WebGLRenderer.js 87.7 KB
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
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 * @author alteredq / http://alteredqualia.com/
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 * @author szimek / https://github.com/szimek/
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 */

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THREE.WebGLRenderer = function ( parameters ) {
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	// Currently you can use just up to 4 directional / point lights total.
	// Chrome barfs on shader linking when there are more than 4 lights :(
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	// The problem comes from shader using too many varying vectors.
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	// This is not GPU limitation as the same shader works ok in Firefox
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	// and Chrome with "--use-gl=desktop" flag.
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	// Difference comes from Chrome on Windows using by default ANGLE,
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	// thus going DirectX9 route (while FF uses OpenGL).
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	// See http://code.google.com/p/chromium/issues/detail?id=63491
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	var _canvas = document.createElement( 'canvas' ), _gl,
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	_oldProgram = null,
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	_oldFramebuffer = null,	
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	// gl state cache
	
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	_oldDoubleSided = null,
	_oldFlipSided = null,
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	_oldBlending = null,
	
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	// camera matrices caches
	
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	_frustum = [ 
		new THREE.Vector4(),
		new THREE.Vector4(),
		new THREE.Vector4(),
		new THREE.Vector4(),
		new THREE.Vector4(),
		new THREE.Vector4()
	 ],

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	_projScreenMatrix = new THREE.Matrix4(),
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	_projectionMatrixArray = new Float32Array( 16 ),
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	_cameraInverseMatrixArray = new Float32Array( 16 ),
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	_viewMatrixArray = new Float32Array( 16 ),	

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	_vector3 = new THREE.Vector4(),
	
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	// parameters defaults
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	antialias = true,
	clearColor = new THREE.Color( 0x000000 ),
	clearAlpha = 0;
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	if ( parameters ) {
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		if ( parameters.antialias !== undefined ) antialias = parameters.antialias;
		if ( parameters.clearColor !== undefined ) clearColor.setHex( parameters.clearColor );
		if ( parameters.clearAlpha !== undefined ) clearAlpha = parameters.clearAlpha;
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	}
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	this.domElement = _canvas;
	this.autoClear = true;
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	this.sortObjects = false;
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	initGL( antialias, clearColor, clearAlpha );
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	this.context = _gl;

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	//alert( dumpObject( getGLParams() ) );
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	this.lights = {
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		ambient: 	 [ 0, 0, 0 ],
		directional: { length: 0, colors: new Array(), positions: new Array() },
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		point: 		 { length: 0, colors: new Array(), positions: new Array() }
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	};
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	this.setSize = function ( width, height ) {

		_canvas.width = width;
		_canvas.height = height;
		_gl.viewport( 0, 0, _canvas.width, _canvas.height );

	};

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	this.setClearColorHex = function ( hex, alpha ) {
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		var color = new THREE.Color( hex );
		_gl.clearColor( color.r, color.g, color.b, alpha );
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	};
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	this.setClearColor = function ( color, alpha ) {
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		_gl.clearColor( color.r, color.g, color.b, alpha );

	};
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	this.clear = function () {

		_gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT );

	};

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	this.setupLights = function ( program, lights ) {
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		var l, ll, light, r = 0, g = 0, b = 0,
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			color, position, intensity,
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			zlights = this.lights,
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			dcolors    = zlights.directional.colors,
			dpositions = zlights.directional.positions,
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			pcolors    = zlights.point.colors,
			ppositions = zlights.point.positions,
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			dlength = 0,
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			plength = 0,
		
			doffset = 0,
			poffset = 0;
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		for ( l = 0, ll = lights.length; l < ll; l++ ) {
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			light = lights[ l ];
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			color = light.color;
			position = light.position;
			intensity = light.intensity;
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			if ( light instanceof THREE.AmbientLight ) {

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				r += color.r;
				g += color.g;
				b += color.b;
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			} else if ( light instanceof THREE.DirectionalLight ) {
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				doffset = dlength * 3;
				
				dcolors[ doffset ]     = color.r * intensity;
				dcolors[ doffset + 1 ] = color.g * intensity;
				dcolors[ doffset + 2 ] = color.b * intensity;
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				dpositions[ doffset ]     = position.x;
				dpositions[ doffset + 1 ] = position.y;
				dpositions[ doffset + 2 ] = position.z;
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				dlength += 1;
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			} else if( light instanceof THREE.PointLight ) {

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				poffset = plength * 3;
				
				pcolors[ poffset ]     = color.r * intensity;
				pcolors[ poffset + 1 ] = color.g * intensity;
				pcolors[ poffset + 2 ] = color.b * intensity;
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				ppositions[ poffset ]     = position.x;
				ppositions[ poffset + 1 ] = position.y;
				ppositions[ poffset + 2 ] = position.z;
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				plength += 1;
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			}

		}
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		// null eventual remains from removed lights
		// (this is to avoid if in shader)
		
		for( l = dlength * 3; l < dcolors.length; l++ ) dcolors[ l ] = 0.0;
		for( l = plength * 3; l < pcolors.length; l++ ) pcolors[ l ] = 0.0;
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		zlights.point.length = plength;
		zlights.directional.length = dlength;
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		zlights.ambient[ 0 ] = r;
		zlights.ambient[ 1 ] = g;
		zlights.ambient[ 2 ] = b;
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	};
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	function createParticleBuffers ( geometry ) {
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		geometry.__webGLVertexBuffer = _gl.createBuffer();
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		geometry.__webGLColorBuffer = _gl.createBuffer();
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	};
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	function createLineBuffers ( geometry ) {
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		geometry.__webGLVertexBuffer = _gl.createBuffer();
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		geometry.__webGLColorBuffer = _gl.createBuffer();
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	};
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	function createMeshBuffers ( geometryChunk ) {
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		geometryChunk.__webGLVertexBuffer = _gl.createBuffer();
		geometryChunk.__webGLNormalBuffer = _gl.createBuffer();
		geometryChunk.__webGLTangentBuffer = _gl.createBuffer();
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		geometryChunk.__webGLColorBuffer = _gl.createBuffer();
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		geometryChunk.__webGLUVBuffer = _gl.createBuffer();
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		geometryChunk.__webGLUV2Buffer = _gl.createBuffer();
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		geometryChunk.__webGLSkinVertexABuffer = _gl.createBuffer();
		geometryChunk.__webGLSkinVertexBBuffer = _gl.createBuffer();
		geometryChunk.__webGLSkinIndicesBuffer = _gl.createBuffer();
		geometryChunk.__webGLSkinWeightsBuffer = _gl.createBuffer();
		
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		geometryChunk.__webGLFaceBuffer = _gl.createBuffer();
		geometryChunk.__webGLLineBuffer = _gl.createBuffer();
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	};
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	function initLineBuffers ( geometry ) {
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		var nvertices = geometry.vertices.length;

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
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		geometry.__colorArray = new Float32Array( nvertices * 3 );
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		geometry.__webGLLineCount = nvertices;
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	};
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	function initParticleBuffers ( geometry ) {
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		var nvertices = geometry.vertices.length;

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
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		geometry.__colorArray = new Float32Array( nvertices * 3 );
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		geometry.__sortArray = [];
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		geometry.__webGLParticleCount = nvertices;

	};

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	function initMeshBuffers ( geometryChunk, object ) {
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		var f, fl, nvertices = 0, ntris = 0, nlines = 0,
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			obj_faces = object.geometry.faces,
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			chunk_faces = geometryChunk.faces;
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		for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
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			fi = chunk_faces[ f ];
			face = obj_faces[ fi ];
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			if ( face instanceof THREE.Face3 ) {
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				nvertices += 3;
				ntris += 1;
				nlines += 3;
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			} else if ( face instanceof THREE.Face4 ) {
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				nvertices += 4;
				ntris += 2;
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				nlines += 4;
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			}
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		}
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		// TODO: only create arrays for attributes existing in the object
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		geometryChunk.__vertexArray  = new Float32Array( nvertices * 3 );
		geometryChunk.__normalArray  = new Float32Array( nvertices * 3 );
		geometryChunk.__tangentArray = new Float32Array( nvertices * 4 );
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		geometryChunk.__colorArray = new Float32Array( nvertices * 3 );
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		geometryChunk.__uvArray = new Float32Array( nvertices * 2 );
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		geometryChunk.__uv2Array = new Float32Array( nvertices * 2 );
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		geometryChunk.__skinVertexAArray = new Float32Array( nvertices * 4 );
		geometryChunk.__skinVertexBArray = new Float32Array( nvertices * 4 );
		geometryChunk.__skinIndexArray = new Float32Array( nvertices * 4 );
		geometryChunk.__skinWeightArray = new Float32Array( nvertices * 4 );
		
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		geometryChunk.__faceArray = new Uint16Array( ntris * 3 );
		geometryChunk.__lineArray = new Uint16Array( nlines * 2 );
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		geometryChunk.__needsSmoothNormals = bufferNeedsSmoothNormals ( geometryChunk, object );
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		geometryChunk.__webGLFaceCount = ntris * 3;
		geometryChunk.__webGLLineCount = nlines * 2;
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	};
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	function setMeshBuffers ( geometryChunk, object, hint ) {
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		var f, fl, fi, face, vertexNormals, faceNormal, normal, 
			uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, 
			c1, c2, c3, c4,
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			sw1, sw2, sw3, sw4,
			si1, si2, si3, si4,
			sa1, sa2, sa3, sa4,
			sb1, sb2, sb3, sb4,
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			m, ml, i,
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			vn, uvi, uv2i,
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		vertexIndex = 0,
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		offset = 0,
		offset_uv = 0,
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		offset_uv2 = 0,
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		offset_face = 0,
		offset_normal = 0,
		offset_tangent = 0,
		offset_line = 0,
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		offset_color = 0,
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		offset_skin = 0,
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		vertexArray = geometryChunk.__vertexArray,
		uvArray = geometryChunk.__uvArray,
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		uv2Array = geometryChunk.__uv2Array,
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		normalArray = geometryChunk.__normalArray,
		tangentArray = geometryChunk.__tangentArray,
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		colorArray = geometryChunk.__colorArray,
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		skinVertexAArray = geometryChunk.__skinVertexAArray,
		skinVertexBArray = geometryChunk.__skinVertexBArray,
		skinIndexArray = geometryChunk.__skinIndexArray,
		skinWeightArray = geometryChunk.__skinWeightArray,
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		faceArray = geometryChunk.__faceArray,
		lineArray = geometryChunk.__lineArray,
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		needsSmoothNormals = geometryChunk.__needsSmoothNormals,
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		geometry = object.geometry, // this is shared for all chunks
		
		dirtyVertices = geometry.__dirtyVertices,
		dirtyElements = geometry.__dirtyElements, 
		dirtyUvs = geometry.__dirtyUvs, 
		dirtyNormals = geometry.__dirtyNormals, 
		dirtyTangents = geometry.__dirtyTangents,
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		dirtyColors = geometry.__dirtyColors,
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		vertices = geometry.vertices,
		chunk_faces = geometryChunk.faces,
		obj_faces = geometry.faces,
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		obj_uvs = geometry.uvs,
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		obj_uvs2 = geometry.uvs2,
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		obj_colors = geometry.colors,
		
		obj_skinVerticesA = geometry.skinVerticesA,
		obj_skinVerticesB = geometry.skinVerticesB,
		obj_skinIndices = geometry.skinIndices,
		obj_skinWeights = geometry.skinWeights;
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		for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
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			fi = chunk_faces[ f ];
			face = obj_faces[ fi ];
			uv = obj_uvs[ fi ];
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			uv2 = obj_uvs2[ fi ];
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			vertexNormals = face.vertexNormals;
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			faceNormal = face.normal;
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			if ( face instanceof THREE.Face3 ) {

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				if ( dirtyVertices ) {
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					v1 = vertices[ face.a ].position;
					v2 = vertices[ face.b ].position;
					v3 = vertices[ face.c ].position;
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					vertexArray[ offset ]     = v1.x;
					vertexArray[ offset + 1 ] = v1.y;
					vertexArray[ offset + 2 ] = v1.z;
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					vertexArray[ offset + 3 ] = v2.x;
					vertexArray[ offset + 4 ] = v2.y;
					vertexArray[ offset + 5 ] = v2.z;
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					vertexArray[ offset + 6 ] = v3.x;
					vertexArray[ offset + 7 ] = v3.y;
					vertexArray[ offset + 8 ] = v3.z;
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					offset += 9;
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				}
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				if ( obj_skinWeights.length ) {

					// weights
					
					sw1 = obj_skinWeights[ face.a ];
					sw2 = obj_skinWeights[ face.b ];
					sw3 = obj_skinWeights[ face.c ];
					
					skinWeightArray[ offset_skin ]     = sw1.x;
					skinWeightArray[ offset_skin + 1 ] = sw1.y;
					skinWeightArray[ offset_skin + 2 ] = sw1.z;
					skinWeightArray[ offset_skin + 3 ] = sw1.w;

					skinWeightArray[ offset_skin + 4 ] = sw2.x;
					skinWeightArray[ offset_skin + 5 ] = sw2.y;
					skinWeightArray[ offset_skin + 6 ] = sw2.z;
					skinWeightArray[ offset_skin + 7 ] = sw2.w;

					skinWeightArray[ offset_skin + 8 ]  = sw3.x;
					skinWeightArray[ offset_skin + 9 ]  = sw3.y;
					skinWeightArray[ offset_skin + 10 ] = sw3.z;
					skinWeightArray[ offset_skin + 11 ] = sw3.w;

					// indices
					
					si1 = obj_skinIndices[ face.a ];
					si2 = obj_skinIndices[ face.b ];
					si3 = obj_skinIndices[ face.c ];

					skinIndexArray[ offset_skin ]     = si1.x;
					skinIndexArray[ offset_skin + 1 ] = si1.y;
					skinIndexArray[ offset_skin + 2 ] = si1.z;
					skinIndexArray[ offset_skin + 3 ] = si1.w;

					skinIndexArray[ offset_skin + 4 ] = si2.x;
					skinIndexArray[ offset_skin + 5 ] = si2.y;
					skinIndexArray[ offset_skin + 6 ] = si2.z;
					skinIndexArray[ offset_skin + 7 ] = si2.w;

					skinIndexArray[ offset_skin + 8 ]  = si3.x;
					skinIndexArray[ offset_skin + 9 ]  = si3.y;
					skinIndexArray[ offset_skin + 10 ] = si3.z;
					skinIndexArray[ offset_skin + 11 ] = si3.w;

					// vertices A
					
					sa1 = obj_skinVerticesA[ face.a ];
					sa2 = obj_skinVerticesA[ face.b ];
					sa3 = obj_skinVerticesA[ face.c ];

					skinVertexAArray[ offset_skin ]     = sa1.x;
					skinVertexAArray[ offset_skin + 1 ] = sa1.y;
					skinVertexAArray[ offset_skin + 2 ] = sa1.z;
					skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader

					skinVertexAArray[ offset_skin + 4 ] = sa2.x;
					skinVertexAArray[ offset_skin + 5 ] = sa2.y;
					skinVertexAArray[ offset_skin + 6 ] = sa2.z;
					skinVertexAArray[ offset_skin + 7 ] = 1;

					skinVertexAArray[ offset_skin + 8 ]  = sa3.x;
					skinVertexAArray[ offset_skin + 9 ]  = sa3.y;
					skinVertexAArray[ offset_skin + 10 ] = sa3.z;
					skinVertexAArray[ offset_skin + 11 ] = 1;

