WebGLRenderer.js 142.0 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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	// constructor parameters
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	parameters = parameters || {};
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	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
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	_precision = parameters.precision !== undefined ? parameters.precision : 'mediump',
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	_alpha = parameters.alpha !== undefined ? parameters.alpha : true,
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	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
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	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
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	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
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	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,

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	_clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
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	_clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,

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	_maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
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	// public properties
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	this.domElement = _canvas;
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	this.context = null;

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

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	// scene graph

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

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

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	// shadow map

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

	this.autoScaleCubemaps = true;

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	// custom render plugins

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

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	};
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	// internal properties
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	var _this = this,
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	_gl,
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	_programs = [],
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	// internal state cache
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	_currentProgram = null,
	_currentFramebuffer = null,
	_currentMaterialId = -1,
	_currentGeometryGroupHash = null,
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	_currentCamera = null,
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	_geometryGroupCounter = 0,
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	// GL state cache
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	_oldDoubleSided = null,
	_oldFlipSided = null,
	_oldBlending = null,
	_oldDepthTest = null,
	_oldDepthWrite = null,
	_oldPolygonOffset = null,
	_oldPolygonOffsetFactor = null,
	_oldPolygonOffsetUnits = null,
	_oldLineWidth = null,
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	_viewportX = 0,
	_viewportY = 0,
	_viewportWidth = 0,
	_viewportHeight = 0,
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	_currentWidth = 0,
	_currentHeight = 0,
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	// frustum
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	_frustum = new THREE.Frustum(),
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	 // camera matrices cache
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	_projScreenMatrix = new THREE.Matrix4(),
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	_vector3 = new THREE.Vector4(),
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	// light arrays cache
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	_direction = new THREE.Vector3(),

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	_lights = {
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		ambient: [ 0, 0, 0 ],
		directional: { length: 0, colors: new Array(), positions: new Array() },
		point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
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	};
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	// initialize
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	_gl = initGL();
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	setDefaultGLState();
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	this.context = _gl;
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	// GPU capabilities

	var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
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	_maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE ),
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	_maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
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	// API
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	this.getContext = function () {
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		return _gl;
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	};
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	this.supportsVertexTextures = function () {
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		return _maxVertexTextures > 0;
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	};
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	this.setSize = function ( width, height ) {

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

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

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

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

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

		return _clearColor;

	};

	this.getClearAlpha = function () {
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		return _clearAlpha;

	};

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

		var bits = 0;

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

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

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	// Plugins

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

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	this.addPrePlugin = function ( plugin ) {

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

	};
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	// Deallocation

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	this.deallocateObject = function ( object ) {

		if ( ! object.__webglInit ) return;

		object.__webglInit = false;

		delete object._modelViewMatrix;

		delete object._normalMatrixArray;
		delete object._modelViewMatrixArray;
		delete object._objectMatrixArray;

		if ( object instanceof THREE.Mesh ) {

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

			}

		} else if ( object instanceof THREE.Ribbon ) {

			deleteRibbonBuffers( object.geometry );

		} else if ( object instanceof THREE.Line ) {

			deleteLineBuffers( object.geometry );

		} else if ( object instanceof THREE.ParticleSystem ) {

			deleteParticleBuffers( object.geometry );

		}

	};

	this.deallocateTexture = function ( texture ) {

		if ( ! texture.__webglInit ) return;

		texture.__webglInit = false;
		_gl.deleteTexture( texture.__webglTexture );

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		_this.info.memory.textures --;

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	};

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	// Rendering
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	this.updateShadowMap = function ( scene, camera ) {
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		_currentProgram = null;
		_oldBlending = -1;
		_oldDepthTest = -1;
		_oldDepthWrite = -1;
		_currentGeometryGroupHash = -1;
		_currentMaterialId = -1;

		this.shadowMapPlugin.update( scene, camera );
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	};
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	// Internal functions
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	// Buffer allocation
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	function createParticleBuffers ( geometry ) {
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		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
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		_this.info.geometries ++;
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	};
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	function createLineBuffers ( geometry ) {
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		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
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		_this.info.memory.geometries ++;
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	};
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	function createRibbonBuffers ( geometry ) {
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		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
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		_this.info.memory.geometries ++;
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	};
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	function createMeshBuffers ( geometryGroup ) {
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		geometryGroup.__webglVertexBuffer = _gl.createBuffer();
		geometryGroup.__webglNormalBuffer = _gl.createBuffer();
		geometryGroup.__webglTangentBuffer = _gl.createBuffer();
		geometryGroup.__webglColorBuffer = _gl.createBuffer();
		geometryGroup.__webglUVBuffer = _gl.createBuffer();
		geometryGroup.__webglUV2Buffer = _gl.createBuffer();
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		geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
		geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
		geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
		geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
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		geometryGroup.__webglFaceBuffer = _gl.createBuffer();
		geometryGroup.__webglLineBuffer = _gl.createBuffer();
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		var m, ml;
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		if ( geometryGroup.numMorphTargets ) {
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			geometryGroup.__webglMorphTargetsBuffers = [];
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			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
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				geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
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			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__webglMorphNormalsBuffers = [];

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

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

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	};

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

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		_this.info.memory.geometries --;

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	};

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

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

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

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		var m, ml;

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		if ( geometryGroup.numMorphTargets ) {

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

		}

		if ( geometryGroup.numMorphNormals ) {

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

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

		}

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		if ( geometryGroup.__webglCustomAttributesList ) {

			for ( var id in geometryGroup.__webglCustomAttributesList ) {

				_gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer );

			}

		}

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		_this.info.memory.geometries --;

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	};

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

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

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

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		geometry.__sortArray = [];

		geometry.__webglParticleCount = nvertices;
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		initCustomAttributes ( geometry, object );

	};

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	function initLineBuffers ( geometry, object ) {
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		var nvertices = geometry.vertices.length;

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

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		geometry.__webglLineCount = nvertices;
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		initCustomAttributes ( geometry, object );

	};

	function initRibbonBuffers ( geometry ) {

		var nvertices = geometry.vertices.length;

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

		geometry.__webglVertexCount = nvertices;

	};

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	function initMeshBuffers ( geometryGroup, object ) {
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		var geometry = object.geometry,
			faces3 = geometryGroup.faces3,
			faces4 = geometryGroup.faces4,
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			nvertices = faces3.length * 3 + faces4.length * 4,
			ntris     = faces3.length * 1 + faces4.length * 2,
			nlines    = faces3.length * 3 + faces4.length * 4,
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			material = getBufferMaterial( object, geometryGroup ),
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			uvType = bufferGuessUVType( material ),
			normalType = bufferGuessNormalType( material ),
			vertexColorType = bufferGuessVertexColorType( material );
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		//console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
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		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
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		if ( normalType ) {
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			geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
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		}
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		if ( geometry.hasTangents ) {
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			geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
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		}
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		if ( vertexColorType ) {
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			geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
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		}
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		if ( uvType ) {
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			if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
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				geometryGroup.__uvArray = new Float32Array( nvertices * 2 );

			}

			if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
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				geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );

			}

		}

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

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

		}

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		geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
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		geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
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		var m, ml;

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		if ( geometryGroup.numMorphTargets ) {

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			geometryGroup.__morphTargetsArrays = [];
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			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
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				geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
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			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__morphNormalsArrays = [];

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

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				geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
687

688 689 690
			}

		}
691

692
		geometryGroup.__webglFaceCount = ntris * 3;
693
		geometryGroup.__webglLineCount = nlines * 2;
694

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Mr.doob 已提交
695

696
		// custom attributes
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697

698
		if ( material.attributes ) {
699

700
			if ( geometryGroup.__webglCustomAttributesList === undefined ) {
701

702
				geometryGroup.__webglCustomAttributesList = [];
703

704
			}
705

706
			for ( var a in material.attributes ) {
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Mr.doob 已提交
707

708 709
				// Do a shallow copy of the attribute object so different geometryGroup chunks use different
				// attribute buffers which are correctly indexed in the setMeshBuffers function
710

711
				var originalAttribute = material.attributes[ a ];
712

713
				var attribute = {};
714

715
				for ( var property in originalAttribute ) {
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Mr.doob 已提交
716

717
					attribute[ property ] = originalAttribute[ property ];
718

719
				}
720

721
				if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
722

723
					attribute.__webglInitialized = true;
724

725
					var size = 1;		// "f" and "i"
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727 728 729 730
					if( attribute.type === "v2" ) size = 2;
					else if( attribute.type === "v3" ) size = 3;
					else if( attribute.type === "v4" ) size = 4;
					else if( attribute.type === "c"  ) size = 3;
731

732
					attribute.size = size;
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734
					attribute.array = new Float32Array( nvertices * size );
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736 737
					attribute.buffer = _gl.createBuffer();
					attribute.buffer.belongsToAttribute = a;
738

739 740
					originalAttribute.needsUpdate = true;
					attribute.__original = originalAttribute;
741 742 743

				}

744 745
				geometryGroup.__webglCustomAttributesList.push( attribute );

746
			}
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Mr.doob 已提交
747

748
		}
749

750 751
		geometryGroup.__inittedArrays = true;

752
	};
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753

754
	function getBufferMaterial( object, geometryGroup ) {
755

756
		if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
757

758
			return object.material;
759

760
		} else if ( geometryGroup.materialIndex >= 0 ) {
761

762
			return object.geometry.materials[ geometryGroup.materialIndex ];
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763

764
		}
765

766
	};
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767

768
	function materialNeedsSmoothNormals ( material ) {
769

770
		return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
771

772
	};
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773

774
	function bufferGuessNormalType ( material ) {
775

776
		// only MeshBasicMaterial and MeshDepthMaterial don't need normals
777

778
		if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
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779

780
			return false;
781

782
		}
783

784
		if ( materialNeedsSmoothNormals( material ) ) {
785

786
			return THREE.SmoothShading;
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Mr.doob 已提交
787

788
		} else {
789

790
			return THREE.FlatShading;
791

792
		}
793

794
	};
795

796
	function bufferGuessVertexColorType ( material ) {
797

798
		if ( material.vertexColors ) {
799

800
			return material.vertexColors;
801

802
		}
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803

804
		return false;
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805

806
	};
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807

808
	function bufferGuessUVType ( material ) {
809

810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353
		// material must use some texture to require uvs

		if ( material.map || material.lightMap || material instanceof THREE.ShaderMaterial ) {

			return true;

		}

		return false;

	};

	// Buffer setting

	function setParticleBuffers ( geometry, hint, object ) {

		var v, c, vertex, offset, index, color,

		vertices = geometry.vertices,
		vl = vertices.length,

		colors = geometry.colors,
		cl = colors.length,

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,

		sortArray = geometry.__sortArray,

		dirtyVertices = geometry.__dirtyVertices,
		dirtyElements = geometry.__dirtyElements,
		dirtyColors = geometry.__dirtyColors,

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

		if ( object.sortParticles ) {

			_projScreenMatrix.multiplySelf( object.matrixWorld );

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

				vertex = vertices[ v ].position;

				_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;

				offset = v * 3;

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

			}

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

				offset = c * 3;

				color = colors[ sortArray[c][1] ];

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

			}

			if ( customAttributes ) {

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

					customAttribute = customAttributes[ i ];

					if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;

					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							index = sortArray[ ca ][ 1 ];

							customAttribute.array[ ca ] = customAttribute.value[ index ];

						}

					} else if ( customAttribute.size === 2 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							index = sortArray[ ca ][ 1 ];

							value = customAttribute.value[ index ];

							customAttribute.array[ offset ] 	= value.x;
							customAttribute.array[ offset + 1 ] = value.y;

							offset += 2;

						}

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

						if ( customAttribute.type === "c" ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								index = sortArray[ ca ][ 1 ];

								value = customAttribute.value[ index ];

								customAttribute.array[ offset ]     = value.r;
								customAttribute.array[ offset + 1 ] = value.g;
								customAttribute.array[ offset + 2 ] = value.b;

								offset += 3;

							}

						} else {

							for ( ca = 0; ca < cal; ca ++ ) {

								index = sortArray[ ca ][ 1 ];

								value = customAttribute.value[ index ];

								customAttribute.array[ offset ] 	= value.x;
								customAttribute.array[ offset + 1 ] = value.y;
								customAttribute.array[ offset + 2 ] = value.z;

								offset += 3;

							}

						}

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

						for ( ca = 0; ca < cal; ca ++ ) {

							index = sortArray[ ca ][ 1 ];

							value = customAttribute.value[ index ];

							customAttribute.array[ offset ]      = value.x;
							customAttribute.array[ offset + 1  ] = value.y;
							customAttribute.array[ offset + 2  ] = value.z;
							customAttribute.array[ offset + 3  ] = value.w;

							offset += 4;

						}

					}

				}

			}

		} else {

			if ( dirtyVertices ) {

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

					vertex = vertices[ v ].position;

					offset = v * 3;

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

				}

			}

			if ( dirtyColors ) {

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

					color = colors[ c ];

					offset = c * 3;

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

				}

			}

			if ( customAttributes ) {

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

					customAttribute = customAttributes[ i ];

					if ( customAttribute.needsUpdate &&
					     ( customAttribute.boundTo === undefined ||
						   customAttribute.boundTo === "vertices") ) {

						cal = customAttribute.value.length;

						offset = 0;

						if ( customAttribute.size === 1 ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								customAttribute.array[ ca ] = customAttribute.value[ ca ];

							}

						} else if ( customAttribute.size === 2 ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

								customAttribute.array[ offset ] 	= value.x;
								customAttribute.array[ offset + 1 ] = value.y;

								offset += 2;

							}

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

							if ( customAttribute.type === "c" ) {

								for ( ca = 0; ca < cal; ca ++ ) {

									value = customAttribute.value[ ca ];

									customAttribute.array[ offset ] 	= value.r;
									customAttribute.array[ offset + 1 ] = value.g;
									customAttribute.array[ offset + 2 ] = value.b;

									offset += 3;

								}

							} else {

								for ( ca = 0; ca < cal; ca ++ ) {

									value = customAttribute.value[ ca ];

									customAttribute.array[ offset ] 	= value.x;
									customAttribute.array[ offset + 1 ] = value.y;
									customAttribute.array[ offset + 2 ] = value.z;

									offset += 3;

								}

							}

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

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

								customAttribute.array[ offset ]      = value.x;
								customAttribute.array[ offset + 1  ] = value.y;
								customAttribute.array[ offset + 2  ] = value.z;
								customAttribute.array[ offset + 3  ] = value.w;

								offset += 4;

							}

						}

					}

				}

			}

		}

		if ( dirtyVertices || object.sortParticles ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

		}

		if ( dirtyColors || object.sortParticles ) {

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

		}

		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

				if ( customAttribute.needsUpdate || object.sortParticles ) {

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

				}

			}

		}


	};

	function setLineBuffers ( geometry, hint ) {

		var v, c, vertex, offset, color,

		vertices = geometry.vertices,
		colors = geometry.colors,
		vl = vertices.length,
		cl = colors.length,

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,

		dirtyVertices = geometry.__dirtyVertices,
		dirtyColors = geometry.__dirtyColors,

		customAttributes = geometry.__webglCustomAttributesList,

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

		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;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

		}

		if ( dirtyColors ) {

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

				color = colors[ c ];

				offset = c * 3;

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

			}

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

		}

		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

				if ( customAttribute.needsUpdate &&
					 ( customAttribute.boundTo === undefined ||
					   customAttribute.boundTo === "vertices" ) ) {

					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							customAttribute.array[ ca ] = customAttribute.value[ ca ];

						}

					} else if ( customAttribute.size === 2 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							value = customAttribute.value[ ca ];

							customAttribute.array[ offset ] 	= value.x;
							customAttribute.array[ offset + 1 ] = value.y;

							offset += 2;

						}

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

						if ( customAttribute.type === "c" ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

								customAttribute.array[ offset ] 	= value.r;
								customAttribute.array[ offset + 1 ] = value.g;
								customAttribute.array[ offset + 2 ] = value.b;

								offset += 3;

							}

						} else {

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

								customAttribute.array[ offset ] 	= value.x;
								customAttribute.array[ offset + 1 ] = value.y;
								customAttribute.array[ offset + 2 ] = value.z;

								offset += 3;

							}

						}

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

						for ( ca = 0; ca < cal; ca ++ ) {

							value = customAttribute.value[ ca ];

							customAttribute.array[ offset ] 	 = value.x;
							customAttribute.array[ offset + 1  ] = value.y;
							customAttribute.array[ offset + 2  ] = value.z;
							customAttribute.array[ offset + 3  ] = value.w;

							offset += 4;

						}

					}

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

				}

			}

		}

	};

	function setRibbonBuffers ( geometry, hint ) {

		var v, c, vertex, offset, color,

		vertices = geometry.vertices,
		colors = geometry.colors,
		vl = vertices.length,
		cl = colors.length,

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,

		dirtyVertices = geometry.__dirtyVertices,
		dirtyColors = geometry.__dirtyColors;

		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;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

		}

		if ( dirtyColors ) {

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

				color = colors[ c ];

				offset = c * 3;

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

			}

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

		}

	};

1354
	function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
1355 1356 1357 1358 1359 1360 1361 1362

		if ( ! geometryGroup.__inittedArrays ) {

			// console.log( object );
			return;

		}

1363 1364 1365 1366 1367 1368
		var normalType = bufferGuessNormalType( material ),
		vertexColorType = bufferGuessVertexColorType( material ),
		uvType = bufferGuessUVType( material ),

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

1369 1370 1371 1372
		var f, fl, fi, face,
		vertexNormals, faceNormal, normal,
		vertexColors, faceColor,
		vertexTangents,
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		uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
1374 1375 1376 1377 1378 1379 1380 1381
		c1, c2, c3, c4,
		sw1, sw2, sw3, sw4,
		si1, si2, si3, si4,
		sa1, sa2, sa3, sa4,
		sb1, sb2, sb3, sb4,
		m, ml, i, il,
		vn, uvi, uv2i,
		vk, vkl, vka,
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		nka, chf, faceVertexNormals,
1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414
		a,

		vertexIndex = 0,

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

		value,

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

		skinVertexAArray = geometryGroup.__skinVertexAArray,
		skinVertexBArray = geometryGroup.__skinVertexBArray,
		skinIndexArray = geometryGroup.__skinIndexArray,
		skinWeightArray = geometryGroup.__skinWeightArray,

		morphTargetsArrays = geometryGroup.__morphTargetsArrays,
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		morphNormalsArrays = geometryGroup.__morphNormalsArrays,
1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447

		customAttributes = geometryGroup.__webglCustomAttributesList,
		customAttribute,

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

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

		dirtyVertices = geometry.__dirtyVertices,
		dirtyElements = geometry.__dirtyElements,
		dirtyUvs = geometry.__dirtyUvs,
		dirtyNormals = geometry.__dirtyNormals,
		dirtyTangents = geometry.__dirtyTangents,
		dirtyColors = geometry.__dirtyColors,
		dirtyMorphTargets = geometry.__dirtyMorphTargets,

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

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

		obj_colors = geometry.colors,

		obj_skinVerticesA = geometry.skinVerticesA,
		obj_skinVerticesB = geometry.skinVerticesB,
		obj_skinIndices = geometry.skinIndices,
		obj_skinWeights = geometry.skinWeights,

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		morphTargets = geometry.morphTargets,
		morphNormals = geometry.morphNormals;
1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471

		if ( dirtyVertices ) {

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

				face = obj_faces[ chunk_faces3[ f ] ];

				v1 = vertices[ face.a ].position;
				v2 = vertices[ face.b ].position;
				v3 = vertices[ face.c ].position;

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

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

				vertexArray[ offset + 6 ] = v3.x;
				vertexArray[ offset + 7 ] = v3.y;
				vertexArray[ offset + 8 ] = v3.z;
M
Mr.doob 已提交
1472

