WebGLRenderer.js 95.2 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 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;

	// info

	this.info = {

		memory: {

			programs: 0,
			geometries: 0,
			textures: 0

		},

		render: {

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

		}

	};

	// internal properties

	var _this = this,

	_programs = [],

	// internal state cache

	_currentProgram = null,
	_currentFramebuffer = null,
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	_currentMaterialId = - 1,
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	_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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	};

	// 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.objects = {};
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		}, false);

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	} catch ( error ) {

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		THREE.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 extensions = new THREE.WebGLExtensions( _gl );
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	var objects = new THREE.WebGLObjects( _gl, this.info );
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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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	var glClearColor = function ( 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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	var setDefaultGLState = function () {
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		_gl.clearColor( 0, 0, 0, 1 );
		_gl.clearDepth( 1 );
		_gl.clearStencil( 0 );

		_gl.enable( _gl.DEPTH_TEST );
		_gl.depthFunc( _gl.LEQUAL );

		_gl.frontFace( _gl.CCW );
		_gl.cullFace( _gl.BACK );
		_gl.enable( _gl.CULL_FACE );

		_gl.enable( _gl.BLEND );
		_gl.blendEquation( _gl.FUNC_ADD );
		_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );

		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );

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		glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
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	};

	var resetGLState = function () {

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

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			_precision = 'lowp';
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			THREE.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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		THREE.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 () {

			if ( value !== undefined ) {

				return value;

			}

			var extension = extensions.get( 'EXT_texture_filter_anisotropic' );

			value = extension !== null ? _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;

			return value;

		}

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

		return _precision;

	};

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	this.getPixelRatio = function () {

		return pixelRatio;

	};

	this.setPixelRatio = function ( value ) {

		pixelRatio = value;

	};

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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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	};

	this.enableScissorTest = function ( enable ) {

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

	};

	// 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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	var onTextureDispose = function ( event ) {

		var texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		deallocateTexture( texture );

		_this.info.memory.textures --;


	};

	var onRenderTargetDispose = function ( event ) {

		var renderTarget = event.target;

		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

		deallocateRenderTarget( renderTarget );

		_this.info.memory.textures --;

	};

	var onMaterialDispose = function ( event ) {

		var material = event.target;

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

	};

	// Buffer deallocation

	var deallocateTexture = function ( texture ) {

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

			// cube texture

			_gl.deleteTexture( texture.image.__webglTextureCube );

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			delete texture.image.__webglTextureCube;

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		} else {

			// 2D texture

			if ( texture.__webglInit === undefined ) return;

			_gl.deleteTexture( texture.__webglTexture );

			delete texture.__webglTexture;
			delete texture.__webglInit;

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		}

	};

	var deallocateRenderTarget = function ( renderTarget ) {

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

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		delete renderTarget.__webglTexture;

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		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

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

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

			}

		} else {

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

		}

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		delete renderTarget.__webglFramebuffer;
		delete renderTarget.__webglRenderbuffer;

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	};

	var deallocateMaterial = function ( material ) {

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

		material.program = undefined;

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

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

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

			programInfo = _programs[ i ];

			if ( programInfo.program === program ) {

				programInfo.usedTimes --;

				if ( programInfo.usedTimes === 0 ) {

					deleteProgram = true;

				}

				break;

			}

		}

		if ( deleteProgram === true ) {

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

			var newPrograms = [];

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

				programInfo = _programs[ i ];

				if ( programInfo.program !== program ) {

					newPrograms.push( programInfo );

				}

			}

			_programs = newPrograms;

			_gl.deleteProgram( program );

			_this.info.memory.programs --;

		}

	};

	// Buffer rendering

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

771
		state.initAttributes();
772

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		if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
		if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
		if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
		if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();

		if ( object.hasPositions ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
782 783 784

			state.enableAttribute( program.attributes.position );

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			_gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );

		}

		if ( object.hasNormals ) {

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

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			if ( material instanceof THREE.MeshPhongMaterial === false && material.shading === THREE.FlatShading ) {
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				var nx, ny, nz,
					nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
					normalArray,
					i, il = object.count * 3;

800
				for ( i = 0; i < il; i += 9 ) {
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					normalArray = object.normalArray;

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					nax = normalArray[ i ];
					nay = normalArray[ i + 1 ];
					naz = normalArray[ i + 2 ];
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807

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808 809 810
					nbx = normalArray[ i + 3 ];
					nby = normalArray[ i + 4 ];
					nbz = normalArray[ i + 5 ];
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811

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					ncx = normalArray[ i + 6 ];
					ncy = normalArray[ i + 7 ];
					ncz = normalArray[ i + 8 ];
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815 816 817 818 819

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

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					normalArray[ i     ] = nx;
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821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836
					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 );
837 838 839

			state.enableAttribute( program.attributes.normal );

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			_gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );

		}

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

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
848 849 850

			state.enableAttribute( program.attributes.uv );

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			_gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );

		}

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

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
859 860 861

			state.enableAttribute( program.attributes.color );

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			_gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );

		}

866
		state.disableUnusedAttributes();
867

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

		object.count = 0;

	};

874
	function setupVertexAttributes( material, program, geometry, startIndex ) {
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875

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876
		var extension;
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877

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878
		if ( geometry instanceof THREE.InstancedBufferGeometry ) {
B
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879

M
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880
			extension = extensions.get( 'ANGLE_instanced_arrays' );
B
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881

M
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882
			if ( extension === null ) {
B
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883

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884 885
				THREE.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
				return;
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886

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887 888 889
			}

		}
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890

891 892 893 894
		var geometryAttributes = geometry.attributes;

		var programAttributes = program.attributes;
		var programAttributesKeys = program.attributesKeys;
895

896
		for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) {
897

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898 899
			var key = programAttributesKeys[ i ];
			var programAttribute = programAttributes[ key ];
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900

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901
			if ( programAttribute >= 0 ) {
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902

M
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903
				var geometryAttribute = geometryAttributes[ key ];
904

M
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905
				if ( geometryAttribute !== undefined ) {
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906

M
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907
					var size = geometryAttribute.itemSize;
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908
					state.enableAttribute( programAttribute );
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909

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910
					if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
911

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912 913 914 915 916 917
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.data.buffer );
						_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
918

M
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919
						if ( data instanceof THREE.InstancedInterleavedBuffer ) {
M
Mr.doob 已提交
920

M
Mr.doob 已提交
921
							if ( extension === null ) {
B
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922

M
Mr.doob 已提交
923 924
								THREE.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
								return;
B
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925

M
Mr.doob 已提交
926
							}
B
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927

M
Mr.doob 已提交
928
							extension.vertexAttribDivisorANGLE( programAttribute, data.meshPerAttribute );
B
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929

M
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930
							if ( geometry.maxInstancedCount === undefined ) {
931

M
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932
								geometry.maxInstancedCount = data.meshPerAttribute * ( data.array.length / data.stride );
B
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933

M
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934
							}
B
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935

M
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936
						}
B
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937

B
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938 939
					} else {

M
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940 941
						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer );
						_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
B
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942

M
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943
						if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
B
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944

M
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945
							if ( extension === null ) {
B
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946

M
Mr.doob 已提交
947 948
								THREE.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
								return;
B
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949

M
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950
							}
B
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951

M
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952
							extension.vertexAttribDivisorANGLE( programAttribute, geometryAttribute.meshPerAttribute );
B
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953

M
Mr.doob 已提交
954
							if ( geometry.maxInstancedCount === undefined ) {
B
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955

M
Mr.doob 已提交
956
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * ( geometryAttribute.array.length / geometryAttribute.itemSize );
B
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957

M
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958
							}
B
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959

M
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960
						}
B
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961 962

					}
M
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963

964
				} else if ( material.defaultAttributeValues !== undefined ) {
M
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965

966
					if ( material.defaultAttributeValues[ key ] !== undefined ) {
M
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967

968
						if ( material.defaultAttributeValues[ key ].length === 2 ) {
M
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969

970
							_gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] );
M
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971

972 973 974 975 976
						} else if ( material.defaultAttributeValues[ key ].length === 3 ) {

							_gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ key ] );

						}
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977 978 979 980 981 982 983 984

					}

				}

			}

		}
985

986
		state.disableUnusedAttributes();
987

M
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988 989
	}

M
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990 991
	this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {

992 993
		if ( material.visible === false ) return;

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994
		var program = setProgram( camera, lights, fog, material, object );
M
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995 996 997

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
998
			geometryProgram = 'direct_' + geometry.id + '_' + program.id + '_' + wireframeBit;
M
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999

1000
		if ( geometryProgram !== _currentGeometryProgram ) {
M
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1001

1002
			_currentGeometryProgram = geometryProgram;
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1003 1004 1005 1006 1007 1008
			updateBuffers = true;

		}

		if ( updateBuffers ) {

1009
			state.initAttributes();
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1010 1011 1012 1013 1014

		}

		if ( object instanceof THREE.Mesh ) {

1015
			renderMesh( material, geometry, object, program, updateBuffers );
1016

1017
		} else if ( object instanceof THREE.PointCloud ) {
M
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1018

1019
			renderPointCloud( material, geometry, object, program, updateBuffers );
M
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1020

1021
		} else if ( object instanceof THREE.Line ) {
1022

1023
			renderLine( material, geometry, object, program, updateBuffers );
1024

1025
		}
1026

1027
	};
1028

1029
	function renderMesh ( material, geometry, object, program, updateBuffers ) {
1030

1031
		var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
1032

1033
		var index = geometry.attributes.index;
1034

1035
		if ( index ) {
M
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1036

1037
			// indexed triangles
1038

1039
			var type, size;
1040

1041
			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
1042

1043 1044
				type = _gl.UNSIGNED_INT;
				size = 4;
1045

1046
			} else {
B
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1047

1048 1049
				type = _gl.UNSIGNED_SHORT;
				size = 2;
B
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1050

1051
			}
1052

1053
			var offsets = geometry.offsets;
B
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1054

