadow ) continue;

7095 7096
			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
			if ( light instanceof THREE.PointLight ) pointLights ++;
A
alteredq 已提交
7097
			if ( light instanceof THREE.SpotLight ) spotLights ++;
A
alteredq 已提交
7098
			if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
7099

7100
		}
7101

7102
		return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
7103 7104

	};
M
Mr.doob 已提交
7105

7106
	function allocateShadows ( lights ) {
7107

M
Mr.doob 已提交
7108
		var l, ll, light, maxShadows = 0;
7109 7110 7111 7112 7113

		for ( l = 0, ll = lights.length; l < ll; l++ ) {

			light = lights[ l ];

A
alteredq 已提交
7114 7115
			if ( ! light.castShadow ) continue;

7116 7117
			if ( light instanceof THREE.SpotLight ) maxShadows ++;
			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
7118 7119 7120 7121 7122 7123 7124

		}

		return maxShadows;

	};

7125
	// Initialization
M
Mr.doob 已提交
7126

7127 7128 7129 7130
	function initGL () {

		try {

7131
			if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
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				throw 'Error creating WebGL context.';

			}

		} catch ( error ) {

			console.error( error );

		}

7143
		_glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
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		_glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );

		_glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) ||
											   _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) ||
											   _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );

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		_glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) ||
											_gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) ||
											_gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );

7155
		if ( ! _glExtensionTextureFloat ) {
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			console.log( 'THREE.WebGLRenderer: Float textures not supported.' );

		}

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		if ( ! _glExtensionStandardDerivatives ) {
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			console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
7164

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		}
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		if ( ! _glExtensionTextureFilterAnisotropic ) {
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			console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
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		}

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		if ( ! _glExtensionCompressedTextureS3TC ) {

			console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );

		}

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	};

	function setDefaultGLState () {

		_gl.clearColor( 0, 0, 0, 1 );
		_gl.clearDepth( 1 );
		_gl.clearStencil( 0 );

		_gl.enable( _gl.DEPTH_TEST );
		_gl.depthFunc( _gl.LEQUAL );

		_gl.frontFace( _gl.CCW );
		_gl.cullFace( _gl.BACK );
		_gl.enable( _gl.CULL_FACE );

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

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

	};

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	// default plugins (order is important)

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	this.shadowMapPlugin = new THREE.ShadowMapPlugin();
	this.addPrePlugin( this.shadowMapPlugin );

	this.addPostPlugin( new THREE.SpritePlugin() );
	this.addPostPlugin( new THREE.LensFlarePlugin() );
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7210
};