1473
				offset += 9;
M
Mr.doob 已提交
1474

1475
			}
1476

A
alteredq 已提交
1477
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
M
Mr.doob 已提交
1478

A
alteredq 已提交
1479
				face = obj_faces[ chunk_faces4[ f ] ];
M
Mr.doob 已提交
1480

A
alteredq 已提交
1481 1482 1483 1484
				v1 = vertices[ face.a ].position;
				v2 = vertices[ face.b ].position;
				v3 = vertices[ face.c ].position;
				v4 = vertices[ face.d ].position;
1485

A
alteredq 已提交
1486 1487 1488
				vertexArray[ offset ]     = v1.x;
				vertexArray[ offset + 1 ] = v1.y;
				vertexArray[ offset + 2 ] = v1.z;
1489

A
alteredq 已提交
1490 1491 1492
				vertexArray[ offset + 3 ] = v2.x;
				vertexArray[ offset + 4 ] = v2.y;
				vertexArray[ offset + 5 ] = v2.z;
1493

A
alteredq 已提交
1494 1495 1496
				vertexArray[ offset + 6 ] = v3.x;
				vertexArray[ offset + 7 ] = v3.y;
				vertexArray[ offset + 8 ] = v3.z;
1497

A
alteredq 已提交
1498 1499 1500
				vertexArray[ offset + 9 ]  = v4.x;
				vertexArray[ offset + 10 ] = v4.y;
				vertexArray[ offset + 11 ] = v4.z;
1501

A
alteredq 已提交
1502
				offset += 12;
1503

A
alteredq 已提交
1504
			}
1505

A
alteredq 已提交
1506 1507
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
M
Mr.doob 已提交
1508

A
alteredq 已提交
1509
		}
M
Mr.doob 已提交
1510

A
alteredq 已提交
1511
		if ( dirtyMorphTargets ) {
M
Mr.doob 已提交
1512

1513
			for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
1514

1515
				offset_morphTarget = 0;
1516

1517 1518
				for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

A
alteredq 已提交
1519 1520 1521 1522
					chf = chunk_faces3[ f ];
					face = obj_faces[ chf ];

					// morph positions
M
Mr.doob 已提交
1523

A
alteredq 已提交
1524 1525 1526
					v1 = morphTargets[ vk ].vertices[ face.a ].position;
					v2 = morphTargets[ vk ].vertices[ face.b ].position;
					v3 = morphTargets[ vk ].vertices[ face.c ].position;
M
Mr.doob 已提交
1527

A
alteredq 已提交
1528
					vka = morphTargetsArrays[ vk ];
M
Mr.doob 已提交
1529

A
alteredq 已提交
1530 1531 1532
					vka[ offset_morphTarget ] 	  = v1.x;
					vka[ offset_morphTarget + 1 ] = v1.y;
					vka[ offset_morphTarget + 2 ] = v1.z;
M
Mr.doob 已提交
1533

A
alteredq 已提交
1534 1535 1536
					vka[ offset_morphTarget + 3 ] = v2.x;
					vka[ offset_morphTarget + 4 ] = v2.y;
					vka[ offset_morphTarget + 5 ] = v2.z;
M
Mr.doob 已提交
1537

A
alteredq 已提交
1538 1539 1540
					vka[ offset_morphTarget + 6 ] = v3.x;
					vka[ offset_morphTarget + 7 ] = v3.y;
					vka[ offset_morphTarget + 8 ] = v3.z;
M
Mr.doob 已提交
1541

A
alteredq 已提交
1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579
					// morph normals

					if ( material.morphNormals ) {

						if ( needsSmoothNormals ) {

							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];

							n1 = faceVertexNormals.a;
							n2 = faceVertexNormals.b;
							n3 = faceVertexNormals.c;

						} else {

							n1 = morphNormals[ vk ].faceNormals[ chf ];
							n2 = n1;
							n3 = n1;

						}

						nka = morphNormalsArrays[ vk ];

						nka[ offset_morphTarget ] 	  = n1.x;
						nka[ offset_morphTarget + 1 ] = n1.y;
						nka[ offset_morphTarget + 2 ] = n1.z;

						nka[ offset_morphTarget + 3 ] = n2.x;
						nka[ offset_morphTarget + 4 ] = n2.y;
						nka[ offset_morphTarget + 5 ] = n2.z;

						nka[ offset_morphTarget + 6 ] = n3.x;
						nka[ offset_morphTarget + 7 ] = n3.y;
						nka[ offset_morphTarget + 8 ] = n3.z;

					}

					//

1580
					offset_morphTarget += 9;
1581

1582
				}
1583

1584
				for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
1585

A
alteredq 已提交
1586 1587 1588 1589
					chf = chunk_faces4[ f ];
					face = obj_faces[ chf ];

					// morph positions
1590

1591 1592 1593
					v1 = morphTargets[ vk ].vertices[ face.a ].position;
					v2 = morphTargets[ vk ].vertices[ face.b ].position;
					v3 = morphTargets[ vk ].vertices[ face.c ].position;
A
alteredq 已提交
1594
					v4 = morphTargets[ vk ].vertices[ face.d ].position;
1595

1596
					vka = morphTargetsArrays[ vk ];
1597

1598 1599 1600
					vka[ offset_morphTarget ] 	  = v1.x;
					vka[ offset_morphTarget + 1 ] = v1.y;
					vka[ offset_morphTarget + 2 ] = v1.z;
1601

1602 1603 1604
					vka[ offset_morphTarget + 3 ] = v2.x;
					vka[ offset_morphTarget + 4 ] = v2.y;
					vka[ offset_morphTarget + 5 ] = v2.z;
1605

1606 1607 1608
					vka[ offset_morphTarget + 6 ] = v3.x;
					vka[ offset_morphTarget + 7 ] = v3.y;
					vka[ offset_morphTarget + 8 ] = v3.z;
1609

A
alteredq 已提交
1610 1611 1612 1613
					vka[ offset_morphTarget + 9 ]  = v4.x;
					vka[ offset_morphTarget + 10 ] = v4.y;
					vka[ offset_morphTarget + 11 ] = v4.z;

A
alteredq 已提交
1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657
					// morph normals

					if ( material.morphNormals ) {

						if ( needsSmoothNormals ) {

							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];

							n1 = faceVertexNormals.a;
							n2 = faceVertexNormals.b;
							n3 = faceVertexNormals.c;
							n4 = faceVertexNormals.d;

						} else {

							n1 = morphNormals[ vk ].faceNormals[ chf ];
							n2 = n1;
							n3 = n1;
							n4 = n1;

						}

						nka = morphNormalsArrays[ vk ];

						nka[ offset_morphTarget ] 	  = n1.x;
						nka[ offset_morphTarget + 1 ] = n1.y;
						nka[ offset_morphTarget + 2 ] = n1.z;

						nka[ offset_morphTarget + 3 ] = n2.x;
						nka[ offset_morphTarget + 4 ] = n2.y;
						nka[ offset_morphTarget + 5 ] = n2.z;

						nka[ offset_morphTarget + 6 ] = n3.x;
						nka[ offset_morphTarget + 7 ] = n3.y;
						nka[ offset_morphTarget + 8 ] = n3.z;

						nka[ offset_morphTarget + 9 ]  = n4.x;
						nka[ offset_morphTarget + 10 ] = n4.y;
						nka[ offset_morphTarget + 11 ] = n4.z;

					}

					//

1658
					offset_morphTarget += 12;
A
alteredq 已提交
1659

1660
				}
A
alteredq 已提交
1661 1662 1663

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
				_gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
A
alteredq 已提交
1664

A
alteredq 已提交
1665 1666 1667 1668 1669 1670 1671
				if ( material.morphNormals ) {

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

				}

1672
			}
1673

A
alteredq 已提交
1674 1675 1676 1677 1678 1679 1680
		}

		if ( obj_skinWeights.length ) {

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

				face = obj_faces[ chunk_faces3[ f ]	];
1681

1682
				// weights
A
alteredq 已提交
1683

1684 1685 1686
				sw1 = obj_skinWeights[ face.a ];
				sw2 = obj_skinWeights[ face.b ];
				sw3 = obj_skinWeights[ face.c ];
A
alteredq 已提交
1687

1688 1689 1690 1691
				skinWeightArray[ offset_skin ]     = sw1.x;
				skinWeightArray[ offset_skin + 1 ] = sw1.y;
				skinWeightArray[ offset_skin + 2 ] = sw1.z;
				skinWeightArray[ offset_skin + 3 ] = sw1.w;
A
alteredq 已提交
1692

1693 1694 1695 1696
				skinWeightArray[ offset_skin + 4 ] = sw2.x;
				skinWeightArray[ offset_skin + 5 ] = sw2.y;
				skinWeightArray[ offset_skin + 6 ] = sw2.z;
				skinWeightArray[ offset_skin + 7 ] = sw2.w;
1697

1698 1699 1700 1701
				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
				skinWeightArray[ offset_skin + 10 ] = sw3.z;
				skinWeightArray[ offset_skin + 11 ] = sw3.w;
A
alteredq 已提交
1702

1703
				// indices
A
alteredq 已提交
1704

1705 1706 1707
				si1 = obj_skinIndices[ face.a ];
				si2 = obj_skinIndices[ face.b ];
				si3 = obj_skinIndices[ face.c ];
A
alteredq 已提交
1708

1709 1710 1711 1712
				skinIndexArray[ offset_skin ]     = si1.x;
				skinIndexArray[ offset_skin + 1 ] = si1.y;
				skinIndexArray[ offset_skin + 2 ] = si1.z;
				skinIndexArray[ offset_skin + 3 ] = si1.w;
A
alteredq 已提交
1713

1714 1715 1716 1717
				skinIndexArray[ offset_skin + 4 ] = si2.x;
				skinIndexArray[ offset_skin + 5 ] = si2.y;
				skinIndexArray[ offset_skin + 6 ] = si2.z;
				skinIndexArray[ offset_skin + 7 ] = si2.w;
1718

1719 1720 1721 1722
				skinIndexArray[ offset_skin + 8 ]  = si3.x;
				skinIndexArray[ offset_skin + 9 ]  = si3.y;
				skinIndexArray[ offset_skin + 10 ] = si3.z;
				skinIndexArray[ offset_skin + 11 ] = si3.w;
A
alteredq 已提交
1723

1724
				// vertices A
A
alteredq 已提交
1725

1726 1727 1728
				sa1 = obj_skinVerticesA[ face.a ];
				sa2 = obj_skinVerticesA[ face.b ];
				sa3 = obj_skinVerticesA[ face.c ];
A
alteredq 已提交
1729

1730 1731 1732 1733
				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
A
alteredq 已提交
1734

1735 1736 1737 1738
				skinVertexAArray[ offset_skin + 4 ] = sa2.x;
				skinVertexAArray[ offset_skin + 5 ] = sa2.y;
				skinVertexAArray[ offset_skin + 6 ] = sa2.z;
				skinVertexAArray[ offset_skin + 7 ] = 1;
1739

1740 1741 1742 1743
				skinVertexAArray[ offset_skin + 8 ]  = sa3.x;
				skinVertexAArray[ offset_skin + 9 ]  = sa3.y;
				skinVertexAArray[ offset_skin + 10 ] = sa3.z;
				skinVertexAArray[ offset_skin + 11 ] = 1;
A
alteredq 已提交
1744

1745
				// vertices B
A
alteredq 已提交
1746

1747 1748 1749
				sb1 = obj_skinVerticesB[ face.a ];
				sb2 = obj_skinVerticesB[ face.b ];
				sb3 = obj_skinVerticesB[ face.c ];
A
alteredq 已提交
1750

1751 1752 1753 1754
				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
A
alteredq 已提交
1755

1756 1757 1758 1759
				skinVertexBArray[ offset_skin + 4 ] = sb2.x;
				skinVertexBArray[ offset_skin + 5 ] = sb2.y;
				skinVertexBArray[ offset_skin + 6 ] = sb2.z;
				skinVertexBArray[ offset_skin + 7 ] = 1;
1760

1761 1762 1763 1764
				skinVertexBArray[ offset_skin + 8 ]  = sb3.x;
				skinVertexBArray[ offset_skin + 9 ]  = sb3.y;
				skinVertexBArray[ offset_skin + 10 ] = sb3.z;
				skinVertexBArray[ offset_skin + 11 ] = 1;
1765

1766
				offset_skin += 12;
1767

1768
			}
1769

A
alteredq 已提交
1770
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
1771

A
alteredq 已提交
1772
				face = obj_faces[ chunk_faces4[ f ] ];
1773

A
alteredq 已提交
1774
				// weights
1775

A
alteredq 已提交
1776 1777 1778 1779
				sw1 = obj_skinWeights[ face.a ];
				sw2 = obj_skinWeights[ face.b ];
				sw3 = obj_skinWeights[ face.c ];
				sw4 = obj_skinWeights[ face.d ];
1780

A
alteredq 已提交
1781 1782 1783 1784
				skinWeightArray[ offset_skin ]     = sw1.x;
				skinWeightArray[ offset_skin + 1 ] = sw1.y;
				skinWeightArray[ offset_skin + 2 ] = sw1.z;
				skinWeightArray[ offset_skin + 3 ] = sw1.w;
1785

A
alteredq 已提交
1786 1787 1788 1789
				skinWeightArray[ offset_skin + 4 ] = sw2.x;
				skinWeightArray[ offset_skin + 5 ] = sw2.y;
				skinWeightArray[ offset_skin + 6 ] = sw2.z;
				skinWeightArray[ offset_skin + 7 ] = sw2.w;
1790

A
alteredq 已提交
1791 1792 1793 1794
				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
				skinWeightArray[ offset_skin + 10 ] = sw3.z;
				skinWeightArray[ offset_skin + 11 ] = sw3.w;
1795

A
alteredq 已提交
1796 1797 1798 1799
				skinWeightArray[ offset_skin + 12 ] = sw4.x;
				skinWeightArray[ offset_skin + 13 ] = sw4.y;
				skinWeightArray[ offset_skin + 14 ] = sw4.z;
				skinWeightArray[ offset_skin + 15 ] = sw4.w;
1800

A
alteredq 已提交
1801
				// indices
1802

A
alteredq 已提交
1803 1804 1805 1806
				si1 = obj_skinIndices[ face.a ];
				si2 = obj_skinIndices[ face.b ];
				si3 = obj_skinIndices[ face.c ];
				si4 = obj_skinIndices[ face.d ];
1807

A
alteredq 已提交
1808 1809 1810 1811
				skinIndexArray[ offset_skin ]     = si1.x;
				skinIndexArray[ offset_skin + 1 ] = si1.y;
				skinIndexArray[ offset_skin + 2 ] = si1.z;
				skinIndexArray[ offset_skin + 3 ] = si1.w;
1812

A
alteredq 已提交
1813 1814 1815 1816
				skinIndexArray[ offset_skin + 4 ] = si2.x;
				skinIndexArray[ offset_skin + 5 ] = si2.y;
				skinIndexArray[ offset_skin + 6 ] = si2.z;
				skinIndexArray[ offset_skin + 7 ] = si2.w;
M
Mr.doob 已提交
1817

A
alteredq 已提交
1818 1819 1820 1821
				skinIndexArray[ offset_skin + 8 ]  = si3.x;
				skinIndexArray[ offset_skin + 9 ]  = si3.y;
				skinIndexArray[ offset_skin + 10 ] = si3.z;
				skinIndexArray[ offset_skin + 11 ] = si3.w;
M
Mr.doob 已提交
1822

A
alteredq 已提交
1823 1824 1825 1826
				skinIndexArray[ offset_skin + 12 ] = si4.x;
				skinIndexArray[ offset_skin + 13 ] = si4.y;
				skinIndexArray[ offset_skin + 14 ] = si4.z;
				skinIndexArray[ offset_skin + 15 ] = si4.w;
M
Mr.doob 已提交
1827

A
alteredq 已提交
1828
				// vertices A
M
Mr.doob 已提交
1829

A
alteredq 已提交
1830 1831 1832 1833
				sa1 = obj_skinVerticesA[ face.a ];
				sa2 = obj_skinVerticesA[ face.b ];
				sa3 = obj_skinVerticesA[ face.c ];
				sa4 = obj_skinVerticesA[ face.d ];
1834

A
alteredq 已提交
1835 1836 1837 1838
				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
M
Mr.doob 已提交
1839

A
alteredq 已提交
1840 1841 1842 1843
				skinVertexAArray[ offset_skin + 4 ] = sa2.x;
				skinVertexAArray[ offset_skin + 5 ] = sa2.y;
				skinVertexAArray[ offset_skin + 6 ] = sa2.z;
				skinVertexAArray[ offset_skin + 7 ] = 1;
1844

A
alteredq 已提交
1845 1846 1847 1848
				skinVertexAArray[ offset_skin + 8 ]  = sa3.x;
				skinVertexAArray[ offset_skin + 9 ]  = sa3.y;
				skinVertexAArray[ offset_skin + 10 ] = sa3.z;
				skinVertexAArray[ offset_skin + 11 ] = 1;
1849

A
alteredq 已提交
1850 1851 1852 1853
				skinVertexAArray[ offset_skin + 12 ] = sa4.x;
				skinVertexAArray[ offset_skin + 13 ] = sa4.y;
				skinVertexAArray[ offset_skin + 14 ] = sa4.z;
				skinVertexAArray[ offset_skin + 15 ] = 1;
M
Mr.doob 已提交
1854

A
alteredq 已提交
1855
				// vertices B
M
Mr.doob 已提交
1856

A
alteredq 已提交
1857 1858 1859 1860
				sb1 = obj_skinVerticesB[ face.a ];
				sb2 = obj_skinVerticesB[ face.b ];
				sb3 = obj_skinVerticesB[ face.c ];
				sb4 = obj_skinVerticesB[ face.d ];
M
Mr.doob 已提交
1861

A
alteredq 已提交
1862 1863 1864 1865
				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
M
Mr.doob 已提交
1866

A
alteredq 已提交
1867 1868 1869 1870
				skinVertexBArray[ offset_skin + 4 ] = sb2.x;
				skinVertexBArray[ offset_skin + 5 ] = sb2.y;
				skinVertexBArray[ offset_skin + 6 ] = sb2.z;
				skinVertexBArray[ offset_skin + 7 ] = 1;
1871

A
alteredq 已提交
1872 1873 1874 1875
				skinVertexBArray[ offset_skin + 8 ]  = sb3.x;
				skinVertexBArray[ offset_skin + 9 ]  = sb3.y;
				skinVertexBArray[ offset_skin + 10 ] = sb3.z;
				skinVertexBArray[ offset_skin + 11 ] = 1;
1876

A
alteredq 已提交
1877 1878 1879 1880
				skinVertexBArray[ offset_skin + 12 ] = sb4.x;
				skinVertexBArray[ offset_skin + 13 ] = sb4.y;
				skinVertexBArray[ offset_skin + 14 ] = sb4.z;
				skinVertexBArray[ offset_skin + 15 ] = 1;
1881

A
alteredq 已提交
1882
				offset_skin += 16;
M
Mr.doob 已提交
1883

A
alteredq 已提交
1884
			}
M
Mr.doob 已提交
1885

A
alteredq 已提交
1886
			if ( offset_skin > 0 ) {
M
Mr.doob 已提交
1887

A
alteredq 已提交
1888 1889
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );
M
Mr.doob 已提交
1890

A
alteredq 已提交
1891 1892 1893 1894 1895 1896 1897 1898
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
1899

1900
			}
1901

A
alteredq 已提交
1902
		}
M
Mr.doob 已提交
1903

A
alteredq 已提交
1904
		if ( dirtyColors && vertexColorType ) {
M
Mr.doob 已提交
1905

A
alteredq 已提交
1906
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
M
Mr.doob 已提交
1907

