WebGLRenderer.js 96.1 KB
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
 */

THREE.WebGLRenderer = function ( parameters ) {

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

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

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

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

	// physically based shading

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

	// morphs

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

	// flags

	this.autoScaleCubemaps = true;

	// info

	this.info = {

		memory: {

			programs: 0,
			geometries: 0,
			textures: 0

		},

		render: {

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

		}

	};

	// internal properties

	var _this = this,

	_programs = [],

	// internal state cache

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

	_usedTextureUnits = 0,

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

	// frustum

	_frustum = new THREE.Frustum(),

	 // camera matrices cache

	_projScreenMatrix = new THREE.Matrix4(),

	_vector3 = new THREE.Vector3(),

	// light arrays cache

	_direction = new THREE.Vector3(),

	_lightsNeedUpdate = true,

	_lights = {

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

	// initialize

	var _gl;

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	try {

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

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

		if ( _gl === null ) {

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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

			event.preventDefault();

			resetGLState();
			setDefaultGLState();

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

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	} catch ( error ) {

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

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

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	if ( _gl.getShaderPrecisionFormat === undefined ) {

		_gl.getShaderPrecisionFormat = function () {

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

		}
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	}
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	var extensions = new THREE.WebGLExtensions( _gl );
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	var objects = new THREE.WebGLObjects( _gl, this.info );
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	extensions.get( 'OES_texture_float' );
	extensions.get( 'OES_texture_float_linear' );
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	extensions.get( 'OES_texture_half_float' );
	extensions.get( 'OES_texture_half_float_linear' );
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	extensions.get( 'OES_standard_derivatives' );
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	extensions.get( 'ANGLE_instanced_arrays' );
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	if ( extensions.get( 'OES_element_index_uint' ) ) {

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		THREE.BufferGeometry.MaxIndex = 4294967296;
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	}

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	if ( _logarithmicDepthBuffer ) {

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		extensions.get( 'EXT_frag_depth' );
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	}

	//

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

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

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

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	};

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	var setDefaultGLState = function () {
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		_gl.clearColor( 0, 0, 0, 1 );
		_gl.clearDepth( 1 );
		_gl.clearStencil( 0 );

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

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

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

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

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

	var resetGLState = function () {

		_currentProgram = null;
		_currentCamera = null;

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

		_lightsNeedUpdate = true;

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		state.reset();

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	};
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	setDefaultGLState();

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

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

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

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

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

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

				}

			}
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			return array;

		};

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

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

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

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

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

	}

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

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	// Plugins

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

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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.forceContextLoss = function () {

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

	};

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	this.supportsVertexTextures = function () {

		return _supportsVertexTextures;

	};

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	this.supportsInstancedArrays = function () {

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		return _supportsInstancedArrays;
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	};

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	this.supportsFloatTextures = function () {

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

		return extensions.get( 'OES_texture_half_float' );

	};

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	this.supportsStandardDerivatives = function () {

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

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

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

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	this.supportsBlendMinMax = function () {

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

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

			if ( value !== undefined ) {

				return value;

			}

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

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

			return value;

		}

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

		return _precision;

	};

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	this.getPixelRatio = function () {

		return pixelRatio;

	};

	this.setPixelRatio = function ( value ) {

		pixelRatio = value;

	};

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	this.getSize = function () {

		return {
			width: _width,
			height: _height
		};

	};

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

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

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

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

	};

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

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

	this.enableScissorTest = function ( enable ) {

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

	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

		_gl.clear( _gl.COLOR_BUFFER_BIT );

	};

	this.clearDepth = function () {

		_gl.clear( _gl.DEPTH_BUFFER_BIT );

	};

	this.clearStencil = function () {

		_gl.clear( _gl.STENCIL_BUFFER_BIT );
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	};

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

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

	};

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	// Reset

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

		var texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		deallocateTexture( texture );

		_this.info.memory.textures --;


	};

	var onRenderTargetDispose = function ( event ) {

		var renderTarget = event.target;

		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

		deallocateRenderTarget( renderTarget );

		_this.info.memory.textures --;

	};

	var onMaterialDispose = function ( event ) {

		var material = event.target;

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

	};

	// Buffer deallocation

	var deallocateTexture = function ( texture ) {

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

			// cube texture

			_gl.deleteTexture( texture.image.__webglTextureCube );

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			delete texture.image.__webglTextureCube;

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		} else {

			// 2D texture

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

			_gl.deleteTexture( texture.__webglTexture );

			delete texture.__webglTexture;
			delete texture.__webglInit;

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		}

	};

	var deallocateRenderTarget = function ( renderTarget ) {

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

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		delete renderTarget.__webglTexture;

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		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

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

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

			}

		} else {

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

		}

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		delete renderTarget.__webglFramebuffer;
		delete renderTarget.__webglRenderbuffer;

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	};

	var deallocateMaterial = function ( material ) {

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

		material.program = undefined;

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

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

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

			programInfo = _programs[ i ];

			if ( programInfo.program === program ) {

				programInfo.usedTimes --;

				if ( programInfo.usedTimes === 0 ) {

					deleteProgram = true;

				}

				break;

			}

		}

		if ( deleteProgram === true ) {

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

			var newPrograms = [];

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

				programInfo = _programs[ i ];

				if ( programInfo.program !== program ) {

					newPrograms.push( programInfo );

				}

			}

			_programs = newPrograms;

			_gl.deleteProgram( program );

			_this.info.memory.programs --;

		}

	};

	// Buffer rendering

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

771
		state.initAttributes();
772

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

		if ( object.hasPositions ) {

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

			state.enableAttribute( program.attributes.position );

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

		}

		if ( object.hasNormals ) {

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

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

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

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					nax = normalArray[ i ];
					nay = normalArray[ i + 1 ];
					naz = normalArray[ i + 2 ];
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					nbx = normalArray[ i + 3 ];
					nby = normalArray[ i + 4 ];
					nbz = normalArray[ i + 5 ];
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					ncx = normalArray[ i + 6 ];
					ncy = normalArray[ i + 7 ];
					ncz = normalArray[ i + 8 ];
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815 816 817 818 819

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

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					normalArray[ i     ] = nx;
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821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836
					normalArray[ i + 1 ] = ny;
					normalArray[ i + 2 ] = nz;

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

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

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
837 838 839

			state.enableAttribute( program.attributes.normal );

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

		}

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

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

			state.enableAttribute( program.attributes.uv );

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

		}

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

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

			state.enableAttribute( program.attributes.color );

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

		}

866
		state.disableUnusedAttributes();
867

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

		object.count = 0;

	};

874
	function setupVertexAttributes( material, program, geometry, startIndex ) {
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876
		var extension;
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877

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878
		if ( geometry instanceof THREE.InstancedBufferGeometry ) {
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879

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

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882
			if ( extension === null ) {
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883

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

		}
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891 892 893 894
		var geometryAttributes = geometry.attributes;

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

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

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

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901
			if ( programAttribute >= 0 ) {
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902

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903
				var geometryAttribute = geometryAttributes[ key ];
904

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905
				if ( geometryAttribute !== undefined ) {
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906

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

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910
					if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
911

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

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

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919
						if ( data instanceof THREE.InstancedInterleavedBuffer ) {
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920

M
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921
							if ( extension === null ) {
B
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922

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

M
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926
							}
B
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927

M
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928
							extension.vertexAttribDivisorANGLE( programAttribute, data.meshPerAttribute );
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929

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

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

M
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934
							}
B
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935

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936
						}
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937

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938 939
					} else {

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940 941
						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer );
						_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
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M
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943
						if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
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944

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

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

M
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950
							}
B
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951

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

M
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954
							if ( geometry.maxInstancedCount === undefined ) {
B
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955

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

M
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958
							}
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959

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960
						}
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961 962

					}
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963

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

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

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

970
							_gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] );
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972 973 974 975 976
						} else if ( material.defaultAttributeValues[ key ].length === 3 ) {

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

						}
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977 978 979 980 981 982 983 984

					}

				}

			}

		}
985

986
		state.disableUnusedAttributes();
987

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988 989
	}

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

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

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994
		var geometry = objects.geometries.get( object );
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995
		var program = setProgram( camera, lights, fog, material, object );
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996 997 998

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
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999
			geometryProgram = geometry.id + '_' + program.id + '_' + wireframeBit;
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1000

1001
		if ( geometryProgram !== _currentGeometryProgram ) {
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1002

1003
			_currentGeometryProgram = geometryProgram;
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1004 1005 1006 1007 1008 1009
			updateBuffers = true;

		}

		if ( updateBuffers ) {

1010
			state.initAttributes();
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1011 1012 1013 1014 1015

		}

		if ( object instanceof THREE.Mesh ) {

1016
			renderMesh( material, geometry, object, program, updateBuffers );
1017

1018
		} else if ( object instanceof THREE.Line ) {
1019

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

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1022 1023 1024 1025
		} else if ( object instanceof THREE.PointCloud ) {

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

1026
		}
1027

1028
	};
1029

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1030
	function renderMesh( material, geometry, object, program, updateBuffers ) {
1031

1032
		var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
1033

1034
		var index = geometry.attributes.index;
1035

1036
		if ( index ) {
M
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1037

1038
			// indexed triangles
1039

1040
			var type, size;
1041

1042
			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
1043

1044 1045
				type = _gl.UNSIGNED_INT;
				size = 4;
1046

1047
			} else {
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1048

1049 1050
				type = _gl.UNSIGNED_SHORT;
				size = 2;
B
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1051

1052
			}
1053

1054
			var offsets = geometry.offsets;
B
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1055

1056
			if ( offsets.length === 0 ) {
1057

1058
				if ( updateBuffers ) {
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1059

1060 1061 1062 1063 1064 1065
					setupVertexAttributes( material, program, geometry, 0 );
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );

				}

				if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
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1067 1068 1069 1070
					var extension = extensions.get( 'ANGLE_instanced_arrays' );

					if ( extension === null ) {

1071
						THREE.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
1072
						return;
B
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1073 1074

					}
1075

1076
					extension.drawElementsInstancedANGLE( mode, index.array.length, type, 0, geometry.maxInstancedCount ); // Draw the instanced meshes
1077

1078
				} else {
M
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1079

1080
					_gl.drawElements( mode, index.array.length, type, 0 );
M
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1082 1083 1084 1085
				}
				_this.info.render.calls ++;
				_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
				_this.info.render.faces += index.array.length / 3;
M
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1086

1087
			} else {
M
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1089 1090 1091
				// if there is more than 1 chunk
				// must set attribute pointers to use new offsets for each chunk
				// even if geometry and materials didn't change
M
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1092

1093
				updateBuffers = true;
1094

1095
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
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1096

1097
					var startIndex = offsets[ i ].index;
M
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1098

1099
					if ( updateBuffers ) {
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1100

1101 1102
						setupVertexAttributes( material, program, geometry, startIndex );
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
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1103

1104
					}
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1105

1106
					// render indexed triangles
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1107

1108
					if ( geometry instanceof THREE.InstancedBufferGeometry && offsets[i].instances > 0 ) {
B
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1109

