WebGLRenderer.js 92.4 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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		console.error( 'THREE.WebGLRenderer: ' + error );
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	}

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

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	if ( _gl.getShaderPrecisionFormat === undefined ) {

		_gl.getShaderPrecisionFormat = function () {

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

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

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

	}

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

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	// Plugins

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

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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.forceContextLoss = function () {

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

	};

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	this.supportsVertexTextures = function () {

		return _supportsVertexTextures;

	};

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	this.supportsInstancedArrays = function () {

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		return _supportsInstancedArrays;
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	};

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	this.supportsFloatTextures = function () {

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

		return extensions.get( 'OES_texture_half_float' );

	};

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	this.supportsStandardDerivatives = function () {

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

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

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

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	this.supportsBlendMinMax = function () {

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

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

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

				value = 0;

			}
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			return value;

		}

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

		return _precision;

	};

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	this.getPixelRatio = function () {

		return pixelRatio;

	};

	this.setPixelRatio = function ( value ) {

		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 ) {

775
		state.initAttributes();
776

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777 778 779 780 781 782 783 784 785
		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 );
786 787 788

			state.enableAttribute( program.attributes.position );

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789 790 791 792 793 794 795 796
			_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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797
			if ( material instanceof THREE.MeshPhongMaterial === false && material.shading === THREE.FlatShading ) {
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798 799 800 801 802 803

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

804
				for ( i = 0; i < il; i += 9 ) {
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					normalArray = object.normalArray;

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808 809 810
					nax = normalArray[ i ];
					nay = normalArray[ i + 1 ];
					naz = normalArray[ i + 2 ];
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811

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812 813 814
					nbx = normalArray[ i + 3 ];
					nby = normalArray[ i + 4 ];
					nbz = normalArray[ i + 5 ];
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815

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816 817 818
					ncx = normalArray[ i + 6 ];
					ncy = normalArray[ i + 7 ];
					ncz = normalArray[ i + 8 ];
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819 820 821 822 823

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

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824
					normalArray[ i     ] = nx;
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825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840
					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 );
841 842 843

			state.enableAttribute( program.attributes.normal );

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844 845 846 847 848 849 850 851
			_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 );
852 853 854

			state.enableAttribute( program.attributes.uv );

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855 856 857 858 859 860 861 862
			_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 );
863 864 865

			state.enableAttribute( program.attributes.color );

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

		}

870
		state.disableUnusedAttributes();
871

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872 873 874 875 876 877
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

878
	function setupVertexAttributes( material, program, geometry, startIndex ) {
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879

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880
		var extension;
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881

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882
		if ( geometry instanceof THREE.InstancedBufferGeometry ) {
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883

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884
			extension = extensions.get( 'ANGLE_instanced_arrays' );
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885

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886
			if ( extension === null ) {
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887

888
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
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889
				return;
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890

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891 892 893
			}

		}
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894

895 896
		var geometryAttributes = geometry.attributes;
		var programAttributes = program.attributes;
897

898
		for ( var name in programAttributes ) {
899

900
			var programAttribute = programAttributes[ name ];
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901

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902
			if ( programAttribute >= 0 ) {
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903

904
				var geometryAttribute = geometryAttributes[ name ];
905

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906
				if ( geometryAttribute !== undefined ) {
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907

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908
					var size = geometryAttribute.itemSize;
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909
					state.enableAttribute( programAttribute );
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910

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911
					if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
912

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913 914 915 916 917 918
						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 );
919

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920
						if ( data instanceof THREE.InstancedInterleavedBuffer ) {
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921

M
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922
							if ( extension === null ) {
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923

924
								console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
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925
								return;
B
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926

M
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927
							}
B
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928

M
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929
							extension.vertexAttribDivisorANGLE( programAttribute, data.meshPerAttribute );
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930

M
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931
							if ( geometry.maxInstancedCount === undefined ) {
932

M
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933
								geometry.maxInstancedCount = data.meshPerAttribute * ( data.array.length / data.stride );
B
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934

M
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935
							}
B
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936

M
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937
						}
B
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938

B
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939 940
					} else {

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941 942
						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer );
						_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
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944
						if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
B
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945

M
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946
							if ( extension === null ) {
B
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947

948
								console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
M
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949
								return;
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950

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951
							}
B
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952

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953
							extension.vertexAttribDivisorANGLE( programAttribute, geometryAttribute.meshPerAttribute );
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954

M
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955
							if ( geometry.maxInstancedCount === undefined ) {
B
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956

M
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957
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * ( geometryAttribute.array.length / geometryAttribute.itemSize );
B
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958

M
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959
							}
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960

M
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961
						}
B
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962 963

					}
M
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964

965
				} else if ( material.defaultAttributeValues !== undefined ) {
M
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966

967
					if ( material.defaultAttributeValues[ name ] !== undefined ) {
M
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968

969
						if ( material.defaultAttributeValues[ name ].length === 2 ) {
M
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970

971
							_gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ name ] );
M
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972

973
						} else if ( material.defaultAttributeValues[ name ].length === 3 ) {
974

975
							_gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ name ] );
976 977

						}
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978 979 980 981 982 983 984 985

					}

				}

			}

		}
986

987
		state.disableUnusedAttributes();
988

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989 990
	}

M
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991
	this.renderBufferDirect = function ( camera, lights, fog, material, object ) {
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992

993 994
		if ( material.visible === false ) return;

M
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995
		var geometry = objects.geometries.get( object );
M
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996
		var program = setProgram( camera, lights, fog, material, object );
M
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997 998 999

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
M
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1000
			geometryProgram = geometry.id + '_' + program.id + '_' + wireframeBit;
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1001

1002
		if ( geometryProgram !== _currentGeometryProgram ) {
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1003

1004
			_currentGeometryProgram = geometryProgram;
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1005 1006 1007 1008 1009 1010
			updateBuffers = true;

		}

		if ( updateBuffers ) {

1011
			state.initAttributes();
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1012 1013 1014 1015 1016

		}

		if ( object instanceof THREE.Mesh ) {

1017
			renderMesh( material, geometry, object, program, updateBuffers );
1018

1019
		} else if ( object instanceof THREE.Line ) {
1020

1021
			renderLine( material, geometry, object, program, updateBuffers );
1022

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1023 1024 1025 1026
		} else if ( object instanceof THREE.PointCloud ) {

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

1027
		}
1028

1029
	};
1030

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1031
	function renderMesh( material, geometry, object, program, updateBuffers ) {
1032

1033
		var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
1034

1035
		var index = geometry.attributes.index;
1036

1037
		if ( index ) {
M
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1038

1039
			// indexed triangles
1040

1041
			var type, size;
1042

1043
			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
1044

1045 1046
				type = _gl.UNSIGNED_INT;
				size = 4;
1047

1048
			} else {
B
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1049

1050 1051
				type = _gl.UNSIGNED_SHORT;
				size = 2;
B
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1052

1053
			}
1054

1055
			var offsets = geometry.offsets;
B
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1056

1057
			if ( offsets.length === 0 ) {
1058

1059
				if ( updateBuffers ) {
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1060

1061 1062 1063 1064 1065 1066
					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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1067

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

					if ( extension === null ) {

1072
						console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
1073
						return;
B
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1074 1075

					}
1076

1077
					extension.drawElementsInstancedANGLE( mode, index.array.length, type, 0, geometry.maxInstancedCount ); // Draw the instanced meshes
1078

1079
				} else {
M
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1080

1081
					_gl.drawElements( mode, index.array.length, type, 0 );
M
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1083 1084 1085 1086
				}
				_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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1087

1088
			} else {
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1089

1090 1091 1092
				// 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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1093

1094
				updateBuffers = true;
1095

1096
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
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1097

1098
					var startIndex = offsets[ i ].index;
M
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1099

1100
					if ( updateBuffers ) {
M
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1101

1102 1103
						setupVertexAttributes( material, program, geometry, startIndex );
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
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1104

1105
					}
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1106

1107
					// render indexed triangles
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1108

1109
					if ( geometry instanceof THREE.InstancedBufferGeometry && offsets[i].instances > 0 ) {
B
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1110

1111
						var extension = extensions.get( 'ANGLE_instanced_arrays' );
B
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1112

1113
						if ( extension === null ) {
B
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1114

1115
							console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
1116
							return;
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1117

B
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1118
						}
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1119

1120 1121 1122 1123 1124
						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 );
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1125

1126
					}
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1128 1129 1130 1131
					_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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1132 1133
				}

1134
			}
M
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1135

1136
		} else {
1137

1138
			// non-indexed triangles
1139

1140 1141 1142
			var offsets = geometry.offsets;

			if ( offsets.length === 0 ) {
M
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1143

1144
				if ( updateBuffers ) {
M
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1145

1146
					setupVertexAttributes( material, program, geometry, 0 );
M
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1147

1148
				}
1149

M
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1150
				var position = geometry.attributes.position;
M
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1151

1152
				// render non-indexed triangles
B
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1153

1154
				if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
B
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1155

1156
					var extension = extensions.get( 'ANGLE_instanced_arrays' );
B
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1157

