WebGLRenderer.js 167.8 KB
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
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 * @author alteredq / http://alteredqualia.com/
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 * @author szimek / https://github.com/szimek/
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 */

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THREE.WebGLRenderer = function ( parameters ) {
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	console.log( 'THREE.WebGLRenderer', THREE.REVISION );
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	parameters = parameters || {};
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	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
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	_precision = parameters.precision !== undefined ? parameters.precision : 'highp',
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	_alpha = parameters.alpha !== undefined ? parameters.alpha : true,
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	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
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	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
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	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
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	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,

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	_clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
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	_clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
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	// public properties
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	this.domElement = _canvas;
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	this.context = null;

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

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	// scene graph

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

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

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	// shadow map

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

	this.autoScaleCubemaps = true;

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	// custom render plugins

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

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	};
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	// internal properties
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	var _this = this,
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	_programs = [],
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	_programs_counter = 0,
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	// internal state cache
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	_currentProgram = null,
	_currentFramebuffer = null,
	_currentMaterialId = -1,
	_currentGeometryGroupHash = null,
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	_currentCamera = null,
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	_geometryGroupCounter = 0,
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	_usedTextureUnits = 0,

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	// GL state cache
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	_oldDoubleSided = -1,
	_oldFlipSided = -1,
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	_oldBlending = -1,
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	_oldBlendEquation = -1,
	_oldBlendSrc = -1,
	_oldBlendDst = -1,
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	_oldDepthTest = -1,
	_oldDepthWrite = -1,
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	_oldPolygonOffset = null,
	_oldPolygonOffsetFactor = null,
	_oldPolygonOffsetUnits = null,
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	_oldLineWidth = null,
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	_viewportX = 0,
	_viewportY = 0,
	_viewportWidth = 0,
	_viewportHeight = 0,
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	_currentWidth = 0,
	_currentHeight = 0,
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	// frustum
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	_frustum = new THREE.Frustum(),
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	 // camera matrices cache
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	_projScreenMatrix = new THREE.Matrix4(),
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	_projScreenMatrixPS = new THREE.Matrix4(),
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	_vector3 = new THREE.Vector4(),
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	// light arrays cache
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	_direction = new THREE.Vector3(),

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	_lightsNeedUpdate = true,

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	_lights = {
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		ambient: [ 0, 0, 0 ],
		directional: { length: 0, colors: new Array(), positions: new Array() },
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		point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
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		spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), angles: new Array(), exponents: new Array() },
		hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
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	};
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	// initialize
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	var _gl;
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	var _glExtensionTextureFloat;
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	var _glExtensionStandardDerivatives;
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	var _glExtensionTextureFilterAnisotropic;
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	var _glExtensionCompressedTextureS3TC;
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	initGL();
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	setDefaultGLState();
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	this.context = _gl;
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	// GPU capabilities

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	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 _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;

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	var _supportsVertexTextures = ( _maxVertexTextures > 0 );
	var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;

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	var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];

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	// API
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	this.getContext = function () {
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		return _gl;
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	};
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	this.supportsVertexTextures = function () {
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		return _supportsVertexTextures;
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	};
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	this.getMaxAnisotropy  = function () {

		return _maxAnisotropy;

	};

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	this.setSize = function ( width, height ) {

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

	};
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	this.setViewport = function ( x, y, width, height ) {
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		_viewportX = x !== undefined ? x : 0;
		_viewportY = y !== undefined ? y : 0;
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		_viewportWidth = width !== undefined ? width : _canvas.width;
		_viewportHeight = height !== undefined ? height : _canvas.height;
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		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
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	};
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	this.setScissor = function ( x, y, width, height ) {
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		_gl.scissor( x, y, width, height );
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	};
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	this.enableScissorTest = function ( enable ) {
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		enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
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	};
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	// Clearing

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

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

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

		return _clearColor;

	};

	this.getClearAlpha = function () {
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		return _clearAlpha;

	};

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

		var bits = 0;

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

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

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	// Plugins

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

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	this.addPrePlugin = function ( plugin ) {

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

	};
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	// Deallocation

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	this.deallocateObject = function ( object ) {

		if ( ! object.__webglInit ) return;

		object.__webglInit = false;

		delete object._modelViewMatrix;
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		delete object._normalMatrix;
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		delete object._normalMatrixArray;
		delete object._modelViewMatrixArray;
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		delete object._modelMatrixArray;
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		if ( object instanceof THREE.Mesh ) {

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

			}

		} else if ( object instanceof THREE.Ribbon ) {

			deleteRibbonBuffers( object.geometry );

		} else if ( object instanceof THREE.Line ) {

			deleteLineBuffers( object.geometry );

		} else if ( object instanceof THREE.ParticleSystem ) {

			deleteParticleBuffers( object.geometry );

		}

	};

	this.deallocateTexture = function ( texture ) {

		if ( ! texture.__webglInit ) return;

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

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		_this.info.memory.textures --;

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	};

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	this.deallocateRenderTarget = function ( renderTarget ) {

		if ( !renderTarget || ! renderTarget.__webglTexture ) return;

		_gl.deleteTexture( renderTarget.__webglTexture );

		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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	this.deallocateMaterial = function ( material ) {

		var program = material.program;

		if ( ! program ) 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 ) {

			// 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 --;

		}

	};

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	// Rendering
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	this.updateShadowMap = function ( scene, camera ) {
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		_currentProgram = null;
		_oldBlending = -1;
		_oldDepthTest = -1;
		_oldDepthWrite = -1;
		_currentGeometryGroupHash = -1;
		_currentMaterialId = -1;
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		_lightsNeedUpdate = true;
		_oldDoubleSided = -1;
		_oldFlipSided = -1;
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		this.shadowMapPlugin.update( scene, camera );
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	};
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	// Internal functions
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	// Buffer allocation
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	function createParticleBuffers ( geometry ) {
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		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
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		_this.info.memory.geometries ++;
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	};
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	function createLineBuffers ( geometry ) {
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		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
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		geometry.__webglLineDistanceBuffer = _gl.createBuffer();
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		_this.info.memory.geometries ++;
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	};
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	function createRibbonBuffers ( geometry ) {
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		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
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		geometry.__webglNormalBuffer = _gl.createBuffer();
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		_this.info.memory.geometries ++;
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	};
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	function createMeshBuffers ( geometryGroup ) {
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		geometryGroup.__webglVertexBuffer = _gl.createBuffer();
		geometryGroup.__webglNormalBuffer = _gl.createBuffer();
		geometryGroup.__webglTangentBuffer = _gl.createBuffer();
		geometryGroup.__webglColorBuffer = _gl.createBuffer();
		geometryGroup.__webglUVBuffer = _gl.createBuffer();
		geometryGroup.__webglUV2Buffer = _gl.createBuffer();
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		geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
		geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
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		geometryGroup.__webglFaceBuffer = _gl.createBuffer();
		geometryGroup.__webglLineBuffer = _gl.createBuffer();
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		var m, ml;
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		if ( geometryGroup.numMorphTargets ) {
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			geometryGroup.__webglMorphTargetsBuffers = [];
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			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
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				geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
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			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__webglMorphNormalsBuffers = [];

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

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

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		_this.info.memory.geometries --;
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	};
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	function deleteLineBuffers ( geometry ) {
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		_gl.deleteBuffer( geometry.__webglVertexBuffer );
		_gl.deleteBuffer( geometry.__webglColorBuffer );
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		_gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
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		deleteCustomAttributesBuffers( geometry );

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		_this.info.memory.geometries --;

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	};

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

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		_this.info.memory.geometries --;

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	};

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

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

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

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		var m, ml;

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		if ( geometryGroup.numMorphTargets ) {

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

		}

		if ( geometryGroup.numMorphNormals ) {

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

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

		}

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		deleteCustomAttributesBuffers( geometryGroup );
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		_this.info.memory.geometries --;

	};
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	function deleteCustomAttributesBuffers( geometry ) {
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		if ( geometry.__webglCustomAttributesList ) {

			for ( var id in geometry.__webglCustomAttributesList ) {

				_gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
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			}

		}

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	};

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

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

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

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		geometry.__sortArray = [];

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

	};

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

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
		geometry.__colorArray = new Float32Array( nvertices * 3 );
717
		geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
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718

719
		geometry.__webglLineCount = nvertices;
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720 721 722 723 724

		initCustomAttributes ( geometry, object );

	};

725
	function initRibbonBuffers ( geometry, object ) {
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726 727 728 729 730

		var nvertices = geometry.vertices.length;

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
		geometry.__colorArray = new Float32Array( nvertices * 3 );
731
		geometry.__normalArray = new Float32Array( nvertices * 3 );
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		geometry.__webglVertexCount = nvertices;

735 736
		initCustomAttributes ( geometry, object );

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	};

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739
	function initMeshBuffers ( geometryGroup, object ) {
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741 742 743
		var geometry = object.geometry,
			faces3 = geometryGroup.faces3,
			faces4 = geometryGroup.faces4,
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744

745 746 747
			nvertices = faces3.length * 3 + faces4.length * 4,
			ntris     = faces3.length * 1 + faces4.length * 2,
			nlines    = faces3.length * 3 + faces4.length * 4,
748

749
			material = getBufferMaterial( object, geometryGroup ),
750

751 752 753
			uvType = bufferGuessUVType( material ),
			normalType = bufferGuessNormalType( material ),
			vertexColorType = bufferGuessVertexColorType( material );
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755
		//console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
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756

757
		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
758

759
		if ( normalType ) {
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760

761
			geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
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762

763
		}
764

765
		if ( geometry.hasTangents ) {
766

767
			geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
768

769
		}
770

771
		if ( vertexColorType ) {
772

773
			geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
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774

775
		}
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777
		if ( uvType ) {
778

779
			if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
780

781 782 783 784 785
				geometryGroup.__uvArray = new Float32Array( nvertices * 2 );

			}

			if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
786

787 788 789 790 791 792 793 794 795 796 797 798 799
				geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );

			}

		}

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

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

		}

800
		geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
801
		geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
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803 804
		var m, ml;

805 806
		if ( geometryGroup.numMorphTargets ) {

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807
			geometryGroup.__morphTargetsArrays = [];
808

809
			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
810

811
				geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
812 813 814 815 816 817 818 819 820 821 822

			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__morphNormalsArrays = [];

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

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				geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
824

825 826 827
			}

		}
828

829
		geometryGroup.__webglFaceCount = ntris * 3;
830
		geometryGroup.__webglLineCount = nlines * 2;
831

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832

833
		// custom attributes
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834

835
		if ( material.attributes ) {
836

837
			if ( geometryGroup.__webglCustomAttributesList === undefined ) {
838

839
				geometryGroup.__webglCustomAttributesList = [];
840

841
			}
842

843
			for ( var a in material.attributes ) {
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844

845 846
				// Do a shallow copy of the attribute object so different geometryGroup chunks use different
				// attribute buffers which are correctly indexed in the setMeshBuffers function
847

848
				var originalAttribute = material.attributes[ a ];
849

850
				var attribute = {};
851

852
				for ( var property in originalAttribute ) {
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853

854
					attribute[ property ] = originalAttribute[ property ];
855

856
				}
857

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858
				if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
859

860
					attribute.__webglInitialized = true;
861

862
					var size = 1;		// "f" and "i"
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863

864 865 866 867
					if( attribute.type === "v2" ) size = 2;
					else if( attribute.type === "v3" ) size = 3;
					else if( attribute.type === "v4" ) size = 4;
					else if( attribute.type === "c"  ) size = 3;
868

869
					attribute.size = size;
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870

871
					attribute.array = new Float32Array( nvertices * size );
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873 874
					attribute.buffer = _gl.createBuffer();
					attribute.buffer.belongsToAttribute = a;
875

876 877
					originalAttribute.needsUpdate = true;
					attribute.__original = originalAttribute;
878 879 880

				}

881 882
				geometryGroup.__webglCustomAttributesList.push( attribute );

883
			}
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884

885
		}
886

887 888
		geometryGroup.__inittedArrays = true;

889
	};
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890

891
	function getBufferMaterial( object, geometryGroup ) {
892

893
		if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {
894

895
			return object.material;
896

897
		} else if ( geometryGroup.materialIndex >= 0 ) {
898

899
			return object.geometry.materials[ geometryGroup.materialIndex ];
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Mr.doob 已提交
900

901
		}
902

903
	};
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904

905
	function materialNeedsSmoothNormals ( material ) {
906

907
		return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
908

909
	};
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910

911
	function bufferGuessNormalType ( material ) {
912

913
		// only MeshBasicMaterial and MeshDepthMaterial don't need normals
914

915
		if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
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916

917
			return false;
918

919
		}
920

921
		if ( materialNeedsSmoothNormals( material ) ) {
922

923
			return THREE.SmoothShading;
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Mr.doob 已提交
924

925
		} else {
926

927
			return THREE.FlatShading;
928

929
		}
930

931
	};
932

933
	function bufferGuessVertexColorType ( material ) {
934

935
		if ( material.vertexColors ) {
936

937
			return material.vertexColors;
938

939
		}
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940

941
		return false;
M
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942

943
	};
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944

945
	function bufferGuessUVType ( material ) {
946

947 948
		// material must use some texture to require uvs

949
		if ( material.map || material.lightMap || material.bumpMap || material.normalMap || material.specularMap || material instanceof THREE.ShaderMaterial ) {
950 951 952 953 954 955 956 957 958

			return true;

		}

		return false;

	};

959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987
	//

	function initDirectBuffers( geometry ) {

		var a, attribute, type;

		for ( a in geometry.attributes ) {

			if ( a === "index" ) {

				type = _gl.ELEMENT_ARRAY_BUFFER;

			} else {

				type = _gl.ARRAY_BUFFER;

			}

			attribute = geometry.attributes[ a ];

			attribute.buffer = _gl.createBuffer();

			_gl.bindBuffer( type, attribute.buffer );
			_gl.bufferData( type, attribute.array, _gl.STATIC_DRAW );

		}

	};

988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004
	// Buffer setting

	function setParticleBuffers ( geometry, hint, object ) {

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

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

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

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

		sortArray = geometry.__sortArray,

1005
		dirtyVertices = geometry.verticesNeedUpdate,
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Mr.doob 已提交
1006
		dirtyElements = geometry.elementsNeedUpdate,
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1007
		dirtyColors = geometry.colorsNeedUpdate,
1008 1009 1010 1011 1012 1013 1014 1015

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

		if ( object.sortParticles ) {

A
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1016 1017
			_projScreenMatrixPS.copy( _projScreenMatrix );
			_projScreenMatrixPS.multiplySelf( object.matrixWorld );
1018 1019 1020

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

1021
				vertex = vertices[ v ];
1022 1023

				_vector3.copy( vertex );
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1024
				_projScreenMatrixPS.multiplyVector3( _vector3 );
1025 1026 1027 1028 1029 1030 1031 1032 1033

				sortArray[ v ] = [ _vector3.z, v ];

			}

			sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );

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

1034
				vertex = vertices[ sortArray[v][1] ];
1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157

				offset = v * 3;

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

			}

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

				offset = c * 3;

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

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

			}

			if ( customAttributes ) {

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

					customAttribute = customAttributes[ i ];

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

					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

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

							index = sortArray[ ca ][ 1 ];

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

						}

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

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

							index = sortArray[ ca ][ 1 ];

							value = customAttribute.value[ index ];

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

							offset += 2;

						}

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

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

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

								index = sortArray[ ca ][ 1 ];

								value = customAttribute.value[ index ];

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

								offset += 3;

							}

						} else {

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

								index = sortArray[ ca ][ 1 ];

								value = customAttribute.value[ index ];

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

								offset += 3;

							}

						}

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

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

							index = sortArray[ ca ][ 1 ];

							value = customAttribute.value[ index ];

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

							offset += 4;

						}

					}

				}

			}

		} else {

			if ( dirtyVertices ) {

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

1158
					vertex = vertices[ v ];
1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192

					offset = v * 3;

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

				}

			}

			if ( dirtyColors ) {

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

					color = colors[ c ];

					offset = c * 3;

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

				}

			}

			if ( customAttributes ) {

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

					customAttribute = customAttributes[ i ];

					if ( customAttribute.needsUpdate &&
1193
						 ( customAttribute.boundTo === undefined ||
1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313
						   customAttribute.boundTo === "vertices") ) {

						cal = customAttribute.value.length;

						offset = 0;

						if ( customAttribute.size === 1 ) {

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

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

							}

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

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

								value = customAttribute.value[ ca ];

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

								offset += 2;

							}

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

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

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

									value = customAttribute.value[ ca ];

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

									offset += 3;

								}

							} else {

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

									value = customAttribute.value[ ca ];

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

									offset += 3;

								}

							}

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

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

								value = customAttribute.value[ ca ];

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

								offset += 4;

							}

						}

					}

				}

			}

		}

		if ( dirtyVertices || object.sortParticles ) {

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

		}

		if ( dirtyColors || object.sortParticles ) {

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

		}

		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

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

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

				}

			}

		}


	};

	function setLineBuffers ( geometry, hint ) {

1314
		var v, c, d, vertex, offset, color,
1315 1316 1317

		vertices = geometry.vertices,
		colors = geometry.colors,
1318 1319
		lineDistances = geometry.lineDistances,

1320 1321
		vl = vertices.length,
		cl = colors.length,
1322
		dl = lineDistances.length,
1323 1324 1325

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,
1326
		lineDistanceArray = geometry.__lineDistanceArray,
1327

1328
		dirtyVertices = geometry.verticesNeedUpdate,
M
Mr.doob 已提交
1329
		dirtyColors = geometry.colorsNeedUpdate,
1330
		dirtyLineDistances = geometry.lineDistancesNeedUpdate,
1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341

		customAttributes = geometry.__webglCustomAttributesList,

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

		if ( dirtyVertices ) {

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

1342
				vertex = vertices[ v ];
1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375

				offset = v * 3;

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

			}

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

		}

		if ( dirtyColors ) {

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

				color = colors[ c ];

				offset = c * 3;

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

			}

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

		}

1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388
		if ( dirtyLineDistances ) {

			for ( d = 0; d < dl; d ++ ) {

				lineDistanceArray[ d ] = lineDistances[ d ];

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );

		}

1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485
		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

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

					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

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

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

						}

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

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

							value = customAttribute.value[ ca ];

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

							offset += 2;

						}

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

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

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

								value = customAttribute.value[ ca ];

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

								offset += 3;

							}

						} else {

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

								value = customAttribute.value[ ca ];

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

								offset += 3;

							}

						}

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

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

							value = customAttribute.value[ ca ];

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

							offset += 4;

						}

					}

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

				}

			}

		}

	};

	function setRibbonBuffers ( geometry, hint ) {

1486
		var v, c, n, vertex, offset, color, normal,
1487

1488 1489
		i, il, ca, cal, customAttribute, value,

1490 1491
		vertices = geometry.vertices,
		colors = geometry.colors,
1492 1493
		normals = geometry.normals,

1494 1495
		vl = vertices.length,
		cl = colors.length,
1496
		nl = normals.length,
1497 1498 1499

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,
1500
		normalArray = geometry.__normalArray,
1501