					// vertices B
					
					sb1 = obj_skinVerticesB[ face.a ];
					sb2 = obj_skinVerticesB[ face.b ];
					sb3 = obj_skinVerticesB[ face.c ];

					skinVertexBArray[ offset_skin ]     = sb1.x;
					skinVertexBArray[ offset_skin + 1 ] = sb1.y;
					skinVertexBArray[ offset_skin + 2 ] = sb1.z;
					skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader

					skinVertexBArray[ offset_skin + 4 ] = sb2.x;
					skinVertexBArray[ offset_skin + 5 ] = sb2.y;
					skinVertexBArray[ offset_skin + 6 ] = sb2.z;
					skinVertexBArray[ offset_skin + 7 ] = 1;

					skinVertexBArray[ offset_skin + 8 ]  = sb3.x;
					skinVertexBArray[ offset_skin + 9 ]  = sb3.y;
					skinVertexBArray[ offset_skin + 10 ] = sb3.z;
					skinVertexBArray[ offset_skin + 11 ] = 1;

					offset_skin += 12;
					
				}
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				if ( dirtyColors && obj_colors.length ) {
					
					c1 = obj_colors[ face.a ];
					c2 = obj_colors[ face.b ];
					c3 = obj_colors[ face.c ];

					colorArray[ offset_color ]     = c1.r;
					colorArray[ offset_color + 1 ] = c1.g;
					colorArray[ offset_color + 2 ] = c1.b;

					colorArray[ offset_color + 3 ] = c2.r;
					colorArray[ offset_color + 4 ] = c2.g;
					colorArray[ offset_color + 5 ] = c2.b;

					colorArray[ offset_color + 6 ] = c3.r;
					colorArray[ offset_color + 7 ] = c3.g;
					colorArray[ offset_color + 8 ] = c3.b;
					
					offset_color += 9;

				}

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				if ( dirtyTangents && geometry.hasTangents ) {
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					t1 = vertices[ face.a ].tangent;
					t2 = vertices[ face.b ].tangent;
					t3 = vertices[ face.c ].tangent;
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					tangentArray[ offset_tangent ]     = t1.x;
					tangentArray[ offset_tangent + 1 ] = t1.y;
					tangentArray[ offset_tangent + 2 ] = t1.z;
					tangentArray[ offset_tangent + 3 ] = t1.w;
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					tangentArray[ offset_tangent + 4 ] = t2.x;
					tangentArray[ offset_tangent + 5 ] = t2.y;
					tangentArray[ offset_tangent + 6 ] = t2.z;
					tangentArray[ offset_tangent + 7 ] = t2.w;
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					tangentArray[ offset_tangent + 8 ]  = t3.x;
					tangentArray[ offset_tangent + 9 ]  = t3.y;
					tangentArray[ offset_tangent + 10 ] = t3.z;
					tangentArray[ offset_tangent + 11 ] = t3.w;
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					offset_tangent += 12;
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				}

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				if( dirtyNormals ) {
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					if ( vertexNormals.length == 3 && needsSmoothNormals ) {

						for ( i = 0; i < 3; i ++ ) {
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							vn = vertexNormals[ i ];
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							normalArray[ offset_normal ]     = vn.x;
							normalArray[ offset_normal + 1 ] = vn.y;
							normalArray[ offset_normal + 2 ] = vn.z;
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544
							offset_normal += 3;
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545

546
						}
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548
					} else {
549

550
						for ( i = 0; i < 3; i ++ ) {
551

552 553 554
							normalArray[ offset_normal ]     = faceNormal.x;
							normalArray[ offset_normal + 1 ] = faceNormal.y;
							normalArray[ offset_normal + 2 ] = faceNormal.z;
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556
							offset_normal += 3;
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557

558
						}
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					}
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562 563
				}

564
				if ( dirtyUvs && uv ) {
565

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566 567
					for ( i = 0; i < 3; i ++ ) {

568
						uvi = uv[ i ];
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570 571
						uvArray[ offset_uv ]     = uvi.u;
						uvArray[ offset_uv + 1 ] = uvi.v;
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573
						offset_uv += 2;
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					}
576 577 578

				}

579 580 581 582 583 584 585 586 587 588 589 590 591 592 593
				if ( dirtyUvs && uv2 ) {

					for ( i = 0; i < 3; i ++ ) {

						uv2i = uv2[ i ];

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

						offset_uv2 += 2;

					}

				}

594
				if( dirtyElements ) {
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596 597 598
					faceArray[ offset_face ] = vertexIndex;
					faceArray[ offset_face + 1 ] = vertexIndex + 1;
					faceArray[ offset_face + 2 ] = vertexIndex + 2;
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600
					offset_face += 3;
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602 603
					lineArray[ offset_line ]     = vertexIndex;
					lineArray[ offset_line + 1 ] = vertexIndex + 1;
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605 606
					lineArray[ offset_line + 2 ] = vertexIndex;
					lineArray[ offset_line + 3 ] = vertexIndex + 2;
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608 609
					lineArray[ offset_line + 4 ] = vertexIndex + 1;
					lineArray[ offset_line + 5 ] = vertexIndex + 2;
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611
					offset_line += 6;
612

613
					vertexIndex += 3;
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614

615
				}
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616

617 618 619

			} else if ( face instanceof THREE.Face4 ) {

620
				if ( dirtyVertices ) {
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622 623 624 625
					v1 = vertices[ face.a ].position;
					v2 = vertices[ face.b ].position;
					v3 = vertices[ face.c ].position;
					v4 = vertices[ face.d ].position;
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627 628 629
					vertexArray[ offset ]     = v1.x;
					vertexArray[ offset + 1 ] = v1.y;
					vertexArray[ offset + 2 ] = v1.z;
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631 632 633
					vertexArray[ offset + 3 ] = v2.x;
					vertexArray[ offset + 4 ] = v2.y;
					vertexArray[ offset + 5 ] = v2.z;
634

635 636 637
					vertexArray[ offset + 6 ] = v3.x;
					vertexArray[ offset + 7 ] = v3.y;
					vertexArray[ offset + 8 ] = v3.z;
638

639 640 641
					vertexArray[ offset + 9 ] = v4.x;
					vertexArray[ offset + 10 ] = v4.y;
					vertexArray[ offset + 11 ] = v4.z;
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643
					offset += 12;
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644

645
				}
646
				
A
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647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760
				if ( obj_skinWeights.length ) {

					// weights
					
					sw1 = obj_skinWeights[ face.a ];
					sw2 = obj_skinWeights[ face.b ];
					sw3 = obj_skinWeights[ face.c ];
					sw4 = obj_skinWeights[ face.d ];
					
					skinWeightArray[ offset_skin ]     = sw1.x;
					skinWeightArray[ offset_skin + 1 ] = sw1.y;
					skinWeightArray[ offset_skin + 2 ] = sw1.z;
					skinWeightArray[ offset_skin + 3 ] = sw1.w;

					skinWeightArray[ offset_skin + 4 ] = sw2.x;
					skinWeightArray[ offset_skin + 5 ] = sw2.y;
					skinWeightArray[ offset_skin + 6 ] = sw2.z;
					skinWeightArray[ offset_skin + 7 ] = sw2.w;

					skinWeightArray[ offset_skin + 8 ]  = sw3.x;
					skinWeightArray[ offset_skin + 9 ]  = sw3.y;
					skinWeightArray[ offset_skin + 10 ] = sw3.z;
					skinWeightArray[ offset_skin + 11 ] = sw3.w;

					skinWeightArray[ offset_skin + 12 ] = sw4.x;
					skinWeightArray[ offset_skin + 13 ] = sw4.y;
					skinWeightArray[ offset_skin + 14 ] = sw4.z;
					skinWeightArray[ offset_skin + 15 ] = sw4.w;

					// indices
					
					si1 = obj_skinIndices[ face.a ];
					si2 = obj_skinIndices[ face.b ];
					si3 = obj_skinIndices[ face.c ];
					si4 = obj_skinIndices[ face.d ];

					skinIndexArray[ offset_skin ]     = si1.x;
					skinIndexArray[ offset_skin + 1 ] = si1.y;
					skinIndexArray[ offset_skin + 2 ] = si1.z;
					skinIndexArray[ offset_skin + 3 ] = si1.w;

					skinIndexArray[ offset_skin + 4 ] = si2.x;
					skinIndexArray[ offset_skin + 5 ] = si2.y;
					skinIndexArray[ offset_skin + 6 ] = si2.z;
					skinIndexArray[ offset_skin + 7 ] = si2.w;

					skinIndexArray[ offset_skin + 8 ]  = si3.x;
					skinIndexArray[ offset_skin + 9 ]  = si3.y;
					skinIndexArray[ offset_skin + 10 ] = si3.z;
					skinIndexArray[ offset_skin + 11 ] = si3.w;

					skinIndexArray[ offset_skin + 12 ] = si4.x;
					skinIndexArray[ offset_skin + 13 ] = si4.y;
					skinIndexArray[ offset_skin + 14 ] = si4.z;
					skinIndexArray[ offset_skin + 15 ] = si4.w;

					// vertices A
					
					sa1 = obj_skinVerticesA[ face.a ];
					sa2 = obj_skinVerticesA[ face.b ];
					sa3 = obj_skinVerticesA[ face.c ];
					sa4 = obj_skinVerticesA[ face.d ];

					skinVertexAArray[ offset_skin ]     = sa1.x;
					skinVertexAArray[ offset_skin + 1 ] = sa1.y;
					skinVertexAArray[ offset_skin + 2 ] = sa1.z;
					skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader

					skinVertexAArray[ offset_skin + 4 ] = sa2.x;
					skinVertexAArray[ offset_skin + 5 ] = sa2.y;
					skinVertexAArray[ offset_skin + 6 ] = sa2.z;
					skinVertexAArray[ offset_skin + 7 ] = 1;

					skinVertexAArray[ offset_skin + 8 ]  = sa3.x;
					skinVertexAArray[ offset_skin + 9 ]  = sa3.y;
					skinVertexAArray[ offset_skin + 10 ] = sa3.z;
					skinVertexAArray[ offset_skin + 11 ] = 1;

					skinVertexAArray[ offset_skin + 12 ] = sa4.x;
					skinVertexAArray[ offset_skin + 13 ] = sa4.y;
					skinVertexAArray[ offset_skin + 14 ] = sa4.z;
					skinVertexAArray[ offset_skin + 15 ] = 1;

					// vertices B
					
					sb1 = obj_skinVerticesB[ face.a ];
					sb2 = obj_skinVerticesB[ face.b ];
					sb3 = obj_skinVerticesB[ face.c ];
					sb4 = obj_skinVerticesB[ face.d ];

					skinVertexBArray[ offset_skin ]     = sb1.x;
					skinVertexBArray[ offset_skin + 1 ] = sb1.y;
					skinVertexBArray[ offset_skin + 2 ] = sb1.z;
					skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader

					skinVertexBArray[ offset_skin + 4 ] = sb2.x;
					skinVertexBArray[ offset_skin + 5 ] = sb2.y;
					skinVertexBArray[ offset_skin + 6 ] = sb2.z;
					skinVertexBArray[ offset_skin + 7 ] = 1;

					skinVertexBArray[ offset_skin + 8 ]  = sb3.x;
					skinVertexBArray[ offset_skin + 9 ]  = sb3.y;
					skinVertexBArray[ offset_skin + 10 ] = sb3.z;
					skinVertexBArray[ offset_skin + 11 ] = 1;

					skinVertexBArray[ offset_skin + 12 ]  = sb4.x;
					skinVertexBArray[ offset_skin + 13 ]  = sb4.y;
					skinVertexBArray[ offset_skin + 14 ] = sb4.z;
					skinVertexBArray[ offset_skin + 15 ] = 1;

					offset_skin += 16;					
					
				}
				
761 762 763 764 765
				if ( dirtyColors && obj_colors.length ) {

					c1 = obj_colors[ face.a ];
					c2 = obj_colors[ face.b ];
					c3 = obj_colors[ face.c ];
766
					c4 = obj_colors[ face.d ];
767 768 769 770 771 772 773 774 775 776 777 778

					colorArray[ offset_color ]     = c1.r;
					colorArray[ offset_color + 1 ] = c1.g;
					colorArray[ offset_color + 2 ] = c1.b;

					colorArray[ offset_color + 3 ] = c2.r;
					colorArray[ offset_color + 4 ] = c2.g;
					colorArray[ offset_color + 5 ] = c2.b;

					colorArray[ offset_color + 6 ] = c3.r;
					colorArray[ offset_color + 7 ] = c3.g;
					colorArray[ offset_color + 8 ] = c3.b;
779

780 781 782 783 784 785 786 787
					colorArray[ offset_color + 9 ]  = c4.r;
					colorArray[ offset_color + 10 ] = c4.g;
					colorArray[ offset_color + 11 ] = c4.b;
					
					offset_color += 12;

				}	
				
788
				if ( dirtyTangents && geometry.hasTangents ) {
789

790 791 792 793
					t1 = vertices[ face.a ].tangent;
					t2 = vertices[ face.b ].tangent;
					t3 = vertices[ face.c ].tangent;
					t4 = vertices[ face.d ].tangent;
794

795 796 797 798
					tangentArray[ offset_tangent ]     = t1.x;
					tangentArray[ offset_tangent + 1 ] = t1.y;
					tangentArray[ offset_tangent + 2 ] = t1.z;
					tangentArray[ offset_tangent + 3 ] = t1.w;
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Mr.doob 已提交
799

800 801 802 803
					tangentArray[ offset_tangent + 4 ] = t2.x;
					tangentArray[ offset_tangent + 5 ] = t2.y;
					tangentArray[ offset_tangent + 6 ] = t2.z;
					tangentArray[ offset_tangent + 7 ] = t2.w;
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804

805 806 807 808
					tangentArray[ offset_tangent + 8 ] = t3.x;
					tangentArray[ offset_tangent + 9 ] = t3.y;
					tangentArray[ offset_tangent + 10 ] = t3.z;
					tangentArray[ offset_tangent + 11 ] = t3.w;
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809

810 811 812 813
					tangentArray[ offset_tangent + 12 ] = t4.x;
					tangentArray[ offset_tangent + 13 ] = t4.y;
					tangentArray[ offset_tangent + 14 ] = t4.z;
					tangentArray[ offset_tangent + 15 ] = t4.w;
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814

815
					offset_tangent += 16;
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816

817
				}
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818

819
				if( dirtyNormals ) {
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820

821
					if ( vertexNormals.length == 4 && needsSmoothNormals ) {
822

823
						for ( i = 0; i < 4; i ++ ) {
824

825
							vn = vertexNormals[ i ];
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826

827 828 829
							normalArray[ offset_normal ]     = vn.x;
							normalArray[ offset_normal + 1 ] = vn.y;
							normalArray[ offset_normal + 2 ] = vn.z;
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830

831
							offset_normal += 3;
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832