1110
						var extension = extensions.get( 'ANGLE_instanced_arrays' );
B
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1111

1112
						if ( extension === null ) {
B
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1113

1114
							THREE.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
1115
							return;
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1116

B
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1117
						}
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1118

1119 1120 1121 1122 1123
						extension.drawElementsInstancedANGLE( mode, offsets[i].count, type, offsets[i].start * size, offsets[i].count, type, offsets[i].instances ); // Draw the instanced meshes

					} else {

						_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
M
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1124

1125
					}
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1127 1128 1129 1130
					_this.info.render.calls ++;
					_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
					_this.info.render.faces += offsets[ i ].count / 3;

M
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1131 1132
				}

1133
			}
M
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1134

1135
		} else {
1136

1137
			// non-indexed triangles
1138 1139 1140 1141
			
			var offsets = geometry.offsets;

			if ( offsets.length === 0 ) {
M
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1142

1143
				if ( updateBuffers ) {
M
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1144

1145
					setupVertexAttributes( material, program, geometry, 0 );
M
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1146

1147
				}
1148

1149
				var position = geometry.attributes['position'];
M
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1150

1151
				// render non-indexed triangles
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1152

1153
				if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
B
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1154

1155
					var extension = extensions.get( 'ANGLE_instanced_arrays' );
B
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1156

1157
					if ( extension === null ) {
M
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1158

1159 1160
						THREE.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
						return;
M
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1161

1162 1163 1164 1165 1166
					}

					if ( position instanceof THREE.InterleavedBufferAttribute ) {

						extension.drawArraysInstancedANGLE( mode, 0, position.data.array.length / position.data.stride, geometry.maxInstancedCount ); // Draw the instanced meshes
B
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1168 1169 1170
					} else {

						extension.drawArraysInstancedANGLE( mode, 0, position.array.length / position.itemSize, geometry.maxInstancedCount ); // Draw the instanced meshes
B
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1171

1172
					}
B
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1173

1174
				} else {
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1175

1176 1177 1178 1179 1180 1181 1182 1183 1184
					if ( position instanceof THREE.InterleavedBufferAttribute ) {

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

					} else {

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

					}
B
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1185

1186
				}
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1187

1188 1189 1190 1191
				_this.info.render.calls++;
				_this.info.render.vertices += position.array.length / position.itemSize;
				_this.info.render.faces += position.array.length / ( 3 * position.itemSize );

1192
			} else {
B
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1193

1194 1195 1196
				// if there is more than 1 chunk
				// must set attribute pointers to use new offsets for each chunk
				// even if geometry and materials didn't change
B
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1197

B
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1198
				if ( updateBuffers ) {
M
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1199

B
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1200
					setupVertexAttributes( material, program, geometry, 0 );
1201

B
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1202
				}
M
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1203

B
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1204
				for ( var i = 0, il = offsets.length; i < il; i++ ) {
M
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1205

1206 1207 1208 1209 1210 1211 1212 1213 1214
					// render non-indexed triangles

					if ( geometry instanceof THREE.InstancedBufferGeometry ) {

						THREE.error( 'THREE.WebGLRenderer.renderMesh: cannot use drawCalls with THREE.InstancedBufferGeometry.' );
						return;

					} else {

B
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1215
						_gl.drawArrays( mode, offsets[ i ].start, offsets[i].count );
1216 1217 1218 1219

					}

					_this.info.render.calls++;
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1220 1221
					_this.info.render.vertices += offsets[ i ].count - offsets[ i ].start;
					_this.info.render.faces += ( offsets[ i ].count - offsets[ i ].start ) / 3;
1222 1223 1224

				}
			}
1225
		}
1226

M
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1227
	}
M
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1228

M
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1229
	function renderLine( material, geometry, object, program, updateBuffers ) {
M
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1230

1231
		var mode = object instanceof THREE.LineSegments ? _gl.LINES : _gl.LINE_STRIP;
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1232 1233 1234 1235 1236

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

		state.setLineWidth( lineWidth * pixelRatio );
1237

1238
		var index = geometry.attributes.index;
M
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1239

1240
		if ( index ) {
M
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1241

M
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1242
			// indexed lines
M
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1243

1244
			var type, size;
M
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1245

M
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1246
			if ( index.array instanceof Uint32Array ) {
M
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1247

1248 1249
				type = _gl.UNSIGNED_INT;
				size = 4;
M
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1250

1251
			} else {
M
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1252

1253 1254
				type = _gl.UNSIGNED_SHORT;
				size = 2;
M
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1255

1256
			}
M
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1257

1258
			var offsets = geometry.offsets;
M
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1259

1260
			if ( offsets.length === 0 ) {
M
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1261

1262
				if ( updateBuffers ) {
M
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1263

1264 1265
					setupVertexAttributes( material, program, geometry, 0 );
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
M
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1266

1267
				}
M
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1268

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1269
				_gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
1270 1271

				_this.info.render.calls ++;
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1272
				_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
M
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1273

1274
			} else {
M
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1275

1276 1277 1278
				// if there is more than 1 chunk
				// must set attribute pointers to use new offsets for each chunk
				// even if geometry and materials didn't change
M
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1279

1280
				if ( offsets.length > 1 ) updateBuffers = true;
M
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1281

1282
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
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1283

1284
					var startIndex = offsets[ i ].index;
M
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1285

1286
					if ( updateBuffers ) {
M
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1287

1288 1289
						setupVertexAttributes( material, program, geometry, startIndex );
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
M
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1290

1291
					}
M
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1292

M
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1293
					// render indexed lines
M
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1294

M
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1295
					_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
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1296

1297
					_this.info.render.calls ++;
M
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1298
					_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
M
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1299

M
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1300
				}
M
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1301

1302
			}
M
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1303

1304
		} else {
M
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1305

M
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1306
			// non-indexed lines
M
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1307

1308
			if ( updateBuffers ) {
M
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1309

1310
				setupVertexAttributes( material, program, geometry, 0 );
M
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1311

1312
			}
M
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1313

1314 1315
			var position = geometry.attributes.position;
			var offsets = geometry.offsets;
M
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1316

1317
			if ( offsets.length === 0 ) {
1318

1319
				_gl.drawArrays( mode, 0, position.array.length / 3 );
1320

1321
				_this.info.render.calls ++;
M
Mr.doob 已提交
1322
				_this.info.render.vertices += position.array.length / 3;
1323

1324
			} else {
1325

1326
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
1327

1328
					_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
1329

1330
					_this.info.render.calls ++;
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1331
					_this.info.render.vertices += offsets[ i ].count;
1332 1333

				}
M
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1334

M
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1335
			}
M
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1336

1337
		}
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1338

M
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1339
	}
1340

M
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1341
	function renderPointCloud( material, geometry, object, program, updateBuffers ) {
M
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1342

M
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1343
		var mode = _gl.POINTS;
1344

1345
		var index = geometry.attributes.index;
M
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1346

1347
		if ( index ) {
M
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1348

M
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1349
			// indexed points
1350

1351
			var type, size;
1352

M
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1353
			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
1354

1355 1356
				type = _gl.UNSIGNED_INT;
				size = 4;
1357

1358
			} else {
1359

1360 1361
				type = _gl.UNSIGNED_SHORT;
				size = 2;
M
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1362

1363
			}
M
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1364

1365
			var offsets = geometry.offsets;
M
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1366

1367
			if ( offsets.length === 0 ) {
M
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1368

1369
				if ( updateBuffers ) {
M
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1370

1371 1372
					setupVertexAttributes( material, program, geometry, 0 );
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
1373

1374
				}
1375

M
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1376
				_gl.drawElements( mode, index.array.length, type, 0);
1377

1378
				_this.info.render.calls ++;
M
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1379
				_this.info.render.points += index.array.length;
M
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1380

1381
			} else {
1382

1383 1384 1385
				// if there is more than 1 chunk
				// must set attribute pointers to use new offsets for each chunk
				// even if geometry and materials didn't change
1386

1387
				if ( offsets.length > 1 ) updateBuffers = true;
1388

1389
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
Mr.doob 已提交
1390

1391
					var startIndex = offsets[ i ].index;
1392

1393
					if ( updateBuffers ) {
1394

1395 1396
						setupVertexAttributes( material, program, geometry, startIndex );
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
1397

1398
					}
1399

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1400
					// render indexed points
1401

M
Mr.doob 已提交
1402
					_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
1403

1404
					_this.info.render.calls ++;
M
Mr.doob 已提交
1405
					_this.info.render.points += offsets[ i ].count;
1406 1407 1408

				}

1409
			}
1410

1411
		} else {
M
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1412

M
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1413
			// non-indexed points
1414

1415
			if ( updateBuffers ) {
1416

1417
				setupVertexAttributes( material, program, geometry, 0 );
1418

1419
			}
1420

1421 1422
			var position = geometry.attributes.position;
			var offsets = geometry.offsets;
1423

1424
			if ( offsets.length === 0 ) {
1425

1426
				_gl.drawArrays( mode, 0, position.array.length / 3 );
1427

1428
				_this.info.render.calls ++;
M
Mr.doob 已提交
1429
				_this.info.render.points += position.array.length / 3;
1430

1431
			} else {
1432

1433
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
1434

1435
					_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
1436

1437
					_this.info.render.calls ++;
M
Mr.doob 已提交
1438
					_this.info.render.points += offsets[ i ].count;
1439 1440

				}
M
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1441

1442
			}
M
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1443

1444
		}
M
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1445

M
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1446
	}
M
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1447

M
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1448
	function setupMorphTargets( material, geometryGroup, object ) {
M
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1449 1450 1451 1452 1453

		// set base

		var attributes = material.program.attributes;

1454
		if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
M
Mr.doob 已提交
1455 1456

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
1457 1458 1459

			state.enableAttribute( attributes.position );

M
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1460 1461 1462 1463 1464
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

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

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
1465 1466 1467

			state.enableAttribute( attributes.position );

M
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1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

		}

		if ( object.morphTargetForcedOrder.length ) {

			// set forced order

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

M
Mr.doob 已提交
1480 1481
			var attribute;

M
Mr.doob 已提交
1482 1483
			while ( m < material.numSupportedMorphTargets && m < order.length ) {

M
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1484 1485 1486
				attribute = attributes[ 'morphTarget' + m ];

				if ( attribute >= 0 ) {
M
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1487 1488

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
1489 1490 1491

					state.enableAttribute( attribute );

M
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1492
					_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
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1493 1494 1495

				}

M
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1496 1497 1498
				attribute = attributes[ 'morphNormal' + m ];

				if ( attribute >= 0 && material.morphNormals ) {
M
Mr.doob 已提交
1499 1500

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
1501 1502 1503

					state.enableAttribute( attribute );

M
Mr.doob 已提交
1504
					_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
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1505 1506 1507 1508 1509 1510

				}

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

				m ++;
M
Mr.doob 已提交
1511

M
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1512 1513 1514 1515 1516 1517
			}