1158
					if ( extension === null ) {
M
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1159

1160
						console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
1161
						return;
M
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1162

1163 1164 1165 1166 1167
					}

					if ( position instanceof THREE.InterleavedBufferAttribute ) {

						extension.drawArraysInstancedANGLE( mode, 0, position.data.array.length / position.data.stride, geometry.maxInstancedCount ); // Draw the instanced meshes
B
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1168

1169 1170 1171
					} else {

						extension.drawArraysInstancedANGLE( mode, 0, position.array.length / position.itemSize, geometry.maxInstancedCount ); // Draw the instanced meshes
B
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1172

1173
					}
B
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1174

1175
				} else {
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1176

1177 1178 1179 1180 1181 1182 1183 1184 1185
					if ( position instanceof THREE.InterleavedBufferAttribute ) {

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

					} else {

						_gl.drawArrays( mode, 0, position.array.length / position.itemSize );

					}
B
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1186

1187
				}
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1188

1189 1190 1191 1192
				_this.info.render.calls++;
				_this.info.render.vertices += position.array.length / position.itemSize;
				_this.info.render.faces += position.array.length / ( 3 * position.itemSize );

1193
			} else {
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1194

1195 1196 1197
				// if there is more than 1 chunk
				// must set attribute pointers to use new offsets for each chunk
				// even if geometry and materials didn't change
B
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1198

B
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1199
				if ( updateBuffers ) {
M
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1200

B
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1201
					setupVertexAttributes( material, program, geometry, 0 );
1202

B
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1203
				}
M
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1204

B
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1205
				for ( var i = 0, il = offsets.length; i < il; i++ ) {
M
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1206

1207 1208 1209 1210
					// render non-indexed triangles

					if ( geometry instanceof THREE.InstancedBufferGeometry ) {

1211
						console.error( 'THREE.WebGLRenderer.renderMesh: cannot use drawCalls with THREE.InstancedBufferGeometry.' );
1212 1213 1214 1215
						return;

					} else {

B
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1216
						_gl.drawArrays( mode, offsets[ i ].start, offsets[ i ].count );
1217 1218 1219 1220

					}

					_this.info.render.calls++;
B
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1221 1222
					_this.info.render.vertices += offsets[ i ].count;
					_this.info.render.faces += ( offsets[ i ].count  ) / 3;
1223 1224 1225

				}
			}
1226
		}
1227

M
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1228
	}
M
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1229

M
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1230
	function renderLine( material, geometry, object, program, updateBuffers ) {
M
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1231

1232
		var mode = object instanceof THREE.LineSegments ? _gl.LINES : _gl.LINE_STRIP;
M
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1233 1234 1235 1236 1237

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

		state.setLineWidth( lineWidth * pixelRatio );
1238

1239
		var index = geometry.attributes.index;
M
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1240

1241
		if ( index ) {
M
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1242

M
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1243
			// indexed lines
M
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1244

1245
			var type, size;
M
mschuetz 已提交
1246

M
Mr.doob 已提交
1247
			if ( index.array instanceof Uint32Array ) {
M
Mr.doob 已提交
1248

1249 1250
				type = _gl.UNSIGNED_INT;
				size = 4;
M
mschuetz 已提交
1251

1252
			} else {
M
mschuetz 已提交
1253

1254 1255
				type = _gl.UNSIGNED_SHORT;
				size = 2;
M
mschuetz 已提交
1256

1257
			}
M
mschuetz 已提交
1258

1259
			var offsets = geometry.offsets;
M
mschuetz 已提交
1260

1261
			if ( offsets.length === 0 ) {
M
mschuetz 已提交
1262

1263
				if ( updateBuffers ) {
M
mschuetz 已提交
1264

1265 1266
					setupVertexAttributes( material, program, geometry, 0 );
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
M
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1267

1268
				}
M
mschuetz 已提交
1269

M
Mr.doob 已提交
1270
				_gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
1271 1272

				_this.info.render.calls ++;
M
Mr.doob 已提交
1273
				_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
M
mschuetz 已提交
1274

1275
			} else {
M
mschuetz 已提交
1276

1277 1278 1279
				// 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
mschuetz 已提交
1280

1281
				if ( offsets.length > 1 ) updateBuffers = true;
M
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1282

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

1285
					var startIndex = offsets[ i ].index;
M
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1286

1287
					if ( updateBuffers ) {
M
mschuetz 已提交
1288

1289 1290
						setupVertexAttributes( material, program, geometry, startIndex );
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
M
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1291

1292
					}
M
mschuetz 已提交
1293

M
Mr.doob 已提交
1294
					// render indexed lines
M
mschuetz 已提交
1295

M
Mr.doob 已提交
1296
					_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
M
mschuetz 已提交
1297

1298
					_this.info.render.calls ++;
M
Mr.doob 已提交
1299
					_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
M
mschuetz 已提交
1300

M
mschuetz 已提交
1301
				}
M
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1302

1303
			}
M
Mr.doob 已提交
1304

1305
		} else {
M
mschuetz 已提交
1306

M
Mr.doob 已提交
1307
			// non-indexed lines
M
mschuetz 已提交
1308

1309
			if ( updateBuffers ) {
M
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1310

1311
				setupVertexAttributes( material, program, geometry, 0 );
M
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1312

1313
			}
M
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1314

1315 1316
			var position = geometry.attributes.position;
			var offsets = geometry.offsets;
M
mschuetz 已提交
1317

1318
			if ( offsets.length === 0 ) {
1319

1320
				_gl.drawArrays( mode, 0, position.array.length / 3 );
1321

1322
				_this.info.render.calls ++;
M
Mr.doob 已提交
1323
				_this.info.render.vertices += position.array.length / 3;
1324

1325
			} else {
1326

1327
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
1328

1329
					_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
1330

1331
					_this.info.render.calls ++;
M
Mr.doob 已提交
1332
					_this.info.render.vertices += offsets[ i ].count;
1333 1334

				}
M
Mr.doob 已提交
1335

M
mschuetz 已提交
1336
			}
M
Mr.doob 已提交
1337

1338
		}
M
Mr.doob 已提交
1339

M
Mr.doob 已提交
1340
	}
1341

M
Mr.doob 已提交
1342
	function renderPointCloud( material, geometry, object, program, updateBuffers ) {
M
Mr.doob 已提交
1343

M
Mr.doob 已提交
1344
		var mode = _gl.POINTS;
1345

1346
		var index = geometry.attributes.index;
M
Mr.doob 已提交
1347

1348
		if ( index ) {
M
Mr.doob 已提交
1349

M
Mr.doob 已提交
1350
			// indexed points
1351

1352
			var type, size;
1353

M
Mr.doob 已提交
1354
			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
1355

1356 1357
				type = _gl.UNSIGNED_INT;
				size = 4;
1358

1359
			} else {
1360

1361 1362
				type = _gl.UNSIGNED_SHORT;
				size = 2;
M
Mr.doob 已提交
1363

1364
			}
M
Mr.doob 已提交
1365

1366
			var offsets = geometry.offsets;
M
Mr.doob 已提交
1367

1368
			if ( offsets.length === 0 ) {
M
Mr.doob 已提交
1369

1370
				if ( updateBuffers ) {
M
Mr.doob 已提交
1371

1372 1373
					setupVertexAttributes( material, program, geometry, 0 );
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
1374

1375
				}
1376

M
Mr.doob 已提交
1377
				_gl.drawElements( mode, index.array.length, type, 0);
1378

1379
				_this.info.render.calls ++;
M
Mr.doob 已提交
1380
				_this.info.render.points += index.array.length;
M
Mr.doob 已提交
1381

1382
			} else {
1383

1384 1385 1386
				// 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
1387

1388
				if ( offsets.length > 1 ) updateBuffers = true;
1389

1390
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
Mr.doob 已提交
1391

1392
					var startIndex = offsets[ i ].index;
1393

1394
					if ( updateBuffers ) {
1395

1396 1397
						setupVertexAttributes( material, program, geometry, startIndex );
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
1398

1399
					}
1400

M
Mr.doob 已提交
1401
					// render indexed points
1402

M
Mr.doob 已提交
1403
					_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
1404

1405
					_this.info.render.calls ++;
M
Mr.doob 已提交
1406
					_this.info.render.points += offsets[ i ].count;
1407 1408 1409

				}

1410
			}
1411

1412
		} else {
M
Mr.doob 已提交
1413

M
Mr.doob 已提交
1414
			// non-indexed points
1415

1416
			if ( updateBuffers ) {
1417

1418
				setupVertexAttributes( material, program, geometry, 0 );
1419

1420
			}
1421

1422 1423
			var position = geometry.attributes.position;
			var offsets = geometry.offsets;
1424

1425
			if ( offsets.length === 0 ) {
1426

1427
				_gl.drawArrays( mode, 0, position.array.length / 3 );
1428

1429
				_this.info.render.calls ++;
M
Mr.doob 已提交
1430
				_this.info.render.points += position.array.length / 3;
1431