A
alteredq 已提交
1908
				face = obj_faces[ chunk_faces3[ f ]	];
M
Mr.doob 已提交
1909

A
alteredq 已提交
1910 1911
				vertexColors = face.vertexColors;
				faceColor = face.color;
1912

A
alteredq 已提交
1913
				if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
1914

A
alteredq 已提交
1915 1916 1917
					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];
1918

A
alteredq 已提交
1919
				} else {
1920

A
alteredq 已提交
1921 1922 1923
					c1 = faceColor;
					c2 = faceColor;
					c3 = faceColor;
1924

A
alteredq 已提交
1925
				}
1926

A
alteredq 已提交
1927 1928 1929
				colorArray[ offset_color ]     = c1.r;
				colorArray[ offset_color + 1 ] = c1.g;
				colorArray[ offset_color + 2 ] = c1.b;
1930

A
alteredq 已提交
1931 1932 1933
				colorArray[ offset_color + 3 ] = c2.r;
				colorArray[ offset_color + 4 ] = c2.g;
				colorArray[ offset_color + 5 ] = c2.b;
1934

A
alteredq 已提交
1935 1936 1937
				colorArray[ offset_color + 6 ] = c3.r;
				colorArray[ offset_color + 7 ] = c3.g;
				colorArray[ offset_color + 8 ] = c3.b;
1938

A
alteredq 已提交
1939
				offset_color += 9;
M
Mr.doob 已提交
1940

A
alteredq 已提交
1941
			}
M
Mr.doob 已提交
1942

A
alteredq 已提交
1943
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
M
Mr.doob 已提交
1944

A
alteredq 已提交
1945
				face = obj_faces[ chunk_faces4[ f ] ];
M
Mr.doob 已提交
1946

A
alteredq 已提交
1947 1948
				vertexColors = face.vertexColors;
				faceColor = face.color;
M
Mr.doob 已提交
1949

A
alteredq 已提交
1950
				if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
M
Mr.doob 已提交
1951

A
alteredq 已提交
1952 1953 1954 1955
					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];
					c4 = vertexColors[ 3 ];
1956

A
alteredq 已提交
1957
				} else {
M
Mr.doob 已提交
1958

A
alteredq 已提交
1959 1960 1961 1962
					c1 = faceColor;
					c2 = faceColor;
					c3 = faceColor;
					c4 = faceColor;
M
Mr.doob 已提交
1963

A
alteredq 已提交
1964
				}
1965

A
alteredq 已提交
1966 1967 1968
				colorArray[ offset_color ]     = c1.r;
				colorArray[ offset_color + 1 ] = c1.g;
				colorArray[ offset_color + 2 ] = c1.b;
1969

A
alteredq 已提交
1970 1971 1972
				colorArray[ offset_color + 3 ] = c2.r;
				colorArray[ offset_color + 4 ] = c2.g;
				colorArray[ offset_color + 5 ] = c2.b;
M
Mr.doob 已提交
1973

A
alteredq 已提交
1974 1975 1976
				colorArray[ offset_color + 6 ] = c3.r;
				colorArray[ offset_color + 7 ] = c3.g;
				colorArray[ offset_color + 8 ] = c3.b;
M
Mr.doob 已提交
1977

A
alteredq 已提交
1978 1979 1980
				colorArray[ offset_color + 9 ]  = c4.r;
				colorArray[ offset_color + 10 ] = c4.g;
				colorArray[ offset_color + 11 ] = c4.b;
M
Mr.doob 已提交
1981

A
alteredq 已提交
1982
				offset_color += 12;
1983

1984
			}
1985

A
alteredq 已提交
1986
			if ( offset_color > 0 ) {
M
Mr.doob 已提交
1987

A
alteredq 已提交
1988 1989
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
M
Mr.doob 已提交
1990

1991
			}
1992

A
alteredq 已提交
1993
		}
M
Mr.doob 已提交
1994

A
alteredq 已提交
1995
		if ( dirtyTangents && geometry.hasTangents ) {
M
Mr.doob 已提交
1996

A
alteredq 已提交
1997
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
1998

A
alteredq 已提交
1999
				face = obj_faces[ chunk_faces3[ f ]	];
2000

A
alteredq 已提交
2001
				vertexTangents = face.vertexTangents;
M
Mr.doob 已提交
2002

A
alteredq 已提交
2003 2004 2005
				t1 = vertexTangents[ 0 ];
				t2 = vertexTangents[ 1 ];
				t3 = vertexTangents[ 2 ];
2006

A
alteredq 已提交
2007 2008 2009 2010
				tangentArray[ offset_tangent ]     = t1.x;
				tangentArray[ offset_tangent + 1 ] = t1.y;
				tangentArray[ offset_tangent + 2 ] = t1.z;
				tangentArray[ offset_tangent + 3 ] = t1.w;
M
Mr.doob 已提交
2011

A
alteredq 已提交
2012 2013 2014 2015
				tangentArray[ offset_tangent + 4 ] = t2.x;
				tangentArray[ offset_tangent + 5 ] = t2.y;
				tangentArray[ offset_tangent + 6 ] = t2.z;
				tangentArray[ offset_tangent + 7 ] = t2.w;
2016

A
alteredq 已提交
2017 2018 2019 2020
				tangentArray[ offset_tangent + 8 ]  = t3.x;
				tangentArray[ offset_tangent + 9 ]  = t3.y;
				tangentArray[ offset_tangent + 10 ] = t3.z;
				tangentArray[ offset_tangent + 11 ] = t3.w;
2021

A
alteredq 已提交
2022
				offset_tangent += 12;
2023

2024
			}
2025

A
alteredq 已提交
2026
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2027

A
alteredq 已提交
2028
				face = obj_faces[ chunk_faces4[ f ] ];
2029

A
alteredq 已提交
2030
				vertexTangents = face.vertexTangents;
2031

A
alteredq 已提交
2032 2033 2034 2035
				t1 = vertexTangents[ 0 ];
				t2 = vertexTangents[ 1 ];
				t3 = vertexTangents[ 2 ];
				t4 = vertexTangents[ 3 ];
2036

A
alteredq 已提交
2037 2038 2039 2040
				tangentArray[ offset_tangent ]     = t1.x;
				tangentArray[ offset_tangent + 1 ] = t1.y;
				tangentArray[ offset_tangent + 2 ] = t1.z;
				tangentArray[ offset_tangent + 3 ] = t1.w;
M
Mr.doob 已提交
2041

A
alteredq 已提交
2042 2043 2044 2045
				tangentArray[ offset_tangent + 4 ] = t2.x;
				tangentArray[ offset_tangent + 5 ] = t2.y;
				tangentArray[ offset_tangent + 6 ] = t2.z;
				tangentArray[ offset_tangent + 7 ] = t2.w;
M
Mr.doob 已提交
2046

A
alteredq 已提交
2047 2048 2049 2050
				tangentArray[ offset_tangent + 8 ]  = t3.x;
				tangentArray[ offset_tangent + 9 ]  = t3.y;
				tangentArray[ offset_tangent + 10 ] = t3.z;
				tangentArray[ offset_tangent + 11 ] = t3.w;
M
Mr.doob 已提交
2051

A
alteredq 已提交
2052 2053 2054 2055
				tangentArray[ offset_tangent + 12 ] = t4.x;
				tangentArray[ offset_tangent + 13 ] = t4.y;
				tangentArray[ offset_tangent + 14 ] = t4.z;
				tangentArray[ offset_tangent + 15 ] = t4.w;
2056

A
alteredq 已提交
2057
				offset_tangent += 16;
2058

A
alteredq 已提交
2059
			}
2060

A
alteredq 已提交
2061 2062
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
2063

A
alteredq 已提交
2064
		}
2065

A
alteredq 已提交
2066
		if ( dirtyNormals && normalType ) {
2067

A
alteredq 已提交
2068
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2069

A
alteredq 已提交
2070
				face = obj_faces[ chunk_faces3[ f ]	];
2071

A
alteredq 已提交
2072 2073
				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;
2074

A
alteredq 已提交
2075
				if ( vertexNormals.length === 3 && needsSmoothNormals ) {
2076

A
alteredq 已提交
2077
					for ( i = 0; i < 3; i ++ ) {
M
Mr.doob 已提交
2078

A
alteredq 已提交
2079
						vn = vertexNormals[ i ];
M
Mr.doob 已提交
2080

A
alteredq 已提交
2081 2082 2083
						normalArray[ offset_normal ]     = vn.x;
						normalArray[ offset_normal + 1 ] = vn.y;
						normalArray[ offset_normal + 2 ] = vn.z;
2084

A
alteredq 已提交
2085
						offset_normal += 3;
2086

A
alteredq 已提交
2087
					}
2088

A
alteredq 已提交
2089
				} else {
M
Mr.doob 已提交
2090

A
alteredq 已提交
2091
					for ( i = 0; i < 3; i ++ ) {
M
Mr.doob 已提交
2092

A
alteredq 已提交
2093 2094 2095
						normalArray[ offset_normal ]     = faceNormal.x;
						normalArray[ offset_normal + 1 ] = faceNormal.y;
						normalArray[ offset_normal + 2 ] = faceNormal.z;
2096

A
alteredq 已提交
2097
						offset_normal += 3;
M
Mr.doob 已提交
2098

A
alteredq 已提交
2099
					}
2100

A
alteredq 已提交
2101
				}
2102

A
alteredq 已提交
2103
			}
2104

A
alteredq 已提交
2105
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2106

A
alteredq 已提交
2107
				face = obj_faces[ chunk_faces4[ f ] ];
2108

A
alteredq 已提交
2109 2110
				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;
2111

A
alteredq 已提交
2112
				if ( vertexNormals.length === 4 && needsSmoothNormals ) {
2113

A
alteredq 已提交
2114
					for ( i = 0; i < 4; i ++ ) {
2115

A
alteredq 已提交
2116
						vn = vertexNormals[ i ];
2117

A
alteredq 已提交
2118 2119 2120
						normalArray[ offset_normal ]     = vn.x;
						normalArray[ offset_normal + 1 ] = vn.y;
						normalArray[ offset_normal + 2 ] = vn.z;
2121

A
alteredq 已提交
2122
						offset_normal += 3;
2123

A
alteredq 已提交
2124
					}
M
Mr.doob 已提交
2125

A
alteredq 已提交
2126
				} else {
2127

A
alteredq 已提交
2128
					for ( i = 0; i < 4; i ++ ) {
2129

A
alteredq 已提交
2130 2131 2132
						normalArray[ offset_normal ]     = faceNormal.x;
						normalArray[ offset_normal + 1 ] = faceNormal.y;
						normalArray[ offset_normal + 2 ] = faceNormal.z;
M
Mr.doob 已提交
2133

A
alteredq 已提交
2134
						offset_normal += 3;
M
Mr.doob 已提交
2135

A
alteredq 已提交
2136
					}
2137

A
alteredq 已提交
2138
				}
2139

A
alteredq 已提交
2140
			}
M
Mr.doob 已提交
2141

A
alteredq 已提交
2142 2143
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
M
Mr.doob 已提交
2144

A
alteredq 已提交
2145
		}
M
Mr.doob 已提交
2146

A
alteredq 已提交
2147
		if ( dirtyUvs && obj_uvs && uvType ) {
2148

A
alteredq 已提交
2149
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2150

A
alteredq 已提交
2151
				fi = chunk_faces3[ f ];
2152

A
alteredq 已提交
2153 2154
				face = obj_faces[ fi ];
				uv = obj_uvs[ fi ];
2155

A
alteredq 已提交
2156
				if ( uv === undefined ) continue;
2157

A
alteredq 已提交
2158
				for ( i = 0; i < 3; i ++ ) {
2159

A
alteredq 已提交
2160
					uvi = uv[ i ];
2161

A
alteredq 已提交
2162 2163
					uvArray[ offset_uv ]     = uvi.u;
					uvArray[ offset_uv + 1 ] = uvi.v;
M
Mr.doob 已提交
2164

A
alteredq 已提交
2165
					offset_uv += 2;
M
Mr.doob 已提交
2166

A
alteredq 已提交
2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187
				}

			}

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

				fi = chunk_faces4[ f ];

				face = obj_faces[ fi ];
				uv = obj_uvs[ fi ];

				if ( uv === undefined ) continue;

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

					uvi = uv[ i ];

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

					offset_uv += 2;
M
Mr.doob 已提交
2188

2189 2190
				}

2191
			}
2192

A
alteredq 已提交
2193
			if ( offset_uv > 0 ) {
2194

A
alteredq 已提交
2195 2196
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
2197

A
alteredq 已提交
2198
			}
2199

A
alteredq 已提交
2200
		}
2201

A
alteredq 已提交
2202
		if ( dirtyUvs && obj_uvs2 && uvType ) {
2203

A
alteredq 已提交
2204
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2205

A
alteredq 已提交
2206
				fi = chunk_faces3[ f ];
2207

A
alteredq 已提交
2208 2209
				face = obj_faces[ fi ];
				uv2 = obj_uvs2[ fi ];
2210

A
alteredq 已提交
2211 2212 2213 2214 2215 2216 2217 2218 2219 2220
				if ( uv2 === undefined ) continue;

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

					uv2i = uv2[ i ];

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

					offset_uv2 += 2;
2221

2222 2223
				}

A
alteredq 已提交
2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244
			}

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

				fi = chunk_faces4[ f ];

				face = obj_faces[ fi ];
				uv2 = obj_uvs2[ fi ];

				if ( uv2 === undefined ) continue;

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

					uv2i = uv2[ i ];

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

					offset_uv2 += 2;

				}
2245

2246
			}
2247

A
alteredq 已提交
2248
			if ( offset_uv2 > 0 ) {
2249

A
alteredq 已提交
2250 2251
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
2252

A
alteredq 已提交
2253
			}
2254

A
alteredq 已提交
2255
		}
2256

A
alteredq 已提交
2257
		if ( dirtyElements ) {
2258

A
alteredq 已提交
2259
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2260

A
alteredq 已提交
2261
				face = obj_faces[ chunk_faces3[ f ]	];
2262

A
alteredq 已提交
2263 2264 2265
				faceArray[ offset_face ] 	 = vertexIndex;
				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 2;
2266

A
alteredq 已提交
2267
				offset_face += 3;
2268

A
alteredq 已提交
2269 2270
				lineArray[ offset_line ]     = vertexIndex;
				lineArray[ offset_line + 1 ] = vertexIndex + 1;
2271

A
alteredq 已提交
2272 2273
				lineArray[ offset_line + 2 ] = vertexIndex;
				lineArray[ offset_line + 3 ] = vertexIndex + 2;
2274

A
alteredq 已提交
2275 2276
				lineArray[ offset_line + 4 ] = vertexIndex + 1;
				lineArray[ offset_line + 5 ] = vertexIndex + 2;
2277

A
alteredq 已提交
2278
				offset_line += 6;
2279

A
alteredq 已提交
2280
				vertexIndex += 3;
2281

A
alteredq 已提交
2282
			}
2283

A
alteredq 已提交
2284
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2285

A
alteredq 已提交
2286
				face = obj_faces[ chunk_faces4[ f ] ];
2287

A
alteredq 已提交
2288 2289 2290
				faceArray[ offset_face ]     = vertexIndex;
				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 3;
2291

A
alteredq 已提交
2292 2293 2294
				faceArray[ offset_face + 3 ] = vertexIndex + 1;
				faceArray[ offset_face + 4 ] = vertexIndex + 2;
				faceArray[ offset_face + 5 ] = vertexIndex + 3;
2295

A
alteredq 已提交
2296
				offset_face += 6;
2297

A
alteredq 已提交
2298 2299
				lineArray[ offset_line ]     = vertexIndex;
				lineArray[ offset_line + 1 ] = vertexIndex + 1;
2300

A
alteredq 已提交
2301 2302
				lineArray[ offset_line + 2 ] = vertexIndex;
				lineArray[ offset_line + 3 ] = vertexIndex + 3;
2303

A
alteredq 已提交
2304 2305
				lineArray[ offset_line + 4 ] = vertexIndex + 1;
				lineArray[ offset_line + 5 ] = vertexIndex + 2;
2306

A
alteredq 已提交
2307 2308
				lineArray[ offset_line + 6 ] = vertexIndex + 2;
				lineArray[ offset_line + 7 ] = vertexIndex + 3;
2309

A
alteredq 已提交
2310
				offset_line += 8;
2311

A
alteredq 已提交
2312
				vertexIndex += 4;
2313

2314
			}
2315

A
alteredq 已提交
2316 2317
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
2318

A
alteredq 已提交
2319 2320
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
2321

A
alteredq 已提交
2322
		}
2323

A
alteredq 已提交
2324
		if ( customAttributes ) {
2325

A
alteredq 已提交
2326
			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
2327

2328
				customAttribute = customAttributes[ i ];
2329

2330
				if ( ! customAttribute.__original.needsUpdate ) continue;
2331

2332 2333
				offset_custom = 0;
				offset_customSrc = 0;
2334

2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367
				if ( customAttribute.size === 1 ) {

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

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

							face = obj_faces[ chunk_faces3[ f ]	];

							customAttribute.array[ offset_custom ] 	   = customAttribute.value[ face.a ];
							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];

							offset_custom += 3;

						}

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

							face = obj_faces[ chunk_faces4[ f ] ];

							customAttribute.array[ offset_custom ] 	   = customAttribute.value[ face.a ];
							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
							customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];

							offset_custom += 4;

						}

					} else if ( customAttribute.boundTo === "faces" ) {

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

2368
							value = customAttribute.value[ chunk_faces3[ f ] ];
2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379

							customAttribute.array[ offset_custom ] 	   = value;
							customAttribute.array[ offset_custom + 1 ] = value;
							customAttribute.array[ offset_custom + 2 ] = value;

							offset_custom += 3;

						}

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

2380
							value = customAttribute.value[ chunk_faces4[ f ] ];
2381 2382 2383 2384 2385 2386 2387 2388 2389

							customAttribute.array[ offset_custom ] 	   = value;
							customAttribute.array[ offset_custom + 1 ] = value;
							customAttribute.array[ offset_custom + 2 ] = value;
							customAttribute.array[ offset_custom + 3 ] = value;

							offset_custom += 4;

						}
2390

2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409
					}

				} else if ( customAttribute.size === 2 ) {

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

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

							face = obj_faces[ chunk_faces3[ f ]	];

							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];

							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;

							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2410

2411 2412
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2413

2414
							offset_custom += 6;
A
alteredq 已提交
2415

2416
						}
A
alteredq 已提交
2417

2418
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2419

2420
							face = obj_faces[ chunk_faces4[ f ] ];
A
alteredq 已提交
2421

2422 2423 2424 2425
							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
							v4 = customAttribute.value[ face.d ];
A
alteredq 已提交
2426

2427 2428
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2429

2430 2431
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2432

2433 2434
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2435

2436 2437
							customAttribute.array[ offset_custom + 6 ] = v4.x;
							customAttribute.array[ offset_custom + 7 ] = v4.y;
A
alteredq 已提交
2438

2439
							offset_custom += 8;
A
alteredq 已提交
2440

2441
						}
A
alteredq 已提交
2442

2443
					} else if ( customAttribute.boundTo === "faces" ) {
A
alteredq 已提交
2444

2445
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
A
alteredq 已提交
2446

2447
							value = customAttribute.value[ chunk_faces3[ f ] ];
A
alteredq 已提交
2448

2449 2450 2451
							v1 = value;
							v2 = value;
							v3 = value;
A
alteredq 已提交
2452

2453 2454
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2455

2456 2457
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2458

2459 2460
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2461

2462
							offset_custom += 6;
A
alteredq 已提交
2463

2464
						}
A
alteredq 已提交
2465

2466
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2467

2468
							value = customAttribute.value[ chunk_faces4[ f ] ];
A
alteredq 已提交
2469