1502
		dirtyVertices = geometry.verticesNeedUpdate,
1503
		dirtyColors = geometry.colorsNeedUpdate,
1504 1505 1506
		dirtyNormals = geometry.normalsNeedUpdate,

		customAttributes = geometry.__webglCustomAttributesList;
1507 1508 1509 1510 1511

		if ( dirtyVertices ) {

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

1512
				vertex = vertices[ v ];
1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545

				offset = v * 3;

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

			}

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

		}

		if ( dirtyColors ) {

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

				color = colors[ c ];

				offset = c * 3;

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

			}

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

		}

1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564
		if ( dirtyNormals ) {

			for ( n = 0; n < nl; n ++ ) {

				normal = normals[ n ];

				offset = n * 3;

				normalArray[ offset ]     = normal.x;
				normalArray[ offset + 1 ] = normal.y;
				normalArray[ offset + 2 ] = normal.z;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglNormalBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );

		}

1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657
		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

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

					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

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

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

						}

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

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

							value = customAttribute.value[ ca ];

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

							offset += 2;

						}

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

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

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

								value = customAttribute.value[ ca ];

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

								offset += 3;

							}

						} else {

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

								value = customAttribute.value[ ca ];

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

								offset += 3;

							}

						}

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

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

							value = customAttribute.value[ ca ];

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

							offset += 4;

						}

					}

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

				}

			}

		}

1658 1659
	};

1660
	function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
1661 1662 1663 1664 1665 1666 1667

		if ( ! geometryGroup.__inittedArrays ) {

			return;

		}

1668 1669 1670 1671 1672 1673
		var normalType = bufferGuessNormalType( material ),
		vertexColorType = bufferGuessVertexColorType( material ),
		uvType = bufferGuessUVType( material ),

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

1674 1675 1676 1677
		var f, fl, fi, face,
		vertexNormals, faceNormal, normal,
		vertexColors, faceColor,
		vertexTangents,
A
alteredq 已提交
1678
		uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
1679 1680 1681 1682 1683 1684 1685 1686
		c1, c2, c3, c4,
		sw1, sw2, sw3, sw4,
		si1, si2, si3, si4,
		sa1, sa2, sa3, sa4,
		sb1, sb2, sb3, sb4,
		m, ml, i, il,
		vn, uvi, uv2i,
		vk, vkl, vka,
A
alteredq 已提交
1687
		nka, chf, faceVertexNormals,
1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717
		a,

		vertexIndex = 0,

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

		value,

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

		skinIndexArray = geometryGroup.__skinIndexArray,
		skinWeightArray = geometryGroup.__skinWeightArray,

		morphTargetsArrays = geometryGroup.__morphTargetsArrays,
A
alteredq 已提交
1718
		morphNormalsArrays = geometryGroup.__morphNormalsArrays,
1719 1720 1721 1722 1723 1724 1725 1726 1727

		customAttributes = geometryGroup.__webglCustomAttributesList,
		customAttribute,

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

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

1728
		dirtyVertices = geometry.verticesNeedUpdate,
M
Mr.doob 已提交
1729
		dirtyElements = geometry.elementsNeedUpdate,
M
Mr.doob 已提交
1730
		dirtyUvs = geometry.uvsNeedUpdate,
M
Mr.doob 已提交
1731
		dirtyNormals = geometry.normalsNeedUpdate,
1732
		dirtyTangents = geometry.tangentsNeedUpdate,
M
Mr.doob 已提交
1733
		dirtyColors = geometry.colorsNeedUpdate,
1734
		dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748

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

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

		obj_colors = geometry.colors,

		obj_skinIndices = geometry.skinIndices,
		obj_skinWeights = geometry.skinWeights,

A
alteredq 已提交
1749 1750
		morphTargets = geometry.morphTargets,
		morphNormals = geometry.morphNormals;
1751 1752 1753 1754 1755 1756 1757

		if ( dirtyVertices ) {

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

				face = obj_faces[ chunk_faces3[ f ] ];

1758 1759 1760
				v1 = vertices[ face.a ];
				v2 = vertices[ face.b ];
				v3 = vertices[ face.c ];
1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772

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

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

				vertexArray[ offset + 6 ] = v3.x;
				vertexArray[ offset + 7 ] = v3.y;
				vertexArray[ offset + 8 ] = v3.z;
M
Mr.doob 已提交
1773

1774
				offset += 9;
M
Mr.doob 已提交
1775

1776
			}
1777

A
alteredq 已提交
1778
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
M
Mr.doob 已提交
1779

A
alteredq 已提交
1780
				face = obj_faces[ chunk_faces4[ f ] ];
M
Mr.doob 已提交
1781

1782 1783 1784 1785
				v1 = vertices[ face.a ];
				v2 = vertices[ face.b ];
				v3 = vertices[ face.c ];
				v4 = vertices[ face.d ];
1786

A
alteredq 已提交
1787 1788 1789
				vertexArray[ offset ]     = v1.x;
				vertexArray[ offset + 1 ] = v1.y;
				vertexArray[ offset + 2 ] = v1.z;
1790

A
alteredq 已提交
1791 1792 1793
				vertexArray[ offset + 3 ] = v2.x;
				vertexArray[ offset + 4 ] = v2.y;
				vertexArray[ offset + 5 ] = v2.z;
1794

A
alteredq 已提交
1795 1796 1797
				vertexArray[ offset + 6 ] = v3.x;
				vertexArray[ offset + 7 ] = v3.y;
				vertexArray[ offset + 8 ] = v3.z;
1798

A
alteredq 已提交
1799 1800 1801
				vertexArray[ offset + 9 ]  = v4.x;
				vertexArray[ offset + 10 ] = v4.y;
				vertexArray[ offset + 11 ] = v4.z;
1802

A
alteredq 已提交
1803
				offset += 12;
1804

A
alteredq 已提交
1805
			}
1806

A
alteredq 已提交
1807 1808
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
M
Mr.doob 已提交
1809

A
alteredq 已提交
1810
		}
M
Mr.doob 已提交
1811

A
alteredq 已提交
1812
		if ( dirtyMorphTargets ) {
M
Mr.doob 已提交
1813

1814
			for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
1815

1816
				offset_morphTarget = 0;
1817

1818 1819
				for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

A
alteredq 已提交
1820 1821 1822 1823
					chf = chunk_faces3[ f ];
					face = obj_faces[ chf ];

					// morph positions
M
Mr.doob 已提交
1824

1825 1826 1827
					v1 = morphTargets[ vk ].vertices[ face.a ];
					v2 = morphTargets[ vk ].vertices[ face.b ];
					v3 = morphTargets[ vk ].vertices[ face.c ];
M
Mr.doob 已提交
1828

A
alteredq 已提交
1829
					vka = morphTargetsArrays[ vk ];
M
Mr.doob 已提交
1830

A
alteredq 已提交
1831 1832 1833
					vka[ offset_morphTarget ] 	  = v1.x;
					vka[ offset_morphTarget + 1 ] = v1.y;
					vka[ offset_morphTarget + 2 ] = v1.z;
M
Mr.doob 已提交
1834

A
alteredq 已提交
1835 1836 1837
					vka[ offset_morphTarget + 3 ] = v2.x;
					vka[ offset_morphTarget + 4 ] = v2.y;
					vka[ offset_morphTarget + 5 ] = v2.z;
M
Mr.doob 已提交
1838

A
alteredq 已提交
1839 1840 1841
					vka[ offset_morphTarget + 6 ] = v3.x;
					vka[ offset_morphTarget + 7 ] = v3.y;
					vka[ offset_morphTarget + 8 ] = v3.z;
M
Mr.doob 已提交
1842

A
alteredq 已提交
1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880
					// morph normals

					if ( material.morphNormals ) {

						if ( needsSmoothNormals ) {

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

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

						} else {

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

						}

						nka = morphNormalsArrays[ vk ];

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

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

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

					}

					//

1881
					offset_morphTarget += 9;
1882

1883
				}
1884

1885
				for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
1886

A
alteredq 已提交
1887 1888 1889 1890
					chf = chunk_faces4[ f ];
					face = obj_faces[ chf ];

					// morph positions
1891

1892 1893 1894 1895
					v1 = morphTargets[ vk ].vertices[ face.a ];
					v2 = morphTargets[ vk ].vertices[ face.b ];
					v3 = morphTargets[ vk ].vertices[ face.c ];
					v4 = morphTargets[ vk ].vertices[ face.d ];
1896

1897
					vka = morphTargetsArrays[ vk ];
1898

1899 1900 1901
					vka[ offset_morphTarget ] 	  = v1.x;
					vka[ offset_morphTarget + 1 ] = v1.y;
					vka[ offset_morphTarget + 2 ] = v1.z;
1902

1903 1904 1905
					vka[ offset_morphTarget + 3 ] = v2.x;
					vka[ offset_morphTarget + 4 ] = v2.y;
					vka[ offset_morphTarget + 5 ] = v2.z;
1906

1907 1908 1909
					vka[ offset_morphTarget + 6 ] = v3.x;
					vka[ offset_morphTarget + 7 ] = v3.y;
					vka[ offset_morphTarget + 8 ] = v3.z;
1910

A
alteredq 已提交
1911 1912 1913 1914
					vka[ offset_morphTarget + 9 ]  = v4.x;
					vka[ offset_morphTarget + 10 ] = v4.y;
					vka[ offset_morphTarget + 11 ] = v4.z;

A
alteredq 已提交
1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958
					// morph normals

					if ( material.morphNormals ) {

						if ( needsSmoothNormals ) {

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

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

						} else {

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

						}

						nka = morphNormalsArrays[ vk ];

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

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

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

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

					}

					//

1959
					offset_morphTarget += 12;
A
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1960

1961
				}
A
alteredq 已提交
1962 1963 1964

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
				_gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
A
alteredq 已提交
1965

A
alteredq 已提交
1966 1967 1968 1969 1970 1971 1972
				if ( material.morphNormals ) {

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

				}

1973
			}
1974

A
alteredq 已提交
1975 1976 1977 1978 1979 1980 1981
		}

		if ( obj_skinWeights.length ) {

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

				face = obj_faces[ chunk_faces3[ f ]	];
1982

1983
				// weights
A
alteredq 已提交
1984

1985 1986 1987
				sw1 = obj_skinWeights[ face.a ];
				sw2 = obj_skinWeights[ face.b ];
				sw3 = obj_skinWeights[ face.c ];
A
alteredq 已提交
1988

1989 1990 1991 1992
				skinWeightArray[ offset_skin ]     = sw1.x;
				skinWeightArray[ offset_skin + 1 ] = sw1.y;
				skinWeightArray[ offset_skin + 2 ] = sw1.z;
				skinWeightArray[ offset_skin + 3 ] = sw1.w;
A
alteredq 已提交
1993

1994 1995 1996 1997
				skinWeightArray[ offset_skin + 4 ] = sw2.x;
				skinWeightArray[ offset_skin + 5 ] = sw2.y;
				skinWeightArray[ offset_skin + 6 ] = sw2.z;
				skinWeightArray[ offset_skin + 7 ] = sw2.w;
1998

1999 2000 2001 2002
				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
				skinWeightArray[ offset_skin + 10 ] = sw3.z;
				skinWeightArray[ offset_skin + 11 ] = sw3.w;
A
alteredq 已提交
2003

2004
				// indices
A
alteredq 已提交
2005

2006 2007 2008
				si1 = obj_skinIndices[ face.a ];
				si2 = obj_skinIndices[ face.b ];
				si3 = obj_skinIndices[ face.c ];
A
alteredq 已提交
2009

2010 2011 2012 2013
				skinIndexArray[ offset_skin ]     = si1.x;
				skinIndexArray[ offset_skin + 1 ] = si1.y;
				skinIndexArray[ offset_skin + 2 ] = si1.z;
				skinIndexArray[ offset_skin + 3 ] = si1.w;
A
alteredq 已提交
2014

2015 2016 2017 2018
				skinIndexArray[ offset_skin + 4 ] = si2.x;
				skinIndexArray[ offset_skin + 5 ] = si2.y;
				skinIndexArray[ offset_skin + 6 ] = si2.z;
				skinIndexArray[ offset_skin + 7 ] = si2.w;
2019

2020 2021 2022 2023
				skinIndexArray[ offset_skin + 8 ]  = si3.x;
				skinIndexArray[ offset_skin + 9 ]  = si3.y;
				skinIndexArray[ offset_skin + 10 ] = si3.z;
				skinIndexArray[ offset_skin + 11 ] = si3.w;
A
alteredq 已提交
2024

2025
				offset_skin += 12;
2026

2027
			}
2028

A
alteredq 已提交
2029
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2030

A
alteredq 已提交
2031
				face = obj_faces[ chunk_faces4[ f ] ];
2032

A
alteredq 已提交
2033
				// weights
2034

A
alteredq 已提交
2035 2036 2037 2038
				sw1 = obj_skinWeights[ face.a ];
				sw2 = obj_skinWeights[ face.b ];
				sw3 = obj_skinWeights[ face.c ];
				sw4 = obj_skinWeights[ face.d ];
2039

A
alteredq 已提交
2040 2041 2042 2043
				skinWeightArray[ offset_skin ]     = sw1.x;
				skinWeightArray[ offset_skin + 1 ] = sw1.y;
				skinWeightArray[ offset_skin + 2 ] = sw1.z;
				skinWeightArray[ offset_skin + 3 ] = sw1.w;
2044

A
alteredq 已提交
2045 2046 2047 2048
				skinWeightArray[ offset_skin + 4 ] = sw2.x;
				skinWeightArray[ offset_skin + 5 ] = sw2.y;
				skinWeightArray[ offset_skin + 6 ] = sw2.z;
				skinWeightArray[ offset_skin + 7 ] = sw2.w;
2049

A
alteredq 已提交
2050 2051 2052 2053
				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
				skinWeightArray[ offset_skin + 10 ] = sw3.z;
				skinWeightArray[ offset_skin + 11 ] = sw3.w;
2054

A
alteredq 已提交
2055 2056 2057 2058
				skinWeightArray[ offset_skin + 12 ] = sw4.x;
				skinWeightArray[ offset_skin + 13 ] = sw4.y;
				skinWeightArray[ offset_skin + 14 ] = sw4.z;
				skinWeightArray[ offset_skin + 15 ] = sw4.w;
2059

A
alteredq 已提交
2060
				// indices
2061

A
alteredq 已提交
2062 2063 2064 2065
				si1 = obj_skinIndices[ face.a ];
				si2 = obj_skinIndices[ face.b ];
				si3 = obj_skinIndices[ face.c ];
				si4 = obj_skinIndices[ face.d ];
2066

A
alteredq 已提交
2067 2068 2069 2070
				skinIndexArray[ offset_skin ]     = si1.x;
				skinIndexArray[ offset_skin + 1 ] = si1.y;
				skinIndexArray[ offset_skin + 2 ] = si1.z;
				skinIndexArray[ offset_skin + 3 ] = si1.w;
2071

A
alteredq 已提交
2072 2073 2074 2075
				skinIndexArray[ offset_skin + 4 ] = si2.x;
				skinIndexArray[ offset_skin + 5 ] = si2.y;
				skinIndexArray[ offset_skin + 6 ] = si2.z;
				skinIndexArray[ offset_skin + 7 ] = si2.w;
M
Mr.doob 已提交
2076

A
alteredq 已提交
2077 2078 2079 2080
				skinIndexArray[ offset_skin + 8 ]  = si3.x;
				skinIndexArray[ offset_skin + 9 ]  = si3.y;
				skinIndexArray[ offset_skin + 10 ] = si3.z;
				skinIndexArray[ offset_skin + 11 ] = si3.w;
M
Mr.doob 已提交
2081

A
alteredq 已提交
2082 2083 2084 2085
				skinIndexArray[ offset_skin + 12 ] = si4.x;
				skinIndexArray[ offset_skin + 13 ] = si4.y;
				skinIndexArray[ offset_skin + 14 ] = si4.z;
				skinIndexArray[ offset_skin + 15 ] = si4.w;
M
Mr.doob 已提交
2086

A
alteredq 已提交
2087
				offset_skin += 16;
M
Mr.doob 已提交
2088

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

A
alteredq 已提交
2091
			if ( offset_skin > 0 ) {
M
Mr.doob 已提交
2092

A
alteredq 已提交
2093 2094 2095 2096 2097
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
2098

2099
			}
2100

A
alteredq 已提交
2101
		}
M
Mr.doob 已提交
2102

A
alteredq 已提交
2103
		if ( dirtyColors && vertexColorType ) {
M
Mr.doob 已提交
2104

A
alteredq 已提交
2105
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
M
Mr.doob 已提交
2106

A
alteredq 已提交
2107
				face = obj_faces[ chunk_faces3[ f ]	];
M
Mr.doob 已提交
2108

A
alteredq 已提交
2109 2110
				vertexColors = face.vertexColors;
				faceColor = face.color;
2111

A
alteredq 已提交
2112
				if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
2113

A
alteredq 已提交
2114 2115 2116
					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];
2117

A
alteredq 已提交
2118
				} else {
2119

A
alteredq 已提交
2120 2121 2122
					c1 = faceColor;
					c2 = faceColor;
					c3 = faceColor;
2123

A
alteredq 已提交
2124
				}
2125

A
alteredq 已提交
2126 2127 2128
				colorArray[ offset_color ]     = c1.r;
				colorArray[ offset_color + 1 ] = c1.g;
				colorArray[ offset_color + 2 ] = c1.b;
2129

A
alteredq 已提交
2130 2131 2132
				colorArray[ offset_color + 3 ] = c2.r;
				colorArray[ offset_color + 4 ] = c2.g;
				colorArray[ offset_color + 5 ] = c2.b;
2133

A
alteredq 已提交
2134 2135 2136
				colorArray[ offset_color + 6 ] = c3.r;
				colorArray[ offset_color + 7 ] = c3.g;
				colorArray[ offset_color + 8 ] = c3.b;
2137

A
alteredq 已提交
2138
				offset_color += 9;
M
Mr.doob 已提交
2139

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

A
alteredq 已提交
2142
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
M
Mr.doob 已提交
2143

A
alteredq 已提交
2144
				face = obj_faces[ chunk_faces4[ f ] ];
M
Mr.doob 已提交
2145

A
alteredq 已提交
2146 2147
				vertexColors = face.vertexColors;
				faceColor = face.color;
M
Mr.doob 已提交
2148

A
alteredq 已提交
2149
				if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
M
Mr.doob 已提交
2150

A
alteredq 已提交
2151 2152 2153 2154
					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];
					c4 = vertexColors[ 3 ];
2155

A
alteredq 已提交
2156
				} else {
M
Mr.doob 已提交
2157

A
alteredq 已提交
2158 2159 2160 2161
					c1 = faceColor;
					c2 = faceColor;
					c3 = faceColor;
					c4 = faceColor;
M
Mr.doob 已提交
2162

A
alteredq 已提交
2163
				}
2164

A
alteredq 已提交
2165 2166 2167
				colorArray[ offset_color ]     = c1.r;
				colorArray[ offset_color + 1 ] = c1.g;
				colorArray[ offset_color + 2 ] = c1.b;
2168

A
alteredq 已提交
2169 2170 2171
				colorArray[ offset_color + 3 ] = c2.r;
				colorArray[ offset_color + 4 ] = c2.g;
				colorArray[ offset_color + 5 ] = c2.b;
M
Mr.doob 已提交
2172