1432
			} else {
1433

1434
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
1435

1436
					_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
1437

1438
					_this.info.render.calls ++;
M
Mr.doob 已提交
1439
					_this.info.render.points += offsets[ i ].count;
1440 1441

				}
M
Mr.doob 已提交
1442

1443
			}
M
Mr.doob 已提交
1444

1445
		}
M
Mr.doob 已提交
1446

M
Mr.doob 已提交
1447
	}
M
Mr.doob 已提交
1448 1449 1450 1451 1452

	// Sorting

	function painterSortStable ( a, b ) {

U
unconed 已提交
1453
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1454

U
unconed 已提交
1455
			return a.object.renderOrder - b.object.renderOrder;
1456

1457
		} else if ( a.object.material.id !== b.object.material.id ) {
M
Mr.doob 已提交
1458

1459
			return a.object.material.id - b.object.material.id;
1460 1461

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1462

M
Mr.doob 已提交
1463
			return a.z - b.z;
M
Mr.doob 已提交
1464 1465 1466

		} else {

1467
			return a.id - b.id;
M
Mr.doob 已提交
1468 1469 1470

		}

1471
	}
M
Mr.doob 已提交
1472

1473 1474
	function reversePainterSortStable ( a, b ) {

U
unconed 已提交
1475
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1476

U
unconed 已提交
1477
			return a.object.renderOrder - b.object.renderOrder;
1478 1479

		} if ( a.z !== b.z ) {
1480

M
Mr.doob 已提交
1481
			return b.z - a.z;
1482 1483 1484 1485 1486 1487 1488

		} else {

			return a.id - b.id;

		}

1489
	}
1490

M
Mr.doob 已提交
1491 1492 1493 1494 1495 1496
	// Rendering

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

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

1497
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1498 1499 1500 1501
			return;

		}

M
Mr.doob 已提交
1502
		var fog = scene.fog;
M
Mr.doob 已提交
1503 1504 1505

		// reset caching for this frame

1506
		_currentGeometryProgram = '';
1507
		_currentMaterialId = - 1;
1508
		_currentCamera = null;
M
Mr.doob 已提交
1509 1510 1511 1512
		_lightsNeedUpdate = true;

		// update scene graph

1513
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1514 1515 1516 1517 1518 1519 1520 1521 1522 1523

		// update camera matrices and frustum

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

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1524
		lights.length = 0;
1525 1526
		opaqueObjects.length = 0;
		transparentObjects.length = 0;
M
Mr.doob 已提交
1527

M
Mr.doob 已提交
1528 1529 1530
		sprites.length = 0;
		lensFlares.length = 0;

1531
		projectObject( scene );
M
Mr.doob 已提交
1532

M
Mr.doob 已提交
1533
		if ( _this.sortObjects === true ) {
1534 1535 1536

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1537

1538 1539
		}

B
Ben Adams 已提交
1540 1541
		objects.update( opaqueObjects );
		objects.update( transparentObjects );
M
Mr.doob 已提交
1542

M
Mr.doob 已提交
1543
		//
M
Mr.doob 已提交
1544

1545
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563

		//

		_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
1564
		for ( var i = 0, il = objects.objectsImmediate.length; i < il; i ++ ) {
M
Mr.doob 已提交
1565

M
Mr.doob 已提交
1566
			var webglObject = objects.objectsImmediate[ i ];
M
Mr.doob 已提交
1567
			var object = webglObject.object;
M
Mr.doob 已提交
1568

1569
			if ( object.visible === true ) {
M
Mr.doob 已提交
1570 1571 1572

				setupMatrices( object, camera );

1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585
				var material = object.material;

				if ( material.transparent ) {

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

				} else {

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

				}
M
Mr.doob 已提交
1586 1587 1588 1589 1590 1591 1592

			}

		}

		if ( scene.overrideMaterial ) {

1593
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1594

1595
			setMaterial( overrideMaterial );
M
Mr.doob 已提交
1596

1597 1598
			renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
			renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
M
Mr.doob 已提交
1599
			renderObjectsImmediate( objects.objectsImmediate, '', camera, lights, fog, overrideMaterial );
M
Mr.doob 已提交
1600 1601 1602 1603 1604

		} else {

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

M
Mr.doob 已提交
1605
			state.setBlending( THREE.NoBlending );
M
Mr.doob 已提交
1606

1607
			renderObjects( opaqueObjects, camera, lights, fog, null );
M
Mr.doob 已提交
1608
			renderObjectsImmediate( objects.objectsImmediate, 'opaque', camera, lights, fog, null );
M
Mr.doob 已提交
1609 1610 1611

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

1612
			renderObjects( transparentObjects, camera, lights, fog, null );
M
Mr.doob 已提交
1613
			renderObjectsImmediate( objects.objectsImmediate, 'transparent', camera, lights, fog, null );
M
Mr.doob 已提交
1614 1615 1616 1617 1618

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1619 1620
		spritePlugin.render( scene, camera );
		lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
M
Mr.doob 已提交
1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631

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

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

			updateRenderTargetMipmap( renderTarget );

		}

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

M
Mr.doob 已提交
1632 1633
		state.setDepthTest( true );
		state.setDepthWrite( true );
1634
		state.setColorWrite( true );
M
Mr.doob 已提交
1635 1636 1637 1638

		// _gl.finish();

	};
M
Mr.doob 已提交
1639

1640
	function projectObject( object ) {
M
Mr.doob 已提交
1641

1642
		if ( object.visible === true ) {
M
Mr.doob 已提交
1643

1644
			if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
M
Mr.doob 已提交
1645

1646
				// skip
M
Mr.doob 已提交
1647

1648
			} else {
M
Mr.doob 已提交
1649

1650 1651
				// update Skeleton objects
				if ( object instanceof THREE.SkinnedMesh ) {
B
Ben Adams 已提交
1652

1653
					object.skeleton.update();
B
Ben Adams 已提交
1654

1655
				}
B
Ben Adams 已提交
1656

1657
				objects.init( object );
M
Mr.doob 已提交
1658

1659
				if ( object instanceof THREE.Light ) {
M
Mr.doob 已提交
1660

1661
					lights.push( object );
M
Mr.doob 已提交
1662

1663
				} else if ( object instanceof THREE.Sprite ) {
M
Mr.doob 已提交
1664

1665
					sprites.push( object );
M
Mr.doob 已提交
1666

1667
				} else if ( object instanceof THREE.LensFlare ) {
M
Mr.doob 已提交
1668

1669
					lensFlares.push( object );
M
Mr.doob 已提交
1670

1671
				} else {
M
Mr.doob 已提交
1672

1673
					var webglObject = objects.objects[ object.id ];
M
Mr.doob 已提交
1674

1675
					if ( webglObject && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
M
Mr.doob 已提交
1676

1677
						var material = object.material;
1678

1679
						if ( material.transparent ) {
1680

1681
							transparentObjects.push( webglObject );
1682

1683
						} else {
1684

1685
							opaqueObjects.push( webglObject );
M
Mr.doob 已提交
1686

1687 1688 1689
						}

						if ( _this.sortObjects === true ) {
M
Mr.doob 已提交
1690

1691 1692
							_vector3.setFromMatrixPosition( object.matrixWorld );
							_vector3.applyProjection( _projScreenMatrix );
M
Mr.doob 已提交
1693

1694
							webglObject.z = _vector3.z;
M
Mr.doob 已提交
1695

1696
						}
O
OpenShift guest 已提交
1697

1698
					}
M
Mr.doob 已提交
1699

1700
				}
M
Mr.doob 已提交
1701

1702
			}
M
Mr.doob 已提交
1703

1704
			for ( var i = 0, l = object.children.length; i < l; i ++ ) {
M
Mr.doob 已提交
1705

1706
				projectObject( object.children[ i ] );
M
Mr.doob 已提交
1707

1708
			}
M
Mr.doob 已提交
1709

1710
		}
1711

1712
	}
M
Mr.doob 已提交
1713

1714
	function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
M
Mr.doob 已提交
1715

M
Mr.doob 已提交
1716
		var material;
M
Mr.doob 已提交
1717

M
Mr.doob 已提交
1718
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1719

M
Mr.doob 已提交
1720
			var webglObject = renderList[ i ];
M
Mr.doob 已提交
1721

M
Mr.doob 已提交
1722
			var object = webglObject.object;
M
Mr.doob 已提交
1723

1724
			setupMatrices( object, camera );
M
Mr.doob 已提交
1725

1726
			if ( overrideMaterial ) {
M
Mr.doob 已提交
1727

1728
				material = overrideMaterial;
M
Mr.doob 已提交
1729

1730
			} else {
M
Mr.doob 已提交
1731

1732
				material = object.material;
M
Mr.doob 已提交
1733

1734
				if ( ! material ) continue;
M
Mr.doob 已提交
1735

1736
				setMaterial( material );
M
Mr.doob 已提交
1737

1738
			}
M
Mr.doob 已提交
1739

1740
			_this.setMaterialFaces( material );
M
Mr.doob 已提交
1741
			_this.renderBufferDirect( camera, lights, fog, material, object );
M
Mr.doob 已提交
1742 1743 1744

