WebGLRenderer.js 94.1 KB
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
 */

THREE.WebGLRenderer = function ( parameters ) {

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	console.log( 'THREE.WebGLRenderer', THREE.REVISION );
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	parameters = parameters || {};

	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
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	_context = parameters.context !== undefined ? parameters.context : null,
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	_width = _canvas.width,
	_height = _canvas.height,
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	pixelRatio = 1,

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

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

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	var sprites = [];
	var lensFlares = [];

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	// public properties

	this.domElement = _canvas;
	this.context = null;

	// clearing

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

	// scene graph

	this.sortObjects = true;

	// physically based shading

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	this.gammaFactor = 2.0;	// for backwards compatibility
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	this.gammaInput = false;
	this.gammaOutput = false;

	// morphs

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

	// flags

	this.autoScaleCubemaps = true;

	// internal properties

	var _this = this,

	_programs = [],

	// internal state cache

	_currentProgram = null,
	_currentFramebuffer = null,
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	_currentMaterialId = - 1,
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	_currentGeometryProgram = '',
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	_currentCamera = null,

	_usedTextureUnits = 0,

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

	// frustum

	_frustum = new THREE.Frustum(),

	 // camera matrices cache

	_projScreenMatrix = new THREE.Matrix4(),

	_vector3 = new THREE.Vector3(),

	// light arrays cache

	_direction = new THREE.Vector3(),

	_lightsNeedUpdate = true,

	_lights = {

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

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	// info

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	_infoMemory = {
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		programs: 0,
		geometries: 0,
		textures: 0

	},

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	_infoRender = {
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		calls: 0,
		vertices: 0,
		faces: 0,
		points: 0

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	};

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	this.info = {
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		render: _infoRender,
		memory: _infoMemory,
		programs: _programs

	};
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	// initialize

	var _gl;

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	try {

		var attributes = {
			alpha: _alpha,
			depth: _depth,
			stencil: _stencil,
			antialias: _antialias,
			premultipliedAlpha: _premultipliedAlpha,
			preserveDrawingBuffer: _preserveDrawingBuffer
		};

		_gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );

		if ( _gl === null ) {

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			if ( _canvas.getContext( 'webgl') !== null ) {

				throw 'Error creating WebGL context with your selected attributes.';

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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		_canvas.addEventListener( 'webglcontextlost', function ( event ) {

			event.preventDefault();

			resetGLState();
			setDefaultGLState();

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			objects.clear();
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			properties.clear();
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		}, false );
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	} catch ( error ) {

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		console.error( 'THREE.WebGLRenderer: ' + error );
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	}

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	var state = new THREE.WebGLState( _gl, paramThreeToGL );

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	if ( _gl.getShaderPrecisionFormat === undefined ) {

		_gl.getShaderPrecisionFormat = function () {

			return {
				'rangeMin': 1,
				'rangeMax': 1,
				'precision': 1
			};

		}
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	}
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	var properties = new THREE.WebGLProperties();
	var objects = new THREE.WebGLObjects( _gl, properties, this.info );
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	var extensions = new THREE.WebGLExtensions( _gl );

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	extensions.get( 'OES_texture_float' );
	extensions.get( 'OES_texture_float_linear' );
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	extensions.get( 'OES_texture_half_float' );
	extensions.get( 'OES_texture_half_float_linear' );
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	extensions.get( 'OES_standard_derivatives' );
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	extensions.get( 'ANGLE_instanced_arrays' );
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	if ( extensions.get( 'OES_element_index_uint' ) ) {

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		THREE.BufferGeometry.MaxIndex = 4294967296;
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	}

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	if ( _logarithmicDepthBuffer ) {

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		extensions.get( 'EXT_frag_depth' );
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	}

	//

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	function glClearColor( r, g, b, a ) {
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		if ( _premultipliedAlpha === true ) {

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			r *= a; g *= a; b *= a;
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		}

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		_gl.clearColor( r, g, b, a );

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	}
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	function setDefaultGLState() {
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		state.init();
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		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );

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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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	}
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	function resetGLState() {
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		_currentProgram = null;
		_currentCamera = null;

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

		_lightsNeedUpdate = true;

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		state.reset();

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	}
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	setDefaultGLState();

	this.context = _gl;
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	this.extensions = extensions;
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	this.state = state;
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	// shadow map

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	var shadowMap = new THREE.WebGLShadowMap( this, lights, objects );
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	this.shadowMap = shadowMap;
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	// GPU capabilities

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

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	var _supportsVertexTextures = _maxVertexTextures > 0;
	var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
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	var _supportsInstancedArrays = extensions.get( 'ANGLE_instanced_arrays' );
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	//
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	var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
	var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
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	var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
	var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
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	var getCompressedTextureFormats = ( function () {
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		var array;
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		return function () {
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			if ( array !== undefined ) {
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				return array;
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			}
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			array = [];
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			if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {

				var formats = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );

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				for ( var i = 0; i < formats.length; i ++ ) {
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					array.push( formats[ i ] );

				}

			}
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			return array;

		};

	} )();
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	// clamp precision to maximum available

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

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

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

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

	}

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

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	// Plugins

	var spritePlugin = new THREE.SpritePlugin( this, sprites );
	var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );

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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.forceContextLoss = function () {

		extensions.get( 'WEBGL_lose_context' ).loseContext();

	};

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	this.supportsVertexTextures = function () {

		return _supportsVertexTextures;

	};

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	this.supportsInstancedArrays = function () {

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		return _supportsInstancedArrays;
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	};

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	this.supportsFloatTextures = function () {

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		return extensions.get( 'OES_texture_float' );
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	};
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	this.supportsHalfFloatTextures = function () {

		return extensions.get( 'OES_texture_half_float' );

	};

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	this.supportsStandardDerivatives = function () {

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		return extensions.get( 'OES_standard_derivatives' );
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	};
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	this.supportsCompressedTextureS3TC = function () {

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		return extensions.get( 'WEBGL_compressed_texture_s3tc' );
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	};
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	this.supportsCompressedTexturePVRTC = function () {

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		return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
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	};

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	this.supportsBlendMinMax = function () {

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		return extensions.get( 'EXT_blend_minmax' );
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	};

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	this.getMaxAnisotropy = ( function () {
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		var value;
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		return function () {

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			if ( value !== undefined ) return value;
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			var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
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			if ( extension !== null ) {
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				value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
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			} else {

				value = 0;

			}
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			return value;

		}

	} )();
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	this.getPrecision = function () {

		return _precision;

	};

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	this.getPixelRatio = function () {

		return pixelRatio;

	};

	this.setPixelRatio = function ( value ) {

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		if ( value !== undefined ) pixelRatio = value;
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	};

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	this.getSize = function () {

		return {
			width: _width,
			height: _height
		};

	};

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	this.setSize = function ( width, height, updateStyle ) {
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		_width = width;
		_height = height;

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

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

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

	};

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

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

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	this.enableScissorTest = function ( boolean ) {
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		state.set( _gl.SCISSOR_TEST, boolean );
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	};

	// Clearing

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	this.getClearColor = function () {
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		return _clearColor;
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	};

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

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	this.getClearAlpha = function () {
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		return _clearAlpha;
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	};

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	this.setClearAlpha = function ( alpha ) {
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		_clearAlpha = alpha;
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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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	};

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

		_gl.clear( _gl.COLOR_BUFFER_BIT );

	};

	this.clearDepth = function () {

		_gl.clear( _gl.DEPTH_BUFFER_BIT );

	};

	this.clearStencil = function () {

		_gl.clear( _gl.STENCIL_BUFFER_BIT );
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	};

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

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

	};

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	// Reset

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	this.resetGLState = resetGLState;
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	// Events
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	function onTextureDispose( event ) {
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		var texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		deallocateTexture( texture );

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		_infoMemory.textures --;
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	}
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	function onRenderTargetDispose( event ) {
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		var renderTarget = event.target;

		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

		deallocateRenderTarget( renderTarget );

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		_infoMemory.textures --;
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	}
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	function onMaterialDispose( event ) {
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		var material = event.target;

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateTexture( texture ) {
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		var textureProperties = properties.get( texture );
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		if ( texture.image && textureProperties.__image__webglTextureCube ) {
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			// cube texture

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			_gl.deleteTexture( textureProperties.__image__webglTextureCube );
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		} else {

			// 2D texture

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			if ( textureProperties.__webglInit === undefined ) return;
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			_gl.deleteTexture( textureProperties.__webglTexture );
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		}

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		// remove all webgl properties
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		properties.delete( texture );
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	}
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	function deallocateRenderTarget( renderTarget ) {
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		var renderTargetProperties = properties.get( renderTarget );
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		if ( ! renderTarget || renderTargetProperties.__webglTexture === undefined ) return;
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		_gl.deleteTexture( renderTargetProperties.__webglTexture );
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		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

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

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

		} else {

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			_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
			_gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
M
Mr.doob 已提交
697 698 699

		}

700
		properties.delete( renderTargetProperties );
M
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701

702
	}
M
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703

704
	function deallocateMaterial( material ) {
M
Mr.doob 已提交
705

706 707 708 709
		releaseMaterialProgramReference( material );

		properties.delete( material );

710
	}
711 712


713
	function releaseMaterialProgramReference( material ) {
714

715
		var program = properties.get( material ).program.program;
M
Mr.doob 已提交
716 717 718 719 720

		if ( program === undefined ) return;

		material.program = undefined;

721
		for ( var i = 0, n = _programs.length; i !== n; ++ i ) {
M
Mr.doob 已提交
722

723
			var programInfo = _programs[ i ];
M
Mr.doob 已提交
724 725 726

			if ( programInfo.program === program ) {

727
				var newReferenceCount = -- programInfo.usedTimes;
M
Mr.doob 已提交
728

729
				if ( newReferenceCount === 0 ) {
M
Mr.doob 已提交
730

731 732 733
					// the last meterial that has been using the program let
					// go of it, so remove it from the (unordered) _programs
					// set and deallocate the GL resource
M
Mr.doob 已提交
734

735
					var newLength = n - 1;
M
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736

737 738
					_programs[ i ] = _programs[ newLength ];
					_programs.pop();
M
Mr.doob 已提交
739

740
					_gl.deleteProgram( program );
M
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741

742
					_infoMemory.programs = newLength;
M
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743

744
				}
M
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745

746
				break;
M
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747

748
			}
M
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749 750 751

		}

752
	}
M
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753 754 755 756 757

	// Buffer rendering

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

758
		state.initAttributes();
759

760
		var objectProperties = properties.get( object );
761

762 763 764 765
		if ( object.hasPositions && ! objectProperties.__webglVertexBuffer ) objectProperties.__webglVertexBuffer = _gl.createBuffer();
		if ( object.hasNormals && ! objectProperties.__webglNormalBuffer ) objectProperties.__webglNormalBuffer = _gl.createBuffer();
		if ( object.hasUvs && ! objectProperties.__webglUvBuffer ) objectProperties.__webglUvBuffer = _gl.createBuffer();
		if ( object.hasColors && ! objectProperties.__webglColorBuffer ) objectProperties.__webglColorBuffer = _gl.createBuffer();
M
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766

767
		var attributes = program.getAttributes();
768

M
Mr.doob 已提交
769 770
		if ( object.hasPositions ) {

771
			_gl.bindBuffer( _gl.ARRAY_BUFFER, objectProperties.__webglVertexBuffer );
M
Mr.doob 已提交
772
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
773

774 775
			state.enableAttribute( attributes.position );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
776 777 778 779 780

		}

		if ( object.hasNormals ) {

781
			_gl.bindBuffer( _gl.ARRAY_BUFFER, objectProperties.__webglNormalBuffer );
M
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782

M
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783
			if ( material instanceof THREE.MeshPhongMaterial === false && material.shading === THREE.FlatShading ) {
M
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784 785 786 787 788 789

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

790
				for ( i = 0; i < il; i += 9 ) {
M
Mr.doob 已提交
791 792 793

					normalArray = object.normalArray;

M
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794 795 796
					nax = normalArray[ i ];
					nay = normalArray[ i + 1 ];
					naz = normalArray[ i + 2 ];
M
Mr.doob 已提交
797

M
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798 799 800
					nbx = normalArray[ i + 3 ];
					nby = normalArray[ i + 4 ];
					nbz = normalArray[ i + 5 ];
M
Mr.doob 已提交
801

M
Mr.doob 已提交
802 803 804
					ncx = normalArray[ i + 6 ];
					ncy = normalArray[ i + 7 ];
					ncz = normalArray[ i + 8 ];
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805 806 807 808 809

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

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Mr.doob 已提交
810
					normalArray[ i     ] = nx;
M
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811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826
					normalArray[ i + 1 ] = ny;
					normalArray[ i + 2 ] = nz;

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

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

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
827

828
			state.enableAttribute( attributes.normal );
829

830
			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
831 832 833 834 835

		}

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

836
			_gl.bindBuffer( _gl.ARRAY_BUFFER, objectProperties.__webglUvBuffer );
M
Mr.doob 已提交
837
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
838