833
						}
M
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834

835
					} else {
836

837
						for ( i = 0; i < 4; i ++ ) {
838

839 840 841
							normalArray[ offset_normal ]     = faceNormal.x;
							normalArray[ offset_normal + 1 ] = faceNormal.y;
							normalArray[ offset_normal + 2 ] = faceNormal.z;
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842

843
							offset_normal += 3;
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844

845
						}
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846 847

					}
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848

849 850
				}

851
				if ( dirtyUvs && uv ) {
852

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853 854
					for ( i = 0; i < 4; i ++ ) {

855
						uvi = uv[ i ];
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856

857 858
						uvArray[ offset_uv ]     = uvi.u;
						uvArray[ offset_uv + 1 ] = uvi.v;
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859

860
						offset_uv += 2;
M
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861

M
Mr.doob 已提交
862
					}
863 864

				}
865 866 867 868 869 870 871 872 873 874 875 876 877 878 879
				
				if ( dirtyUvs && uv2 ) {

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

						uv2i = uv2[ i ];

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

						offset_uv2 += 2;

					}

				}
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880

881
				if( dirtyElements ) {
M
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882

883 884 885
					faceArray[ offset_face ]     = vertexIndex;
					faceArray[ offset_face + 1 ] = vertexIndex + 1;
					faceArray[ offset_face + 2 ] = vertexIndex + 2;
M
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886

887 888 889
					faceArray[ offset_face + 3 ] = vertexIndex;
					faceArray[ offset_face + 4 ] = vertexIndex + 2;
					faceArray[ offset_face + 5 ] = vertexIndex + 3;
M
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890

891
					offset_face += 6;
M
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892

893 894
					lineArray[ offset_line ]     = vertexIndex;
					lineArray[ offset_line + 1 ] = vertexIndex + 1;
M
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895

896
					lineArray[ offset_line + 2 ] = vertexIndex;
897
					lineArray[ offset_line + 3 ] = vertexIndex + 3;
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898

899 900
					lineArray[ offset_line + 4 ] = vertexIndex + 1;
					lineArray[ offset_line + 5 ] = vertexIndex + 2;
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901

902 903
					lineArray[ offset_line + 6 ] = vertexIndex + 2;
					lineArray[ offset_line + 7 ] = vertexIndex + 3;
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904

905
					offset_line += 8;
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906

907
					vertexIndex += 4;
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908

909
				}
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910

911
			}
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912

913 914
		}

915
		if ( dirtyVertices ) {
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916

917 918
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
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919

920
		}
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921

922 923 924 925 926 927 928
		if ( dirtyColors && obj_colors.length ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

		}
		
929
		if ( dirtyNormals ) {
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930

931 932
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLNormalBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
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933

934 935
		}

936
		if ( dirtyTangents && geometry.hasTangents ) {
937

938
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLTangentBuffer );
939
			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
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940

941
		}
942

943
		if ( dirtyUvs && offset_uv > 0 ) {
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Mr.doob 已提交
944

945
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLUVBuffer );
946
			_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
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947

948
		}
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Mr.doob 已提交
949

950 951 952 953 954 955 956
		if ( dirtyUvs && offset_uv2 > 0 ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLUV2Buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );

		}

957
		if( dirtyElements ) {
M
Mr.doob 已提交
958

959 960
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLFaceBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
961

962 963
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLLineBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
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964

965
		}
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966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981
		
		if( offset_skin > 0 ) {
			
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLSkinVertexABuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLSkinVertexBBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLSkinIndicesBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLSkinWeightsBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
			
		}
982 983

	};
984

985
	function setLineBuffers ( geometry, hint ) {
M
Mr.doob 已提交
986

987
		var v, c, vertex, offset,
988
			vertices = geometry.vertices,
989
			colors = geometry.colors,
990
			vl = vertices.length,
991
			cl = colors.length,
M
Mr.doob 已提交
992 993

			vertexArray = geometry.__vertexArray,
994
			colorArray = geometry.__colorArray,
995 996
		
			dirtyVertices = geometry.__dirtyVertices, 
997
			dirtyColors = geometry.__dirtyColors;
M
Mr.doob 已提交
998

999
		if ( dirtyVertices ) {
M
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1000

1001
			for ( v = 0; v < vl; v++ ) {
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1002

1003
				vertex = vertices[ v ].position;
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1004

1005
				offset = v * 3;
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1006

1007 1008 1009
				vertexArray[ offset ]     = vertex.x;
				vertexArray[ offset + 1 ] = vertex.y;
				vertexArray[ offset + 2 ] = vertex.z;
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1010

1011 1012
			}

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1013 1014 1015
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

1016
		}
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1017

1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036
		if ( dirtyColors ) {

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

				color = colors[ c ];

				offset = c * 3;

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

			}

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

		}

1037
	};
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1038

1039
	function setParticleBuffers ( geometry, hint, object, camera ) {
1040

A
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1041
		var v, c, vertex, offset,
1042 1043 1044
			vertices = geometry.vertices,
			vl = vertices.length,

A
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1045 1046 1047
			colors = geometry.colors,
			cl = colors.length,
		
1048
			vertexArray = geometry.__vertexArray,
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1049
			colorArray = geometry.__colorArray,
1050
		
1051 1052 1053 1054 1055
			sortArray = geometry.__sortArray,
		
			dirtyVertices = geometry.__dirtyVertices,
			dirtyElements = geometry.__dirtyElements,
			dirtyColors = geometry.__dirtyColors;
1056

1057 1058
		if ( object.sortParticles ) {
		
1059
			_projScreenMatrix.multiplySelf( object.globalMatrix );
1060
			
1061 1062 1063
			for ( v = 0; v < vl; v++ ) {

				vertex = vertices[ v ].position;
1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077
				
				_vector3.copy( vertex );
				_projScreenMatrix.multiplyVector3( _vector3 );
				
				sortArray[ v ] = [ _vector3.z, v ];
				
			}
			
			sortArray.sort( function(a,b) { return b[0] - a[0]; } );
			
			for ( v = 0; v < vl; v++ ) {
				
				vertex = vertices[ sortArray[v][1] ].position;
				
1078
				offset = v * 3;
1079
				
1080 1081 1082
				vertexArray[ offset ]     = vertex.x;
				vertexArray[ offset + 1 ] = vertex.y;
				vertexArray[ offset + 2 ] = vertex.z;
1083
				
1084 1085
			}
			
A
alteredq 已提交
1086 1087 1088 1089 1090 1091 1092 1093 1094 1095
			for ( c = 0; c < cl; c++ ) {
				
				offset = c * 3;
				
				color = colors[ sortArray[c][1] ];

				colorArray[ offset ]     = color.r;
				colorArray[ offset + 1 ] = color.g;
				colorArray[ offset + 2 ] = color.b;
				
1096
			}
A
alteredq 已提交
1097 1098
			
			
1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113
		} else {
		
			if ( dirtyVertices ) {

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

					vertex = vertices[ v ].position;

					offset = v * 3;

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

				}
1114 1115

			}
A
alteredq 已提交
1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128
			
			if ( dirtyColors ) {
				
				for ( c = 0; c < cl; c++ ) {

					color = colors[ c ];

					offset = c * 3;

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

1129
				}
A
alteredq 已提交
1130 1131
				
			}
1132 1133

		}
1134
		
A
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1135 1136 1137 1138 1139 1140 1141 1142
		if ( dirtyVertices || object.sortParticles ) {
		
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
			
		}
		
		if ( dirtyColors || object.sortParticles ) {
1143
			
A
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1144 1145
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
1146
		
A
alteredq 已提交
1147
		}
1148
		
1149
	};
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1150

M
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1151
	function setMaterialShaders( material, shaders ) {
1152

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1153 1154
		material.fragment_shader = shaders.fragment_shader;
		material.vertex_shader = shaders.vertex_shader;
1155
		material.uniforms = Uniforms.clone( shaders.uniforms );
1156

M
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1157
	};
1158

A
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1159
	function refreshUniformsCommon( uniforms, material ) {
M
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1160

1161
		// premultiply alpha
A
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1162
		uniforms.diffuse.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
M
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1163

1164
		// pure color
A
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1165
		//uniforms.color.value.setHex( material.color.hex );
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1166

A
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1167 1168
		uniforms.opacity.value = material.opacity;
		uniforms.map.texture = material.map;
1169
		
A
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1170
		uniforms.light_map.texture = material.light_map;
1171

A
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1172 1173 1174 1175 1176
		uniforms.env_map.texture = material.env_map;
		uniforms.reflectivity.value = material.reflectivity;
		uniforms.refraction_ratio.value = material.refraction_ratio;
		uniforms.combine.value = material.combine;
		uniforms.useRefract.value = material.env_map && material.env_map.mapping instanceof THREE.CubeRefractionMapping;
1177

1178
	};
1179

A
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1180
	function refreshUniformsLine( uniforms, material ) {
1181

A
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1182 1183
		uniforms.diffuse.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
		uniforms.opacity.value = material.opacity;
1184 1185

	};
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1186

A
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1187
	function refreshUniformsParticle( uniforms, material ) {
1188

A
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1189 1190 1191 1192
		uniforms.psColor.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
		uniforms.opacity.value = material.opacity;
		uniforms.size.value = material.size;
		uniforms.map.texture = material.map;
1193

A
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1194 1195 1196 1197 1198
	};
	
	function refreshUniformsFog( uniforms, fog ) {
	
		uniforms.fogColor.value.setHex( fog.color.hex );
1199

A
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1200
		if ( fog instanceof THREE.Fog ) {
1201

A
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1202 1203
			uniforms.fogNear.value = fog.near;
			uniforms.fogFar.value = fog.far;
1204

A
alteredq 已提交
1205
		} else if ( fog instanceof THREE.FogExp2 ) {
1206

A
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1207
			uniforms.fogDensity.value = fog.density;
1208 1209

		}
A
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1210
	
1211 1212
	};

A
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1213
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
1214

A
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1215 1216 1217 1218 1219
		//uniforms.ambient.value.setHex( material.ambient.hex );
		//uniforms.specular.value.setHex( material.specular.hex );
		uniforms.ambient.value.setRGB( material.ambient.r, material.ambient.g, material.ambient.b );
		uniforms.specular.value.setRGB( material.specular.r, material.specular.g, material.specular.b );
		uniforms.shininess.value = material.shininess;
M
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1220

1221
	};
M
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1222 1223


A
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1224
	function refreshUniformsLights( uniforms, lights ) {
M
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1225

A
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1226 1227 1228 1229 1230 1231
		uniforms.enableLighting.value = lights.directional.length + lights.point.length;
		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;
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1232

A
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1233
	};
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1234

1235
	this.initMaterial = function( material, lights, fog ) {
M
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1236

A
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1237 1238 1239
		var u, identifiers, parameters, maxLightCount;
		
		if ( material instanceof THREE.MeshDepthMaterial ) {
1240

A
alteredq 已提交
1241
			setMaterialShaders( material, THREE.ShaderLib[ 'depth' ] );
1242

A
alteredq 已提交
1243
		} else if ( material instanceof THREE.MeshNormalMaterial ) {
1244

A
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1245
			setMaterialShaders( material, THREE.ShaderLib[ 'normal' ] );
1246

A
alteredq 已提交
1247
		} else if ( material instanceof THREE.MeshBasicMaterial ) {
1248

A
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1249
			setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );
1250

A
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1251
		} else if ( material instanceof THREE.MeshLambertMaterial ) {
M
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1252

A
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1253
			setMaterialShaders( material, THREE.ShaderLib[ 'lambert' ] );
M
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1254

A
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1255
		} else if ( material instanceof THREE.MeshPhongMaterial ) {
M
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1256

A
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1257
			setMaterialShaders( material, THREE.ShaderLib[ 'phong' ] );
M
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1258

A
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1259
		} else if ( material instanceof THREE.LineBasicMaterial ) {
M
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1260

A
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1261
			setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );
1262

A
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1263 1264 1265 1266 1267
		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
			
			setMaterialShaders( material, THREE.ShaderLib[ 'particle_basic' ] );
			
		}
1268

A
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1269 1270
		// heuristics to create shader parameters according to lights in the scene
		// (not to blow over maxLights budget)
M
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1271

A
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1272
		maxLightCount = allocateLights( lights, 4 );
M
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1273

A
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1274
		parameters = { fog: fog, map: material.map, env_map: material.env_map, light_map: material.light_map, vertex_colors: material.vertex_colors,
1275
					   skinning: material.skinning,
A
alteredq 已提交
1276
					   maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point };
1277
		
A
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1278
		material.program = buildProgram( material.fragment_shader, material.vertex_shader, parameters );
M
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1279

A
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1280 1281 1282 1283 1284 1285
		identifiers = [ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition', 
						'cameraInverseMatrix', 
						'uBoneGlobalMatrices[0]', 'uBoneGlobalMatrices[1]', 'uBoneGlobalMatrices[2]', 'uBoneGlobalMatrices[3]', 'uBoneGlobalMatrices[4]',
					    'uBoneGlobalMatrices[5]', 'uBoneGlobalMatrices[6]', 'uBoneGlobalMatrices[7]', 'uBoneGlobalMatrices[8]', 'uBoneGlobalMatrices[9]',
					    'uBoneGlobalMatrices[10]', 'uBoneGlobalMatrices[11]', 'uBoneGlobalMatrices[12]', 'uBoneGlobalMatrices[13]', 'uBoneGlobalMatrices[14]'
						];
A
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1286
		for( u in material.uniforms ) {
1287

A
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1288
			identifiers.push(u);
M
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1289

A
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1290
		}
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1291

A
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1292
		cacheUniformLocations( material.program, identifiers );
A
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1293 1294
		cacheAttributeLocations( material.program, [ "position", "normal", "uv", "uv2", "tangent", "color", 
													 "skinVertexA", "skinVertexB", "skinIndex", "skinWeight" ] );
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1295

1296 1297
	};
	
A
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1298 1299
	this.setProgram = function( camera, lights, fog, material, object ) {
		
A
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1300
		if ( !material.program ) this.initMaterial( material, lights, fog );
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1301

A
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1302 1303 1304
		var program = material.program, 
			p_uniforms = program.uniforms,
			m_uniforms = material.uniforms;
1305

M
Mr.doob 已提交
1306
		if( program != _oldProgram ) {
M
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1307

M
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1308 1309
			_gl.useProgram( program );
			_oldProgram = program;
A
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1310 1311
			
			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
M
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1312

M
Mr.doob 已提交
1313
		}
1314
		
A
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1315 1316 1317 1318 1319
		// refresh uniforms common to several materials
		
		if ( fog && ( 
			 material instanceof THREE.MeshBasicMaterial ||
			 material instanceof THREE.MeshLambertMaterial ||
1320
			 material instanceof THREE.MeshPhongMaterial ||
A
alteredq 已提交
1321 1322 1323
			 material instanceof THREE.LineBasicMaterial ||
			 material instanceof THREE.ParticleBasicMaterial )
			) {
1324
			
A
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1325
			refreshUniformsFog( m_uniforms, fog );
1326
			
A
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1327
		}		
M
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1328

M
Mr.doob 已提交
1329
		if ( material instanceof THREE.MeshPhongMaterial ||
1330
			 material instanceof THREE.MeshLambertMaterial ) {
1331