		}

1745
	}
M
Mr.doob 已提交
1746

1747
	function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, overrideMaterial ) {
M
Mr.doob 已提交
1748

M
Mr.doob 已提交
1749
		var material;
M
Mr.doob 已提交
1750

M
Mr.doob 已提交
1751
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1752

M
Mr.doob 已提交
1753 1754
			var webglObject = renderList[ i ];
			var object = webglObject.object;
M
Mr.doob 已提交
1755

1756
			if ( object.visible === true ) {
M
Mr.doob 已提交
1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

1768
					setMaterial( material );
M
Mr.doob 已提交
1769 1770 1771 1772 1773 1774 1775 1776 1777

				}

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

			}

		}

1778
	}
M
Mr.doob 已提交
1779 1780 1781 1782 1783

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

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

1784
		_currentGeometryProgram = '';
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		_this.setMaterialFaces( material );

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

1794
			object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
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		}

	};

	// Materials

1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812
	var shaderIDs = {
		MeshDepthMaterial: 'depth',
		MeshNormalMaterial: 'normal',
		MeshBasicMaterial: 'basic',
		MeshLambertMaterial: 'lambert',
		MeshPhongMaterial: 'phong',
		LineBasicMaterial: 'basic',
		LineDashedMaterial: 'dashed',
		PointCloudMaterial: 'particle_basic'
	};

1813
	function initMaterial( material, lights, fog, object ) {
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1815
		var shaderID = shaderIDs[ material.type ];
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		// heuristics to create shader parameters according to lights in the scene
		// (not to blow over maxLights budget)

1820 1821 1822
		var maxLightCount = allocateLights( lights );
		var maxShadows = allocateShadows( lights );
		var maxBones = allocateBones( object );
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1824
		var parameters = {
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1826 1827 1828
			precision: _precision,
			supportsVertexTextures: _supportsVertexTextures,

1829 1830
			map: !! material.map,
			envMap: !! material.envMap,
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			envMapMode: material.envMap && material.envMap.mapping,
1832
			lightMap: !! material.lightMap,
1833
			aoMap: !! material.aoMap,
1834 1835 1836
			bumpMap: !! material.bumpMap,
			normalMap: !! material.normalMap,
			specularMap: !! material.specularMap,
1837
			alphaMap: !! material.alphaMap,
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1839 1840
			combine: material.combine,

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			vertexColors: material.vertexColors,

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

1847 1848
			flatShading: material.shading === THREE.FlatShading,

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			sizeAttenuation: material.sizeAttenuation,
1850
			logarithmicDepthBuffer: _logarithmicDepthBuffer,
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			skinning: material.skinning,
			maxBones: maxBones,
1854
			useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
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			morphTargets: material.morphTargets,
			morphNormals: material.morphNormals,
1858 1859
			maxMorphTargets: _this.maxMorphTargets,
			maxMorphNormals: _this.maxMorphNormals,
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			maxDirLights: maxLightCount.directional,
			maxPointLights: maxLightCount.point,
			maxSpotLights: maxLightCount.spot,
			maxHemiLights: maxLightCount.hemi,

			maxShadows: maxShadows,
1867 1868 1869 1870
			shadowMapEnabled: shadowMap.enabled && object.receiveShadow && maxShadows > 0,
			shadowMapType: shadowMap.type,
			shadowMapDebug: shadowMap.debug,
			shadowMapCascade: shadowMap.cascade,
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			alphaTest: material.alphaTest,
			metal: material.metal,
			doubleSided: material.side === THREE.DoubleSide,
			flipSided: material.side === THREE.BackSide

		};

1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893
		// Generate code

		var chunks = [];

		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}

1894 1895
		if ( material.defines !== undefined ) {

1896
			for ( var name in material.defines ) {
1897

1898 1899
				chunks.push( name );
				chunks.push( material.defines[ name ] );
1900 1901

			}
1902 1903 1904

		}

1905
		for ( var name in parameters ) {
1906

1907 1908
			chunks.push( name );
			chunks.push( parameters[ name ] );
1909 1910 1911 1912 1913

		}

		var code = chunks.join();

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		if ( !material.program ) {

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1916 1917
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
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		} else if ( material.program.code !== code ) {

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1921 1922
			// changed glsl or parameters
			deallocateMaterial( material );
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1924
		} else if ( shaderID !== undefined ) {
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1925

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1926 1927 1928 1929
			// same glsl
			return;

		} else if ( material.__webglShader.uniforms === material.uniforms ) {
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1931
			// same uniforms (container object)
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			return;
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		}

		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
			}

		}

1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976
		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 ) {

1977
			program = new THREE.WebGLProgram( _this, code, material, parameters );
1978 1979 1980 1981 1982 1983 1984
			_programs.push( program );

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

		}

		material.program = program;
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1985

1986
		var attributes = program.attributes;
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1987 1988 1989 1990 1991

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1992
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
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1994
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
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					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

2008
			for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
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				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
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					material.numSupportedMorphNormals ++;

				}

			}

		}

		material.uniformsList = [];

2022
		for ( var u in material.__webglShader.uniforms ) {
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2024 2025 2026 2027 2028
			var location = material.program.uniforms[ u ];

			if ( location ) {
				material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
			}
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2029 2030 2031

		}

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2032
	}
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2034 2035 2036 2037
	function setMaterial( material ) {

		if ( material.transparent === true ) {

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2038
			state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
2039

2040 2041 2042 2043
		} else {

			state.setBlending( THREE.NoBlending );

2044 2045
		}

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		state.setDepthFunc( material.depthFunc );
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2047 2048
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
2049
		state.setColorWrite( material.colorWrite );
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		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
2051 2052 2053

	}

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

		_usedTextureUnits = 0;

		if ( material.needsUpdate ) {

2060
			initMaterial( material, lights, fog, object );
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			material.needsUpdate = false;

		}

2065
		var refreshProgram = false;
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2066
		var refreshMaterial = false;
2067
		var refreshLights = false;
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		var program = material.program,
			p_uniforms = program.uniforms,
2071
			m_uniforms = material.__webglShader.uniforms;
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2072

2073
		if ( program.id !== _currentProgram ) {
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2074

2075 2076
			_gl.useProgram( program.program );
			_currentProgram = program.id;
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2077

2078
			refreshProgram = true;
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2079
			refreshMaterial = true;
2080
			refreshLights = true;
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2081 2082 2083 2084 2085

		}

		if ( material.id !== _currentMaterialId ) {

2086
			if ( _currentMaterialId === -1 ) refreshLights = true;
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2087
			_currentMaterialId = material.id;
2088

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2089 2090 2091 2092
			refreshMaterial = true;

		}

2093
		if ( refreshProgram || camera !== _currentCamera ) {
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			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );

2097 2098
			if ( _logarithmicDepthBuffer ) {

2099
				_gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
2100 2101 2102 2103

			}


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			if ( camera !== _currentCamera ) _currentCamera = camera;

2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123
			// 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 ||
2124
				 material instanceof THREE.MeshBasicMaterial ||
2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {

				if ( p_uniforms.viewMatrix !== null ) {

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

				}

			}

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		}

		// 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 ) {

2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156
			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 ) {
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				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
2163
					_this.setTexture( object.skeleton.boneTexture, textureUnit );
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				}

2167 2168
				if ( p_uniforms.boneTextureWidth !== null ) {

2169
					_gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
2170 2171 2172 2173 2174

				}

				if ( p_uniforms.boneTextureHeight !== null ) {

2175
					_gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
2176 2177 2178

				}

2179
			} else if ( object.skeleton && object.skeleton.boneMatrices ) {
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				if ( p_uniforms.boneGlobalMatrices !== null ) {

2183
					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
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				}

			}

		}

		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 ) {

2207
					refreshLights = true;
2208
					setupLights( lights );
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2209 2210 2211
					_lightsNeedUpdate = false;
				}

2212 2213
				if ( refreshLights ) {
					refreshUniformsLights( m_uniforms, _lights );
2214
					markUniformsLightsNeedsUpdate( m_uniforms, true );
2215
				} else {
2216
					markUniformsLightsNeedsUpdate( m_uniforms, false );
2217
				}
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			}

			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 );

2240
			} else if ( material instanceof THREE.PointCloudMaterial ) {
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				refreshUniformsParticle( m_uniforms, material );

			} else if ( material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

			} else if ( material instanceof THREE.MeshLambertMaterial ) {

				refreshUniformsLambert( m_uniforms, material );

2252 2253 2254 2255
			} else if ( material instanceof THREE.MeshBasicMaterial ) {

				refreshUniformsBasic( m_uniforms, material );

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			} 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

2276
			loadUniformsGeneric( material.uniformsList );
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		}

		loadUniformsMatrices( p_uniforms, object );

		if ( p_uniforms.modelMatrix !== null ) {

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

		}

		return program;

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	}
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	// Uniforms (refresh uniforms objects)

	function refreshUniformsCommon ( uniforms, material ) {

		uniforms.opacity.value = material.opacity;