839
			state.enableAttribute( attributes.uv );
840

841
			_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
842 843 844 845 846

		}

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

847
			_gl.bindBuffer( _gl.ARRAY_BUFFER, objectProperties.__webglColorBuffer );
M
Mr.doob 已提交
848
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
849

850
			state.enableAttribute( attributes.color );
851

852
			_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
853 854 855

		}

856
		state.disableUnusedAttributes();
857

M
Mr.doob 已提交
858 859 860 861 862 863
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

864
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
Mr.doob 已提交
865

M
Mr.doob 已提交
866
		var extension;
B
Ben Adams 已提交
867

M
Mr.doob 已提交
868
		if ( geometry instanceof THREE.InstancedBufferGeometry ) {
B
Ben Adams 已提交
869

M
Mr.doob 已提交
870
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
871

M
Mr.doob 已提交
872
			if ( extension === null ) {
B
Ben Adams 已提交
873

874
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
875
				return;
B
Ben Adams 已提交
876

M
Mr.doob 已提交
877 878 879
			}

		}
B
Ben Adams 已提交
880

881
		var geometryAttributes = geometry.attributes;
882

883
		var programAttributes = program.getAttributes();
884

885
		var materialDefaultAttributeValues = material.defaultAttributeValues;
886

887
		for ( var name in programAttributes ) {
888

889
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
890

M
Mr.doob 已提交
891
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
892

893
				var geometryAttribute = geometryAttributes[ name ];
894

M
Mr.doob 已提交
895
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
896

M
Mr.doob 已提交
897
					var size = geometryAttribute.itemSize;
B
Ben Adams 已提交
898
					state.enableAttribute( programAttribute );
M
Mr.doob 已提交
899

900 901
					var buffer = objects.getAttributeBuffer(geometryAttribute);

B
Ben Adams 已提交
902
					if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
903

M
Mr.doob 已提交
904 905 906 907
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

908
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
M
Mr.doob 已提交
909
						_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
910

M
Mr.doob 已提交
911
						if ( data instanceof THREE.InstancedInterleavedBuffer ) {
M
Mr.doob 已提交
912

M
Mr.doob 已提交
913
							if ( extension === null ) {
B
Ben Adams 已提交
914

915
								console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
916
								return;
B
Ben Adams 已提交
917

M
Mr.doob 已提交
918
							}
B
Ben Adams 已提交
919

M
Mr.doob 已提交
920
							extension.vertexAttribDivisorANGLE( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
921

M
Mr.doob 已提交
922
							if ( geometry.maxInstancedCount === undefined ) {
923

D
dubejf 已提交
924
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
925

M
Mr.doob 已提交
926
							}
B
Ben Adams 已提交
927

M
Mr.doob 已提交
928
						}
B
Ben Adams 已提交
929

B
Ben Adams 已提交
930 931
					} else {

932
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
M
Mr.doob 已提交
933
						_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
B
Ben Adams 已提交
934

M
Mr.doob 已提交
935
						if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
B
Ben Adams 已提交
936

M
Mr.doob 已提交
937
							if ( extension === null ) {
B
Ben Adams 已提交
938

939
								console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
940
								return;
B
Ben Adams 已提交
941

M
Mr.doob 已提交
942
							}
B
Ben Adams 已提交
943

M
Mr.doob 已提交
944
							extension.vertexAttribDivisorANGLE( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
945

M
Mr.doob 已提交
946
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
947

D
dubejf 已提交
948
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
949

M
Mr.doob 已提交
950
							}
B
Ben Adams 已提交
951

M
Mr.doob 已提交
952
						}
B
Ben Adams 已提交
953 954

					}
M
Mr.doob 已提交
955

956 957
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
958
					var value = materialDefaultAttributeValues[ name ];
959
					if ( value !== undefined ) {
M
Mr.doob 已提交
960

961
						switch ( value.length ) {
M
Mr.doob 已提交
962

963 964 965
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
966

967 968 969
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
970

971 972 973
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
974

975 976
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
977 978

						}
M
Mr.doob 已提交
979 980 981 982 983 984 985 986

					}

				}

			}

		}
987

988
		state.disableUnusedAttributes();
989

M
Mr.doob 已提交
990 991
	}

M
Mr.doob 已提交
992
	this.renderBufferDirect = function ( camera, lights, fog, material, object ) {
M
Mr.doob 已提交
993

994 995
		if ( material.visible === false ) return;

M
Mr.doob 已提交
996 997
		setMaterial( material );

M
Mr.doob 已提交
998
		var geometry = objects.geometries.get( object );
M
Mr.doob 已提交
999
		var program = setProgram( camera, lights, fog, material, object );
M
Mr.doob 已提交
1000 1001 1002

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
M
Mr.doob 已提交
1003
			geometryProgram = geometry.id + '_' + program.id + '_' + wireframeBit;
M
Mr.doob 已提交
1004

1005
		if ( geometryProgram !== _currentGeometryProgram ) {
M
Mr.doob 已提交
1006

1007
			_currentGeometryProgram = geometryProgram;
M
Mr.doob 已提交
1008 1009 1010 1011 1012 1013
			updateBuffers = true;

		}

		if ( updateBuffers ) {

1014
			state.initAttributes();
M
Mr.doob 已提交
1015 1016 1017 1018 1019

		}

		if ( object instanceof THREE.Mesh ) {

1020
			renderMesh( material, geometry, object, program, updateBuffers );
1021

1022
		} else if ( object instanceof THREE.Line ) {
1023

1024
			renderLine( material, geometry, object, program, updateBuffers );
1025

M
Mr.doob 已提交
1026 1027 1028 1029
		} else if ( object instanceof THREE.PointCloud ) {

			renderPointCloud( material, geometry, object, program, updateBuffers );

1030
		}
1031

1032
	};
1033

M
Mr.doob 已提交
1034
	function renderMesh( material, geometry, object, program, updateBuffers ) {
1035

1036 1037 1038 1039 1040 1041 1042 1043
		var mode = _gl.TRIANGLES;

		if ( material.wireframe === true ) {

			mode = _gl.LINES;
			state.setLineWidth( material.wireframeLinewidth * pixelRatio );

		}
1044

1045
		var index = geometry.attributes.index;
1046

1047
		if ( index ) {
M
Mr.doob 已提交
1048

1049
			// indexed triangles
1050

1051
			var type, size;
1052

1053 1054
			var indexBuffer = objects.getAttributeBuffer(index);

1055
			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
1056

1057 1058
				type = _gl.UNSIGNED_INT;
				size = 4;
1059

1060
			} else {
B
Ben Adams 已提交
1061

1062 1063
				type = _gl.UNSIGNED_SHORT;
				size = 2;
B
Ben Adams 已提交
1064

1065
			}
1066

1067
			var offsets = geometry.offsets;
B
Ben Adams 已提交
1068

1069
			if ( offsets.length === 0 ) {
1070

1071
				if ( updateBuffers ) {
B
Ben Adams 已提交
1072

1073
					setupVertexAttributes( material, program, geometry, 0 );
1074
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
1075 1076 1077 1078

				}

				if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
B
Ben Adams 已提交
1079

1080 1081 1082 1083
					var extension = extensions.get( 'ANGLE_instanced_arrays' );

					if ( extension === null ) {

1084
						console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
1085
						return;
B
Ben Adams 已提交
1086 1087

					}
1088

1089
					extension.drawElementsInstancedANGLE( mode, index.array.length, type, 0, geometry.maxInstancedCount ); // Draw the instanced meshes
1090

1091
				} else {
M
Mr.doob 已提交
1092

1093
					_gl.drawElements( mode, index.array.length, type, 0 );
M
Mr.doob 已提交
1094

1095
				}
1096 1097 1098
				_infoRender.calls ++;
				_infoRender.vertices += index.array.length; // not really true, here vertices can be shared
				_infoRender.faces += index.array.length / 3;
M
Mr.doob 已提交
1099

1100
			} else {
M
Mr.doob 已提交
1101

1102 1103 1104
				// if there is more than 1 chunk
				// must set attribute pointers to use new offsets for each chunk
				// even if geometry and materials didn't change
M
Mr.doob 已提交
1105

1106
				updateBuffers = true;
1107

1108
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
Mr.doob 已提交
1109

1110
					var startIndex = offsets[ i ].index;
M
Mr.doob 已提交
1111

1112
					if ( updateBuffers ) {
M
Mr.doob 已提交
1113

1114
						setupVertexAttributes( material, program, geometry, startIndex );
1115
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
B
Ben Adams 已提交
1116

1117
					}
B
Ben Adams 已提交
1118

1119
					// render indexed triangles
B
Ben Adams 已提交
1120

1121
					if ( geometry instanceof THREE.InstancedBufferGeometry && offsets[i].instances > 0 ) {
B
Ben Adams 已提交
1122

1123
						var extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
1124

1125
						if ( extension === null ) {
B
Ben Adams 已提交
1126

1127
							console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
1128
							return;
M
Mr.doob 已提交
1129

B
Ben Adams 已提交
1130
						}
M
Mr.doob 已提交
1131

1132 1133 1134 1135 1136
						extension.drawElementsInstancedANGLE( mode, offsets[i].count, type, offsets[i].start * size, offsets[i].count, type, offsets[i].instances ); // Draw the instanced meshes

					} else {

						_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
M
Mr.doob 已提交
1137

1138
					}
M
Mr.doob 已提交
1139

1140 1141 1142
					_infoRender.calls ++;
					_infoRender.vertices += offsets[ i ].count; // not really true, here vertices can be shared
					_infoRender.faces += offsets[ i ].count / 3;
1143

M
Mr.doob 已提交
1144 1145
				}

1146
			}
M
Mr.doob 已提交
1147

1148
		} else {
1149

1150
			// non-indexed triangles
1151

1152 1153 1154
			var offsets = geometry.offsets;

			if ( offsets.length === 0 ) {
M
Mr.doob 已提交
1155

1156
				if ( updateBuffers ) {
M
Mr.doob 已提交
1157

1158
					setupVertexAttributes( material, program, geometry, 0 );
M
Mr.doob 已提交
1159

1160
				}
1161

M
Mr.doob 已提交
1162
				var position = geometry.attributes.position;
M
Mr.doob 已提交
1163

1164
				// render non-indexed triangles
B
Ben Adams 已提交
1165

1166
				if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
B
Ben Adams 已提交
1167

1168
					var extension = extensions.get( 'ANGLE_instanced_arrays' );
B
Ben Adams 已提交
1169

1170
					if ( extension === null ) {
M
Mr.doob 已提交
1171

1172
						console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
1173
						return;
M
Mr.doob 已提交
1174

1175 1176 1177 1178
					}

					if ( position instanceof THREE.InterleavedBufferAttribute ) {

D
dubejf 已提交
1179
						extension.drawArraysInstancedANGLE( mode, 0, position.data.count, geometry.maxInstancedCount ); // Draw the instanced meshes
B
Ben Adams 已提交
1180

1181 1182
					} else {

D
dubejf 已提交
1183
						extension.drawArraysInstancedANGLE( mode, 0, position.count, geometry.maxInstancedCount ); // Draw the instanced meshes
B
Ben Adams 已提交
1184

1185
					}
B
Ben Adams 已提交
1186

1187
				} else {
B
Ben Adams 已提交
1188

1189 1190
					if ( position instanceof THREE.InterleavedBufferAttribute ) {

D
dubejf 已提交
1191
						_gl.drawArrays( mode, 0, position.data.count );
1192 1193 1194

					} else {

D
dubejf 已提交
1195
						_gl.drawArrays( mode, 0, position.count );
1196 1197

					}
B
Ben Adams 已提交
1198

1199
				}
B
Ben Adams 已提交
1200

1201 1202 1203
				_infoRender.calls++;
				_infoRender.vertices += position.count;
				_infoRender.faces += position.array.length / 3;
1204

1205
			} else {
B
Ben Adams 已提交
1206

1207 1208 1209
				// 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
B
Ben Adams 已提交
1210

B
Ben Adams 已提交
1211
				if ( updateBuffers ) {
M
Mr.doob 已提交
1212

B
Ben Adams 已提交
1213
					setupVertexAttributes( material, program, geometry, 0 );
1214

B
Ben Adams 已提交
1215
				}
M
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1216

B
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1217
				for ( var i = 0, il = offsets.length; i < il; i++ ) {
M
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1218

1219 1220 1221 1222
					// render non-indexed triangles

					if ( geometry instanceof THREE.InstancedBufferGeometry ) {

1223
						console.error( 'THREE.WebGLRenderer.renderMesh: cannot use drawCalls with THREE.InstancedBufferGeometry.' );
1224 1225 1226 1227
						return;

					} else {

B
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1228
						_gl.drawArrays( mode, offsets[ i ].start, offsets[ i ].count );
1229 1230 1231

					}

1232 1233 1234
					_infoRender.calls++;
					_infoRender.vertices += offsets[ i ].count;
					_infoRender.faces += ( offsets[ i ].count  ) / 3;
1235 1236 1237