1332
			this.setupLights( program, lights );
A
alteredq 已提交
1333
			refreshUniformsLights( m_uniforms, this.lights );
M
Mr.doob 已提交
1334 1335 1336

		}

1337 1338 1339
		if ( material instanceof THREE.MeshBasicMaterial ||
			 material instanceof THREE.MeshLambertMaterial ||
			 material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
1340

A
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1341
			refreshUniformsCommon( m_uniforms, material );
M
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1342

A
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1343
		}
M
Mr.doob 已提交
1344

A
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1345 1346
		// refresh single material specific uniforms
		
1347
		if ( material instanceof THREE.LineBasicMaterial ) {
M
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1348

A
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1349
			refreshUniformsLine( m_uniforms, material );
1350
			
A
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1351
		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
1352

A
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1353
			refreshUniformsParticle( m_uniforms, material );
1354
			
A
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1355
		} else if ( material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
1356

A
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1357
			refreshUniformsPhong( m_uniforms, material );
M
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1358

A
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1359
		} else if ( material instanceof THREE.MeshDepthMaterial ) {
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1360

A
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1361 1362 1363 1364 1365
			m_uniforms.mNear.value = camera.near;
			m_uniforms.mFar.value = camera.far;
			m_uniforms.opacity.value = material.opacity;
			
		} else if ( material instanceof THREE.MeshNormalMaterial ) {
1366

A
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1367
			m_uniforms.opacity.value = material.opacity;
1368
			
1369
		}
A
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1370 1371 1372 1373 1374
		
		// load common uniforms
		
		loadUniformsGeneric( program, m_uniforms );
		loadUniformsMatrices( p_uniforms, object );
1375

A
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1376 1377 1378 1379 1380 1381 1382 1383
		// load material specific uniforms
		// (shader material also gets them for the sake of genericity)
		
		if ( material instanceof THREE.MeshShaderMaterial ||
			 material instanceof THREE.MeshPhongMaterial ||
			 material.env_map ) {
			
			_gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
1384 1385 1386
			
		}
		
A
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1387
		if ( material instanceof THREE.MeshShaderMaterial ||
A
alteredq 已提交
1388
			 material.env_map ||
1389
			 material.skinning ) {
A
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1390 1391 1392 1393
				 
			_gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
		
		}
1394

A
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1395 1396
		if ( material instanceof THREE.MeshPhongMaterial ||
			 material instanceof THREE.MeshLambertMaterial ||
A
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1397
			 material instanceof THREE.MeshShaderMaterial ||
1398 1399
			 material.skinning ) {

A
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1400 1401 1402 1403
			_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
			
		}
		
1404
		if ( material.skinning ) {
A
alteredq 已提交
1405 1406
			
			_gl.uniformMatrix4fv( p_uniforms.cameraInverseMatrix, false, _cameraInverseMatrixArray );
1407
			
A
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1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[0]"], false, object.boneMatrices[0]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[1]"], false, object.boneMatrices[1]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[2]"], false, object.boneMatrices[2]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[3]"], false, object.boneMatrices[3]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[4]"], false, object.boneMatrices[4]() );
			
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[5]"], false, object.boneMatrices[5]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[6]"], false, object.boneMatrices[6]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[7]"], false, object.boneMatrices[7]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[8]"], false, object.boneMatrices[8]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[9]"], false, object.boneMatrices[9]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[10]"], false, object.boneMatrices[10]() );
			
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[11]"], false, object.boneMatrices[11]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[12]"], false, object.boneMatrices[12]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[13]"], false, object.boneMatrices[13]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[14]"], false, object.boneMatrices[14]() );
			
		}
		
A
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1428 1429 1430 1431 1432 1433 1434 1435 1436 1437
		return program;
		
	};
	
	this.renderBuffer = function ( camera, lights, fog, material, geometryChunk, object ) {

		var program, attributes, linewidth, primitives;

		program = this.setProgram( camera, lights, fog, material, object );
		
1438
		attributes = program.attributes;
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1439

1440
		// vertices
M
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1441

M
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1442
		_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLVertexBuffer );
1443
		_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
1444
		_gl.enableVertexAttribArray( attributes.position );
1445

A
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1446 1447 1448 1449 1450 1451 1452 1453 1454 1455
		// colors

		if ( attributes.color >= 0 ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLColorBuffer );
			_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
			_gl.enableVertexAttribArray( attributes.color );

		}

1456
		// normals
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1457

1458
		if ( attributes.normal >= 0 ) {
1459

1460 1461
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLNormalBuffer );
			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
1462
			_gl.enableVertexAttribArray( attributes.normal );
1463

1464
		}
1465

1466 1467 1468
		// tangents

		if ( attributes.tangent >= 0 ) {
1469

1470 1471
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLTangentBuffer );
			_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
1472
			_gl.enableVertexAttribArray( attributes.tangent );
1473

1474
		}
1475

1476
		// uvs
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1477

M
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1478 1479
		if ( attributes.uv >= 0 ) {

1480
			if ( geometryChunk.__webGLUVBuffer ) {
1481

1482
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLUVBuffer );
1483
				_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
1484

1485
				_gl.enableVertexAttribArray( attributes.uv );
1486

1487
			} else {
1488

1489
				_gl.disableVertexAttribArray( attributes.uv );
M
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1490

1491
			}
1492 1493 1494

		}

1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511
		if ( attributes.uv2 >= 0 ) {

			if ( geometryChunk.__webGLUV2Buffer ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLUV2Buffer );
				_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );

				_gl.enableVertexAttribArray( attributes.uv2 );

			} else {

				_gl.disableVertexAttribArray( attributes.uv2 );

			}

		}

A
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1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531
		if ( object instanceof THREE.SkinnedMesh ) {
			
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLSkinVertexABuffer );
			_gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
			_gl.enableVertexAttribArray( attributes.skinVertexA );

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLSkinVertexBBuffer );
			_gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
			_gl.enableVertexAttribArray( attributes.skinVertexB );

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLSkinIndicesBuffer );
			_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
			_gl.enableVertexAttribArray( attributes.skinIndex );

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLSkinWeightsBuffer );
			_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
			_gl.enableVertexAttribArray( attributes.skinWeight );
			
		}
		
1532
		// render mesh
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1533

1534
		if ( object instanceof THREE.Mesh ) {
1535

1536 1537 1538
			// wireframe
			
			if ( material.wireframe ) {
M
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1539

1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556
				_gl.lineWidth( material.wireframe_linewidth );
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLLineBuffer );
				_gl.drawElements( _gl.LINES, geometryChunk.__webGLLineCount, _gl.UNSIGNED_SHORT, 0 );
			
			// triangles
			
			} else {
				
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLFaceBuffer );
				_gl.drawElements( _gl.TRIANGLES, geometryChunk.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
				
			}
		
		// render lines
		
		} else if ( object instanceof THREE.Line ) {
			
1557
			primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
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1558

1559
			_gl.lineWidth( material.linewidth );
1560
			_gl.drawArrays( primitives, 0, geometryChunk.__webGLLineCount );
1561
		
1562
		// render particles
1563 1564
		
		} else if ( object instanceof THREE.ParticleSystem ) {
1565
			
1566
			_gl.drawArrays( _gl.POINTS, 0, geometryChunk.__webGLParticleCount );
1567
			
1568 1569 1570 1571
		}

	};

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1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600
	function renderBufferImmediate( object, program ) {
		
		if ( ! object.__webGLVertexBuffer ) object.__webGLVertexBuffer = _gl.createBuffer();
		if ( ! object.__webGLNormalBuffer ) object.__webGLNormalBuffer = _gl.createBuffer();
		
		if ( object.hasPos ) {
			
		  _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLVertexBuffer );
		  _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
		  _gl.enableVertexAttribArray( program.attributes.position );
		  _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
		
		}
		
		if ( object.hasNormal ) {
			
		  _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLNormalBuffer );
		  _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
		  _gl.enableVertexAttribArray( program.attributes.normal );
		  _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
		
		}
		
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
		
		object.count = 0;
		
	};
	
1601 1602
	function setObjectFaces( object ) {
		
1603
		if ( _oldDoubleSided != object.doubleSided ) {
A
alteredq 已提交
1604
			
1605
			if( object.doubleSided ) {
A
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1606
				
1607
				_gl.disable( _gl.CULL_FACE );
1608

1609
			} else {
1610

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1611 1612 1613
				_gl.enable( _gl.CULL_FACE );
			
			}
1614 1615 1616 1617 1618 1619 1620
			
			_oldDoubleSided = object.doubleSided;
		
		}
		
		if ( _oldFlipSided != object.flipSided ) {
		
1621 1622 1623 1624
			if( object.flipSided ) {

				_gl.frontFace( _gl.CW );

1625
			} else {
1626 1627 1628 1629

				_gl.frontFace( _gl.CCW );

			}
1630 1631
			
			_oldFlipSided = object.flipSided;
1632 1633 1634 1635 1636

		}
		
	};
	
1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658
	function computeFrustum( m ) {

		_frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
		_frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
		_frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
		_frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
		_frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
		_frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );

		var i, plane;
		
		for ( i = 0; i < 5; i ++ ) {

			plane = _frustum[ i ];
			plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );

		}

	};
	
	function isInFrustum( object ) {

1659
		var distance, matrix = object.globalMatrix,
1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671
		radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );

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

			distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
			if ( distance <= radius ) return false;

		}

		return true;

	};
1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748

	function addToFixedArray( where, what ) {
		
		where.list[ where.count ] = what;
		where.count += 1;
	
	};
	
	function unrollImmediateBufferMaterials( globject ) {
		
		var i, l, m, ml, material,
			object = globject.object,
			opaque = globject.opaque,
			transparent = globject.transparent;

		transparent.count = 0;
		opaque.count = 0;
		
		for ( m = 0, ml = object.materials.length; m < ml; m++ ) {

			material = object.materials[ m ];
			
			if ( ( material.opacity && material.opacity < 1.0 ) || material.blending != THREE.NormalBlending )
				addToFixedArray( transparent, material );
			else
				addToFixedArray( opaque, material );
			
		}
		
	};
	
	function unrollBufferMaterials( globject ) {
		
		var i, l, m, ml, material, meshMaterial,
			object = globject.object,
			buffer = globject.buffer,
			opaque = globject.opaque,
			transparent = globject.transparent;

		transparent.count = 0;
		opaque.count = 0;
		
		for ( m = 0, ml = object.materials.length; m < ml; m++ ) {

			meshMaterial = object.materials[ m ];

			if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {

				for ( i = 0, l = buffer.materials.length; i < l; i++ ) {

					material = buffer.materials[ i ];
					
					if ( material ) {
						
						if ( ( material.opacity && material.opacity < 1.0 ) || material.blending != THREE.NormalBlending )
							addToFixedArray( transparent, material );
						else
							addToFixedArray( opaque, material );
						
					}

				}

			} else {

				material = meshMaterial;
				
				if ( ( material.opacity && material.opacity < 1.0 ) || material.blending != THREE.NormalBlending )
					addToFixedArray( transparent, material );
				else
					addToFixedArray( opaque, material );

			}

		}
		
	};
1749
	
1750 1751
	
	function painterSort( a, b ) {
1752

1753
		return b.z - a.z;
1754 1755 1756

	};
	
A
alteredq 已提交
1757
	this.render = function( scene, camera, renderTarget, clear ) {
1758
		
1759 1760
		var i, program, opaque, transparent,
			o, ol, oil, webGLObject, object, buffer,
A
alteredq 已提交
1761
			lights = scene.lights,
1762 1763
			fog = scene.fog,
			ol;
1764
		
1765
		camera.autoUpdateMatrix && camera.update();
1766
		
1767
		camera.globalMatrix.flattenToArray( _viewMatrixArray );
1768
		camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
A
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1769
		camera.inverseMatrix.flattenToArray( _cameraInverseMatrixArray );
M
Mr.doob 已提交
1770

1771
		_projScreenMatrix.multiply( camera.projectionMatrix, camera.globalMatrix );
1772 1773
		computeFrustum( _projScreenMatrix );
		
A
alteredq 已提交
1774 1775 1776
		if( THREE.AnimationHandler )
			THREE.AnimationHandler.update();
		
1777 1778
		scene.update( undefined, false, camera, this );
		
1779
		this.initWebGLObjects( scene, camera );
M
Mr.doob 已提交
1780

M
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1781 1782
		setRenderTarget( renderTarget, clear !== undefined ? clear : true );

1783
		if ( this.autoClear ) {
M
Mr.doob 已提交
1784

1785
			this.clear();
M
Mr.doob 已提交
1786

1787 1788
		}

1789
		// set matrices
1790 1791
		
		ol = scene.__webGLObjects.length;
A
alteredq 已提交
1792
	
1793
		for ( o = 0; o < ol; o++ ) {
M
Mr.doob 已提交
1794

M
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1795
			webGLObject = scene.__webGLObjects[ o ];
M
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1796
			object = webGLObject.object;
M
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1797

1798
			if ( object.visible ) {				
1799 1800 1801

				if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
					
1802
					object.globalMatrix.flattenToArray( object._objectMatrixArray );
1803 1804 1805 1806 1807 1808 1809
					
					setupMatrices( object, camera );
					
					unrollBufferMaterials( webGLObject );
					
					webGLObject.render = true;
					
1810 1811 1812 1813 1814 1815 1816 1817
					if ( this.sortObjects ) {
					
						_vector3.copy( object.position );
						_projScreenMatrix.multiplyVector3( _vector3 );

						webGLObject.z = _vector3.z;
					
					}
A
alteredq 已提交
1818
				
1819 1820 1821 1822 1823
				} else {
					
					webGLObject.render = false;
					
				}
1824
				
1825 1826 1827
			} else {
				
				webGLObject.render = false;
1828

1829 1830 1831 1832
			}
		
		}
		
1833 1834 1835 1836 1837 1838
		if ( this.sortObjects ) {
			
			scene.__webGLObjects.sort( painterSort );
			
		}
		
1839 1840 1841
		oil = scene.__webGLObjectsImmediate.length;
		
		for ( o = 0; o < oil; o++ ) {
1842
		
1843 1844
			webGLObject = scene.__webGLObjectsImmediate[ o ];
			object = webGLObject.object;
1845 1846 1847
			
			if ( object.visible ) {
			
A
alteredq 已提交
1848 1849
				if( object.autoUpdateMatrix ) { 
				
1850
					object.globalMatrix.flattenToArray( object._objectMatrixArray );
A
alteredq 已提交
1851 1852 1853
				
				}
				
1854
				setupMatrices( object, camera );
1855 1856
				
				unrollImmediateBufferMaterials( webGLObject );
1857 1858
			
			}
A
alteredq 已提交
1859
		
1860
		}
A
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1861

1862 1863
		// opaque pass

1864 1865
		setBlending( THREE.NormalBlending );
		
1866
		for ( o = 0; o < ol; o++ ) {
M
Mr.doob 已提交
1867

1868 1869
			webGLObject = scene.__webGLObjects[ o ];