		} else {

			// find the most influencing

M
Mr.doob 已提交
1518
			var activeInfluenceIndices = [];
M
Mr.doob 已提交
1519
			var influences = object.morphTargetInfluences;
1520 1521 1522 1523
			var morphTargets = object.geometry.morphTargets;

			if ( influences.length > morphTargets.length ) {

1524
				THREE.warn( 'THREE.WebGLRenderer: Influences array is bigger than morphTargets array.' );
1525 1526 1527
				influences.length = morphTargets.length;

			}
M
Mr.doob 已提交
1528

M
Mr.doob 已提交
1529
			for ( var i = 0, il = influences.length; i < il; i ++ ) {
M
Mr.doob 已提交
1530

M
Mr.doob 已提交
1531
				var influence = influences[ i ];
M
Mr.doob 已提交
1532

1533
				activeInfluenceIndices.push( [ influence, i ] );
M
Mr.doob 已提交
1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549

			}

			if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {

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

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

				activeInfluenceIndices.sort( numericalSort );

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

				activeInfluenceIndices.push( [ 0, 0 ] );

M
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1550 1551 1552
			}

			var attribute;
M
Mr.doob 已提交
1553

1554
			for ( var m = 0, ml = material.numSupportedMorphTargets; m < ml; m ++ ) {
M
Mr.doob 已提交
1555 1556 1557

				if ( activeInfluenceIndices[ m ] ) {

M
Mr.doob 已提交
1558
					var influenceIndex = activeInfluenceIndices[ m ][ 1 ];
M
Mr.doob 已提交
1559

M
Mr.doob 已提交
1560
					attribute = attributes[ 'morphTarget' + m ];
1561 1562

					if ( attribute >= 0 ) {
M
Mr.doob 已提交
1563 1564

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
1565 1566 1567

						state.enableAttribute( attribute );

1568
						_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
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1569 1570 1571

					}

M
Mr.doob 已提交
1572
					attribute = attributes[ 'morphNormal' + m ];
1573

M
Mr.doob 已提交
1574
					if ( attribute >= 0 && material.morphNormals ) {
M
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1575 1576 1577

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

1578 1579 1580
						state.enableAttribute( attribute );

						_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
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1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613

					}

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

				} else {

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

					if ( material.morphNormals ) {

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

					}
					*/

					object.__webglMorphTargetInfluences[ m ] = 0;

				}

			}

		}

		// load updated influences uniform

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

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

		}

1614
	}
M
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1615 1616 1617 1618 1619

	// Sorting

	function painterSortStable ( a, b ) {

U
unconed 已提交
1620
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1621

U
unconed 已提交
1622
			return a.object.renderOrder - b.object.renderOrder;
1623

1624
		} else if ( a.object.material.id !== b.object.material.id ) {
M
Mr.doob 已提交
1625

1626
			return a.object.material.id - b.object.material.id;
1627 1628

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1629

M
Mr.doob 已提交
1630
			return a.z - b.z;
M
Mr.doob 已提交
1631 1632 1633

		} else {

1634
			return a.id - b.id;
M
Mr.doob 已提交
1635 1636 1637

		}

1638
	}
M
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1639

1640 1641
	function reversePainterSortStable ( a, b ) {

U
unconed 已提交
1642
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1643

U
unconed 已提交
1644
			return a.object.renderOrder - b.object.renderOrder;
1645 1646

		} if ( a.z !== b.z ) {
1647

M
Mr.doob 已提交
1648
			return b.z - a.z;
1649 1650 1651 1652 1653 1654 1655

		} else {

			return a.id - b.id;

		}

1656
	}
1657

M
Mr.doob 已提交
1658 1659 1660 1661
	function numericalSort ( a, b ) {

		return b[ 0 ] - a[ 0 ];

1662
	}
M
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1663 1664 1665 1666 1667 1668 1669

	// Rendering

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

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

1670
			THREE.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1671 1672 1673 1674
			return;

		}

M
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1675
		var fog = scene.fog;
M
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1676 1677 1678

		// reset caching for this frame

1679
		_currentGeometryProgram = '';
1680
		_currentMaterialId = - 1;
1681
		_currentCamera = null;
M
Mr.doob 已提交
1682 1683 1684 1685
		_lightsNeedUpdate = true;

		// update scene graph

1686
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1687 1688 1689 1690 1691 1692 1693 1694 1695 1696

		// update camera matrices and frustum

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

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1697
		lights.length = 0;
1698 1699
		opaqueObjects.length = 0;
		transparentObjects.length = 0;
M
Mr.doob 已提交
1700

M
Mr.doob 已提交
1701 1702 1703
		sprites.length = 0;
		lensFlares.length = 0;

1704
		projectObject( scene );
M
Mr.doob 已提交
1705

M
Mr.doob 已提交
1706
		if ( _this.sortObjects === true ) {
1707 1708 1709

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1710

1711 1712
		}

B
Ben Adams 已提交
1713 1714
		objects.update( opaqueObjects );
		objects.update( transparentObjects );
M
Mr.doob 已提交
1715

M
Mr.doob 已提交
1716
		//
M
Mr.doob 已提交
1717

1718
		shadowMap.render( scene, camera );
M
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1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736

		//

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

		this.setRenderTarget( renderTarget );

		if ( this.autoClear || forceClear ) {

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

		}

		// set matrices for immediate objects

M
Mr.doob 已提交
1737
		for ( var i = 0, il = objects.objectsImmediate.length; i < il; i ++ ) {
M
Mr.doob 已提交
1738

M
Mr.doob 已提交
1739
			var webglObject = objects.objectsImmediate[ i ];
M
Mr.doob 已提交
1740
			var object = webglObject.object;
M
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1741 1742 1743 1744 1745

			if ( object.visible ) {

				setupMatrices( object, camera );

1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758
				var material = object.material;

				if ( material.transparent ) {

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

				} else {

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

				}
M
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1759 1760 1761 1762 1763 1764 1765

			}

		}

		if ( scene.overrideMaterial ) {

1766
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1767

1768
			setMaterial( overrideMaterial );
M
Mr.doob 已提交
1769

1770 1771
			renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
			renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
M
Mr.doob 已提交
1772
			renderObjectsImmediate( objects.objectsImmediate, '', camera, lights, fog, overrideMaterial );
M
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1773 1774 1775 1776 1777

		} else {

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

M
Mr.doob 已提交
1778
			state.setBlending( THREE.NoBlending );
M
Mr.doob 已提交
1779

1780
			renderObjects( opaqueObjects, camera, lights, fog, null );
M
Mr.doob 已提交
1781
			renderObjectsImmediate( objects.objectsImmediate, 'opaque', camera, lights, fog, null );
M
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1782 1783 1784

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

1785
			renderObjects( transparentObjects, camera, lights, fog, null );
M
Mr.doob 已提交
1786
			renderObjectsImmediate( objects.objectsImmediate, 'transparent', camera, lights, fog, null );
M
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1787 1788 1789 1790 1791

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1792 1793
		spritePlugin.render( scene, camera );
		lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
M
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1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804

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

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

			updateRenderTargetMipmap( renderTarget );

		}

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

M
Mr.doob 已提交
1805 1806
		state.setDepthTest( true );
		state.setDepthWrite( true );
1807
		state.setColorWrite( true );
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1808 1809 1810 1811

		// _gl.finish();

	};
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1812

1813
	function projectObject( object ) {
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1814

M
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1815
		if ( object.visible === false ) return;
M
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1816

1817
		if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
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1818

1819
			// skip
M
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1820

1821
		} else {
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1822

B
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1823 1824 1825 1826 1827 1828 1829
			// update Skeleton objects
			if ( object instanceof THREE.SkinnedMesh ) {

				object.skeleton.update();

			}

M
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1830
			objects.init( object );
M
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1831

M
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1832 1833 1834 1835 1836
			if ( object instanceof THREE.Light ) {

				lights.push( object );

			} else if ( object instanceof THREE.Sprite ) {
M
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1837

M
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1838
				sprites.push( object );
M
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1839

M
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1840
			} else if ( object instanceof THREE.LensFlare ) {
M
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1841

M
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1842
				lensFlares.push( object );
M
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1843

M
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1844
			} else {
M
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1845

1846
				var webglObject = objects.objects[ object.id ];
M
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1847

1848
				if ( webglObject && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
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1849

1850 1851 1852 1853 1854 1855 1856 1857 1858
					var material = object.material;

					if ( material.transparent ) {

						transparentObjects.push( webglObject );

					} else {

						opaqueObjects.push( webglObject );
M
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1859

1860
					}
M
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1861

1862
					if ( _this.sortObjects === true ) {
M
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1863

1864 1865
						_vector3.setFromMatrixPosition( object.matrixWorld );
						_vector3.applyProjection( _projScreenMatrix );
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1866

1867
						webglObject.z = _vector3.z;
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1868

1869
					}
M
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1870

1871
				}
M
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1872

1873
			}
M
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1874 1875

		}
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1876

M
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1877 1878
		for ( var i = 0, l = object.children.length; i < l; i ++ ) {

1879
			projectObject( object.children[ i ] );
M
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1880

1881
		}
1882

1883
	}
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1884

1885
	function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
M
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1886

M
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1887
		var material;
M
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1888

M
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1889
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1890

M
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1891
			var webglObject = renderList[ i ];
M
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1892

M
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1893
			var object = webglObject.object;
M
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1894

1895
			setupMatrices( object, camera );
M
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1896

1897
			if ( overrideMaterial ) {
M
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1898

1899
				material = overrideMaterial;
M
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1900

1901
			} else {
M
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1902

1903
				material = object.material;
M
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1904

1905
				if ( ! material ) continue;
M
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1906

1907
				setMaterial( material );
M
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1908

1909
			}
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1910

1911
			_this.setMaterialFaces( material );
M
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1912
			_this.renderBufferDirect( camera, lights, fog, material, object );
M
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1913 1914 1915

		}

1916
	}
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1917

1918
	function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, overrideMaterial ) {
M
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1919

M
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1920
		var material;
M
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1921

M
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1922
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1923

M
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1924 1925
			var webglObject = renderList[ i ];
			var object = webglObject.object;
M
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1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938

			if ( object.visible ) {

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

1939
					setMaterial( material );
M
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1940 1941 1942 1943 1944 1945 1946 1947 1948

				}

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

			}

		}

1949
	}
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1950 1951 1952 1953 1954

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

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

1955
		_currentGeometryProgram = '';
M
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1956 1957 1958 1959 1960 1961 1962 1963 1964

		_this.setMaterialFaces( material );

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

1965
			object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
M
Mr.doob 已提交
1966 1967 1968 1969 1970 1971 1972

		}

	};

	// Materials

1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983
	var shaderIDs = {
		MeshDepthMaterial: 'depth',
		MeshNormalMaterial: 'normal',
		MeshBasicMaterial: 'basic',
		MeshLambertMaterial: 'lambert',
		MeshPhongMaterial: 'phong',
		LineBasicMaterial: 'basic',
		LineDashedMaterial: 'dashed',
		PointCloudMaterial: 'particle_basic'
	};

1984
	function initMaterial( material, lights, fog, object ) {
M
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1985

1986
		var shaderID = shaderIDs[ material.type ];
M
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1987 1988 1989 1990