				}
			}
1238
		}
1239

M
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1240
	}
M
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1241

M
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1242
	function renderLine( material, geometry, object, program, updateBuffers ) {
M
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1243

1244
		var mode = object instanceof THREE.LineSegments ? _gl.LINES : _gl.LINE_STRIP;
M
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1245 1246 1247 1248 1249

		// In case user is not using Line*Material by mistake
		var lineWidth = material.linewidth !== undefined ? material.linewidth : 1;

		state.setLineWidth( lineWidth * pixelRatio );
1250

1251
		var index = geometry.attributes.index;
M
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1252

1253
		if ( index ) {
M
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1254

M
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1255
			// indexed lines
M
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1256

1257
			var type, size;
M
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1258

1259 1260
			var indexBuffer = objects.getAttributeBuffer(index);

1261
			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
M
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1262

1263 1264
				type = _gl.UNSIGNED_INT;
				size = 4;
M
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1265

1266
			} else {
M
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1267

1268 1269
				type = _gl.UNSIGNED_SHORT;
				size = 2;
M
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1270

1271
			}
M
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1272

1273
			var offsets = geometry.offsets;
M
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1274

1275
			if ( offsets.length === 0 ) {
M
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1276

1277
				if ( updateBuffers ) {
M
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1278

1279
					setupVertexAttributes( material, program, geometry, 0 );
1280
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
M
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1281

1282
				}
M
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1283

M
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1284
				_gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
1285

1286 1287
				_infoRender.calls ++;
				_infoRender.vertices += index.array.length; // not really true, here vertices can be shared
M
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1288

1289
			} else {
M
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1290

1291 1292 1293
				// if there is more than 1 chunk
				// must set attribute pointers to use new offsets for each chunk
				// even if geometry and materials didn't change
M
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1294

1295
				if ( offsets.length > 1 ) updateBuffers = true;
M
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1296

1297
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
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1298

1299
					var startIndex = offsets[ i ].index;
M
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1300

1301
					if ( updateBuffers ) {
M
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1302

1303
						setupVertexAttributes( material, program, geometry, startIndex );
1304
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
M
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1305

1306
					}
M
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1307

M
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1308
					// render indexed lines
M
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1309

M
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1310
					_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
M
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1311

1312 1313
					_infoRender.calls ++;
					_infoRender.vertices += offsets[ i ].count; // not really true, here vertices can be shared
M
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1314

M
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1315
				}
M
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1316

1317
			}
M
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1318

1319
		} else {
M
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1320

M
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1321
			// non-indexed lines
M
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1322

1323
			if ( updateBuffers ) {
M
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1324

1325
				setupVertexAttributes( material, program, geometry, 0 );
M
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1326

1327
			}
M
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1328

1329 1330
			var position = geometry.attributes.position;
			var offsets = geometry.offsets;
M
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1331

1332
			if ( offsets.length === 0 ) {
1333

1334
				_gl.drawArrays( mode, 0, position.array.length / 3 );
1335

1336 1337
				_infoRender.calls ++;
				_infoRender.vertices += position.array.length / 3;
1338

1339
			} else {
1340

1341
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
1342

1343
					_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
1344

1345 1346
					_infoRender.calls ++;
					_infoRender.vertices += offsets[ i ].count;
1347 1348

				}
M
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1349

M
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1350
			}
M
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1351

1352
		}
M
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1353

M
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1354
	}
1355

M
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1356
	function renderPointCloud( material, geometry, object, program, updateBuffers ) {
M
Mr.doob 已提交
1357

M
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1358
		var mode = _gl.POINTS;
1359

1360
		var index = geometry.attributes.index;
M
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1361

1362
		if ( index ) {
M
Mr.doob 已提交
1363

M
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1364
			// indexed points
1365

1366
			var type, size;
1367

1368
			var indexBuffer = objects.getAttributeBuffer( index );
1369

M
Mr.doob 已提交
1370
			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
1371

1372 1373
				type = _gl.UNSIGNED_INT;
				size = 4;
1374

1375
			} else {
1376

1377 1378
				type = _gl.UNSIGNED_SHORT;
				size = 2;
M
Mr.doob 已提交
1379

1380
			}
M
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1381

1382
			var offsets = geometry.offsets;
M
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1383

1384
			if ( offsets.length === 0 ) {
M
Mr.doob 已提交
1385

1386
				if ( updateBuffers ) {
M
Mr.doob 已提交
1387

1388
					setupVertexAttributes( material, program, geometry, 0 );
1389
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
1390

1391
				}
1392

M
Mr.doob 已提交
1393
				_gl.drawElements( mode, index.array.length, type, 0);
1394

1395 1396
				_infoRender.calls ++;
				_infoRender.points += index.array.length;
M
Mr.doob 已提交
1397

1398
			} else {
1399

1400 1401 1402
				// 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
1403

1404
				if ( offsets.length > 1 ) updateBuffers = true;
1405

1406
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
Mr.doob 已提交
1407

1408
					var startIndex = offsets[ i ].index;
1409

1410
					if ( updateBuffers ) {
1411

1412
						setupVertexAttributes( material, program, geometry, startIndex );
1413
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
1414

1415
					}
1416

M
Mr.doob 已提交
1417
					// render indexed points
1418

M
Mr.doob 已提交
1419
					_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
1420

1421 1422
					_infoRender.calls ++;
					_infoRender.points += offsets[ i ].count;
1423 1424 1425

				}

1426
			}
1427

1428
		} else {
M
Mr.doob 已提交
1429

M
Mr.doob 已提交
1430
			// non-indexed points
1431

1432
			if ( updateBuffers ) {
1433

1434
				setupVertexAttributes( material, program, geometry, 0 );
1435

1436
			}
1437

1438 1439
			var position = geometry.attributes.position;
			var offsets = geometry.offsets;
1440

1441
			if ( offsets.length === 0 ) {
1442

1443
				_gl.drawArrays( mode, 0, position.array.length / 3 );
1444

1445 1446
				_infoRender.calls ++;
				_infoRender.points += position.array.length / 3;
1447

1448
			} else {
1449

1450
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
1451

1452
					_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
1453

1454 1455
					_infoRender.calls ++;
					_infoRender.points += offsets[ i ].count;
1456 1457

				}
M
Mr.doob 已提交
1458

1459
			}
M
Mr.doob 已提交
1460

1461
		}
M
Mr.doob 已提交
1462

M
Mr.doob 已提交
1463
	}
M
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1464 1465 1466 1467 1468

	// Sorting

	function painterSortStable ( a, b ) {

U
unconed 已提交
1469
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1470

U
unconed 已提交
1471
			return a.object.renderOrder - b.object.renderOrder;
1472

1473
		} else if ( a.object.material.id !== b.object.material.id ) {
M
Mr.doob 已提交
1474

1475
			return a.object.material.id - b.object.material.id;
1476 1477

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1478

M
Mr.doob 已提交
1479
			return a.z - b.z;
M
Mr.doob 已提交
1480 1481 1482

		} else {

1483
			return a.id - b.id;
M
Mr.doob 已提交
1484 1485 1486

		}

1487
	}
M
Mr.doob 已提交
1488

1489 1490
	function reversePainterSortStable ( a, b ) {

U
unconed 已提交
1491
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1492

U
unconed 已提交
1493
			return a.object.renderOrder - b.object.renderOrder;
1494 1495

		} if ( a.z !== b.z ) {
1496

M
Mr.doob 已提交
1497
			return b.z - a.z;
1498 1499 1500 1501 1502 1503 1504

		} else {

			return a.id - b.id;

		}

1505
	}
1506

M
Mr.doob 已提交
1507 1508 1509 1510 1511 1512
	// Rendering

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

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

1513
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1514 1515 1516 1517
			return;

		}

M
Mr.doob 已提交
1518
		var fog = scene.fog;
M
Mr.doob 已提交
1519 1520 1521

		// reset caching for this frame

1522
		_currentGeometryProgram = '';
1523
		_currentMaterialId = - 1;
1524
		_currentCamera = null;
M
Mr.doob 已提交
1525 1526 1527 1528
		_lightsNeedUpdate = true;

		// update scene graph

1529
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1530 1531 1532 1533 1534 1535 1536 1537 1538 1539

		// update camera matrices and frustum

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

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1540
		lights.length = 0;
1541

1542 1543
		opaqueObjects.length = 0;
		transparentObjects.length = 0;
M
Mr.doob 已提交
1544

1545 1546 1547
		opaqueImmediateObjects.length = 0;
		transparentImmediateObjects.length = 0;

M
Mr.doob 已提交
1548 1549 1550
		sprites.length = 0;
		lensFlares.length = 0;

1551
		projectObject( scene );
M
Mr.doob 已提交
1552

M
Mr.doob 已提交
1553
		if ( _this.sortObjects === true ) {
1554 1555 1556

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1557

1558 1559
		}

B
Ben Adams 已提交
1560 1561
		objects.update( opaqueObjects );
		objects.update( transparentObjects );
M
Mr.doob 已提交
1562

M
Mr.doob 已提交
1563
		//
M
Mr.doob 已提交
1564

1565
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1566 1567 1568

		//

1569 1570 1571 1572
		_infoRender.calls = 0;
		_infoRender.vertices = 0;
		_infoRender.faces = 0;
		_infoRender.points = 0;
M
Mr.doob 已提交
1573 1574 1575 1576 1577 1578 1579 1580 1581

		this.setRenderTarget( renderTarget );

		if ( this.autoClear || forceClear ) {

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

		}

1582
		//
M
Mr.doob 已提交
1583 1584 1585

		if ( scene.overrideMaterial ) {

1586
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1587

1588 1589
			renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
			renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
1590 1591 1592

			renderObjectsImmediate( opaqueImmediateObjects, camera, lights, fog, overrideMaterial );
			renderObjectsImmediate( transparentImmediateObjects, camera, lights, fog, overrideMaterial );
M
Mr.doob 已提交
1593 1594 1595 1596 1597

		} else {

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

M
Mr.doob 已提交
1598
			state.setBlending( THREE.NoBlending );
M
Mr.doob 已提交
1599

1600
			renderObjects( opaqueObjects, camera, lights, fog, null );
1601
			renderObjectsImmediate( opaqueImmediateObjects, camera, lights, fog, null );
M
Mr.doob 已提交
1602 1603 1604

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

1605
			renderObjects( transparentObjects, camera, lights, fog, null );
1606
			renderObjectsImmediate( transparentImmediateObjects, camera, lights, fog, null );
M
Mr.doob 已提交
1607 1608 1609 1610 1611

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1612 1613
		spritePlugin.render( scene, camera );
		lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
M
Mr.doob 已提交
1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624

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

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

			updateRenderTargetMipmap( renderTarget );

		}

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

M
Mr.doob 已提交
1625 1626
		state.setDepthTest( true );
		state.setDepthWrite( true );
1627
		state.setColorWrite( true );
M
Mr.doob 已提交
1628 1629 1630 1631

		// _gl.finish();

	};
M
Mr.doob 已提交
1632

1633
	function projectObject( object ) {
M
Mr.doob 已提交
1634

1635
		if ( object.visible === true ) {
M
Mr.doob 已提交
1636

1637
			if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
M
Mr.doob 已提交
1638

1639
				// skip
M
Mr.doob 已提交
1640

1641
			} else {
M
Mr.doob 已提交
1642

1643 1644
				// update Skeleton objects
				if ( object instanceof THREE.SkinnedMesh ) {
B
Ben Adams 已提交
1645

1646
					object.skeleton.update();
B
Ben Adams 已提交
1647

1648
				}
B
Ben Adams 已提交
1649

1650
				objects.init( object );
M
Mr.doob 已提交
1651

1652
				if ( object instanceof THREE.Light ) {
M
Mr.doob 已提交
1653

1654
					lights.push( object );
M
Mr.doob 已提交
1655

1656
				} else if ( object instanceof THREE.Sprite ) {
M
Mr.doob 已提交
1657

1658
					sprites.push( object );
M
Mr.doob 已提交
1659

1660
				} else if ( object instanceof THREE.LensFlare ) {
M
Mr.doob 已提交
1661

1662
					lensFlares.push( object );
M
Mr.doob 已提交
1663

1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677
				} else if ( object instanceof THREE.ImmediateRenderObject ) {

					var material = object.material;

					if ( material.transparent ) {

						transparentImmediateObjects.push( object );

					} else {

						opaqueImmediateObjects.push( object );

					}

1678
				} else {
M
Mr.doob 已提交
1679

1680
					var webglObject = objects.objects[ object.id ];
M
Mr.doob 已提交
1681

1682
					if ( webglObject && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
M
Mr.doob 已提交
1683

1684
						var material = object.material;
1685

1686
						if ( properties.get( material ) ) {
1687

1688
							material.program = properties.get( material ).program;
1689 1690 1691