2470 2471 2472 2473
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
A
alteredq 已提交
2474

2475 2476
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2477

2478 2479
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2480

2481 2482
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2483

2484 2485
							customAttribute.array[ offset_custom + 6 ] = v4.x;
							customAttribute.array[ offset_custom + 7 ] = v4.y;
M
Mr.doob 已提交
2486

2487
							offset_custom += 8;
M
Mr.doob 已提交
2488

2489
						}
M
Mr.doob 已提交
2490

M
Mr.doob 已提交
2491
					}
M
Mr.doob 已提交
2492

2493
				} else if ( customAttribute.size === 3 ) {
2494

2495
					var pp;
2496

2497
					if ( customAttribute.type === "c" ) {
M
Mr.doob 已提交
2498

2499
						pp = [ "r", "g", "b" ];
M
Mr.doob 已提交
2500

2501
					} else {
M
Mr.doob 已提交
2502

2503
						pp = [ "x", "y", "z" ];
2504

2505
					}
2506

2507
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
2508

2509
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2510

2511
							face = obj_faces[ chunk_faces3[ f ]	];
2512

2513 2514 2515
							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
2516

2517 2518 2519
							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
2520

2521 2522 2523
							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
2524

2525 2526 2527
							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
M
Mr.doob 已提交
2528

2529
							offset_custom += 9;
M
Mr.doob 已提交
2530

2531
						}
M
Mr.doob 已提交
2532

2533
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
M
Mr.doob 已提交
2534

2535
							face = obj_faces[ chunk_faces4[ f ] ];
M
Mr.doob 已提交
2536

2537 2538 2539 2540
							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
							v4 = customAttribute.value[ face.d ];
M
Mr.doob 已提交
2541

2542 2543 2544
							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
M
Mr.doob 已提交
2545

2546 2547 2548
							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
M
Mr.doob 已提交
2549

2550 2551 2552
							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
M
Mr.doob 已提交
2553

2554 2555 2556
							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
M
Mr.doob 已提交
2557

2558
							offset_custom += 12;
M
Mr.doob 已提交
2559

2560
						}
M
Mr.doob 已提交
2561

2562
					} else if ( customAttribute.boundTo === "faces" ) {
M
Mr.doob 已提交
2563

2564
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2565

2566
							value = customAttribute.value[ chunk_faces3[ f ] ];
2567

2568 2569 2570
							v1 = value;
							v2 = value;
							v3 = value;
M
Mr.doob 已提交
2571

2572 2573 2574
							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
M
Mr.doob 已提交
2575

2576 2577 2578
							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
M
Mr.doob 已提交
2579

2580 2581 2582
							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
M
Mr.doob 已提交
2583

2584
							offset_custom += 9;
M
Mr.doob 已提交
2585

2586
						}
2587

2588
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2589

2590
							value = customAttribute.value[ chunk_faces4[ f ] ];
2591

2592 2593 2594 2595
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
2596

2597 2598 2599
							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
2600

2601 2602 2603
							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
2604

2605 2606 2607
							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
2608

2609 2610 2611
							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
2612

2613
							offset_custom += 12;
2614

2615
						}
2616

A
alteredq 已提交
2617
					}
M
Mr.doob 已提交
2618

2619
				} else if ( customAttribute.size === 4 ) {
2620

2621
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
M
Mr.doob 已提交
2622

2623
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2624

2625 2626 2627 2628 2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641 2642 2643 2644 2645 2646 2647 2648 2649 2650 2651 2652 2653 2654 2655 2656 2657 2658 2659 2660 2661 2662 2663 2664 2665 2666 2667 2668 2669 2670 2671 2672 2673 2674 2675 2676 2677 2678 2679 2680 2681 2682 2683 2684 2685 2686
							face = obj_faces[ chunk_faces3[ f ]	];

							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;

							offset_custom += 12;

						}

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

							face = obj_faces[ chunk_faces4[ f ] ];

							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
							v4 = customAttribute.value[ face.d ];

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;

							customAttribute.array[ offset_custom + 12 ] = v4.x;
							customAttribute.array[ offset_custom + 13 ] = v4.y;
							customAttribute.array[ offset_custom + 14 ] = v4.z;
							customAttribute.array[ offset_custom + 15 ] = v4.w;

							offset_custom += 16;

						}

					} else if ( customAttribute.boundTo === "faces" ) {

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

2687
							value = customAttribute.value[ chunk_faces3[ f ] ];
2688 2689 2690 2691 2692 2693 2694 2695 2696 2697 2698 2699 2700 2701 2702 2703 2704

							v1 = value;
							v2 = value;
							v3 = value;

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
2705 2706
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;
A
alteredq 已提交
2707

2708
							offset_custom += 12;
A
alteredq 已提交
2709

2710 2711
						}

2712
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2713

2714
							value = customAttribute.value[ chunk_faces4[ f ] ];
A
alteredq 已提交
2715

2716 2717 2718 2719
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
A
alteredq 已提交
2720

2721 2722 2723 2724
							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;
2725

2726 2727 2728 2729
							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;
2730

2731 2732 2733 2734
							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;
2735

2736 2737 2738 2739
							customAttribute.array[ offset_custom + 12 ] = v4.x;
							customAttribute.array[ offset_custom + 13 ] = v4.y;
							customAttribute.array[ offset_custom + 14 ] = v4.z;
							customAttribute.array[ offset_custom + 15 ] = v4.w;
2740

2741
							offset_custom += 16;
A
alteredq 已提交
2742

2743
						}
A
alteredq 已提交
2744 2745 2746 2747 2748

					}

				}

2749 2750 2751
				_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

A
alteredq 已提交
2752 2753 2754 2755
			}

		}

2756
		if ( dispose ) {
2757

2758 2759 2760 2761 2762 2763 2764 2765 2766 2767 2768 2769 2770
			delete geometryGroup.__inittedArrays;
			delete geometryGroup.__colorArray;
			delete geometryGroup.__normalArray;
			delete geometryGroup.__tangentArray;
			delete geometryGroup.__uvArray;
			delete geometryGroup.__uv2Array;
			delete geometryGroup.__faceArray;
			delete geometryGroup.__vertexArray;
			delete geometryGroup.__lineArray;
			delete geometryGroup.__skinVertexAArray;
			delete geometryGroup.__skinVertexBArray;
			delete geometryGroup.__skinIndexArray;
			delete geometryGroup.__skinWeightArray;
A
alteredq 已提交
2771

2772
		}
A
alteredq 已提交
2773

2774
	};
A
alteredq 已提交
2775

2776
	// Buffer rendering
A
alteredq 已提交
2777

A
alteredq 已提交
2778
	this.renderBufferImmediate = function ( object, program, shading ) {
A
alteredq 已提交
2779

2780 2781
		if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
		if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
A
alteredq 已提交
2782

2783
		if ( object.hasPos ) {
A
alteredq 已提交
2784

2785 2786 2787 2788
			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.position );
			_gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
A
alteredq 已提交
2789 2790 2791

		}

2792
		if ( object.hasNormal ) {
A
alteredq 已提交
2793

2794
			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
A
alteredq 已提交
2795

2796
			if ( shading === THREE.FlatShading ) {
2797

2798 2799 2800 2801
				var nx, ny, nz,
					nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
					normalArray,
					i, il = object.count * 3;
2802

2803
				for( i = 0; i < il; i += 9 ) {
2804

2805
					normalArray = object.normalArray;
2806

2807 2808 2809
					nax  = normalArray[ i ];
					nay  = normalArray[ i + 1 ];
					naz  = normalArray[ i + 2 ];
2810

2811 2812 2813
					nbx  = normalArray[ i + 3 ];
					nby  = normalArray[ i + 4 ];
					nbz  = normalArray[ i + 5 ];
2814

2815 2816 2817
					ncx  = normalArray[ i + 6 ];
					ncy  = normalArray[ i + 7 ];
					ncz  = normalArray[ i + 8 ];
2818

2819 2820 2821
					nx = ( nax + nbx + ncx ) / 3;
					ny = ( nay + nby + ncy ) / 3;
					nz = ( naz + nbz + ncz ) / 3;
2822

2823 2824 2825
					normalArray[ i ] 	 = nx;
					normalArray[ i + 1 ] = ny;
					normalArray[ i + 2 ] = nz;
2826

2827 2828 2829
					normalArray[ i + 3 ] = nx;
					normalArray[ i + 4 ] = ny;
					normalArray[ i + 5 ] = nz;
2830

2831 2832 2833
					normalArray[ i + 6 ] = nx;
					normalArray[ i + 7 ] = ny;
					normalArray[ i + 8 ] = nz;
2834

2835
				}
2836

2837
			}
2838

2839 2840 2841
			_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 );
2842

2843
		}
2844

2845
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
2846

2847
		object.count = 0;
2848

2849
	};
2850

2851 2852 2853 2854
	this.renderBufferDirect = function ( camera, lights, fog, material, geometryGroup, object ) {

		if ( material.opacity === 0 ) return;

2855
		var program, attributes, linewidth, primitives, a, attribute;
2856 2857 2858 2859 2860 2861 2862 2863 2864 2865 2866 2867 2868 2869 2870 2871 2872 2873 2874 2875 2876 2877

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

		attributes = program.attributes;

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

		if ( geometryGroupHash !== _currentGeometryGroupHash ) {

			_currentGeometryGroupHash = geometryGroupHash;
			updateBuffers = true;

		}

		// render mesh

		if ( object instanceof THREE.Mesh ) {

			var offsets = geometryGroup.offsets;

2878
			for ( var i = 0, il = offsets.length; i < il; ++ i ) {
2879 2880 2881 2882 2883 2884 2885 2886 2887 2888 2889 2890 2891 2892 2893 2894 2895 2896 2897 2898 2899 2900 2901 2902 2903 2904 2905 2906 2907 2908 2909 2910 2911 2912 2913 2914 2915 2916 2917 2918 2919 2920 2921 2922 2923 2924 2925 2926 2927 2928 2929 2930 2931 2932 2933 2934 2935 2936 2937 2938 2939 2940 2941 2942

				if ( updateBuffers ) {

					// vertices

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexPositionBuffer );
					_gl.vertexAttribPointer( attributes.position, geometryGroup.vertexPositionBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );

					// normals

					if ( attributes.normal >= 0 && geometryGroup.vertexNormalBuffer ) {

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexNormalBuffer );
						_gl.vertexAttribPointer( attributes.normal, geometryGroup.vertexNormalBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 );

					}

					// uvs

					if ( attributes.uv >= 0 && geometryGroup.vertexUvBuffer ) {

						if ( geometryGroup.vertexUvBuffer ) {

							_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexUvBuffer );
							_gl.vertexAttribPointer(  attributes.uv, geometryGroup.vertexUvBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 2 );

							_gl.enableVertexAttribArray( attributes.uv );

						} else {

							_gl.disableVertexAttribArray( attributes.uv );

						}

					}

					// colors

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

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexColorBuffer );
						_gl.vertexAttribPointer( attributes.color, geometryGroup.vertexColorBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 4 );


					}

					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.vertexIndexBuffer );

				}

				// render indexed triangles

				_gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 = Uint16

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

			}

		}

	};

A
alteredq 已提交
2943
	this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
2944

2945
		if ( material.opacity === 0 ) return;
2946

2947
		var program, attributes, linewidth, primitives, a, attribute, i, il;
2948

2949
		program = setProgram( camera, lights, fog, material, object );
2950

2951
		attributes = program.attributes;
2952

2953 2954 2955
		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
			geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
2956

2957
		if ( geometryGroupHash !== _currentGeometryGroupHash ) {
A
alteredq 已提交
2958

2959 2960
			_currentGeometryGroupHash = geometryGroupHash;
			updateBuffers = true;
2961

2962
		}
2963

2964
		// vertices
2965

2966
		if ( !material.morphTargets && attributes.position >= 0 ) {
2967

2968
			if ( updateBuffers ) {
2969

2970 2971
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
				_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
2972

2973
			}
2974

2975
		} else {
2976

2977
			if ( object.morphTargetBase ) {
2978

2979
				setupMorphTargets( material, geometryGroup, object );
2980

2981
			}
2982

2983
		}
2984

2985

2986
		if ( updateBuffers ) {
2987

2988
			// custom attributes
2989

2990
			// Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
2991

2992
			if ( geometryGroup.__webglCustomAttributesList ) {
2993

2994
				for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
2995

2996
					attribute = geometryGroup.__webglCustomAttributesList[ i ];
2997

2998
					if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
2999

3000 3001
						_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
						_gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
3002

3003
					}
3004

3005
				}
3006

3007
			}
3008 3009


3010
			// colors
3011

3012
			if ( attributes.color >= 0 ) {
3013

3014 3015
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
				_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
3016

3017
			}
3018

3019
			// normals
3020

3021
			if ( attributes.normal >= 0 ) {
3022

3023 3024
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
3025

3026
			}
3027

3028
			// tangents
3029

3030
			if ( attributes.tangent >= 0 ) {
3031

3032 3033
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
				_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
3034

3035
			}
3036

3037
			// uvs
3038

3039
			if ( attributes.uv >= 0 ) {
3040

3041
				if ( geometryGroup.__webglUVBuffer ) {
3042

3043 3044
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
					_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
3045

3046
					_gl.enableVertexAttribArray( attributes.uv );
3047

3048
				} else {
3049

3050
					_gl.disableVertexAttribArray( attributes.uv );
3051 3052 3053 3054 3055

				}

			}

3056
			if ( attributes.uv2 >= 0 ) {
3057

3058
				if ( geometryGroup.__webglUV2Buffer ) {
3059

3060 3061
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
					_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
3062

3063
					_gl.enableVertexAttribArray( attributes.uv2 );
3064

3065
				} else {
3066

3067
					_gl.disableVertexAttribArray( attributes.uv2 );
3068 3069

				}
3070 3071

			}
3072

3073 3074 3075
			if ( material.skinning &&
				 attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
				 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
A
alteredq 已提交
3076

3077 3078
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
				_gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
A
alteredq 已提交
3079

3080 3081
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
				_gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
A
alteredq 已提交
3082

3083 3084
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
				_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
A
alteredq 已提交
3085

3086 3087
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
				_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
3088

A
alteredq 已提交
3089
			}
3090

3091
		}
3092

3093
		// render mesh
3094

3095
		if ( object instanceof THREE.Mesh ) {
3096

3097
			// wireframe
3098

3099
			if ( material.wireframe ) {
3100

3101
				setLineWidth( material.wireframeLinewidth );
3102

3103 3104
				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
3105

3106
			// triangles
3107

3108
			} else {
3109

3110 3111
				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
3112

3113
			}
3114

3115 3116 3117
			_this.info.render.calls ++;
			_this.info.render.vertices += geometryGroup.__webglFaceCount;
			_this.info.render.faces += geometryGroup.__webglFaceCount / 3;
3118

3119
		// render lines
3120

3121
		} else if ( object instanceof THREE.Line ) {
3122

3123
			primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
3124

3125
			setLineWidth( material.linewidth );
3126

3127
			_gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
3128

3129
			_this.info.render.calls ++;
3130

3131
		// render particles
3132

3133
		} else if ( object instanceof THREE.ParticleSystem ) {
3134

3135
			_gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
3136

3137
			_this.info.render.calls ++;
3138
			_this.info.render.points += geometryGroup.__webglParticleCount;
3139

3140
		// render ribbon
3141

3142
		} else if ( object instanceof THREE.Ribbon ) {
3143

3144
			_gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
3145

3146
			_this.info.render.calls ++;
3147

3148
		}
3149

3150
	};
3151

3152
	function setupMorphTargets ( material, geometryGroup, object ) {
3153

3154
		// set base
3155

3156
		var attributes = material.program.attributes;
3157

3158
		if ( object.morphTargetBase !== - 1 ) {
3159

3160 3161
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3162

3163
		} else if ( attributes.position >= 0 ) {
3164

3165 3166
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3167

3168
		}
3169

3170
		if ( object.morphTargetForcedOrder.length ) {
3171

3172
			// set forced order
3173

3174 3175 3176 3177 3178
			var m = 0;
			var order = object.morphTargetForcedOrder;
			var influences = object.morphTargetInfluences;

			while ( m < material.numSupportedMorphTargets && m < order.length ) {
3179

3180 3181 3182
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
				_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

A
alteredq 已提交
3183 3184 3185 3186 3187 3188 3189
				if ( material.morphNormals ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
					_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );

				}

3190 3191 3192
				object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];

				m ++;
3193 3194
			}

3195 3196 3197 3198 3199 3200 3201 3202 3203 3204
		} else {

			// find most influencing

			var used = [];
			var candidateInfluence = - 1;
			var candidate = 0;
			var influences = object.morphTargetInfluences;
			var i, il = influences.length;
			var m = 0;
3205

3206
			if ( object.morphTargetBase !== - 1 ) {
3207

3208
				used[ object.morphTargetBase ] = true;
3209

3210
			}
3211

3212
			while ( m < material.numSupportedMorphTargets ) {
3213

3214
				for ( i = 0; i < il; i ++ ) {
3215

3216
					if ( !used[ i ] && influences[ i ] > candidateInfluence ) {
3217

3218 3219
						candidate = i;
						candidateInfluence = influences[ candidate ];
3220

3221
					}
3222

3223
				}
3224

3225 3226
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
				_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
3227

A
alteredq 已提交
3228 3229 3230 3231 3232 3233 3234
				if ( material.morphNormals ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ candidate ] );
					_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );

				}

3235
				object.__webglMorphTargetInfluences[ m ] = candidateInfluence;
3236

3237 3238 3239
				used[ candidate ] = 1;
				candidateInfluence = -1;
				m ++;
3240 3241 3242 3243 3244

			}

		}

3245
		// load updated influences uniform
3246

3247
		if( material.program.uniforms.morphTargetInfluences !== null ) {
M
Mr.doob 已提交
3248

3249
			_gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
3250

3251
		}
3252

3253
	};
3254 3255


3256
	function painterSort ( a, b ) {
3257

3258
		return b.z - a.z;
3259

3260
	};
3261

3262
	// Rendering
3263

3264
	this.render = function ( scene, camera, renderTarget, forceClear ) {
3265

3266 3267 3268 3269 3270 3271
		var i, il,

		program, material,
		webglObject, object,
		renderList,

3272
		lights = scene.__lights,
3273
		fog = scene.fog;
M
Mr.doob 已提交
3274

3275
		_currentMaterialId = -1;
3276

3277
		if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
3278

3279
		if ( camera.parent === undefined ) {
3280

3281 3282
			console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' );
			scene.add( camera );
3283

3284
		}
3285

3286
		if ( this.autoUpdateScene ) scene.updateMatrixWorld();
3287

A
alteredq 已提交
3288 3289
		// custom render plugins (pre pass)

A
alteredq 已提交
3290
		renderPlugins( this.renderPluginsPre, scene, camera );
A
alteredq 已提交
3291 3292 3293 3294

		_this.info.render.calls = 0;
		_this.info.render.vertices = 0;
		_this.info.render.faces = 0;
3295
		_this.info.render.points = 0;
A
alteredq 已提交
3296

3297
		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
A
alteredq 已提交
3298 3299 3300 3301 3302 3303

		if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
		camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );

		if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
		camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
3304

3305
		_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
A
alteredq 已提交
3306
		_frustum.setFromMatrix( _projScreenMatrix );
3307

A
alteredq 已提交
3308
		this.setRenderTarget( renderTarget );
3309

3310
		if ( this.autoClear || forceClear ) {
3311

3312
			this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
M
Mr.doob 已提交
3313

3314
		}
M
Mr.doob 已提交
3315

3316
		// set matrices for regular objects (frustum culled)
3317

3318
		renderList = scene.__webglObjects;
3319

3320
		for ( i = 0, il = renderList.length; i < il; i ++ ) {
3321

3322
			webglObject = renderList[ i ];
3323
			object = webglObject.object;
3324

A
alteredq 已提交
3325 3326
			webglObject.render = false;