1055
			if ( offsets.length === 0 ) {
1056

1057
				if ( updateBuffers ) {
B
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1058

1059 1060 1061 1062 1063 1064
					setupVertexAttributes( material, program, geometry, 0 );
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );

				}

				if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
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1065

1066 1067 1068 1069 1070 1071
					var extension = extensions.get( 'ANGLE_instanced_arrays' );

					if ( extension === null ) {

						THREE.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
						return;
B
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1072 1073

					}
1074

1075
					extension.drawElementsInstancedANGLE( mode, index.array.length, type, 0, geometry.maxInstancedCount ); // Draw the instanced meshes
1076

1077
				} else {
M
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1078

1079
					_gl.drawElements( mode, index.array.length, type, 0 );
M
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1080

1081 1082 1083 1084
				}
				_this.info.render.calls ++;
				_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
				_this.info.render.faces += index.array.length / 3;
M
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1085

1086
			} else {
M
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1087

1088 1089 1090
				// 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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1091

1092
				updateBuffers = true;
1093

1094
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
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1095

1096
					var startIndex = offsets[ i ].index;
M
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1097

1098
					if ( updateBuffers ) {
M
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1099

1100 1101
						setupVertexAttributes( material, program, geometry, startIndex );
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
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1102

1103
					}
B
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1104

1105
					// render indexed triangles
B
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1106

1107
					if ( geometry instanceof THREE.InstancedBufferGeometry && offsets[i].instances > 0 ) {
B
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1108

1109
						var extension = extensions.get( 'ANGLE_instanced_arrays' );
B
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1110

1111
						if ( extension === null ) {
B
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1112

1113 1114
							THREE.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
							return;
M
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1115

B
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1116
						}
M
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1117

1118 1119 1120 1121 1122
						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
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1123

1124
					}
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1125

1126 1127 1128 1129
					_this.info.render.calls ++;
					_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
					_this.info.render.faces += offsets[ i ].count / 3;

M
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1130 1131
				}

1132
			}
M
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1133

1134
		} else {
1135

1136
			// non-indexed triangles
M
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1137

1138
			if ( updateBuffers ) {
M
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1139

1140
				setupVertexAttributes( material, program, geometry, 0 );
M
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1141

1142
			}
1143

1144
			var position = geometry.attributes[ 'position' ];
M
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1145

1146
			// render non-indexed triangles
B
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1147

1148
			if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
B
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1149

1150
				var extension = extensions.get( 'ANGLE_instanced_arrays' );
B
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1151

1152
				if ( extension === null ) {
M
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1153

1154 1155
					THREE.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
					return;
M
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1156

1157
				}
B
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1158

1159
				if ( position instanceof THREE.InterleavedBufferAttribute ) {
B
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1160

1161
					extension.drawArraysInstancedANGLE( mode, 0, position.data.array.length / position.data.stride, geometry.maxInstancedCount ); // Draw the instanced meshes
B
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1162

1163
				} else {
B
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1164

1165
					extension.drawArraysInstancedANGLE( mode, 0, position.array.length / position.itemSize, geometry.maxInstancedCount ); // Draw the instanced meshes
B
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1166

1167
				}
B
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1168

1169
			} else {
B
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1170

1171
				if ( position instanceof THREE.InterleavedBufferAttribute ) {
B
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1172

1173
					_gl.drawArrays( mode, 0, position.data.array.length / position.data.stride );
M
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1174

1175
				} else {
M
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1176

1177
					_gl.drawArrays( mode, 0, position.array.length / position.itemSize );
B
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1178 1179

				}
M
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1180 1181 1182

			}

1183 1184 1185
			_this.info.render.calls ++;
			_this.info.render.vertices += position.array.length / position.itemSize;
			_this.info.render.faces += position.array.length / ( 3 * position.itemSize );
M
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1186

1187
		}
1188

1189
	};
M
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1190

1191
	function renderPointCloud ( material, geometry, object, program, updateBuffers ) {
M
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1192

1193
		var mode = _gl.POINTS;
1194

1195
		var index = geometry.attributes.index;
M
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1196

1197
		if ( index ) {
M
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1198

1199
			// indexed points
M
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1200

1201
			var type, size;
M
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1202

1203
			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
M
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1204

1205 1206
				type = _gl.UNSIGNED_INT;
				size = 4;
M
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1207

1208
			} else {
M
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1209

1210 1211
				type = _gl.UNSIGNED_SHORT;
				size = 2;
M
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1212

1213
			}
M
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1214

1215
			var offsets = geometry.offsets;
M
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1216

1217
			if ( offsets.length === 0 ) {
M
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1218

1219
				if ( updateBuffers ) {
M
mschuetz 已提交
1220

1221 1222
					setupVertexAttributes( material, program, geometry, 0 );
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
M
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1223

1224
				}
M
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1225

1226 1227 1228 1229
				_gl.drawElements( mode, index.array.length, type, 0);

				_this.info.render.calls ++;
				_this.info.render.points += index.array.length;
M
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1230

1231
			} else {
M
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1232

1233 1234 1235
				// 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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1236

1237
				if ( offsets.length > 1 ) updateBuffers = true;
M
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1238

1239
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
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1240

1241
					var startIndex = offsets[ i ].index;
M
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1242

1243
					if ( updateBuffers ) {
M
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1244

1245 1246
						setupVertexAttributes( material, program, geometry, startIndex );
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
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1247

1248
					}
M
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1249

1250
					// render indexed points
M
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1251

1252
					_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
M
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1253

1254 1255
					_this.info.render.calls ++;
					_this.info.render.points += offsets[ i ].count;
M
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1256

M
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1257
				}
M
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1258

1259
			}
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1260

1261
		} else {
M
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1262

1263
			// non-indexed points
M
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1264

1265
			if ( updateBuffers ) {
M
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1266

1267
				setupVertexAttributes( material, program, geometry, 0 );
M
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1268

1269
			}
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1270

1271 1272
			var position = geometry.attributes.position;
			var offsets = geometry.offsets;
M
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1273

1274
			if ( offsets.length === 0 ) {
1275

1276
				_gl.drawArrays( mode, 0, position.array.length / 3 );
1277

1278 1279
				_this.info.render.calls ++;
				_this.info.render.points += position.array.length / 3;
1280

1281
			} else {
1282

1283
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
1284

1285
					_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
1286

1287 1288
					_this.info.render.calls ++;
					_this.info.render.points += offsets[ i ].count;
1289 1290

				}
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1291

M
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1292
			}
M
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1293

1294
		}
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1295

1296
	};
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1298 1299
	function renderLine ( material, geometry, object, program, updateBuffers ) {
		var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
1300

1301 1302
		// In case user is not using Line*Material by mistake
		var lineWidth = material.linewidth !== undefined ? material.linewidth : 1;
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1303

1304
		state.setLineWidth( lineWidth * pixelRatio );
1305

1306
		var index = geometry.attributes.index;
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1307

1308
		if ( index ) {
M
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1309

1310
			// indexed lines
1311

1312
			var type, size;
1313

1314
			if ( index.array instanceof Uint32Array ) {
1315

1316 1317
				type = _gl.UNSIGNED_INT;
				size = 4;
1318

1319
			} else {
1320

1321 1322
				type = _gl.UNSIGNED_SHORT;
				size = 2;
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1323

1324
			}
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1325

1326
			var offsets = geometry.offsets;
M
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1327

1328
			if ( offsets.length === 0 ) {
M
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1329

1330
				if ( updateBuffers ) {
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1331

1332 1333
					setupVertexAttributes( material, program, geometry, 0 );
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
1334

1335
				}
1336

1337
				_gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
1338

1339 1340
				_this.info.render.calls ++;
				_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
M
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1341

1342
			} else {
1343

1344 1345 1346
				// 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
1347

1348
				if ( offsets.length > 1 ) updateBuffers = true;
1349

1350
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
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1351

1352
					var startIndex = offsets[ i ].index;
1353

1354
					if ( updateBuffers ) {
1355

1356 1357
						setupVertexAttributes( material, program, geometry, startIndex );
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
1358

1359
					}
1360

1361
					// render indexed lines
1362

1363
					_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
1364

1365 1366
					_this.info.render.calls ++;
					_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
1367 1368 1369

				}

1370
			}
1371

1372
		} else {
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1373

1374
			// non-indexed lines
1375

1376
			if ( updateBuffers ) {
1377

1378
				setupVertexAttributes( material, program, geometry, 0 );
1379

1380
			}
1381

1382 1383
			var position = geometry.attributes.position;
			var offsets = geometry.offsets;
1384

1385
			if ( offsets.length === 0 ) {
1386

1387
				_gl.drawArrays( mode, 0, position.array.length / 3 );
1388

1389 1390
				_this.info.render.calls ++;
				_this.info.render.vertices += position.array.length / 3;
1391

1392
			} else {
1393

1394
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
1395

1396
					_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
1397

1398 1399
					_this.info.render.calls ++;
					_this.info.render.vertices += offsets[ i ].count;
1400 1401

				}
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1402

1403
			}
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1404

1405
		}
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1406 1407 1408 1409 1410 1411 1412 1413 1414

	};

	function setupMorphTargets ( material, geometryGroup, object ) {

		// set base

		var attributes = material.program.attributes;

1415
		if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
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1416 1417

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
1418 1419 1420

			state.enableAttribute( attributes.position );

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1421 1422 1423 1424 1425
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

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

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
1426 1427 1428

			state.enableAttribute( attributes.position );

M
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1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

		}

		if ( object.morphTargetForcedOrder.length ) {

			// set forced order

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

M
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1441 1442
			var attribute;

M
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1443 1444
			while ( m < material.numSupportedMorphTargets && m < order.length ) {

M
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1445 1446 1447
				attribute = attributes[ 'morphTarget' + m ];

				if ( attribute >= 0 ) {
M
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1448 1449

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
1450 1451 1452

					state.enableAttribute( attribute );

M
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1453
					_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
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1454 1455 1456