1870 1871 1872 1873
			if ( webGLObject.render ) {
				
				object = webGLObject.object;
				buffer = webGLObject.buffer;
1874
				opaque = webGLObject.opaque;
1875 1876
				
				setObjectFaces( object );
1877 1878 1879 1880 1881 1882 1883 1884 1885
				
				for( i = 0; i < opaque.count; i++ ) {
					
					material = opaque.list[ i ];
					
					this.setDepthTest( material.depth_test );
					this.renderBuffer( camera, lights, fog, material, buffer, object );
				
				}
1886 1887 1888 1889 1890

			}

		}

A
alteredq 已提交
1891 1892
		// opaque pass (immediate simulator)
		
1893
		for ( o = 0; o < oil; o++ ) {
A
alteredq 已提交
1894
			
1895 1896
			webGLObject = scene.__webGLObjectsImmediate[ o ];
			object = webGLObject.object;
A
alteredq 已提交
1897 1898 1899
			
			if ( object.visible ) {
			
1900 1901
				opaque = webGLObject.opaque;
				
1902
				setObjectFaces( object );
1903 1904 1905 1906 1907 1908 1909 1910 1911 1912
				
				for( i = 0; i < opaque.count; i++ ) {
				
					material = opaque.list[ i ];
				
					this.setDepthTest( material.depth_test );
					program = this.setProgram( camera, lights, fog, material, object );
					object.render( function( object ) { renderBufferImmediate( object, program ); } );
				
				}
A
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1913 1914 1915 1916 1917
			
			}
			
		}

1918 1919
		// transparent pass

1920
		for ( o = 0; o < ol; o++ ) {
1921 1922 1923

			webGLObject = scene.__webGLObjects[ o ];

1924 1925 1926 1927
			if ( webGLObject.render ) {
				
				object = webGLObject.object;
				buffer = webGLObject.buffer;
1928 1929
				transparent = webGLObject.transparent;
				
1930 1931
				setObjectFaces( object );
				
1932 1933 1934 1935 1936 1937 1938 1939 1940
				for( i = 0; i < transparent.count; i++ ) {
					
					material = transparent.list[ i ];
					
					setBlending( material.blending );
					this.setDepthTest( material.depth_test );
					this.renderBuffer( camera, lights, fog, material, buffer, object );
				
				}
1941

1942
			}
M
Mr.doob 已提交
1943

M
Mr.doob 已提交
1944
		}
M
Mr.doob 已提交
1945

1946 1947
		// transparent pass (immediate simulator)
		
1948 1949
		for ( o = 0; o < oil; o++ ) {
		
1950 1951
			webGLObject = scene.__webGLObjectsImmediate[ o ];
			object = webGLObject.object;
1952 1953 1954
			
			if ( object.visible ) {
			
1955 1956
				transparent = webGLObject.transparent;
				
1957
				setObjectFaces( object );
1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968
				
				for( i = 0; i < transparent.count; i++ ) {
				
					material = transparent.list[ i ];
				
					setBlending( material.blending );
					this.setDepthTest( material.depth_test );
					program = this.setProgram( camera, lights, fog, material, object );
					object.render( function( object ) { renderBufferImmediate( object, program ); } );
				
				}
1969 1970 1971 1972
			
			}
			
		}
1973
	
1974
		// Generate mipmap if we're using any kind of mipmap filtering
M
Mr.doob 已提交
1975

1976
		if ( renderTarget && renderTarget.min_filter !== THREE.NearestFilter && renderTarget.min_filter !== THREE.LinearFilter ) {
M
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1977

1978
			updateRenderTargetMipmap( renderTarget );
M
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1979

1980
		}
1981

M
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1982
	};
M
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1983

1984
	function addObject( scene, object ) {
1985 1986 1987 1988 1989 1990
		
		var g, geometry, geometryChunk, objmap;
		
		geometry = object.geometry;
		
		if ( scene.__webGLObjectsMap[ object.id ] == undefined ) {
M
Mr.doob 已提交
1991

1992 1993 1994 1995 1996 1997 1998 1999
			scene.__webGLObjectsMap[ object.id ] = {};
				
			object._modelViewMatrix = new THREE.Matrix4();
			
			object._normalMatrixArray = new Float32Array( 9 );
			object._modelViewMatrixArray = new Float32Array( 16 );
			object._objectMatrixArray = new Float32Array( 16 );
			
2000
			object.globalMatrix.flattenToArray( object._objectMatrixArray );
M
Mr.doob 已提交
2001

2002
		}
A
alteredq 已提交
2003

2004 2005
		objmap = scene.__webGLObjectsMap[ object.id ];
		objlist = scene.__webGLObjects;
A
alteredq 已提交
2006

2007
		if ( object instanceof THREE.Mesh ) {
A
alteredq 已提交
2008

2009
			// create separate VBOs per geometry chunk
A
alteredq 已提交
2010

2011
			for ( g in geometry.geometryChunks ) {
A
alteredq 已提交
2012

2013
				geometryChunk = geometry.geometryChunks[ g ];
M
Mr.doob 已提交
2014

2015
				// initialise VBO on the first access
M
Mr.doob 已提交
2016

2017
				if( ! geometryChunk.__webGLVertexBuffer ) {
M
Mr.doob 已提交
2018

2019 2020
					createMeshBuffers( geometryChunk );
					initMeshBuffers( geometryChunk, object );
A
alteredq 已提交
2021

2022 2023 2024 2025 2026 2027
					geometry.__dirtyVertices = true;
					geometry.__dirtyElements = true;
					geometry.__dirtyUvs = true;
					geometry.__dirtyNormals = true;
					geometry.__dirtyTangents = true;
					geometry.__dirtyColors = true;
M
Mr.doob 已提交
2028

2029
				}
2030

2031 2032 2033
				if( geometry.__dirtyVertices || geometry.__dirtyElements || 
					geometry.__dirtyUvs || geometry.__dirtyNormals || 
					geometry.__dirtyColors || geometry.__dirtyTangents ) {
M
Mr.doob 已提交
2034

2035
					setMeshBuffers( geometryChunk, object, _gl.DYNAMIC_DRAW );
M
Mr.doob 已提交
2036

2037
				}
M
Mr.doob 已提交
2038

2039
				// create separate wrapper per each use of VBO
2040

2041
				add_buffer( objlist, objmap, g, geometryChunk, object );
M
Mr.doob 已提交
2042

2043
			}
M
Mr.doob 已提交
2044

2045 2046 2047 2048 2049 2050
			geometry.__dirtyVertices = false;
			geometry.__dirtyElements = false;
			geometry.__dirtyUvs = false;
			geometry.__dirtyNormals = false;
			geometry.__dirtyTangents = false;
			geometry.__dirtyColors = false;
M
Mr.doob 已提交
2051

2052
		} else if ( object instanceof THREE.Line ) {
M
Mr.doob 已提交
2053

2054
			if( ! geometry.__webGLVertexBuffer ) {
M
Mr.doob 已提交
2055

2056 2057
				createLineBuffers( geometry );
				initLineBuffers( geometry );
M
Mr.doob 已提交
2058

2059 2060
				geometry.__dirtyVertices = true;
				geometry.__dirtyColors = true;
M
Mr.doob 已提交
2061

2062
			}
M
Mr.doob 已提交
2063

2064
			if( geometry.__dirtyVertices ||  geometry.__dirtyColors ) {
2065

2066
				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
2067

2068
			}
2069

2070
			add_buffer( objlist, objmap, 0, geometry, object );
M
Mr.doob 已提交
2071

2072 2073
			geometry.__dirtyVertices = false;
			geometry.__dirtyColors = false;
M
Mr.doob 已提交
2074

2075
		} else if ( object instanceof THREE.ParticleSystem ) {
M
Mr.doob 已提交
2076

2077
			if( ! geometry.__webGLVertexBuffer ) {
M
Mr.doob 已提交
2078

2079 2080
				createParticleBuffers( geometry );
				initParticleBuffers( geometry );
2081

2082 2083 2084 2085
				geometry.__dirtyVertices = true;
				geometry.__dirtyColors = true;
				
			}
2086

2087
			if( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
M
Mr.doob 已提交
2088

2089
				setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object, camera );
M
Mr.doob 已提交
2090

2091
			}
M
Mr.doob 已提交
2092

2093
			add_buffer( objlist, objmap, 0, geometry, object );
M
Mr.doob 已提交
2094

2095 2096
			geometry.__dirtyVertices = false;
			geometry.__dirtyColors = false;
M
Mr.doob 已提交
2097

2098 2099
		} else if ( object instanceof THREE.MarchingCubes ) {
			
2100
			add_buffer_immediate( scene.__webGLObjectsImmediate, objmap, 0, object );
2101 2102 2103 2104 2105 2106
			
		}/*else if ( object instanceof THREE.Particle ) {

		}*/
		
	};
M
Mr.doob 已提交
2107

2108
	function add_buffer( objlist, objmap, id, buffer, object ) {
M
Mr.doob 已提交
2109

2110
		if ( objmap[ id ] == undefined ) {
M
Mr.doob 已提交
2111

2112 2113
			objlist.push( { buffer: buffer, object: object, 
							opaque: { list: [], count: 0 }, 
2114
							transparent: { list: [], count: 0 }
2115 2116 2117
						} );
			
			objmap[ id ] = 1;
M
Mr.doob 已提交
2118

2119
		}
M
Mr.doob 已提交
2120

2121
	};
2122

2123
	function add_buffer_immediate( objlist, objmap, id, object ) {
2124

2125
		if ( objmap[ id ] == undefined ) {
M
Mr.doob 已提交
2126

2127 2128
			objlist.push( { object: object, 
							opaque: { list: [], count: 0 }, 
2129
							transparent: { list: [], count: 0 }
2130 2131 2132
						} );
			
			objmap[ id ] = 1;
2133

2134
		}
2135

2136 2137 2138
	};
	
	this.initWebGLObjects = function( scene, camera ) {
2139

2140
		var o, ol, object;
M
Mr.doob 已提交
2141

2142
		if ( !scene.__webGLObjects ) {
M
Mr.doob 已提交
2143

2144 2145
			scene.__webGLObjects = [];
			scene.__webGLObjectsMap = {};
M
Mr.doob 已提交
2146

2147
			scene.__webGLObjectsImmediate = [];
2148

2149 2150 2151
		}
		
		for ( o = 0, ol = scene.objects.length; o < ol; o++ ) {
M
Mr.doob 已提交
2152

2153
			object = scene.objects[ o ];
M
Mr.doob 已提交
2154

2155
			addObject( scene, object );
2156
		
M
Mr.doob 已提交
2157
		}
2158 2159 2160 2161 2162 2163

	};

	this.removeObject = function ( scene, object ) {

		var o, ol, zobject;
M
Mr.doob 已提交
2164

2165
		for ( o = scene.__webGLObjects.length - 1; o >= 0; o-- ) {
M
Mr.doob 已提交
2166

M
Mr.doob 已提交
2167
			zobject = scene.__webGLObjects[ o ].object;
M
Mr.doob 已提交
2168

2169
			if ( object == zobject ) {
2170 2171 2172 2173

				scene.__webGLObjects.splice( o, 1 );

			}
M
Mr.doob 已提交
2174

2175
		}
M
Mr.doob 已提交
2176

M
Mr.doob 已提交
2177
	};
M
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2178

2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190
	this.addToRenderList = function( object ) {
		
		// TODO: implement this
		
	};

	this.removeFromRenderList = function( object ) {
		
		// TODO: implement this
		
	};
	
2191
	function setupMatrices ( object, camera ) {
2192

2193
		object._modelViewMatrix.multiplyToArray( camera.globalMatrix, object.globalMatrix, object._modelViewMatrixArray );
A
alteredq 已提交
2194
		object._normalMatrix = THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
M
Mr.doob 已提交
2195

M
Mr.doob 已提交
2196
	};
M
Mr.doob 已提交
2197

2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210
	this.setDepthTest = function( test ) {
		
		if( test ) {
			
			_gl.enable( _gl.DEPTH_TEST );
			
		} else {
			
			_gl.disable( _gl.DEPTH_TEST );
			
		}
		
	};
M
Mr.doob 已提交
2211

M
Mr.doob 已提交
2212
	this.setFaceCulling = function ( cullFace, frontFace ) {
M
Mr.doob 已提交
2213

2214
		if ( cullFace ) {
M
Mr.doob 已提交
2215

2216
			if ( !frontFace || frontFace == "ccw" ) {
M
Mr.doob 已提交
2217

2218
				_gl.frontFace( _gl.CCW );
M
Mr.doob 已提交
2219

2220
			} else {
M
Mr.doob 已提交
2221

2222
				_gl.frontFace( _gl.CW );
M
Mr.doob 已提交
2223

2224
			}
M
Mr.doob 已提交
2225

2226
			if( cullFace == "back" ) {
M
Mr.doob 已提交
2227

2228
				_gl.cullFace( _gl.BACK );
M
Mr.doob 已提交
2229

2230
			} else if( cullFace == "front" ) {
M
Mr.doob 已提交
2231

2232
				_gl.cullFace( _gl.FRONT );
M
Mr.doob 已提交
2233

2234
			} else {
M
Mr.doob 已提交
2235

2236
				_gl.cullFace( _gl.FRONT_AND_BACK );
M
Mr.doob 已提交
2237

2238
			}
M
Mr.doob 已提交
2239

2240
			_gl.enable( _gl.CULL_FACE );
M
Mr.doob 已提交
2241

2242
		} else {
M
Mr.doob 已提交
2243

2244
			_gl.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
2245

2246 2247 2248
		}

	};
N
Nicolas Garcia Belmonte 已提交
2249

2250
	this.supportsVertexTextures = function() {
2251

2252
		return maxVertexTextures() > 0;
2253

2254
	};
2255

2256
	function maxVertexTextures() {
2257

2258 2259 2260
		return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );

	};
2261

2262
	function initGL( antialias, clearColor, clearAlpha ) {
N
Nicolas Garcia Belmonte 已提交
2263 2264 2265

		try {

2266
			_gl = _canvas.getContext( 'experimental-webgl', { antialias: antialias } );
N
Nicolas Garcia Belmonte 已提交
2267

A
alteredq 已提交
2268
		} catch(e) { console.log(e) }
N
Nicolas Garcia Belmonte 已提交
2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282

		if (!_gl) {

			alert("WebGL not supported");
			throw "cannot create webgl context";

		}

		_gl.clearColor( 0, 0, 0, 1 );
		_gl.clearDepth( 1 );

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

2283 2284
		_gl.frontFace( _gl.CCW );
		_gl.cullFace( _gl.BACK );
2285
		_gl.enable( _gl.CULL_FACE );
M
Mr.doob 已提交
2286

N
Nicolas Garcia Belmonte 已提交
2287
		_gl.enable( _gl.BLEND );
2288
		_gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
2289
		_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
A
alteredq 已提交
2290 2291
		
		_cullEnabled = true;
N
Nicolas Garcia Belmonte 已提交
2292

2293
	};
M
Mr.doob 已提交
2294

2295
	function buildProgram( fragment_shader, vertex_shader, parameters ) {
M
Mr.doob 已提交
2296

M
Mr.doob 已提交
2297
		var program = _gl.createProgram(),
M
Mr.doob 已提交
2298

M
Mr.doob 已提交
2299 2300 2301 2302
		prefix_fragment = [
			"#ifdef GL_ES",
			"precision highp float;",
			"#endif",
M
Mr.doob 已提交
2303