3327
			if ( object.visible ) {
3328

3329
				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
M
Mr.doob 已提交
3330

3331
					object.matrixWorld.flattenToArray( object._objectMatrixArray );
3332

A
alteredq 已提交
3333
					setupMatrices( object, camera );
3334

3335
					unrollBufferMaterial( webglObject );
3336

3337
					webglObject.render = true;
3338

3339
					if ( this.sortObjects ) {
3340

3341
						if ( object.renderDepth ) {
3342

3343
							webglObject.z = object.renderDepth;
M
Mr.doob 已提交
3344

3345
						} else {
M
Mr.doob 已提交
3346

3347 3348
							_vector3.copy( object.position );
							_projScreenMatrix.multiplyVector3( _vector3 );
3349

3350
							webglObject.z = _vector3.z;
3351

3352
						}
M
Mr.doob 已提交
3353

3354
					}
M
Mr.doob 已提交
3355

3356
				}
3357 3358

			}
3359 3360 3361

		}

3362
		if ( this.sortObjects ) {
M
Mr.doob 已提交
3363

3364
			renderList.sort( painterSort );
3365

3366
		}
3367

3368
		// set matrices for immediate objects
3369

3370
		renderList = scene.__webglObjectsImmediate;
3371

3372 3373 3374
		for ( i = 0, il = renderList.length; i < il; i ++ ) {

			webglObject = renderList[ i ];
3375
			object = webglObject.object;
3376

3377
			if ( object.visible ) {
3378

3379
				if( object.matrixAutoUpdate ) {
3380

3381
					object.matrixWorld.flattenToArray( object._objectMatrixArray );
M
Mr.doob 已提交
3382

3383
				}
M
Mr.doob 已提交
3384

A
alteredq 已提交
3385
				setupMatrices( object, camera );
M
Mr.doob 已提交
3386

3387
				unrollImmediateBufferMaterial( webglObject );
M
Mr.doob 已提交
3388

3389
			}
M
Mr.doob 已提交
3390

3391
		}
3392

3393
		if ( scene.overrideMaterial ) {
3394

3395
			this.setBlending( scene.overrideMaterial.blending );
A
alteredq 已提交
3396
			this.setDepthTest( scene.overrideMaterial.depthTest );
3397
			this.setDepthWrite( scene.overrideMaterial.depthWrite );
3398
			setPolygonOffset( scene.overrideMaterial.polygonOffset, scene.overrideMaterial.polygonOffsetFactor, scene.overrideMaterial.polygonOffsetUnits );
3399

3400 3401
			renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, scene.overrideMaterial );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, scene.overrideMaterial );
M
Mr.doob 已提交
3402

3403
		} else {
3404

3405
			// opaque pass (front-to-back order)
3406

3407
			this.setBlending( THREE.NormalBlending );
3408

3409 3410
			renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
3411

3412
			// transparent pass (back-to-front order)
3413

3414 3415
			renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
3416

3417
		}
3418

A
alteredq 已提交
3419
		// custom render plugins (post pass)
3420

A
alteredq 已提交
3421
		renderPlugins( this.renderPluginsPost, scene, camera );
3422 3423


3424
		// Generate mipmap if we're using any kind of mipmap filtering
3425

3426
		if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
3427

3428
			updateRenderTargetMipmap( renderTarget );
3429

3430
		}
3431

3432 3433 3434
		// Ensure depth buffer writing is enabled so it can be cleared on next render

		this.setDepthTest( true );
3435
		this.setDepthWrite( true );
3436

3437
		// _gl.finish();
3438

3439
	};
3440

A
alteredq 已提交
3441 3442 3443 3444 3445 3446 3447
	function renderPlugins( plugins, scene, camera ) {

		if ( ! plugins.length ) return;

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

			_currentProgram = null;
3448
			_currentCamera = null;
A
alteredq 已提交
3449 3450 3451 3452 3453 3454
			_oldBlending = -1;
			_oldDepthTest = -1;
			_oldDepthWrite = -1;
			_currentGeometryGroupHash = -1;
			_currentMaterialId = -1;

A
alteredq 已提交
3455
			plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
A
alteredq 已提交
3456 3457

			_currentProgram = null;
3458
			_currentCamera = null;
A
alteredq 已提交
3459 3460 3461 3462 3463 3464 3465 3466 3467 3468
			_oldBlending = -1;
			_oldDepthTest = -1;
			_oldDepthWrite = -1;
			_currentGeometryGroupHash = -1;
			_currentMaterialId = -1;

		}

	};

3469 3470 3471 3472 3473 3474 3475 3476 3477 3478 3479 3480 3481 3482 3483 3484 3485 3486 3487 3488 3489 3490 3491 3492 3493 3494 3495 3496 3497 3498 3499 3500 3501 3502 3503 3504
	function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {

		var webglObject, object, buffer, material, start, end, delta;

		if ( reverse ) {

			start = renderList.length - 1;
			end = -1;
			delta = -1;

		} else {

			start = 0;
			end = renderList.length;
			delta = 1;
		}

		for ( var i = start; i !== end; i += delta ) {

			webglObject = renderList[ i ];

			if ( webglObject.render ) {

				object = webglObject.object;
				buffer = webglObject.buffer;

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

3505
					if ( useBlending ) _this.setBlending( material.blending );
3506

A
alteredq 已提交
3507
					_this.setDepthTest( material.depthTest );
3508
					_this.setDepthWrite( material.depthWrite );
3509 3510 3511 3512
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

A
alteredq 已提交
3513
				_this.setObjectFaces( object );
3514 3515 3516 3517 3518 3519 3520 3521 3522 3523

				if ( buffer instanceof THREE.BufferGeometry ) {

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

				} else {

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

				}
3524 3525 3526 3527 3528 3529 3530 3531 3532 3533 3534 3535 3536 3537 3538 3539 3540 3541 3542 3543 3544 3545 3546 3547 3548 3549 3550 3551

			}

		}

	};

	function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {

		var webglObject, object, material, program;

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

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

			if ( object.visible ) {

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

A
alteredq 已提交
3552
					if ( useBlending ) _this.setBlending( material.blending );
3553

A
alteredq 已提交
3554
					_this.setDepthTest( material.depthTest );
3555
					_this.setDepthWrite( material.depthWrite );
3556 3557 3558 3559
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

A
alteredq 已提交
3560
				_this.renderImmediateObject( camera, lights, fog, material, object );
3561

A
alteredq 已提交
3562
			}
3563

A
alteredq 已提交
3564
		}
3565

A
alteredq 已提交
3566
	};
3567

A
alteredq 已提交
3568
	this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
3569

A
alteredq 已提交
3570
		var program = setProgram( camera, lights, fog, material, object );
3571

A
alteredq 已提交
3572
		_currentGeometryGroupHash = -1;
3573

A
alteredq 已提交
3574 3575 3576 3577 3578 3579 3580 3581 3582
		_this.setObjectFaces( object );

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

			object.render( function( object ) { _this.renderBufferImmediate( object, program, material.shading ); } );
3583 3584 3585 3586 3587

		}

	};

3588
	function unrollImmediateBufferMaterial ( globject ) {
3589

3590 3591
		var object = globject.object,
			material = object.material;
3592

3593
		if ( material.transparent ) {
3594

3595 3596
			globject.transparent = material;
			globject.opaque = null;
3597

3598
		} else {
3599

3600 3601
			globject.opaque = material;
			globject.transparent = null;
3602

3603
		}
A
alteredq 已提交
3604

3605
	};
A
alteredq 已提交
3606

3607
	function unrollBufferMaterial ( globject ) {
A
alteredq 已提交
3608

3609 3610 3611
		var object = globject.object,
			buffer = globject.buffer,
			material, materialIndex, meshMaterial;
3612

3613
		meshMaterial = object.material;
3614

3615
		if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
M
Mr.doob 已提交
3616

3617
			materialIndex = buffer.materialIndex;
3618

3619
			if ( materialIndex >= 0 ) {
3620

3621
				material = object.geometry.materials[ materialIndex ];
M
Mr.doob 已提交
3622

3623
				if ( material.transparent ) {
M
Mr.doob 已提交
3624

3625 3626
					globject.transparent = material;
					globject.opaque = null;
3627

3628
				} else {
3629

3630 3631
					globject.opaque = material;
					globject.transparent = null;
3632

3633
				}
3634

3635
			}
3636

3637
		} else {
3638

3639
			material = meshMaterial;
3640

3641
			if ( material ) {
3642

3643
				if ( material.transparent ) {
M
Mr.doob 已提交
3644

3645 3646
					globject.transparent = material;
					globject.opaque = null;
A
alteredq 已提交
3647

3648
				} else {
3649

3650 3651
					globject.opaque = material;
					globject.transparent = null;
3652

3653
				}
3654

3655
			}
3656

3657
		}
3658

3659
	};
3660

3661
	// Geometry splitting
3662

3663
	function sortFacesByMaterial ( geometry ) {
3664

3665 3666 3667
		var f, fl, face, materialIndex, vertices,
			materialHash, groupHash,
			hash_map = {};
3668

3669
		var numMorphTargets = geometry.morphTargets.length;
3670
		var numMorphNormals = geometry.morphNormals.length;
3671

3672
		geometry.geometryGroups = {};
3673

3674
		for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
3675

3676 3677
			face = geometry.faces[ f ];
			materialIndex = face.materialIndex;
3678

3679
			materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
3680

3681
			if ( hash_map[ materialHash ] === undefined ) {
3682

3683
				hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
3684 3685 3686

			}

3687
			groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
3688

3689
			if ( geometry.geometryGroups[ groupHash ] === undefined ) {
3690

3691
				geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
3692

3693
			}
A
alteredq 已提交
3694

3695
			vertices = face instanceof THREE.Face3 ? 3 : 4;
A
alteredq 已提交
3696

3697
			if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
A
alteredq 已提交
3698

3699 3700
				hash_map[ materialHash ].counter += 1;
				groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
A
alteredq 已提交
3701

3702
				if ( geometry.geometryGroups[ groupHash ] === undefined ) {
A
alteredq 已提交
3703

3704
					geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
A
alteredq 已提交
3705

3706
				}
3707

3708
			}
3709

3710
			if ( face instanceof THREE.Face3 ) {
3711

3712
				geometry.geometryGroups[ groupHash ].faces3.push( f );
3713

3714
			} else {
3715

3716
				geometry.geometryGroups[ groupHash ].faces4.push( f );
3717

A
alteredq 已提交
3718
			}
3719

3720
			geometry.geometryGroups[ groupHash ].vertices += vertices;
3721

3722
		}
3723

3724
		geometry.geometryGroupsList = [];
3725

3726
		for ( var g in geometry.geometryGroups ) {
3727

3728
			geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
3729

3730
			geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
3731

3732
		}
3733

3734
	};
3735

3736 3737 3738 3739 3740 3741 3742 3743 3744
	// Objects refresh

	this.initWebGLObjects = function ( scene ) {

		if ( !scene.__webglObjects ) {

			scene.__webglObjects = [];
			scene.__webglObjectsImmediate = [];
			scene.__webglSprites = [];
3745
			scene.__webglFlares = [];
3746 3747

		}
3748

3749
		while ( scene.__objectsAdded.length ) {
3750

3751 3752
			addObject( scene.__objectsAdded[ 0 ], scene );
			scene.__objectsAdded.splice( 0, 1 );
3753

3754
		}
A
alteredq 已提交
3755

3756
		while ( scene.__objectsRemoved.length ) {
3757

3758 3759
			removeObject( scene.__objectsRemoved[ 0 ], scene );
			scene.__objectsRemoved.splice( 0, 1 );
3760

3761
		}
3762

3763
		// update must be called after objects adding / removal
3764

3765
		for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
3766

3767
			updateObject( scene.__webglObjects[ o ].object );
M
Mr.doob 已提交
3768 3769 3770 3771 3772

		}

	};

3773
	// Objects adding
M
Mr.doob 已提交
3774

3775
	function addObject ( object, scene ) {
A
alteredq 已提交
3776

3777
		var g, geometry, geometryGroup;
3778

3779
		if ( ! object.__webglInit ) {
M
Mr.doob 已提交
3780

3781
			object.__webglInit = true;
M
Mr.doob 已提交
3782

3783
			object._modelViewMatrix = new THREE.Matrix4();
M
Mr.doob 已提交
3784

3785 3786 3787
			object._normalMatrixArray = new Float32Array( 9 );
			object._modelViewMatrixArray = new Float32Array( 16 );
			object._objectMatrixArray = new Float32Array( 16 );
M
Mr.doob 已提交
3788

3789
			object.matrixWorld.flattenToArray( object._objectMatrixArray );
M
Mr.doob 已提交
3790

3791
			if ( object instanceof THREE.Mesh ) {
M
Mr.doob 已提交
3792

3793
				geometry = object.geometry;
M
Mr.doob 已提交
3794

3795
				if ( geometry instanceof THREE.Geometry ) {
M
Mr.doob 已提交
3796

3797
					if ( geometry.geometryGroups === undefined ) {
M
Mr.doob 已提交
3798

3799
						sortFacesByMaterial( geometry );
M
Mr.doob 已提交
3800

3801 3802 3803
					}

					// create separate VBOs per geometry chunk
M
Mr.doob 已提交
3804

3805
					for ( g in geometry.geometryGroups ) {
M
Mr.doob 已提交
3806

3807
						geometryGroup = geometry.geometryGroups[ g ];
M
Mr.doob 已提交
3808

3809
						// initialise VBO on the first access
M
Mr.doob 已提交
3810

3811
						if ( ! geometryGroup.__webglVertexBuffer ) {
3812

3813 3814
							createMeshBuffers( geometryGroup );
							initMeshBuffers( geometryGroup, object );
M
Mr.doob 已提交
3815

3816 3817 3818 3819 3820 3821 3822 3823 3824
							geometry.__dirtyVertices = true;
							geometry.__dirtyMorphTargets = true;
							geometry.__dirtyElements = true;
							geometry.__dirtyUvs = true;
							geometry.__dirtyNormals = true;
							geometry.__dirtyTangents = true;
							geometry.__dirtyColors = true;

						}
M
Mr.doob 已提交
3825

3826
					}
M
Mr.doob 已提交
3827

3828
				}
M
Mr.doob 已提交
3829

3830
			} else if ( object instanceof THREE.Ribbon ) {
M
Mr.doob 已提交
3831

3832
				geometry = object.geometry;
M
Mr.doob 已提交
3833

3834
				if( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
3835

3836 3837
					createRibbonBuffers( geometry );
					initRibbonBuffers( geometry );
M
Mr.doob 已提交
3838

3839 3840
					geometry.__dirtyVertices = true;
					geometry.__dirtyColors = true;
M
Mr.doob 已提交
3841

3842
				}
M
Mr.doob 已提交
3843

3844
			} else if ( object instanceof THREE.Line ) {
M
Mr.doob 已提交
3845

3846
				geometry = object.geometry;
M
Mr.doob 已提交
3847

3848
				if( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
3849

3850 3851
					createLineBuffers( geometry );
					initLineBuffers( geometry, object );
M
Mr.doob 已提交
3852

3853 3854
					geometry.__dirtyVertices = true;
					geometry.__dirtyColors = true;
3855

3856
				}
3857

3858
			} else if ( object instanceof THREE.ParticleSystem ) {
3859

3860
				geometry = object.geometry;
3861

3862
				if ( ! geometry.__webglVertexBuffer ) {
3863

3864 3865
					createParticleBuffers( geometry );
					initParticleBuffers( geometry, object );
3866

3867 3868
					geometry.__dirtyVertices = true;
					geometry.__dirtyColors = true;
3869

3870
				}
3871

3872
			}
3873

3874
		}
3875

3876
		if ( ! object.__webglActive ) {
3877

3878
			if ( object instanceof THREE.Mesh ) {
3879

3880
				geometry = object.geometry;
3881

3882 3883 3884 3885 3886 3887 3888 3889 3890
				if ( geometry instanceof THREE.BufferGeometry ) {

					addBuffer( scene.__webglObjects, geometry, object );

				} else {

					for ( g in geometry.geometryGroups ) {

						geometryGroup = geometry.geometryGroups[ g ];
3891

3892
						addBuffer( scene.__webglObjects, geometryGroup, object );
3893

3894
					}
3895

3896
				}
3897

3898 3899 3900
			} else if ( object instanceof THREE.Ribbon ||
						object instanceof THREE.Line ||
						object instanceof THREE.ParticleSystem ) {
3901

3902 3903
				geometry = object.geometry;
				addBuffer( scene.__webglObjects, geometry, object );
3904

3905
			} else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
3906

3907
				addBufferImmediate( scene.__webglObjectsImmediate, object );
3908

3909
			} else if ( object instanceof THREE.Sprite ) {
3910

3911
				scene.__webglSprites.push( object );
3912

3913 3914 3915 3916
			} else if ( object instanceof THREE.LensFlare ) {

				scene.__webglFlares.push( object );

3917 3918
			}

3919
			object.__webglActive = true;
3920

3921
		}
3922

3923
	};
3924

3925
	function addBuffer ( objlist, buffer, object ) {
3926

3927 3928 3929 3930 3931 3932 3933 3934
		objlist.push(
			{
				buffer: buffer,
				object: object,
				opaque: null,
				transparent: null
			}
		);
3935

3936
	};
3937

3938
	function addBufferImmediate ( objlist, object ) {
3939

3940 3941 3942 3943 3944
		objlist.push(
			{
				object: object,
				opaque: null,
				transparent: null
3945
			}
3946
		);
3947

3948
	};
3949

3950
	// Objects updates
3951

3952
	function updateObject ( object ) {
3953

3954 3955
		var geometry = object.geometry,
			geometryGroup, customAttributesDirty, material;
3956

3957
		if ( object instanceof THREE.Mesh ) {
3958

3959 3960
			if ( geometry instanceof THREE.BufferGeometry ) {

3961
				/*
3962 3963 3964
				if ( geometry.__dirtyVertices || geometry.__dirtyElements ||
					 geometry.__dirtyUvs || geometry.__dirtyNormals ||
					 geometry.__dirtyColors  ) {
3965

3966 3967
					// TODO
					// set buffers from typed arrays
3968

3969
				}
3970
				*/
3971

3972 3973 3974 3975 3976
				geometry.__dirtyVertices = false;
				geometry.__dirtyElements = false;
				geometry.__dirtyUvs = false;
				geometry.__dirtyNormals = false;
				geometry.__dirtyColors = false;
3977

3978
			} else {
3979

3980
				// check all geometry groups
3981

3982 3983 3984 3985 3986 3987 3988 3989 3990 3991 3992 3993 3994 3995 3996
				for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {

					geometryGroup = geometry.geometryGroupsList[ i ];

					material = getBufferMaterial( object, geometryGroup );

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

					if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
						 geometry.__dirtyUvs || geometry.__dirtyNormals ||
						 geometry.__dirtyColors || geometry.__dirtyTangents || customAttributesDirty ) {

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

					}
3997

3998
				}
M
Mr.doob 已提交
3999

4000 4001 4002 4003 4004 4005 4006
				geometry.__dirtyVertices = false;
				geometry.__dirtyMorphTargets = false;
				geometry.__dirtyElements = false;
				geometry.__dirtyUvs = false;
				geometry.__dirtyNormals = false;
				geometry.__dirtyColors = false;
				geometry.__dirtyTangents = false;
4007

4008
				material.attributes && clearCustomAttributes( material );
4009

4010
			}
4011

4012
		} else if ( object instanceof THREE.Ribbon ) {
4013

4014
			if ( geometry.__dirtyVertices || geometry.__dirtyColors ) {
4015

4016
				setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
4017

4018
			}
4019

4020 4021
			geometry.__dirtyVertices = false;
			geometry.__dirtyColors = false;
4022