						}

1692
						if ( material.transparent ) {
1693

1694
							transparentObjects.push( webglObject );
1695

1696
						} else {
1697

1698
							opaqueObjects.push( webglObject );
M
Mr.doob 已提交
1699

1700 1701 1702
						}

						if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1703

1704 1705
							_vector3.setFromMatrixPosition( object.matrixWorld );
							_vector3.applyProjection( _projScreenMatrix );
M
Mr.doob 已提交
1706

1707
							webglObject.z = _vector3.z;
M
Mr.doob 已提交
1708

1709
						}
O
OpenShift guest 已提交
1710

1711
					}
M
Mr.doob 已提交
1712

1713
				}
M
Mr.doob 已提交
1714

1715
			}
M
Mr.doob 已提交
1716

1717
			for ( var i = 0, l = object.children.length; i < l; i ++ ) {
M
Mr.doob 已提交
1718

1719
				projectObject( object.children[ i ] );
M
Mr.doob 已提交
1720

1721
			}
M
Mr.doob 已提交
1722

1723
		}
1724

1725
	}
M
Mr.doob 已提交
1726

1727
	function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
M
Mr.doob 已提交
1728

M
Mr.doob 已提交
1729
		var material = overrideMaterial;
M
Mr.doob 已提交
1730

M
Mr.doob 已提交
1731
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1732

M
Mr.doob 已提交
1733 1734
			var webglObject = renderList[ i ];
			var object = webglObject.object;
M
Mr.doob 已提交
1735

1736
			setupMatrices( object, camera );
M
Mr.doob 已提交
1737

M
Mr.doob 已提交
1738
			if ( overrideMaterial === null ) material = object.material;
M
Mr.doob 已提交
1739

M
Mr.doob 已提交
1740
			if ( material instanceof THREE.MeshFaceMaterial ) {
M
Mr.doob 已提交
1741

M
Mr.doob 已提交
1742
				var materials = material.materials;
M
Mr.doob 已提交
1743

M
Mr.doob 已提交
1744
				for ( var j = 0, jl = materials.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1745

M
Mr.doob 已提交
1746
					_this.renderBufferDirect( camera, lights, fog, materials[ j ], object );
M
Mr.doob 已提交
1747

M
Mr.doob 已提交
1748 1749 1750
				}

				continue;
M
Mr.doob 已提交
1751

1752
			}
M
Mr.doob 已提交
1753

M
Mr.doob 已提交
1754
			_this.renderBufferDirect( camera, lights, fog, material, object );
M
Mr.doob 已提交
1755 1756 1757

		}

1758
	}
M
Mr.doob 已提交
1759

1760
	function renderObjectsImmediate( renderList, camera, lights, fog, overrideMaterial ) {
M
Mr.doob 已提交
1761

M
Mr.doob 已提交
1762
		var material = overrideMaterial;
M
Mr.doob 已提交
1763

M
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1764
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1765

1766
			var object = renderList[ i ];
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1767

1768
			setupMatrices( object, camera );
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1769

1770
			if ( object.visible === true ) {
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1771

1772
				if ( overrideMaterial === null ) material = object.material;
1773

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1774 1775 1776 1777 1778 1779
				_this.renderImmediateObject( camera, lights, fog, material, object );

			}

		}

1780
	}
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1781 1782 1783

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

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1784 1785
		setMaterial( material );

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1786 1787
		var program = setProgram( camera, lights, fog, material, object );

1788
		_currentGeometryProgram = '';
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1789 1790 1791 1792 1793 1794 1795

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

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1796 1797
			object.render( function ( object ) {

1798
				_this.renderBufferImmediate( object, program, material );
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1799 1800

			} );
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1801 1802 1803 1804 1805 1806 1807

		}

	};

	// Materials

1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818
	var shaderIDs = {
		MeshDepthMaterial: 'depth',
		MeshNormalMaterial: 'normal',
		MeshBasicMaterial: 'basic',
		MeshLambertMaterial: 'lambert',
		MeshPhongMaterial: 'phong',
		LineBasicMaterial: 'basic',
		LineDashedMaterial: 'dashed',
		PointCloudMaterial: 'particle_basic'
	};

1819
	function initMaterial( material, lights, fog, object ) {
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1820

1821
		var materialProperties = properties.get( material );
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1822

1823
		var shaderID = shaderIDs[ material.type ];
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1824 1825 1826 1827

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

1828 1829 1830
		var maxLightCount = allocateLights( lights );
		var maxShadows = allocateShadows( lights );
		var maxBones = allocateBones( object );
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1831

1832
		var parameters = {
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1833

1834 1835 1836
			precision: _precision,
			supportsVertexTextures: _supportsVertexTextures,

1837 1838
			map: !! material.map,
			envMap: !! material.envMap,
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1839
			envMapMode: material.envMap && material.envMap.mapping,
1840
			lightMap: !! material.lightMap,
1841
			aoMap: !! material.aoMap,
1842
			emissiveMap: !! material.emissiveMap,
1843 1844 1845
			bumpMap: !! material.bumpMap,
			normalMap: !! material.normalMap,
			specularMap: !! material.specularMap,
1846
			alphaMap: !! material.alphaMap,
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1847

1848 1849
			combine: material.combine,

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1850 1851 1852 1853 1854 1855
			vertexColors: material.vertexColors,

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

1856 1857
			flatShading: material.shading === THREE.FlatShading,

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1858
			sizeAttenuation: material.sizeAttenuation,
1859
			logarithmicDepthBuffer: _logarithmicDepthBuffer,
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1860 1861 1862

			skinning: material.skinning,
			maxBones: maxBones,
1863
			useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
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1864 1865 1866

			morphTargets: material.morphTargets,
			morphNormals: material.morphNormals,
1867 1868
			maxMorphTargets: _this.maxMorphTargets,
			maxMorphNormals: _this.maxMorphNormals,
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1869 1870 1871 1872 1873 1874 1875

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

			maxShadows: maxShadows,
1876 1877 1878 1879
			shadowMapEnabled: shadowMap.enabled && object.receiveShadow && maxShadows > 0,
			shadowMapType: shadowMap.type,
			shadowMapDebug: shadowMap.debug,
			shadowMapCascade: shadowMap.cascade,
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			alphaTest: material.alphaTest,
			metal: material.metal,
			doubleSided: material.side === THREE.DoubleSide,
			flipSided: material.side === THREE.BackSide

		};

1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902
		// Generate code

		var chunks = [];

		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}

1903 1904
		if ( material.defines !== undefined ) {

1905
			for ( var name in material.defines ) {
1906

1907 1908
				chunks.push( name );
				chunks.push( material.defines[ name ] );
1909 1910

			}
1911 1912 1913

		}

1914
		for ( var name in parameters ) {
1915

1916 1917
			chunks.push( name );
			chunks.push( parameters[ name ] );
1918 1919 1920 1921

		}

		var code = chunks.join();
T
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1922
		var programChange = true;
1923

1924
		if ( !materialProperties.program ) {
B
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1925

M
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1926 1927
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
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1928

1929
		} else if ( materialProperties.program.code !== code ) {
B
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1930

M
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1931
			// changed glsl or parameters
1932
			releaseMaterialProgramReference( material );
B
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1933

T
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1934
		} else if ( shaderID !== undefined ) {
B
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1935

T
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1936
			// same glsl and uniform list
T
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1937 1938
			return;

T
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1939
		} else {
B
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1940

T
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1941 1942
			// only rebuild uniform list
			programChange = false;
B
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1943 1944 1945 1946 1947 1948 1949

		}

		if ( shaderID ) {

			var shader = THREE.ShaderLib[ shaderID ];

1950
			materialProperties.__webglShader = {
1951
				name: material.type,
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1952 1953 1954 1955 1956 1957 1958
				uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
				vertexShader: shader.vertexShader,
				fragmentShader: shader.fragmentShader
			}

		} else {

1959
			materialProperties.__webglShader = {
1960
				name: material.type,
B
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1961 1962 1963 1964 1965 1966 1967
				uniforms: material.uniforms,
				vertexShader: material.vertexShader,
				fragmentShader: material.fragmentShader
			}

		}

1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978
		var program;

		// Check if code has been already compiled

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

			var programInfo = _programs[ p ];

			if ( programInfo.code === code ) {

				program = programInfo;
T
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1979 1980 1981 1982 1983 1984

				if ( programChange ) {

					program.usedTimes ++;

				}
1985 1986 1987 1988 1989 1990 1991 1992 1993

				break;

			}

		}

		if ( program === undefined ) {

1994
			material.__webglShader = materialProperties.__webglShader;
1995
			program = new THREE.WebGLProgram( _this, code, material, parameters );
1996 1997
			_programs.push( program );

1998
			_infoMemory.programs = _programs.length;
1999 2000 2001

		}

2002
		materialProperties.program = program;
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2003

2004
		var attributes = program.getAttributes();
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2005 2006 2007 2008 2009

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

2010
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
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2011

M
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2012
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
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2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

2026
			for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
M
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2027

M
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2028
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
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2029 2030 2031 2032 2033 2034 2035 2036 2037

					material.numSupportedMorphNormals ++;

				}

			}

		}

2038
		materialProperties.uniformsList = [];
M
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2039

2040 2041
		var uniformLocations = materialProperties.program.getUniforms();
		for ( var u in materialProperties.__webglShader.uniforms ) {
M
Mr.doob 已提交
2042

2043
			var location = uniformLocations[ u ];
2044 2045

			if ( location ) {
2046
				materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
2047
			}
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2048 2049 2050

		}

M
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2051
	}
M
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2052

2053 2054
	function setMaterial( material ) {

M
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2055 2056
		setMaterialFaces( material );

2057 2058
		if ( material.transparent === true ) {

M
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2059
			state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
2060

2061 2062 2063 2064
		} else {

			state.setBlending( THREE.NoBlending );

2065 2066
		}

B
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2067
		state.setDepthFunc( material.depthFunc );
M
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2068 2069
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
2070
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
2071
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
2072 2073 2074

	}

M
Mr.doob 已提交
2075 2076
	function setMaterialFaces( material ) {

2077
		material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
M
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2078 2079 2080 2081
		state.setFlipSided( material.side === THREE.BackSide );

	}

M
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2082 2083 2084 2085
	function setProgram( camera, lights, fog, material, object ) {

		_usedTextureUnits = 0;

2086
		var materialProperties = properties.get( material );
2087

2088
		if ( material.needsUpdate || ! materialProperties.program ) {
M
Mr.doob 已提交
2089

2090
			initMaterial( material, lights, fog, object );
M
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2091 2092 2093 2094
			material.needsUpdate = false;

		}

2095
		var refreshProgram = false;
M
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2096
		var refreshMaterial = false;
2097
		var refreshLights = false;
M
Mr.doob 已提交
2098

2099
		var program = materialProperties.program,
2100
			p_uniforms = program.getUniforms(),
2101
			m_uniforms = materialProperties.__webglShader.uniforms;
M
Mr.doob 已提交
2102

2103
		if ( program.id !== _currentProgram ) {
M
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2104

2105 2106
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
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2107

2108
			refreshProgram = true;
M
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2109
			refreshMaterial = true;
2110
			refreshLights = true;
M
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2111 2112 2113 2114 2115

		}

		if ( material.id !== _currentMaterialId ) {

2116
			if ( _currentMaterialId === -1 ) refreshLights = true;
M
Mr.doob 已提交
2117
			_currentMaterialId = material.id;
2118

M
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2119 2120 2121 2122
			refreshMaterial = true;

		}

2123
		if ( refreshProgram || camera !== _currentCamera ) {
M
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2124 2125 2126

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

2127 2128
			if ( _logarithmicDepthBuffer ) {

2129
				_gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
2130 2131 2132 2133

			}


M
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2134 2135
			if ( camera !== _currentCamera ) _currentCamera = camera;

2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

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

				if ( p_uniforms.cameraPosition !== null ) {

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

				}

			}

			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
2154
				 material instanceof THREE.MeshBasicMaterial ||
2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {

				if ( p_uniforms.viewMatrix !== null ) {

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

				}

			}

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2166 2167 2168 2169 2170 2171 2172 2173
		}

		// 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 ) {

2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186
			if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {

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

			}

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

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

			}

			if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
M
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2187 2188 2189 2190 2191 2192

				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
2193
					_this.setTexture( object.skeleton.boneTexture, textureUnit );
M
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2194 2195 2196

				}

2197 2198
				if ( p_uniforms.boneTextureWidth !== null ) {

2199
					_gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
2200 2201 2202 2203 2204

				}

				if ( p_uniforms.boneTextureHeight !== null ) {

2205
					_gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
2206 2207 2208

				}

2209
			} else if ( object.skeleton && object.skeleton.boneMatrices ) {
M
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2210 2211 2212

				if ( p_uniforms.boneGlobalMatrices !== null ) {

2213
					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
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2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236

				}

			}

		}

		if ( refreshMaterial ) {

			// refresh uniforms common to several materials

			if ( fog && material.fog ) {

				refreshUniformsFog( m_uniforms, fog );