2298
		uniforms.diffuse.value = material.color;
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		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
2302
		uniforms.alphaMap.value = material.alphaMap;
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		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
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		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
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		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;

2343 2344 2345 2346
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

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		}

		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;
2359
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
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2361
		uniforms.reflectivity.value = material.reflectivity;
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		uniforms.refractionRatio.value = material.refractionRatio;

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2364
	}
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	function refreshUniformsLine ( uniforms, material ) {

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

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	}
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	function refreshUniformsDash ( uniforms, material ) {

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

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	}
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	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;

2390 2391 2392 2393 2394 2395 2396 2397 2398
		if ( material.map !== null ) {

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

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

		}

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	}
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	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;

		}

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	}
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	function refreshUniformsPhong ( uniforms, material ) {

		uniforms.shininess.value = material.shininess;

2422 2423
		uniforms.emissive.value = material.emissive;
		uniforms.specular.value = material.specular;
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2425 2426 2427 2428 2429 2430
		uniforms.lightMap.value = material.lightMap;
		uniforms.lightMapIntensity.value = material.lightMapIntensity;

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

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	}
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	function refreshUniformsLambert ( uniforms, material ) {

2435
		uniforms.emissive.value = material.emissive;
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	}
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2439 2440 2441 2442 2443 2444 2445
	function refreshUniformsBasic ( uniforms, material ) {

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

	}

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	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;
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		uniforms.pointLightDecay.value = lights.point.decays;
M
Mr.doob 已提交
2457 2458 2459 2460 2461 2462 2463

		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
Mr.doob 已提交
2464
		uniforms.spotLightDecay.value = lights.spot.decays;
M
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2465 2466 2467 2468 2469

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

M
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2470
	}
M
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2471

2472 2473
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
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2474
	function markUniformsLightsNeedsUpdate ( uniforms, value ) {
2475

M
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2476
		uniforms.ambientLightColor.needsUpdate = value;
2477

M
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2478 2479
		uniforms.directionalLightColor.needsUpdate = value;
		uniforms.directionalLightDirection.needsUpdate = value;
2480

M
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2481 2482 2483 2484
		uniforms.pointLightColor.needsUpdate = value;
		uniforms.pointLightPosition.needsUpdate = value;
		uniforms.pointLightDistance.needsUpdate = value;
		uniforms.pointLightDecay.needsUpdate = value;
2485

M
Mr.doob 已提交
2486 2487 2488 2489 2490 2491 2492
		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;
2493

M
Mr.doob 已提交
2494 2495 2496
		uniforms.hemisphereLightSkyColor.needsUpdate = value;
		uniforms.hemisphereLightGroundColor.needsUpdate = value;
		uniforms.hemisphereLightDirection.needsUpdate = value;
2497

M
Mr.doob 已提交
2498
	}
2499

M
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2500 2501 2502 2503 2504 2505 2506 2507 2508 2509 2510 2511 2512 2513 2514 2515 2516 2517 2518 2519 2520 2521 2522 2523 2524 2525 2526 2527 2528 2529
	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 ++;

				}

			}

		}

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Mr.doob 已提交
2530
	}
M
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2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543

	// 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 );

		}

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Mr.doob 已提交
2544
	}
M
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2545 2546 2547 2548 2549 2550 2551

	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= _maxTextures ) {

2552
			console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
M
Mr.doob 已提交
2553 2554 2555 2556 2557 2558 2559

		}

		_usedTextureUnits += 1;

		return textureUnit;

M
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2560
	}
M
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2561

2562
	function loadUniformsGeneric ( uniforms ) {
M
Mr.doob 已提交
2563

M
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2564
		var texture, textureUnit, offset;
M
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2565

M
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2566 2567 2568
		for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {

			var uniform = uniforms[ j ][ 0 ];
M
Mr.doob 已提交
2569

2570 2571
			// needsUpdate property is not added to all uniforms.
			if ( uniform.needsUpdate === false ) continue;
2572

M
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2573 2574
			var type = uniform.type;
			var value = uniform.value;
2575
			var location = uniforms[ j ][ 1 ];
M
Mr.doob 已提交
2576

2577
			switch ( type ) {
M
Mr.doob 已提交
2578

2579 2580 2581 2582 2583 2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598 2599 2600 2601 2602 2603 2604 2605 2606 2607 2608 2609 2610 2611 2612 2613 2614 2615 2616 2617 2618 2619 2620 2621 2622 2623 2624 2625 2626 2627 2628 2629 2630 2631 2632
				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
2633
				case 'i':
M
Mr.doob 已提交
2634

2635 2636
					// single integer
					_gl.uniform1i( location, value );
M
Mr.doob 已提交
2637

2638
					break;
M
Mr.doob 已提交
2639

2640
				case 'f':
M
Mr.doob 已提交
2641

2642 2643
					// single float
					_gl.uniform1f( location, value );
M
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2644

2645
					break;
M
Mr.doob 已提交
2646

2647
				case 'v2':
M
Mr.doob 已提交
2648

2649 2650
					// single THREE.Vector2
					_gl.uniform2f( location, value.x, value.y );
M
Mr.doob 已提交
2651

2652
					break;
M
Mr.doob 已提交
2653

2654
				case 'v3':
M
Mr.doob 已提交
2655

2656 2657
					// single THREE.Vector3
					_gl.uniform3f( location, value.x, value.y, value.z );
M
Mr.doob 已提交
2658

2659
					break;
M
Mr.doob 已提交
2660

M
Mr.doob 已提交
2661
				case 'v4':
M
Mr.doob 已提交
2662

2663 2664
					// single THREE.Vector4
					_gl.uniform4f( location, value.x, value.y, value.z, value.w );
M
Mr.doob 已提交
2665

2666
					break;
M
Mr.doob 已提交
2667

2668
				case 'c':
M
Mr.doob 已提交
2669

2670 2671
					// single THREE.Color
					_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
2672

2673
					break;
M
Mr.doob 已提交
2674

2675
				case 'iv1':
M
Mr.doob 已提交
2676

2677 2678
					// flat array of integers (JS or typed array)
					_gl.uniform1iv( location, value );
M
Mr.doob 已提交
2679

2680
					break;
M
Mr.doob 已提交
2681

2682
				case 'iv':
M
Mr.doob 已提交
2683

2684 2685
					// flat array of integers with 3 x N size (JS or typed array)
					_gl.uniform3iv( location, value );
M
Mr.doob 已提交
2686

2687
					break;
M
Mr.doob 已提交
2688

2689
				case 'fv1':
M
Mr.doob 已提交
2690

2691 2692
					// flat array of floats (JS or typed array)
					_gl.uniform1fv( location, value );
M
Mr.doob 已提交
2693

2694
					break;
M
Mr.doob 已提交
2695

2696
				case 'fv':
M
Mr.doob 已提交
2697

2698 2699
					// flat array of floats with 3 x N size (JS or typed array)
					_gl.uniform3fv( location, value );
M
Mr.doob 已提交
2700

2701
					break;
M
Mr.doob 已提交
2702

2703
				case 'v2v':
M
Mr.doob 已提交
2704

2705
					// array of THREE.Vector2
M
Mr.doob 已提交
2706

2707
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2708

2709
						uniform._array = new Float32Array( 2 * value.length );
M
Mr.doob 已提交
2710

2711
					}
M
Mr.doob 已提交
2712

2713
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2714

2715
						offset = i * 2;
M
Mr.doob 已提交
2716

M
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2717
						uniform._array[ offset + 0 ] = value[ i ].x;
2718
						uniform._array[ offset + 1 ] = value[ i ].y;
M
Mr.doob 已提交
2719

2720
					}
M
Mr.doob 已提交
2721

2722
					_gl.uniform2fv( location, uniform._array );
M
Mr.doob 已提交
2723

2724
					break;
M
Mr.doob 已提交
2725

2726
				case 'v3v':
M
Mr.doob 已提交
2727

2728
					// array of THREE.Vector3
M
Mr.doob 已提交
2729

2730
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2731

2732
						uniform._array = new Float32Array( 3 * value.length );
M
Mr.doob 已提交
2733

2734
					}
M
Mr.doob 已提交
2735

2736
					for ( var i = 0, il = value.length; i < il; i ++ ) {
R
Ryan Tsao 已提交
2737

2738
						offset = i * 3;
R
Ryan Tsao 已提交
2739

M
Mr.doob 已提交
2740
						uniform._array[ offset + 0 ] = value[ i ].x;
2741 2742
						uniform._array[ offset + 1 ] = value[ i ].y;
						uniform._array[ offset + 2 ] = value[ i ].z;
R
Ryan Tsao 已提交
2743

2744
					}
R
Ryan Tsao 已提交
2745

2746
					_gl.uniform3fv( location, uniform._array );
R
Ryan Tsao 已提交
2747

2748
					break;
R
Ryan Tsao 已提交
2749

2750
				case 'v4v':
R
Ryan Tsao 已提交
2751

2752
					// array of THREE.Vector4
R
Ryan Tsao 已提交
2753

2754
					if ( uniform._array === undefined ) {
R
Ryan Tsao 已提交
2755

2756
						uniform._array = new Float32Array( 4 * value.length );
R
Ryan Tsao 已提交
2757