4023
		} else if ( object instanceof THREE.Line ) {
4024

4025
			material = getBufferMaterial( object, geometryGroup );
A
alteredq 已提交
4026

4027
			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
A
alteredq 已提交
4028

4029
			if ( geometry.__dirtyVertices ||  geometry.__dirtyColors || customAttributesDirty ) {
A
alteredq 已提交
4030

4031
				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
4032

4033
			}
4034

4035 4036
			geometry.__dirtyVertices = false;
			geometry.__dirtyColors = false;
4037

4038
			material.attributes && clearCustomAttributes( material );
4039

4040
		} else if ( object instanceof THREE.ParticleSystem ) {
4041

4042
			material = getBufferMaterial( object, geometryGroup );
4043

4044
			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
4045

4046
			if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributesDirty ) {
4047

4048
				setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
4049

4050
			}
4051

4052 4053
			geometry.__dirtyVertices = false;
			geometry.__dirtyColors = false;
4054

4055
			material.attributes && clearCustomAttributes( material );
4056

4057
		}
4058

4059
	};
4060

4061
	// Objects updates - custom attributes check
4062

4063
	function areCustomAttributesDirty ( material ) {
4064

4065
		for ( var a in material.attributes ) {
4066

4067
			if ( material.attributes[ a ].needsUpdate ) return true;
4068

4069
		}
4070

4071
		return false;
4072

4073
	};
4074

4075 4076 4077
	function clearCustomAttributes ( material ) {

		for ( var a in material.attributes ) {
4078

4079
			material.attributes[ a ].needsUpdate = false;
4080

4081
		}
4082

4083
	};
4084

4085
	// Objects removal
4086

4087
	function removeObject ( object, scene ) {
4088

4089 4090 4091 4092
		if ( object instanceof THREE.Mesh  ||
			 object instanceof THREE.ParticleSystem ||
			 object instanceof THREE.Ribbon ||
			 object instanceof THREE.Line ) {
4093

4094
			removeInstances( scene.__webglObjects, object );
4095

4096
		} else if ( object instanceof THREE.Sprite ) {
4097

4098
			removeInstancesDirect( scene.__webglSprites, object );
4099

4100 4101 4102 4103
		} else if ( object instanceof THREE.LensFlare ) {

			removeInstancesDirect( scene.__webglFlares, object );

4104
		} else if ( object instanceof THREE.MarchingCubes || object.immediateRenderCallback ) {
4105

4106
			removeInstances( scene.__webglObjectsImmediate, object );
4107

4108
		}
4109

4110
		object.__webglActive = false;
4111

4112
	};
4113

4114
	function removeInstances ( objlist, object ) {
4115

4116
		for ( var o = objlist.length - 1; o >= 0; o -- ) {
4117

4118
			if ( objlist[ o ].object === object ) {
4119

4120
				objlist.splice( o, 1 );
4121

4122
			}
4123

4124
		}
4125

4126
	};
4127

4128
	function removeInstancesDirect ( objlist, object ) {
4129

4130
		for ( var o = objlist.length - 1; o >= 0; o -- ) {
4131

4132
			if ( objlist[ o ] === object ) {
4133

4134
				objlist.splice( o, 1 );
4135

4136
			}
4137

4138
		}
4139

4140
	};
4141

4142
	// Materials
4143

4144
	this.initMaterial = function ( material, lights, fog, object ) {
4145

4146
		var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
4147

4148
		if ( material instanceof THREE.MeshDepthMaterial ) {
M
Mr.doob 已提交
4149

4150
			shaderID = 'depth';
4151

4152
		} else if ( material instanceof THREE.MeshNormalMaterial ) {
4153

4154
			shaderID = 'normal';
M
Mr.doob 已提交
4155

4156
		} else if ( material instanceof THREE.MeshBasicMaterial ) {
M
Mr.doob 已提交
4157

4158
			shaderID = 'basic';
M
Mr.doob 已提交
4159

4160
		} else if ( material instanceof THREE.MeshLambertMaterial ) {
M
Mr.doob 已提交
4161

4162
			shaderID = 'lambert';
M
Mr.doob 已提交
4163

4164
		} else if ( material instanceof THREE.MeshPhongMaterial ) {
4165

4166
			shaderID = 'phong';
4167

4168
		} else if ( material instanceof THREE.LineBasicMaterial ) {
4169

4170
			shaderID = 'basic';
4171

4172
		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
4173

4174
			shaderID = 'particle_basic';
4175 4176 4177

		}

4178
		if ( shaderID ) {
4179

4180
			setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
4181

4182
		}
4183

4184 4185
		// heuristics to create shader parameters according to lights in the scene
		// (not to blow over maxLights budget)
4186

4187
		maxLightCount = allocateLights( lights );
4188

4189
		maxShadows = allocateShadows( lights );
4190

4191
		maxBones = allocateBones( object );
4192

4193
		parameters = {
4194

4195 4196 4197 4198 4199 4200
			map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
			vertexColors: material.vertexColors,
			fog: fog, useFog: material.fog,
			sizeAttenuation: material.sizeAttenuation,
			skinning: material.skinning,
			morphTargets: material.morphTargets,
A
alteredq 已提交
4201
			morphNormals: material.morphNormals,
4202
			maxMorphTargets: this.maxMorphTargets,
A
alteredq 已提交
4203
			maxMorphNormals: this.maxMorphNormals,
4204 4205 4206 4207
			maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
			maxBones: maxBones,
			shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
			shadowMapSoft: this.shadowMapSoft,
A
alteredq 已提交
4208 4209
			shadowMapDebug: this.shadowMapDebug,
			shadowMapCascade: this.shadowMapCascade,
4210 4211 4212
			maxShadows: maxShadows,
			alphaTest: material.alphaTest,
			metal: material.metal,
4213
			perPixel: material.perPixel,
4214
			wrapAround: material.wrapAround,
4215
			doubleSided: object && object.doubleSided
4216

4217
		};
M
Mr.doob 已提交
4218

4219
		material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
4220

4221
		var attributes = material.program.attributes;
4222

4223 4224 4225 4226
		if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
		if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
		if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
		if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
4227

4228 4229 4230
		if ( material.skinning &&
			 attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
			 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
M
Mr.doob 已提交
4231

4232 4233 4234 4235
			_gl.enableVertexAttribArray( attributes.skinVertexA );
			_gl.enableVertexAttribArray( attributes.skinVertexB );
			_gl.enableVertexAttribArray( attributes.skinIndex );
			_gl.enableVertexAttribArray( attributes.skinWeight );
M
Mr.doob 已提交
4236 4237

		}
4238

4239
		if ( material.attributes ) {
A
alteredq 已提交
4240

4241
			for ( a in material.attributes ) {
M
Mr.doob 已提交
4242

4243
				if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
4244

4245
			}
M
Mr.doob 已提交
4246

4247
		}
M
Mr.doob 已提交
4248

4249
		if ( material.morphTargets ) {
M
Mr.doob 已提交
4250

4251
			material.numSupportedMorphTargets = 0;
4252

4253
			var id, base = "morphTarget";
4254

4255
			for ( i = 0; i < this.maxMorphTargets; i ++ ) {
4256

4257
				id = base + i;
M
Mr.doob 已提交
4258

4259
				if ( attributes[ id ] >= 0 ) {
M
Mr.doob 已提交
4260

4261 4262
					_gl.enableVertexAttribArray( attributes[ id ] );
					material.numSupportedMorphTargets ++;
4263

4264
				}
4265

4266
			}
4267

4268
		}
4269

A
alteredq 已提交
4270 4271 4272 4273 4274 4275 4276 4277 4278 4279 4280 4281 4282 4283 4284 4285 4286 4287 4288 4289 4290
		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

			var id, base = "morphNormal";

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

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					_gl.enableVertexAttribArray( attributes[ id ] );
					material.numSupportedMorphNormals ++;

				}

			}

		}

4291
		material.uniformsList = [];
4292

4293
		for ( u in material.uniforms ) {
4294

4295
			material.uniformsList.push( [ material.uniforms[ u ], u ] );
4296

4297
		}
M
Mr.doob 已提交
4298

4299
	};
M
Mr.doob 已提交
4300

4301
	function setMaterialShaders( material, shaders ) {
M
Mr.doob 已提交
4302

4303 4304 4305
		material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
		material.vertexShader = shaders.vertexShader;
		material.fragmentShader = shaders.fragmentShader;
M
Mr.doob 已提交
4306

4307
	};
M
Mr.doob 已提交
4308

4309
	function setProgram( camera, lights, fog, material, object ) {
4310

4311
		if ( ! material.program ) {
4312

4313
			_this.initMaterial( material, lights, fog, object );
4314

4315
		}
4316

4317
		if ( material.morphTargets ) {
4318

4319
			if ( ! object.__webglMorphTargetInfluences ) {
4320

4321
				object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
4322

4323
				for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) {
4324

4325
					object.__webglMorphTargetInfluences[ i ] = 0;
4326

4327
				}
4328

4329
			}
4330

4331
		}
4332

4333
		var refreshMaterial = false;
4334

4335 4336 4337
		var program = material.program,
			p_uniforms = program.uniforms,
			m_uniforms = material.uniforms;
4338

4339
		if ( program !== _currentProgram ) {
4340

4341 4342
			_gl.useProgram( program );
			_currentProgram = program;
4343

4344
			refreshMaterial = true;
4345

4346
		}
4347

4348
		if ( material.id !== _currentMaterialId ) {
4349

4350 4351
			_currentMaterialId = material.id;
			refreshMaterial = true;
4352

4353
		}
4354

4355
		if ( refreshMaterial || camera !== _currentCamera ) {
4356

A
alteredq 已提交
4357
			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );
A
alteredq 已提交
4358

4359 4360 4361 4362 4363 4364
			if ( camera !== _currentCamera ) _currentCamera = camera;

		}

		if ( refreshMaterial ) {

4365
			// refresh uniforms common to several materials
4366

4367
			if ( fog && material.fog ) {
4368

4369
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
4370

4371
			}
M
Mr.doob 已提交
4372

4373 4374 4375
			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material.lights ) {
4376

4377 4378
				setupLights( program, lights );
				refreshUniformsLights( m_uniforms, _lights );
4379

4380
			}
M
Mr.doob 已提交
4381

4382 4383 4384
			if ( material instanceof THREE.MeshBasicMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
4385

4386
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
4387 4388 4389

			}

4390
			// refresh single material specific uniforms
M
Mr.doob 已提交
4391

4392
			if ( material instanceof THREE.LineBasicMaterial ) {
4393

4394
				refreshUniformsLine( m_uniforms, material );
M
Mr.doob 已提交
4395

4396
			} else if ( material instanceof THREE.ParticleBasicMaterial ) {
M
Mr.doob 已提交
4397

4398
				refreshUniformsParticle( m_uniforms, material );
M
Mr.doob 已提交
4399

4400
			} else if ( material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
4401

4402
				refreshUniformsPhong( m_uniforms, material );
M
Mr.doob 已提交
4403

4404
			} else if ( material instanceof THREE.MeshLambertMaterial ) {
M
Mr.doob 已提交
4405

4406
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
4407

4408
			} else if ( material instanceof THREE.MeshDepthMaterial ) {
M
Mr.doob 已提交
4409

4410 4411 4412
				m_uniforms.mNear.value = camera.near;
				m_uniforms.mFar.value = camera.far;
				m_uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
4413

4414
			} else if ( material instanceof THREE.MeshNormalMaterial ) {
M
Mr.doob 已提交
4415

4416
				m_uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
4417

4418
			}
M
Mr.doob 已提交
4419

4420
			if ( object.receiveShadow && ! material._shadowPass ) {
M
Mr.doob 已提交
4421

4422
				refreshUniformsShadow( m_uniforms, lights );
M
Mr.doob 已提交
4423

4424
			}
M
Mr.doob 已提交
4425

4426
			// load common uniforms
M
Mr.doob 已提交
4427

4428
			loadUniformsGeneric( program, material.uniformsList );
M
Mr.doob 已提交
4429

4430 4431
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)
4432

4433 4434 4435
			if ( material instanceof THREE.ShaderMaterial ||
				 material instanceof THREE.MeshPhongMaterial ||
				 material.envMap ) {
4436

4437
				if ( p_uniforms.cameraPosition !== null ) {
4438

4439 4440
					var position = camera.matrixWorld.getPosition();
					_gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
4441

4442
				}
4443 4444 4445

			}

4446 4447 4448 4449
			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {
4450

4451
				if ( p_uniforms.viewMatrix !== null ) {
4452

A
alteredq 已提交
4453
					_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray );
4454

4455
				}
4456

4457
			}
M
Mr.doob 已提交
4458

4459
			if ( material.skinning ) {
4460

A
alteredq 已提交
4461
				_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
4462

4463
			}
4464

4465
		}
M
Mr.doob 已提交
4466

4467
		loadUniformsMatrices( p_uniforms, object );
M
Mr.doob 已提交
4468

4469 4470 4471 4472
		if ( material instanceof THREE.ShaderMaterial ||
			 material.envMap ||
			 material.skinning ||
			 object.receiveShadow ) {
M
Mr.doob 已提交
4473

4474
			if ( p_uniforms.objectMatrix !== null ) {
M
Mr.doob 已提交
4475

4476
				_gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
M
Mr.doob 已提交
4477

4478
			}
4479

4480
		}
4481

4482
		return program;
4483

4484
	};
4485

4486
	// Uniforms (refresh uniforms objects)
A
alteredq 已提交
4487

4488
	function refreshUniformsCommon ( uniforms, material ) {
4489

4490
		uniforms.opacity.value = material.opacity;
4491

4492
		if ( _this.gammaInput ) {
4493

4494
			uniforms.diffuse.value.copyGammaToLinear( material.color );
4495

4496
		} else {
4497

4498
			uniforms.diffuse.value = material.color;
4499

4500
		}
4501

4502
		uniforms.map.texture = material.map;
4503

4504
		if ( material.map ) {
4505

4506
			uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
M
Mr.doob 已提交
4507

4508
		}
M
Mr.doob 已提交
4509

4510
		uniforms.lightMap.texture = material.lightMap;
4511

4512 4513
		uniforms.envMap.texture = material.envMap;
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
4514

4515
		if ( _this.gammaInput ) {
4516

4517 4518
			//uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
			uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
4519

4520
		} else {
4521

4522
			uniforms.reflectivity.value = material.reflectivity;
4523

4524
		}
4525

4526 4527 4528
		uniforms.refractionRatio.value = material.refractionRatio;
		uniforms.combine.value = material.combine;
		uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
M
Mr.doob 已提交
4529

4530
	};
M
Mr.doob 已提交
4531

4532
	function refreshUniformsLine ( uniforms, material ) {
M
Mr.doob 已提交
4533

4534 4535
		uniforms.diffuse.value = material.color;
		uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
4536

4537
	};
M
Mr.doob 已提交
4538

4539
	function refreshUniformsParticle ( uniforms, material ) {
4540

4541 4542 4543 4544
		uniforms.psColor.value = material.color;
		uniforms.opacity.value = material.opacity;
		uniforms.size.value = material.size;
		uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
4545

4546
		uniforms.map.texture = material.map;
4547

4548
	};
4549

4550
	function refreshUniformsFog ( uniforms, fog ) {
4551

4552
		uniforms.fogColor.value = fog.color;
4553

4554
		if ( fog instanceof THREE.Fog ) {
4555

4556 4557
			uniforms.fogNear.value = fog.near;
			uniforms.fogFar.value = fog.far;
4558

4559
		} else if ( fog instanceof THREE.FogExp2 ) {
M
Mikael Emtinger 已提交
4560

4561
			uniforms.fogDensity.value = fog.density;
M
Mikael Emtinger 已提交
4562

4563
		}
M
Mikael Emtinger 已提交
4564

4565
	};
M
Mikael Emtinger 已提交
4566

4567
	function refreshUniformsPhong ( uniforms, material ) {
M
Mikael Emtinger 已提交
4568

4569
		uniforms.shininess.value = material.shininess;
4570

4571
		if ( _this.gammaInput ) {
M
Mikael Emtinger 已提交
4572

4573 4574
			uniforms.ambient.value.copyGammaToLinear( material.ambient );
			uniforms.specular.value.copyGammaToLinear( material.specular );
4575

4576
		} else {
4577

4578 4579
			uniforms.ambient.value = material.ambient;
			uniforms.specular.value = material.specular;
4580

4581
		}
4582

4583 4584 4585 4586 4587 4588
		if ( material.wrapAround ) {

			uniforms.wrapRGB.value.copy( material.wrapRGB );

		}

4589
	};
4590

4591
	function refreshUniformsLambert ( uniforms, material ) {
4592

4593
		if ( _this.gammaInput ) {
4594

4595
			uniforms.ambient.value.copyGammaToLinear( material.ambient );
M
Mr.doob 已提交
4596

4597
		} else {
4598

4599
			uniforms.ambient.value = material.ambient;
4600

4601
		}
4602

4603 4604 4605 4606 4607 4608
		if ( material.wrapAround ) {

			uniforms.wrapRGB.value.copy( material.wrapRGB );

		}

4609
	};
4610

4611
	function refreshUniformsLights ( uniforms, lights ) {
4612

4613
		uniforms.ambientLightColor.value = lights.ambient;
4614

4615 4616
		uniforms.directionalLightColor.value = lights.directional.colors;
		uniforms.directionalLightDirection.value = lights.directional.positions;
4617

4618 4619 4620
		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
		uniforms.pointLightDistance.value = lights.point.distances;
4621

4622
	};
4623

4624
	function refreshUniformsShadow ( uniforms, lights ) {
M
Mr.doob 已提交
4625

4626
		if ( uniforms.shadowMatrix ) {
4627

4628
			var j = 0;
4629

4630
			for ( var i = 0, il = lights.length; i < il; i ++ ) {
4631

4632
				var light = lights[ i ];
4633

A
alteredq 已提交
4634 4635
				if ( ! light.castShadow ) continue;

4636
				if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
4637 4638 4639

					uniforms.shadowMap.texture[ j ] = light.shadowMap;
					uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
4640

4641 4642 4643 4644 4645 4646 4647 4648 4649 4650
					uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;

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

					j ++;

				}

			}
4651

4652 4653
		}

4654
	};
4655

4656
	// Uniforms (load to GPU)
4657

4658
	function loadUniformsMatrices ( uniforms, object ) {
4659

4660
		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
4661

4662
		if ( uniforms.normalMatrix ) {
4663

4664
			_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );
4665

4666
		}
4667

4668
	};
4669

4670
	function loadUniformsGeneric ( program, uniforms ) {
4671

4672
		var uniform, value, type, location, texture, i, il, j, jl, offset;
4673

4674
		for( j = 0, jl = uniforms.length; j < jl; j ++ ) {
4675

4676 4677
			location = program.uniforms[ uniforms[ j ][ 1 ] ];
			if ( !location ) continue;
4678