				}

M
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1457 1458 1459
				attribute = attributes[ 'morphNormal' + m ];

				if ( attribute >= 0 && material.morphNormals ) {
M
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1460 1461

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
1462 1463 1464

					state.enableAttribute( attribute );

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1465
					_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
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1466 1467 1468 1469 1470 1471

				}

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

				m ++;
M
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1472

M
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1473 1474 1475 1476 1477 1478
			}

		} else {

			// find the most influencing

M
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1479
			var activeInfluenceIndices = [];
M
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1480
			var influences = object.morphTargetInfluences;
1481 1482 1483 1484
			var morphTargets = object.geometry.morphTargets;

			if ( influences.length > morphTargets.length ) {

1485
				THREE.warn( 'THREE.WebGLRenderer: Influences array is bigger than morphTargets array.' );
1486 1487 1488
				influences.length = morphTargets.length;

			}
M
Mr.doob 已提交
1489

M
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1490
			for ( var i = 0, il = influences.length; i < il; i ++ ) {
M
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1491

M
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1492
				var influence = influences[ i ];
M
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1493

1494
				activeInfluenceIndices.push( [ influence, i ] );
M
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1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510

			}

			if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {

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

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

				activeInfluenceIndices.sort( numericalSort );

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

				activeInfluenceIndices.push( [ 0, 0 ] );

M
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1511 1512 1513
			}

			var attribute;
M
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1514

1515
			for ( var m = 0, ml = material.numSupportedMorphTargets; m < ml; m ++ ) {
M
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1516 1517 1518

				if ( activeInfluenceIndices[ m ] ) {

M
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1519
					var influenceIndex = activeInfluenceIndices[ m ][ 1 ];
M
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1520

M
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1521
					attribute = attributes[ 'morphTarget' + m ];
1522 1523

					if ( attribute >= 0 ) {
M
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1524 1525

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
1526 1527 1528

						state.enableAttribute( attribute );

1529
						_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
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1530 1531 1532

					}

M
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1533
					attribute = attributes[ 'morphNormal' + m ];
1534

M
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1535
					if ( attribute >= 0 && material.morphNormals ) {
M
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1536 1537 1538

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

1539 1540 1541
						state.enableAttribute( attribute );

						_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
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1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574

					}

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

				} else {

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

					if ( material.morphNormals ) {

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

					}
					*/

					object.__webglMorphTargetInfluences[ m ] = 0;

				}

			}

		}

		// load updated influences uniform

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

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

		}

1575
	}
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1576 1577 1578 1579 1580

	// Sorting

	function painterSortStable ( a, b ) {

U
unconed 已提交
1581
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1582

U
unconed 已提交
1583
			return a.object.renderOrder - b.object.renderOrder;
1584 1585

		} else if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
1586

M
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1587
			return a.material.id - b.material.id;
1588 1589

		} else if ( a.z !== b.z ) {
M
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1590

M
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1591
			return a.z - b.z;
M
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1592 1593 1594

		} else {

1595
			return a.id - b.id;
M
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1596 1597 1598

		}

1599
	}
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1600

1601 1602
	function reversePainterSortStable ( a, b ) {

U
unconed 已提交
1603
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1604

U
unconed 已提交
1605
			return a.object.renderOrder - b.object.renderOrder;
1606 1607

		} if ( a.z !== b.z ) {
1608

M
Mr.doob 已提交
1609
			return b.z - a.z;
1610 1611 1612 1613 1614 1615 1616

		} else {

			return a.id - b.id;

		}

1617
	}
1618

M
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1619 1620 1621 1622
	function numericalSort ( a, b ) {

		return b[ 0 ] - a[ 0 ];

1623
	}
M
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1624 1625 1626 1627 1628 1629 1630

	// Rendering

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

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

1631
			THREE.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
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1632 1633 1634 1635
			return;

		}

M
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1636
		var fog = scene.fog;
M
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1637 1638 1639

		// reset caching for this frame

1640
		_currentGeometryProgram = '';
1641
		_currentMaterialId = - 1;
1642
		_currentCamera = null;
M
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1643 1644 1645 1646
		_lightsNeedUpdate = true;

		// update scene graph

1647
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
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1648 1649 1650 1651 1652 1653 1654 1655 1656 1657

		// 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
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1658
		lights.length = 0;
1659 1660
		opaqueObjects.length = 0;
		transparentObjects.length = 0;
M
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1661

M
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1662 1663 1664
		sprites.length = 0;
		lensFlares.length = 0;

1665
		projectObject( scene );
M
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1666

M
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1667
		if ( _this.sortObjects === true ) {
1668 1669 1670

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1671

1672 1673
		}

B
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1674 1675
		objects.update( opaqueObjects );
		objects.update( transparentObjects );
M
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1676

M
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1677
		//
M
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1678

1679
		shadowMap.render( scene, camera );
M
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1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697

		//

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

		this.setRenderTarget( renderTarget );

		if ( this.autoClear || forceClear ) {

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

		}

		// set matrices for immediate objects

M
Mr.doob 已提交
1698
		for ( var i = 0, il = objects.objectsImmediate.length; i < il; i ++ ) {
M
Mr.doob 已提交
1699

M
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1700
			var webglObject = objects.objectsImmediate[ i ];
M
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1701
			var object = webglObject.object;
M
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1702 1703 1704 1705 1706

			if ( object.visible ) {

				setupMatrices( object, camera );

1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719
				var material = object.material;

				if ( material.transparent ) {

					webglObject.transparent = material;
					webglObject.opaque = null;

				} else {

					webglObject.opaque = material;
					webglObject.transparent = null;

				}
M
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1720 1721 1722 1723 1724 1725 1726

			}

		}

		if ( scene.overrideMaterial ) {

1727
			var overrideMaterial = scene.overrideMaterial;
M
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1728

1729
			setMaterial( overrideMaterial );
M
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1730

1731 1732
			renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
			renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
M
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1733
			renderObjectsImmediate( objects.objectsImmediate, '', camera, lights, fog, overrideMaterial );
M
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1734 1735 1736 1737 1738

		} else {

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

M
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1739
			state.setBlending( THREE.NoBlending );
M
Mr.doob 已提交
1740

1741
			renderObjects( opaqueObjects, camera, lights, fog, null );
M
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1742
			renderObjectsImmediate( objects.objectsImmediate, 'opaque', camera, lights, fog, null );
M
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1743 1744 1745

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

1746
			renderObjects( transparentObjects, camera, lights, fog, null );
M
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1747
			renderObjectsImmediate( objects.objectsImmediate, 'transparent', camera, lights, fog, null );
M
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1748 1749 1750 1751 1752

		}

		// custom render plugins (post pass)

M
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1753 1754
		spritePlugin.render( scene, camera );
		lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
M
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1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765

		// 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
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1766 1767
		state.setDepthTest( true );
		state.setDepthWrite( true );
1768
		state.setColorWrite( true );
M
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1769 1770 1771 1772

		// _gl.finish();

	};
M
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1773

1774
	function projectObject( object ) {
M
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1775

M
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1776
		if ( object.visible === false ) return;
M
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1777

1778
		if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
M
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1779

1780
			// skip
M
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1781

1782
		} else {
M
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1783

B
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1784 1785 1786 1787 1788 1789 1790
			// update Skeleton objects
			if ( object instanceof THREE.SkinnedMesh ) {

				object.skeleton.update();

			}

M
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1791
			objects.init( object );
M
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1792

M
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1793 1794 1795 1796 1797
			if ( object instanceof THREE.Light ) {

				lights.push( object );

			} else if ( object instanceof THREE.Sprite ) {
M
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1798

M
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1799
				sprites.push( object );
M
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1800

M
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1801
			} else if ( object instanceof THREE.LensFlare ) {
M
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1802

M
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1803
				lensFlares.push( object );
M
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1804

M
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1805
			} else {
M
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1806

1807
				var webglObject = objects.objects[ object.id ];
M
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1808

1809
				if ( webglObject && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
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1810

1811 1812 1813 1814 1815 1816 1817 1818 1819
					var material = object.material;

					if ( material.transparent ) {

						transparentObjects.push( webglObject );

					} else {

						opaqueObjects.push( webglObject );
M
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1820

1821
					}
M
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1822

1823
					if ( _this.sortObjects === true ) {
M
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1824

1825 1826
						_vector3.setFromMatrixPosition( object.matrixWorld );
						_vector3.applyProjection( _projScreenMatrix );
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1827

1828
						webglObject.z = _vector3.z;
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1829

1830
					}
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1831

1832
				}
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1833

1834
			}
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1835 1836

		}
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1837

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1838 1839
		for ( var i = 0, l = object.children.length; i < l; i ++ ) {

1840
			projectObject( object.children[ i ] );
M
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1841

1842
		}
1843

1844
	}
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1845

1846
	function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
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1847

M
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1848
		var material;
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1849

M
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1850
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
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1851

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1852
			var webglObject = renderList[ i ];
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1853

M
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1854
			var object = webglObject.object;
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1855
			var buffer = objects.geometries.get( object );
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1856

1857
			setupMatrices( object, camera );
M
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1858

1859
			if ( overrideMaterial ) {
M
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1860

1861
				material = overrideMaterial;
M
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1862

1863
			} else {
M
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1864

1865
				material = webglObject.material;
M
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1866

1867
				if ( ! material ) continue;
M
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1868

1869
				setMaterial( material );
M
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1870

1871
			}
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1872

1873
			_this.setMaterialFaces( material );
1874
			_this.renderBufferDirect( camera, lights, fog, material, buffer, object );
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1875 1876 1877

		}

1878
	}
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1879

1880
	function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, overrideMaterial ) {
M
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1881

M
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1882
		var material;
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1883

M
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1884
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
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1885

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1886 1887
			var webglObject = renderList[ i ];
			var object = webglObject.object;
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1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900

			if ( object.visible ) {

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

1901
					setMaterial( material );
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1902 1903 1904 1905 1906 1907 1908 1909 1910

				}

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

			}

		}

1911
	}
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1912 1913 1914 1915 1916