2758
					}
M
Mr.doob 已提交
2759

2760
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2761

2762
						offset = i * 4;
M
Mr.doob 已提交
2763

M
Mr.doob 已提交
2764
						uniform._array[ offset + 0 ] = value[ i ].x;
2765 2766 2767
						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
2768

2769
					}
M
Mr.doob 已提交
2770

2771
					_gl.uniform4fv( location, uniform._array );
M
Mr.doob 已提交
2772

2773
					break;
M
Mr.doob 已提交
2774

2775
				case 'm3':
M
Mr.doob 已提交
2776

2777 2778
					// single THREE.Matrix3
					_gl.uniformMatrix3fv( location, false, value.elements );
M
Mr.doob 已提交
2779

2780
					break;
M
Mr.doob 已提交
2781

2782
				case 'm3v':
M
Mr.doob 已提交
2783

2784
					// array of THREE.Matrix3
M
Mr.doob 已提交
2785

2786
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2787

2788
						uniform._array = new Float32Array( 9 * value.length );
M
Mr.doob 已提交
2789

2790
					}
M
Mr.doob 已提交
2791

2792
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2793

2794
						value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
M
Mr.doob 已提交
2795

2796
					}
M
Mr.doob 已提交
2797

2798
					_gl.uniformMatrix3fv( location, false, uniform._array );
M
Mr.doob 已提交
2799

2800
					break;
M
Mr.doob 已提交
2801

2802
				case 'm4':
M
Mr.doob 已提交
2803

2804 2805
					// single THREE.Matrix4
					_gl.uniformMatrix4fv( location, false, value.elements );
M
Mr.doob 已提交
2806

2807
					break;
M
Mr.doob 已提交
2808

2809
				case 'm4v':
M
Mr.doob 已提交
2810

2811
					// array of THREE.Matrix4
M
Mr.doob 已提交
2812

2813
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2814

2815
						uniform._array = new Float32Array( 16 * value.length );
M
Mr.doob 已提交
2816

2817 2818 2819 2820 2821 2822 2823 2824 2825 2826 2827
					}

					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
2828

2829
				case 't':
M
Mr.doob 已提交
2830

2831
					// single THREE.Texture (2d or cube)
M
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2832

2833 2834 2835 2836
					texture = value;
					textureUnit = getTextureUnit();

					_gl.uniform1i( location, textureUnit );
M
Mr.doob 已提交
2837

2838
					if ( ! texture ) continue;
M
Mr.doob 已提交
2839

2840
					if ( texture instanceof THREE.CubeTexture ||
2841
						 ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
M
Mr.doob 已提交
2842

2843
						setCubeTexture( texture, textureUnit );
M
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2844

2845 2846 2847 2848 2849 2850 2851 2852 2853 2854 2855 2856 2857 2858 2859 2860 2861 2862 2863 2864 2865 2866 2867 2868 2869 2870 2871 2872 2873 2874 2875 2876 2877 2878 2879 2880 2881 2882 2883 2884 2885 2886 2887 2888
					} 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:
2889

2890
					console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
2891

M
Mr.doob 已提交
2892 2893 2894 2895
			}

		}

M
Mr.doob 已提交
2896
	}
M
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2897 2898 2899 2900

	function setupMatrices ( object, camera ) {

		object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
2901
		object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
M
Mr.doob 已提交
2902

M
Mr.doob 已提交
2903
	}
M
Mr.doob 已提交
2904 2905 2906

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

M
Mr.doob 已提交
2907
		array[ offset + 0 ] = color.r * intensity;
M
Mr.doob 已提交
2908 2909 2910
		array[ offset + 1 ] = color.g * intensity;
		array[ offset + 2 ] = color.b * intensity;

M
Mr.doob 已提交
2911
	}
M
Mr.doob 已提交
2912

2913
	function setupLights ( lights ) {
M
Mr.doob 已提交
2914

B
brason 已提交
2915
		var l, ll, light,
M
Mr.doob 已提交
2916 2917
		r = 0, g = 0, b = 0,
		color, skyColor, groundColor,
B
brason 已提交
2918
		intensity,
M
Mr.doob 已提交
2919 2920 2921 2922 2923 2924 2925 2926 2927 2928
		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
2929
		pointDecays = zlights.point.decays,
M
Mr.doob 已提交
2930 2931 2932 2933 2934 2935 2936

		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
2937
		spotDecays = zlights.spot.decays,
M
Mr.doob 已提交
2938 2939 2940 2941 2942 2943 2944 2945 2946 2947 2948 2949 2950 2951 2952 2953 2954 2955 2956 2957 2958 2959 2960 2961 2962 2963 2964 2965 2966 2967 2968 2969 2970 2971

		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;

2972 2973 2974
				r += color.r;
				g += color.g;
				b += color.b;
M
Mr.doob 已提交
2975 2976 2977 2978 2979 2980 2981

			} else if ( light instanceof THREE.DirectionalLight ) {

				dirCount += 1;

				if ( ! light.visible ) continue;

2982 2983
				_direction.setFromMatrixPosition( light.matrixWorld );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
2984 2985 2986 2987 2988
				_direction.sub( _vector3 );
				_direction.normalize();

				dirOffset = dirLength * 3;

M
Mr.doob 已提交
2989
				dirPositions[ dirOffset + 0 ] = _direction.x;
M
Mr.doob 已提交
2990 2991 2992
				dirPositions[ dirOffset + 1 ] = _direction.y;
				dirPositions[ dirOffset + 2 ] = _direction.z;

2993
				setColorLinear( dirColors, dirOffset, color, intensity );
M
Mr.doob 已提交
2994 2995 2996 2997 2998 2999 3000 3001 3002 3003 3004

				dirLength += 1;

			} else if ( light instanceof THREE.PointLight ) {

				pointCount += 1;

				if ( ! light.visible ) continue;

				pointOffset = pointLength * 3;

3005
				setColorLinear( pointColors, pointOffset, color, intensity );
M
Mr.doob 已提交
3006

3007
				_vector3.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3008

M
Mr.doob 已提交
3009
				pointPositions[ pointOffset + 0 ] = _vector3.x;
M
Mr.doob 已提交
3010 3011 3012
				pointPositions[ pointOffset + 1 ] = _vector3.y;
				pointPositions[ pointOffset + 2 ] = _vector3.z;

M
Mr.doob 已提交
3013
				// distance is 0 if decay is 0, because there is no attenuation at all.
M
Mr.doob 已提交
3014
				pointDistances[ pointLength ] = distance;
M
Mr.doob 已提交
3015
				pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
3016 3017 3018 3019 3020 3021 3022 3023 3024 3025 3026

				pointLength += 1;

			} else if ( light instanceof THREE.SpotLight ) {

				spotCount += 1;

				if ( ! light.visible ) continue;

				spotOffset = spotLength * 3;

3027
				setColorLinear( spotColors, spotOffset, color, intensity );
M
Mr.doob 已提交
3028

G
gero3 已提交
3029
				_direction.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3030

M
Mr.doob 已提交
3031
				spotPositions[ spotOffset + 0 ] = _direction.x;
G
gero3 已提交
3032 3033
				spotPositions[ spotOffset + 1 ] = _direction.y;
				spotPositions[ spotOffset + 2 ] = _direction.z;
M
Mr.doob 已提交
3034 3035 3036

				spotDistances[ spotLength ] = distance;

3037
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
3038 3039 3040
				_direction.sub( _vector3 );
				_direction.normalize();

M
Mr.doob 已提交
3041
				spotDirections[ spotOffset + 0 ] = _direction.x;
M
Mr.doob 已提交
3042 3043 3044 3045 3046
				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
3047
				spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
3048 3049 3050 3051 3052 3053 3054 3055 3056

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {

				hemiCount += 1;

				if ( ! light.visible ) continue;

3057
				_direction.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3058 3059 3060 3061
				_direction.normalize();

				hemiOffset = hemiLength * 3;

M
Mr.doob 已提交
3062
				hemiPositions[ hemiOffset + 0 ] = _direction.x;
M
Mr.doob 已提交
3063 3064 3065 3066 3067 3068
				hemiPositions[ hemiOffset + 1 ] = _direction.y;
				hemiPositions[ hemiOffset + 2 ] = _direction.z;

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

3069 3070
				setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
				setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
M
Mr.doob 已提交
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

				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
3096
	}
M
Mr.doob 已提交
3097 3098 3099 3100 3101 3102 3103 3104 3105 3106 3107 3108 3109 3110 3111 3112 3113 3114 3115 3116 3117 3118 3119 3120 3121 3122 3123 3124 3125 3126 3127 3128 3129 3130 3131 3132 3133 3134 3135 3136 3137 3138 3139

	// 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 ) {

3140 3141
		state.setDoubleSided( material.side === THREE.DoubleSide );
		state.setFlipSided( material.side === THREE.BackSide );
M
Mr.doob 已提交
3142 3143 3144 3145 3146 3147 3148