2304 2305
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
A
alteredq 已提交
2306

2307 2308
			parameters.fog ? "#define USE_FOG" : "",
			parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
2309

2310 2311
			parameters.map ? "#define USE_MAP" : "",
			parameters.env_map ? "#define USE_ENVMAP" : "",
2312
			parameters.light_map ? "#define USE_LIGHTMAP" : "",
A
alteredq 已提交
2313
			parameters.vertex_colors ? "#define USE_COLOR" : "",
2314

2315
			"uniform mat4 viewMatrix;",
2316
			"uniform vec3 cameraPosition;",
M
Mr.doob 已提交
2317 2318
			""
		].join("\n"),
2319

M
Mr.doob 已提交
2320
		prefix_vertex = [
2321
			maxVertexTextures() > 0 ? "#define VERTEX_TEXTURES" : "",
2322

2323 2324 2325
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,

2326 2327
			parameters.map ? "#define USE_MAP" : "",
			parameters.env_map ? "#define USE_ENVMAP" : "",
2328
			parameters.light_map ? "#define USE_LIGHTMAP" : "",
A
alteredq 已提交
2329
			parameters.vertex_colors ? "#define USE_COLOR" : "",
2330
			parameters.skinning ? "#define USE_SKINNING" : "",
2331

M
Mr.doob 已提交
2332 2333 2334
			"uniform mat4 objectMatrix;",
			"uniform mat4 modelViewMatrix;",
			"uniform mat4 projectionMatrix;",
2335 2336
			"uniform mat4 viewMatrix;",
			"uniform mat3 normalMatrix;",
M
Mr.doob 已提交
2337
			"uniform vec3 cameraPosition;",
A
alteredq 已提交
2338 2339 2340

			"uniform mat4 cameraInverseMatrix;",

M
Mr.doob 已提交
2341 2342
			"attribute vec3 position;",
			"attribute vec3 normal;",
A
alteredq 已提交
2343
			"attribute vec3 color;",
M
Mr.doob 已提交
2344
			"attribute vec2 uv;",
2345
			"attribute vec2 uv2;",
A
alteredq 已提交
2346 2347 2348 2349 2350
			
			"attribute vec4 skinVertexA;",
			"attribute vec4 skinVertexB;",
			"attribute vec4 skinIndex;",
			"attribute vec4 skinWeight;",
M
Mr.doob 已提交
2351 2352
			""
		].join("\n");
2353

M
Mr.doob 已提交
2354 2355
		_gl.attachShader( program, getShader( "fragment", prefix_fragment + fragment_shader ) );
		_gl.attachShader( program, getShader( "vertex", prefix_vertex + vertex_shader ) );
M
Mr.doob 已提交
2356

M
Mr.doob 已提交
2357
		_gl.linkProgram( program );
N
Nicolas Garcia Belmonte 已提交
2358

M
Mr.doob 已提交
2359
		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
N
Nicolas Garcia Belmonte 已提交
2360

M
Mr.doob 已提交
2361 2362
			alert( "Could not initialise shaders\n"+
					"VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
M
Mr.doob 已提交
2363

2364 2365
			//console.log( prefix_fragment + fragment_shader );
			//console.log( prefix_vertex + vertex_shader );
M
Mr.doob 已提交
2366

N
Nicolas Garcia Belmonte 已提交
2367
		}
2368 2369 2370
		
		//console.log( prefix_fragment + fragment_shader );
		//console.log( prefix_vertex + vertex_shader );
M
Mr.doob 已提交
2371

M
Mr.doob 已提交
2372
		program.uniforms = {};
2373
		program.attributes = {};
M
Mr.doob 已提交
2374

M
Mr.doob 已提交
2375
		return program;
M
Mr.doob 已提交
2376

M
Mr.doob 已提交
2377
	};
M
Mr.doob 已提交
2378

A
alteredq 已提交
2379 2380 2381 2382 2383 2384 2385 2386
	function loadUniformsMatrices( uniforms, object ) {
		
		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
		_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );

	};
	
	function loadUniformsGeneric( program, uniforms ) {
M
Mr.doob 已提交
2387

2388
		var u, uniform, value, type, location, texture;
M
Mr.doob 已提交
2389

M
Mr.doob 已提交
2390
		for( u in uniforms ) {
M
Mr.doob 已提交
2391

2392 2393
			location = program.uniforms[u];
			if ( !location ) continue;
M
Mr.doob 已提交
2394

2395
			uniform = uniforms[u];
M
Mr.doob 已提交
2396

2397 2398
			type = uniform.type;
			value = uniform.value;
M
Mr.doob 已提交
2399

M
Mr.doob 已提交
2400
			if( type == "i" ) {
M
Mr.doob 已提交
2401

M
Mr.doob 已提交
2402
				_gl.uniform1i( location, value );
M
Mr.doob 已提交
2403

M
Mr.doob 已提交
2404
			} else if( type == "f" ) {
M
Mr.doob 已提交
2405

M
Mr.doob 已提交
2406
				_gl.uniform1f( location, value );
2407

A
alteredq 已提交
2408 2409 2410
			} else if( type == "fv1" ) {

				_gl.uniform1fv( location, value );
M
Mr.doob 已提交
2411

2412 2413 2414 2415
			} else if( type == "fv" ) {

				_gl.uniform3fv( location, value );

2416 2417 2418 2419
			} else if( type == "v2" ) {

				_gl.uniform2f( location, value.x, value.y );

2420 2421 2422
			} else if( type == "v3" ) {

				_gl.uniform3f( location, value.x, value.y, value.z );
2423

2424 2425 2426
			} else if( type == "c" ) {

				_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
2427

M
Mr.doob 已提交
2428
			} else if( type == "t" ) {
M
Mr.doob 已提交
2429

M
Mr.doob 已提交
2430
				_gl.uniform1i( location, value );
M
Mr.doob 已提交
2431

2432
				texture = uniform.texture;
M
Mr.doob 已提交
2433

2434
				if ( !texture ) continue;
M
Mr.doob 已提交
2435

2436
				if ( texture.image instanceof Array && texture.image.length == 6 ) {
M
Mr.doob 已提交
2437

2438
					setCubeTexture( texture, value );
M
Mr.doob 已提交
2439

2440
				} else {
M
Mr.doob 已提交
2441

2442
					setTexture( texture, value );
M
Mr.doob 已提交
2443

2444
				}
M
Mr.doob 已提交
2445

2446
			}
M
Mr.doob 已提交
2447

2448
		}
M
Mr.doob 已提交
2449

2450
	};
M
Mr.doob 已提交
2451

A
alteredq 已提交
2452 2453 2454 2455 2456 2457 2458 2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473 2474 2475 2476 2477 2478 2479 2480 2481 2482 2483 2484 2485 2486 2487 2488 2489 2490 2491 2492 2493
	function setBlending( blending ) {

		if ( blending != _oldBlending ) {
		
			switch ( blending ) {

				case THREE.AdditiveBlending:

					_gl.blendEquation( _gl.FUNC_ADD );
					_gl.blendFunc( _gl.ONE, _gl.ONE );

					break;

				case THREE.SubtractiveBlending:

					//_gl.blendEquation( _gl.FUNC_SUBTRACT );
					_gl.blendFunc( _gl.DST_COLOR, _gl.ZERO );

					break;

				case THREE.BillboardBlending:

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

					break;

				default:

					_gl.blendEquation( _gl.FUNC_ADD );
					_gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );

					break;
			
			}
			
			_oldBlending = blending;
		
		}

	};
	
2494
	function setCubeTexture( texture, slot ) {
M
Mr.doob 已提交
2495

2496
		if ( texture.image.length == 6 ) {
N
Nicolas Garcia Belmonte 已提交
2497

2498 2499
			if ( !texture.image.__webGLTextureCube &&
				 !texture.image.__cubeMapInitialized && texture.image.loadCount == 6 ) {
M
Mr.doob 已提交
2500

2501
				texture.image.__webGLTextureCube = _gl.createTexture();
N
Nicolas Garcia Belmonte 已提交
2502

2503
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
2504

2505 2506
				_gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
				_gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
M
Mr.doob 已提交
2507

2508 2509
				_gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_MAG_FILTER, _gl.LINEAR );
				_gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_LINEAR );
M
Mr.doob 已提交
2510

2511
				for ( var i = 0; i < 6; ++i ) {
M
Mr.doob 已提交
2512

2513
					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
M
Mr.doob 已提交
2514

2515
				}
M
Mr.doob 已提交
2516

2517
				_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
2518

2519
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
2520

2521
				texture.image.__cubeMapInitialized = true;
M
Mr.doob 已提交
2522

M
Mr.doob 已提交
2523
			}
2524 2525 2526

			_gl.activeTexture( _gl.TEXTURE0 + slot );
			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
M
Mr.doob 已提交
2527

2528
		}
M
Mr.doob 已提交
2529

M
Mr.doob 已提交
2530
	};
M
Mr.doob 已提交
2531

2532
	function setTexture( texture, slot ) {
M
Mr.doob 已提交
2533

2534 2535 2536 2537 2538
		if ( !texture.__webGLTexture && texture.image.loaded ) {

			texture.__webGLTexture = _gl.createTexture();
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
			_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
M
Mr.doob 已提交
2539

2540 2541
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrap_s ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrap_t ) );
M
Mr.doob 已提交
2542 2543 2544

			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.mag_filter ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.min_filter ) );
2545 2546 2547 2548 2549 2550 2551
			_gl.generateMipmap( _gl.TEXTURE_2D );
			_gl.bindTexture( _gl.TEXTURE_2D, null );

		}

		_gl.activeTexture( _gl.TEXTURE0 + slot );
		_gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
M
Mr.doob 已提交
2552

2553
	};
M
Mr.doob 已提交
2554

A
alteredq 已提交
2555
	function setRenderTarget( renderTexture, clear ) {
2556 2557

		if ( renderTexture && !renderTexture.__webGLFramebuffer ) {
M
Mr.doob 已提交
2558

2559 2560 2561 2562 2563
			renderTexture.__webGLFramebuffer = _gl.createFramebuffer();
			renderTexture.__webGLRenderbuffer = _gl.createRenderbuffer();
			renderTexture.__webGLTexture = _gl.createTexture();

			// Setup renderbuffer
M
Mr.doob 已提交
2564

2565 2566 2567 2568
			_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webGLRenderbuffer );
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );

			// Setup texture
M
Mr.doob 已提交
2569

2570 2571 2572 2573 2574
			_gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webGLTexture );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrap_s ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrap_t ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.mag_filter ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.min_filter ) );
2575
			_gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
2576 2577

			// Setup framebuffer
M
Mr.doob 已提交
2578

2579 2580
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webGLFramebuffer );
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webGLTexture, 0 );
2581
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webGLRenderbuffer );
2582 2583

			// Release everything
M
Mr.doob 已提交
2584

2585 2586 2587
			_gl.bindTexture( _gl.TEXTURE_2D, null );
			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
M
Mr.doob 已提交
2588

2589 2590
		}

2591
		var framebuffer, width, height;
M
Mr.doob 已提交
2592

2593
		if ( renderTexture ) {
M
Mr.doob 已提交
2594

2595 2596 2597
			framebuffer = renderTexture.__webGLFramebuffer;
			width = renderTexture.width;
			height = renderTexture.height;
M
Mr.doob 已提交
2598

2599
		} else {
M
Mr.doob 已提交
2600

2601 2602 2603
			framebuffer = null;
			width = _canvas.width;
			height = _canvas.height;
M
Mr.doob 已提交
2604

2605
		}
M
Mr.doob 已提交
2606

2607
		if( framebuffer != _oldFramebuffer ) {
M
Mr.doob 已提交
2608

2609 2610
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
			_gl.viewport( 0, 0, width, height );
M
Mr.doob 已提交
2611

A
alteredq 已提交
2612
			if ( clear ) {
M
Mr.doob 已提交
2613

A
alteredq 已提交
2614
				_gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT );
M
Mr.doob 已提交
2615

A
alteredq 已提交
2616
			}
M
Mr.doob 已提交
2617

2618
			_oldFramebuffer = framebuffer;
M
Mr.doob 已提交
2619

2620
		}
2621

2622
	};
M
Mr.doob 已提交
2623

2624
	function updateRenderTargetMipmap( renderTarget ) {
M
Mr.doob 已提交
2625

2626 2627 2628
		_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webGLTexture );
		_gl.generateMipmap( _gl.TEXTURE_2D );
		_gl.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
2629 2630

	};
2631

M
Mr.doob 已提交
2632
	function cacheUniformLocations( program, identifiers ) {
M
Mr.doob 已提交
2633

M
Mr.doob 已提交
2634
		var i, l, id;
M
Mr.doob 已提交
2635

M
Mr.doob 已提交
2636
		for( i = 0, l = identifiers.length; i < l; i++ ) {
M
Mr.doob 已提交
2637

2638 2639
			id = identifiers[ i ];
			program.uniforms[ id ] = _gl.getUniformLocation( program, id );
M
Mr.doob 已提交
2640

M
Mr.doob 已提交
2641
		}
M
Mr.doob 已提交
2642

M
Mr.doob 已提交
2643
	};
M
Mr.doob 已提交
2644

2645
	function cacheAttributeLocations( program, identifiers ) {
2646

2647
		var i, l, id;
M
Mr.doob 已提交
2648

2649
		for( i = 0, l = identifiers.length; i < l; i++ ) {
M
Mr.doob 已提交
2650

2651 2652
			id = identifiers[ i ];
			program.attributes[ id ] = _gl.getAttribLocation( program, id );
M
Mr.doob 已提交
2653

2654
		}
M
Mr.doob 已提交
2655

M
Mr.doob 已提交
2656
	};
M
Mr.doob 已提交
2657

N
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2658 2659 2660 2661 2662 2663 2664 2665 2666 2667 2668 2669 2670 2671 2672 2673 2674 2675 2676 2677 2678 2679 2680 2681 2682
	function getShader( type, string ) {

		var shader;

		if ( type == "fragment" ) {

			shader = _gl.createShader( _gl.FRAGMENT_SHADER );

		} else if ( type == "vertex" ) {

			shader = _gl.createShader( _gl.VERTEX_SHADER );

		}

		_gl.shaderSource( shader, string );
		_gl.compileShader( shader );

		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {

			alert( _gl.getShaderInfoLog( shader ) );
			return null;

		}

		return shader;
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2683

2684
	};
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2685

2686
	function paramThreeToGL( p ) {
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2687

2688
		switch ( p ) {
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2689 2690 2691 2692 2693 2694 2695 2696 2697 2698 2699 2700 2701

			case THREE.RepeatWrapping: return _gl.REPEAT; break;
			case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break;
			case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break;

			case THREE.NearestFilter: return _gl.NEAREST; break;
			case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break;
			case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break;

			case THREE.LinearFilter: return _gl.LINEAR; break;
			case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break;
			case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break;