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

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

1917
		_currentGeometryProgram = '';
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1918 1919 1920 1921 1922 1923 1924 1925 1926

		_this.setMaterialFaces( material );

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

1927
			object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
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1928 1929 1930 1931 1932 1933 1934

		}

	};

	// Materials

1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945
	var shaderIDs = {
		MeshDepthMaterial: 'depth',
		MeshNormalMaterial: 'normal',
		MeshBasicMaterial: 'basic',
		MeshLambertMaterial: 'lambert',
		MeshPhongMaterial: 'phong',
		LineBasicMaterial: 'basic',
		LineDashedMaterial: 'dashed',
		PointCloudMaterial: 'particle_basic'
	};

1946
	function initMaterial( material, lights, fog, object ) {
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1947

1948
		var shaderID = shaderIDs[ material.type ];
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1949 1950 1951 1952

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

1953 1954 1955
		var maxLightCount = allocateLights( lights );
		var maxShadows = allocateShadows( lights );
		var maxBones = allocateBones( object );
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1956

1957
		var parameters = {
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1958

1959 1960 1961
			precision: _precision,
			supportsVertexTextures: _supportsVertexTextures,

1962 1963
			map: !! material.map,
			envMap: !! material.envMap,
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1964
			envMapMode: material.envMap && material.envMap.mapping,
1965
			lightMap: !! material.lightMap,
1966
			aoMap: !! material.aoMap,
1967 1968 1969
			bumpMap: !! material.bumpMap,
			normalMap: !! material.normalMap,
			specularMap: !! material.specularMap,
1970
			alphaMap: !! material.alphaMap,
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1971

1972 1973
			combine: material.combine,

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1974 1975 1976 1977 1978 1979
			vertexColors: material.vertexColors,

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

1980 1981
			flatShading: material.shading === THREE.FlatShading,

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1982
			sizeAttenuation: material.sizeAttenuation,
1983
			logarithmicDepthBuffer: _logarithmicDepthBuffer,
M
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1984 1985 1986

			skinning: material.skinning,
			maxBones: maxBones,
1987
			useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
M
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1988 1989 1990

			morphTargets: material.morphTargets,
			morphNormals: material.morphNormals,
1991 1992
			maxMorphTargets: _this.maxMorphTargets,
			maxMorphNormals: _this.maxMorphNormals,
M
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1993 1994 1995 1996 1997 1998 1999

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

			maxShadows: maxShadows,
2000 2001 2002 2003
			shadowMapEnabled: shadowMap.enabled && object.receiveShadow && maxShadows > 0,
			shadowMapType: shadowMap.type,
			shadowMapDebug: shadowMap.debug,
			shadowMapCascade: shadowMap.cascade,
M
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2004 2005 2006 2007 2008 2009 2010 2011

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

		};

2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026
		// Generate code

		var chunks = [];

		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}

2027 2028
		if ( material.defines !== undefined ) {

2029
			for ( var name in material.defines ) {
2030

2031 2032
				chunks.push( name );
				chunks.push( material.defines[ name ] );
2033 2034

			}
2035 2036 2037

		}

2038
		for ( var name in parameters ) {
2039

2040 2041
			chunks.push( name );
			chunks.push( parameters[ name ] );
2042 2043 2044 2045 2046

		}

		var code = chunks.join();

B
Ben Adams 已提交
2047 2048
		if ( !material.program ) {

M
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2049 2050
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
2051 2052 2053

		} else if ( material.program.code !== code ) {

M
Mr.doob 已提交
2054 2055
			// changed glsl or parameters
			deallocateMaterial( material );
B
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2056 2057 2058

		} else {

M
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2059 2060
			// same glsl and parameters
			return;
B
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2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083

		}

		if ( shaderID ) {

			var shader = THREE.ShaderLib[ shaderID ];

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

		} else {

			material.__webglShader = {
				uniforms: material.uniforms,
				vertexShader: material.vertexShader,
				fragmentShader: material.fragmentShader
			}

		}

2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104
		var program;

		// Check if code has been already compiled

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

			var programInfo = _programs[ p ];

			if ( programInfo.code === code ) {

				program = programInfo;
				program.usedTimes ++;

				break;

			}

		}

		if ( program === undefined ) {

2105
			program = new THREE.WebGLProgram( _this, code, material, parameters );
2106 2107 2108 2109 2110 2111 2112
			_programs.push( program );

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

		}

		material.program = program;
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2113

2114
		var attributes = program.attributes;
M
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2115 2116 2117 2118 2119

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

2120
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
2121

M
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2122
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

2136
			for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
2137

M
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2138
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149

					material.numSupportedMorphNormals ++;

				}

			}

		}

		material.uniformsList = [];

2150
		for ( var u in material.__webglShader.uniforms ) {
M
Mr.doob 已提交
2151

2152 2153 2154 2155 2156
			var location = material.program.uniforms[ u ];

			if ( location ) {
				material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
			}
M
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2157 2158 2159

		}

M
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2160
	}
M
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2161

2162 2163 2164 2165
	function setMaterial( material ) {

		if ( material.transparent === true ) {

M
Mr.doob 已提交
2166
			state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
2167

2168 2169 2170 2171
		} else {

			state.setBlending( THREE.NoBlending );

2172 2173
		}

B
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2174
		state.setDepthFunc( material.depthFunc );
M
Mr.doob 已提交
2175 2176
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
2177
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
2178
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
2179 2180 2181

	}

M
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2182 2183 2184 2185 2186 2187
	function setProgram( camera, lights, fog, material, object ) {

		_usedTextureUnits = 0;

		if ( material.needsUpdate ) {

2188
			initMaterial( material, lights, fog, object );
M
Mr.doob 已提交
2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202
			material.needsUpdate = false;

		}

		if ( material.morphTargets ) {

			if ( ! object.__webglMorphTargetInfluences ) {

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

			}

		}

2203
		var refreshProgram = false;
M
Mr.doob 已提交
2204
		var refreshMaterial = false;
2205
		var refreshLights = false;
M
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2206 2207 2208

		var program = material.program,
			p_uniforms = program.uniforms,
2209
			m_uniforms = material.__webglShader.uniforms;
M
Mr.doob 已提交
2210

2211
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
2212

2213 2214
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
2215

2216
			refreshProgram = true;
M
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2217
			refreshMaterial = true;
2218
			refreshLights = true;
M
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2219 2220 2221 2222 2223

		}

		if ( material.id !== _currentMaterialId ) {

2224
			if ( _currentMaterialId === -1 ) refreshLights = true;
M
Mr.doob 已提交
2225
			_currentMaterialId = material.id;
2226

M
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2227 2228 2229 2230
			refreshMaterial = true;

		}

2231
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
2232 2233 2234

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

2235 2236
			if ( _logarithmicDepthBuffer ) {

2237
				_gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
2238 2239 2240 2241

			}


M
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2242 2243
			if ( camera !== _currentCamera ) _currentCamera = camera;

2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261
			// 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 ||
2262
				 material instanceof THREE.MeshBasicMaterial ||
2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {

				if ( p_uniforms.viewMatrix !== null ) {

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

				}

			}

M
Mr.doob 已提交
2274 2275 2276 2277 2278 2279 2280 2281
		}

		// 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 ) {

2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294
			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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2295 2296 2297 2298 2299 2300

				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
2301
					_this.setTexture( object.skeleton.boneTexture, textureUnit );
M
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2302 2303 2304

				}

2305 2306
				if ( p_uniforms.boneTextureWidth !== null ) {

2307
					_gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
2308 2309 2310 2311 2312

				}

				if ( p_uniforms.boneTextureHeight !== null ) {

2313
					_gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
2314 2315 2316

				}

2317
			} else if ( object.skeleton && object.skeleton.boneMatrices ) {
M
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2318 2319 2320

				if ( p_uniforms.boneGlobalMatrices !== null ) {

2321
					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
M
Mr.doob 已提交
2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344

				}

			}

		}

		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 ) {

2345
					refreshLights = true;
2346
					setupLights( lights );
M
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2347 2348 2349
					_lightsNeedUpdate = false;
				}

2350 2351
				if ( refreshLights ) {
					refreshUniformsLights( m_uniforms, _lights );
2352
					markUniformsLightsNeedsUpdate( m_uniforms, true );
2353
				} else {
2354
					markUniformsLightsNeedsUpdate( m_uniforms, false );
2355
				}
M
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2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377

			}

			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 );

2378
			} else if ( material instanceof THREE.PointCloudMaterial ) {
M
Mr.doob 已提交
2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409

				refreshUniformsParticle( m_uniforms, material );

			} else if ( material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

			} else if ( material instanceof THREE.MeshLambertMaterial ) {

				refreshUniformsLambert( m_uniforms, material );

			} else if ( material instanceof THREE.MeshDepthMaterial ) {

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

			} else if ( material instanceof THREE.MeshNormalMaterial ) {

				m_uniforms.opacity.value = material.opacity;

			}

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

				refreshUniformsShadow( m_uniforms, lights );

			}

			// load common uniforms

2410
			loadUniformsGeneric( material.uniformsList );
M
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2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423

		}

		loadUniformsMatrices( p_uniforms, object );

		if ( p_uniforms.modelMatrix !== null ) {

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

		}

		return program;

M
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2424
	}
M
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2425 2426 2427 2428 2429 2430 2431

	// Uniforms (refresh uniforms objects)

	function refreshUniformsCommon ( uniforms, material ) {

		uniforms.opacity.value = material.opacity;

2432
		uniforms.diffuse.value = material.color;
M
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2433 2434 2435

		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
2436
		uniforms.alphaMap.value = material.alphaMap;
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2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452

		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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2453 2454 2455 2456 2457
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
M
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2458 2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473 2474 2475 2476

		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;

2477 2478 2479 2480
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

M
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2481 2482 2483 2484 2485 2486 2487 2488 2489 2490 2491 2492
		}

		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;
2493
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
M
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2494