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

1991 1992 1993
		var maxLightCount = allocateLights( lights );
		var maxShadows = allocateShadows( lights );
		var maxBones = allocateBones( object );
M
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1994

1995
		var parameters = {
M
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1996

1997 1998 1999
			precision: _precision,
			supportsVertexTextures: _supportsVertexTextures,

2000 2001
			map: !! material.map,
			envMap: !! material.envMap,
M
Mr.doob 已提交
2002
			envMapMode: material.envMap && material.envMap.mapping,
2003
			lightMap: !! material.lightMap,
2004
			aoMap: !! material.aoMap,
2005 2006 2007
			bumpMap: !! material.bumpMap,
			normalMap: !! material.normalMap,
			specularMap: !! material.specularMap,
2008
			alphaMap: !! material.alphaMap,
M
Mr.doob 已提交
2009

2010 2011
			combine: material.combine,

M
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2012 2013 2014 2015 2016 2017
			vertexColors: material.vertexColors,

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

2018 2019
			flatShading: material.shading === THREE.FlatShading,

M
Mr.doob 已提交
2020
			sizeAttenuation: material.sizeAttenuation,
2021
			logarithmicDepthBuffer: _logarithmicDepthBuffer,
M
Mr.doob 已提交
2022 2023 2024

			skinning: material.skinning,
			maxBones: maxBones,
2025
			useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
M
Mr.doob 已提交
2026 2027 2028

			morphTargets: material.morphTargets,
			morphNormals: material.morphNormals,
2029 2030
			maxMorphTargets: _this.maxMorphTargets,
			maxMorphNormals: _this.maxMorphNormals,
M
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2031 2032 2033 2034 2035 2036 2037

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

			maxShadows: maxShadows,
2038 2039 2040 2041
			shadowMapEnabled: shadowMap.enabled && object.receiveShadow && maxShadows > 0,
			shadowMapType: shadowMap.type,
			shadowMapDebug: shadowMap.debug,
			shadowMapCascade: shadowMap.cascade,
M
Mr.doob 已提交
2042 2043 2044 2045 2046 2047 2048 2049

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

		};

2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064
		// Generate code

		var chunks = [];

		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}

2065 2066
		if ( material.defines !== undefined ) {

2067
			for ( var name in material.defines ) {
2068

2069 2070
				chunks.push( name );
				chunks.push( material.defines[ name ] );
2071 2072

			}
2073 2074 2075

		}

2076
		for ( var name in parameters ) {
2077

2078 2079
			chunks.push( name );
			chunks.push( parameters[ name ] );
2080 2081 2082 2083 2084

		}

		var code = chunks.join();

B
Ben Adams 已提交
2085 2086
		if ( !material.program ) {

M
Mr.doob 已提交
2087 2088
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
2089 2090 2091

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

M
Mr.doob 已提交
2092 2093
			// changed glsl or parameters
			deallocateMaterial( material );
B
Ben Adams 已提交
2094 2095 2096

		} else {

M
Mr.doob 已提交
2097 2098
			// same glsl and parameters
			return;
B
Ben Adams 已提交
2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121

		}

		if ( shaderID ) {

			var shader = THREE.ShaderLib[ shaderID ];

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

		} else {

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

		}

2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142
		var program;

		// Check if code has been already compiled

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

			var programInfo = _programs[ p ];

			if ( programInfo.code === code ) {

				program = programInfo;
				program.usedTimes ++;

				break;

			}

		}

		if ( program === undefined ) {

2143
			program = new THREE.WebGLProgram( _this, code, material, parameters );
2144 2145 2146 2147 2148 2149 2150
			_programs.push( program );

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

		}

		material.program = program;
M
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2151

2152
		var attributes = program.attributes;
M
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2153 2154 2155 2156 2157

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

2158
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
2159

M
Mr.doob 已提交
2160
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

2174
			for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
2175

M
Mr.doob 已提交
2176
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187

					material.numSupportedMorphNormals ++;

				}

			}

		}

		material.uniformsList = [];

2188
		for ( var u in material.__webglShader.uniforms ) {
M
Mr.doob 已提交
2189

2190 2191 2192 2193 2194
			var location = material.program.uniforms[ u ];

			if ( location ) {
				material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
			}
M
Mr.doob 已提交
2195 2196 2197

		}

M
Mr.doob 已提交
2198
	}
M
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2199

2200 2201 2202 2203
	function setMaterial( material ) {

		if ( material.transparent === true ) {

M
Mr.doob 已提交
2204
			state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
2205

2206 2207 2208 2209
		} else {

			state.setBlending( THREE.NoBlending );

2210 2211
		}

B
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2212
		state.setDepthFunc( material.depthFunc );
M
Mr.doob 已提交
2213 2214
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
2215
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
2216
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
2217 2218 2219

	}

M
Mr.doob 已提交
2220 2221 2222 2223 2224 2225
	function setProgram( camera, lights, fog, material, object ) {

		_usedTextureUnits = 0;

		if ( material.needsUpdate ) {

2226
			initMaterial( material, lights, fog, object );
M
Mr.doob 已提交
2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240
			material.needsUpdate = false;

		}

		if ( material.morphTargets ) {

			if ( ! object.__webglMorphTargetInfluences ) {

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

			}

		}

2241
		var refreshProgram = false;
M
Mr.doob 已提交
2242
		var refreshMaterial = false;
2243
		var refreshLights = false;
M
Mr.doob 已提交
2244 2245 2246

		var program = material.program,
			p_uniforms = program.uniforms,
2247
			m_uniforms = material.__webglShader.uniforms;
M
Mr.doob 已提交
2248

2249
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
2250

2251 2252
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
2253

2254
			refreshProgram = true;
M
Mr.doob 已提交
2255
			refreshMaterial = true;
2256
			refreshLights = true;
M
Mr.doob 已提交
2257 2258 2259 2260 2261

		}

		if ( material.id !== _currentMaterialId ) {

2262
			if ( _currentMaterialId === -1 ) refreshLights = true;
M
Mr.doob 已提交
2263
			_currentMaterialId = material.id;
2264

M
Mr.doob 已提交
2265 2266 2267 2268
			refreshMaterial = true;

		}

2269
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
2270 2271 2272

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

2273 2274
			if ( _logarithmicDepthBuffer ) {

2275
				_gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
2276 2277 2278 2279

			}


M
Mr.doob 已提交
2280 2281
			if ( camera !== _currentCamera ) _currentCamera = camera;

2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

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

				if ( p_uniforms.cameraPosition !== null ) {

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

				}

			}

			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
2300
				 material instanceof THREE.MeshBasicMaterial ||
2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {

				if ( p_uniforms.viewMatrix !== null ) {

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

				}

			}

M
Mr.doob 已提交
2312 2313 2314 2315 2316 2317 2318 2319
		}

		// skinning uniforms must be set even if material didn't change
		// auto-setting of texture unit for bone texture must go before other textures
		// not sure why, but otherwise weird things happen

		if ( material.skinning ) {

2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332
			if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {

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

			}

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

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

			}

			if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
M
Mr.doob 已提交
2333 2334 2335 2336 2337 2338

				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
2339
					_this.setTexture( object.skeleton.boneTexture, textureUnit );
M
Mr.doob 已提交
2340 2341 2342

				}

2343 2344
				if ( p_uniforms.boneTextureWidth !== null ) {

2345
					_gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
2346 2347 2348 2349 2350

				}

				if ( p_uniforms.boneTextureHeight !== null ) {

2351
					_gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
2352 2353 2354

				}

2355
			} else if ( object.skeleton && object.skeleton.boneMatrices ) {
M
Mr.doob 已提交
2356 2357 2358

				if ( p_uniforms.boneGlobalMatrices !== null ) {

2359
					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
M
Mr.doob 已提交
2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382

				}

			}

		}

		if ( refreshMaterial ) {

			// refresh uniforms common to several materials

			if ( fog && material.fog ) {

				refreshUniformsFog( m_uniforms, fog );

			}

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

				if ( _lightsNeedUpdate ) {

2383
					refreshLights = true;
2384
					setupLights( lights );
M
Mr.doob 已提交
2385 2386 2387
					_lightsNeedUpdate = false;
				}

2388 2389
				if ( refreshLights ) {
					refreshUniformsLights( m_uniforms, _lights );
2390
					markUniformsLightsNeedsUpdate( m_uniforms, true );
2391
				} else {
2392
					markUniformsLightsNeedsUpdate( m_uniforms, false );
2393
				}
M
Mr.doob 已提交
2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415

			}

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

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

			if ( material instanceof THREE.LineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

			} else if ( material instanceof THREE.LineDashedMaterial ) {

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

2416
			} else if ( material instanceof THREE.PointCloudMaterial ) {
M
Mr.doob 已提交
2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447

				refreshUniformsParticle( m_uniforms, material );

			} else if ( material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

			} else if ( material instanceof THREE.MeshLambertMaterial ) {

				refreshUniformsLambert( m_uniforms, material );

			} else if ( material instanceof THREE.MeshDepthMaterial ) {

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

			} else if ( material instanceof THREE.MeshNormalMaterial ) {

				m_uniforms.opacity.value = material.opacity;

			}

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

				refreshUniformsShadow( m_uniforms, lights );

			}

			// load common uniforms

2448
			loadUniformsGeneric( material.uniformsList );
M
Mr.doob 已提交
2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460 2461

		}

		loadUniformsMatrices( p_uniforms, object );

		if ( p_uniforms.modelMatrix !== null ) {

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

		}

		return program;

M
Mr.doob 已提交
2462
	}
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2463 2464 2465 2466 2467 2468 2469

	// Uniforms (refresh uniforms objects)

	function refreshUniformsCommon ( uniforms, material ) {

		uniforms.opacity.value = material.opacity;

2470
		uniforms.diffuse.value = material.color;
M
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2471 2472 2473

		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
2474
		uniforms.alphaMap.value = material.alphaMap;
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2475 2476 2477 2478 2479 2480 2481 2482 2483 2484 2485 2486 2487 2488 2489 2490

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		// uv repeat and offset setting priorities
M
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2491 2492 2493 2494 2495
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
M
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2496 2497 2498 2499 2500 2501 2502 2503 2504 2505 2506 2507 2508 2509 2510 2511 2512 2513 2514

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2515 2516 2517 2518
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

M
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2519 2520 2521 2522 2523 2524 2525 2526 2527 2528 2529 2530
		}

		if ( uvScaleMap !== undefined ) {

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

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

		}

		uniforms.envMap.value = material.envMap;
2531
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
M
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2532

2533
		uniforms.reflectivity.value = material.reflectivity;
M
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2534 2535
		uniforms.refractionRatio.value = material.refractionRatio;

M
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2536
	}
M
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2537 2538 2539 2540 2541 2542

	function refreshUniformsLine ( uniforms, material ) {

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

M
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2543
	}
M
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2544 2545 2546 2547 2548 2549 2550

	function refreshUniformsDash ( uniforms, material ) {

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

M
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2551
	}
M
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2552 2553 2554 2555 2556 2557 2558 2559 2560 2561

	function refreshUniformsParticle ( uniforms, material ) {

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

		uniforms.map.value = material.map;