A
alteredq 已提交
2173 2174 2175
				colorArray[ offset_color + 6 ] = c3.r;
				colorArray[ offset_color + 7 ] = c3.g;
				colorArray[ offset_color + 8 ] = c3.b;
M
Mr.doob 已提交
2176

A
alteredq 已提交
2177 2178 2179
				colorArray[ offset_color + 9 ]  = c4.r;
				colorArray[ offset_color + 10 ] = c4.g;
				colorArray[ offset_color + 11 ] = c4.b;
M
Mr.doob 已提交
2180

A
alteredq 已提交
2181
				offset_color += 12;
2182

2183
			}
2184

A
alteredq 已提交
2185
			if ( offset_color > 0 ) {
M
Mr.doob 已提交
2186

A
alteredq 已提交
2187 2188
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
M
Mr.doob 已提交
2189

2190
			}
2191

A
alteredq 已提交
2192
		}
M
Mr.doob 已提交
2193

A
alteredq 已提交
2194
		if ( dirtyTangents && geometry.hasTangents ) {
M
Mr.doob 已提交
2195

A
alteredq 已提交
2196
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2197

A
alteredq 已提交
2198
				face = obj_faces[ chunk_faces3[ f ]	];
2199

A
alteredq 已提交
2200
				vertexTangents = face.vertexTangents;
M
Mr.doob 已提交
2201

A
alteredq 已提交
2202 2203 2204
				t1 = vertexTangents[ 0 ];
				t2 = vertexTangents[ 1 ];
				t3 = vertexTangents[ 2 ];
2205

A
alteredq 已提交
2206 2207 2208 2209
				tangentArray[ offset_tangent ]     = t1.x;
				tangentArray[ offset_tangent + 1 ] = t1.y;
				tangentArray[ offset_tangent + 2 ] = t1.z;
				tangentArray[ offset_tangent + 3 ] = t1.w;
M
Mr.doob 已提交
2210

A
alteredq 已提交
2211 2212 2213 2214
				tangentArray[ offset_tangent + 4 ] = t2.x;
				tangentArray[ offset_tangent + 5 ] = t2.y;
				tangentArray[ offset_tangent + 6 ] = t2.z;
				tangentArray[ offset_tangent + 7 ] = t2.w;
2215

A
alteredq 已提交
2216 2217 2218 2219
				tangentArray[ offset_tangent + 8 ]  = t3.x;
				tangentArray[ offset_tangent + 9 ]  = t3.y;
				tangentArray[ offset_tangent + 10 ] = t3.z;
				tangentArray[ offset_tangent + 11 ] = t3.w;
2220

A
alteredq 已提交
2221
				offset_tangent += 12;
2222

2223
			}
2224

A
alteredq 已提交
2225
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2226

A
alteredq 已提交
2227
				face = obj_faces[ chunk_faces4[ f ] ];
2228

A
alteredq 已提交
2229
				vertexTangents = face.vertexTangents;
2230

A
alteredq 已提交
2231 2232 2233 2234
				t1 = vertexTangents[ 0 ];
				t2 = vertexTangents[ 1 ];
				t3 = vertexTangents[ 2 ];
				t4 = vertexTangents[ 3 ];
2235

A
alteredq 已提交
2236 2237 2238 2239
				tangentArray[ offset_tangent ]     = t1.x;
				tangentArray[ offset_tangent + 1 ] = t1.y;
				tangentArray[ offset_tangent + 2 ] = t1.z;
				tangentArray[ offset_tangent + 3 ] = t1.w;
M
Mr.doob 已提交
2240

A
alteredq 已提交
2241 2242 2243 2244
				tangentArray[ offset_tangent + 4 ] = t2.x;
				tangentArray[ offset_tangent + 5 ] = t2.y;
				tangentArray[ offset_tangent + 6 ] = t2.z;
				tangentArray[ offset_tangent + 7 ] = t2.w;
M
Mr.doob 已提交
2245

A
alteredq 已提交
2246 2247 2248 2249
				tangentArray[ offset_tangent + 8 ]  = t3.x;
				tangentArray[ offset_tangent + 9 ]  = t3.y;
				tangentArray[ offset_tangent + 10 ] = t3.z;
				tangentArray[ offset_tangent + 11 ] = t3.w;
M
Mr.doob 已提交
2250

A
alteredq 已提交
2251 2252 2253 2254
				tangentArray[ offset_tangent + 12 ] = t4.x;
				tangentArray[ offset_tangent + 13 ] = t4.y;
				tangentArray[ offset_tangent + 14 ] = t4.z;
				tangentArray[ offset_tangent + 15 ] = t4.w;
2255

A
alteredq 已提交
2256
				offset_tangent += 16;
2257

A
alteredq 已提交
2258
			}
2259

A
alteredq 已提交
2260 2261
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
2262

A
alteredq 已提交
2263
		}
2264

A
alteredq 已提交
2265
		if ( dirtyNormals && normalType ) {
2266

A
alteredq 已提交
2267
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2268

A
alteredq 已提交
2269
				face = obj_faces[ chunk_faces3[ f ]	];
2270

A
alteredq 已提交
2271 2272
				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;
2273

A
alteredq 已提交
2274
				if ( vertexNormals.length === 3 && needsSmoothNormals ) {
2275

A
alteredq 已提交
2276
					for ( i = 0; i < 3; i ++ ) {
M
Mr.doob 已提交
2277

A
alteredq 已提交
2278
						vn = vertexNormals[ i ];
M
Mr.doob 已提交
2279

A
alteredq 已提交
2280 2281 2282
						normalArray[ offset_normal ]     = vn.x;
						normalArray[ offset_normal + 1 ] = vn.y;
						normalArray[ offset_normal + 2 ] = vn.z;
2283

A
alteredq 已提交
2284
						offset_normal += 3;
2285

A
alteredq 已提交
2286
					}
2287

A
alteredq 已提交
2288
				} else {
M
Mr.doob 已提交
2289

A
alteredq 已提交
2290
					for ( i = 0; i < 3; i ++ ) {
M
Mr.doob 已提交
2291

A
alteredq 已提交
2292 2293 2294
						normalArray[ offset_normal ]     = faceNormal.x;
						normalArray[ offset_normal + 1 ] = faceNormal.y;
						normalArray[ offset_normal + 2 ] = faceNormal.z;
2295

A
alteredq 已提交
2296
						offset_normal += 3;
M
Mr.doob 已提交
2297

A
alteredq 已提交
2298
					}
2299

A
alteredq 已提交
2300
				}
2301

A
alteredq 已提交
2302
			}
2303

A
alteredq 已提交
2304
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2305

A
alteredq 已提交
2306
				face = obj_faces[ chunk_faces4[ f ] ];
2307

A
alteredq 已提交
2308 2309
				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;
2310

A
alteredq 已提交
2311
				if ( vertexNormals.length === 4 && needsSmoothNormals ) {
2312

A
alteredq 已提交
2313
					for ( i = 0; i < 4; i ++ ) {
2314

A
alteredq 已提交
2315
						vn = vertexNormals[ i ];
2316

A
alteredq 已提交
2317 2318 2319
						normalArray[ offset_normal ]     = vn.x;
						normalArray[ offset_normal + 1 ] = vn.y;
						normalArray[ offset_normal + 2 ] = vn.z;
2320

A
alteredq 已提交
2321
						offset_normal += 3;
2322

A
alteredq 已提交
2323
					}
M
Mr.doob 已提交
2324

A
alteredq 已提交
2325
				} else {
2326

A
alteredq 已提交
2327
					for ( i = 0; i < 4; i ++ ) {
2328

A
alteredq 已提交
2329 2330 2331
						normalArray[ offset_normal ]     = faceNormal.x;
						normalArray[ offset_normal + 1 ] = faceNormal.y;
						normalArray[ offset_normal + 2 ] = faceNormal.z;
M
Mr.doob 已提交
2332

A
alteredq 已提交
2333
						offset_normal += 3;
M
Mr.doob 已提交
2334

A
alteredq 已提交
2335
					}
2336

A
alteredq 已提交
2337
				}
2338

A
alteredq 已提交
2339
			}
M
Mr.doob 已提交
2340

A
alteredq 已提交
2341 2342
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
M
Mr.doob 已提交
2343

A
alteredq 已提交
2344
		}
M
Mr.doob 已提交
2345

A
alteredq 已提交
2346
		if ( dirtyUvs && obj_uvs && uvType ) {
2347

A
alteredq 已提交
2348
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2349

A
alteredq 已提交
2350
				fi = chunk_faces3[ f ];
2351

A
alteredq 已提交
2352
				uv = obj_uvs[ fi ];
2353

A
alteredq 已提交
2354
				if ( uv === undefined ) continue;
2355

A
alteredq 已提交
2356
				for ( i = 0; i < 3; i ++ ) {
2357

A
alteredq 已提交
2358
					uvi = uv[ i ];
2359

A
alteredq 已提交
2360 2361
					uvArray[ offset_uv ]     = uvi.u;
					uvArray[ offset_uv + 1 ] = uvi.v;
M
Mr.doob 已提交
2362

A
alteredq 已提交
2363
					offset_uv += 2;
M
Mr.doob 已提交
2364

A
alteredq 已提交
2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384
				}

			}

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

				fi = chunk_faces4[ f ];

				uv = obj_uvs[ fi ];

				if ( uv === undefined ) continue;

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

					uvi = uv[ i ];

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

					offset_uv += 2;
M
Mr.doob 已提交
2385

2386 2387
				}

2388
			}
2389

A
alteredq 已提交
2390
			if ( offset_uv > 0 ) {
2391

A
alteredq 已提交
2392 2393
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
2394

A
alteredq 已提交
2395
			}
2396

A
alteredq 已提交
2397
		}
2398

A
alteredq 已提交
2399
		if ( dirtyUvs && obj_uvs2 && uvType ) {
2400

A
alteredq 已提交
2401
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2402

A
alteredq 已提交
2403
				fi = chunk_faces3[ f ];
2404

A
alteredq 已提交
2405
				uv2 = obj_uvs2[ fi ];
2406

A
alteredq 已提交
2407 2408 2409 2410 2411 2412 2413 2414 2415 2416
				if ( uv2 === undefined ) continue;

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

					uv2i = uv2[ i ];

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

					offset_uv2 += 2;
2417

2418 2419
				}

A
alteredq 已提交
2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439
			}

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

				fi = chunk_faces4[ f ];

				uv2 = obj_uvs2[ fi ];

				if ( uv2 === undefined ) continue;

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

					uv2i = uv2[ i ];

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

					offset_uv2 += 2;

				}
2440

2441
			}
2442

A
alteredq 已提交
2443
			if ( offset_uv2 > 0 ) {
2444

A
alteredq 已提交
2445 2446
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
2447

A
alteredq 已提交
2448
			}
2449

A
alteredq 已提交
2450
		}
2451

A
alteredq 已提交
2452
		if ( dirtyElements ) {
2453

A
alteredq 已提交
2454
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2455

A
alteredq 已提交
2456 2457 2458
				faceArray[ offset_face ] 	 = vertexIndex;
				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 2;
2459

A
alteredq 已提交
2460
				offset_face += 3;
2461

A
alteredq 已提交
2462 2463
				lineArray[ offset_line ]     = vertexIndex;
				lineArray[ offset_line + 1 ] = vertexIndex + 1;
2464

A
alteredq 已提交
2465 2466
				lineArray[ offset_line + 2 ] = vertexIndex;
				lineArray[ offset_line + 3 ] = vertexIndex + 2;
2467

A
alteredq 已提交
2468 2469
				lineArray[ offset_line + 4 ] = vertexIndex + 1;
				lineArray[ offset_line + 5 ] = vertexIndex + 2;
2470

A
alteredq 已提交
2471
				offset_line += 6;
2472

A
alteredq 已提交
2473
				vertexIndex += 3;
2474

A
alteredq 已提交
2475
			}
2476

A
alteredq 已提交
2477
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2478

A
alteredq 已提交
2479 2480 2481
				faceArray[ offset_face ]     = vertexIndex;
				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 3;
2482

A
alteredq 已提交
2483 2484 2485
				faceArray[ offset_face + 3 ] = vertexIndex + 1;
				faceArray[ offset_face + 4 ] = vertexIndex + 2;
				faceArray[ offset_face + 5 ] = vertexIndex + 3;
2486

A
alteredq 已提交
2487
				offset_face += 6;
2488

A
alteredq 已提交
2489 2490
				lineArray[ offset_line ]     = vertexIndex;
				lineArray[ offset_line + 1 ] = vertexIndex + 1;
2491

A
alteredq 已提交
2492 2493
				lineArray[ offset_line + 2 ] = vertexIndex;
				lineArray[ offset_line + 3 ] = vertexIndex + 3;
2494

A
alteredq 已提交
2495 2496
				lineArray[ offset_line + 4 ] = vertexIndex + 1;
				lineArray[ offset_line + 5 ] = vertexIndex + 2;
2497

A
alteredq 已提交
2498 2499
				lineArray[ offset_line + 6 ] = vertexIndex + 2;
				lineArray[ offset_line + 7 ] = vertexIndex + 3;
2500

A
alteredq 已提交
2501
				offset_line += 8;
2502

A
alteredq 已提交
2503
				vertexIndex += 4;
2504

2505
			}
2506

A
alteredq 已提交
2507 2508
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
2509

A
alteredq 已提交
2510 2511
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
2512

A
alteredq 已提交
2513
		}
2514

A
alteredq 已提交
2515
		if ( customAttributes ) {
2516

A
alteredq 已提交
2517
			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
2518

2519
				customAttribute = customAttributes[ i ];
2520

2521
				if ( ! customAttribute.__original.needsUpdate ) continue;
2522

2523 2524
				offset_custom = 0;
				offset_customSrc = 0;
2525

2526 2527 2528 2529 2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555 2556 2557 2558
				if ( customAttribute.size === 1 ) {

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

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

							face = obj_faces[ chunk_faces3[ f ]	];

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

							offset_custom += 3;

						}

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

							face = obj_faces[ chunk_faces4[ f ] ];

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

							offset_custom += 4;

						}

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

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

2559
							value = customAttribute.value[ chunk_faces3[ f ] ];
2560 2561 2562 2563 2564 2565 2566 2567 2568 2569 2570

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

							offset_custom += 3;

						}

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

2571
							value = customAttribute.value[ chunk_faces4[ f ] ];
2572 2573 2574 2575 2576 2577 2578 2579 2580

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

							offset_custom += 4;

						}
2581

2582 2583 2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598 2599 2600
					}

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

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

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

							face = obj_faces[ chunk_faces3[ f ]	];

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

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

							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2601

2602 2603
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2604

2605
							offset_custom += 6;
A
alteredq 已提交
2606

2607
						}
A
alteredq 已提交
2608

2609
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2610

2611
							face = obj_faces[ chunk_faces4[ f ] ];
A
alteredq 已提交
2612

2613 2614 2615 2616
							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
							v4 = customAttribute.value[ face.d ];
A
alteredq 已提交
2617

2618 2619
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2620

2621 2622
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2623

2624 2625
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2626

2627 2628
							customAttribute.array[ offset_custom + 6 ] = v4.x;
							customAttribute.array[ offset_custom + 7 ] = v4.y;
A
alteredq 已提交
2629

2630
							offset_custom += 8;
A
alteredq 已提交
2631

2632
						}
A
alteredq 已提交
2633

2634
					} else if ( customAttribute.boundTo === "faces" ) {
A
alteredq 已提交
2635

2636
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
A
alteredq 已提交
2637

2638
							value = customAttribute.value[ chunk_faces3[ f ] ];
A
alteredq 已提交
2639

2640 2641 2642
							v1 = value;
							v2 = value;
							v3 = value;
A
alteredq 已提交
2643

2644 2645
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2646

2647 2648
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2649

2650 2651
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2652

2653
							offset_custom += 6;
A
alteredq 已提交
2654

2655
						}
A
alteredq 已提交
2656

2657
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2658

2659
							value = customAttribute.value[ chunk_faces4[ f ] ];
A
alteredq 已提交
2660

2661 2662 2663 2664
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
A
alteredq 已提交
2665

2666 2667
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2668

2669 2670
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2671

2672 2673
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2674

2675 2676
							customAttribute.array[ offset_custom + 6 ] = v4.x;
							customAttribute.array[ offset_custom + 7 ] = v4.y;
M
Mr.doob 已提交
2677

2678
							offset_custom += 8;
M
Mr.doob 已提交
2679

2680
						}
M
Mr.doob 已提交
2681

M
Mr.doob 已提交
2682
					}
M
Mr.doob 已提交
2683

2684
				} else if ( customAttribute.size === 3 ) {
2685

2686
					var pp;
2687

2688
					if ( customAttribute.type === "c" ) {
M
Mr.doob 已提交
2689

2690
						pp = [ "r", "g", "b" ];
M
Mr.doob 已提交
2691

2692
					} else {
M
Mr.doob 已提交
2693

2694
						pp = [ "x", "y", "z" ];
2695

2696
					}
2697

2698
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
2699

2700
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2701

2702
							face = obj_faces[ chunk_faces3[ f ]	];
2703

2704 2705 2706
							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
2707

2708 2709 2710
							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
2711

2712 2713 2714
							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
2715

2716 2717 2718
							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
M
Mr.doob 已提交
2719

2720
							offset_custom += 9;
M
Mr.doob 已提交
2721

2722
						}
M
Mr.doob 已提交
2723

2724
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
M
Mr.doob 已提交
2725

2726
							face = obj_faces[ chunk_faces4[ f ] ];
M
Mr.doob 已提交
2727

2728 2729 2730 2731
							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
							v4 = customAttribute.value[ face.d ];
M
Mr.doob 已提交
2732

2733 2734 2735
							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
M
Mr.doob 已提交
2736

2737 2738 2739
							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
M
Mr.doob 已提交
2740

2741 2742 2743
							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
M
Mr.doob 已提交
2744

2745 2746 2747
							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
M
Mr.doob 已提交
2748

2749
							offset_custom += 12;
M
Mr.doob 已提交
2750

2751
						}
M
Mr.doob 已提交
2752

2753
					} else if ( customAttribute.boundTo === "faces" ) {
M
Mr.doob 已提交
2754

2755
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2756

2757
							value = customAttribute.value[ chunk_faces3[ f ] ];
2758

2759 2760 2761
							v1 = value;
							v2 = value;
							v3 = value;
M
Mr.doob 已提交
2762

2763 2764 2765
							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
M
Mr.doob 已提交
2766

2767 2768 2769
							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
M
Mr.doob 已提交
2770

2771 2772 2773
							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
M
Mr.doob 已提交
2774

2775
							offset_custom += 9;
M
Mr.doob 已提交
2776

2777
						}
2778

2779
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2780

2781
							value = customAttribute.value[ chunk_faces4[ f ] ];
2782

2783 2784 2785 2786
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
2787

2788 2789 2790
							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
2791

2792
							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
2793 2794 2795 2796 2797 2798 2799 2800 2801 2802 2803 2804 2805 2806 2807 2808 2809 2810 2811 2812 2813 2814 2815 2816 2817 2818 2819 2820 2821 2822 2823 2824 2825 2826 2827 2828 2829 2830 2831 2832 2833 2834 2835 2836 2837 2838 2839 2840 2841 2842 2843 2844 2845 2846 2847
							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];