2495
		uniforms.reflectivity.value = material.reflectivity;
M
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2496 2497
		uniforms.refractionRatio.value = material.refractionRatio;

M
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2498
	}
M
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2499 2500 2501 2502 2503 2504

	function refreshUniformsLine ( uniforms, material ) {

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

M
Mr.doob 已提交
2505
	}
M
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2506 2507 2508 2509 2510 2511 2512

	function refreshUniformsDash ( uniforms, material ) {

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

M
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2513
	}
M
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2514 2515 2516 2517 2518 2519 2520 2521 2522 2523

	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;

2524 2525 2526 2527 2528 2529 2530 2531 2532
		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 );

		}

M
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2533
	}
M
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2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546 2547 2548 2549

	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
Mr.doob 已提交
2550
	}
M
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2551 2552 2553 2554 2555

	function refreshUniformsPhong ( uniforms, material ) {

		uniforms.shininess.value = material.shininess;

2556 2557
		uniforms.emissive.value = material.emissive;
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2558

2559 2560 2561 2562 2563 2564
		uniforms.lightMap.value = material.lightMap;
		uniforms.lightMapIntensity.value = material.lightMapIntensity;

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

M
Mr.doob 已提交
2565
	}
M
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2566 2567 2568

	function refreshUniformsLambert ( uniforms, material ) {

2569
		uniforms.emissive.value = material.emissive;
M
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2570

M
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2571
	}
M
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2572 2573 2574 2575 2576 2577 2578 2579 2580 2581 2582

	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
Mr.doob 已提交
2583
		uniforms.pointLightDecay.value = lights.point.decays;
M
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2584 2585 2586 2587 2588 2589 2590

		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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2591
		uniforms.spotLightDecay.value = lights.spot.decays;
M
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2592 2593 2594 2595 2596

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

M
Mr.doob 已提交
2597
	}
M
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2598

2599 2600
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
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2601
	function markUniformsLightsNeedsUpdate ( uniforms, value ) {
2602

M
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2603
		uniforms.ambientLightColor.needsUpdate = value;
2604

M
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2605 2606
		uniforms.directionalLightColor.needsUpdate = value;
		uniforms.directionalLightDirection.needsUpdate = value;
2607

M
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2608 2609 2610 2611
		uniforms.pointLightColor.needsUpdate = value;
		uniforms.pointLightPosition.needsUpdate = value;
		uniforms.pointLightDistance.needsUpdate = value;
		uniforms.pointLightDecay.needsUpdate = value;
2612

M
Mr.doob 已提交
2613 2614 2615 2616 2617 2618 2619
		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;
2620

M
Mr.doob 已提交
2621 2622 2623
		uniforms.hemisphereLightSkyColor.needsUpdate = value;
		uniforms.hemisphereLightGroundColor.needsUpdate = value;
		uniforms.hemisphereLightDirection.needsUpdate = value;
2624

M
Mr.doob 已提交
2625
	}
2626

M
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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
	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
Mr.doob 已提交
2657
	}
M
Mr.doob 已提交
2658 2659 2660 2661 2662 2663 2664 2665 2666 2667 2668 2669 2670

	// 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
Mr.doob 已提交
2671
	}
M
Mr.doob 已提交
2672 2673 2674 2675 2676 2677 2678

	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= _maxTextures ) {

2679
			THREE.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
M
Mr.doob 已提交
2680 2681 2682 2683 2684 2685 2686

		}

		_usedTextureUnits += 1;

		return textureUnit;

M
Mr.doob 已提交
2687
	}
M
Mr.doob 已提交
2688

2689
	function loadUniformsGeneric ( uniforms ) {
M
Mr.doob 已提交
2690

M
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2691
		var texture, textureUnit, offset;
M
Mr.doob 已提交
2692

M
Mr.doob 已提交
2693 2694 2695
		for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {

			var uniform = uniforms[ j ][ 0 ];
M
Mr.doob 已提交
2696

2697 2698
			// needsUpdate property is not added to all uniforms.
			if ( uniform.needsUpdate === false ) continue;
2699

M
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2700 2701
			var type = uniform.type;
			var value = uniform.value;
2702
			var location = uniforms[ j ][ 1 ];
M
Mr.doob 已提交
2703

2704
			switch ( type ) {
M
Mr.doob 已提交
2705

2706 2707 2708 2709 2710 2711 2712 2713 2714 2715 2716 2717 2718 2719 2720 2721 2722 2723 2724 2725 2726 2727 2728 2729 2730 2731 2732 2733 2734 2735 2736 2737 2738 2739 2740 2741 2742 2743 2744 2745 2746 2747 2748 2749 2750 2751 2752 2753 2754 2755 2756 2757 2758 2759
				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
2760
				case 'i':
M
Mr.doob 已提交
2761

2762 2763
					// single integer
					_gl.uniform1i( location, value );
M
Mr.doob 已提交
2764

2765
					break;
M
Mr.doob 已提交
2766

2767
				case 'f':
M
Mr.doob 已提交
2768

2769 2770
					// single float
					_gl.uniform1f( location, value );
M
Mr.doob 已提交
2771

2772
					break;
M
Mr.doob 已提交
2773

2774
				case 'v2':
M
Mr.doob 已提交
2775

2776 2777
					// single THREE.Vector2
					_gl.uniform2f( location, value.x, value.y );
M
Mr.doob 已提交
2778

2779
					break;
M
Mr.doob 已提交
2780

2781
				case 'v3':
M
Mr.doob 已提交
2782

2783 2784
					// single THREE.Vector3
					_gl.uniform3f( location, value.x, value.y, value.z );
M
Mr.doob 已提交
2785

2786
					break;
M
Mr.doob 已提交
2787

M
Mr.doob 已提交
2788
				case 'v4':
M
Mr.doob 已提交
2789

2790 2791
					// single THREE.Vector4
					_gl.uniform4f( location, value.x, value.y, value.z, value.w );
M
Mr.doob 已提交
2792

2793
					break;
M
Mr.doob 已提交
2794

2795
				case 'c':
M
Mr.doob 已提交
2796

2797 2798
					// single THREE.Color
					_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
2799

2800
					break;
M
Mr.doob 已提交
2801

2802
				case 'iv1':
M
Mr.doob 已提交
2803

2804 2805
					// flat array of integers (JS or typed array)
					_gl.uniform1iv( location, value );
M
Mr.doob 已提交
2806

2807
					break;
M
Mr.doob 已提交
2808

2809
				case 'iv':
M
Mr.doob 已提交
2810

2811 2812
					// flat array of integers with 3 x N size (JS or typed array)
					_gl.uniform3iv( location, value );
M
Mr.doob 已提交
2813

2814
					break;
M
Mr.doob 已提交
2815

2816
				case 'fv1':
M
Mr.doob 已提交
2817

2818 2819
					// flat array of floats (JS or typed array)
					_gl.uniform1fv( location, value );
M
Mr.doob 已提交
2820

2821
					break;
M
Mr.doob 已提交
2822

2823
				case 'fv':
M
Mr.doob 已提交
2824

2825 2826
					// flat array of floats with 3 x N size (JS or typed array)
					_gl.uniform3fv( location, value );
M
Mr.doob 已提交
2827

2828
					break;
M
Mr.doob 已提交
2829

2830
				case 'v2v':
M
Mr.doob 已提交
2831

2832
					// array of THREE.Vector2
M
Mr.doob 已提交
2833

2834
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2835

2836
						uniform._array = new Float32Array( 2 * value.length );
M
Mr.doob 已提交
2837

2838
					}
M
Mr.doob 已提交
2839

2840
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2841

2842
						offset = i * 2;
M
Mr.doob 已提交
2843

M
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2844
						uniform._array[ offset + 0 ] = value[ i ].x;
2845
						uniform._array[ offset + 1 ] = value[ i ].y;
M
Mr.doob 已提交
2846

2847
					}
M
Mr.doob 已提交
2848

2849
					_gl.uniform2fv( location, uniform._array );
M
Mr.doob 已提交
2850

2851
					break;
M
Mr.doob 已提交
2852

2853
				case 'v3v':
M
Mr.doob 已提交
2854

2855
					// array of THREE.Vector3
M
Mr.doob 已提交
2856

2857
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2858

2859
						uniform._array = new Float32Array( 3 * value.length );
M
Mr.doob 已提交
2860

2861
					}
M
Mr.doob 已提交
2862

2863
					for ( var i = 0, il = value.length; i < il; i ++ ) {
R
Ryan Tsao 已提交
2864

2865
						offset = i * 3;
R
Ryan Tsao 已提交
2866

M
Mr.doob 已提交
2867
						uniform._array[ offset + 0 ] = value[ i ].x;
2868 2869
						uniform._array[ offset + 1 ] = value[ i ].y;
						uniform._array[ offset + 2 ] = value[ i ].z;
R
Ryan Tsao 已提交
2870

2871
					}
R
Ryan Tsao 已提交
2872

2873
					_gl.uniform3fv( location, uniform._array );
R
Ryan Tsao 已提交
2874

2875
					break;
R
Ryan Tsao 已提交
2876

2877
				case 'v4v':
R
Ryan Tsao 已提交
2878

2879
					// array of THREE.Vector4
R
Ryan Tsao 已提交
2880

2881
					if ( uniform._array === undefined ) {
R
Ryan Tsao 已提交
2882

2883
						uniform._array = new Float32Array( 4 * value.length );
R
Ryan Tsao 已提交
2884

2885
					}
M
Mr.doob 已提交
2886

2887
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2888

2889
						offset = i * 4;
M
Mr.doob 已提交
2890

M
Mr.doob 已提交
2891
						uniform._array[ offset + 0 ] = value[ i ].x;
2892 2893 2894
						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
2895

2896
					}
M
Mr.doob 已提交
2897

2898
					_gl.uniform4fv( location, uniform._array );
M
Mr.doob 已提交
2899

2900
					break;
M
Mr.doob 已提交
2901

2902
				case 'm3':
M
Mr.doob 已提交
2903

2904 2905
					// single THREE.Matrix3
					_gl.uniformMatrix3fv( location, false, value.elements );
M
Mr.doob 已提交
2906