	};

	// Textures

	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {

3149 3150
		var extension;

M
Mr.doob 已提交
3151 3152 3153 3154 3155 3156 3157 3158 3159 3160 3161 3162
		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
3163 3164 3165

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

3166
				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
M
Mr.doob 已提交
3167

3168
			}
M
Mr.doob 已提交
3169 3170 3171 3172

			_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
3173 3174
			if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {

3175
				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
M
Mr.doob 已提交
3176

3177
			}
M
Mr.doob 已提交
3178

M
Mr.doob 已提交
3179 3180
		}

3181 3182
		extension = extensions.get( 'EXT_texture_filter_anisotropic' );

3183
		if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
M
Mr.doob 已提交
3184

M
Mr.doob 已提交
3185
			if ( texture.anisotropy > 1 || texture.__currentAnisotropy ) {
M
Mr.doob 已提交
3186

3187
				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
M
Mr.doob 已提交
3188
				texture.__currentAnisotropy = texture.anisotropy;
M
Mr.doob 已提交
3189 3190 3191 3192 3193

			}

		}

M
Mr.doob 已提交
3194
	}
M
Mr.doob 已提交
3195

3196
	this.uploadTexture = function ( texture, slot ) {
M
Mr.doob 已提交
3197

3198 3199 3200 3201 3202 3203 3204 3205 3206 3207 3208
		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
3209

B
Ben Adams 已提交
3210 3211
		state.activeTexture( _gl.TEXTURE0 + slot );
		state.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
M
Mr.doob 已提交
3212

H
Henri Astre 已提交
3213 3214 3215 3216
		_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 );

3217 3218
		texture.image = clampToMaxSize( texture.image, _maxTextureSize );

H
Henri Astre 已提交
3219 3220 3221 3222
		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
3223

H
Henri Astre 已提交
3224
		setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
M
Mr.doob 已提交
3225

H
Henri Astre 已提交
3226
		var mipmap, mipmaps = texture.mipmaps;
M
Mr.doob 已提交
3227

H
Henri Astre 已提交
3228
		if ( texture instanceof THREE.DataTexture ) {
M
Mr.doob 已提交
3229

H
Henri Astre 已提交
3230 3231 3232
			// 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
3233

H
Henri Astre 已提交
3234 3235 3236
			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {

				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3237

H
Henri Astre 已提交
3238
					mipmap = mipmaps[ i ];
3239
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3240

H
Henri Astre 已提交
3241
				}
M
Mr.doob 已提交
3242

H
Henri Astre 已提交
3243
				texture.generateMipmaps = false;
M
Mr.doob 已提交
3244

H
Henri Astre 已提交
3245
			} else {
M
Mr.doob 已提交
3246

3247
				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
Mr.doob 已提交
3248

H
Henri Astre 已提交
3249
			}
M
Mr.doob 已提交
3250

H
Henri Astre 已提交
3251
		} else if ( texture instanceof THREE.CompressedTexture ) {
M
Mr.doob 已提交
3252

H
Henri Astre 已提交
3253
			for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3254

H
Henri Astre 已提交
3255
				mipmap = mipmaps[ i ];
M
Mr.doob 已提交
3256

3257
				if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
3258

3259
					if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
M
Mr.doob 已提交
3260

3261
						state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
3262

3263
					} else {
M
Mr.doob 已提交
3264

3265
						console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
M
Mr.doob 已提交
3266

3267
					}
M
Mr.doob 已提交
3268

H
Henri Astre 已提交
3269
				} else {
M
Mr.doob 已提交
3270

3271
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3272

M
Mr.doob 已提交
3273 3274
				}

H
Henri Astre 已提交
3275 3276 3277 3278 3279 3280 3281 3282 3283
			}

		} 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
3284

3285
				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3286 3287

					mipmap = mipmaps[ i ];
3288
					state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
M
Mr.doob 已提交
3289 3290 3291

				}

H
Henri Astre 已提交
3292
				texture.generateMipmaps = false;
M
Mr.doob 已提交
3293

H
Henri Astre 已提交
3294
			} else {
M
Mr.doob 已提交
3295

3296
				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
Mr.doob 已提交
3297

H
Henri Astre 已提交
3298
			}
M
Mr.doob 已提交
3299

H
Henri Astre 已提交
3300
		}
M
Mr.doob 已提交
3301

H
Henri Astre 已提交
3302
		if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
3303

H
Henri Astre 已提交
3304
		texture.needsUpdate = false;
M
Mr.doob 已提交
3305

B
Ben Adams 已提交
3306
		if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
3307

H
Henri Astre 已提交
3308
	};
M
Mr.doob 已提交
3309

H
Henri Astre 已提交
3310
	this.setTexture = function ( texture, slot ) {
M
Mr.doob 已提交
3311

3312
		if ( texture.needsUpdate === true ) {
M
Mr.doob 已提交
3313

3314
			var image = texture.image;
M
Mr.doob 已提交
3315

3316 3317
			if ( image === undefined ) {

3318
				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
3319 3320 3321 3322
				return;

			}

3323
			if ( image.complete === false ) {
M
Mr.doob 已提交
3324

3325
				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
3326 3327 3328 3329
				return;

			}

3330
			_this.uploadTexture( texture, slot );
3331
			return;
M
Mr.doob 已提交
3332 3333 3334

		}

B
Ben Adams 已提交
3335 3336
		state.activeTexture( _gl.TEXTURE0 + slot );
		state.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
3337

M
Mr.doob 已提交
3338 3339 3340 3341
	};

	function clampToMaxSize ( image, maxSize ) {

3342
		if ( image.width > maxSize || image.height > maxSize ) {
M
Mr.doob 已提交
3343

3344 3345
			// Warning: Scaling through the canvas will only work with images that use
			// premultiplied alpha.
M
Mr.doob 已提交
3346

3347
			var scale = maxSize / Math.max( image.width, image.height );
M
Mr.doob 已提交
3348

3349 3350 3351
			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
3352

3353 3354
			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
3355

3356
			console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
M
Mr.doob 已提交
3357

3358 3359 3360
			return canvas;

		}
M
Mr.doob 已提交
3361

3362
		return image;
M
Mr.doob 已提交
3363 3364 3365 3366 3367 3368 3369 3370 3371 3372 3373

	}

	function setCubeTexture ( texture, slot ) {

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

			if ( texture.needsUpdate ) {

				if ( ! texture.image.__webglTextureCube ) {

3374 3375
					texture.addEventListener( 'dispose', onTextureDispose );

M
Mr.doob 已提交
3376 3377 3378 3379 3380 3381
					texture.image.__webglTextureCube = _gl.createTexture();

					_this.info.memory.textures ++;

				}

B
Ben Adams 已提交
3382 3383
				state.activeTexture( _gl.TEXTURE0 + slot );
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
M
Mr.doob 已提交
3384 3385 3386

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

M
Mr.doob 已提交
3387 3388
				var isCompressed = texture instanceof THREE.CompressedTexture;
				var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
M
Mr.doob 已提交
3389 3390 3391 3392 3393

				var cubeImage = [];

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

3394
					if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
M
Mr.doob 已提交
3395 3396 3397 3398 3399

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

					} else {

3400
						cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
M
Mr.doob 已提交
3401 3402 3403 3404 3405 3406

					}

				}

				var image = cubeImage[ 0 ],
3407
				isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
M
Mr.doob 已提交
3408 3409 3410 3411 3412 3413 3414
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );

				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

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

3415
					if ( ! isCompressed ) {
M
Mr.doob 已提交
3416

M
Mr.doob 已提交
3417
						if ( isDataTexture ) {
3418

3419
							state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
3420

M
Mr.doob 已提交
3421
						} else {
3422

3423
							state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
3424

M
Mr.doob 已提交
3425 3426
						}

3427
					} else {
3428

M
Mr.doob 已提交
3429 3430
						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

3431
						for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
M
Mr.doob 已提交
3432 3433

							mipmap = mipmaps[ j ];
M
Mr.doob 已提交
3434

3435
							if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
3436

3437
								if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
M
Mr.doob 已提交
3438

3439
									state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
3440

3441
								} else {
M
Mr.doob 已提交
3442

3443
									console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
M
Mr.doob 已提交
3444

3445
								}
M
Mr.doob 已提交
3446

3447
							} else {
M
Mr.doob 已提交
3448

3449
								state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3450

3451
							}
M
Mr.doob 已提交
3452

3453
						}
M
Mr.doob 已提交
3454

M
Mr.doob 已提交
3455
					}
M
Mr.doob 已提交
3456

M
Mr.doob 已提交
3457 3458 3459 3460 3461 3462 3463 3464 3465 3466
				}

				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}

				texture.needsUpdate = false;

B
Ben Adams 已提交
3467
				if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
3468 3469 3470

			} else {

B
Ben Adams 已提交
3471 3472
				state.activeTexture( _gl.TEXTURE0 + slot );
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
M
Mr.doob 已提交
3473 3474 3475 3476 3477