			}

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

				if ( _lightsNeedUpdate ) {

2237
					refreshLights = true;
2238
					setupLights( lights );
M
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2239 2240 2241
					_lightsNeedUpdate = false;
				}

2242 2243
				if ( refreshLights ) {
					refreshUniformsLights( m_uniforms, _lights );
2244
					markUniformsLightsNeedsUpdate( m_uniforms, true );
2245
				} else {
2246
					markUniformsLightsNeedsUpdate( m_uniforms, false );
2247
				}
M
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2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269

			}

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

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

			if ( material instanceof THREE.LineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

			} else if ( material instanceof THREE.LineDashedMaterial ) {

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

2270
			} else if ( material instanceof THREE.PointCloudMaterial ) {
M
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2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281

				refreshUniformsParticle( m_uniforms, material );

			} else if ( material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

			} else if ( material instanceof THREE.MeshLambertMaterial ) {

				refreshUniformsLambert( m_uniforms, material );

2282 2283 2284 2285
			} else if ( material instanceof THREE.MeshBasicMaterial ) {

				refreshUniformsBasic( m_uniforms, material );

M
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2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305
			} else if ( material instanceof THREE.MeshDepthMaterial ) {

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

			} else if ( material instanceof THREE.MeshNormalMaterial ) {

				m_uniforms.opacity.value = material.opacity;

			}

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

				refreshUniformsShadow( m_uniforms, lights );

			}

			// load common uniforms

2306
			loadUniformsGeneric( materialProperties.uniformsList );
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2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319

		}

		loadUniformsMatrices( p_uniforms, object );

		if ( p_uniforms.modelMatrix !== null ) {

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

		}

		return program;

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2320
	}
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2321 2322 2323 2324 2325 2326 2327

	// Uniforms (refresh uniforms objects)

	function refreshUniformsCommon ( uniforms, material ) {

		uniforms.opacity.value = material.opacity;

2328
		uniforms.diffuse.value = material.color;
M
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2329 2330 2331

		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
2332
		uniforms.alphaMap.value = material.alphaMap;
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2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		// uv repeat and offset setting priorities
M
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2349 2350 2351 2352 2353
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
2354
		// 6. emissive map
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2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2374 2375 2376 2377
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2378 2379 2380 2381
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

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2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393
		}

		if ( uvScaleMap !== undefined ) {

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

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

		}

		uniforms.envMap.value = material.envMap;
2394
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
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2395

2396
		uniforms.reflectivity.value = material.reflectivity;
M
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2397 2398
		uniforms.refractionRatio.value = material.refractionRatio;

M
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2399
	}
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2400 2401 2402 2403 2404 2405

	function refreshUniformsLine ( uniforms, material ) {

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

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2406
	}
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	function refreshUniformsDash ( uniforms, material ) {

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

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2414
	}
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2415 2416 2417 2418 2419 2420 2421 2422 2423 2424

	function refreshUniformsParticle ( uniforms, material ) {

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

		uniforms.map.value = material.map;

2425 2426 2427 2428 2429 2430 2431 2432 2433
		if ( material.map !== null ) {

			var offset = material.map.offset;
			var repeat = material.map.repeat;

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

		}

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2434
	}
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2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450

	function refreshUniformsFog ( uniforms, fog ) {

		uniforms.fogColor.value = fog.color;

		if ( fog instanceof THREE.Fog ) {

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

		} else if ( fog instanceof THREE.FogExp2 ) {

			uniforms.fogDensity.value = fog.density;

		}

M
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2451
	}
M
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2452 2453 2454 2455 2456

	function refreshUniformsPhong ( uniforms, material ) {

		uniforms.shininess.value = material.shininess;

2457 2458
		uniforms.emissive.value = material.emissive;
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2459

2460 2461 2462 2463 2464 2465
		uniforms.lightMap.value = material.lightMap;
		uniforms.lightMapIntensity.value = material.lightMapIntensity;

		uniforms.aoMap.value = material.aoMap;
		uniforms.aoMapIntensity.value = material.aoMapIntensity;

2466 2467
		uniforms.emissiveMap.value = material.emissiveMap;

M
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2468
	}
M
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2469 2470 2471

	function refreshUniformsLambert ( uniforms, material ) {

2472
		uniforms.emissive.value = material.emissive;
M
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2473

M
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2474
	}
M
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2475

2476 2477 2478 2479 2480 2481 2482
	function refreshUniformsBasic ( uniforms, material ) {

		uniforms.aoMap.value = material.aoMap;
		uniforms.aoMapIntensity.value = material.aoMapIntensity;

	}

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2483 2484 2485 2486 2487 2488 2489 2490 2491 2492
	function refreshUniformsLights ( uniforms, lights ) {

		uniforms.ambientLightColor.value = lights.ambient;

		uniforms.directionalLightColor.value = lights.directional.colors;
		uniforms.directionalLightDirection.value = lights.directional.positions;

		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
		uniforms.pointLightDistance.value = lights.point.distances;
M
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2493
		uniforms.pointLightDecay.value = lights.point.decays;
M
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2494 2495 2496 2497 2498 2499 2500

		uniforms.spotLightColor.value = lights.spot.colors;
		uniforms.spotLightPosition.value = lights.spot.positions;
		uniforms.spotLightDistance.value = lights.spot.distances;
		uniforms.spotLightDirection.value = lights.spot.directions;
		uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
		uniforms.spotLightExponent.value = lights.spot.exponents;
M
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2501
		uniforms.spotLightDecay.value = lights.spot.decays;
M
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2502 2503 2504 2505 2506

		uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
		uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
		uniforms.hemisphereLightDirection.value = lights.hemi.positions;

M
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2507
	}
M
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2508

2509 2510
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
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2511
	function markUniformsLightsNeedsUpdate ( uniforms, value ) {
2512

M
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2513
		uniforms.ambientLightColor.needsUpdate = value;
2514

M
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2515 2516
		uniforms.directionalLightColor.needsUpdate = value;
		uniforms.directionalLightDirection.needsUpdate = value;
2517

M
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2518 2519 2520 2521
		uniforms.pointLightColor.needsUpdate = value;
		uniforms.pointLightPosition.needsUpdate = value;
		uniforms.pointLightDistance.needsUpdate = value;
		uniforms.pointLightDecay.needsUpdate = value;
2522

M
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2523 2524 2525 2526 2527 2528 2529
		uniforms.spotLightColor.needsUpdate = value;
		uniforms.spotLightPosition.needsUpdate = value;
		uniforms.spotLightDistance.needsUpdate = value;
		uniforms.spotLightDirection.needsUpdate = value;
		uniforms.spotLightAngleCos.needsUpdate = value;
		uniforms.spotLightExponent.needsUpdate = value;
		uniforms.spotLightDecay.needsUpdate = value;
2530

M
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2531 2532 2533
		uniforms.hemisphereLightSkyColor.needsUpdate = value;
		uniforms.hemisphereLightGroundColor.needsUpdate = value;
		uniforms.hemisphereLightDirection.needsUpdate = value;
2534

M
Mr.doob 已提交
2535
	}
2536

M
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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 2563 2564 2565 2566
	function refreshUniformsShadow ( uniforms, lights ) {

		if ( uniforms.shadowMatrix ) {

			var j = 0;

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

				var light = lights[ i ];

				if ( ! light.castShadow ) continue;

				if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {

					uniforms.shadowMap.value[ j ] = light.shadowMap;
					uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;

					uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;

					uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
					uniforms.shadowBias.value[ j ] = light.shadowBias;

					j ++;

				}

			}

		}

M
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2567
	}
M
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2568 2569 2570 2571 2572 2573 2574 2575 2576 2577 2578 2579 2580

	// Uniforms (load to GPU)

	function loadUniformsMatrices ( uniforms, object ) {

		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );

		if ( uniforms.normalMatrix ) {

			_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );

		}

M
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2581
	}
M
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2582 2583 2584 2585 2586 2587 2588

	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= _maxTextures ) {

2589
			console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
M
Mr.doob 已提交
2590 2591 2592 2593 2594 2595 2596

		}

		_usedTextureUnits += 1;

		return textureUnit;

M
Mr.doob 已提交
2597
	}
M
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2598

2599
	function loadUniformsGeneric ( uniforms ) {
M
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2600

M
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2601
		var texture, textureUnit, offset;
M
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2602

M
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2603 2604 2605
		for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {

			var uniform = uniforms[ j ][ 0 ];
M
Mr.doob 已提交
2606

2607 2608
			// needsUpdate property is not added to all uniforms.
			if ( uniform.needsUpdate === false ) continue;
2609

M
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2610 2611
			var type = uniform.type;
			var value = uniform.value;
2612
			var location = uniforms[ j ][ 1 ];
M
Mr.doob 已提交
2613

2614
			switch ( type ) {
M
Mr.doob 已提交
2615

2616 2617 2618 2619 2620 2621 2622 2623 2624 2625 2626 2627 2628 2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641 2642 2643 2644 2645 2646 2647 2648 2649 2650 2651 2652 2653 2654 2655 2656 2657 2658 2659 2660 2661 2662 2663 2664 2665 2666 2667 2668 2669
				case '1i':
					_gl.uniform1i( location, value );
					break;

				case '1f':
					_gl.uniform1f( location, value );
					break;

				case '2f':
					_gl.uniform2f( location, value[ 0 ], value[ 1 ] );
					break;

				case '3f':
					_gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
					break;

				case '4f':
					_gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
					break;

				case '1iv':
					_gl.uniform1iv( location, value );
					break;

				case '3iv':
					_gl.uniform3iv( location, value );
					break;

				case '1fv':
					_gl.uniform1fv( location, value );
					break;

				case '2fv':
					_gl.uniform2fv( location, value );
					break;

				case '3fv':
					_gl.uniform3fv( location, value );
					break;

				case '4fv':
					_gl.uniform4fv( location, value );
					break;

				case 'Matrix3fv':
					_gl.uniformMatrix3fv( location, false, value );
					break;

				case 'Matrix4fv':
					_gl.uniformMatrix4fv( location, false, value );
					break;

				//

M
Mr.doob 已提交
2670
				case 'i':
M
Mr.doob 已提交
2671

2672 2673
					// single integer
					_gl.uniform1i( location, value );
M
Mr.doob 已提交
2674

2675
					break;
M
Mr.doob 已提交
2676

2677
				case 'f':
M
Mr.doob 已提交
2678

2679 2680
					// single float
					_gl.uniform1f( location, value );
M
Mr.doob 已提交
2681

2682
					break;
M
Mr.doob 已提交
2683

2684
				case 'v2':
M
Mr.doob 已提交
2685

2686 2687
					// single THREE.Vector2
					_gl.uniform2f( location, value.x, value.y );
M
Mr.doob 已提交
2688

2689
					break;
M
Mr.doob 已提交
2690

2691
				case 'v3':
M
Mr.doob 已提交
2692

2693 2694
					// single THREE.Vector3
					_gl.uniform3f( location, value.x, value.y, value.z );
M
Mr.doob 已提交
2695

2696
					break;
M
Mr.doob 已提交
2697

M
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2698
				case 'v4':
M
Mr.doob 已提交
2699

2700 2701
					// single THREE.Vector4
					_gl.uniform4f( location, value.x, value.y, value.z, value.w );
M
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2702

2703
					break;
M
Mr.doob 已提交
2704

2705
				case 'c':
M
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2706

2707 2708
					// single THREE.Color
					_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
2709

2710
					break;
M
Mr.doob 已提交
2711

2712
				case 'iv1':
M
Mr.doob 已提交
2713

2714 2715
					// flat array of integers (JS or typed array)
					_gl.uniform1iv( location, value );
M
Mr.doob 已提交
2716

2717
					break;
M
Mr.doob 已提交
2718

2719
				case 'iv':
M
Mr.doob 已提交
2720

2721 2722
					// flat array of integers with 3 x N size (JS or typed array)
					_gl.uniform3iv( location, value );
M
Mr.doob 已提交
2723

2724
					break;
M
Mr.doob 已提交
2725

2726
				case 'fv1':
M
Mr.doob 已提交
2727

2728 2729
					// flat array of floats (JS or typed array)
					_gl.uniform1fv( location, value );
M
Mr.doob 已提交
2730

2731
					break;
M
Mr.doob 已提交
2732

2733
				case 'fv':
M
Mr.doob 已提交
2734

2735 2736
					// flat array of floats with 3 x N size (JS or typed array)
					_gl.uniform3fv( location, value );
M
Mr.doob 已提交
2737

2738
					break;
M
Mr.doob 已提交
2739

2740
				case 'v2v':
M
Mr.doob 已提交
2741

2742
					// array of THREE.Vector2
M
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2743

2744
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2745

2746
						uniform._array = new Float32Array( 2 * value.length );
M
Mr.doob 已提交
2747

2748
					}
M
Mr.doob 已提交
2749

2750
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2751

2752
						offset = i * 2;
M
Mr.doob 已提交
2753

M
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2754
						uniform._array[ offset + 0 ] = value[ i ].x;
2755
						uniform._array[ offset + 1 ] = value[ i ].y;
M
Mr.doob 已提交
2756