4679
			uniform = uniforms[ j ][ 0 ];
4680

4681 4682
			type = uniform.type;
			value = uniform.value;
4683

4684
			// single integer
4685

4686
			if( type === "i" ) {
4687

4688
				_gl.uniform1i( location, value );
4689

4690
			// single float
4691

4692
			} else if( type === "f" ) {
4693

4694
				_gl.uniform1f( location, value );
4695

4696
			// single THREE.Vector2
4697

4698
			} else if( type === "v2" ) {
4699

4700
				_gl.uniform2f( location, value.x, value.y );
4701

4702
			// single THREE.Vector3
4703

4704
			} else if( type === "v3" ) {
4705

4706
				_gl.uniform3f( location, value.x, value.y, value.z );
4707

4708
			// single THREE.Vector4
4709

4710
			} else if( type === "v4" ) {
4711

4712
				_gl.uniform4f( location, value.x, value.y, value.z, value.w );
4713

4714
			// single THREE.Color
4715

4716
			} else if( type === "c" ) {
4717

4718
				_gl.uniform3f( location, value.r, value.g, value.b );
4719

4720
			// flat array of floats (JS or typed array)
4721

4722
			} else if( type === "fv1" ) {
4723

4724
				_gl.uniform1fv( location, value );
4725

4726
			// flat array of floats with 3 x N size (JS or typed array)
4727

4728
			} else if( type === "fv" ) {
4729

4730
				_gl.uniform3fv( location, value );
4731

4732 4733 4734 4735 4736 4737 4738 4739 4740 4741 4742 4743 4744 4745 4746 4747 4748 4749 4750 4751 4752
			// array of THREE.Vector2

			} else if( type === "v2v" ) {

				if ( ! uniform._array ) {

					uniform._array = new Float32Array( 2 * value.length );

				}

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

					offset = i * 2;

					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;

				}

				_gl.uniform2fv( location, uniform._array );

4753
			// array of THREE.Vector3
4754

4755
			} else if( type === "v3v" ) {
4756

4757
				if ( ! uniform._array ) {
4758

4759
					uniform._array = new Float32Array( 3 * value.length );
M
Mr.doob 已提交
4760

4761
				}
A
alteredq 已提交
4762

4763
				for ( i = 0, il = value.length; i < il; i ++ ) {
A
alteredq 已提交
4764

4765
					offset = i * 3;
4766

4767 4768 4769
					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;
					uniform._array[ offset + 2 ] = value[ i ].z;
4770

4771
				}
4772

4773
				_gl.uniform3fv( location, uniform._array );
A
alteredq 已提交
4774

4775 4776 4777 4778 4779 4780 4781 4782 4783 4784 4785 4786 4787 4788 4789 4790 4791 4792 4793 4794 4795 4796
			// array of THREE.Vector4

			} else if( type == "v4v" ) {

				if ( ! uniform._array ) {

					uniform._array = new Float32Array( 4 * value.length );

				}

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

					offset = i * 4;

					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;
					uniform._array[ offset + 2 ] = value[ i ].z;
					uniform._array[ offset + 3 ] = value[ i ].w;

				}

				_gl.uniform4fv( location, uniform._array );
4797

4798
			// single THREE.Matrix4
4799

4800
			} else if( type === "m4" ) {
M
Mr.doob 已提交
4801

4802
				if ( ! uniform._array ) {
A
alteredq 已提交
4803

4804
					uniform._array = new Float32Array( 16 );
4805

4806
				}
4807

4808 4809
				value.flattenToArray( uniform._array );
				_gl.uniformMatrix4fv( location, false, uniform._array );
4810

4811
			// array of THREE.Matrix4
4812

4813
			} else if( type === "m4v" ) {
A
alteredq 已提交
4814

4815 4816 4817
				if ( ! uniform._array ) {

					uniform._array = new Float32Array( 16 * value.length );
A
alteredq 已提交
4818

M
Mr.doob 已提交
4819
				}
M
Mr.doob 已提交
4820

4821
				for ( i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
4822

4823
					value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
M
Mr.doob 已提交
4824

4825
				}
A
alteredq 已提交
4826

4827
				_gl.uniformMatrix4fv( location, false, uniform._array );
M
Mr.doob 已提交
4828

4829

4830
			// single THREE.Texture (2d or cube)
M
Mr.doob 已提交
4831

4832
			} else if( type === "t" ) {
A
alteredq 已提交
4833

4834
				_gl.uniform1i( location, value );
4835

4836
				texture = uniform.texture;
A
alteredq 已提交
4837

4838
				if ( !texture ) continue;
A
alteredq 已提交
4839

4840
				if ( texture.image instanceof Array && texture.image.length === 6 ) {
A
alteredq 已提交
4841

4842
					setCubeTexture( texture, value );
A
alteredq 已提交
4843

4844
				} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
M
Mr.doob 已提交
4845

4846 4847 4848 4849
					setCubeTextureDynamic( texture, value );

				} else {

4850
					_this.setTexture( texture, value );
4851

M
Mr.doob 已提交
4852
				}
M
Mr.doob 已提交
4853

4854
			// array of THREE.Texture (2d)
M
Mr.doob 已提交
4855

4856
			} else if( type === "tv" ) {
M
Mr.doob 已提交
4857

4858
				if ( ! uniform._array ) {
M
Mr.doob 已提交
4859

4860
					uniform._array = [];
A
alteredq 已提交
4861

4862 4863 4864 4865 4866
					for( i = 0, il = uniform.texture.length; i < il; i ++ ) {

						uniform._array[ i ] = value + i;

					}
A
alteredq 已提交
4867

M
Mr.doob 已提交
4868
				}
A
alteredq 已提交
4869

4870
				_gl.uniform1iv( location, uniform._array );
A
alteredq 已提交
4871

4872
				for( i = 0, il = uniform.texture.length; i < il; i ++ ) {
4873

4874
					texture = uniform.texture[ i ];
4875

4876
					if ( !texture ) continue;
M
Mr.doob 已提交
4877

4878
					_this.setTexture( texture, uniform._array[ i ] );
M
Mr.doob 已提交
4879

M
Mr.doob 已提交
4880
				}
M
Mr.doob 已提交
4881

M
Mr.doob 已提交
4882
			}
M
Mr.doob 已提交
4883

M
Mr.doob 已提交
4884
		}
M
Mr.doob 已提交
4885

4886
	};
M
Mr.doob 已提交
4887

A
alteredq 已提交
4888
	function setupMatrices ( object, camera ) {
M
Mr.doob 已提交
4889

4890
		object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
M
Mr.doob 已提交
4891

4892
		var inverseMatrix = THREE.Matrix4.makeInvert3x3( object._modelViewMatrix );
4893

4894
		if ( inverseMatrix ) {
4895

4896
			inverseMatrix.transposeIntoArray( object._normalMatrixArray );
M
Mr.doob 已提交
4897

4898
		}
M
Mr.doob 已提交
4899

A
alteredq 已提交
4900
	};
M
Mr.doob 已提交
4901

4902
	function setupLights ( program, lights ) {
M
Mr.doob 已提交
4903

4904 4905 4906
		var l, ll, light, n,
		r = 0, g = 0, b = 0,
		color, position, intensity, distance,
M
Mr.doob 已提交
4907

4908
		zlights = _lights,
A
alteredq 已提交
4909

4910 4911
		dcolors = zlights.directional.colors,
		dpositions = zlights.directional.positions,
A
alteredq 已提交
4912

4913 4914 4915
		pcolors = zlights.point.colors,
		ppositions = zlights.point.positions,
		pdistances = zlights.point.distances,
4916

4917 4918
		dlength = 0,
		plength = 0,
4919

4920 4921
		doffset = 0,
		poffset = 0;
4922

4923
		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
4924

4925
			light = lights[ l ];
A
alteredq 已提交
4926

A
alteredq 已提交
4927 4928 4929
			if ( light.onlyShadow ) continue;

			color = light.color;
4930 4931
			intensity = light.intensity;
			distance = light.distance;
A
alteredq 已提交
4932

4933
			if ( light instanceof THREE.AmbientLight ) {
4934

4935
				if ( _this.gammaInput ) {
4936

4937 4938 4939
					r += color.r * color.r;
					g += color.g * color.g;
					b += color.b * color.b;
4940

4941
				} else {
4942

4943 4944 4945
					r += color.r;
					g += color.g;
					b += color.b;
4946

4947
				}
4948

4949
			} else if ( light instanceof THREE.DirectionalLight ) {
4950

4951
				doffset = dlength * 3;
4952

4953
				if ( _this.gammaInput ) {
4954

4955 4956 4957
					dcolors[ doffset ]     = color.r * color.r * intensity * intensity;
					dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity;
					dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity;
4958

4959
				} else {
4960

4961 4962 4963
					dcolors[ doffset ]     = color.r * intensity;
					dcolors[ doffset + 1 ] = color.g * intensity;
					dcolors[ doffset + 2 ] = color.b * intensity;
A
alteredq 已提交
4964

4965
				}
A
alteredq 已提交
4966

4967 4968 4969
				_direction.copy( light.matrixWorld.getPosition() );
				_direction.subSelf( light.target.matrixWorld.getPosition() );
				_direction.normalize();
A
alteredq 已提交
4970

4971 4972 4973
				dpositions[ doffset ]     = _direction.x;
				dpositions[ doffset + 1 ] = _direction.y;
				dpositions[ doffset + 2 ] = _direction.z;
A
alteredq 已提交
4974

4975
				dlength += 1;
A
alteredq 已提交
4976

4977
			} else if( light instanceof THREE.PointLight || light instanceof THREE.SpotLight ) {
M
Mr.doob 已提交
4978

4979
				poffset = plength * 3;
M
Mr.doob 已提交
4980

4981
				if ( _this.gammaInput ) {
4982

4983 4984 4985
					pcolors[ poffset ]     = color.r * color.r * intensity * intensity;
					pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity;
					pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity;
A
alteredq 已提交
4986

4987
				} else {
A
alteredq 已提交
4988

4989 4990 4991
					pcolors[ poffset ]     = color.r * intensity;
					pcolors[ poffset + 1 ] = color.g * intensity;
					pcolors[ poffset + 2 ] = color.b * intensity;
A
alteredq 已提交
4992

4993
				}
A
alteredq 已提交
4994

A
alteredq 已提交
4995 4996
				position = light.matrixWorld.getPosition();

4997 4998 4999
				ppositions[ poffset ]     = position.x;
				ppositions[ poffset + 1 ] = position.y;
				ppositions[ poffset + 2 ] = position.z;
A
alteredq 已提交
5000

5001
				pdistances[ plength ] = distance;
A
alteredq 已提交
5002

5003
				plength += 1;
5004

5005
			}
5006

5007
		}
A
alteredq 已提交
5008

5009 5010
		// null eventual remains from removed lights
		// (this is to avoid if in shader)
A
alteredq 已提交
5011

5012 5013
		for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0;
		for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0;
A
alteredq 已提交
5014

5015 5016
		zlights.point.length = plength;
		zlights.directional.length = dlength;
A
alteredq 已提交
5017

5018 5019 5020
		zlights.ambient[ 0 ] = r;
		zlights.ambient[ 1 ] = g;
		zlights.ambient[ 2 ] = b;
5021

5022
	};
M
Mr.doob 已提交
5023

5024
	// GL state setting
M
Mr.doob 已提交
5025

5026
	this.setFaceCulling = function ( cullFace, frontFace ) {
M
Mr.doob 已提交
5027

5028
		if ( cullFace ) {
M
Mr.doob 已提交
5029

5030
			if ( !frontFace || frontFace === "ccw" ) {
5031

5032
				_gl.frontFace( _gl.CCW );
5033

5034
			} else {
5035

5036
				_gl.frontFace( _gl.CW );
M
Mr.doob 已提交
5037

5038
			}
M
Mr.doob 已提交
5039

5040
			if( cullFace === "back" ) {
5041

5042
				_gl.cullFace( _gl.BACK );
5043

5044
			} else if( cullFace === "front" ) {
5045

5046
				_gl.cullFace( _gl.FRONT );
M
Mr.doob 已提交
5047

5048
			} else {
5049

5050
				_gl.cullFace( _gl.FRONT_AND_BACK );
5051

5052
			}
5053

5054
			_gl.enable( _gl.CULL_FACE );
5055

5056
		} else {
5057

5058
			_gl.disable( _gl.CULL_FACE );
5059 5060 5061 5062 5063

		}

	};

A
alteredq 已提交
5064
	this.setObjectFaces = function ( object ) {
5065

5066
		if ( _oldDoubleSided !== object.doubleSided ) {
M
Mr.doob 已提交
5067

5068
			if( object.doubleSided ) {
M
Mr.doob 已提交
5069

5070
				_gl.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
5071

5072
			} else {
5073

5074
				_gl.enable( _gl.CULL_FACE );
5075

5076
			}
5077

5078
			_oldDoubleSided = object.doubleSided;
5079

5080
		}
5081

5082
		if ( _oldFlipSided !== object.flipSided ) {
5083

5084
			if( object.flipSided ) {
5085

5086
				_gl.frontFace( _gl.CW );
5087

5088
			} else {
5089

5090
				_gl.frontFace( _gl.CCW );
5091

5092
			}
5093

5094
			_oldFlipSided = object.flipSided;
5095

5096
		}
5097

5098
	};
5099

A
alteredq 已提交
5100
	this.setDepthTest = function ( depthTest ) {
5101

5102
		if ( _oldDepthTest !== depthTest ) {
5103

5104
			if ( depthTest ) {
5105

5106
				_gl.enable( _gl.DEPTH_TEST );
5107

5108
			} else {
5109

5110
				_gl.disable( _gl.DEPTH_TEST );
5111 5112 5113

			}

5114
			_oldDepthTest = depthTest;
5115

5116
		}
5117

5118
	};
5119

5120
	this.setDepthWrite = function ( depthWrite ) {
A
alteredq 已提交
5121

5122
		if ( _oldDepthWrite !== depthWrite ) {
A
alteredq 已提交
5123

5124 5125
			_gl.depthMask( depthWrite );
			_oldDepthWrite = depthWrite;
A
alteredq 已提交
5126 5127 5128 5129 5130

		}

	};

5131
	function setLineWidth ( width ) {
5132

5133
		if ( width !== _oldLineWidth ) {
5134

5135 5136 5137
			_gl.lineWidth( width );

			_oldLineWidth = width;
5138 5139 5140

		}

5141
	};
5142

5143
	function setPolygonOffset ( polygonoffset, factor, units ) {
5144

5145
		if ( _oldPolygonOffset !== polygonoffset ) {
M
Mr.doob 已提交
5146

5147
			if ( polygonoffset ) {
5148

5149
				_gl.enable( _gl.POLYGON_OFFSET_FILL );
5150

5151
			} else {
5152

5153
				_gl.disable( _gl.POLYGON_OFFSET_FILL );
5154

5155
			}
5156

5157
			_oldPolygonOffset = polygonoffset;
5158

5159
		}
5160

5161
		if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
5162

5163
			_gl.polygonOffset( factor, units );
M
Mr.doob 已提交
5164

5165 5166
			_oldPolygonOffsetFactor = factor;
			_oldPolygonOffsetUnits = units;
M
Mr.doob 已提交
5167

5168
		}
M
Mr.doob 已提交
5169

5170
	};
M
Mr.doob 已提交
5171

5172
	this.setBlending = function ( blending ) {
M
Mr.doob 已提交
5173

5174
		if ( blending !== _oldBlending ) {
M
Mr.doob 已提交
5175

5176
			switch ( blending ) {
M
Mr.doob 已提交
5177

5178 5179 5180 5181
				case THREE.NoBlending:
                    _gl.disable( _gl.BLEND );
                    break;
                    
5182
				case THREE.AdditiveBlending:
M
Mr.doob 已提交
5183

5184
                    _gl.enable( _gl.BLEND );
5185 5186
					_gl.blendEquation( _gl.FUNC_ADD );
					_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
M
Mr.doob 已提交
5187

5188
					break;
M
Mr.doob 已提交
5189

5190
				case THREE.SubtractiveBlending:
M
Mr.doob 已提交
5191

5192
					// TODO: Find blendFuncSeparate() combination
5193
                    _gl.enable( _gl.BLEND );
5194 5195
					_gl.blendEquation( _gl.FUNC_ADD );
					_gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
M
Mr.doob 已提交
5196

5197
					break;
M
Mr.doob 已提交
5198

5199
				case THREE.MultiplyBlending:
M
Mr.doob 已提交
5200

5201
					// TODO: Find blendFuncSeparate() combination
5202
                    _gl.enable( _gl.BLEND );
5203 5204
					_gl.blendEquation( _gl.FUNC_ADD );
					_gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
M
Mr.doob 已提交
5205

5206
					break;
5207

5208
				default:
N
Nicolas Garcia Belmonte 已提交
5209

5210
                    _gl.enable( _gl.BLEND );
5211 5212
					_gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
					_gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
5213

5214
					break;
5215

5216
			}
5217

5218
			_oldBlending = blending;
5219

5220
		}
5221 5222

	};
5223

5224 5225 5226
	// Shaders

	function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
5227

5228
		var p, pl, program, code;
5229
		var chunks = [];
5230 5231 5232

		// Generate code

5233 5234 5235 5236 5237 5238 5239 5240 5241 5242
		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}
5243 5244 5245

		for ( p in parameters ) {

5246 5247
			chunks.push( p );
			chunks.push( parameters[ p ] );
5248 5249 5250

		}

5251 5252
		code = chunks.join();

5253 5254 5255 5256
		// Check if code has been already compiled

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

5257
			if ( _programs[ p ].code === code ) {
5258 5259

				// console.log( "Code already compiled." /*: \n\n" + code*/ );
5260

5261 5262 5263 5264 5265
				return _programs[ p ].program;

			}

		}
5266

5267
		//console.log( "building new program " );
5268 5269 5270

		//

5271
		program = _gl.createProgram();
M
Mr.doob 已提交
5272

5273
		var prefix_vertex = [
M
Mr.doob 已提交
5274

5275
			( _maxVertexTextures > 0 ) ? "#define VERTEX_TEXTURES" : "",
5276

5277 5278 5279 5280
			_this.gammaInput ? "#define GAMMA_INPUT" : "",
			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",

5281 5282 5283
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,

5284 5285
			"#define MAX_SHADOWS " + parameters.maxShadows,

5286 5287
			"#define MAX_BONES " + parameters.maxBones,

5288
			parameters.map ? "#define USE_MAP" : "",
5289 5290 5291
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
			parameters.vertexColors ? "#define USE_COLOR" : "",
5292
			parameters.skinning ? "#define USE_SKINNING" : "",
5293
			parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
A
alteredq 已提交
5294
			parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
A
alteredq 已提交
5295
			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
5296
			parameters.wrapAround ? "#define WRAP_AROUND" : "",
5297
			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
5298

5299
			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
5300
			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
A
alteredq 已提交
5301 5302
			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
5303

5304 5305
			parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",

M
Mr.doob 已提交
5306 5307 5308
			"uniform mat4 objectMatrix;",
			"uniform mat4 modelViewMatrix;",
			"uniform mat4 projectionMatrix;",
5309 5310
			"uniform mat4 viewMatrix;",
			"uniform mat3 normalMatrix;",
M
Mr.doob 已提交
5311
			"uniform vec3 cameraPosition;",
A
alteredq 已提交
5312

M
Mr.doob 已提交
5313 5314 5315
			"attribute vec3 position;",
			"attribute vec3 normal;",
			"attribute vec2 uv;",
5316
			"attribute vec2 uv2;",
5317

5318
			"#ifdef USE_COLOR",
5319

5320
				"attribute vec3 color;",
5321

5322 5323
			"#endif",

5324
			"#ifdef USE_MORPHTARGETS",
5325

5326 5327 5328 5329
				"attribute vec3 morphTarget0;",
				"attribute vec3 morphTarget1;",
				"attribute vec3 morphTarget2;",
				"attribute vec3 morphTarget3;",
A
alteredq 已提交
5330 5331 5332 5333 5334 5335 5336 5337 5338 5339 5340 5341 5342 5343 5344 5345

				"#ifdef USE_MORPHNORMALS",

					"attribute vec3 morphNormal0;",
					"attribute vec3 morphNormal1;",
					"attribute vec3 morphNormal2;",
					"attribute vec3 morphNormal3;",

				"#else",

					"attribute vec3 morphTarget4;",
					"attribute vec3 morphTarget5;",
					"attribute vec3 morphTarget6;",
					"attribute vec3 morphTarget7;",