2562 2563 2564 2565 2566 2567 2568 2569 2570
		if ( material.map !== null ) {

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

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

		}

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2571
	}
M
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2572 2573 2574 2575 2576 2577 2578 2579 2580 2581 2582 2583 2584 2585 2586 2587

	function refreshUniformsFog ( uniforms, fog ) {

		uniforms.fogColor.value = fog.color;

		if ( fog instanceof THREE.Fog ) {

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

		} else if ( fog instanceof THREE.FogExp2 ) {

			uniforms.fogDensity.value = fog.density;

		}

M
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2588
	}
M
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2589 2590 2591 2592 2593

	function refreshUniformsPhong ( uniforms, material ) {

		uniforms.shininess.value = material.shininess;

2594 2595
		uniforms.emissive.value = material.emissive;
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2596

2597 2598 2599 2600 2601 2602
		uniforms.lightMap.value = material.lightMap;
		uniforms.lightMapIntensity.value = material.lightMapIntensity;

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

M
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2603
	}
M
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2604 2605 2606

	function refreshUniformsLambert ( uniforms, material ) {

2607
		uniforms.emissive.value = material.emissive;
M
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2608

M
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2609
	}
M
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2610 2611 2612 2613 2614 2615 2616 2617 2618 2619 2620

	function refreshUniformsLights ( uniforms, lights ) {

		uniforms.ambientLightColor.value = lights.ambient;

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

		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
		uniforms.pointLightDistance.value = lights.point.distances;
M
Mr.doob 已提交
2621
		uniforms.pointLightDecay.value = lights.point.decays;
M
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2622 2623 2624 2625 2626 2627 2628

		uniforms.spotLightColor.value = lights.spot.colors;
		uniforms.spotLightPosition.value = lights.spot.positions;
		uniforms.spotLightDistance.value = lights.spot.distances;
		uniforms.spotLightDirection.value = lights.spot.directions;
		uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
		uniforms.spotLightExponent.value = lights.spot.exponents;
M
Mr.doob 已提交
2629
		uniforms.spotLightDecay.value = lights.spot.decays;
M
Mr.doob 已提交
2630 2631 2632 2633 2634

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

M
Mr.doob 已提交
2635
	}
M
Mr.doob 已提交
2636

2637 2638
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
2639
	function markUniformsLightsNeedsUpdate ( uniforms, value ) {
2640

M
Mr.doob 已提交
2641
		uniforms.ambientLightColor.needsUpdate = value;
2642

M
Mr.doob 已提交
2643 2644
		uniforms.directionalLightColor.needsUpdate = value;
		uniforms.directionalLightDirection.needsUpdate = value;
2645

M
Mr.doob 已提交
2646 2647 2648 2649
		uniforms.pointLightColor.needsUpdate = value;
		uniforms.pointLightPosition.needsUpdate = value;
		uniforms.pointLightDistance.needsUpdate = value;
		uniforms.pointLightDecay.needsUpdate = value;
2650

M
Mr.doob 已提交
2651 2652 2653 2654 2655 2656 2657
		uniforms.spotLightColor.needsUpdate = value;
		uniforms.spotLightPosition.needsUpdate = value;
		uniforms.spotLightDistance.needsUpdate = value;
		uniforms.spotLightDirection.needsUpdate = value;
		uniforms.spotLightAngleCos.needsUpdate = value;
		uniforms.spotLightExponent.needsUpdate = value;
		uniforms.spotLightDecay.needsUpdate = value;
2658

M
Mr.doob 已提交
2659 2660 2661
		uniforms.hemisphereLightSkyColor.needsUpdate = value;
		uniforms.hemisphereLightGroundColor.needsUpdate = value;
		uniforms.hemisphereLightDirection.needsUpdate = value;
2662

M
Mr.doob 已提交
2663
	}
2664

M
Mr.doob 已提交
2665 2666 2667 2668 2669 2670 2671 2672 2673 2674 2675 2676 2677 2678 2679 2680 2681 2682 2683 2684 2685 2686 2687 2688 2689 2690 2691 2692 2693 2694
	function refreshUniformsShadow ( uniforms, lights ) {

		if ( uniforms.shadowMatrix ) {

			var j = 0;

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

				var light = lights[ i ];

				if ( ! light.castShadow ) continue;

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

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

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

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

					j ++;

				}

			}

		}

M
Mr.doob 已提交
2695
	}
M
Mr.doob 已提交
2696 2697 2698 2699 2700 2701 2702 2703 2704 2705 2706 2707 2708

	// Uniforms (load to GPU)

	function loadUniformsMatrices ( uniforms, object ) {

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

		if ( uniforms.normalMatrix ) {

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

		}

M
Mr.doob 已提交
2709
	}
M
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2710 2711 2712 2713 2714 2715 2716

	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= _maxTextures ) {

2717
			THREE.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
M
Mr.doob 已提交
2718 2719 2720 2721 2722 2723 2724

		}

		_usedTextureUnits += 1;

		return textureUnit;

M
Mr.doob 已提交
2725
	}
M
Mr.doob 已提交
2726

2727
	function loadUniformsGeneric ( uniforms ) {
M
Mr.doob 已提交
2728

M
Mr.doob 已提交
2729
		var texture, textureUnit, offset;
M
Mr.doob 已提交
2730

M
Mr.doob 已提交
2731 2732 2733
		for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {

			var uniform = uniforms[ j ][ 0 ];
M
Mr.doob 已提交
2734

2735 2736
			// needsUpdate property is not added to all uniforms.
			if ( uniform.needsUpdate === false ) continue;
2737

M
Mr.doob 已提交
2738 2739
			var type = uniform.type;
			var value = uniform.value;
2740
			var location = uniforms[ j ][ 1 ];
M
Mr.doob 已提交
2741

2742
			switch ( type ) {
M
Mr.doob 已提交
2743

2744 2745 2746 2747 2748 2749 2750 2751 2752 2753 2754 2755 2756 2757 2758 2759 2760 2761 2762 2763 2764 2765 2766 2767 2768 2769 2770 2771 2772 2773 2774 2775 2776 2777 2778 2779 2780 2781 2782 2783 2784 2785 2786 2787 2788 2789 2790 2791 2792 2793 2794 2795 2796 2797
				case '1i':
					_gl.uniform1i( location, value );
					break;

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

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

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

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

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

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

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

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

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

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

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

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

				//

M
Mr.doob 已提交
2798
				case 'i':
M
Mr.doob 已提交
2799

2800 2801
					// single integer
					_gl.uniform1i( location, value );
M
Mr.doob 已提交
2802

2803
					break;
M
Mr.doob 已提交
2804

2805
				case 'f':
M
Mr.doob 已提交
2806

2807 2808
					// single float
					_gl.uniform1f( location, value );
M
Mr.doob 已提交
2809

2810
					break;
M
Mr.doob 已提交
2811

2812
				case 'v2':
M
Mr.doob 已提交
2813

2814 2815
					// single THREE.Vector2
					_gl.uniform2f( location, value.x, value.y );
M
Mr.doob 已提交
2816

2817
					break;
M
Mr.doob 已提交
2818

2819
				case 'v3':
M
Mr.doob 已提交
2820

2821 2822
					// single THREE.Vector3
					_gl.uniform3f( location, value.x, value.y, value.z );
M
Mr.doob 已提交
2823

2824
					break;
M
Mr.doob 已提交
2825

M
Mr.doob 已提交
2826
				case 'v4':
M
Mr.doob 已提交
2827

2828 2829
					// single THREE.Vector4
					_gl.uniform4f( location, value.x, value.y, value.z, value.w );
M
Mr.doob 已提交
2830

2831
					break;
M
Mr.doob 已提交
2832

2833
				case 'c':
M
Mr.doob 已提交
2834

2835 2836
					// single THREE.Color
					_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
2837

2838
					break;
M
Mr.doob 已提交
2839

2840
				case 'iv1':
M
Mr.doob 已提交
2841

2842 2843
					// flat array of integers (JS or typed array)
					_gl.uniform1iv( location, value );
M
Mr.doob 已提交
2844

2845
					break;
M
Mr.doob 已提交
2846

2847
				case 'iv':
M
Mr.doob 已提交
2848

2849 2850
					// flat array of integers with 3 x N size (JS or typed array)
					_gl.uniform3iv( location, value );
M
Mr.doob 已提交
2851

2852
					break;
M
Mr.doob 已提交
2853

2854
				case 'fv1':
M
Mr.doob 已提交
2855

2856 2857
					// flat array of floats (JS or typed array)
					_gl.uniform1fv( location, value );
M
Mr.doob 已提交
2858

2859
					break;
M
Mr.doob 已提交
2860

2861
				case 'fv':
M
Mr.doob 已提交
2862

2863 2864
					// flat array of floats with 3 x N size (JS or typed array)
					_gl.uniform3fv( location, value );
M
Mr.doob 已提交
2865

2866
					break;
M
Mr.doob 已提交
2867

2868
				case 'v2v':
M
Mr.doob 已提交
2869

2870
					// array of THREE.Vector2
M
Mr.doob 已提交
2871

2872
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2873

2874
						uniform._array = new Float32Array( 2 * value.length );
M
Mr.doob 已提交
2875

2876
					}
M
Mr.doob 已提交
2877

2878
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2879

2880
						offset = i * 2;
M
Mr.doob 已提交
2881

M
Mr.doob 已提交
2882
						uniform._array[ offset + 0 ] = value[ i ].x;
2883
						uniform._array[ offset + 1 ] = value[ i ].y;
M
Mr.doob 已提交
2884

2885
					}
M
Mr.doob 已提交
2886

2887
					_gl.uniform2fv( location, uniform._array );
M
Mr.doob 已提交
2888

2889
					break;
M
Mr.doob 已提交
2890

2891
				case 'v3v':
M
Mr.doob 已提交
2892

2893
					// array of THREE.Vector3
M
Mr.doob 已提交
2894

2895
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2896

2897
						uniform._array = new Float32Array( 3 * value.length );
M
Mr.doob 已提交
2898

2899
					}
M
Mr.doob 已提交
2900

2901
					for ( var i = 0, il = value.length; i < il; i ++ ) {
R
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2902

2903
						offset = i * 3;
R
Ryan Tsao 已提交
2904

M
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2905
						uniform._array[ offset + 0 ] = value[ i ].x;
2906 2907
						uniform._array[ offset + 1 ] = value[ i ].y;
						uniform._array[ offset + 2 ] = value[ i ].z;
R
Ryan Tsao 已提交
2908

2909
					}
R
Ryan Tsao 已提交
2910

2911
					_gl.uniform3fv( location, uniform._array );
R
Ryan Tsao 已提交
2912

2913
					break;
R
Ryan Tsao 已提交
2914

2915
				case 'v4v':
R
Ryan Tsao 已提交
2916

2917
					// array of THREE.Vector4
R
Ryan Tsao 已提交
2918

2919
					if ( uniform._array === undefined ) {
R
Ryan Tsao 已提交
2920

2921
						uniform._array = new Float32Array( 4 * value.length );
R
Ryan Tsao 已提交
2922