2702 2703 2704 2705 2706 2707 2708 2709 2710 2711 2712 2713 2714 2715
			case THREE.ByteType: return _gl.BYTE; break;
			case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
			case THREE.ShortType: return _gl.SHORT; break;
			case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
			case THREE.IntType: return _gl.INT; break;
			case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
			case THREE.FloatType: return _gl.FLOAT; break;

			case THREE.AlphaFormat: return _gl.ALPHA; break;
			case THREE.RGBFormat: return _gl.RGB; break;
			case THREE.RGBAFormat: return _gl.RGBA; break;
			case THREE.LuminanceFormat: return _gl.LUMINANCE; break;
			case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break;

2716
		}
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2717

2718
		return 0;
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2719

2720 2721 2722 2723 2724 2725
	};

	function materialNeedsSmoothNormals( material ) {

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

2726
	};
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2727

M
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2728
	function bufferNeedsSmoothNormals( geometryChunk, object ) {
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2729

2730
		var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
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2731

M
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2732
		for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
2733

M
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2734
			meshMaterial = object.materials[ m ];
2735 2736 2737

			if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {

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2738
				for ( i = 0, l = geometryChunk.materials.length; i < l; i++ ) {
2739

M
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2740
					if ( materialNeedsSmoothNormals( geometryChunk.materials[ i ] ) ) {
2741

2742 2743 2744 2745 2746 2747 2748 2749 2750 2751 2752 2753 2754 2755 2756 2757 2758 2759 2760 2761 2762
						needsSmoothNormals = true;
						break;

					}

				}

			} else {

				if ( materialNeedsSmoothNormals( meshMaterial ) ) {

					needsSmoothNormals = true;
					break;

				}

			}

			if ( needsSmoothNormals ) break;

		}
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2763

2764
		return needsSmoothNormals;
M
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2765

2766
	};
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2767

2768
	function allocateLights( lights, maxLights ) {
2769

2770 2771
		var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
		dirLights = pointLights = maxDirLights = maxPointLights = 0;
2772

2773
		for ( l = 0, ll = lights.length; l < ll; l++ ) {
2774

2775
			light = lights[ l ];
2776

2777 2778
			if ( light instanceof THREE.DirectionalLight ) dirLights++;
			if ( light instanceof THREE.PointLight ) pointLights++;
2779

2780
		}
2781

2782
		if ( ( pointLights + dirLights ) <= maxLights ) {
2783

2784 2785
			maxDirLights = dirLights;
			maxPointLights = pointLights;
2786

2787
		} else {
2788

2789 2790
			maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
			maxPointLights = maxLights - maxDirLights;
2791 2792 2793

		}

2794
		return { 'directional' : maxDirLights, 'point' : maxPointLights };
2795 2796

	};
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2797

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2798
	/* DEBUG
2799
	function getGLParams() {
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2800

2801
		var params  = {
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2802

2803 2804
			'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
			'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
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2805

2806 2807 2808
			'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
			'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
			'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
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2809

2810 2811 2812
			'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
			'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
		}
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2813

2814 2815
		return params;
	};
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2816

2817
	function dumpObject( obj ) {
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2818

2819 2820
		var p, str = "";
		for ( p in obj ) {
M
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2821

2822
			str += p + ": " + obj[p] + "\n";
M
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2823

2824
		}
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2825

2826 2827
		return str;
	}
A
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2828
	*/
2829

2830
};
2831

2832
THREE.Snippets = {
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2833

2834 2835
	// FOG
	
2836
	fog_pars_fragment: [
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2837

2838
	"#ifdef USE_FOG",
2839

2840
		"uniform vec3 fogColor;",
2841

2842 2843 2844 2845 2846 2847
		"#ifdef FOG_EXP2",
			"uniform float fogDensity;",
		"#else",
			"uniform float fogNear;",
			"uniform float fogFar;",
		"#endif",
2848

2849
	"#endif"
2850

2851
	].join("\n"),
M
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2852

2853
	fog_fragment: [
2854

2855
	"#ifdef USE_FOG",
2856

2857 2858 2859 2860 2861 2862 2863 2864 2865
		"float depth = gl_FragCoord.z / gl_FragCoord.w;",

		"#ifdef FOG_EXP2",
			"const float LOG2 = 1.442695;",
			"float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
			"fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
		"#else",
			"float fogFactor = smoothstep( fogNear, fogFar, depth );",
		"#endif",
2866

2867
		"gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
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2868

2869
	"#endif"
M
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2870

2871
	].join("\n"),
M
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2872

2873 2874
	// ENVIRONMENT MAP
	
2875
	envmap_pars_fragment: [
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2876

2877
	"#ifdef USE_ENVMAP",
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2878

2879 2880 2881 2882
		"varying vec3 vReflect;",
		"uniform float reflectivity;",
		"uniform samplerCube env_map;",
		"uniform int combine;",
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2883

2884
	"#endif"
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2885

2886
	].join("\n"),
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2887

2888
	envmap_fragment: [
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2889

2890 2891
	"#ifdef USE_ENVMAP",

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2892
		"vec4 cubeColor = textureCube( env_map, vec3( -vReflect.x, vReflect.yz ) );",
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2893

2894 2895
		"if ( combine == 1 ) {",

2896 2897
			//"gl_FragColor = mix( gl_FragColor, cubeColor, reflectivity );",
			"gl_FragColor = vec4( mix( gl_FragColor.xyz, cubeColor.xyz, reflectivity ), opacity );",
2898 2899 2900 2901 2902

		"} else {",

			"gl_FragColor = gl_FragColor * cubeColor;",

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2903
		"}",
2904 2905

	"#endif"
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2906

2907
	].join("\n"),
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2908

2909
	envmap_pars_vertex: [
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2910

2911
	"#ifdef USE_ENVMAP",
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2912

2913 2914 2915
		"varying vec3 vReflect;",
		"uniform float refraction_ratio;",
		"uniform bool useRefract;",
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2916

2917
	"#endif"
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2918

2919 2920 2921
	].join("\n"),

	envmap_vertex : [
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2922

2923
	"#ifdef USE_ENVMAP",
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2924

2925 2926
		"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
		"vec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;",
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2927

2928 2929 2930 2931 2932 2933 2934 2935 2936 2937 2938
		"if ( useRefract ) {",

			"vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refraction_ratio );",

		"} else {",

			"vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",

		"}",

	"#endif"
M
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2939

2940
	].join("\n"),
2941
	
2942 2943 2944 2945 2946 2947 2948 2949 2950 2951 2952 2953 2954 2955 2956 2957 2958
	// COLOR MAP (particles)

	map_particle_pars_fragment: [

	"#ifdef USE_MAP",

		"uniform sampler2D map;",

	"#endif"

	].join("\n"),


	map_particle_fragment: [

	"#ifdef USE_MAP",

A
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2959
		"gl_FragColor = gl_FragColor * texture2D( map, gl_PointCoord );",
2960 2961 2962 2963 2964 2965

	"#endif"

	].join("\n"),

	// COLOR MAP (triangles)
M
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2966

2967
	map_pars_fragment: [
M
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2968

2969
	"#ifdef USE_MAP",
M
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2970

2971 2972
		"varying vec2 vUv;",
		"uniform sampler2D map;",
M
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2973

2974
	"#endif"
M
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2975

2976
	].join("\n"),
M
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2977

2978
	map_pars_vertex: [
M
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2979

2980
	"#ifdef USE_MAP",
M
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2981

2982 2983 2984
		"varying vec2 vUv;",

	"#endif"
M
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2985

2986
	].join("\n"),
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2987

2988 2989 2990 2991
	map_fragment: [

	"#ifdef USE_MAP",

A
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2992
		"gl_FragColor = gl_FragColor * texture2D( map, vUv );",
2993 2994

	"#endif"
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2995

2996
	].join("\n"),
M
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2997

2998
	map_vertex: [
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2999

3000
	"#ifdef USE_MAP",
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3001

3002
		"vUv = uv;",
M
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3003

3004
	"#endif"
M
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3005

3006
	].join("\n"),
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3007

3008 3009 3010 3011 3012 3013 3014 3015 3016 3017 3018 3019 3020 3021 3022 3023 3024 3025 3026 3027 3028 3029 3030 3031 3032 3033 3034
	// LIGHT MAP
	
	lightmap_pars_fragment: [

	"#ifdef USE_LIGHTMAP",

		"varying vec2 vUv2;",
		"uniform sampler2D light_map;",

	"#endif"

	].join("\n"),
	
	lightmap_pars_vertex: [

	"#ifdef USE_LIGHTMAP",

		"varying vec2 vUv2;",

	"#endif"

	].join("\n"),
	
	lightmap_fragment: [

	"#ifdef USE_LIGHTMAP",

A
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3035
		"gl_FragColor = gl_FragColor * texture2D( light_map, vUv2 );",
3036 3037 3038 3039 3040 3041 3042 3043 3044 3045 3046 3047 3048 3049 3050

	"#endif"

	].join("\n"),
	
	lightmap_vertex: [

	"#ifdef USE_LIGHTMAP",

		"vUv2 = uv2;",

	"#endif"

	].join("\n"),

3051
	lights_pars_vertex: [
M
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3052

3053 3054
	"uniform bool enableLighting;",
	"uniform vec3 ambientLightColor;",
M
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3055

3056
	"#if MAX_DIR_LIGHTS > 0",
M
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3057

3058 3059
		"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
		"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
M
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3060

3061 3062 3063
	"#endif",

	"#if MAX_POINT_LIGHTS > 0",
M
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3064

3065 3066
		"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
		"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
M
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3067

3068 3069 3070
		"#ifdef PHONG",
			"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];",
		"#endif",
M
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3071

3072
	"#endif"
M
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3073

3074
	].join("\n"),
M
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3075

3076 3077
	// LIGHTS
	
3078
	lights_vertex: [
M
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3079

3080 3081
	"if ( !enableLighting ) {",

A
alteredq 已提交
3082
		"vLightWeighting = vec3( 1.0 );",
3083 3084 3085 3086 3087 3088

	"} else {",

		"vLightWeighting = ambientLightColor;",

		"#if MAX_DIR_LIGHTS > 0",
M
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3089

3090
		"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
M
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3091

3092 3093 3094
			"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
			"float directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );",
			"vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;",
M
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3095

3096
		"}",
M
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3097

3098 3099 3100
		"#endif",

		"#if MAX_POINT_LIGHTS > 0",
M
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3101

3102
		"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
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3103

3104 3105 3106 3107
			"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
			"vec3 pointLightVector = normalize( lPosition.xyz - mvPosition.xyz );",
			"float pointLightWeighting = max( dot( transformedNormal, pointLightVector ), 0.0 );",
			"vLightWeighting += pointLightColor[ i ] * pointLightWeighting;",
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3108

3109 3110 3111
			"#ifdef PHONG",
				"vPointLightVector[ i ] = pointLightVector;",
			"#endif",
M
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3112

3113
		"}",
M
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3114

3115
		"#endif",
M
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3116

3117
	"}"
M
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3118

3119
	].join("\n"),
M
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3120

3121
	lights_pars_fragment: [
M
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3122

3123 3124 3125
	"#if MAX_DIR_LIGHTS > 0",
		"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
	"#endif",
M
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3126

3127 3128 3129
	"#if MAX_POINT_LIGHTS > 0",
		"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];",
	"#endif",
M
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3130

3131 3132
	"varying vec3 vViewPosition;",
	"varying vec3 vNormal;"
M
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3133

3134
	].join("\n"),
M
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3135

3136
	lights_fragment: [
M
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3137

3138 3139
	"vec3 normal = normalize( vNormal );",
	"vec3 viewPosition = normalize( vViewPosition );",
A
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3140 3141
	
	"vec4 mColor = vec4( diffuse, opacity );",
3142 3143 3144
	"vec4 mSpecular = vec4( specular, opacity );",

	"#if MAX_POINT_LIGHTS > 0",
M
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3145

3146 3147 3148 3149 3150 3151 3152 3153 3154 3155 3156 3157 3158 3159 3160 3161 3162 3163 3164 3165 3166
		"vec4 pointDiffuse  = vec4( 0.0 );",
		"vec4 pointSpecular = vec4( 0.0 );",

		"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",

			"vec3 pointVector = normalize( vPointLightVector[ i ] );",
			"vec3 pointHalfVector = normalize( vPointLightVector[ i ] + vViewPosition );",

			"float pointDotNormalHalf = dot( normal, pointHalfVector );",
			"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",

			"float pointSpecularWeight = 0.0;",
			"if ( pointDotNormalHalf >= 0.0 )",
				"pointSpecularWeight = pow( pointDotNormalHalf, shininess );",

			"pointDiffuse  += mColor * pointDiffuseWeight;",
			"pointSpecular += mSpecular * pointSpecularWeight;",

			"}",

	"#endif",
M
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3167

3168
	"#if MAX_DIR_LIGHTS > 0",
M
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3169

3170 3171 3172 3173 3174 3175 3176 3177 3178 3179 3180 3181 3182 3183 3184 3185 3186 3187 3188 3189 3190 3191
		"vec4 dirDiffuse  = vec4( 0.0 );",
		"vec4 dirSpecular = vec4( 0.0 );" ,

		"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",

			"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",

			"vec3 dirVector = normalize( lDirection.xyz );",
			"vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );",

			"float dirDotNormalHalf = dot( normal, dirHalfVector );",

			"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",

			"float dirSpecularWeight = 0.0;",
			"if ( dirDotNormalHalf >= 0.0 )",
				"dirSpecularWeight = pow( dirDotNormalHalf, shininess );",

			"dirDiffuse  += mColor * dirDiffuseWeight;",
			"dirSpecular += mSpecular * dirSpecularWeight;",

		"}",
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3192

3193 3194 3195 3196 3197 3198 3199
	"#endif",

	"vec4 totalLight = vec4( ambient, opacity );",

	"#if MAX_DIR_LIGHTS > 0",
		"totalLight += dirDiffuse + dirSpecular;",
	"#endif",
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3200

3201 3202
	"#if MAX_POINT_LIGHTS > 0",
		"totalLight += pointDiffuse + pointSpecular;",
A
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3203 3204 3205
	"#endif",
	
	"gl_FragColor = gl_FragColor * totalLight;"
3206

A
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3207 3208 3209 3210 3211 3212 3213 3214 3215 3216 3217 3218 3219 3220 3221 3222 3223 3224 3225
	].join("\n"),
	
	// VERTEX COLORS

	color_pars_fragment: [

	"#ifdef USE_COLOR",

		"varying vec3 vColor;",

	"#endif"

	].join("\n"),


	color_fragment: [

	"#ifdef USE_COLOR",

A
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3226
		"gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
A
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3227 3228 3229 3230 3231 3232 3233 3234 3235 3236 3237 3238 3239 3240 3241 3242 3243 3244 3245 3246 3247 3248 3249 3250

	"#endif"

	].join("\n"),
	
	color_pars_vertex: [

	"#ifdef USE_COLOR",

		"varying vec3 vColor;",

	"#endif"

	].join("\n"),


	color_vertex: [

	"#ifdef USE_COLOR",

		"vColor = color;",

	"#endif"

3251 3252 3253 3254 3255 3256 3257 3258 3259 3260 3261 3262 3263 3264 3265 3266 3267 3268 3269 3270 3271 3272 3273 3274 3275
	].join("\n"),
	