2907
					break;
M
Mr.doob 已提交
2908

2909
				case 'm3v':
M
Mr.doob 已提交
2910

2911
					// array of THREE.Matrix3
M
Mr.doob 已提交
2912

2913
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2914

2915
						uniform._array = new Float32Array( 9 * value.length );
M
Mr.doob 已提交
2916

2917
					}
M
Mr.doob 已提交
2918

2919
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2920

2921
						value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
M
Mr.doob 已提交
2922

2923
					}
M
Mr.doob 已提交
2924

2925
					_gl.uniformMatrix3fv( location, false, uniform._array );
M
Mr.doob 已提交
2926

2927
					break;
M
Mr.doob 已提交
2928

2929
				case 'm4':
M
Mr.doob 已提交
2930

2931 2932
					// single THREE.Matrix4
					_gl.uniformMatrix4fv( location, false, value.elements );
M
Mr.doob 已提交
2933

2934
					break;
M
Mr.doob 已提交
2935

2936
				case 'm4v':
M
Mr.doob 已提交
2937

2938
					// array of THREE.Matrix4
M
Mr.doob 已提交
2939

2940
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2941

2942
						uniform._array = new Float32Array( 16 * value.length );
M
Mr.doob 已提交
2943

2944 2945 2946 2947 2948 2949 2950 2951 2952 2953 2954
					}

					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
2955

2956
				case 't':
M
Mr.doob 已提交
2957

2958
					// single THREE.Texture (2d or cube)
M
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2959

2960 2961 2962 2963
					texture = value;
					textureUnit = getTextureUnit();

					_gl.uniform1i( location, textureUnit );
M
Mr.doob 已提交
2964

2965
					if ( ! texture ) continue;
M
Mr.doob 已提交
2966

2967
					if ( texture instanceof THREE.CubeTexture ||
M
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2968
						 ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
M
Mr.doob 已提交
2969

2970
						setCubeTexture( texture, textureUnit );
M
Mr.doob 已提交
2971

2972 2973 2974 2975 2976 2977 2978 2979 2980 2981 2982 2983 2984 2985 2986 2987 2988 2989 2990 2991 2992 2993 2994 2995 2996 2997 2998 2999 3000 3001 3002 3003 3004 3005 3006 3007 3008 3009 3010 3011 3012 3013 3014 3015
					} 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:
3016

3017
					THREE.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
3018

M
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3019 3020 3021 3022
			}

		}

M
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3023
	}
M
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3024 3025 3026 3027

	function setupMatrices ( object, camera ) {

		object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
3028
		object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
M
Mr.doob 已提交
3029

M
Mr.doob 已提交
3030
	}
M
Mr.doob 已提交
3031 3032 3033

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

M
Mr.doob 已提交
3034
		array[ offset + 0 ] = color.r * intensity;
M
Mr.doob 已提交
3035 3036 3037
		array[ offset + 1 ] = color.g * intensity;
		array[ offset + 2 ] = color.b * intensity;

M
Mr.doob 已提交
3038
	}
M
Mr.doob 已提交
3039

3040
	function setupLights ( lights ) {
M
Mr.doob 已提交
3041

B
brason 已提交
3042
		var l, ll, light,
M
Mr.doob 已提交
3043 3044
		r = 0, g = 0, b = 0,
		color, skyColor, groundColor,
B
brason 已提交
3045
		intensity,
M
Mr.doob 已提交
3046 3047 3048 3049 3050 3051 3052 3053 3054 3055
		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
3056
		pointDecays = zlights.point.decays,
M
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3057 3058 3059 3060 3061 3062 3063

		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
3064
		spotDecays = zlights.spot.decays,
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3065 3066 3067 3068 3069 3070 3071 3072 3073 3074 3075 3076 3077 3078 3079 3080 3081 3082 3083 3084 3085 3086 3087 3088 3089 3090 3091 3092 3093 3094 3095 3096 3097 3098

		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;

3099 3100 3101
				r += color.r;
				g += color.g;
				b += color.b;
M
Mr.doob 已提交
3102 3103 3104 3105 3106 3107 3108

			} else if ( light instanceof THREE.DirectionalLight ) {

				dirCount += 1;

				if ( ! light.visible ) continue;

3109 3110
				_direction.setFromMatrixPosition( light.matrixWorld );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
3111 3112 3113 3114 3115
				_direction.sub( _vector3 );
				_direction.normalize();

				dirOffset = dirLength * 3;

M
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3116
				dirPositions[ dirOffset + 0 ] = _direction.x;
M
Mr.doob 已提交
3117 3118 3119
				dirPositions[ dirOffset + 1 ] = _direction.y;
				dirPositions[ dirOffset + 2 ] = _direction.z;

3120
				setColorLinear( dirColors, dirOffset, color, intensity );
M
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3121 3122 3123 3124 3125 3126 3127 3128 3129 3130 3131

				dirLength += 1;

			} else if ( light instanceof THREE.PointLight ) {

				pointCount += 1;

				if ( ! light.visible ) continue;

				pointOffset = pointLength * 3;

3132
				setColorLinear( pointColors, pointOffset, color, intensity );
M
Mr.doob 已提交
3133

3134
				_vector3.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3135

M
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3136
				pointPositions[ pointOffset + 0 ] = _vector3.x;
M
Mr.doob 已提交
3137 3138 3139
				pointPositions[ pointOffset + 1 ] = _vector3.y;
				pointPositions[ pointOffset + 2 ] = _vector3.z;

M
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3140
				// distance is 0 if decay is 0, because there is no attenuation at all.
M
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3141
				pointDistances[ pointLength ] = distance;
M
Mr.doob 已提交
3142
				pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
M
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3143 3144 3145 3146 3147 3148 3149 3150 3151 3152 3153

				pointLength += 1;

			} else if ( light instanceof THREE.SpotLight ) {

				spotCount += 1;

				if ( ! light.visible ) continue;

				spotOffset = spotLength * 3;

3154
				setColorLinear( spotColors, spotOffset, color, intensity );
M
Mr.doob 已提交
3155

G
gero3 已提交
3156
				_direction.setFromMatrixPosition( light.matrixWorld );
M
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3157

M
Mr.doob 已提交
3158
				spotPositions[ spotOffset + 0 ] = _direction.x;
G
gero3 已提交
3159 3160
				spotPositions[ spotOffset + 1 ] = _direction.y;
				spotPositions[ spotOffset + 2 ] = _direction.z;
M
Mr.doob 已提交
3161 3162 3163

				spotDistances[ spotLength ] = distance;

3164
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
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3165 3166 3167
				_direction.sub( _vector3 );
				_direction.normalize();

M
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3168
				spotDirections[ spotOffset + 0 ] = _direction.x;
M
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3169 3170 3171 3172 3173
				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
3174
				spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
M
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3175 3176 3177 3178 3179 3180 3181 3182 3183

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {

				hemiCount += 1;

				if ( ! light.visible ) continue;

3184
				_direction.setFromMatrixPosition( light.matrixWorld );
M
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3185 3186 3187 3188
				_direction.normalize();

				hemiOffset = hemiLength * 3;

M
Mr.doob 已提交
3189
				hemiPositions[ hemiOffset + 0 ] = _direction.x;
M
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3190 3191 3192 3193 3194 3195
				hemiPositions[ hemiOffset + 1 ] = _direction.y;
				hemiPositions[ hemiOffset + 2 ] = _direction.z;

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

3196 3197
				setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
				setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
M
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3198 3199 3200 3201 3202 3203 3204 3205 3206 3207 3208 3209 3210 3211 3212 3213 3214 3215 3216 3217 3218 3219 3220 3221 3222

				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
3223
	}
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Mr.doob 已提交
3224 3225 3226 3227 3228 3229 3230 3231 3232 3233 3234 3235 3236 3237 3238 3239 3240 3241 3242 3243 3244 3245 3246 3247 3248 3249 3250 3251 3252 3253 3254 3255 3256 3257 3258 3259 3260 3261 3262 3263 3264 3265 3266

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

		if ( cullFace === THREE.CullFaceNone ) {

			_gl.disable( _gl.CULL_FACE );

		} else {

			if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {

				_gl.frontFace( _gl.CW );

			} else {

				_gl.frontFace( _gl.CCW );

			}

			if ( cullFace === THREE.CullFaceBack ) {

				_gl.cullFace( _gl.BACK );

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

				_gl.cullFace( _gl.FRONT );

			} else {

				_gl.cullFace( _gl.FRONT_AND_BACK );

			}

			_gl.enable( _gl.CULL_FACE );

		}

	};

	this.setMaterialFaces = function ( material ) {

3267 3268
		state.setDoubleSided( material.side === THREE.DoubleSide );
		state.setFlipSided( material.side === THREE.BackSide );
M
Mr.doob 已提交
3269 3270 3271 3272 3273 3274 3275

	};

	// Textures

	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {

3276 3277
		var extension;

M
Mr.doob 已提交
3278 3279 3280 3281 3282 3283 3284 3285 3286 3287 3288 3289
		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
3290 3291 3292

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

3293
				THREE.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
3294

3295
			}
M
Mr.doob 已提交
3296 3297 3298 3299

			_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
3300 3301
			if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {

3302
				THREE.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
3303

3304
			}
M
Mr.doob 已提交
3305

M
Mr.doob 已提交
3306 3307
		}

3308 3309
		extension = extensions.get( 'EXT_texture_filter_anisotropic' );

3310
		if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
M
Mr.doob 已提交
3311

M
Mr.doob 已提交
3312
			if ( texture.anisotropy > 1 || texture.__currentAnisotropy ) {
M
Mr.doob 已提交
3313

3314
				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
M
Mr.doob 已提交
3315
				texture.__currentAnisotropy = texture.anisotropy;
M
Mr.doob 已提交
3316 3317 3318 3319 3320