				"#endif",
5346

5347 5348 5349
			"#endif",

			"#ifdef USE_SKINNING",
5350

5351 5352 5353 5354
				"attribute vec4 skinVertexA;",
				"attribute vec4 skinVertexB;",
				"attribute vec4 skinIndex;",
				"attribute vec4 skinWeight;",
5355

5356
			"#endif",
5357

M
Mr.doob 已提交
5358
			""
A
alteredq 已提交
5359

M
Mr.doob 已提交
5360
		].join("\n");
5361

M
Mr.doob 已提交
5362 5363
		var prefix_fragment = [

5364
			"precision " + _precision + " float;",
M
Mr.doob 已提交
5365 5366 5367 5368

			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,

5369 5370
			"#define MAX_SHADOWS " + parameters.maxShadows,

5371 5372
			parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",

5373 5374 5375 5376
			_this.gammaInput ? "#define GAMMA_INPUT" : "",
			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",

M
Mr.doob 已提交
5377 5378
			( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
			( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",
M
Mr.doob 已提交
5379 5380 5381 5382 5383

			parameters.map ? "#define USE_MAP" : "",
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
			parameters.vertexColors ? "#define USE_COLOR" : "",
5384

5385 5386
			parameters.metal ? "#define METAL" : "",
			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
5387
			parameters.wrapAround ? "#define WRAP_AROUND" : "",
5388
			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
5389

5390
			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
5391
			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
A
alteredq 已提交
5392 5393
			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
M
Mr.doob 已提交
5394 5395 5396 5397 5398 5399 5400

			"uniform mat4 viewMatrix;",
			"uniform vec3 cameraPosition;",
			""

		].join("\n");

5401 5402
		_gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
		_gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
M
Mr.doob 已提交
5403

M
Mr.doob 已提交
5404
		_gl.linkProgram( program );
N
Nicolas Garcia Belmonte 已提交
5405

M
Mr.doob 已提交
5406
		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
N
Nicolas Garcia Belmonte 已提交
5407

5408
			console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
M
Mr.doob 已提交
5409

N
Nicolas Garcia Belmonte 已提交
5410
		}
5411

5412 5413
		//console.log( prefix_fragment + fragmentShader );
		//console.log( prefix_vertex + vertexShader );
M
Mr.doob 已提交
5414

M
Mr.doob 已提交
5415
		program.uniforms = {};
5416
		program.attributes = {};
M
Mr.doob 已提交
5417

5418 5419 5420 5421
		var identifiers, u, a, i;

		// cache uniform locations

5422
		identifiers = [
5423

5424
			'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
A
alteredq 已提交
5425
			'boneGlobalMatrices', 'morphTargetInfluences'
M
Mr.doob 已提交
5426

5427
		];
M
Mr.doob 已提交
5428

5429
		for ( u in uniforms ) {
M
Mr.doob 已提交
5430

5431
			identifiers.push( u );
M
Mr.doob 已提交
5432

5433
		}
M
Mr.doob 已提交
5434

5435
		cacheUniformLocations( program, identifiers );
M
Mr.doob 已提交
5436

5437
		// cache attributes locations
M
Mr.doob 已提交
5438

5439
		identifiers = [
A
alteredq 已提交
5440

5441 5442
			"position", "normal", "uv", "uv2", "tangent", "color",
			"skinVertexA", "skinVertexB", "skinIndex", "skinWeight"
A
alteredq 已提交
5443

5444
		];
M
Mr.doob 已提交
5445

5446
		for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
5447

5448
			identifiers.push( "morphTarget" + i );
M
Mr.doob 已提交
5449

5450
		}
5451

A
alteredq 已提交
5452 5453 5454 5455 5456 5457
		for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {

			identifiers.push( "morphNormal" + i );

		}

5458
		for ( a in attributes ) {
5459

5460
			identifiers.push( a );
5461

5462
		}
5463

5464
		cacheAttributeLocations( program, identifiers );
5465

5466
		program.id = _programs.length;
5467

5468
		_programs.push( { program: program, code: code } );
5469

5470
		_this.info.memory.programs = _programs.length;
5471

5472
		return program;
5473

5474
	};
5475

5476
	// Shader parameters cache
5477

5478
	function cacheUniformLocations ( program, identifiers ) {
5479

5480
		var i, l, id;
5481

5482
		for( i = 0, l = identifiers.length; i < l; i ++ ) {
5483

5484 5485
			id = identifiers[ i ];
			program.uniforms[ id ] = _gl.getUniformLocation( program, id );
M
Mr.doob 已提交
5486

5487
		}
M
Mr.doob 已提交
5488

5489
	};
M
Mr.doob 已提交
5490

5491
	function cacheAttributeLocations ( program, identifiers ) {
A
alteredq 已提交
5492

5493
		var i, l, id;
A
alteredq 已提交
5494

5495
		for( i = 0, l = identifiers.length; i < l; i ++ ) {
A
alteredq 已提交
5496

5497 5498
			id = identifiers[ i ];
			program.attributes[ id ] = _gl.getAttribLocation( program, id );
A
alteredq 已提交
5499

5500
		}
5501

5502
	};
A
alteredq 已提交
5503

5504
	function getShader ( type, string ) {
A
alteredq 已提交
5505

5506
		var shader;
5507

5508
		if ( type === "fragment" ) {
A
alteredq 已提交
5509

5510
			shader = _gl.createShader( _gl.FRAGMENT_SHADER );
A
alteredq 已提交
5511

5512
		} else if ( type === "vertex" ) {
A
alteredq 已提交
5513

5514
			shader = _gl.createShader( _gl.VERTEX_SHADER );
A
alteredq 已提交
5515

5516
		}
A
alteredq 已提交
5517

5518 5519
		_gl.shaderSource( shader, string );
		_gl.compileShader( shader );
5520

5521
		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
5522

5523 5524 5525
			console.error( _gl.getShaderInfoLog( shader ) );
			console.error( string );
			return null;
5526

A
alteredq 已提交
5527 5528
		}

5529 5530
		return shader;

A
alteredq 已提交
5531
	};
5532

5533 5534
	// Textures

5535 5536 5537 5538 5539 5540 5541

	function isPowerOfTwo ( value ) {

		return ( value & ( value - 1 ) ) === 0;

	};

5542
	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
5543

5544
		if ( isImagePowerOfTwo ) {
M
Mr.doob 已提交
5545

5546 5547
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
M
Mr.doob 已提交
5548

5549 5550
			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
M
Mr.doob 已提交
5551

5552
		} else {
M
Mr.doob 已提交
5553

5554 5555
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
5556

5557 5558
			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
M
Mr.doob 已提交
5559

5560
		}
M
Mr.doob 已提交
5561

5562
	};
5563

5564
	this.setTexture = function ( texture, slot ) {
5565

5566
		if ( texture.needsUpdate ) {
A
alteredq 已提交
5567

5568
			if ( ! texture.__webglInit ) {
M
Mr.doob 已提交
5569

5570
				texture.__webglInit = true;
5571
				texture.__webglTexture = _gl.createTexture();
A
alteredq 已提交
5572

M
Mr.doob 已提交
5573 5574
				_this.info.memory.textures ++;

5575
			}
M
Mr.doob 已提交
5576

5577
			_gl.activeTexture( _gl.TEXTURE0 + slot );
5578 5579
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );

5580 5581
			var image = texture.image,
			isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
5582 5583
			glFormat = paramThreeToGL( texture.format ),
			glType = paramThreeToGL( texture.type );
5584

5585 5586
			setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );

5587
			if ( texture instanceof THREE.DataTexture ) {
5588

5589
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
Mr.doob 已提交
5590

A
alteredq 已提交
5591
			} else {
M
Mr.doob 已提交
5592

5593
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
Mr.doob 已提交
5594 5595 5596

			}

5597
			if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
5598

A
alteredq 已提交
5599
			texture.needsUpdate = false;
5600

5601
			if ( texture.onUpdate ) texture.onUpdate();
5602

5603
		} else {
5604

5605 5606
			_gl.activeTexture( _gl.TEXTURE0 + slot );
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
5607 5608

		}
M
Mr.doob 已提交
5609

5610
	};
M
Mr.doob 已提交
5611

5612 5613 5614 5615 5616 5617 5618 5619 5620 5621
	function clampToMaxSize ( image, maxSize ) {

		if ( image.width <= maxSize && image.height <= maxSize ) {

			return image;

		}

		// Warning: Scaling through the canvas will only work with images that use
		// premultiplied alpha.
5622

5623 5624 5625 5626 5627 5628 5629
		var maxDimension = Math.max( image.width, image.height );
		var newWidth = Math.floor( image.width * maxSize / maxDimension );
		var newHeight = Math.floor( image.height * maxSize / maxDimension );

		var canvas = document.createElement( 'canvas' );
		canvas.width = newWidth;
		canvas.height = newHeight;
5630

5631
		var ctx = canvas.getContext( "2d" );
5632 5633
		ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );

5634 5635 5636 5637
		return canvas;

	}

5638
	function setCubeTexture ( texture, slot ) {
5639

5640
		if ( texture.image.length === 6 ) {
5641 5642 5643

			if ( texture.needsUpdate ) {

A
alteredq 已提交
5644
				if ( ! texture.image.__webglTextureCube ) {
5645 5646

					texture.image.__webglTextureCube = _gl.createTexture();
5647

A
alteredq 已提交
5648
				}
5649

A
alteredq 已提交
5650 5651
				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
5652

5653
				var cubeImage = [];
5654

A
alteredq 已提交
5655
				for ( var i = 0; i < 6; i ++ ) {
5656

5657 5658 5659 5660 5661 5662 5663 5664 5665 5666 5667 5668
					if ( _this.autoScaleCubemaps ) {

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

					} else {

						cubeImage[ i ] = texture.image[ i ];

					}

				}

5669 5670
				var image = cubeImage[ 0 ],
				isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
5671 5672
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );
5673

5674 5675
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

A
alteredq 已提交
5676
				for ( var i = 0; i < 6; i ++ ) {
5677

5678
					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
5679

A
alteredq 已提交
5680
				}
5681

5682
				if ( texture.generateMipmaps && isImagePowerOfTwo )	_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
5683

A
alteredq 已提交
5684
				texture.needsUpdate = false;
5685

5686
				if ( texture.onUpdate ) texture.onUpdate();
5687

A
alteredq 已提交
5688
			} else {
5689

A
alteredq 已提交
5690 5691
				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
5692

A
alteredq 已提交
5693
			}
5694

A
alteredq 已提交
5695
		}
5696

A
alteredq 已提交
5697
	};
5698

5699
	function setCubeTextureDynamic ( texture, slot ) {
5700

A
alteredq 已提交
5701 5702
		_gl.activeTexture( _gl.TEXTURE0 + slot );
		_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
5703 5704 5705

	};

5706 5707 5708
	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
5709

5710 5711
		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
A
alteredq 已提交
5712

5713
	};
M
Mr.doob 已提交
5714

5715
	function setupRenderBuffer ( renderbuffer, renderTarget  ) {
M
Mikael Emtinger 已提交
5716

5717
		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
5718

5719
		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
M
Mr.doob 已提交
5720

5721 5722
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
A
alteredq 已提交
5723

5724 5725
		/* For some reason this is not working. Defaulting to RGBA4.
		} else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
A
alteredq 已提交
5726

5727 5728 5729 5730
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
		*/
		} else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
A
alteredq 已提交
5731

5732 5733
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
A
alteredq 已提交
5734

5735
		} else {
A
alteredq 已提交
5736

5737
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
A
alteredq 已提交
5738

5739
		}
A
alteredq 已提交
5740

5741
	};
A
alteredq 已提交
5742

A
alteredq 已提交
5743
	this.setRenderTarget = function ( renderTarget ) {
A
alteredq 已提交
5744

5745
		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
A
alteredq 已提交
5746

5747
		if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
A
alteredq 已提交
5748

5749 5750
			if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
			if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
A
alteredq 已提交
5751

5752
			renderTarget.__webglTexture = _gl.createTexture();
A
alteredq 已提交
5753

5754
			// Setup texture, create render and frame buffers
5755

5756 5757
			var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
				glFormat = paramThreeToGL( renderTarget.format ),
5758 5759
				glType = paramThreeToGL( renderTarget.type );

5760
			if ( isCube ) {
M
Mr.doob 已提交
5761

5762 5763
				renderTarget.__webglFramebuffer = [];
				renderTarget.__webglRenderbuffer = [];
M
Mikael Emtinger 已提交
5764

5765
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
5766
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
A
alteredq 已提交
5767

5768
				for ( var i = 0; i < 6; i ++ ) {
A
alteredq 已提交
5769

5770 5771
					renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
					renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
A
alteredq 已提交
5772

5773
					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
A
alteredq 已提交
5774

5775 5776
					setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
					setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
A
alteredq 已提交
5777

5778
				}
5779

5780
			} else {
5781

5782 5783
				renderTarget.__webglFramebuffer = _gl.createFramebuffer();
				renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
5784

5785
				_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
5786
				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
5787

5788
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
5789

5790 5791
				setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
				setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
5792

M
Mikael Emtinger 已提交
5793
			}
5794

5795
			// Release everything
M
Mr.doob 已提交
5796

A
alteredq 已提交
5797 5798 5799 5800 5801 5802 5803 5804 5805 5806
			if ( isCube ) {

				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

			} else {

				_gl.bindTexture( _gl.TEXTURE_2D, null );

			}

5807 5808
			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
M
Mr.doob 已提交
5809

5810 5811
		}

5812
		var framebuffer, width, height, vx, vy;
M
Mr.doob 已提交
5813

5814
		if ( renderTarget ) {
M
Mr.doob 已提交
5815

A
alteredq 已提交
5816 5817
			if ( isCube ) {

5818
				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
A
alteredq 已提交
5819 5820 5821

			} else {

5822
				framebuffer = renderTarget.__webglFramebuffer;
A
alteredq 已提交
5823 5824 5825

			}

5826 5827
			width = renderTarget.width;
			height = renderTarget.height;
M
Mr.doob 已提交
5828

5829 5830 5831
			vx = 0;
			vy = 0;

5832
		} else {
M
Mr.doob 已提交
5833

5834
			framebuffer = null;
5835

5836 5837
			width = _viewportWidth;
			height = _viewportHeight;
5838

5839 5840
			vx = _viewportX;
			vy = _viewportY;
M
Mr.doob 已提交
5841

5842
		}
M
Mr.doob 已提交
5843

5844
		if ( framebuffer !== _currentFramebuffer ) {
M
Mr.doob 已提交
5845

5846
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
5847
			_gl.viewport( vx, vy, width, height );
M
Mr.doob 已提交
5848

5849
			_currentFramebuffer = framebuffer;
M
Mr.doob 已提交
5850

5851
		}
5852

A
alteredq 已提交
5853 5854 5855
		_currentWidth = width;
		_currentHeight = height;

5856
	};
M
Mr.doob 已提交
5857

5858
	function updateRenderTargetMipmap ( renderTarget ) {
M
Mr.doob 已提交
5859

A
alteredq 已提交
5860 5861 5862 5863 5864 5865 5866 5867 5868 5869 5870 5871 5872
		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

		} else {

			_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
			_gl.generateMipmap( _gl.TEXTURE_2D );
			_gl.bindTexture( _gl.TEXTURE_2D, null );

		}
M
Mr.doob 已提交
5873 5874

	};
5875

5876
	// Fallback filters for non-power-of-2 textures
5877

5878
	function filterFallback ( f ) {
5879

5880 5881 5882 5883 5884 5885 5886 5887
		switch ( f ) {

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

			case THREE.LinearFilter:
			case THREE.LinearMipMapNearestFilter:
M
Mr.doob 已提交
5888
			case THREE.LinearMipMapLinearFilter:
M
Mikael Emtinger 已提交
5889
			default:
5890

M
Mikael Emtinger 已提交
5891
				return _gl.LINEAR; break;
5892 5893

		}
5894

5895
	};
5896

5897 5898
	// Map three.js constants to WebGL constants

5899
	function paramThreeToGL ( p ) {
M
Mr.doob 已提交
5900

5901
		switch ( p ) {
M
Mr.doob 已提交
5902 5903 5904 5905 5906 5907 5908 5909 5910 5911 5912 5913 5914

			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;

5915 5916 5917 5918 5919
			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;
5920
			case THREE.UnsignedIntType: return _gl.UNSIGNED_INT; break;
5921 5922 5923 5924 5925 5926 5927 5928
			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;

5929
		}
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5930

5931
		return 0;
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5932

5933 5934
	};

5935
	// Allocations
5936

5937
	function allocateBones ( object ) {
5938

5939 5940 5941 5942 5943 5944 5945
		// default for when object is not specified
		// ( for example when prebuilding shader
		//   to be used with multiple objects )
		//
		// 	- leave some extra space for other uniforms
		//  - limit here is ANGLE's 254 max uniform vectors
		//    (up to 54 should be safe)
5946

5947
		var maxBones = 50;
5948

5949
		if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
5950

5951 5952 5953 5954 5955
			maxBones = object.bones.length;

		}

		return maxBones;
5956

5957
	};
5958

5959
	function allocateLights ( lights ) {
5960

5961 5962
		var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
		dirLights = pointLights = maxDirLights = maxPointLights = 0;
5963

5964
		for ( l = 0, ll = lights.length; l < ll; l++ ) {
5965

5966
			light = lights[ l ];
5967

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			if ( light.onlyShadow ) continue;

5970 5971
			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
			if ( light instanceof THREE.PointLight ) pointLights ++;
5972
			if ( light instanceof THREE.SpotLight ) pointLights ++;
5973

5974
		}
5975

5976
		if ( ( pointLights + dirLights ) <= _maxLights ) {
5977

5978 5979
			maxDirLights = dirLights;
			maxPointLights = pointLights;
5980

5981
		} else {
5982

5983 5984
			maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
			maxPointLights = _maxLights - maxDirLights;
5985 5986 5987

		}

5988
		return { 'directional' : maxDirLights, 'point' : maxPointLights };
5989 5990

	};
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5991

5992
	function allocateShadows ( lights ) {
5993

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5994
		var l, ll, light, maxShadows = 0;
5995 5996 5997 5998 5999

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

			light = lights[ l ];

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			if ( ! light.castShadow ) continue;

6002 6003
			if ( light instanceof THREE.SpotLight ) maxShadows ++;
			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
6004 6005 6006 6007 6008 6009 6010

		}

		return maxShadows;

	};

6011
	// Initialization
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6013 6014 6015 6016 6017 6018
	function initGL () {

		var gl;

		try {

6019
			if ( ! ( gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
6020 6021 6022 6023 6024 6025 6026 6027 6028 6029 6030 6031 6032 6033 6034 6035 6036 6037 6038 6039 6040 6041 6042 6043 6044 6045 6046 6047 6048 6049 6050 6051 6052 6053 6054 6055 6056 6057 6058 6059 6060 6061 6062 6063

				throw 'Error creating WebGL context.';

			}

			console.log(
				navigator.userAgent + " | " +
				gl.getParameter( gl.VERSION ) + " | " +
				gl.getParameter( gl.VENDOR ) + " | " +
				gl.getParameter( gl.RENDERER ) + " | " +
				gl.getParameter( gl.SHADING_LANGUAGE_VERSION )
			);

		} catch ( error ) {

			console.error( error );

		}

		return gl;

	};

	function setDefaultGLState () {

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

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

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

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

		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );

	};

6064 6065
	// default plugins (order is important)

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	this.shadowMapPlugin = new THREE.ShadowMapPlugin();
	this.addPrePlugin( this.shadowMapPlugin );

	this.addPostPlugin( new THREE.SpritePlugin() );
	this.addPostPlugin( new THREE.LensFlarePlugin() );
6071

6072
};