	// skinning
	
	skinning_pars_vertex: [
	
	"#ifdef USE_SKINNING",
		
		"uniform mat4 uBoneGlobalMatrices[20];",
		
	"#endif"
		
	].join("\n"),
		
	skinning_vertex: [
	
	"#ifdef USE_SKINNING",

		"gl_Position  = ( uBoneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;",
		"gl_Position += ( uBoneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;",
		
		// this doesn't work, no idea why
		//"gl_Position  = projectionMatrix * cameraInverseMatrix * objectMatrix * gl_Position;",
		
		"gl_Position  = projectionMatrix * viewMatrix * objectMatrix * gl_Position;",
A
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3276
	
3277 3278 3279 3280 3281 3282 3283
	"#else",
		
		"gl_Position = projectionMatrix * mvPosition;",
		
	"#endif"
	
	].join("\n")
3284

3285
};
3286

3287
THREE.UniformsLib = {
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3288

3289
	common: {
M
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3290

A
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3291
	"diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
3292
	"opacity" : { type: "f", value: 1.0 },
3293
	"map"     : { type: "t", value: 0, texture: null },
M
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3294

3295 3296
	"light_map"       : { type: "t", value: 2, texture: null },

3297 3298
	"env_map" 		  : { type: "t", value: 1, texture: null },
	"useRefract"	  : { type: "i", value: 0 },
3299
	"reflectivity"    : { type: "f", value: 1.0 },
3300 3301
	"refraction_ratio": { type: "f", value: 0.98 },
	"combine"		  : { type: "i", value: 0 },
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3302

3303 3304 3305 3306
	"fogDensity": { type: "f", value: 0.00025 },
	"fogNear"	: { type: "f", value: 1 },
	"fogFar"	: { type: "f", value: 2000 },
	"fogColor"	: { type: "c", value: new THREE.Color( 0xffffff ) }
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3307

3308
	},
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3309

3310
	lights: {
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3311

3312 3313 3314 3315 3316 3317
	"enableLighting" 			: { type: "i", value: 1 },
	"ambientLightColor" 		: { type: "fv", value: [] },
	"directionalLightDirection" : { type: "fv", value: [] },
	"directionalLightColor" 	: { type: "fv", value: [] },
	"pointLightPosition"		: { type: "fv", value: [] },
	"pointLightColor"			: { type: "fv", value: [] }
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3318

3319 3320 3321 3322
	},

	particle: {

A
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3323
	"psColor"   : { type: "c", value: new THREE.Color( 0xeeeeee ) },
3324 3325
	"opacity" : { type: "f", value: 1.0 },
	"size" 	  : { type: "f", value: 1.0 },
3326
	"map"     : { type: "t", value: 0, texture: null },
M
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3327

3328 3329 3330 3331 3332 3333 3334
	"fogDensity": { type: "f", value: 0.00025 },
	"fogNear"	: { type: "f", value: 1 },
	"fogFar"	: { type: "f", value: 2000 },
	"fogColor"	: { type: "c", value: new THREE.Color( 0xffffff ) }
	
	}
	
3335 3336
};

3337
THREE.ShaderLib = {
3338

3339
	'depth': {
M
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3340

3341
		uniforms: { "mNear": { type: "f", value: 1.0 },
3342
					"mFar" : { type: "f", value: 2000.0 },
A
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3343
					"opacity" : { type: "f", value: 1.0 }
3344
				  },
3345

3346
		fragment_shader: [
M
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3347

3348 3349
			"uniform float mNear;",
			"uniform float mFar;",
3350
			"uniform float opacity;",
M
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3351

3352
			"void main() {",
M
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3353

3354 3355
				"float depth = gl_FragCoord.z / gl_FragCoord.w;",
				"float color = 1.0 - smoothstep( mNear, mFar, depth );",
3356
				"gl_FragColor = vec4( vec3( color ), opacity );",
M
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3357

3358
			"}"
M
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3359

3360
		].join("\n"),
3361

3362
		vertex_shader: [
3363

3364
			"void main() {",
3365

3366
				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
3367

3368
			"}"
3369

3370
		].join("\n")
3371

3372
	},
3373

3374
	'normal': {
M
Mr.doob 已提交
3375

3376
		uniforms: { "opacity" : { type: "f", value: 1.0 } },
3377

3378
		fragment_shader: [
3379

3380
			"uniform float opacity;",
3381
			"varying vec3 vNormal;",
M
Mr.doob 已提交
3382

3383
			"void main() {",
3384

3385
				"gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
M
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3386

3387
			"}"
M
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3388

3389
		].join("\n"),
M
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3390

3391
		vertex_shader: [
3392

3393
			"varying vec3 vNormal;",
3394

3395 3396 3397 3398 3399 3400 3401 3402 3403 3404 3405 3406
			"void main() {",

				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
				"vNormal = normalize( normalMatrix * normal );",

				"gl_Position = projectionMatrix * mvPosition;",

			"}"

		].join("\n")

	},
3407

3408
	'basic': {
M
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3409

3410
		uniforms: THREE.UniformsLib[ "common" ],
M
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3411

3412
		fragment_shader: [
3413

A
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3414
			"uniform vec3 diffuse;",
3415
			"uniform float opacity;",
M
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3416

3417
			THREE.Snippets[ "color_pars_fragment" ],
3418
			THREE.Snippets[ "map_pars_fragment" ],
3419
			THREE.Snippets[ "lightmap_pars_fragment" ],
3420 3421
			THREE.Snippets[ "envmap_pars_fragment" ],
			THREE.Snippets[ "fog_pars_fragment" ],
M
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3422

3423
			"void main() {",
3424

A
alteredq 已提交
3425 3426
				"gl_FragColor = vec4( diffuse, opacity );",
		
3427
				THREE.Snippets[ "map_fragment" ],
3428
				THREE.Snippets[ "lightmap_fragment" ],
3429
				THREE.Snippets[ "color_fragment" ],
3430 3431
				THREE.Snippets[ "envmap_fragment" ],
				THREE.Snippets[ "fog_fragment" ],
M
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3432

3433
			"}"
3434

3435
		].join("\n"),
M
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3436

3437
		vertex_shader: [
M
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3438

3439
			THREE.Snippets[ "map_pars_vertex" ],
3440
			THREE.Snippets[ "lightmap_pars_vertex" ],
3441
			THREE.Snippets[ "envmap_pars_vertex" ],
3442
			THREE.Snippets[ "color_pars_vertex" ],
3443
			THREE.Snippets[ "skinning_pars_vertex" ],
M
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3444

3445
			"void main() {",
M
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3446

3447
				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
M
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3448

3449
				THREE.Snippets[ "map_vertex" ],
3450
				THREE.Snippets[ "lightmap_vertex" ],
3451
				THREE.Snippets[ "envmap_vertex" ],
3452
				THREE.Snippets[ "color_vertex" ],
3453
				THREE.Snippets[ "skinning_vertex" ],
3454

3455
			"}"
3456

3457
		].join("\n")
M
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3458

3459
	},
3460

3461
	'lambert': {
M
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3462 3463

		uniforms: Uniforms.merge( [ THREE.UniformsLib[ "common" ],
3464
									THREE.UniformsLib[ "lights" ] ] ),
M
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3465

3466
		fragment_shader: [
M
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3467

A
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3468
			"uniform vec3 diffuse;",
3469
			"uniform float opacity;",
M
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3470

A
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3471
			"varying vec3 vLightWeighting;",		
M
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3472

A
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3473
			THREE.Snippets[ "color_pars_fragment" ],
3474
			THREE.Snippets[ "map_pars_fragment" ],
3475
			THREE.Snippets[ "lightmap_pars_fragment" ],
3476 3477
			THREE.Snippets[ "envmap_pars_fragment" ],
			THREE.Snippets[ "fog_pars_fragment" ],
M
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3478

3479
			"void main() {",
M
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3480

A
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3481 3482
				"gl_FragColor = vec4( diffuse, opacity );",
				"gl_FragColor = gl_FragColor * vec4( vLightWeighting, 1.0 );",
3483 3484

				THREE.Snippets[ "map_fragment" ],
3485
				THREE.Snippets[ "lightmap_fragment" ],
A
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3486
				THREE.Snippets[ "color_fragment" ],
3487
				THREE.Snippets[ "envmap_fragment" ],
3488 3489 3490 3491 3492 3493 3494
				THREE.Snippets[ "fog_fragment" ],

			"}"

		].join("\n"),

		vertex_shader: [
M
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3495

3496
			"varying vec3 vLightWeighting;",
M
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3497

3498
			THREE.Snippets[ "map_pars_vertex" ],
3499
			THREE.Snippets[ "lightmap_pars_vertex" ],
3500 3501
			THREE.Snippets[ "envmap_pars_vertex" ],
			THREE.Snippets[ "lights_pars_vertex" ],
A
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3502
			THREE.Snippets[ "color_pars_vertex" ],
3503
			THREE.Snippets[ "skinning_pars_vertex" ],
A
alteredq 已提交
3504

3505
			"void main() {",
M
Mr.doob 已提交
3506

3507
				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
M
Mr.doob 已提交
3508

3509
				THREE.Snippets[ "map_vertex" ],
3510
				THREE.Snippets[ "lightmap_vertex" ],
3511
				THREE.Snippets[ "envmap_vertex" ],
A
alteredq 已提交
3512
				THREE.Snippets[ "color_vertex" ],
M
Mr.doob 已提交
3513

3514
				"vec3 transformedNormal = normalize( normalMatrix * normal );",
M
Mr.doob 已提交
3515

3516
				THREE.Snippets[ "lights_vertex" ],
3517
				THREE.Snippets[ "skinning_vertex" ],
3518 3519 3520 3521

			"}"

		].join("\n")
M
Mr.doob 已提交
3522

3523
	},
M
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3524

3525
	'phong': {
M
Mr.doob 已提交
3526 3527

		uniforms: Uniforms.merge( [ THREE.UniformsLib[ "common" ],
3528
									THREE.UniformsLib[ "lights" ],
M
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3529

3530
									{ "ambient"  : { type: "c", value: new THREE.Color( 0x050505 ) },
3531 3532 3533
									  "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
									  "shininess": { type: "f", value: 30 }
									}
M
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3534

3535
								] ),
M
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3536

3537
		fragment_shader: [
M
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3538

A
alteredq 已提交
3539
			"uniform vec3 diffuse;",
3540
			"uniform float opacity;",
M
Mr.doob 已提交
3541

3542 3543 3544
			"uniform vec3 ambient;",
			"uniform vec3 specular;",
			"uniform float shininess;",
M
Mr.doob 已提交
3545

3546
			"varying vec3 vLightWeighting;",
M
Mr.doob 已提交
3547

A
alteredq 已提交
3548
			THREE.Snippets[ "color_pars_fragment" ],
3549
			THREE.Snippets[ "map_pars_fragment" ],
3550
			THREE.Snippets[ "lightmap_pars_fragment" ],
3551 3552 3553
			THREE.Snippets[ "envmap_pars_fragment" ],
			THREE.Snippets[ "fog_pars_fragment" ],
			THREE.Snippets[ "lights_pars_fragment" ],
M
Mr.doob 已提交
3554

3555
			"void main() {",
M
Mr.doob 已提交
3556

A
alteredq 已提交
3557 3558
				"gl_FragColor = vec4( vLightWeighting, 1.0 );",
				THREE.Snippets[ "lights_fragment" ],
3559 3560

				THREE.Snippets[ "map_fragment" ],
3561
				THREE.Snippets[ "lightmap_fragment" ],
A
alteredq 已提交
3562
				THREE.Snippets[ "color_fragment" ],
3563 3564 3565 3566 3567 3568 3569 3570
				THREE.Snippets[ "envmap_fragment" ],
				THREE.Snippets[ "fog_fragment" ],

			"}"

		].join("\n"),

		vertex_shader: [
M
Mr.doob 已提交
3571

3572
			"#define PHONG",
M
Mr.doob 已提交
3573

3574 3575 3576
			"varying vec3 vLightWeighting;",
			"varying vec3 vViewPosition;",
			"varying vec3 vNormal;",
M
Mr.doob 已提交
3577

3578
			THREE.Snippets[ "map_pars_vertex" ],
3579
			THREE.Snippets[ "lightmap_pars_vertex" ],
3580 3581
			THREE.Snippets[ "envmap_pars_vertex" ],
			THREE.Snippets[ "lights_pars_vertex" ],
A
alteredq 已提交
3582
			THREE.Snippets[ "color_pars_vertex" ],
3583
			THREE.Snippets[ "skinning_pars_vertex" ],
M
Mr.doob 已提交
3584

3585
			"void main() {",
M
Mr.doob 已提交
3586

3587
				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
M
Mr.doob 已提交
3588

3589
				THREE.Snippets[ "map_vertex" ],
3590
				THREE.Snippets[ "lightmap_vertex" ],
3591
				THREE.Snippets[ "envmap_vertex" ],
A
alteredq 已提交
3592
				THREE.Snippets[ "color_vertex" ],
M
Mr.doob 已提交
3593

3594 3595 3596
				"#ifndef USE_ENVMAP",
					"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
				"#endif",
M
Mr.doob 已提交
3597

3598
				"vViewPosition = cameraPosition - mPosition.xyz;",
M
Mr.doob 已提交
3599

3600 3601
				"vec3 transformedNormal = normalize( normalMatrix * normal );",
				"vNormal = transformedNormal;",
3602

3603
				THREE.Snippets[ "lights_vertex" ],
3604
				THREE.Snippets[ "skinning_vertex" ],
3605 3606 3607 3608

			"}"

		].join("\n")
M
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3609

3610 3611 3612 3613 3614 3615 3616 3617
	},
	
	'particle_basic': {

		uniforms: THREE.UniformsLib[ "particle" ],

		fragment_shader: [

A
alteredq 已提交
3618
			"uniform vec3 psColor;",
3619 3620
			"uniform float opacity;",

A
alteredq 已提交
3621
			THREE.Snippets[ "color_pars_fragment" ],
3622 3623 3624 3625 3626
			THREE.Snippets[ "map_particle_pars_fragment" ],
			THREE.Snippets[ "fog_pars_fragment" ],

			"void main() {",

A
alteredq 已提交
3627
				"gl_FragColor = vec4( psColor, opacity );",
3628 3629

				THREE.Snippets[ "map_particle_fragment" ],
A
alteredq 已提交
3630
				THREE.Snippets[ "color_fragment" ],
3631 3632 3633 3634 3635 3636 3637 3638 3639 3640
				THREE.Snippets[ "fog_fragment" ],

			"}"

		].join("\n"),

		vertex_shader: [

			"uniform float size;",
			
A
alteredq 已提交
3641 3642
			THREE.Snippets[ "color_pars_vertex" ],
			
3643 3644
			"void main() {",

A
alteredq 已提交
3645 3646
				THREE.Snippets[ "color_vertex" ],
				
3647 3648 3649 3650 3651 3652 3653 3654 3655 3656
				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",

				"gl_Position = projectionMatrix * mvPosition;",
				"gl_PointSize = size;",
				//"gl_PointSize = 10.0 + 6.0 * mvPosition.z;";

			"}"

		].join("\n")

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3657
	}
3658
	
A
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3659

A
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3660
};