2757
					}
M
Mr.doob 已提交
2758

2759
					_gl.uniform2fv( location, uniform._array );
M
Mr.doob 已提交
2760

2761
					break;
M
Mr.doob 已提交
2762

2763
				case 'v3v':
M
Mr.doob 已提交
2764

2765
					// array of THREE.Vector3
M
Mr.doob 已提交
2766

2767
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2768

2769
						uniform._array = new Float32Array( 3 * value.length );
M
Mr.doob 已提交
2770

2771
					}
M
Mr.doob 已提交
2772

2773
					for ( var i = 0, il = value.length; i < il; i ++ ) {
R
Ryan Tsao 已提交
2774

2775
						offset = i * 3;
R
Ryan Tsao 已提交
2776

M
Mr.doob 已提交
2777
						uniform._array[ offset + 0 ] = value[ i ].x;
2778 2779
						uniform._array[ offset + 1 ] = value[ i ].y;
						uniform._array[ offset + 2 ] = value[ i ].z;
R
Ryan Tsao 已提交
2780

2781
					}
R
Ryan Tsao 已提交
2782

2783
					_gl.uniform3fv( location, uniform._array );
R
Ryan Tsao 已提交
2784

2785
					break;
R
Ryan Tsao 已提交
2786

2787
				case 'v4v':
R
Ryan Tsao 已提交
2788

2789
					// array of THREE.Vector4
R
Ryan Tsao 已提交
2790

2791
					if ( uniform._array === undefined ) {
R
Ryan Tsao 已提交
2792

2793
						uniform._array = new Float32Array( 4 * value.length );
R
Ryan Tsao 已提交
2794

2795
					}
M
Mr.doob 已提交
2796

2797
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2798

2799
						offset = i * 4;
M
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2800

M
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2801
						uniform._array[ offset + 0 ] = value[ i ].x;
2802 2803 2804
						uniform._array[ offset + 1 ] = value[ i ].y;
						uniform._array[ offset + 2 ] = value[ i ].z;
						uniform._array[ offset + 3 ] = value[ i ].w;
M
Mr.doob 已提交
2805

2806
					}
M
Mr.doob 已提交
2807

2808
					_gl.uniform4fv( location, uniform._array );
M
Mr.doob 已提交
2809

2810
					break;
M
Mr.doob 已提交
2811

2812
				case 'm3':
M
Mr.doob 已提交
2813

2814 2815
					// single THREE.Matrix3
					_gl.uniformMatrix3fv( location, false, value.elements );
M
Mr.doob 已提交
2816

2817
					break;
M
Mr.doob 已提交
2818

2819
				case 'm3v':
M
Mr.doob 已提交
2820

2821
					// array of THREE.Matrix3
M
Mr.doob 已提交
2822

2823
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2824

2825
						uniform._array = new Float32Array( 9 * value.length );
M
Mr.doob 已提交
2826

2827
					}
M
Mr.doob 已提交
2828

2829
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2830

2831
						value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
M
Mr.doob 已提交
2832

2833
					}
M
Mr.doob 已提交
2834

2835
					_gl.uniformMatrix3fv( location, false, uniform._array );
M
Mr.doob 已提交
2836

2837
					break;
M
Mr.doob 已提交
2838

2839
				case 'm4':
M
Mr.doob 已提交
2840

2841 2842
					// single THREE.Matrix4
					_gl.uniformMatrix4fv( location, false, value.elements );
M
Mr.doob 已提交
2843

2844
					break;
M
Mr.doob 已提交
2845

2846
				case 'm4v':
M
Mr.doob 已提交
2847

2848
					// array of THREE.Matrix4
M
Mr.doob 已提交
2849

2850
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2851

2852
						uniform._array = new Float32Array( 16 * value.length );
M
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2853

2854 2855 2856 2857 2858 2859 2860 2861 2862 2863 2864
					}

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

						value[ i ].flattenToArrayOffset( uniform._array, i * 16 );

					}

					_gl.uniformMatrix4fv( location, false, uniform._array );

					break;
M
Mr.doob 已提交
2865

2866
				case 't':
M
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2867

2868
					// single THREE.Texture (2d or cube)
M
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2869

2870 2871 2872 2873
					texture = value;
					textureUnit = getTextureUnit();

					_gl.uniform1i( location, textureUnit );
M
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2874

2875
					if ( ! texture ) continue;
M
Mr.doob 已提交
2876

2877
					if ( texture instanceof THREE.CubeTexture ||
2878
						 ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
M
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2879

2880
						setCubeTexture( texture, textureUnit );
M
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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
					} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {

						setCubeTextureDynamic( texture, textureUnit );

					} else {

						_this.setTexture( texture, textureUnit );

					}

					break;

				case 'tv':

					// array of THREE.Texture (2d)

					if ( uniform._array === undefined ) {

						uniform._array = [];

					}

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

						uniform._array[ i ] = getTextureUnit();

					}

					_gl.uniform1iv( location, uniform._array );

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

						texture = uniform.value[ i ];
						textureUnit = uniform._array[ i ];

						if ( ! texture ) continue;

						_this.setTexture( texture, textureUnit );

					}

					break;

				default:
2926

2927
					console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
2928

M
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2929 2930 2931 2932
			}

		}

M
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2933
	}
M
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2934

2935
	function setupMatrices( object, camera ) {
M
Mr.doob 已提交
2936 2937

		object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
2938
		object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
M
Mr.doob 已提交
2939

M
Mr.doob 已提交
2940
	}
M
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2941 2942 2943

	function setColorLinear( array, offset, color, intensity ) {

M
Mr.doob 已提交
2944
		array[ offset + 0 ] = color.r * intensity;
M
Mr.doob 已提交
2945 2946 2947
		array[ offset + 1 ] = color.g * intensity;
		array[ offset + 2 ] = color.b * intensity;

M
Mr.doob 已提交
2948
	}
M
Mr.doob 已提交
2949

2950
	function setupLights ( lights ) {
M
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2951

B
brason 已提交
2952
		var l, ll, light,
M
Mr.doob 已提交
2953 2954
		r = 0, g = 0, b = 0,
		color, skyColor, groundColor,
B
brason 已提交
2955
		intensity,
M
Mr.doob 已提交
2956 2957 2958 2959 2960 2961 2962 2963 2964 2965
		distance,

		zlights = _lights,

		dirColors = zlights.directional.colors,
		dirPositions = zlights.directional.positions,

		pointColors = zlights.point.colors,
		pointPositions = zlights.point.positions,
		pointDistances = zlights.point.distances,
M
Mr.doob 已提交
2966
		pointDecays = zlights.point.decays,
M
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2967 2968 2969 2970 2971 2972 2973

		spotColors = zlights.spot.colors,
		spotPositions = zlights.spot.positions,
		spotDistances = zlights.spot.distances,
		spotDirections = zlights.spot.directions,
		spotAnglesCos = zlights.spot.anglesCos,
		spotExponents = zlights.spot.exponents,
M
Mr.doob 已提交
2974
		spotDecays = zlights.spot.decays,
M
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2975 2976 2977 2978 2979 2980 2981 2982 2983 2984 2985 2986 2987 2988 2989 2990 2991 2992 2993 2994 2995 2996 2997 2998 2999 3000 3001 3002 3003 3004 3005 3006 3007 3008

		hemiSkyColors = zlights.hemi.skyColors,
		hemiGroundColors = zlights.hemi.groundColors,
		hemiPositions = zlights.hemi.positions,

		dirLength = 0,
		pointLength = 0,
		spotLength = 0,
		hemiLength = 0,

		dirCount = 0,
		pointCount = 0,
		spotCount = 0,
		hemiCount = 0,

		dirOffset = 0,
		pointOffset = 0,
		spotOffset = 0,
		hemiOffset = 0;

		for ( l = 0, ll = lights.length; l < ll; l ++ ) {

			light = lights[ l ];

			if ( light.onlyShadow ) continue;

			color = light.color;
			intensity = light.intensity;
			distance = light.distance;

			if ( light instanceof THREE.AmbientLight ) {

				if ( ! light.visible ) continue;

3009 3010 3011
				r += color.r;
				g += color.g;
				b += color.b;
M
Mr.doob 已提交
3012 3013 3014 3015 3016 3017 3018

			} else if ( light instanceof THREE.DirectionalLight ) {

				dirCount += 1;

				if ( ! light.visible ) continue;

3019 3020
				_direction.setFromMatrixPosition( light.matrixWorld );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
3021 3022 3023 3024 3025
				_direction.sub( _vector3 );
				_direction.normalize();

				dirOffset = dirLength * 3;

M
Mr.doob 已提交
3026
				dirPositions[ dirOffset + 0 ] = _direction.x;
M
Mr.doob 已提交
3027 3028 3029
				dirPositions[ dirOffset + 1 ] = _direction.y;
				dirPositions[ dirOffset + 2 ] = _direction.z;

3030
				setColorLinear( dirColors, dirOffset, color, intensity );
M
Mr.doob 已提交
3031 3032 3033 3034 3035 3036 3037 3038 3039 3040 3041

				dirLength += 1;

			} else if ( light instanceof THREE.PointLight ) {

				pointCount += 1;

				if ( ! light.visible ) continue;

				pointOffset = pointLength * 3;

3042
				setColorLinear( pointColors, pointOffset, color, intensity );
M
Mr.doob 已提交
3043

3044
				_vector3.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3045

M
Mr.doob 已提交
3046
				pointPositions[ pointOffset + 0 ] = _vector3.x;
M
Mr.doob 已提交
3047 3048 3049
				pointPositions[ pointOffset + 1 ] = _vector3.y;
				pointPositions[ pointOffset + 2 ] = _vector3.z;

M
Mr.doob 已提交
3050
				// distance is 0 if decay is 0, because there is no attenuation at all.
M
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3051
				pointDistances[ pointLength ] = distance;
M
Mr.doob 已提交
3052
				pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
3053 3054 3055 3056 3057 3058 3059 3060 3061 3062 3063

				pointLength += 1;

			} else if ( light instanceof THREE.SpotLight ) {

				spotCount += 1;

				if ( ! light.visible ) continue;

				spotOffset = spotLength * 3;

3064
				setColorLinear( spotColors, spotOffset, color, intensity );
M
Mr.doob 已提交
3065

G
gero3 已提交
3066
				_direction.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3067

M
Mr.doob 已提交
3068
				spotPositions[ spotOffset + 0 ] = _direction.x;
G
gero3 已提交
3069 3070
				spotPositions[ spotOffset + 1 ] = _direction.y;
				spotPositions[ spotOffset + 2 ] = _direction.z;
M
Mr.doob 已提交
3071 3072 3073

				spotDistances[ spotLength ] = distance;

3074
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
3075 3076 3077
				_direction.sub( _vector3 );
				_direction.normalize();

M
Mr.doob 已提交
3078
				spotDirections[ spotOffset + 0 ] = _direction.x;
M
Mr.doob 已提交
3079 3080 3081 3082 3083
				spotDirections[ spotOffset + 1 ] = _direction.y;
				spotDirections[ spotOffset + 2 ] = _direction.z;

				spotAnglesCos[ spotLength ] = Math.cos( light.angle );
				spotExponents[ spotLength ] = light.exponent;
M
Mr.doob 已提交
3084
				spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
3085 3086 3087 3088 3089 3090 3091 3092 3093

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {

				hemiCount += 1;

				if ( ! light.visible ) continue;

3094
				_direction.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3095 3096 3097 3098
				_direction.normalize();

				hemiOffset = hemiLength * 3;

M
Mr.doob 已提交
3099
				hemiPositions[ hemiOffset + 0 ] = _direction.x;
M
Mr.doob 已提交
3100 3101 3102 3103 3104 3105
				hemiPositions[ hemiOffset + 1 ] = _direction.y;
				hemiPositions[ hemiOffset + 2 ] = _direction.z;

				skyColor = light.color;
				groundColor = light.groundColor;

3106 3107
				setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
				setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
M
Mr.doob 已提交
3108 3109 3110 3111 3112 3113 3114 3115 3116 3117 3118 3119 3120 3121 3122 3123 3124 3125 3126 3127 3128 3129 3130 3131 3132

				hemiLength += 1;

			}

		}

		// null eventual remains from removed lights
		// (this is to avoid if in shader)

		for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
		for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
		for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
		for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
		for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;

		zlights.directional.length = dirLength;
		zlights.point.length = pointLength;
		zlights.spot.length = spotLength;
		zlights.hemi.length = hemiLength;

		zlights.ambient[ 0 ] = r;
		zlights.ambient[ 1 ] = g;
		zlights.ambient[ 2 ] = b;

M
Mr.doob 已提交
3133
	}
M
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3134 3135 3136 3137 3138 3139 3140

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

		if ( cullFace === THREE.CullFaceNone ) {

3141
			state.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
3142 3143 3144 3145 3146 3147 3148 3149 3150 3151 3152 3153 3154 3155 3156 3157 3158 3159 3160 3161 3162 3163 3164 3165 3166 3167 3168