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

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

							offset_custom += 12;

						}

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

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

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

							v1 = value[ 0 ];
							v2 = value[ 1 ];
							v3 = value[ 2 ];

							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];

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

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

							offset_custom += 9;

						}

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

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

							v1 = value[ 0 ];
							v2 = value[ 1 ];
							v3 = value[ 2 ];
							v4 = value[ 3 ];

							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
2848 2849
							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
2850

2851 2852 2853
							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
2854

2855 2856 2857
							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
2858

2859
							offset_custom += 12;
2860

2861
						}
2862

A
alteredq 已提交
2863
					}
M
Mr.doob 已提交
2864

2865
				} else if ( customAttribute.size === 4 ) {
2866

2867
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
M
Mr.doob 已提交
2868

2869
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2870

2871 2872 2873 2874 2875 2876 2877 2878 2879 2880 2881 2882 2883 2884 2885 2886 2887 2888 2889 2890 2891 2892 2893 2894 2895 2896 2897 2898 2899 2900 2901 2902 2903 2904 2905 2906 2907 2908 2909 2910 2911 2912 2913 2914 2915 2916 2917 2918 2919 2920 2921 2922 2923 2924 2925 2926 2927 2928 2929 2930 2931 2932
							face = obj_faces[ chunk_faces3[ f ]	];

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

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

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

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

							offset_custom += 12;

						}

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

							face = obj_faces[ chunk_faces4[ f ] ];

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

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

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

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

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

							offset_custom += 16;

						}

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

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

2933
							value = customAttribute.value[ chunk_faces3[ f ] ];
2934 2935 2936 2937 2938 2939 2940 2941 2942 2943 2944 2945 2946 2947 2948 2949 2950

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

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

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

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
2951 2952
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;
A
alteredq 已提交
2953

2954
							offset_custom += 12;
A
alteredq 已提交
2955

2956 2957
						}

2958
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2959

2960
							value = customAttribute.value[ chunk_faces4[ f ] ];
A
alteredq 已提交
2961

2962 2963 2964 2965
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
A
alteredq 已提交
2966

2967 2968 2969 2970
							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;
2971

2972 2973 2974 2975
							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;
2976

2977 2978 2979 2980
							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;
2981

2982 2983 2984 2985
							customAttribute.array[ offset_custom + 12 ] = v4.x;
							customAttribute.array[ offset_custom + 13 ] = v4.y;
							customAttribute.array[ offset_custom + 14 ] = v4.z;
							customAttribute.array[ offset_custom + 15 ] = v4.w;
2986 2987 2988 2989 2990 2991 2992 2993 2994 2995 2996 2997 2998 2999 3000 3001 3002 3003 3004 3005 3006 3007 3008 3009 3010 3011 3012 3013 3014 3015 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

							offset_custom += 16;

						}

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

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

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

							v1 = value[ 0 ];
							v2 = value[ 1 ];
							v3 = value[ 2 ];

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

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

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

							offset_custom += 12;

						}

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

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

							v1 = value[ 0 ];
							v2 = value[ 1 ];
							v3 = value[ 2 ];
							v4 = value[ 3 ];

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

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

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

							customAttribute.array[ offset_custom + 12 ] = v4.x;
							customAttribute.array[ offset_custom + 13 ] = v4.y;
							customAttribute.array[ offset_custom + 14 ] = v4.z;
							customAttribute.array[ offset_custom + 15 ] = v4.w;
3048

3049
							offset_custom += 16;
A
alteredq 已提交
3050

3051
						}
A
alteredq 已提交
3052 3053 3054 3055 3056

					}

				}

3057 3058 3059
				_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

A
alteredq 已提交
3060 3061 3062 3063
			}

		}

3064
		if ( dispose ) {
3065

3066 3067 3068 3069 3070 3071 3072 3073 3074 3075 3076
			delete geometryGroup.__inittedArrays;
			delete geometryGroup.__colorArray;
			delete geometryGroup.__normalArray;
			delete geometryGroup.__tangentArray;
			delete geometryGroup.__uvArray;
			delete geometryGroup.__uv2Array;
			delete geometryGroup.__faceArray;
			delete geometryGroup.__vertexArray;
			delete geometryGroup.__lineArray;
			delete geometryGroup.__skinIndexArray;
			delete geometryGroup.__skinWeightArray;
A
alteredq 已提交
3077

3078
		}
A
alteredq 已提交
3079

3080
	};
A
alteredq 已提交
3081

3082 3083
	function setDirectBuffers ( geometry, hint, dispose ) {

3084
		var attributes = geometry.attributes;
3085

3086 3087 3088 3089 3090
		var index = attributes[ "index" ];
		var position = attributes[ "position" ];
		var normal = attributes[ "normal" ];
		var uv = attributes[ "uv" ];
		var color = attributes[ "color" ];
3091
		var tangent = attributes[ "tangent" ];
3092 3093 3094 3095 3096

		if ( geometry.elementsNeedUpdate && index !== undefined ) {

			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, index.array, hint );
3097 3098 3099

		}

3100
		if ( geometry.verticesNeedUpdate && position !== undefined ) {
3101

3102 3103
			_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, position.array, hint );
3104 3105 3106

		}

3107
		if ( geometry.normalsNeedUpdate && normal !== undefined ) {
3108

3109 3110
			_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normal.array, hint );
3111 3112 3113

		}

3114
		if ( geometry.uvsNeedUpdate && uv !== undefined ) {
3115

3116 3117
			_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, uv.array, hint );
3118 3119 3120

		}

3121
		if ( geometry.colorsNeedUpdate && color !== undefined ) {
3122

3123 3124
			_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, color.array, hint );
3125 3126 3127

		}

3128 3129 3130 3131 3132 3133
		if ( geometry.tangentsNeedUpdate && tangent !== undefined ) {

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

		}
3134 3135 3136

		if ( dispose ) {

3137 3138 3139 3140 3141
			for ( var i in geometry.attributes ) {

				delete geometry.attributes[ i ].array;

			}
3142 3143 3144 3145 3146

		}

	};

3147
	// Buffer rendering
A
alteredq 已提交
3148

3149
	this.renderBufferImmediate = function ( object, program, material ) {
A
alteredq 已提交
3150

3151 3152 3153
		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();
3154
		if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
A
alteredq 已提交
3155

3156
		if ( object.hasPositions ) {
A
alteredq 已提交
3157

3158 3159 3160 3161
			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.position );
			_gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
A
alteredq 已提交
3162 3163 3164

		}

3165
		if ( object.hasNormals ) {
A
alteredq 已提交
3166

3167
			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
A
alteredq 已提交
3168

3169
			if ( material.shading === THREE.FlatShading ) {
3170

3171 3172 3173 3174
				var nx, ny, nz,
					nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
					normalArray,
					i, il = object.count * 3;
3175

3176
				for( i = 0; i < il; i += 9 ) {
3177

3178
					normalArray = object.normalArray;
3179

3180 3181 3182
					nax  = normalArray[ i ];
					nay  = normalArray[ i + 1 ];
					naz  = normalArray[ i + 2 ];
3183

3184 3185 3186
					nbx  = normalArray[ i + 3 ];
					nby  = normalArray[ i + 4 ];
					nbz  = normalArray[ i + 5 ];
3187

3188 3189 3190
					ncx  = normalArray[ i + 6 ];
					ncy  = normalArray[ i + 7 ];
					ncz  = normalArray[ i + 8 ];
3191

3192 3193 3194
					nx = ( nax + nbx + ncx ) / 3;
					ny = ( nay + nby + ncy ) / 3;
					nz = ( naz + nbz + ncz ) / 3;
3195

3196 3197 3198
					normalArray[ i ] 	 = nx;
					normalArray[ i + 1 ] = ny;
					normalArray[ i + 2 ] = nz;
3199

3200 3201 3202
					normalArray[ i + 3 ] = nx;
					normalArray[ i + 4 ] = ny;
					normalArray[ i + 5 ] = nz;
3203

3204 3205 3206
					normalArray[ i + 6 ] = nx;
					normalArray[ i + 7 ] = ny;
					normalArray[ i + 8 ] = nz;
3207

3208
				}
3209

3210
			}
3211

3212 3213 3214
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.normal );
			_gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
3215

3216
		}
3217

3218
		if ( object.hasUvs && material.map ) {
3219 3220 3221 3222 3223 3224 3225 3226

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.uv );
			_gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );

		}

3227 3228 3229 3230 3231 3232 3233 3234 3235
		if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.color );
			_gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );

		}

3236
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
3237

3238
		object.count = 0;
3239

3240
	};
3241

3242
	this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
3243

3244 3245
		if ( material.visible === false ) return;

3246
		var program, attributes, linewidth, primitives, a, attribute;
3247 3248 3249 3250 3251 3252 3253

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

		attributes = program.attributes;

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
3254
			geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
3255

3256
		if ( geometryHash !== _currentGeometryGroupHash ) {
3257

3258
			_currentGeometryGroupHash = geometryHash;
3259 3260 3261 3262 3263 3264 3265 3266
			updateBuffers = true;

		}

		// render mesh

		if ( object instanceof THREE.Mesh ) {

3267
			var offsets = geometry.offsets;
3268

3269
			// if there is more than 1 chunk
3270
			// must set attribute pointers to use new offsets for each chunk
3271 3272 3273 3274
			// even if geometry and materials didn't change

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

3275
			for ( var i = 0, il = offsets.length; i < il; ++ i ) {
3276

3277 3278
				var startIndex = offsets[ i ].index;

3279 3280 3281 3282
				if ( updateBuffers ) {

					// vertices

3283 3284
					var position = geometry.attributes[ "position" ];
					var positionSize = position.itemSize;
3285

3286 3287
					_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
					_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, startIndex * positionSize * 4 ); // 4 bytes per Float32
3288 3289 3290

					// normals

3291
					var normal = geometry.attributes[ "normal" ];
3292

3293
					if ( attributes.normal >= 0 && normal ) {
3294

3295 3296 3297 3298
						var normalSize = normal.itemSize;

						_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
						_gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, startIndex * normalSize * 4 );
3299 3300 3301 3302 3303

					}

					// uvs

3304 3305 3306
					var uv = geometry.attributes[ "uv" ];

					if ( attributes.uv >= 0 && uv ) {
3307

3308
						if ( uv.buffer ) {
3309

3310
							var uvSize = uv.itemSize;
3311

3312 3313
							_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
							_gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, startIndex * uvSize * 4 );
3314 3315 3316 3317 3318 3319 3320 3321 3322 3323 3324 3325 3326

							_gl.enableVertexAttribArray( attributes.uv );

						} else {

							_gl.disableVertexAttribArray( attributes.uv );

						}

					}

					// colors

3327 3328 3329
					var color = geometry.attributes[ "color" ];

					if ( attributes.color >= 0 && color ) {
3330

3331
						var colorSize = color.itemSize;
3332

3333 3334
						_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
						_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, startIndex * colorSize * 4 );
3335

3336 3337 3338 3339 3340 3341 3342 3343 3344 3345 3346 3347
					}

					// tangents

					var tangent = geometry.attributes[ "tangent" ];

					if ( attributes.tangent >= 0 && tangent ) {

						var tangentSize = tangent.itemSize;

						_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
						_gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, startIndex * tangentSize * 4 );
3348 3349 3350

					}

3351 3352 3353 3354 3355
					// indices

					var index = geometry.attributes[ "index" ];

					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
3356 3357 3358 3359 3360

				}

				// render indexed triangles

3361
				_gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16
3362 3363 3364 3365 3366 3367 3368

				_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;

			}

3369 3370 3371 3372 3373 3374 3375 3376 3377 3378 3379 3380 3381 3382 3383 3384 3385 3386 3387 3388 3389 3390 3391 3392 3393 3394 3395 3396 3397 3398 3399 3400 3401 3402 3403 3404
		// render particles

		} else if ( object instanceof THREE.ParticleSystem ) {

			if ( updateBuffers ) {

				// vertices

				var position = geometry.attributes[ "position" ];
				var positionSize = position.itemSize;

				_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
				_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );

				// colors

				var color = geometry.attributes[ "color" ];

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

					var colorSize = color.itemSize;

					_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
					_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );

				}

				// render particles

				_gl.drawArrays( _gl.POINTS, 0, position.numItems / 3 );

				_this.info.render.calls ++;
				_this.info.render.points += position.numItems / 3;

			}

3405 3406 3407 3408
		}

	};

A
alteredq 已提交
3409
	this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
3410

3411 3412
		if ( material.visible === false ) return;

3413
		var program, attributes, linewidth, primitives, a, attribute, i, il;
3414

3415
		program = setProgram( camera, lights, fog, material, object );
3416

3417
		attributes = program.attributes;
3418

3419 3420 3421
		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
			geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
3422

3423
		if ( geometryGroupHash !== _currentGeometryGroupHash ) {
A
alteredq 已提交
3424

3425 3426
			_currentGeometryGroupHash = geometryGroupHash;
			updateBuffers = true;
3427

3428
		}
3429

3430
		// vertices
3431

3432
		if ( !material.morphTargets && attributes.position >= 0 ) {
3433

3434
			if ( updateBuffers ) {
3435

3436 3437
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
				_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3438

3439
			}
3440

3441
		} else {
3442

3443
			if ( object.morphTargetBase ) {
3444

3445
				setupMorphTargets( material, geometryGroup, object );
3446

3447
			}
3448

3449
		}
3450

3451

3452
		if ( updateBuffers ) {
3453

3454
			// custom attributes
3455

3456
			// Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
3457

3458
			if ( geometryGroup.__webglCustomAttributesList ) {
3459

3460
				for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
3461

3462
					attribute = geometryGroup.__webglCustomAttributesList[ i ];
3463

3464
					if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
3465

3466 3467
						_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
						_gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
3468

3469
					}
3470

3471
				}
3472

3473
			}
3474 3475


3476
			// colors
3477

3478
			if ( attributes.color >= 0 ) {
3479

3480 3481
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
				_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
3482

3483
			}
3484

3485
			// normals
3486

3487
			if ( attributes.normal >= 0 ) {
3488

3489 3490
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
3491

3492
			}
3493

3494
			// tangents
3495

3496
			if ( attributes.tangent >= 0 ) {
3497

3498 3499
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
				_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
3500

3501
			}
3502

3503
			// uvs
3504

3505
			if ( attributes.uv >= 0 ) {
3506

3507
				if ( geometryGroup.__webglUVBuffer ) {
3508

3509 3510
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
					_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
3511

3512
					_gl.enableVertexAttribArray( attributes.uv );
3513

3514
				} else {
3515

3516
					_gl.disableVertexAttribArray( attributes.uv );
3517 3518 3519 3520 3521

				}

			}

3522
			if ( attributes.uv2 >= 0 ) {
3523

3524
				if ( geometryGroup.__webglUV2Buffer ) {
3525

3526 3527
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
					_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
3528

3529
					_gl.enableVertexAttribArray( attributes.uv2 );
3530

3531
				} else {
3532

3533
					_gl.disableVertexAttribArray( attributes.uv2 );
3534 3535

				}
3536 3537

			}
3538

3539 3540
			if ( material.skinning &&
				 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
A
alteredq 已提交
3541

3542 3543
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
				_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
A
alteredq 已提交
3544

3545 3546
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
				_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
3547

A
alteredq 已提交
3548
			}
3549

3550 3551 3552 3553 3554 3555 3556 3557 3558
			// line distances

			if ( attributes.lineDistance >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
				_gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );

			}

3559
		}
3560

3561
		// render mesh
3562

3563
		if ( object instanceof THREE.Mesh ) {
3564

3565
			// wireframe
3566

3567
			if ( material.wireframe ) {
3568

3569
				setLineWidth( material.wireframeLinewidth );
3570

3571 3572
				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
3573

3574
			// triangles
3575

3576
			} else {
3577

3578 3579
				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
3580

3581
			}
3582

3583 3584 3585
			_this.info.render.calls ++;
			_this.info.render.vertices += geometryGroup.__webglFaceCount;
			_this.info.render.faces += geometryGroup.__webglFaceCount / 3;
3586

3587
		// render lines
3588

3589
		} else if ( object instanceof THREE.Line ) {
3590

3591
			primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
3592

3593
			setLineWidth( material.linewidth );
3594

3595
			_gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
3596

3597
			_this.info.render.calls ++;
3598

3599
		// render particles
3600

3601
		} else if ( object instanceof THREE.ParticleSystem ) {
3602

3603
			_gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
3604

3605
			_this.info.render.calls ++;
3606
			_this.info.render.points += geometryGroup.__webglParticleCount;
3607

3608
		// render ribbon
3609

3610
		} else if ( object instanceof THREE.Ribbon ) {
3611

3612
			_gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
3613

3614
			_this.info.render.calls ++;
3615

3616
		}
3617

3618
	};
3619

3620
	function setupMorphTargets ( material, geometryGroup, object ) {
3621

3622
		// set base
3623

3624
		var attributes = material.program.attributes;
3625

A
alteredq 已提交
3626
		if ( object.morphTargetBase !== -1 ) {
3627

3628 3629
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3630

3631
		} else if ( attributes.position >= 0 ) {
3632

3633 3634
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3635

3636
		}
3637

3638
		if ( object.morphTargetForcedOrder.length ) {
3639

3640
			// set forced order
3641

3642 3643 3644 3645 3646
			var m = 0;
			var order = object.morphTargetForcedOrder;
			var influences = object.morphTargetInfluences;

			while ( m < material.numSupportedMorphTargets && m < order.length ) {
3647

3648 3649 3650
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
				_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

A
alteredq 已提交
3651 3652 3653 3654 3655 3656 3657
				if ( material.morphNormals ) {

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

				}

3658 3659 3660
				object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];

				m ++;
3661 3662
			}

3663 3664
		} else {

A
alteredq 已提交
3665
			// find the most influencing
3666

A
alteredq 已提交
3667
			var influence, activeInfluenceIndices = [];
3668 3669
			var influences = object.morphTargetInfluences;
			var i, il = influences.length;
3670

A
alteredq 已提交
3671
			for ( i = 0; i < il; i ++ ) {
3672

A
alteredq 已提交
3673 3674 3675 3676
				influence = influences[ i ];

				if ( influence > 0 ) {

3677
					activeInfluenceIndices.push( [ i, influence ] );
3678

I
ide user ide_gero3 已提交
3679
				}
A
alteredq 已提交
3680

I
ide user ide_gero3 已提交
3681
			}
A
alteredq 已提交
3682 3683 3684 3685 3686 3687 3688 3689 3690 3691 3692 3693

			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 ) {

3694
				activeInfluenceIndices.push( [ 0, 0 ] );
A
alteredq 已提交
3695 3696 3697 3698

			};

			var influenceIndex, m = 0;
3699

3700
			while ( m < material.numSupportedMorphTargets ) {
3701

3702
				if ( activeInfluenceIndices[ m ] ) {
3703 3704 3705

					influenceIndex = activeInfluenceIndices[ m ][ 0 ];

A
alteredq 已提交
3706 3707 3708
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );

					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
3709

A
alteredq 已提交
3710 3711 3712 3713 3714 3715 3716 3717 3718 3719 3720 3721
					if ( material.morphNormals ) {

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

					}

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

				} else {

					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
3722

A
alteredq 已提交
3723
					if ( material.morphNormals ) {
3724

A
alteredq 已提交
3725
						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
3726

3727
					}
3728

A
alteredq 已提交
3729 3730
					object.__webglMorphTargetInfluences[ m ] = 0;

3731
				}
A
alteredq 已提交
3732

3733
				m ++;
3734 3735 3736 3737 3738

			}

		}

3739
		// load updated influences uniform
3740

3741
		if ( material.program.uniforms.morphTargetInfluences !== null ) {
M
Mr.doob 已提交
3742

3743
			_gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
3744

3745
		}
3746

3747
	};
3748

A
alteredq 已提交
3749
	// Sorting
3750

3751 3752 3753 3754 3755 3756 3757 3758 3759 3760 3761 3762 3763 3764
	function painterSortStable ( a, b ) {

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

			return b.z - a.z;

		} else {

			return b.id - a.id;

		}

	};

3765
	function numericalSort ( a, b ) {
A
alteredq 已提交
3766

3767
		return b[ 1 ] - a[ 1 ];
A
alteredq 已提交
3768 3769 3770 3771

	};


3772
	// Rendering
3773

3774
	this.render = function ( scene, camera, renderTarget, forceClear ) {
3775

M
Mr.doob 已提交
3776 3777 3778 3779 3780 3781 3782
		if ( camera instanceof THREE.Camera === false ) {

			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
			return;

		}

3783 3784 3785 3786 3787
		var i, il,

		webglObject, object,
		renderList,

3788
		lights = scene.__lights,
3789
		fog = scene.fog;
M
Mr.doob 已提交
3790

3791 3792
		// reset caching for this frame

3793
		_currentMaterialId = -1;
3794
		_lightsNeedUpdate = true;
3795

A
alteredq 已提交
3796
		// update scene graph
3797

3798
		if ( this.autoUpdateScene ) scene.updateMatrixWorld();
3799

A
alteredq 已提交
3800
		// update camera matrices and frustum
A
alteredq 已提交
3801

3802 3803
		if ( camera.parent === undefined ) camera.updateMatrixWorld();

A
alteredq 已提交
3804 3805
		if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
		if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
A
alteredq 已提交
3806

3807
		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
A
alteredq 已提交
3808 3809 3810

		camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
		camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
3811

3812
		_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
A
alteredq 已提交
3813
		_frustum.setFromMatrix( _projScreenMatrix );
3814

A
alteredq 已提交
3815 3816 3817 3818 3819 3820 3821 3822 3823 3824 3825 3826 3827 3828 3829
		// update WebGL objects

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

		// custom render plugins (pre pass)

		renderPlugins( this.renderPluginsPre, scene, camera );

		//

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

A
alteredq 已提交
3830
		this.setRenderTarget( renderTarget );
3831

3832
		if ( this.autoClear || forceClear ) {
3833

3834
			this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
M
Mr.doob 已提交
3835

3836
		}
M
Mr.doob 已提交
3837

3838
		// set matrices for regular objects (frustum culled)
3839

3840
		renderList = scene.__webglObjects;
3841

3842
		for ( i = 0, il = renderList.length; i < il; i ++ ) {
3843

3844
			webglObject = renderList[ i ];
3845
			object = webglObject.object;
3846

A
alteredq 已提交
3847 3848
			webglObject.render = false;

3849
			if ( object.visible ) {
3850

3851
				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
M
Mr.doob 已提交
3852

3853
					//object.matrixWorld.flattenToArray( object._modelMatrixArray );
3854

A
alteredq 已提交
3855
					setupMatrices( object, camera );
3856

3857
					unrollBufferMaterial( webglObject );
3858

3859
					webglObject.render = true;
3860

3861
					if ( this.sortObjects === true ) {
3862

3863
						if ( object.renderDepth !== null ) {
3864

3865
							webglObject.z = object.renderDepth;
M
Mr.doob 已提交
3866

3867
						} else {
M
Mr.doob 已提交
3868

3869
							_vector3.copy( object.matrixWorld.getPosition() );
3870
							_projScreenMatrix.multiplyVector3( _vector3 );
3871

3872
							webglObject.z = _vector3.z;
3873

3874
						}
M
Mr.doob 已提交
3875

3876 3877
						webglObject.id = object.id;

3878
					}
M
Mr.doob 已提交
3879

3880
				}
3881 3882

			}
3883 3884 3885

		}

3886
		if ( this.sortObjects ) {
M
Mr.doob 已提交
3887

3888
			renderList.sort( painterSortStable );
3889

3890
		}
3891

3892
		// set matrices for immediate objects
3893

3894
		renderList = scene.__webglObjectsImmediate;
3895

3896 3897 3898
		for ( i = 0, il = renderList.length; i < il; i ++ ) {

			webglObject = renderList[ i ];
3899
			object = webglObject.object;
3900

3901
			if ( object.visible ) {
3902

M
Mr.doob 已提交
3903 3904
				/*
				if ( object.matrixAutoUpdate ) {
3905

3906
					object.matrixWorld.flattenToArray( object._modelMatrixArray );
M
Mr.doob 已提交
3907

3908
				}
M
Mr.doob 已提交
3909
				*/
M
Mr.doob 已提交
3910

A
alteredq 已提交
3911
				setupMatrices( object, camera );
M
Mr.doob 已提交
3912

3913
				unrollImmediateBufferMaterial( webglObject );
M
Mr.doob 已提交
3914

3915
			}
M
Mr.doob 已提交
3916

3917
		}
3918

3919
		if ( scene.overrideMaterial ) {
3920

3921 3922 3923 3924 3925 3926
			var material = scene.overrideMaterial;

			this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
			this.setDepthTest( material.depthTest );
			this.setDepthWrite( material.depthWrite );
			setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
3927

3928 3929
			renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
M
Mr.doob 已提交
3930

3931
		} else {
3932

3933
			// opaque pass (front-to-back order)
3934

3935
			this.setBlending( THREE.NormalBlending );
3936

3937 3938
			renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
3939

3940
			// transparent pass (back-to-front order)
3941

3942 3943
			renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
3944

3945
		}
3946

A
alteredq 已提交
3947
		// custom render plugins (post pass)
3948

A
alteredq 已提交
3949
		renderPlugins( this.renderPluginsPost, scene, camera );
3950 3951


3952
		// Generate mipmap if we're using any kind of mipmap filtering
3953

3954
		if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
3955

3956
			updateRenderTargetMipmap( renderTarget );
3957

3958
		}
3959

3960 3961 3962
		// Ensure depth buffer writing is enabled so it can be cleared on next render

		this.setDepthTest( true );
3963
		this.setDepthWrite( true );
3964

3965
		// _gl.finish();
3966

3967
	};
3968

A
alteredq 已提交
3969 3970 3971 3972 3973 3974
	function renderPlugins( plugins, scene, camera ) {

		if ( ! plugins.length ) return;

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

3975 3976
			// reset state for plugin (to start from clean slate)

A
alteredq 已提交
3977
			_currentProgram = null;
3978
			_currentCamera = null;
3979

A
alteredq 已提交
3980 3981 3982
			_oldBlending = -1;
			_oldDepthTest = -1;
			_oldDepthWrite = -1;
3983 3984
			_oldDoubleSided = -1;
			_oldFlipSided = -1;
A
alteredq 已提交
3985 3986
			_currentGeometryGroupHash = -1;
			_currentMaterialId = -1;
3987

3988
			_lightsNeedUpdate = true;
A
alteredq 已提交
3989

A
alteredq 已提交
3990
			plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
A
alteredq 已提交
3991

3992 3993
			// reset state after plugin (anything could have changed)

A
alteredq 已提交
3994
			_currentProgram = null;
3995
			_currentCamera = null;
3996

A
alteredq 已提交
3997 3998 3999
			_oldBlending = -1;
			_oldDepthTest = -1;
			_oldDepthWrite = -1;
4000 4001
			_oldDoubleSided = -1;
			_oldFlipSided = -1;
A
alteredq 已提交
4002 4003
			_currentGeometryGroupHash = -1;
			_currentMaterialId = -1;
4004

4005
			_lightsNeedUpdate = true;
A
alteredq 已提交
4006 4007 4008 4009 4010

		}

	};

4011 4012 4013 4014 4015 4016 4017 4018 4019 4020 4021 4022 4023 4024 4025 4026 4027 4028 4029 4030 4031 4032 4033 4034 4035 4036 4037 4038 4039 4040 4041 4042 4043 4044 4045 4046
	function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {

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

		if ( reverse ) {

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

		} else {

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

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

			webglObject = renderList[ i ];

			if ( webglObject.render ) {

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

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

4047
					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
4048

A
alteredq 已提交
4049
					_this.setDepthTest( material.depthTest );
4050
					_this.setDepthWrite( material.depthWrite );
4051 4052 4053 4054
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

4055
				_this.setMaterialFaces( material );
4056 4057 4058 4059 4060 4061 4062 4063 4064 4065

				if ( buffer instanceof THREE.BufferGeometry ) {

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

				} else {

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

				}
4066 4067 4068 4069 4070 4071 4072 4073 4074 4075 4076 4077 4078 4079 4080 4081 4082 4083 4084 4085 4086 4087 4088 4089 4090 4091 4092 4093

			}

		}

	};

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

		var webglObject, object, material, program;

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

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

			if ( object.visible ) {

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

4094
					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
4095

A
alteredq 已提交
4096
					_this.setDepthTest( material.depthTest );
4097
					_this.setDepthWrite( material.depthWrite );
4098 4099 4100 4101
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

A
alteredq 已提交
4102
				_this.renderImmediateObject( camera, lights, fog, material, object );
4103

A
alteredq 已提交
4104
			}
4105

A
alteredq 已提交
4106
		}
4107

A
alteredq 已提交
4108
	};
4109

A
alteredq 已提交
4110
	this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
4111

A
alteredq 已提交
4112
		var program = setProgram( camera, lights, fog, material, object );
4113

A
alteredq 已提交
4114
		_currentGeometryGroupHash = -1;
4115

4116
		_this.setMaterialFaces( material );
A
alteredq 已提交
4117 4118 4119 4120 4121 4122 4123

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

4124
			object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
4125 4126 4127 4128 4129

		}

	};

4130
	function unrollImmediateBufferMaterial ( globject ) {
4131

4132 4133
		var object = globject.object,
			material = object.material;
4134

4135
		if ( material.transparent ) {
4136

4137 4138
			globject.transparent = material;
			globject.opaque = null;
4139

4140
		} else {
4141

4142 4143
			globject.opaque = material;
			globject.transparent = null;
4144

4145
		}
A
alteredq 已提交
4146

4147
	};
A
alteredq 已提交
4148

4149
	function unrollBufferMaterial ( globject ) {
A
alteredq 已提交
4150

4151 4152 4153
		var object = globject.object,
			buffer = globject.buffer,
			material, materialIndex, meshMaterial;
4154

4155
		meshMaterial = object.material;
4156

4157
		if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
M
Mr.doob 已提交
4158

4159
			materialIndex = buffer.materialIndex;
4160

4161
			if ( materialIndex >= 0 ) {
4162

4163
				material = object.geometry.materials[ materialIndex ];
M
Mr.doob 已提交
4164

4165
				if ( material.transparent ) {
M
Mr.doob 已提交
4166

4167 4168
					globject.transparent = material;
					globject.opaque = null;
4169

4170
				} else {
4171

4172 4173
					globject.opaque = material;
					globject.transparent = null;
4174

4175
				}
4176

4177
			}
4178

4179
		} else {
4180

4181
			material = meshMaterial;
4182

4183
			if ( material ) {
4184

4185
				if ( material.transparent ) {
M
Mr.doob 已提交
4186

4187 4188
					globject.transparent = material;
					globject.opaque = null;
A
alteredq 已提交
4189

4190
				} else {
4191

4192 4193
					globject.opaque = material;
					globject.transparent = null;
4194

4195
				}
4196

4197
			}
4198

4199
		}
4200

4201
	};
4202

4203
	// Geometry splitting
4204

4205
	function sortFacesByMaterial ( geometry ) {
4206

4207 4208 4209
		var f, fl, face, materialIndex, vertices,
			materialHash, groupHash,
			hash_map = {};
4210

4211
		var numMorphTargets = geometry.morphTargets.length;
4212
		var numMorphNormals = geometry.morphNormals.length;
4213

4214
		geometry.geometryGroups = {};
4215

4216
		for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
4217

4218 4219
			face = geometry.faces[ f ];
			materialIndex = face.materialIndex;
4220

4221
			materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
4222

4223
			if ( hash_map[ materialHash ] === undefined ) {
4224

4225
				hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
4226 4227 4228

			}

4229
			groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
4230

4231
			if ( geometry.geometryGroups[ groupHash ] === undefined ) {
4232

4233
				geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
4234

4235
			}
A
alteredq 已提交
4236

4237
			vertices = face instanceof THREE.Face3 ? 3 : 4;
A
alteredq 已提交
4238

4239
			if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
A
alteredq 已提交
4240

4241 4242
				hash_map[ materialHash ].counter += 1;
				groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
A
alteredq 已提交
4243

4244
				if ( geometry.geometryGroups[ groupHash ] === undefined ) {
A
alteredq 已提交
4245

4246
					geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
A
alteredq 已提交
4247

4248
				}
4249

4250
			}
4251

4252
			if ( face instanceof THREE.Face3 ) {
4253

4254
				geometry.geometryGroups[ groupHash ].faces3.push( f );
4255

4256
			} else {
4257

4258
				geometry.geometryGroups[ groupHash ].faces4.push( f );
4259

A
alteredq 已提交
4260
			}
4261

4262
			geometry.geometryGroups[ groupHash ].vertices += vertices;
4263

4264
		}
4265

4266
		geometry.geometryGroupsList = [];
4267

4268
		for ( var g in geometry.geometryGroups ) {
4269

4270
			geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
4271

4272
			geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
4273

4274
		}
4275

4276
	};
4277

4278 4279 4280 4281 4282 4283 4284 4285 4286
	// Objects refresh

	this.initWebGLObjects = function ( scene ) {

		if ( !scene.__webglObjects ) {

			scene.__webglObjects = [];
			scene.__webglObjectsImmediate = [];
			scene.__webglSprites = [];
4287
			scene.__webglFlares = [];
4288 4289

		}
4290

4291
		while ( scene.__objectsAdded.length ) {
4292

4293 4294
			addObject( scene.__objectsAdded[ 0 ], scene );
			scene.__objectsAdded.splice( 0, 1 );
4295

4296
		}
A
alteredq 已提交
4297

4298
		while ( scene.__objectsRemoved.length ) {
4299

4300 4301
			removeObject( scene.__objectsRemoved[ 0 ], scene );
			scene.__objectsRemoved.splice( 0, 1 );
4302

4303
		}
4304

4305
		// update must be called after objects adding / removal
4306

4307
		for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
4308

4309
			updateObject( scene.__webglObjects[ o ].object );
M
Mr.doob 已提交
4310 4311 4312 4313 4314

		}

	};

4315
	// Objects adding
M
Mr.doob 已提交
4316

4317
	function addObject ( object, scene ) {
A
alteredq 已提交
4318

4319
		var g, geometry, geometryGroup;
4320

4321
		if ( ! object.__webglInit ) {
M
Mr.doob 已提交
4322

4323
			object.__webglInit = true;
M
Mr.doob 已提交
4324

4325
			object._modelViewMatrix = new THREE.Matrix4();
4326
			object._normalMatrix = new THREE.Matrix3();
M
Mr.doob 已提交
4327

4328
			if ( object instanceof THREE.Mesh ) {
M
Mr.doob 已提交
4329

4330
				geometry = object.geometry;
M
Mr.doob 已提交
4331

4332
				if ( geometry instanceof THREE.Geometry ) {
M
Mr.doob 已提交
4333

4334
					if ( geometry.geometryGroups === undefined ) {
M
Mr.doob 已提交
4335

4336
						sortFacesByMaterial( geometry );
M
Mr.doob 已提交
4337

4338 4339 4340
					}

					// create separate VBOs per geometry chunk
M
Mr.doob 已提交
4341

4342
					for ( g in geometry.geometryGroups ) {
M
Mr.doob 已提交
4343

4344
						geometryGroup = geometry.geometryGroups[ g ];
M
Mr.doob 已提交
4345

4346
						// initialise VBO on the first access
M
Mr.doob 已提交
4347

4348
						if ( ! geometryGroup.__webglVertexBuffer ) {
4349

4350 4351
							createMeshBuffers( geometryGroup );
							initMeshBuffers( geometryGroup, object );
M
Mr.doob 已提交
4352

4353
							geometry.verticesNeedUpdate = true;
4354
							geometry.morphTargetsNeedUpdate = true;
M
Mr.doob 已提交
4355
							geometry.elementsNeedUpdate = true;
M
Mr.doob 已提交
4356
							geometry.uvsNeedUpdate = true;
M
Mr.doob 已提交
4357
							geometry.normalsNeedUpdate = true;
4358
							geometry.tangentsNeedUpdate = true;
M
Mr.doob 已提交
4359
							geometry.colorsNeedUpdate = true;
4360 4361

						}
M
Mr.doob 已提交
4362

4363
					}
M
Mr.doob 已提交
4364

4365 4366 4367 4368
				} else if ( geometry instanceof THREE.BufferGeometry ) {

					initDirectBuffers( geometry );

4369
				}
M
Mr.doob 已提交
4370

4371
			} else if ( object instanceof THREE.Ribbon ) {
M
Mr.doob 已提交
4372

4373
				geometry = object.geometry;
M
Mr.doob 已提交
4374

4375
				if ( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
4376

4377
					createRibbonBuffers( geometry );
4378
					initRibbonBuffers( geometry, object );
M
Mr.doob 已提交
4379

4380
					geometry.verticesNeedUpdate = true;
M
Mr.doob 已提交
4381
					geometry.colorsNeedUpdate = true;
4382
					geometry.normalsNeedUpdate = true;
M
Mr.doob 已提交
4383

4384
				}
M
Mr.doob 已提交
4385

4386
			} else if ( object instanceof THREE.Line ) {
M
Mr.doob 已提交
4387

4388
				geometry = object.geometry;
M
Mr.doob 已提交
4389

4390
				if ( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
4391

4392 4393
					createLineBuffers( geometry );
					initLineBuffers( geometry, object );
M
Mr.doob 已提交
4394

4395
					geometry.verticesNeedUpdate = true;
M
Mr.doob 已提交
4396
					geometry.colorsNeedUpdate = true;
4397
					geometry.lineDistancesNeedUpdate = true;
4398

4399
				}
4400

4401
			} else if ( object instanceof THREE.ParticleSystem ) {
4402

4403
				geometry = object.geometry;
4404

4405
				if ( ! geometry.__webglVertexBuffer ) {
4406

4407 4408 4409 4410 4411 4412 4413 4414 4415 4416 4417 4418 4419
					if ( geometry instanceof THREE.Geometry ) {

						createParticleBuffers( geometry );
						initParticleBuffers( geometry, object );

						geometry.verticesNeedUpdate = true;
						geometry.colorsNeedUpdate = true;