			}

		}

M
Mr.doob 已提交
3321
	}
M
Mr.doob 已提交
3322

3323
	this.uploadTexture = function ( texture, slot ) {
M
Mr.doob 已提交
3324

3325 3326 3327 3328 3329 3330 3331 3332 3333 3334 3335
		if ( texture.__webglInit === undefined ) {

			texture.__webglInit = true;

			texture.addEventListener( 'dispose', onTextureDispose );

			texture.__webglTexture = _gl.createTexture();

			_this.info.memory.textures ++;

		}
M
Mr.doob 已提交
3336

B
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3337 3338
		state.activeTexture( _gl.TEXTURE0 + slot );
		state.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
M
Mr.doob 已提交
3339

H
Henri Astre 已提交
3340 3341 3342 3343
		_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 );

3344 3345
		texture.image = clampToMaxSize( texture.image, _maxTextureSize );

H
Henri Astre 已提交
3346 3347 3348 3349
		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
3350

H
Henri Astre 已提交
3351
		setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
M
Mr.doob 已提交
3352

H
Henri Astre 已提交
3353
		var mipmap, mipmaps = texture.mipmaps;
M
Mr.doob 已提交
3354

H
Henri Astre 已提交
3355
		if ( texture instanceof THREE.DataTexture ) {
M
Mr.doob 已提交
3356

H
Henri Astre 已提交
3357 3358 3359
			// 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
3360

H
Henri Astre 已提交
3361 3362 3363
			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {

				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3364

H
Henri Astre 已提交
3365 3366
					mipmap = mipmaps[ i ];
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3367

H
Henri Astre 已提交
3368
				}
M
Mr.doob 已提交
3369

H
Henri Astre 已提交
3370
				texture.generateMipmaps = false;
M
Mr.doob 已提交
3371

H
Henri Astre 已提交
3372
			} else {
M
Mr.doob 已提交
3373

H
Henri Astre 已提交
3374
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
Mr.doob 已提交
3375

H
Henri Astre 已提交
3376
			}
M
Mr.doob 已提交
3377

H
Henri Astre 已提交
3378
		} else if ( texture instanceof THREE.CompressedTexture ) {
M
Mr.doob 已提交
3379

H
Henri Astre 已提交
3380
			for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3381

H
Henri Astre 已提交
3382
				mipmap = mipmaps[ i ];
M
Mr.doob 已提交
3383

3384
				if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
3385

3386
					if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
M
Mr.doob 已提交
3387

3388
						_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
3389

3390
					} else {
M
Mr.doob 已提交
3391

3392
						THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
M
Mr.doob 已提交
3393

3394
					}
M
Mr.doob 已提交
3395

H
Henri Astre 已提交
3396
				} else {
M
Mr.doob 已提交
3397

H
Henri Astre 已提交
3398
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3399

M
Mr.doob 已提交
3400 3401
				}

H
Henri Astre 已提交
3402 3403 3404 3405 3406 3407 3408 3409 3410
			}

		} 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
3411

3412
				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3413 3414

					mipmap = mipmaps[ i ];
H
Henri Astre 已提交
3415
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
M
Mr.doob 已提交
3416 3417 3418

				}

H
Henri Astre 已提交
3419
				texture.generateMipmaps = false;
M
Mr.doob 已提交
3420

H
Henri Astre 已提交
3421
			} else {
M
Mr.doob 已提交
3422

H
Henri Astre 已提交
3423
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
Mr.doob 已提交
3424

H
Henri Astre 已提交
3425
			}
M
Mr.doob 已提交
3426

H
Henri Astre 已提交
3427
		}
M
Mr.doob 已提交
3428

H
Henri Astre 已提交
3429
		if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
3430

H
Henri Astre 已提交
3431
		texture.needsUpdate = false;
M
Mr.doob 已提交
3432

B
Ben Adams 已提交
3433
		if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
3434

H
Henri Astre 已提交
3435
	};
M
Mr.doob 已提交
3436

H
Henri Astre 已提交
3437
	this.setTexture = function ( texture, slot ) {
M
Mr.doob 已提交
3438

3439
		if ( texture.needsUpdate === true ) {
M
Mr.doob 已提交
3440

3441
			var image = texture.image;
M
Mr.doob 已提交
3442

3443
			if ( image.complete === false ) {
M
Mr.doob 已提交
3444

3445 3446 3447 3448 3449
				THREE.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
				return;

			}

3450
			_this.uploadTexture( texture, slot );
3451
			return;
M
Mr.doob 已提交
3452 3453 3454

		}

B
Ben Adams 已提交
3455 3456
		state.activeTexture( _gl.TEXTURE0 + slot );
		state.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
3457

M
Mr.doob 已提交
3458 3459 3460 3461
	};

	function clampToMaxSize ( image, maxSize ) {

3462
		if ( image.width > maxSize || image.height > maxSize ) {
M
Mr.doob 已提交
3463

3464 3465
			// Warning: Scaling through the canvas will only work with images that use
			// premultiplied alpha.
M
Mr.doob 已提交
3466

3467
			var scale = maxSize / Math.max( image.width, image.height );
M
Mr.doob 已提交
3468

3469 3470 3471
			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
3472

3473 3474
			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
3475

3476
			THREE.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
3477

3478 3479 3480
			return canvas;

		}
M
Mr.doob 已提交
3481

3482
		return image;
M
Mr.doob 已提交
3483 3484 3485 3486 3487 3488 3489 3490 3491 3492 3493

	}

	function setCubeTexture ( texture, slot ) {

		if ( texture.image.length === 6 ) {

			if ( texture.needsUpdate ) {

				if ( ! texture.image.__webglTextureCube ) {

3494 3495
					texture.addEventListener( 'dispose', onTextureDispose );

M
Mr.doob 已提交
3496 3497 3498 3499 3500 3501
					texture.image.__webglTextureCube = _gl.createTexture();

					_this.info.memory.textures ++;

				}

B
Ben Adams 已提交
3502 3503
				state.activeTexture( _gl.TEXTURE0 + slot );
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
M
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3504 3505 3506

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

M
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3507 3508
				var isCompressed = texture instanceof THREE.CompressedTexture;
				var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
M
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3509 3510 3511 3512 3513

				var cubeImage = [];

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

3514
					if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
M
Mr.doob 已提交
3515 3516 3517 3518 3519

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

					} else {

3520
						cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
M
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3521 3522 3523 3524 3525 3526

					}

				}

				var image = cubeImage[ 0 ],
3527
				isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
M
Mr.doob 已提交
3528 3529 3530 3531 3532 3533 3534
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );

				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

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

3535
					if ( ! isCompressed ) {
M
Mr.doob 已提交
3536

M
Mr.doob 已提交
3537
						if ( isDataTexture ) {
3538

M
Mr.doob 已提交
3539
							_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
3540

M
Mr.doob 已提交
3541
						} else {
3542 3543

							_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
3544

M
Mr.doob 已提交
3545 3546
						}

3547
					} else {
3548

M
Mr.doob 已提交
3549 3550
						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

3551
						for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
M
Mr.doob 已提交
3552 3553

							mipmap = mipmaps[ j ];
M
Mr.doob 已提交
3554

3555
							if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
3556

3557
								if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
M
Mr.doob 已提交
3558

3559
									_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
3560

3561
								} else {
M
Mr.doob 已提交
3562

3563
									THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
M
Mr.doob 已提交
3564

3565
								}
M
Mr.doob 已提交
3566

3567
							} else {
M
Mr.doob 已提交
3568

3569
								_gl.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
3570

3571
							}
M
Mr.doob 已提交
3572

3573
						}
M
Mr.doob 已提交
3574

M
Mr.doob 已提交
3575
					}
M
Mr.doob 已提交
3576

M
Mr.doob 已提交
3577 3578 3579 3580 3581 3582 3583 3584 3585 3586
				}

				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}

				texture.needsUpdate = false;

B
Ben Adams 已提交
3587
				if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
3588 3589 3590

			} else {

B
Ben Adams 已提交
3591 3592
				state.activeTexture( _gl.TEXTURE0 + slot );
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
M
Mr.doob 已提交
3593 3594 3595 3596 3597

			}

		}

M
Mr.doob 已提交
3598
	}
M
Mr.doob 已提交
3599 3600 3601

	function setCubeTextureDynamic ( texture, slot ) {

B
Ben Adams 已提交
3602 3603
		state.activeTexture( _gl.TEXTURE0 + slot );
		state.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
M
Mr.doob 已提交
3604

M
Mr.doob 已提交
3605
	}
M
Mr.doob 已提交
3606 3607 3608 3609 3610 3611 3612 3613

	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {

		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );

M
Mr.doob 已提交
3614
	}
M
Mr.doob 已提交
3615

M
Mr.doob 已提交
3616
	function setupRenderBuffer ( renderbuffer, renderTarget ) {
M
Mr.doob 已提交
3617 3618 3619 3620 3621 3622 3623 3624 3625

		_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.
3626
		} else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
M
Mr.doob 已提交
3627 3628 3629 3630 3631 3632 3633 3634 3635 3636 3637 3638 3639 3640 3641

			_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
3642
	}
M
Mr.doob 已提交
3643 3644 3645 3646 3647

	this.setRenderTarget = function ( renderTarget ) {

		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );

M
Mr.doob 已提交
3648
		if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
3649 3650 3651 3652 3653 3654 3655 3656 3657 3658 3659 3660

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

			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

			renderTarget.__webglTexture = _gl.createTexture();

			_this.info.memory.textures ++;

			// Setup texture, create render and frame buffers

3661
			var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
M
Mr.doob 已提交
3662 3663 3664 3665 3666 3667 3668 3669
				glFormat = paramThreeToGL( renderTarget.format ),
				glType = paramThreeToGL( renderTarget.type );

			if ( isCube ) {

				renderTarget.__webglFramebuffer = [];
				renderTarget.__webglRenderbuffer = [];

B
Ben Adams 已提交
3670 3671
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );

M
Mr.doob 已提交
3672 3673 3674 3675 3676 3677 3678 3679 3680 3681 3682 3683 3684 3685
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );

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

					renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
					renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();

					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );

					setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
					setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );

				}

3686
				if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
M
Mr.doob 已提交
3687 3688 3689 3690 3691 3692 3693 3694 3695 3696 3697 3698 3699 3700 3701

			} else {

				renderTarget.__webglFramebuffer = _gl.createFramebuffer();

				if ( renderTarget.shareDepthFrom ) {

					renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;

				} else {

					renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();

				}

B
Ben Adams 已提交
3702
				state.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
M
Mr.doob 已提交
3703 3704 3705 3706 3707 3708 3709 3710 3711 3712 3713 3714 3715 3716 3717 3718 3719 3720 3721 3722 3723 3724 3725 3726
				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );

				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );

				setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );

				if ( renderTarget.shareDepthFrom ) {

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

						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );

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

						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );

					}

				} else {

					setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );

				}

3727
				if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
3728 3729 3730 3731 3732 3733 3734

			}

			// Release everything

			if ( isCube ) {

B
Ben Adams 已提交
3735
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
3736 3737 3738

			} else {

B
Ben Adams 已提交
3739
				state.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
3740 3741 3742 3743 3744 3745 3746 3747 3748 3749 3750 3751 3752 3753 3754 3755 3756 3757 3758 3759 3760 3761 3762 3763 3764 3765 3766 3767 3768 3769 3770 3771 3772 3773 3774 3775 3776 3777 3778 3779 3780 3781 3782 3783 3784 3785 3786 3787 3788 3789 3790 3791 3792 3793

			}

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

		}

		var framebuffer, width, height, vx, vy;

		if ( renderTarget ) {

			if ( isCube ) {

				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];

			} else {

				framebuffer = renderTarget.__webglFramebuffer;

			}

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

			vx = 0;
			vy = 0;

		} else {

			framebuffer = null;

			width = _viewportWidth;
			height = _viewportHeight;

			vx = _viewportX;
			vy = _viewportY;

		}

		if ( framebuffer !== _currentFramebuffer ) {

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

			_currentFramebuffer = framebuffer;

		}

		_currentWidth = width;
		_currentHeight = height;

	};

3794
	this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
3795

G
gero3 已提交
3796
		if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
3797

3798
			THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
3799
			return;
3800

G
gero3 已提交
3801
		}
3802

G
gero3 已提交
3803
		if ( renderTarget.__webglFramebuffer ) {
3804

G
gero3 已提交
3805
			if ( renderTarget.format !== THREE.RGBAFormat ) {
3806

3807
				THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
G
gero3 已提交
3808
				return;
3809

G
gero3 已提交
3810
			}
3811

G
gero3 已提交
3812
			var restore = false;
3813

G
gero3 已提交
3814
			if ( renderTarget.__webglFramebuffer !== _currentFramebuffer ) {
3815

G
gero3 已提交
3816
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTarget.__webglFramebuffer );
3817

G
gero3 已提交
3818
				restore = true;
3819

G
gero3 已提交
3820
			}
3821

G
gero3 已提交
3822
			if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
3823

G
gero3 已提交
3824
				_gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
3825

G
gero3 已提交
3826
			} else {
3827

3828
				THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
3829

G
gero3 已提交
3830
			}
3831

G
gero3 已提交
3832
			if ( restore ) {
3833

G
gero3 已提交
3834
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
3835

G
gero3 已提交
3836
			}
3837

G
gero3 已提交
3838
		}
3839 3840 3841

	};

M
Mr.doob 已提交
3842 3843 3844 3845
	function updateRenderTargetMipmap ( renderTarget ) {

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

B
Ben Adams 已提交
3846
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
M
Mr.doob 已提交
3847
			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
B
Ben Adams 已提交
3848
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
3849 3850 3851

		} else {

B
Ben Adams 已提交
3852
			state.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
M
Mr.doob 已提交
3853
			_gl.generateMipmap( _gl.TEXTURE_2D );
B
Ben Adams 已提交
3854
			state.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
3855 3856 3857

		}

M
Mr.doob 已提交
3858
	}
M
Mr.doob 已提交
3859 3860 3861 3862 3863 3864 3865 3866 3867 3868 3869 3870 3871

	// 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
3872
	}
M
Mr.doob 已提交
3873 3874 3875 3876 3877

	// Map three.js constants to WebGL constants

	function paramThreeToGL ( p ) {

3878 3879
		var extension;

M
Mr.doob 已提交
3880 3881 3882 3883 3884 3885 3886 3887 3888 3889 3890 3891 3892 3893 3894 3895 3896 3897 3898 3899 3900 3901 3902 3903
		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;

3904 3905 3906 3907 3908 3909 3910 3911
		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
3912 3913 3914 3915 3916 3917 3918 3919 3920 3921 3922 3923 3924 3925 3926 3927 3928 3929 3930 3931 3932 3933 3934
		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;

3935
		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
M
Mr.doob 已提交
3936

3937 3938 3939 3940 3941 3942
		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
3943 3944 3945

		}

3946 3947 3948
		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		if ( extension !== null ) {
P
Pierre Lepers 已提交
3949

3950 3951 3952 3953
			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
3954 3955 3956

		}

3957 3958 3959
		extension = extensions.get( 'EXT_blend_minmax' );

		if ( extension !== null ) {
3960

3961 3962
			if ( p === THREE.MinEquation ) return extension.MIN_EXT;
			if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
3963 3964 3965

		}

M
Mr.doob 已提交
3966 3967
		return 0;

M
Mr.doob 已提交
3968
	}
M
Mr.doob 已提交
3969 3970 3971 3972 3973

	// Allocations

	function allocateBones ( object ) {

3974
		if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
M
Mr.doob 已提交
3975 3976 3977 3978 3979 3980

			return 1024;

		} else {

			// default for when object is not specified
M
Mr.doob 已提交
3981
			// ( for example when prebuilding shader to be used with multiple objects )
M
Mr.doob 已提交
3982
			//
3983
			//  - leave some extra space for other uniforms
M
Mr.doob 已提交
3984 3985 3986 3987 3988 3989 3990 3991 3992 3993
			//  - 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 ) {

3994
				maxBones = Math.min( object.skeleton.bones.length, maxBones );
M
Mr.doob 已提交
3995

3996
				if ( maxBones < object.skeleton.bones.length ) {
M
Mr.doob 已提交
3997

3998
					THREE.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
3999 4000 4001 4002 4003 4004 4005 4006 4007

				}

			}

			return maxBones;

		}

M
Mr.doob 已提交
4008
	}
M
Mr.doob 已提交
4009

M
Mr.doob 已提交
4010
	function allocateLights( lights ) {
M
Mr.doob 已提交
4011

M
Mr.doob 已提交
4012 4013 4014 4015
		var dirLights = 0;
		var pointLights = 0;
		var spotLights = 0;
		var hemiLights = 0;
M
Mr.doob 已提交
4016

M
Mr.doob 已提交
4017
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
M
Mr.doob 已提交
4018

M
Mr.doob 已提交
4019
			var light = lights[ l ];
M
Mr.doob 已提交
4020

4021
			if ( light.onlyShadow || light.visible === false ) continue;
M
Mr.doob 已提交
4022 4023 4024 4025 4026 4027 4028 4029

			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
			if ( light instanceof THREE.PointLight ) pointLights ++;
			if ( light instanceof THREE.SpotLight ) spotLights ++;
			if ( light instanceof THREE.HemisphereLight ) hemiLights ++;

		}

4030
		return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
M
Mr.doob 已提交
4031

M
Mr.doob 已提交
4032
	}
M
Mr.doob 已提交
4033

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4034
	function allocateShadows( lights ) {
M
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4035

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4036
		var maxShadows = 0;
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4037

4038
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
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4039

M
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4040
			var light = lights[ l ];
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4041 4042 4043 4044 4045 4046 4047 4048 4049 4050

			if ( ! light.castShadow ) continue;

			if ( light instanceof THREE.SpotLight ) maxShadows ++;
			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;

		}

		return maxShadows;

4051
	}
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4052

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4053
	// DEPRECATED
4054

M
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4055 4056
	this.initMaterial = function () {

4057
		THREE.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
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Mr.doob 已提交
4058 4059

	};
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4060

M
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4061
	this.addPrePlugin = function () {
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4062

4063
		THREE.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
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4064 4065 4066 4067 4068

	};

	this.addPostPlugin = function () {

4069
		THREE.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
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	};
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4072

M
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4073 4074
	this.updateShadowMap = function () {

4075
		THREE.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
M
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4076 4077 4078

	};

4079 4080 4081
	Object.defineProperties( this, {
		shadowMapEnabled: {
			get: function () {
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Mr.doob 已提交
4082
				return shadowMap.enabled;
4083 4084 4085
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
M
Mr.doob 已提交
4086
				shadowMap.enabled = value;
4087 4088 4089 4090
			}
		},
		shadowMapType: {
			get: function () {
M
Mr.doob 已提交
4091
				return shadowMap.type;
4092 4093 4094
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
M
Mr.doob 已提交
4095
				shadowMap.type = value;
4096 4097 4098 4099
			}
		},
		shadowMapCullFace: {
			get: function () {
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Mr.doob 已提交
4100
				return shadowMap.cullFace;
4101 4102 4103
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
M
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4104
				shadowMap.cullFace = value;
4105 4106 4107 4108
			}
		},
		shadowMapDebug: {
			get: function () {
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Mr.doob 已提交
4109
				return shadowMap.debug;
4110 4111 4112
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
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Mr.doob 已提交
4113
				shadowMap.debug = value;
4114 4115 4116 4117
			}
		},
		shadowMapCascade: {
			get: function () {
M
Mr.doob 已提交
4118
				return shadowMap.cascade;
4119 4120 4121
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapCascade is now .shadowMap.cascade.' );
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4122
				shadowMap.cascade = value;
4123 4124 4125 4126
			}
		}
	} );

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4127
};