		} else {

			if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {

				_gl.frontFace( _gl.CW );

			} else {

				_gl.frontFace( _gl.CCW );

			}

			if ( cullFace === THREE.CullFaceBack ) {

				_gl.cullFace( _gl.BACK );

			} else if ( cullFace === THREE.CullFaceFront ) {

				_gl.cullFace( _gl.FRONT );

			} else {

				_gl.cullFace( _gl.FRONT_AND_BACK );

			}

3169
			state.enable( _gl.CULL_FACE );
M
Mr.doob 已提交
3170 3171 3172 3173 3174

		}

	};

M
Mr.doob 已提交
3175
	this.setMaterialFaces = setMaterialFaces;
M
Mr.doob 已提交
3176 3177 3178 3179 3180

	// Textures

	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {

3181 3182
		var extension;

M
Mr.doob 已提交
3183 3184 3185 3186 3187 3188 3189 3190 3191 3192 3193 3194
		if ( isImagePowerOfTwo ) {

			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );

			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );

		} else {

			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
M
Mr.doob 已提交
3195 3196 3197

			if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {

3198
				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
M
Mr.doob 已提交
3199

3200
			}
M
Mr.doob 已提交
3201 3202 3203 3204

			_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
3205 3206
			if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {

3207
				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
M
Mr.doob 已提交
3208

3209
			}
M
Mr.doob 已提交
3210

M
Mr.doob 已提交
3211 3212
		}

3213 3214
		extension = extensions.get( 'EXT_texture_filter_anisotropic' );

3215
		if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
M
Mr.doob 已提交
3216

3217
			if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
M
Mr.doob 已提交
3218

3219
				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
3220
				properties.get( texture ).__currentAnisotropy = texture.anisotropy;
M
Mr.doob 已提交
3221 3222 3223 3224 3225

			}

		}

M
Mr.doob 已提交
3226
	}
M
Mr.doob 已提交
3227

3228
	this.uploadTexture = function ( texture, slot ) {
M
Mr.doob 已提交
3229

3230
		var textureProperties = properties.get( texture );
3231

3232
		if ( textureProperties.__webglInit === undefined ) {
3233

3234
			textureProperties.__webglInit = true;
3235 3236 3237 3238 3239

			texture.__webglInit = true;

			texture.addEventListener( 'dispose', onTextureDispose );

3240
			textureProperties.__webglTexture = _gl.createTexture();
3241

3242
			_infoMemory.textures ++;
3243 3244

		}
M
Mr.doob 已提交
3245

B
Ben Adams 已提交
3246
		state.activeTexture( _gl.TEXTURE0 + slot );
3247
		state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
M
Mr.doob 已提交
3248

H
Henri Astre 已提交
3249 3250 3251 3252
		_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
		_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
		_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );

3253 3254
		texture.image = clampToMaxSize( texture.image, _maxTextureSize );

H
Henri Astre 已提交
3255 3256 3257 3258
		var image = texture.image,
		isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
		glFormat = paramThreeToGL( texture.format ),
		glType = paramThreeToGL( texture.type );
M
Mr.doob 已提交
3259

H
Henri Astre 已提交
3260
		setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
M
Mr.doob 已提交
3261

H
Henri Astre 已提交
3262
		var mipmap, mipmaps = texture.mipmaps;
M
Mr.doob 已提交
3263

H
Henri Astre 已提交
3264
		if ( texture instanceof THREE.DataTexture ) {
M
Mr.doob 已提交
3265

H
Henri Astre 已提交
3266 3267 3268
			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels
M
Mr.doob 已提交
3269

H
Henri Astre 已提交
3270 3271 3272
			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {

				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3273

H
Henri Astre 已提交
3274
					mipmap = mipmaps[ i ];
3275
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3276

H
Henri Astre 已提交
3277
				}
M
Mr.doob 已提交
3278

H
Henri Astre 已提交
3279
				texture.generateMipmaps = false;
M
Mr.doob 已提交
3280

H
Henri Astre 已提交
3281
			} else {
M
Mr.doob 已提交
3282

3283
				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
Mr.doob 已提交
3284

H
Henri Astre 已提交
3285
			}
M
Mr.doob 已提交
3286

H
Henri Astre 已提交
3287
		} else if ( texture instanceof THREE.CompressedTexture ) {
M
Mr.doob 已提交
3288

H
Henri Astre 已提交
3289
			for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3290

H
Henri Astre 已提交
3291
				mipmap = mipmaps[ i ];
M
Mr.doob 已提交
3292

3293
				if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
3294

3295
					if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
M
Mr.doob 已提交
3296

3297
						state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
3298

3299
					} else {
M
Mr.doob 已提交
3300

3301
						console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
M
Mr.doob 已提交
3302

3303
					}
M
Mr.doob 已提交
3304

H
Henri Astre 已提交
3305
				} else {
M
Mr.doob 已提交
3306

3307
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3308

M
Mr.doob 已提交
3309 3310
				}

H
Henri Astre 已提交
3311 3312 3313 3314 3315 3316 3317 3318 3319
			}

		} else { // regular Texture (image, video, canvas)

			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels

			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
M
Mr.doob 已提交
3320

3321
				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3322 3323

					mipmap = mipmaps[ i ];
3324
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
M
Mr.doob 已提交
3325 3326 3327

				}

H
Henri Astre 已提交
3328
				texture.generateMipmaps = false;
M
Mr.doob 已提交
3329

H
Henri Astre 已提交
3330
			} else {
M
Mr.doob 已提交
3331

3332
				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
Mr.doob 已提交
3333

H
Henri Astre 已提交
3334
			}
M
Mr.doob 已提交
3335

H
Henri Astre 已提交
3336
		}
M
Mr.doob 已提交
3337

H
Henri Astre 已提交
3338
		if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
3339

H
Henri Astre 已提交
3340
		texture.needsUpdate = false;
M
Mr.doob 已提交
3341

B
Ben Adams 已提交
3342
		if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
3343

H
Henri Astre 已提交
3344
	};
M
Mr.doob 已提交
3345

H
Henri Astre 已提交
3346
	this.setTexture = function ( texture, slot ) {
M
Mr.doob 已提交
3347

3348
		// if the image has been uploaded into a separate renderer, will need to reupload to this renderer
3349
		if ( ( texture.image && texture.image.complete !== false ) && texture.__webglInit === true && properties.get( texture ).__webglInit === undefined ) {
3350 3351 3352 3353 3354

			texture.needsUpdate = true;

		}

3355
		if ( texture.needsUpdate === true ) {
M
Mr.doob 已提交
3356

3357
			var image = texture.image;
M
Mr.doob 已提交
3358

3359 3360
			if ( image === undefined ) {

3361
				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
3362 3363 3364 3365
				return;

			}

3366
			if ( image.complete === false ) {
M
Mr.doob 已提交
3367

3368
				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
3369 3370 3371 3372
				return;

			}

3373
			_this.uploadTexture( texture, slot );
3374
			return;
M
Mr.doob 已提交
3375 3376 3377

		}

B
Ben Adams 已提交
3378
		state.activeTexture( _gl.TEXTURE0 + slot );
3379
		state.bindTexture( _gl.TEXTURE_2D, properties.get( texture ).__webglTexture );
3380

M
Mr.doob 已提交
3381 3382 3383 3384
	};

	function clampToMaxSize ( image, maxSize ) {

3385
		if ( image.width > maxSize || image.height > maxSize ) {
M
Mr.doob 已提交
3386

3387 3388
			// Warning: Scaling through the canvas will only work with images that use
			// premultiplied alpha.
M
Mr.doob 已提交
3389

3390
			var scale = maxSize / Math.max( image.width, image.height );
M
Mr.doob 已提交
3391

3392 3393 3394
			var canvas = document.createElement( 'canvas' );
			canvas.width = Math.floor( image.width * scale );
			canvas.height = Math.floor( image.height * scale );
M
Mr.doob 已提交
3395

3396 3397
			var context = canvas.getContext( '2d' );
			context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
M
Mr.doob 已提交
3398

3399
			console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
M
Mr.doob 已提交
3400

3401 3402 3403
			return canvas;

		}
M
Mr.doob 已提交
3404

3405
		return image;
M
Mr.doob 已提交
3406 3407 3408 3409 3410

	}

	function setCubeTexture ( texture, slot ) {

3411
		var textureProperties = properties.get( texture );
3412

M
Mr.doob 已提交
3413 3414 3415 3416
		if ( texture.image.length === 6 ) {

			if ( texture.needsUpdate ) {

3417
				if ( ! textureProperties.__image__webglTextureCube ) {
M
Mr.doob 已提交
3418

3419 3420
					texture.addEventListener( 'dispose', onTextureDispose );

3421
					textureProperties.__image__webglTextureCube = _gl.createTexture();
M
Mr.doob 已提交
3422

3423
					_infoMemory.textures ++;
M
Mr.doob 已提交
3424 3425 3426

				}

B
Ben Adams 已提交
3427
				state.activeTexture( _gl.TEXTURE0 + slot );
3428
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
M
Mr.doob 已提交
3429 3430 3431

				_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );

M
Mr.doob 已提交
3432 3433
				var isCompressed = texture instanceof THREE.CompressedTexture;
				var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
M
Mr.doob 已提交
3434 3435 3436 3437 3438

				var cubeImage = [];

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

3439
					if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
M
Mr.doob 已提交
3440 3441 3442 3443 3444

						cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );

					} else {

3445
						cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
M
Mr.doob 已提交
3446 3447 3448 3449 3450 3451

					}

				}

				var image = cubeImage[ 0 ],
3452
				isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
M
Mr.doob 已提交
3453 3454 3455 3456 3457 3458 3459
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );

				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

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

3460
					if ( ! isCompressed ) {
M
Mr.doob 已提交
3461

M
Mr.doob 已提交
3462
						if ( isDataTexture ) {
3463

3464
							state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
3465

M
Mr.doob 已提交
3466
						} else {
3467

3468
							state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
3469

M
Mr.doob 已提交
3470 3471
						}

3472
					} else {
3473

M
Mr.doob 已提交
3474 3475
						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

3476
						for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
M
Mr.doob 已提交
3477 3478

							mipmap = mipmaps[ j ];
M
Mr.doob 已提交
3479

3480
							if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
3481

3482
								if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
M
Mr.doob 已提交
3483

3484
									state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
3485

3486
								} else {
M
Mr.doob 已提交
3487

3488
									console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
M
Mr.doob 已提交
3489

3490
								}
M
Mr.doob 已提交
3491

3492
							} else {
M
Mr.doob 已提交
3493

3494
								state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3495

3496
							}
M
Mr.doob 已提交
3497

3498
						}
M
Mr.doob 已提交
3499

M
Mr.doob 已提交
3500
					}
M
Mr.doob 已提交
3501

M
Mr.doob 已提交
3502 3503 3504 3505 3506 3507 3508 3509 3510 3511
				}

				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}

				texture.needsUpdate = false;

B
Ben Adams 已提交
3512
				if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
3513 3514 3515

			} else {

B
Ben Adams 已提交
3516
				state.activeTexture( _gl.TEXTURE0 + slot );
3517
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
M
Mr.doob 已提交
3518 3519 3520 3521 3522

			}

		}

M
Mr.doob 已提交
3523
	}
M
Mr.doob 已提交
3524 3525 3526

	function setCubeTextureDynamic ( texture, slot ) {

B
Ben Adams 已提交
3527
		state.activeTexture( _gl.TEXTURE0 + slot );
3528
		state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
M
Mr.doob 已提交
3529

M
Mr.doob 已提交
3530
	}
M
Mr.doob 已提交
3531 3532 3533 3534 3535 3536

	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {

		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
3537
		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, properties.get( renderTarget ).__webglTexture, 0 );
M
Mr.doob 已提交
3538

M
Mr.doob 已提交
3539
	}
M
Mr.doob 已提交
3540

M
Mr.doob 已提交
3541
	function setupRenderBuffer ( renderbuffer, renderTarget ) {
M
Mr.doob 已提交
3542 3543 3544 3545 3546 3547 3548 3549 3550

		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );

		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

		/* For some reason this is not working. Defaulting to RGBA4.
3551
		} else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
M
Mr.doob 已提交
3552 3553 3554 3555 3556 3557 3558 3559 3560 3561 3562 3563 3564 3565 3566

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
		*/
		} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

		} else {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );

		}

M
Mr.doob 已提交
3567
	}
M
Mr.doob 已提交
3568 3569 3570 3571 3572

	this.setRenderTarget = function ( renderTarget ) {

		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );

3573
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
3574

3575
			var renderTargetProperties = properties.get( renderTarget );
M
Mr.doob 已提交
3576 3577 3578 3579 3580 3581

			if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
			if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;

			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

3582
			renderTargetProperties.__webglTexture = _gl.createTexture();
M
Mr.doob 已提交
3583