2923
					}
M
Mr.doob 已提交
2924

2925
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2926

2927
						offset = i * 4;
M
Mr.doob 已提交
2928

M
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2929
						uniform._array[ offset + 0 ] = value[ i ].x;
2930 2931 2932
						uniform._array[ offset + 1 ] = value[ i ].y;
						uniform._array[ offset + 2 ] = value[ i ].z;
						uniform._array[ offset + 3 ] = value[ i ].w;
M
Mr.doob 已提交
2933

2934
					}
M
Mr.doob 已提交
2935

2936
					_gl.uniform4fv( location, uniform._array );
M
Mr.doob 已提交
2937

2938
					break;
M
Mr.doob 已提交
2939

2940
				case 'm3':
M
Mr.doob 已提交
2941

2942 2943
					// single THREE.Matrix3
					_gl.uniformMatrix3fv( location, false, value.elements );
M
Mr.doob 已提交
2944

2945
					break;
M
Mr.doob 已提交
2946

2947
				case 'm3v':
M
Mr.doob 已提交
2948

2949
					// array of THREE.Matrix3
M
Mr.doob 已提交
2950

2951
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2952

2953
						uniform._array = new Float32Array( 9 * value.length );
M
Mr.doob 已提交
2954

2955
					}
M
Mr.doob 已提交
2956

2957
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2958

2959
						value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
M
Mr.doob 已提交
2960

2961
					}
M
Mr.doob 已提交
2962

2963
					_gl.uniformMatrix3fv( location, false, uniform._array );
M
Mr.doob 已提交
2964

2965
					break;
M
Mr.doob 已提交
2966

2967
				case 'm4':
M
Mr.doob 已提交
2968

2969 2970
					// single THREE.Matrix4
					_gl.uniformMatrix4fv( location, false, value.elements );
M
Mr.doob 已提交
2971

2972
					break;
M
Mr.doob 已提交
2973

2974
				case 'm4v':
M
Mr.doob 已提交
2975

2976
					// array of THREE.Matrix4
M
Mr.doob 已提交
2977

2978
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2979

2980
						uniform._array = new Float32Array( 16 * value.length );
M
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2981

2982 2983 2984 2985 2986 2987 2988 2989 2990 2991 2992
					}

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

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

					}

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

					break;
M
Mr.doob 已提交
2993

2994
				case 't':
M
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2995

2996
					// single THREE.Texture (2d or cube)
M
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2997

2998 2999 3000 3001
					texture = value;
					textureUnit = getTextureUnit();

					_gl.uniform1i( location, textureUnit );
M
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3002

3003
					if ( ! texture ) continue;
M
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3004

3005
					if ( texture instanceof THREE.CubeTexture ||
M
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3006
						 ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
M
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3007

3008
						setCubeTexture( texture, textureUnit );
M
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3009

3010 3011 3012 3013 3014 3015 3016 3017 3018 3019 3020 3021 3022 3023 3024 3025 3026 3027 3028 3029 3030 3031 3032 3033 3034 3035 3036 3037 3038 3039 3040 3041 3042 3043 3044 3045 3046 3047 3048 3049 3050 3051 3052 3053
					} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {

						setCubeTextureDynamic( texture, textureUnit );

					} else {

						_this.setTexture( texture, textureUnit );

					}

					break;

				case 'tv':

					// array of THREE.Texture (2d)

					if ( uniform._array === undefined ) {

						uniform._array = [];

					}

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

						uniform._array[ i ] = getTextureUnit();

					}

					_gl.uniform1iv( location, uniform._array );

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

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

						if ( ! texture ) continue;

						_this.setTexture( texture, textureUnit );

					}

					break;

				default:
3054

3055
					THREE.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
3056

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3057 3058 3059 3060
			}

		}

M
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3061
	}
M
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3062 3063 3064 3065

	function setupMatrices ( object, camera ) {

		object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
3066
		object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
M
Mr.doob 已提交
3067

M
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3068
	}
M
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3069 3070 3071

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

M
Mr.doob 已提交
3072
		array[ offset + 0 ] = color.r * intensity;
M
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3073 3074 3075
		array[ offset + 1 ] = color.g * intensity;
		array[ offset + 2 ] = color.b * intensity;

M
Mr.doob 已提交
3076
	}
M
Mr.doob 已提交
3077

3078
	function setupLights ( lights ) {
M
Mr.doob 已提交
3079

B
brason 已提交
3080
		var l, ll, light,
M
Mr.doob 已提交
3081 3082
		r = 0, g = 0, b = 0,
		color, skyColor, groundColor,
B
brason 已提交
3083
		intensity,
M
Mr.doob 已提交
3084 3085 3086 3087 3088 3089 3090 3091 3092 3093
		distance,

		zlights = _lights,

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

		pointColors = zlights.point.colors,
		pointPositions = zlights.point.positions,
		pointDistances = zlights.point.distances,
M
Mr.doob 已提交
3094
		pointDecays = zlights.point.decays,
M
Mr.doob 已提交
3095 3096 3097 3098 3099 3100 3101

		spotColors = zlights.spot.colors,
		spotPositions = zlights.spot.positions,
		spotDistances = zlights.spot.distances,
		spotDirections = zlights.spot.directions,
		spotAnglesCos = zlights.spot.anglesCos,
		spotExponents = zlights.spot.exponents,
M
Mr.doob 已提交
3102
		spotDecays = zlights.spot.decays,
M
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3103 3104 3105 3106 3107 3108 3109 3110 3111 3112 3113 3114 3115 3116 3117 3118 3119 3120 3121 3122 3123 3124 3125 3126 3127 3128 3129 3130 3131 3132 3133 3134 3135 3136

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

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

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

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

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

			light = lights[ l ];

			if ( light.onlyShadow ) continue;

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

			if ( light instanceof THREE.AmbientLight ) {

				if ( ! light.visible ) continue;

3137 3138 3139
				r += color.r;
				g += color.g;
				b += color.b;
M
Mr.doob 已提交
3140 3141 3142 3143 3144 3145 3146

			} else if ( light instanceof THREE.DirectionalLight ) {

				dirCount += 1;

				if ( ! light.visible ) continue;

3147 3148
				_direction.setFromMatrixPosition( light.matrixWorld );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
3149 3150 3151 3152 3153
				_direction.sub( _vector3 );
				_direction.normalize();

				dirOffset = dirLength * 3;

M
Mr.doob 已提交
3154
				dirPositions[ dirOffset + 0 ] = _direction.x;
M
Mr.doob 已提交
3155 3156 3157
				dirPositions[ dirOffset + 1 ] = _direction.y;
				dirPositions[ dirOffset + 2 ] = _direction.z;

3158
				setColorLinear( dirColors, dirOffset, color, intensity );
M
Mr.doob 已提交
3159 3160 3161 3162 3163 3164 3165 3166 3167 3168 3169

				dirLength += 1;

			} else if ( light instanceof THREE.PointLight ) {

				pointCount += 1;

				if ( ! light.visible ) continue;

				pointOffset = pointLength * 3;

3170
				setColorLinear( pointColors, pointOffset, color, intensity );
M
Mr.doob 已提交
3171

3172
				_vector3.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3173

M
Mr.doob 已提交
3174
				pointPositions[ pointOffset + 0 ] = _vector3.x;
M
Mr.doob 已提交
3175 3176 3177
				pointPositions[ pointOffset + 1 ] = _vector3.y;
				pointPositions[ pointOffset + 2 ] = _vector3.z;

M
Mr.doob 已提交
3178
				// distance is 0 if decay is 0, because there is no attenuation at all.
M
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3179
				pointDistances[ pointLength ] = distance;
M
Mr.doob 已提交
3180
				pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
3181 3182 3183 3184 3185 3186 3187 3188 3189 3190 3191

				pointLength += 1;

			} else if ( light instanceof THREE.SpotLight ) {

				spotCount += 1;

				if ( ! light.visible ) continue;

				spotOffset = spotLength * 3;

3192
				setColorLinear( spotColors, spotOffset, color, intensity );
M
Mr.doob 已提交
3193

G
gero3 已提交
3194
				_direction.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3195

M
Mr.doob 已提交
3196
				spotPositions[ spotOffset + 0 ] = _direction.x;
G
gero3 已提交
3197 3198
				spotPositions[ spotOffset + 1 ] = _direction.y;
				spotPositions[ spotOffset + 2 ] = _direction.z;
M
Mr.doob 已提交
3199 3200 3201

				spotDistances[ spotLength ] = distance;

3202
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
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3203 3204 3205
				_direction.sub( _vector3 );
				_direction.normalize();

M
Mr.doob 已提交
3206
				spotDirections[ spotOffset + 0 ] = _direction.x;
M
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3207 3208 3209 3210 3211
				spotDirections[ spotOffset + 1 ] = _direction.y;
				spotDirections[ spotOffset + 2 ] = _direction.z;

				spotAnglesCos[ spotLength ] = Math.cos( light.angle );
				spotExponents[ spotLength ] = light.exponent;
M
Mr.doob 已提交
3212
				spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
3213 3214 3215 3216 3217 3218 3219 3220 3221

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {

				hemiCount += 1;

				if ( ! light.visible ) continue;

3222
				_direction.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3223 3224 3225 3226
				_direction.normalize();

				hemiOffset = hemiLength * 3;

M
Mr.doob 已提交
3227
				hemiPositions[ hemiOffset + 0 ] = _direction.x;
M
Mr.doob 已提交
3228 3229 3230 3231 3232 3233
				hemiPositions[ hemiOffset + 1 ] = _direction.y;
				hemiPositions[ hemiOffset + 2 ] = _direction.z;

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

3234 3235
				setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
				setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
M
Mr.doob 已提交
3236 3237 3238 3239 3240 3241 3242 3243 3244 3245 3246 3247 3248 3249 3250 3251 3252 3253 3254 3255 3256 3257 3258 3259 3260

				hemiLength += 1;

			}

		}

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

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

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

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

M
Mr.doob 已提交
3261
	}
M
Mr.doob 已提交
3262 3263 3264 3265 3266 3267 3268 3269 3270 3271 3272 3273 3274 3275 3276 3277 3278 3279 3280 3281 3282 3283 3284 3285 3286 3287 3288 3289 3290 3291 3292 3293 3294 3295 3296 3297 3298 3299 3300 3301 3302 3303 3304

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

		if ( cullFace === THREE.CullFaceNone ) {

			_gl.disable( _gl.CULL_FACE );

		} else {

			if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {

				_gl.frontFace( _gl.CW );

			} else {

				_gl.frontFace( _gl.CCW );

			}

			if ( cullFace === THREE.CullFaceBack ) {

				_gl.cullFace( _gl.BACK );

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

				_gl.cullFace( _gl.FRONT );

			} else {

				_gl.cullFace( _gl.FRONT_AND_BACK );

			}

			_gl.enable( _gl.CULL_FACE );