					} else if ( geometry instanceof THREE.BufferGeometry ) {

						initDirectBuffers( geometry );

					}
4420

4421

4422
				}
4423

4424
			}
4425

4426
		}
4427

4428
		if ( ! object.__webglActive ) {
4429

4430
			if ( object instanceof THREE.Mesh ) {
4431

4432
				geometry = object.geometry;
4433

4434 4435 4436 4437 4438 4439 4440 4441 4442
				if ( geometry instanceof THREE.BufferGeometry ) {

					addBuffer( scene.__webglObjects, geometry, object );

				} else {

					for ( g in geometry.geometryGroups ) {

						geometryGroup = geometry.geometryGroups[ g ];
4443

4444
						addBuffer( scene.__webglObjects, geometryGroup, object );
4445

4446
					}
4447

4448
				}
4449

4450 4451 4452
			} else if ( object instanceof THREE.Ribbon ||
						object instanceof THREE.Line ||
						object instanceof THREE.ParticleSystem ) {
4453

4454 4455
				geometry = object.geometry;
				addBuffer( scene.__webglObjects, geometry, object );
4456

4457
			} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
4458

4459
				addBufferImmediate( scene.__webglObjectsImmediate, object );
4460

4461
			} else if ( object instanceof THREE.Sprite ) {
4462

4463
				scene.__webglSprites.push( object );
4464

4465 4466 4467 4468
			} else if ( object instanceof THREE.LensFlare ) {

				scene.__webglFlares.push( object );

4469 4470
			}

4471
			object.__webglActive = true;
4472

4473
		}
4474

4475
	};
4476

4477
	function addBuffer ( objlist, buffer, object ) {
4478

4479 4480 4481 4482 4483 4484 4485 4486
		objlist.push(
			{
				buffer: buffer,
				object: object,
				opaque: null,
				transparent: null
			}
		);
4487

4488
	};
4489

4490
	function addBufferImmediate ( objlist, object ) {
4491

4492 4493 4494 4495 4496
		objlist.push(
			{
				object: object,
				opaque: null,
				transparent: null
4497
			}
4498
		);
4499

4500
	};
4501

4502
	// Objects updates
4503

4504
	function updateObject ( object ) {
4505

4506 4507
		var geometry = object.geometry,
			geometryGroup, customAttributesDirty, material;
4508

4509
		if ( object instanceof THREE.Mesh ) {
4510

4511 4512
			if ( geometry instanceof THREE.BufferGeometry ) {

M
Mr.doob 已提交
4513
				if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
M
Mr.doob 已提交
4514
					 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
4515
					 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {
4516

4517
					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
4518

4519
				}
4520

4521
				geometry.verticesNeedUpdate = false;
M
Mr.doob 已提交
4522
				geometry.elementsNeedUpdate = false;
M
Mr.doob 已提交
4523
				geometry.uvsNeedUpdate = false;
M
Mr.doob 已提交
4524
				geometry.normalsNeedUpdate = false;
M
Mr.doob 已提交
4525
				geometry.colorsNeedUpdate = false;
4526
				geometry.tangentsNeedUpdate = false;
4527

4528
			} else {
4529

4530
				// check all geometry groups
4531

4532 4533 4534 4535 4536 4537
				for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {

					geometryGroup = geometry.geometryGroupsList[ i ];

					material = getBufferMaterial( object, geometryGroup );

A
alteredq 已提交
4538 4539 4540 4541 4542 4543
					if ( geometry.buffersNeedUpdate ) {

						initMeshBuffers( geometryGroup, object );

					}

4544 4545
					customAttributesDirty = material.attributes && areCustomAttributesDirty( material );

4546
					if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
M
Mr.doob 已提交
4547
						 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
4548
						 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
4549 4550 4551 4552

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

					}
4553

4554
				}
M
Mr.doob 已提交
4555

4556
				geometry.verticesNeedUpdate = false;
4557
				geometry.morphTargetsNeedUpdate = false;
M
Mr.doob 已提交
4558
				geometry.elementsNeedUpdate = false;
M
Mr.doob 已提交
4559
				geometry.uvsNeedUpdate = false;
M
Mr.doob 已提交
4560
				geometry.normalsNeedUpdate = false;
M
Mr.doob 已提交
4561
				geometry.colorsNeedUpdate = false;
4562
				geometry.tangentsNeedUpdate = false;
4563

A
alteredq 已提交
4564 4565
				geometry.buffersNeedUpdate = false;

4566
				material.attributes && clearCustomAttributes( material );
4567

4568
			}
4569

4570
		} else if ( object instanceof THREE.Ribbon ) {
4571

4572 4573 4574 4575 4576
			material = getBufferMaterial( object, geometry );

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

			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {
4577

4578
				setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
4579

4580
			}
4581

4582
			geometry.verticesNeedUpdate = false;
M
Mr.doob 已提交
4583
			geometry.colorsNeedUpdate = false;
4584
			geometry.normalsNeedUpdate = false;
4585

4586 4587
			material.attributes && clearCustomAttributes( material );

4588
		} else if ( object instanceof THREE.Line ) {
4589

4590
			material = getBufferMaterial( object, geometry );
A
alteredq 已提交
4591

4592
			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
A
alteredq 已提交
4593

4594
			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
A
alteredq 已提交
4595

4596
				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
4597

4598
			}
4599

4600
			geometry.verticesNeedUpdate = false;
M
Mr.doob 已提交
4601
			geometry.colorsNeedUpdate = false;
4602
			geometry.lineDistancesNeedUpdate = false;
4603

4604
			material.attributes && clearCustomAttributes( material );
4605

4606
		} else if ( object instanceof THREE.ParticleSystem ) {
4607

4608
			if ( geometry instanceof THREE.BufferGeometry ) {
4609

4610
				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
4611

4612
					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
4613

4614
				}
4615

4616 4617
				geometry.verticesNeedUpdate = false;
				geometry.colorsNeedUpdate = false;
4618

4619
			} else {
4620

4621
				material = getBufferMaterial( object, geometry );
4622 4623 4624 4625 4626 4627 4628 4629 4630 4631 4632 4633 4634 4635 4636

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

				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {

					setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );

				}

				geometry.verticesNeedUpdate = false;
				geometry.colorsNeedUpdate = false;

				material.attributes && clearCustomAttributes( material );

			}
4637

4638
		}
4639

4640
	};
4641

4642
	// Objects updates - custom attributes check
4643

4644
	function areCustomAttributesDirty ( material ) {
4645

4646
		for ( var a in material.attributes ) {
4647

4648
			if ( material.attributes[ a ].needsUpdate ) return true;
4649

4650
		}
4651

4652
		return false;
4653

4654
	};
4655

4656 4657 4658
	function clearCustomAttributes ( material ) {

		for ( var a in material.attributes ) {
4659

4660
			material.attributes[ a ].needsUpdate = false;
4661

4662
		}
4663

4664
	};
4665

4666
	// Objects removal
4667

4668
	function removeObject ( object, scene ) {
4669

4670 4671 4672 4673
		if ( object instanceof THREE.Mesh  ||
			 object instanceof THREE.ParticleSystem ||
			 object instanceof THREE.Ribbon ||
			 object instanceof THREE.Line ) {
4674

4675
			removeInstances( scene.__webglObjects, object );
4676

4677
		} else if ( object instanceof THREE.Sprite ) {
4678

4679
			removeInstancesDirect( scene.__webglSprites, object );
4680

4681 4682 4683 4684
		} else if ( object instanceof THREE.LensFlare ) {

			removeInstancesDirect( scene.__webglFlares, object );

4685
		} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
4686

4687
			removeInstances( scene.__webglObjectsImmediate, object );
4688

4689
		}
4690

4691
		object.__webglActive = false;
4692

4693
	};
4694

4695
	function removeInstances ( objlist, object ) {
4696

4697
		for ( var o = objlist.length - 1; o >= 0; o -- ) {
4698

4699
			if ( objlist[ o ].object === object ) {
4700

4701
				objlist.splice( o, 1 );
4702

4703
			}
4704

4705
		}
4706

4707
	};
4708

4709
	function removeInstancesDirect ( objlist, object ) {
4710

4711
		for ( var o = objlist.length - 1; o >= 0; o -- ) {
4712

4713
			if ( objlist[ o ] === object ) {
4714

4715
				objlist.splice( o, 1 );
4716

4717
			}
4718

4719
		}
4720

4721
	};
4722

4723
	// Materials
4724

4725
	this.initMaterial = function ( material, lights, fog, object ) {
4726

4727
		var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
4728

4729
		if ( material instanceof THREE.MeshDepthMaterial ) {
M
Mr.doob 已提交
4730

4731
			shaderID = 'depth';
4732

4733
		} else if ( material instanceof THREE.MeshNormalMaterial ) {
4734

4735
			shaderID = 'normal';
M
Mr.doob 已提交
4736

4737
		} else if ( material instanceof THREE.MeshBasicMaterial ) {
M
Mr.doob 已提交
4738

4739
			shaderID = 'basic';
M
Mr.doob 已提交
4740

4741
		} else if ( material instanceof THREE.MeshLambertMaterial ) {
M
Mr.doob 已提交
4742

4743
			shaderID = 'lambert';
M
Mr.doob 已提交
4744

4745
		} else if ( material instanceof THREE.MeshPhongMaterial ) {
4746

4747
			shaderID = 'phong';
4748

4749
		} else if ( material instanceof THREE.LineBasicMaterial ) {
4750

4751
			shaderID = 'basic';
4752

4753 4754 4755 4756
		} else if ( material instanceof THREE.LineDashedMaterial ) {

			shaderID = 'dashed';

4757
		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
4758

4759
			shaderID = 'particle_basic';
4760 4761 4762

		}

4763
		if ( shaderID ) {
4764

4765
			setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
4766

4767
		}
4768

4769 4770
		// heuristics to create shader parameters according to lights in the scene
		// (not to blow over maxLights budget)
4771

4772
		maxLightCount = allocateLights( lights );
4773

4774
		maxShadows = allocateShadows( lights );
4775

4776
		maxBones = allocateBones( object );
4777

4778
		parameters = {
4779

A
alteredq 已提交
4780 4781 4782
			map: !!material.map,
			envMap: !!material.envMap,
			lightMap: !!material.lightMap,
4783
			bumpMap: !!material.bumpMap,
4784
			normalMap: !!material.normalMap,
4785
			specularMap: !!material.specularMap,
A
alteredq 已提交
4786

4787
			vertexColors: material.vertexColors,
A
alteredq 已提交
4788 4789 4790

			fog: fog,
			useFog: material.fog,
4791
			fogExp: fog instanceof THREE.FogExp2,
A
alteredq 已提交
4792

4793
			sizeAttenuation: material.sizeAttenuation,
A
alteredq 已提交
4794

4795
			skinning: material.skinning,
A
alteredq 已提交
4796
			maxBones: maxBones,
4797 4798 4799
			useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
			boneTextureWidth: object && object.boneTextureWidth,
			boneTextureHeight: object && object.boneTextureHeight,
A
alteredq 已提交
4800

4801
			morphTargets: material.morphTargets,
A
alteredq 已提交
4802
			morphNormals: material.morphNormals,
4803
			maxMorphTargets: this.maxMorphTargets,
A
alteredq 已提交
4804
			maxMorphNormals: this.maxMorphNormals,
A
alteredq 已提交
4805 4806 4807 4808

			maxDirLights: maxLightCount.directional,
			maxPointLights: maxLightCount.point,
			maxSpotLights: maxLightCount.spot,
A
alteredq 已提交
4809
			maxHemiLights: maxLightCount.hemi,
A
alteredq 已提交
4810 4811

			maxShadows: maxShadows,
4812 4813
			shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
			shadowMapSoft: this.shadowMapSoft,
A
alteredq 已提交
4814 4815
			shadowMapDebug: this.shadowMapDebug,
			shadowMapCascade: this.shadowMapCascade,
A
alteredq 已提交
4816

4817 4818
			alphaTest: material.alphaTest,
			metal: material.metal,
4819
			perPixel: material.perPixel,
4820
			wrapAround: material.wrapAround,
4821 4822
			doubleSided: material.side === THREE.DoubleSide,
			flipSided: material.side === THREE.BackSide
4823

4824
		};
M
Mr.doob 已提交
4825

4826
		material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );
4827

4828
		var attributes = material.program.attributes;
4829

4830 4831 4832 4833
		if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
		if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
		if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
		if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
4834
		if ( attributes.lineDistance >= 0 ) _gl.enableVertexAttribArray( attributes.lineDistance );
4835

4836 4837
		if ( material.skinning &&
			 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
M
Mr.doob 已提交
4838

4839 4840
			_gl.enableVertexAttribArray( attributes.skinIndex );
			_gl.enableVertexAttribArray( attributes.skinWeight );
M
Mr.doob 已提交
4841 4842

		}
4843

4844
		if ( material.attributes ) {
A
alteredq 已提交
4845

4846
			for ( a in material.attributes ) {
M
Mr.doob 已提交
4847

4848
				if ( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
4849

4850
			}
M
Mr.doob 已提交
4851

4852
		}
M
Mr.doob 已提交
4853

4854
		if ( material.morphTargets ) {
M
Mr.doob 已提交
4855

4856
			material.numSupportedMorphTargets = 0;
4857

4858
			var id, base = "morphTarget";
4859

4860
			for ( i = 0; i < this.maxMorphTargets; i ++ ) {
4861

4862
				id = base + i;
M
Mr.doob 已提交
4863

4864
				if ( attributes[ id ] >= 0 ) {
M
Mr.doob 已提交
4865

4866 4867
					_gl.enableVertexAttribArray( attributes[ id ] );
					material.numSupportedMorphTargets ++;
4868

4869
				}
4870

4871
			}
4872

4873
		}
4874

A
alteredq 已提交
4875 4876 4877 4878 4879 4880 4881 4882 4883 4884 4885 4886 4887 4888 4889 4890 4891 4892 4893 4894 4895
		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

			var id, base = "morphNormal";

			for ( i = 0; i < this.maxMorphNormals; i ++ ) {

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					_gl.enableVertexAttribArray( attributes[ id ] );
					material.numSupportedMorphNormals ++;

				}

			}

		}

4896
		material.uniformsList = [];
4897

4898
		for ( u in material.uniforms ) {
4899

4900
			material.uniformsList.push( [ material.uniforms[ u ], u ] );
4901

4902
		}
M
Mr.doob 已提交
4903

4904
	};
M
Mr.doob 已提交
4905

4906
	function setMaterialShaders( material, shaders ) {
M
Mr.doob 已提交
4907

4908 4909 4910
		material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
		material.vertexShader = shaders.vertexShader;
		material.fragmentShader = shaders.fragmentShader;
M
Mr.doob 已提交
4911

4912
	};
M
Mr.doob 已提交
4913

4914
	function setProgram( camera, lights, fog, material, object ) {
4915

4916 4917
		_usedTextureUnits = 0;

A
alteredq 已提交
4918
		if ( material.needsUpdate ) {
4919

4920 4921
			if ( material.program ) _this.deallocateMaterial( material );

4922
			_this.initMaterial( material, lights, fog, object );
A
alteredq 已提交
4923
			material.needsUpdate = false;
4924

4925
		}
4926

4927
		if ( material.morphTargets ) {
4928

4929
			if ( ! object.__webglMorphTargetInfluences ) {
4930

4931
				object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
4932

4933
			}
4934

4935
		}
4936

4937
		var refreshMaterial = false;
4938

4939 4940 4941
		var program = material.program,
			p_uniforms = program.uniforms,
			m_uniforms = material.uniforms;
4942

4943
		if ( program !== _currentProgram ) {
4944

4945 4946
			_gl.useProgram( program );
			_currentProgram = program;
4947

4948
			refreshMaterial = true;
4949

4950
		}
4951

4952
		if ( material.id !== _currentMaterialId ) {
4953

4954 4955
			_currentMaterialId = material.id;
			refreshMaterial = true;
4956

4957
		}
4958

4959
		if ( refreshMaterial || camera !== _currentCamera ) {
4960

A
alteredq 已提交
4961
			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );
A
alteredq 已提交
4962

4963 4964 4965 4966
			if ( camera !== _currentCamera ) _currentCamera = camera;

		}

4967 4968 4969 4970 4971 4972 4973 4974 4975 4976 4977 4978 4979 4980 4981 4982 4983 4984 4985 4986 4987 4988 4989 4990 4991 4992 4993 4994 4995
		// 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 ) {

			if ( _supportsBoneTextures && object.useVertexTexture ) {

				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

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

				}

			} else {

				if ( p_uniforms.boneGlobalMatrices !== null ) {

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

				}

			}

		}

4996 4997
		if ( refreshMaterial ) {

4998
			// refresh uniforms common to several materials
4999

5000
			if ( fog && material.fog ) {
5001

5002
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
5003

5004
			}
M
Mr.doob 已提交
5005

5006 5007 5008
			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material.lights ) {
5009

5010 5011 5012 5013 5014 5015 5016
				if ( _lightsNeedUpdate ) {

					setupLights( program, lights );
					_lightsNeedUpdate = false;

				}

5017
				refreshUniformsLights( m_uniforms, _lights );
5018

5019
			}
M
Mr.doob 已提交
5020

5021 5022 5023
			if ( material instanceof THREE.MeshBasicMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
5024

5025
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
5026 5027 5028

			}

5029
			// refresh single material specific uniforms
M
Mr.doob 已提交
5030

5031
			if ( material instanceof THREE.LineBasicMaterial ) {
5032

5033
				refreshUniformsLine( m_uniforms, material );
M
Mr.doob 已提交
5034

5035 5036 5037 5038 5039
			} else if ( material instanceof THREE.LineDashedMaterial ) {

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

5040
			} else if ( material instanceof THREE.ParticleBasicMaterial ) {
M
Mr.doob 已提交
5041

5042
				refreshUniformsParticle( m_uniforms, material );
M
Mr.doob 已提交
5043

5044
			} else if ( material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
5045

5046
				refreshUniformsPhong( m_uniforms, material );
M
Mr.doob 已提交
5047

5048
			} else if ( material instanceof THREE.MeshLambertMaterial ) {
M
Mr.doob 已提交
5049

5050
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
5051

5052
			} else if ( material instanceof THREE.MeshDepthMaterial ) {
M
Mr.doob 已提交
5053

5054 5055 5056
				m_uniforms.mNear.value = camera.near;
				m_uniforms.mFar.value = camera.far;
				m_uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
5057

5058
			} else if ( material instanceof THREE.MeshNormalMaterial ) {
M
Mr.doob 已提交
5059

5060
				m_uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
5061

5062
			}
M
Mr.doob 已提交
5063

5064
			if ( object.receiveShadow && ! material._shadowPass ) {
M
Mr.doob 已提交
5065

5066
				refreshUniformsShadow( m_uniforms, lights );
M
Mr.doob 已提交
5067

5068
			}
M
Mr.doob 已提交
5069

5070
			// load common uniforms
M
Mr.doob 已提交
5071

5072
			loadUniformsGeneric( program, material.uniformsList );
M
Mr.doob 已提交
5073