			}

		}

M
Mr.doob 已提交
3478
	}
M
Mr.doob 已提交
3479 3480 3481

	function setCubeTextureDynamic ( texture, slot ) {

B
Ben Adams 已提交
3482 3483
		state.activeTexture( _gl.TEXTURE0 + slot );
		state.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
M
Mr.doob 已提交
3484

M
Mr.doob 已提交
3485
	}
M
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	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {

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

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	}
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	function setupRenderBuffer ( renderbuffer, renderTarget ) {
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3497 3498 3499 3500 3501 3502 3503 3504 3505

		_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.
3506
		} else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
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			_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 );

		}

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	}
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	this.setRenderTarget = function ( renderTarget ) {

		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );

M
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3528
		if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
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3529 3530 3531 3532 3533 3534 3535 3536 3537 3538 3539 3540

			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

3541
			var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
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				glFormat = paramThreeToGL( renderTarget.format ),
				glType = paramThreeToGL( renderTarget.type );

			if ( isCube ) {

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

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				state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );

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3552 3553 3554 3555 3556 3557 3558
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );

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

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

3559
					state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
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					setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
					setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );

				}

3566
				if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
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			} else {

				renderTarget.__webglFramebuffer = _gl.createFramebuffer();

				if ( renderTarget.shareDepthFrom ) {

					renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;

				} else {

					renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();

				}

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				state.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
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				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );

3585
				state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
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				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 );

				}

3607
				if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
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			}

			// Release everything

			if ( isCube ) {

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				state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
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			} else {

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				state.bindTexture( _gl.TEXTURE_2D, null );
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			}

			_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;

	};

3674
	this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
3675

G
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		if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
3677

3678
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
3679
			return;
3680

G
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3681
		}
3682

G
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3683
		if ( renderTarget.__webglFramebuffer ) {
3684

G
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3685
			if ( renderTarget.format !== THREE.RGBAFormat ) {
3686

3687
				console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
G
gero3 已提交
3688
				return;
3689

G
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3690
			}
3691

G
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3692
			var restore = false;
3693

G
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3694
			if ( renderTarget.__webglFramebuffer !== _currentFramebuffer ) {
3695

G
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3696
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTarget.__webglFramebuffer );
3697

G
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3698
				restore = true;
3699

G
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3700
			}
3701

G
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3702
			if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
3703

G
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3704
				_gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
3705

G
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3706
			} else {
3707

3708
				console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
3709

G
gero3 已提交
3710
			}
3711

G
gero3 已提交
3712
			if ( restore ) {
3713

G
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3714
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
3715

G
gero3 已提交
3716
			}
3717

G
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3718
		}
3719 3720 3721

	};

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3722 3723 3724 3725
	function updateRenderTargetMipmap ( renderTarget ) {

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

B
Ben Adams 已提交
3726
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
M
Mr.doob 已提交
3727
			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
B
Ben Adams 已提交
3728
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
3729 3730 3731

		} else {

B
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3732
			state.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
M
Mr.doob 已提交
3733
			_gl.generateMipmap( _gl.TEXTURE_2D );
B
Ben Adams 已提交
3734
			state.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
3735 3736 3737

		}

M
Mr.doob 已提交
3738
	}
M
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3739 3740 3741 3742 3743 3744 3745 3746 3747 3748 3749 3750 3751

	// 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
3752
	}
M
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3753 3754 3755 3756 3757

	// Map three.js constants to WebGL constants

	function paramThreeToGL ( p ) {

3758 3759
		var extension;

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3760 3761 3762 3763 3764 3765 3766 3767 3768 3769 3770 3771 3772 3773 3774 3775 3776 3777 3778 3779 3780 3781 3782 3783
		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;

3784 3785 3786 3787 3788 3789 3790 3791
		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
3792 3793 3794 3795 3796 3797 3798 3799 3800 3801 3802 3803 3804 3805 3806 3807 3808 3809 3810 3811 3812 3813 3814
		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;

3815
		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
M
Mr.doob 已提交
3816

3817 3818 3819 3820 3821 3822
		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
3823 3824 3825

		}

3826 3827 3828
		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		if ( extension !== null ) {
P
Pierre Lepers 已提交
3829

3830 3831 3832 3833
			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
3834 3835 3836

		}

3837 3838 3839
		extension = extensions.get( 'EXT_blend_minmax' );

		if ( extension !== null ) {
3840

3841 3842
			if ( p === THREE.MinEquation ) return extension.MIN_EXT;
			if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
3843 3844 3845

		}

M
Mr.doob 已提交
3846 3847
		return 0;

M
Mr.doob 已提交
3848
	}
M
Mr.doob 已提交
3849 3850 3851 3852 3853

	// Allocations

	function allocateBones ( object ) {

3854
		if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
M
Mr.doob 已提交
3855 3856 3857 3858 3859 3860

			return 1024;

		} else {

			// default for when object is not specified
M
Mr.doob 已提交
3861
			// ( for example when prebuilding shader to be used with multiple objects )
M
Mr.doob 已提交
3862
			//
3863
			//  - leave some extra space for other uniforms
M
Mr.doob 已提交
3864 3865 3866 3867 3868 3869 3870 3871 3872 3873
			//  - 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 ) {

3874
				maxBones = Math.min( object.skeleton.bones.length, maxBones );
M
Mr.doob 已提交
3875

3876
				if ( maxBones < object.skeleton.bones.length ) {
M
Mr.doob 已提交
3877

3878
					console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
M
Mr.doob 已提交
3879 3880 3881 3882 3883 3884 3885 3886 3887

				}

			}

			return maxBones;

		}

M
Mr.doob 已提交
3888
	}
M
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3889

M
Mr.doob 已提交
3890
	function allocateLights( lights ) {
M
Mr.doob 已提交
3891

M
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3892 3893 3894 3895
		var dirLights = 0;
		var pointLights = 0;
		var spotLights = 0;
		var hemiLights = 0;
M
Mr.doob 已提交
3896

M
Mr.doob 已提交
3897
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
M
Mr.doob 已提交
3898

M
Mr.doob 已提交
3899
			var light = lights[ l ];
M
Mr.doob 已提交
3900

3901
			if ( light.onlyShadow || light.visible === false ) continue;
M
Mr.doob 已提交
3902 3903 3904 3905 3906 3907 3908 3909

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

		}

3910
		return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
M
Mr.doob 已提交
3911

M
Mr.doob 已提交
3912
	}
M
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3913

M
Mr.doob 已提交
3914
	function allocateShadows( lights ) {
M
Mr.doob 已提交
3915

M
Mr.doob 已提交
3916
		var maxShadows = 0;
M
Mr.doob 已提交
3917

3918
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
M
Mr.doob 已提交
3919

M
Mr.doob 已提交
3920
			var light = lights[ l ];
M
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3921 3922 3923 3924 3925 3926 3927 3928 3929 3930

			if ( ! light.castShadow ) continue;

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

		}

		return maxShadows;

3931
	}
M
Mr.doob 已提交
3932

M
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3933
	// DEPRECATED
3934

M
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3935 3936
	this.initMaterial = function () {

3937
		console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
M
Mr.doob 已提交
3938 3939

	};
M
Mr.doob 已提交
3940

M
Mr.doob 已提交
3941
	this.addPrePlugin = function () {
M
Mr.doob 已提交
3942

3943
		console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
M
Mr.doob 已提交
3944 3945 3946 3947 3948

	};

	this.addPostPlugin = function () {

3949
		console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
M
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3950 3951

	};
M
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3952

M
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3953 3954
	this.updateShadowMap = function () {

3955
		console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
M
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3956 3957 3958

	};

3959 3960 3961
	Object.defineProperties( this, {
		shadowMapEnabled: {
			get: function () {
M
Mr.doob 已提交
3962
				return shadowMap.enabled;
3963 3964
			},
			set: function ( value ) {
3965
				console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
M
Mr.doob 已提交
3966
				shadowMap.enabled = value;
3967 3968 3969 3970
			}
		},
		shadowMapType: {
			get: function () {
M
Mr.doob 已提交
3971
				return shadowMap.type;
3972 3973
			},
			set: function ( value ) {
3974
				console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
M
Mr.doob 已提交
3975
				shadowMap.type = value;
3976 3977 3978 3979
			}
		},
		shadowMapCullFace: {
			get: function () {
M
Mr.doob 已提交
3980
				return shadowMap.cullFace;
3981 3982
			},
			set: function ( value ) {
3983
				console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
M
Mr.doob 已提交
3984
				shadowMap.cullFace = value;
3985 3986 3987 3988
			}
		},
		shadowMapDebug: {
			get: function () {
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				return shadowMap.debug;
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			},
			set: function ( value ) {
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				console.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
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				shadowMap.debug = value;
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			}
		},
		shadowMapCascade: {
			get: function () {
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				return shadowMap.cascade;
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			},
			set: function ( value ) {
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				console.warn( 'THREE.WebGLRenderer: .shadowMapCascade is now .shadowMap.cascade.' );
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				shadowMap.cascade = value;
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			}
		}
	} );

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};