3584
			_infoMemory.textures ++;
M
Mr.doob 已提交
3585 3586 3587

			// Setup texture, create render and frame buffers

3588
			var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
M
Mr.doob 已提交
3589 3590 3591 3592 3593
				glFormat = paramThreeToGL( renderTarget.format ),
				glType = paramThreeToGL( renderTarget.type );

			if ( isCube ) {

3594 3595
				renderTargetProperties.__webglFramebuffer = [];
				renderTargetProperties.__webglRenderbuffer = [];
M
Mr.doob 已提交
3596

3597
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTargetProperties.__webglTexture );
B
Ben Adams 已提交
3598

M
Mr.doob 已提交
3599 3600 3601 3602
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );

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

3603 3604
					renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
					renderTargetProperties.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
M
Mr.doob 已提交
3605

3606
					state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
M
Mr.doob 已提交
3607

3608 3609
					setupFrameBuffer( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
					setupRenderBuffer( renderTargetProperties.__webglRenderbuffer[ i ], renderTarget );
M
Mr.doob 已提交
3610 3611 3612

				}

3613
				if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
M
Mr.doob 已提交
3614 3615 3616

			} else {

3617
				renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
M
Mr.doob 已提交
3618 3619 3620

				if ( renderTarget.shareDepthFrom ) {

3621
					renderTargetProperties.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
M
Mr.doob 已提交
3622 3623 3624

				} else {

3625
					renderTargetProperties.__webglRenderbuffer = _gl.createRenderbuffer();
M
Mr.doob 已提交
3626 3627 3628

				}

3629
				state.bindTexture( _gl.TEXTURE_2D, renderTargetProperties.__webglTexture );
M
Mr.doob 已提交
3630 3631
				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );

3632
				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
M
Mr.doob 已提交
3633

3634
				setupFrameBuffer( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
M
Mr.doob 已提交
3635 3636 3637 3638 3639

				if ( renderTarget.shareDepthFrom ) {

					if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

3640
						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
M
Mr.doob 已提交
3641 3642 3643

					} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

3644
						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
M
Mr.doob 已提交
3645 3646 3647 3648 3649

					}

				} else {

3650
					setupRenderBuffer( renderTargetProperties.__webglRenderbuffer, renderTarget );
M
Mr.doob 已提交
3651 3652 3653

				}

3654
				if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
3655 3656 3657 3658 3659 3660 3661

			}

			// Release everything

			if ( isCube ) {

B
Ben Adams 已提交
3662
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
3663 3664 3665

			} else {

B
Ben Adams 已提交
3666
				state.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
3667 3668 3669 3670 3671 3672 3673 3674 3675 3676 3677 3678

			}

			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );

		}

		var framebuffer, width, height, vx, vy;

		if ( renderTarget ) {

3679
			var renderTargetProperties = properties.get( renderTarget );
F
Fordy 已提交
3680

M
Mr.doob 已提交
3681 3682
			if ( isCube ) {

3683
				framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
3684 3685 3686

			} else {

3687
				framebuffer = renderTargetProperties.__webglFramebuffer;
M
Mr.doob 已提交
3688 3689 3690 3691 3692 3693 3694 3695 3696 3697 3698 3699 3700 3701 3702 3703 3704 3705 3706 3707 3708 3709 3710 3711 3712 3713 3714 3715 3716 3717 3718 3719 3720 3721 3722

			}

			width = renderTarget.width;
			height = renderTarget.height;

			vx = 0;
			vy = 0;

		} else {

			framebuffer = null;

			width = _viewportWidth;
			height = _viewportHeight;

			vx = _viewportX;
			vy = _viewportY;

		}

		if ( framebuffer !== _currentFramebuffer ) {

			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
			_gl.viewport( vx, vy, width, height );

			_currentFramebuffer = framebuffer;

		}

		_currentWidth = width;
		_currentHeight = height;

	};

3723
	this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
3724

G
gero3 已提交
3725
		if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
3726

3727
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
3728
			return;
3729

G
gero3 已提交
3730
		}
3731

3732
		if ( properties.get( renderTarget ).__webglFramebuffer ) {
3733

G
gero3 已提交
3734
			if ( renderTarget.format !== THREE.RGBAFormat ) {
3735

3736
				console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
G
gero3 已提交
3737
				return;
3738

G
gero3 已提交
3739
			}
3740

G
gero3 已提交
3741
			var restore = false;
3742

3743
			if ( properties.get( renderTarget ).__webglFramebuffer !== _currentFramebuffer ) {
3744

3745
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, properties.get( renderTarget ).__webglFramebuffer );
3746

G
gero3 已提交
3747
				restore = true;
3748

G
gero3 已提交
3749
			}
3750

G
gero3 已提交
3751
			if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
3752

G
gero3 已提交
3753
				_gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
3754

G
gero3 已提交
3755
			} else {
3756

3757
				console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
3758

G
gero3 已提交
3759
			}
3760

G
gero3 已提交
3761
			if ( restore ) {
3762

G
gero3 已提交
3763
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
3764

G
gero3 已提交
3765
			}
3766

G
gero3 已提交
3767
		}
3768 3769 3770

	};

M
Mr.doob 已提交
3771 3772 3773 3774
	function updateRenderTargetMipmap ( renderTarget ) {

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

3775
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( renderTarget ).__webglTexture );
M
Mr.doob 已提交
3776
			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
B
Ben Adams 已提交
3777
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
3778 3779 3780

		} else {

3781
			state.bindTexture( _gl.TEXTURE_2D, properties.get( renderTarget ).__webglTexture );
M
Mr.doob 已提交
3782
			_gl.generateMipmap( _gl.TEXTURE_2D );
B
Ben Adams 已提交
3783
			state.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
3784 3785 3786

		}

M
Mr.doob 已提交
3787
	}
M
Mr.doob 已提交
3788 3789 3790 3791 3792 3793 3794 3795 3796 3797 3798 3799 3800

	// Fallback filters for non-power-of-2 textures

	function filterFallback ( f ) {

		if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {

			return _gl.NEAREST;

		}

		return _gl.LINEAR;

M
Mr.doob 已提交
3801
	}
M
Mr.doob 已提交
3802 3803 3804 3805 3806

	// Map three.js constants to WebGL constants

	function paramThreeToGL ( p ) {

3807 3808
		var extension;

M
Mr.doob 已提交
3809 3810 3811 3812 3813 3814 3815 3816 3817 3818 3819 3820 3821 3822 3823 3824 3825 3826 3827 3828 3829 3830 3831 3832
		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;

3833 3834 3835 3836 3837 3838 3839 3840
		extension = extensions.get( 'OES_texture_half_float' );

		if ( extension !== null ) {

			if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;

		}

M
Mr.doob 已提交
3841 3842 3843 3844 3845 3846 3847 3848 3849 3850 3851 3852 3853 3854 3855 3856 3857 3858 3859 3860 3861 3862 3863
		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;

3864
		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
M
Mr.doob 已提交
3865

3866 3867 3868 3869 3870 3871
		if ( extension !== null ) {

			if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
M
Mr.doob 已提交
3872 3873 3874

		}

3875 3876 3877
		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		if ( extension !== null ) {
P
Pierre Lepers 已提交
3878

3879 3880 3881 3882
			if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
			if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
			if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
			if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
P
Pierre Lepers 已提交
3883 3884 3885

		}

3886 3887 3888
		extension = extensions.get( 'EXT_blend_minmax' );

		if ( extension !== null ) {
3889

3890 3891
			if ( p === THREE.MinEquation ) return extension.MIN_EXT;
			if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
3892 3893 3894

		}

M
Mr.doob 已提交
3895 3896
		return 0;

M
Mr.doob 已提交
3897
	}
M
Mr.doob 已提交
3898 3899 3900 3901 3902

	// Allocations

	function allocateBones ( object ) {

3903
		if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
M
Mr.doob 已提交
3904 3905 3906 3907 3908 3909

			return 1024;

		} else {

			// default for when object is not specified
M
Mr.doob 已提交
3910
			// ( for example when prebuilding shader to be used with multiple objects )
M
Mr.doob 已提交
3911
			//
3912
			//  - leave some extra space for other uniforms
M
Mr.doob 已提交
3913 3914 3915 3916 3917 3918 3919 3920 3921 3922
			//  - limit here is ANGLE's 254 max uniform vectors
			//    (up to 54 should be safe)

			var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );

			var maxBones = nVertexMatrices;

			if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {

3923
				maxBones = Math.min( object.skeleton.bones.length, maxBones );
M
Mr.doob 已提交
3924

3925
				if ( maxBones < object.skeleton.bones.length ) {
M
Mr.doob 已提交
3926

3927
					console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
M
Mr.doob 已提交
3928 3929 3930 3931 3932 3933 3934 3935 3936

				}

			}

			return maxBones;

		}

M
Mr.doob 已提交
3937
	}
M
Mr.doob 已提交
3938

M
Mr.doob 已提交
3939
	function allocateLights( lights ) {
M
Mr.doob 已提交
3940

M
Mr.doob 已提交
3941 3942 3943 3944
		var dirLights = 0;
		var pointLights = 0;
		var spotLights = 0;
		var hemiLights = 0;
M
Mr.doob 已提交
3945

M
Mr.doob 已提交
3946
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
M
Mr.doob 已提交
3947

M
Mr.doob 已提交
3948
			var light = lights[ l ];
M
Mr.doob 已提交
3949

3950
			if ( light.onlyShadow || light.visible === false ) continue;
M
Mr.doob 已提交
3951 3952 3953 3954 3955 3956 3957 3958

			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
			if ( light instanceof THREE.PointLight ) pointLights ++;
			if ( light instanceof THREE.SpotLight ) spotLights ++;
			if ( light instanceof THREE.HemisphereLight ) hemiLights ++;

		}

3959
		return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
M
Mr.doob 已提交
3960

M
Mr.doob 已提交
3961
	}
M
Mr.doob 已提交
3962

M
Mr.doob 已提交
3963
	function allocateShadows( lights ) {
M
Mr.doob 已提交
3964

M
Mr.doob 已提交
3965
		var maxShadows = 0;
M
Mr.doob 已提交
3966

3967
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
M
Mr.doob 已提交
3968

M
Mr.doob 已提交
3969
			var light = lights[ l ];
M
Mr.doob 已提交
3970 3971 3972 3973 3974 3975 3976 3977 3978 3979

			if ( ! light.castShadow ) continue;

			if ( light instanceof THREE.SpotLight ) maxShadows ++;
			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;

		}

		return maxShadows;

3980
	}
M
Mr.doob 已提交
3981

M
Mr.doob 已提交
3982
	// DEPRECATED
3983

M
Mr.doob 已提交
3984 3985
	this.initMaterial = function () {

3986
		console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
M
Mr.doob 已提交
3987 3988

	};
M
Mr.doob 已提交
3989

M
Mr.doob 已提交
3990
	this.addPrePlugin = function () {
M
Mr.doob 已提交
3991

3992
		console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
M
Mr.doob 已提交
3993 3994 3995 3996 3997

	};

	this.addPostPlugin = function () {

3998
		console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
M
Mr.doob 已提交
3999 4000

	};
M
Mr.doob 已提交
4001

M
Mr.doob 已提交
4002 4003
	this.updateShadowMap = function () {

4004
		console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
M
Mr.doob 已提交
4005 4006 4007

	};

4008 4009 4010
	Object.defineProperties( this, {
		shadowMapEnabled: {
			get: function () {
M
Mr.doob 已提交
4011
				return shadowMap.enabled;
4012 4013
			},
			set: function ( value ) {
4014
				console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
M
Mr.doob 已提交
4015
				shadowMap.enabled = value;
4016 4017 4018 4019
			}
		},
		shadowMapType: {
			get: function () {
M
Mr.doob 已提交
4020
				return shadowMap.type;
4021 4022
			},
			set: function ( value ) {
4023
				console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
M
Mr.doob 已提交
4024
				shadowMap.type = value;
4025 4026 4027 4028
			}
		},
		shadowMapCullFace: {
			get: function () {
M
Mr.doob 已提交
4029
				return shadowMap.cullFace;
4030 4031
			},
			set: function ( value ) {
4032
				console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
M
Mr.doob 已提交
4033
				shadowMap.cullFace = value;
4034 4035 4036 4037
			}
		},
		shadowMapDebug: {
			get: function () {
M
Mr.doob 已提交
4038
				return shadowMap.debug;
4039 4040
			},
			set: function ( value ) {
4041
				console.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
M
Mr.doob 已提交
4042
				shadowMap.debug = value;
4043 4044 4045 4046
			}
		},
		shadowMapCascade: {
			get: function () {
M
Mr.doob 已提交
4047
				return shadowMap.cascade;
4048 4049
			},
			set: function ( value ) {
4050
				console.warn( 'THREE.WebGLRenderer: .shadowMapCascade is now .shadowMap.cascade.' );
M
Mr.doob 已提交
4051
				shadowMap.cascade = value;
4052 4053 4054 4055
			}
		}
	} );

M
Mr.doob 已提交
4056
};