5074 5075
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)
5076

5077 5078 5079
			if ( material instanceof THREE.ShaderMaterial ||
				 material instanceof THREE.MeshPhongMaterial ||
				 material.envMap ) {
5080

5081
				if ( p_uniforms.cameraPosition !== null ) {
5082

5083 5084
					var position = camera.matrixWorld.getPosition();
					_gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
5085

5086
				}
5087 5088 5089

			}

5090 5091 5092 5093
			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {
5094

5095
				if ( p_uniforms.viewMatrix !== null ) {
5096

A
alteredq 已提交
5097
					_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray );
5098

5099
				}
5100

5101
			}
M
Mr.doob 已提交
5102

5103 5104
		}

5105
		loadUniformsMatrices( p_uniforms, object );
M
Mr.doob 已提交
5106

5107
		if ( p_uniforms.modelMatrix !== null ) {
M
Mr.doob 已提交
5108

5109
			_gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
5110

5111
		}
5112

5113
		return program;
5114

5115
	};
5116

5117
	// Uniforms (refresh uniforms objects)
A
alteredq 已提交
5118

5119
	function refreshUniformsCommon ( uniforms, material ) {
5120

5121
		uniforms.opacity.value = material.opacity;
5122

5123
		if ( _this.gammaInput ) {
5124

5125
			uniforms.diffuse.value.copyGammaToLinear( material.color );
5126

5127
		} else {
5128

5129
			uniforms.diffuse.value = material.color;
5130

5131
		}
5132

5133 5134 5135
		uniforms.map.value = material.map;
		uniforms.lightMap.value = material.lightMap;
		uniforms.specularMap.value = material.specularMap;
5136

5137
		if ( material.bumpMap ) {
5138

5139
			uniforms.bumpMap.value = material.bumpMap;
5140
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
5141

5142
		}
M
Mr.doob 已提交
5143

5144 5145
		if ( material.normalMap ) {

5146
			uniforms.normalMap.value = material.normalMap;
5147
			uniforms.normalScale.value.copy( material.normalScale );
5148

5149
		}
M
Mr.doob 已提交
5150

5151 5152 5153
		// uv repeat and offset setting priorities
		//	1. color map
		//	2. specular map
5154 5155
		//	3. normal map
		//	4. bump map
5156

5157
		var uvScaleMap;
5158

5159
		if ( material.map ) {
5160

5161
			uvScaleMap = material.map;
5162

5163
		} else if ( material.specularMap ) {
5164

5165 5166
			uvScaleMap = material.specularMap;

5167 5168 5169 5170
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

5171 5172 5173 5174 5175 5176 5177 5178 5179 5180 5181 5182
		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

		}

		if ( uvScaleMap !== undefined ) {

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

			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
5183

5184
		}
5185

5186
		uniforms.envMap.value = material.envMap;
5187
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
5188

5189
		if ( _this.gammaInput ) {
5190

5191 5192
			//uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
			uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
5193

5194
		} else {
5195

5196
			uniforms.reflectivity.value = material.reflectivity;
5197

5198
		}
5199

5200 5201 5202
		uniforms.refractionRatio.value = material.refractionRatio;
		uniforms.combine.value = material.combine;
		uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
M
Mr.doob 已提交
5203

5204
	};
M
Mr.doob 已提交
5205

5206
	function refreshUniformsLine ( uniforms, material ) {
M
Mr.doob 已提交
5207

5208 5209
		uniforms.diffuse.value = material.color;
		uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
5210

5211
	};
M
Mr.doob 已提交
5212

5213 5214 5215 5216 5217 5218 5219 5220
	function refreshUniformsDash ( uniforms, material ) {

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

	};

5221
	function refreshUniformsParticle ( uniforms, material ) {
5222

5223 5224 5225 5226
		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.
5227

5228
		uniforms.map.value = material.map;
5229

5230
	};
5231

5232
	function refreshUniformsFog ( uniforms, fog ) {
5233

5234
		uniforms.fogColor.value = fog.color;
5235

5236
		if ( fog instanceof THREE.Fog ) {
5237

5238 5239
			uniforms.fogNear.value = fog.near;
			uniforms.fogFar.value = fog.far;
5240

5241
		} else if ( fog instanceof THREE.FogExp2 ) {
M
Mikael Emtinger 已提交
5242

5243
			uniforms.fogDensity.value = fog.density;
M
Mikael Emtinger 已提交
5244

5245
		}
M
Mikael Emtinger 已提交
5246

5247
	};
M
Mikael Emtinger 已提交
5248

5249
	function refreshUniformsPhong ( uniforms, material ) {
M
Mikael Emtinger 已提交
5250

5251
		uniforms.shininess.value = material.shininess;
5252

5253
		if ( _this.gammaInput ) {
M
Mikael Emtinger 已提交
5254

5255
			uniforms.ambient.value.copyGammaToLinear( material.ambient );
5256
			uniforms.emissive.value.copyGammaToLinear( material.emissive );
5257
			uniforms.specular.value.copyGammaToLinear( material.specular );
5258

5259
		} else {
5260

5261
			uniforms.ambient.value = material.ambient;
5262
			uniforms.emissive.value = material.emissive;
5263
			uniforms.specular.value = material.specular;
5264

5265
		}
5266

5267 5268 5269 5270 5271 5272
		if ( material.wrapAround ) {

			uniforms.wrapRGB.value.copy( material.wrapRGB );

		}

5273
	};
5274

5275
	function refreshUniformsLambert ( uniforms, material ) {
5276

5277
		if ( _this.gammaInput ) {
5278

5279
			uniforms.ambient.value.copyGammaToLinear( material.ambient );
5280
			uniforms.emissive.value.copyGammaToLinear( material.emissive );
M
Mr.doob 已提交
5281

5282
		} else {
5283

5284
			uniforms.ambient.value = material.ambient;
5285
			uniforms.emissive.value = material.emissive;
5286

5287
		}
5288

5289 5290 5291 5292 5293 5294
		if ( material.wrapAround ) {

			uniforms.wrapRGB.value.copy( material.wrapRGB );

		}

5295
	};
5296

5297
	function refreshUniformsLights ( uniforms, lights ) {
5298

5299
		uniforms.ambientLightColor.value = lights.ambient;
5300

5301 5302
		uniforms.directionalLightColor.value = lights.directional.colors;
		uniforms.directionalLightDirection.value = lights.directional.positions;
5303

5304 5305 5306
		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
		uniforms.pointLightDistance.value = lights.point.distances;
5307

A
alteredq 已提交
5308 5309 5310 5311 5312 5313 5314
		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.spotLightAngle.value = lights.spot.angles;
		uniforms.spotLightExponent.value = lights.spot.exponents;

A
alteredq 已提交
5315 5316 5317 5318
		uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
		uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
		uniforms.hemisphereLightPosition.value = lights.hemi.positions;

5319
	};
5320

5321
	function refreshUniformsShadow ( uniforms, lights ) {
M
Mr.doob 已提交
5322

5323
		if ( uniforms.shadowMatrix ) {
5324

5325
			var j = 0;
5326

5327
			for ( var i = 0, il = lights.length; i < il; i ++ ) {
5328

5329
				var light = lights[ i ];
5330

A
alteredq 已提交
5331 5332
				if ( ! light.castShadow ) continue;

5333
				if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
5334

5335
					uniforms.shadowMap.value[ j ] = light.shadowMap;
5336
					uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
5337

5338 5339 5340 5341 5342 5343 5344 5345 5346 5347
					uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;

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

					j ++;

				}

			}
5348

5349 5350
		}

5351
	};
5352

5353
	// Uniforms (load to GPU)
5354

5355
	function loadUniformsMatrices ( uniforms, object ) {
5356

5357
		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
5358

5359
		if ( uniforms.normalMatrix ) {
5360

5361
			_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
5362

5363
		}
5364

5365
	};
5366

5367 5368 5369 5370 5371 5372 5373 5374 5375 5376 5377 5378 5379 5380 5381 5382
	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= _maxTextures ) {

			console.warn( "Trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );

		}

		_usedTextureUnits += 1;

		return textureUnit;

	};

5383
	function loadUniformsGeneric ( program, uniforms ) {
5384

5385
		var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
5386

M
Mr.doob 已提交
5387
		for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
5388

5389 5390
			location = program.uniforms[ uniforms[ j ][ 1 ] ];
			if ( !location ) continue;
5391

5392
			uniform = uniforms[ j ][ 0 ];
5393

5394 5395
			type = uniform.type;
			value = uniform.value;
5396

5397
			if ( type === "i" ) { // single integer
5398

5399
				_gl.uniform1i( location, value );
5400

5401
			} else if ( type === "f" ) { // single float
5402

5403
				_gl.uniform1f( location, value );
5404

5405
			} else if ( type === "v2" ) { // single THREE.Vector2
5406

5407
				_gl.uniform2f( location, value.x, value.y );
5408

5409
			} else if ( type === "v3" ) { // single THREE.Vector3
5410

5411
				_gl.uniform3f( location, value.x, value.y, value.z );
5412

5413
			} else if ( type === "v4" ) { // single THREE.Vector4
5414

5415
				_gl.uniform4f( location, value.x, value.y, value.z, value.w );
5416

5417
			} else if ( type === "c" ) { // single THREE.Color
5418

5419
				_gl.uniform3f( location, value.r, value.g, value.b );
5420

5421 5422 5423
			} else if ( type === "iv1" ) { // flat array of integers (JS or typed array)

				_gl.uniform1iv( location, value );
5424 5425 5426 5427

			} else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)

				_gl.uniform3iv( location, value );
5428

5429
			} else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
5430

5431
				_gl.uniform1fv( location, value );
5432

5433
			} else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
5434

5435
				_gl.uniform3fv( location, value );
5436

5437
			} else if ( type === "v2v" ) { // array of THREE.Vector2
5438

5439
				if ( uniform._array === undefined ) {
5440

5441
					uniform._array = new Float32Array( 2 * value.length );
5442

5443
				}
5444

5445
				for ( i = 0, il = value.length; i < il; i ++ ) {
5446

5447
					offset = i * 2;
5448

5449 5450
					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;
5451

5452
				}
5453

5454
				_gl.uniform2fv( location, uniform._array );
5455

5456
			} else if ( type === "v3v" ) { // array of THREE.Vector3
5457

5458
				if ( uniform._array === undefined ) {
M
Mr.doob 已提交
5459

5460
					uniform._array = new Float32Array( 3 * value.length );
A
alteredq 已提交
5461

5462
				}
5463

5464
				for ( i = 0, il = value.length; i < il; i ++ ) {
5465

5466
					offset = i * 3;
5467

5468 5469 5470
					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;
					uniform._array[ offset + 2 ] = value[ i ].z;
A
alteredq 已提交
5471

5472
				}
5473

5474
				_gl.uniform3fv( location, uniform._array );
A
alteredq 已提交
5475

5476
			} else if ( type === "v4v" ) { // array of THREE.Vector4
M
Mr.doob 已提交
5477

5478
				if ( uniform._array === undefined ) {
M
Mr.doob 已提交
5479

5480
					uniform._array = new Float32Array( 4 * value.length );
M
Mr.doob 已提交
5481

5482
				}
A
alteredq 已提交
5483

5484
				for ( i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
5485

5486
					offset = i * 4;
M
Mr.doob 已提交
5487

5488 5489 5490 5491
					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;
					uniform._array[ offset + 2 ] = value[ i ].z;
					uniform._array[ offset + 3 ] = value[ i ].w;
A
alteredq 已提交
5492

5493
				}
5494

5495
				_gl.uniform4fv( location, uniform._array );
A
alteredq 已提交
5496

5497
			} else if ( type === "m4") { // single THREE.Matrix4
A
alteredq 已提交
5498

5499
				if ( uniform._array === undefined ) {
A
alteredq 已提交
5500

5501
					uniform._array = new Float32Array( 16 );
A
alteredq 已提交
5502

5503
				}
M
Mr.doob 已提交
5504

5505 5506
				value.flattenToArray( uniform._array );
				_gl.uniformMatrix4fv( location, false, uniform._array );
5507

5508
			} else if ( type === "m4v" ) { // array of THREE.Matrix4
5509

5510
				if ( uniform._array === undefined ) {
5511

5512
					uniform._array = new Float32Array( 16 * value.length );
M
Mr.doob 已提交
5513

5514
				}
M
Mr.doob 已提交
5515

5516
				for ( i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
5517

5518
					value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
A
alteredq 已提交
5519

5520
				}
M
Mr.doob 已提交
5521

5522
				_gl.uniformMatrix4fv( location, false, uniform._array );
M
Mr.doob 已提交
5523

5524
			} else if ( type === "t" ) { // single THREE.Texture (2d or cube)
5525

5526 5527
				texture = value;
				textureUnit = getTextureUnit();
M
Mr.doob 已提交
5528

5529
				_gl.uniform1i( location, textureUnit );
M
Mr.doob 已提交
5530

5531
				if ( !texture ) continue;
M
Mr.doob 已提交
5532

5533
				if ( texture.image instanceof Array && texture.image.length === 6 ) {
M
Mr.doob 已提交
5534

5535
					setCubeTexture( texture, textureUnit );
M
Mr.doob 已提交
5536

5537
				} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
M
Mr.doob 已提交
5538

5539
					setCubeTextureDynamic( texture, textureUnit );
5540

5541
				} else {
A
alteredq 已提交
5542

5543
					_this.setTexture( texture, textureUnit );
A
alteredq 已提交
5544

5545
				}
A
alteredq 已提交
5546

5547
			} else if ( type === "tv" ) { // array of THREE.Texture (2d)
5548

5549
				if ( uniform._array === undefined ) {
5550

5551
					uniform._array = [];
M
Mr.doob 已提交
5552

5553
				}
M
Mr.doob 已提交
5554

5555
				for( i = 0, il = uniform.value.length; i < il; i ++ ) {
M
Mr.doob 已提交
5556

5557
					uniform._array[ i ] = getTextureUnit();
M
Mr.doob 已提交
5558

5559
				}
M
Mr.doob 已提交
5560

5561
				_gl.uniform1iv( location, uniform._array );
M
Mr.doob 已提交
5562

5563
				for( i = 0, il = uniform.value.length; i < il; i ++ ) {
M
Mr.doob 已提交
5564

5565 5566
					texture = uniform.value[ i ];
					textureUnit = uniform._array[ i ];
M
Mr.doob 已提交
5567

5568
					if ( !texture ) continue;
M
Mr.doob 已提交
5569

5570
					_this.setTexture( texture, textureUnit );
M
Mr.doob 已提交
5571

5572
				}
M
Mr.doob 已提交
5573

M
Mr.doob 已提交
5574
			}
M
Mr.doob 已提交
5575

M
Mr.doob 已提交
5576
		}
M
Mr.doob 已提交
5577

5578
	};
M
Mr.doob 已提交
5579

A
alteredq 已提交
5580
	function setupMatrices ( object, camera ) {
M
Mr.doob 已提交
5581

5582
		object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
M
Mr.doob 已提交
5583

5584
		object._normalMatrix.getInverse( object._modelViewMatrix );
5585
		object._normalMatrix.transpose();
M
Mr.doob 已提交
5586

A
alteredq 已提交
5587
	};
M
Mr.doob 已提交
5588

A
alteredq 已提交
5589 5590 5591 5592 5593 5594 5595 5596 5597 5598 5599 5600 5601 5602 5603 5604 5605 5606
	//

	function setColorGamma( array, offset, color, intensitySq ) {

		array[ offset ]     = color.r * color.r * intensitySq;
		array[ offset + 1 ] = color.g * color.g * intensitySq;
		array[ offset + 2 ] = color.b * color.b * intensitySq;

	};

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

		array[ offset ]     = color.r * intensity;
		array[ offset + 1 ] = color.g * intensity;
		array[ offset + 2 ] = color.b * intensity;

	};

5607
	function setupLights ( program, lights ) {
M
Mr.doob 已提交
5608

5609 5610
		var l, ll, light, n,
		r = 0, g = 0, b = 0,
A
alteredq 已提交
5611 5612 5613 5614
		color, skyColor, groundColor,
		intensity,  intensitySq,
		position,
		distance,
M
Mr.doob 已提交
5615

5616
		zlights = _lights,
A
alteredq 已提交
5617

A
alteredq 已提交
5618 5619 5620 5621 5622 5623
		dirColors = zlights.directional.colors,
		dirPositions = zlights.directional.positions,

		pointColors = zlights.point.colors,
		pointPositions = zlights.point.positions,
		pointDistances = zlights.point.distances,
A
alteredq 已提交
5624

A
alteredq 已提交
5625 5626 5627 5628 5629 5630
		spotColors = zlights.spot.colors,
		spotPositions = zlights.spot.positions,
		spotDistances = zlights.spot.distances,
		spotDirections = zlights.spot.directions,
		spotAngles = zlights.spot.angles,
		spotExponents = zlights.spot.exponents,
5631

A
alteredq 已提交
5632 5633 5634
		hemiSkyColors = zlights.hemi.skyColors,
		hemiGroundColors = zlights.hemi.groundColors,
		hemiPositions = zlights.hemi.positions,
A
alteredq 已提交
5635

A
alteredq 已提交
5636 5637 5638 5639
		dirLength = 0,
		pointLength = 0,
		spotLength = 0,
		hemiLength = 0,
5640

A
alteredq 已提交
5641 5642 5643 5644
		dirOffset = 0,
		pointOffset = 0,
		spotOffset = 0,
		hemiOffset = 0;
5645

5646
		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
5647

5648
			light = lights[ l ];
A
alteredq 已提交
5649

5650
			if ( light.onlyShadow || ! light.visible ) continue;
A
alteredq 已提交
5651 5652

			color = light.color;
5653 5654
			intensity = light.intensity;
			distance = light.distance;
A
alteredq 已提交
5655

5656
			if ( light instanceof THREE.AmbientLight ) {
5657

5658
				if ( _this.gammaInput ) {
5659

5660 5661 5662
					r += color.r * color.r;
					g += color.g * color.g;
					b += color.b * color.b;
5663

5664
				} else {
5665

5666 5667 5668
					r += color.r;
					g += color.g;
					b += color.b;
5669

5670
				}
5671

5672
			} else if ( light instanceof THREE.DirectionalLight ) {
5673

A
alteredq 已提交
5674
				dirOffset = dirLength * 3;
5675

5676
				if ( _this.gammaInput ) {
5677

A
alteredq 已提交
5678
					setColorGamma( dirColors, dirOffset, color, intensity * intensity );
5679

5680
				} else {
5681

A
alteredq 已提交
5682
					setColorLinear( dirColors, dirOffset, color, intensity );
A
alteredq 已提交
5683

5684
				}
A
alteredq 已提交
5685

5686 5687 5688
				_direction.copy( light.matrixWorld.getPosition() );
				_direction.subSelf( light.target.matrixWorld.getPosition() );
				_direction.normalize();
A
alteredq 已提交
5689

A
alteredq 已提交
5690 5691 5692
				dirPositions[ dirOffset ]     = _direction.x;
				dirPositions[ dirOffset + 1 ] = _direction.y;
				dirPositions[ dirOffset + 2 ] = _direction.z;
A
alteredq 已提交
5693