		}

	};

	this.setMaterialFaces = function ( material ) {

3305 3306
		state.setDoubleSided( material.side === THREE.DoubleSide );
		state.setFlipSided( material.side === THREE.BackSide );
M
Mr.doob 已提交
3307 3308 3309 3310 3311 3312 3313

	};

	// Textures

	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {

3314 3315
		var extension;

M
Mr.doob 已提交
3316 3317 3318 3319 3320 3321 3322 3323 3324 3325 3326 3327
		if ( isImagePowerOfTwo ) {

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

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

		} else {

			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
M
Mr.doob 已提交
3328 3329 3330

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

3331
				THREE.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
M
Mr.doob 已提交
3332

3333
			}
M
Mr.doob 已提交
3334 3335 3336 3337

			_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
3338 3339
			if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {

3340
				THREE.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
M
Mr.doob 已提交
3341

3342
			}
M
Mr.doob 已提交
3343

M
Mr.doob 已提交
3344 3345
		}

3346 3347
		extension = extensions.get( 'EXT_texture_filter_anisotropic' );

3348
		if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
M
Mr.doob 已提交
3349

M
Mr.doob 已提交
3350
			if ( texture.anisotropy > 1 || texture.__currentAnisotropy ) {
M
Mr.doob 已提交
3351

3352
				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
M
Mr.doob 已提交
3353
				texture.__currentAnisotropy = texture.anisotropy;
M
Mr.doob 已提交
3354 3355 3356 3357 3358

			}

		}

M
Mr.doob 已提交
3359
	}
M
Mr.doob 已提交
3360

3361
	this.uploadTexture = function ( texture, slot ) {
M
Mr.doob 已提交
3362

3363 3364 3365 3366 3367 3368 3369 3370 3371 3372 3373
		if ( texture.__webglInit === undefined ) {

			texture.__webglInit = true;

			texture.addEventListener( 'dispose', onTextureDispose );

			texture.__webglTexture = _gl.createTexture();

			_this.info.memory.textures ++;

		}
M
Mr.doob 已提交
3374

B
Ben Adams 已提交
3375 3376
		state.activeTexture( _gl.TEXTURE0 + slot );
		state.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
M
Mr.doob 已提交
3377

H
Henri Astre 已提交
3378 3379 3380 3381
		_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
		_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
		_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );

3382 3383
		texture.image = clampToMaxSize( texture.image, _maxTextureSize );

H
Henri Astre 已提交
3384 3385 3386 3387
		var image = texture.image,
		isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
		glFormat = paramThreeToGL( texture.format ),
		glType = paramThreeToGL( texture.type );
M
Mr.doob 已提交
3388

H
Henri Astre 已提交
3389
		setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
M
Mr.doob 已提交
3390

H
Henri Astre 已提交
3391
		var mipmap, mipmaps = texture.mipmaps;
M
Mr.doob 已提交
3392

H
Henri Astre 已提交
3393
		if ( texture instanceof THREE.DataTexture ) {
M
Mr.doob 已提交
3394

H
Henri Astre 已提交
3395 3396 3397
			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels
M
Mr.doob 已提交
3398

H
Henri Astre 已提交
3399 3400 3401
			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {

				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3402

H
Henri Astre 已提交
3403 3404
					mipmap = mipmaps[ i ];
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3405

H
Henri Astre 已提交
3406
				}
M
Mr.doob 已提交
3407

H
Henri Astre 已提交
3408
				texture.generateMipmaps = false;
M
Mr.doob 已提交
3409

H
Henri Astre 已提交
3410
			} else {
M
Mr.doob 已提交
3411

H
Henri Astre 已提交
3412
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
Mr.doob 已提交
3413

H
Henri Astre 已提交
3414
			}
M
Mr.doob 已提交
3415

H
Henri Astre 已提交
3416
		} else if ( texture instanceof THREE.CompressedTexture ) {
M
Mr.doob 已提交
3417

H
Henri Astre 已提交
3418
			for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3419

H
Henri Astre 已提交
3420
				mipmap = mipmaps[ i ];
M
Mr.doob 已提交
3421

3422
				if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
3423

3424
					if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
M
Mr.doob 已提交
3425

3426
						_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
3427

3428
					} else {
M
Mr.doob 已提交
3429

3430
						THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
M
Mr.doob 已提交
3431

3432
					}
M
Mr.doob 已提交
3433

H
Henri Astre 已提交
3434
				} else {
M
Mr.doob 已提交
3435

H
Henri Astre 已提交
3436
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3437

M
Mr.doob 已提交
3438 3439
				}

H
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3440 3441 3442 3443 3444 3445 3446 3447 3448
			}

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

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

			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
M
Mr.doob 已提交
3449

3450
				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3451 3452

					mipmap = mipmaps[ i ];
H
Henri Astre 已提交
3453
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
M
Mr.doob 已提交
3454 3455 3456

				}

H
Henri Astre 已提交
3457
				texture.generateMipmaps = false;
M
Mr.doob 已提交
3458

H
Henri Astre 已提交
3459
			} else {
M
Mr.doob 已提交
3460

H
Henri Astre 已提交
3461
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
Mr.doob 已提交
3462

H
Henri Astre 已提交
3463
			}
M
Mr.doob 已提交
3464

H
Henri Astre 已提交
3465
		}
M
Mr.doob 已提交
3466

H
Henri Astre 已提交
3467
		if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
3468

H
Henri Astre 已提交
3469
		texture.needsUpdate = false;
M
Mr.doob 已提交
3470

B
Ben Adams 已提交
3471
		if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
3472

H
Henri Astre 已提交
3473
	};
M
Mr.doob 已提交
3474

H
Henri Astre 已提交
3475
	this.setTexture = function ( texture, slot ) {
M
Mr.doob 已提交
3476

3477
		if ( texture.needsUpdate === true ) {
M
Mr.doob 已提交
3478

3479
			var image = texture.image;
M
Mr.doob 已提交
3480

3481
			if ( image.complete === false ) {
M
Mr.doob 已提交
3482

3483 3484 3485 3486 3487
				THREE.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
				return;

			}

3488
			_this.uploadTexture( texture, slot );
3489
			return;
M
Mr.doob 已提交
3490 3491 3492

		}

B
Ben Adams 已提交
3493 3494
		state.activeTexture( _gl.TEXTURE0 + slot );
		state.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
3495

M
Mr.doob 已提交
3496 3497 3498 3499
	};

	function clampToMaxSize ( image, maxSize ) {

3500
		if ( image.width > maxSize || image.height > maxSize ) {
M
Mr.doob 已提交
3501

3502 3503
			// Warning: Scaling through the canvas will only work with images that use
			// premultiplied alpha.
M
Mr.doob 已提交
3504

3505
			var scale = maxSize / Math.max( image.width, image.height );
M
Mr.doob 已提交
3506

3507 3508 3509
			var canvas = document.createElement( 'canvas' );
			canvas.width = Math.floor( image.width * scale );
			canvas.height = Math.floor( image.height * scale );
M
Mr.doob 已提交
3510

3511 3512
			var context = canvas.getContext( '2d' );
			context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
M
Mr.doob 已提交
3513

3514
			THREE.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
M
Mr.doob 已提交
3515

3516 3517 3518
			return canvas;

		}
M
Mr.doob 已提交
3519

3520
		return image;
M
Mr.doob 已提交
3521 3522 3523 3524 3525 3526 3527 3528 3529 3530 3531

	}

	function setCubeTexture ( texture, slot ) {

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

			if ( texture.needsUpdate ) {

				if ( ! texture.image.__webglTextureCube ) {

3532 3533
					texture.addEventListener( 'dispose', onTextureDispose );

M
Mr.doob 已提交
3534 3535 3536 3537 3538 3539
					texture.image.__webglTextureCube = _gl.createTexture();

					_this.info.memory.textures ++;

				}

B
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3540 3541
				state.activeTexture( _gl.TEXTURE0 + slot );
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
M
Mr.doob 已提交
3542 3543 3544

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

M
Mr.doob 已提交
3545 3546
				var isCompressed = texture instanceof THREE.CompressedTexture;
				var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
M
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3547 3548 3549 3550 3551

				var cubeImage = [];

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

3552
					if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
M
Mr.doob 已提交
3553 3554 3555 3556 3557

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

					} else {

3558
						cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
M
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3559 3560 3561 3562 3563 3564

					}

				}

				var image = cubeImage[ 0 ],
3565
				isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
M
Mr.doob 已提交
3566 3567 3568 3569 3570 3571 3572
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );

				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

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

3573
					if ( ! isCompressed ) {
M
Mr.doob 已提交
3574

M
Mr.doob 已提交
3575
						if ( isDataTexture ) {
3576

M
Mr.doob 已提交
3577
							_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
3578

M
Mr.doob 已提交
3579
						} else {
3580 3581

							_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
3582

M
Mr.doob 已提交
3583 3584
						}

3585
					} else {
3586

M
Mr.doob 已提交
3587 3588
						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

3589
						for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
M
Mr.doob 已提交
3590 3591

							mipmap = mipmaps[ j ];
M
Mr.doob 已提交
3592

3593
							if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
3594

3595
								if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
M
Mr.doob 已提交
3596

3597
									_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
3598

3599
								} else {
M
Mr.doob 已提交
3600

3601
									THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
M
Mr.doob 已提交
3602

3603
								}
M
Mr.doob 已提交
3604

3605
							} else {
M
Mr.doob 已提交
3606

3607
								_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3608

3609
							}
M
Mr.doob 已提交
3610

3611
						}
M
Mr.doob 已提交
3612

M
Mr.doob 已提交
3613
					}
M
Mr.doob 已提交
3614

M
Mr.doob 已提交
3615 3616 3617 3618 3619 3620 3621 3622 3623 3624
				}

				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}

				texture.needsUpdate = false;

B
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3625
				if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
3626 3627 3628

			} else {

B
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3629 3630
				state.activeTexture( _gl.TEXTURE0 + slot );
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
M
Mr.doob 已提交
3631 3632 3633 3634 3635

			}

		}

M
Mr.doob 已提交
3636
	}
M
Mr.doob 已提交
3637 3638 3639

	function setCubeTextureDynamic ( texture, slot ) {

B
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3640 3641
		state.activeTexture( _gl.TEXTURE0 + slot );
		state.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
M
Mr.doob 已提交
3642

M
Mr.doob 已提交
3643
	}
M
Mr.doob 已提交
3644 3645 3646 3647 3648 3649 3650 3651

	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {

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

M
Mr.doob 已提交
3652
	}
M
Mr.doob 已提交
3653

M
Mr.doob 已提交
3654
	function setupRenderBuffer ( renderbuffer, renderTarget ) {
M
Mr.doob 已提交
3655 3656 3657 3658 3659 3660 3661 3662 3663

		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );

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

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

		/* For some reason this is not working. Defaulting to RGBA4.
3664
		} else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
M
Mr.doob 已提交
3665 3666 3667 3668 3669 3670 3671 3672 3673 3674 3675 3676 3677 3678 3679

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

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

		} else {

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

		}

M
Mr.doob 已提交
3680
	}
M
Mr.doob 已提交
3681 3682 3683 3684 3685

	this.setRenderTarget = function ( renderTarget ) {

		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );

M
Mr.doob 已提交
3686
		if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
3687 3688 3689 3690 3691 3692 3693 3694 3695 3696 3697 3698

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

			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

			renderTarget.__webglTexture = _gl.createTexture();

			_this.info.memory.textures ++;

			// Setup texture, create render and frame buffers

3699
			var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
M
Mr.doob 已提交
3700 3701 3702 3703 3704 3705 3706 3707
				glFormat = paramThreeToGL( renderTarget.format ),
				glType = paramThreeToGL( renderTarget.type );

			if ( isCube ) {

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

B
Ben Adams 已提交
3708 3709
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );

M
Mr.doob 已提交
3710 3711 3712 3713 3714 3715 3716 3717 3718 3719 3720 3721 3722 3723
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );

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

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

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

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

				}

3724
				if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
M
Mr.doob 已提交
3725 3726 3727 3728 3729 3730 3731 3732 3733 3734 3735 3736 3737 3738 3739

			} else {

				renderTarget.__webglFramebuffer = _gl.createFramebuffer();

				if ( renderTarget.shareDepthFrom ) {

					renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;

				} else {

					renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();

				}

B
Ben Adams 已提交
3740
				state.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
M
Mr.doob 已提交
3741 3742 3743 3744 3745 3746 3747 3748 3749 3750 3751 3752 3753 3754 3755 3756 3757 3758 3759 3760 3761 3762 3763 3764
				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );

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

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

				if ( renderTarget.shareDepthFrom ) {

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

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

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

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

					}

				} else {

					setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );

				}

3765
				if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
3766 3767 3768 3769 3770 3771 3772

			}

			// Release everything

			if ( isCube ) {

B
Ben Adams 已提交
3773
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
3774 3775 3776

			} else {

B
Ben Adams 已提交
3777
				state.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
3778 3779 3780 3781 3782 3783 3784 3785 3786 3787 3788 3789 3790 3791 3792 3793 3794 3795 3796 3797 3798 3799 3800 3801 3802 3803 3804 3805 3806 3807 3808 3809 3810 3811 3812 3813 3814 3815 3816 3817 3818 3819 3820 3821 3822 3823 3824 3825 3826 3827 3828 3829 3830 3831

			}

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

		}

		var framebuffer, width, height, vx, vy;

		if ( renderTarget ) {

			if ( isCube ) {

				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];

			} else {

				framebuffer = renderTarget.__webglFramebuffer;

			}

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

			vx = 0;
			vy = 0;

		} else {

			framebuffer = null;

			width = _viewportWidth;
			height = _viewportHeight;

			vx = _viewportX;
			vy = _viewportY;

		}

		if ( framebuffer !== _currentFramebuffer ) {

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

			_currentFramebuffer = framebuffer;

		}

		_currentWidth = width;
		_currentHeight = height;

	};

3832
	this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
3833

G
gero3 已提交
3834
		if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
3835

3836
			THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
3837
			return;
3838

G
gero3 已提交
3839
		}
3840

G
gero3 已提交
3841
		if ( renderTarget.__webglFramebuffer ) {
3842

G
gero3 已提交
3843
			if ( renderTarget.format !== THREE.RGBAFormat ) {
3844

3845
				THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
G
gero3 已提交
3846
				return;
3847

G
gero3 已提交
3848
			}
3849

G
gero3 已提交
3850
			var restore = false;
3851

G
gero3 已提交
3852
			if ( renderTarget.__webglFramebuffer !== _currentFramebuffer ) {
3853

G
gero3 已提交
3854
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTarget.__webglFramebuffer );
3855

G
gero3 已提交
3856
				restore = true;
3857

G
gero3 已提交
3858
			}
3859

G
gero3 已提交
3860
			if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
3861

G
gero3 已提交
3862
				_gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
3863

G
gero3 已提交
3864
			} else {
3865

3866
				THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
3867

G
gero3 已提交
3868
			}
3869

G
gero3 已提交
3870
			if ( restore ) {
3871

G
gero3 已提交
3872
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
3873

G
gero3 已提交
3874
			}
3875

G
gero3 已提交
3876
		}
3877 3878 3879

	};

M
Mr.doob 已提交
3880 3881 3882 3883
	function updateRenderTargetMipmap ( renderTarget ) {

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

B
Ben Adams 已提交
3884
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
M
Mr.doob 已提交
3885
			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
B
Ben Adams 已提交
3886
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
3887 3888 3889

		} else {

B
Ben Adams 已提交
3890
			state.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
M
Mr.doob 已提交
3891
			_gl.generateMipmap( _gl.TEXTURE_2D );
B
Ben Adams 已提交
3892
			state.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
3893 3894 3895

		}

M
Mr.doob 已提交
3896
	}
M
Mr.doob 已提交
3897 3898 3899 3900 3901 3902 3903 3904 3905 3906 3907 3908 3909

	// Fallback filters for non-power-of-2 textures

	function filterFallback ( f ) {

		if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {

			return _gl.NEAREST;

		}

		return _gl.LINEAR;

M
Mr.doob 已提交
3910
	}
M
Mr.doob 已提交
3911 3912 3913 3914 3915

	// Map three.js constants to WebGL constants

	function paramThreeToGL ( p ) {

3916 3917
		var extension;

M
Mr.doob 已提交
3918 3919 3920 3921 3922 3923 3924 3925 3926 3927 3928 3929 3930 3931 3932 3933 3934 3935 3936 3937 3938 3939 3940 3941
		if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
		if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
		if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;

		if ( p === THREE.NearestFilter ) return _gl.NEAREST;
		if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
		if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;

		if ( p === THREE.LinearFilter ) return _gl.LINEAR;
		if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
		if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;

		if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;

		if ( p === THREE.ByteType ) return _gl.BYTE;
		if ( p === THREE.ShortType ) return _gl.SHORT;
		if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === THREE.IntType ) return _gl.INT;
		if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === THREE.FloatType ) return _gl.FLOAT;

3942 3943 3944 3945 3946 3947 3948 3949
		extension = extensions.get( 'OES_texture_half_float' );

		if ( extension !== null ) {

			if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;

		}

M
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3950 3951 3952 3953 3954 3955 3956 3957 3958 3959 3960 3961 3962 3963 3964 3965 3966 3967 3968 3969 3970 3971 3972
		if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
		if ( p === THREE.RGBFormat ) return _gl.RGB;
		if ( p === THREE.RGBAFormat ) return _gl.RGBA;
		if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
		if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;

		if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
		if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;

		if ( p === THREE.ZeroFactor ) return _gl.ZERO;
		if ( p === THREE.OneFactor ) return _gl.ONE;
		if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;

		if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
		if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;

3973
		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
M
Mr.doob 已提交
3974

3975 3976 3977 3978 3979 3980
		if ( extension !== null ) {

			if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
M
Mr.doob 已提交
3981 3982 3983

		}

3984 3985 3986
		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		if ( extension !== null ) {
P
Pierre Lepers 已提交
3987

3988 3989 3990 3991
			if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
			if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
			if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
			if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
P
Pierre Lepers 已提交
3992 3993 3994

		}

3995 3996 3997
		extension = extensions.get( 'EXT_blend_minmax' );

		if ( extension !== null ) {
3998

3999 4000
			if ( p === THREE.MinEquation ) return extension.MIN_EXT;
			if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
4001 4002 4003

		}

M
Mr.doob 已提交
4004 4005
		return 0;

M
Mr.doob 已提交
4006
	}
M
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4007 4008 4009 4010 4011

	// Allocations

	function allocateBones ( object ) {

4012
		if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
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4013 4014 4015 4016 4017 4018

			return 1024;

		} else {

			// default for when object is not specified
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4019
			// ( for example when prebuilding shader to be used with multiple objects )
M
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4020
			//
4021
			//  - leave some extra space for other uniforms
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4022 4023 4024 4025 4026 4027 4028 4029 4030 4031
			//  - limit here is ANGLE's 254 max uniform vectors
			//    (up to 54 should be safe)

			var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );

			var maxBones = nVertexMatrices;

			if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {

4032
				maxBones = Math.min( object.skeleton.bones.length, maxBones );
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4033

4034
				if ( maxBones < object.skeleton.bones.length ) {
M
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4035

4036
					THREE.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
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4037 4038 4039 4040 4041 4042 4043 4044 4045

				}

			}

			return maxBones;

		}

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4046
	}
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4047

M
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4048
	function allocateLights( lights ) {
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4049

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4050 4051 4052 4053
		var dirLights = 0;
		var pointLights = 0;
		var spotLights = 0;
		var hemiLights = 0;
M
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4054

M
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4055
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
M
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4056

M
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4057
			var light = lights[ l ];
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4058

4059
			if ( light.onlyShadow || light.visible === false ) continue;
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4060 4061 4062 4063 4064 4065 4066 4067

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

		}

4068
		return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
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4069

M
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4070
	}
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4071

M
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4072
	function allocateShadows( lights ) {
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4073

M
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4074
		var maxShadows = 0;
M
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4075

4076
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
M
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4077

M
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4078
			var light = lights[ l ];
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4079 4080 4081 4082 4083 4084 4085 4086 4087 4088

			if ( ! light.castShadow ) continue;

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

		}

		return maxShadows;

4089
	}
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4090

M
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4091
	// DEPRECATED
4092

M
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4093 4094
	this.initMaterial = function () {

4095
		THREE.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
M
Mr.doob 已提交
4096 4097

	};
M
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4098

M
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4099
	this.addPrePlugin = function () {
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4100

4101
		THREE.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
M
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4102 4103 4104 4105 4106

	};

	this.addPostPlugin = function () {

4107
		THREE.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
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4108 4109

	};
M
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4110

M
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4111 4112
	this.updateShadowMap = function () {

4113
		THREE.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
M
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4114 4115 4116

	};

4117 4118 4119
	Object.defineProperties( this, {
		shadowMapEnabled: {
			get: function () {
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4120
				return shadowMap.enabled;
4121 4122 4123
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
M
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4124
				shadowMap.enabled = value;
4125 4126 4127 4128
			}
		},
		shadowMapType: {
			get: function () {
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4129
				return shadowMap.type;
4130 4131 4132
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
M
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4133
				shadowMap.type = value;
4134 4135 4136 4137
			}
		},
		shadowMapCullFace: {
			get: function () {
M
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4138
				return shadowMap.cullFace;
4139 4140 4141
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
M
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4142
				shadowMap.cullFace = value;
4143 4144 4145 4146
			}
		},
		shadowMapDebug: {
			get: function () {
M
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4147
				return shadowMap.debug;
4148 4149 4150
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
M
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4151
				shadowMap.debug = value;
4152 4153 4154 4155
			}
		},
		shadowMapCascade: {
			get: function () {
M
Mr.doob 已提交
4156
				return shadowMap.cascade;
4157 4158 4159
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapCascade is now .shadowMap.cascade.' );
M
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4160
				shadowMap.cascade = value;
4161 4162 4163 4164
			}
		}
	} );

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4165
};