A
alteredq 已提交
5694
				dirLength += 1;
A
alteredq 已提交
5695

A
alteredq 已提交
5696
			} else if( light instanceof THREE.PointLight ) {
M
Mr.doob 已提交
5697

A
alteredq 已提交
5698
				pointOffset = pointLength * 3;
M
Mr.doob 已提交
5699

5700
				if ( _this.gammaInput ) {
5701

A
alteredq 已提交
5702
					setColorGamma( pointColors, pointOffset, color, intensity * intensity );
A
alteredq 已提交
5703

5704
				} else {
A
alteredq 已提交
5705

A
alteredq 已提交
5706
					setColorLinear( pointColors, pointOffset, color, intensity );
A
alteredq 已提交
5707

5708
				}
A
alteredq 已提交
5709

A
alteredq 已提交
5710 5711
				position = light.matrixWorld.getPosition();

A
alteredq 已提交
5712 5713 5714
				pointPositions[ pointOffset ]     = position.x;
				pointPositions[ pointOffset + 1 ] = position.y;
				pointPositions[ pointOffset + 2 ] = position.z;
A
alteredq 已提交
5715

A
alteredq 已提交
5716
				pointDistances[ pointLength ] = distance;
A
alteredq 已提交
5717

A
alteredq 已提交
5718
				pointLength += 1;
5719

A
alteredq 已提交
5720 5721
			} else if( light instanceof THREE.SpotLight ) {

A
alteredq 已提交
5722
				spotOffset = spotLength * 3;
A
alteredq 已提交
5723 5724 5725

				if ( _this.gammaInput ) {

A
alteredq 已提交
5726
					setColorGamma( spotColors, spotOffset, color, intensity * intensity );
A
alteredq 已提交
5727 5728 5729

				} else {

A
alteredq 已提交
5730
					setColorLinear( spotColors, spotOffset, color, intensity );
A
alteredq 已提交
5731 5732 5733 5734 5735

				}

				position = light.matrixWorld.getPosition();

A
alteredq 已提交
5736 5737 5738
				spotPositions[ spotOffset ]     = position.x;
				spotPositions[ spotOffset + 1 ] = position.y;
				spotPositions[ spotOffset + 2 ] = position.z;
A
alteredq 已提交
5739

A
alteredq 已提交
5740
				spotDistances[ spotLength ] = distance;
A
alteredq 已提交
5741 5742 5743 5744 5745

				_direction.copy( position );
				_direction.subSelf( light.target.matrixWorld.getPosition() );
				_direction.normalize();

A
alteredq 已提交
5746 5747 5748 5749 5750 5751 5752 5753 5754 5755
				spotDirections[ spotOffset ]     = _direction.x;
				spotDirections[ spotOffset + 1 ] = _direction.y;
				spotDirections[ spotOffset + 2 ] = _direction.z;

				spotAngles[ spotLength ] = Math.cos( light.angle );
				spotExponents[ spotLength ] = light.exponent;

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {
A
alteredq 已提交
5756

A
alteredq 已提交
5757 5758
				skyColor = light.color;
				groundColor = light.groundColor;
A
alteredq 已提交
5759

A
alteredq 已提交
5760 5761 5762 5763 5764 5765 5766 5767 5768 5769 5770 5771 5772 5773 5774 5775 5776 5777 5778 5779 5780 5781 5782
				hemiOffset = hemiLength * 3;

				if ( _this.gammaInput ) {

					intensitySq = intensity * intensity;

					setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
					setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );

				} else {

					setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
					setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );

				}

				position = light.matrixWorld.getPosition();

				hemiPositions[ hemiOffset ]     = position.x;
				hemiPositions[ hemiOffset + 1 ] = position.y;
				hemiPositions[ hemiOffset + 2 ] = position.z;

				hemiLength += 1;
A
alteredq 已提交
5783

5784
			}
5785

5786
		}
A
alteredq 已提交
5787

5788 5789
		// null eventual remains from removed lights
		// (this is to avoid if in shader)
A
alteredq 已提交
5790

A
alteredq 已提交
5791 5792 5793 5794 5795
		for ( l = dirLength * 3, ll = dirColors.length; l < ll; l ++ ) dirColors[ l ] = 0.0;
		for ( l = pointLength * 3, ll = pointColors.length; l < ll; l ++ ) pointColors[ l ] = 0.0;
		for ( l = spotLength * 3, ll = spotColors.length; l < ll; l ++ ) spotColors[ l ] = 0.0;
		for ( l = hemiLength * 3, ll = hemiSkyColors.length; l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
		for ( l = hemiLength * 3, ll = hemiGroundColors.length; l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
A
alteredq 已提交
5796

A
alteredq 已提交
5797 5798 5799 5800
		zlights.directional.length = dirLength;
		zlights.point.length = pointLength;
		zlights.spot.length = spotLength;
		zlights.hemi.length = hemiLength;
A
alteredq 已提交
5801

5802 5803 5804
		zlights.ambient[ 0 ] = r;
		zlights.ambient[ 1 ] = g;
		zlights.ambient[ 2 ] = b;
5805

5806
	};
M
Mr.doob 已提交
5807

5808
	// GL state setting
M
Mr.doob 已提交
5809

5810
	this.setFaceCulling = function ( cullFace, frontFace ) {
M
Mr.doob 已提交
5811

5812
		if ( cullFace ) {
M
Mr.doob 已提交
5813

5814
			if ( !frontFace || frontFace === "ccw" ) {
5815

5816
				_gl.frontFace( _gl.CCW );
5817

5818
			} else {
5819

5820
				_gl.frontFace( _gl.CW );
M
Mr.doob 已提交
5821

5822
			}
M
Mr.doob 已提交
5823

5824
			if( cullFace === "back" ) {
5825

5826
				_gl.cullFace( _gl.BACK );
5827

5828
			} else if( cullFace === "front" ) {
5829

5830
				_gl.cullFace( _gl.FRONT );
M
Mr.doob 已提交
5831

5832
			} else {
5833

5834
				_gl.cullFace( _gl.FRONT_AND_BACK );
5835

5836
			}
5837

5838
			_gl.enable( _gl.CULL_FACE );
5839

5840
		} else {
5841

5842
			_gl.disable( _gl.CULL_FACE );
5843 5844 5845 5846 5847

		}

	};

5848
	this.setMaterialFaces = function ( material ) {
5849

5850 5851
		var doubleSided = material.side === THREE.DoubleSide;
		var flipSided = material.side === THREE.BackSide;
M
Mr.doob 已提交
5852

5853 5854 5855
		if ( _oldDoubleSided !== doubleSided ) {

			if ( doubleSided ) {
M
Mr.doob 已提交
5856

5857
				_gl.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
5858

5859
			} else {
5860

5861
				_gl.enable( _gl.CULL_FACE );
5862

5863
			}
5864

5865
			_oldDoubleSided = doubleSided;
5866

5867
		}
5868

5869
		if ( _oldFlipSided !== flipSided ) {
5870

5871
			if ( flipSided ) {
5872

5873
				_gl.frontFace( _gl.CW );
5874

5875
			} else {
5876

5877
				_gl.frontFace( _gl.CCW );
5878

5879
			}
5880

5881
			_oldFlipSided = flipSided;
5882

5883
		}
5884

5885
	};
5886

A
alteredq 已提交
5887
	this.setDepthTest = function ( depthTest ) {
5888

5889
		if ( _oldDepthTest !== depthTest ) {
5890

5891
			if ( depthTest ) {
5892

5893
				_gl.enable( _gl.DEPTH_TEST );
5894

5895
			} else {
5896

5897
				_gl.disable( _gl.DEPTH_TEST );
5898 5899 5900

			}

5901
			_oldDepthTest = depthTest;
5902

5903
		}
5904

5905
	};
5906

5907
	this.setDepthWrite = function ( depthWrite ) {
A
alteredq 已提交
5908

5909
		if ( _oldDepthWrite !== depthWrite ) {
A
alteredq 已提交
5910

5911 5912
			_gl.depthMask( depthWrite );
			_oldDepthWrite = depthWrite;
A
alteredq 已提交
5913 5914 5915 5916 5917

		}

	};

5918
	function setLineWidth ( width ) {
5919

5920
		if ( width !== _oldLineWidth ) {
5921

5922 5923 5924
			_gl.lineWidth( width );

			_oldLineWidth = width;
5925 5926 5927

		}

5928
	};
5929

5930
	function setPolygonOffset ( polygonoffset, factor, units ) {
5931

5932
		if ( _oldPolygonOffset !== polygonoffset ) {
M
Mr.doob 已提交
5933

5934
			if ( polygonoffset ) {
5935

5936
				_gl.enable( _gl.POLYGON_OFFSET_FILL );
5937

5938
			} else {
5939

5940
				_gl.disable( _gl.POLYGON_OFFSET_FILL );
5941

5942
			}
5943

5944
			_oldPolygonOffset = polygonoffset;
5945

5946
		}
5947

5948
		if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
5949

5950
			_gl.polygonOffset( factor, units );
M
Mr.doob 已提交
5951

5952 5953
			_oldPolygonOffsetFactor = factor;
			_oldPolygonOffsetUnits = units;
M
Mr.doob 已提交
5954

5955
		}
M
Mr.doob 已提交
5956

5957
	};
M
Mr.doob 已提交
5958

5959
	this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
M
Mr.doob 已提交
5960

5961
		if ( blending !== _oldBlending ) {
M
Mr.doob 已提交
5962

5963
			if ( blending === THREE.NoBlending ) {
M
Mr.doob 已提交
5964

5965
				_gl.disable( _gl.BLEND );
M
Mr.doob 已提交
5966

5967
			} else if ( blending === THREE.AdditiveBlending ) {
M
Mr.doob 已提交
5968

5969 5970 5971
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
M
Mr.doob 已提交
5972

5973
			} else if ( blending === THREE.SubtractiveBlending ) {
M
Mr.doob 已提交
5974

5975 5976 5977 5978
				// TODO: Find blendFuncSeparate() combination
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
M
Mr.doob 已提交
5979

5980
			} else if ( blending === THREE.MultiplyBlending ) {
M
Mr.doob 已提交
5981

5982 5983 5984 5985
				// TODO: Find blendFuncSeparate() combination
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
5986

5987
			} else if ( blending === THREE.CustomBlending ) {
5988

5989
				_gl.enable( _gl.BLEND );
5990

5991
			} else {
5992

5993 5994 5995
				_gl.enable( _gl.BLEND );
				_gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
				_gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
5996

5997
			}
5998

5999
			_oldBlending = blending;
6000

6001
		}
6002

6003 6004 6005 6006 6007 6008 6009 6010 6011 6012 6013 6014 6015 6016 6017 6018 6019 6020 6021 6022 6023 6024 6025 6026 6027 6028 6029
		if ( blending === THREE.CustomBlending ) {

			if ( blendEquation !== _oldBlendEquation ) {

				_gl.blendEquation( paramThreeToGL( blendEquation ) );

				_oldBlendEquation = blendEquation;

			}

			if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {

				_gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );

				_oldBlendSrc = blendSrc;
				_oldBlendDst = blendDst;

			}

		} else {

			_oldBlendEquation = null;
			_oldBlendSrc = null;
			_oldBlendDst = null;

		}

6030
	};
6031

6032 6033 6034 6035
	// Defines

	function generateDefines ( defines ) {

6036
		var value, chunk, chunks = [];
6037 6038 6039

		for ( var d in defines ) {

6040 6041 6042 6043
			value = defines[ d ];
			if ( value === false ) continue;

			chunk = "#define " + d + " " + value;
6044 6045 6046 6047 6048 6049 6050 6051
			chunks.push( chunk );

		}

		return chunks.join( "\n" );

	};

6052 6053
	// Shaders

6054
	function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters ) {
6055

6056
		var p, pl, d, program, code;
6057
		var chunks = [];
6058 6059 6060

		// Generate code

6061 6062 6063 6064 6065 6066 6067 6068 6069 6070
		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}
6071

6072 6073 6074 6075 6076 6077 6078
		for ( d in defines ) {

			chunks.push( d );
			chunks.push( defines[ d ] );

		}

6079 6080
		for ( p in parameters ) {

6081 6082
			chunks.push( p );
			chunks.push( parameters[ p ] );
6083 6084 6085

		}

6086 6087
		code = chunks.join();

6088 6089 6090 6091
		// Check if code has been already compiled

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

A
alteredq 已提交
6092 6093 6094
			var programInfo = _programs[ p ];

			if ( programInfo.code === code ) {
6095

6096
				//console.log( "Code already compiled." /*: \n\n" + code*/ );
6097

A
alteredq 已提交
6098 6099 6100
				programInfo.usedTimes ++;

				return programInfo.program;
6101 6102 6103 6104

			}

		}
6105

6106
		//console.log( "building new program " );
6107 6108 6109

		//

6110 6111 6112 6113
		var customDefines = generateDefines( defines );

		//

6114
		program = _gl.createProgram();
M
Mr.doob 已提交
6115

6116
		var prefix_vertex = [
M
Mr.doob 已提交
6117

6118 6119
			"precision " + _precision + " float;",

6120 6121
			customDefines,

6122
			_supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
6123

6124 6125 6126 6127
			_this.gammaInput ? "#define GAMMA_INPUT" : "",
			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",

6128 6129
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
A
alteredq 已提交
6130
			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
A
alteredq 已提交
6131
			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
6132

6133 6134
			"#define MAX_SHADOWS " + parameters.maxShadows,

6135 6136
			"#define MAX_BONES " + parameters.maxBones,

6137
			parameters.map ? "#define USE_MAP" : "",
6138 6139
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
6140
			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
6141
			parameters.normalMap ? "#define USE_NORMALMAP" : "",
6142
			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
6143
			parameters.vertexColors ? "#define USE_COLOR" : "",
6144

6145
			parameters.skinning ? "#define USE_SKINNING" : "",
6146
			parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
6147 6148
			parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
			parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",
6149

6150
			parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
A
alteredq 已提交
6151
			parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
A
alteredq 已提交
6152
			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
6153
			parameters.wrapAround ? "#define WRAP_AROUND" : "",
6154
			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
6155
			parameters.flipSided ? "#define FLIP_SIDED" : "",
6156

6157
			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
6158
			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
A
alteredq 已提交
6159 6160
			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
6161

6162 6163
			parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",

6164
			"uniform mat4 modelMatrix;",
M
Mr.doob 已提交
6165 6166
			"uniform mat4 modelViewMatrix;",
			"uniform mat4 projectionMatrix;",
6167 6168
			"uniform mat4 viewMatrix;",
			"uniform mat3 normalMatrix;",
M
Mr.doob 已提交
6169
			"uniform vec3 cameraPosition;",
A
alteredq 已提交
6170

M
Mr.doob 已提交
6171 6172 6173
			"attribute vec3 position;",
			"attribute vec3 normal;",
			"attribute vec2 uv;",
6174
			"attribute vec2 uv2;",
6175

6176
			"#ifdef USE_COLOR",
6177

6178
				"attribute vec3 color;",
6179

6180 6181
			"#endif",

6182
			"#ifdef USE_MORPHTARGETS",
6183

6184 6185 6186 6187
				"attribute vec3 morphTarget0;",
				"attribute vec3 morphTarget1;",
				"attribute vec3 morphTarget2;",
				"attribute vec3 morphTarget3;",
A
alteredq 已提交
6188 6189 6190 6191 6192 6193 6194 6195 6196 6197 6198 6199 6200 6201 6202 6203

				"#ifdef USE_MORPHNORMALS",

					"attribute vec3 morphNormal0;",
					"attribute vec3 morphNormal1;",
					"attribute vec3 morphNormal2;",
					"attribute vec3 morphNormal3;",

				"#else",

					"attribute vec3 morphTarget4;",
					"attribute vec3 morphTarget5;",
					"attribute vec3 morphTarget6;",
					"attribute vec3 morphTarget7;",

				"#endif",
6204

6205 6206 6207
			"#endif",

			"#ifdef USE_SKINNING",
6208

6209 6210
				"attribute vec4 skinIndex;",
				"attribute vec4 skinWeight;",
6211

6212
			"#endif",
6213

M
Mr.doob 已提交
6214
			""
A
alteredq 已提交
6215

M
Mr.doob 已提交
6216
		].join("\n");
6217

M
Mr.doob 已提交
6218 6219
		var prefix_fragment = [

6220
			"precision " + _precision + " float;",
M
Mr.doob 已提交
6221

6222
			( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
6223

6224 6225
			customDefines,

M
Mr.doob 已提交
6226 6227
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
A
alteredq 已提交
6228
			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
A
alteredq 已提交
6229
			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
M
Mr.doob 已提交
6230

6231 6232
			"#define MAX_SHADOWS " + parameters.maxShadows,

6233 6234
			parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",

6235 6236 6237 6238
			_this.gammaInput ? "#define GAMMA_INPUT" : "",
			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",

M
Mr.doob 已提交
6239
			( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
6240
			( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
M
Mr.doob 已提交
6241 6242 6243 6244

			parameters.map ? "#define USE_MAP" : "",
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
6245
			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
6246
			parameters.normalMap ? "#define USE_NORMALMAP" : "",
6247
			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
M
Mr.doob 已提交
6248
			parameters.vertexColors ? "#define USE_COLOR" : "",
6249

6250 6251
			parameters.metal ? "#define METAL" : "",
			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
6252
			parameters.wrapAround ? "#define WRAP_AROUND" : "",
6253
			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
6254
			parameters.flipSided ? "#define FLIP_SIDED" : "",
6255

6256
			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
6257
			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
A
alteredq 已提交
6258 6259
			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
M
Mr.doob 已提交
6260 6261 6262 6263 6264 6265 6266

			"uniform mat4 viewMatrix;",
			"uniform vec3 cameraPosition;",
			""

		].join("\n");

6267 6268 6269 6270 6271
		var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
		var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );

		_gl.attachShader( program, glVertexShader );
		_gl.attachShader( program, glFragmentShader );
M
Mr.doob 已提交
6272

M
Mr.doob 已提交
6273
		_gl.linkProgram( program );
N
Nicolas Garcia Belmonte 已提交
6274

M
Mr.doob 已提交
6275
		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
N
Nicolas Garcia Belmonte 已提交
6276

6277
			console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
M
Mr.doob 已提交
6278

N
Nicolas Garcia Belmonte 已提交
6279
		}
6280

6281 6282 6283 6284 6285
		// clean up

		_gl.deleteShader( glFragmentShader );
		_gl.deleteShader( glVertexShader );

6286 6287
		//console.log( prefix_fragment + fragmentShader );
		//console.log( prefix_vertex + vertexShader );
M
Mr.doob 已提交
6288

M
Mr.doob 已提交
6289
		program.uniforms = {};
6290
		program.attributes = {};
M
Mr.doob 已提交
6291

6292 6293 6294 6295
		var identifiers, u, a, i;

		// cache uniform locations

6296
		identifiers = [
6297

6298
			'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
6299
			'morphTargetInfluences'
M
Mr.doob 已提交
6300

6301
		];
M
Mr.doob 已提交
6302

6303
		if ( parameters.useVertexTexture ) {
6304 6305 6306 6307 6308 6309 6310 6311 6312

			identifiers.push( 'boneTexture' );

		} else {

			identifiers.push( 'boneGlobalMatrices' );

		}

6313
		for ( u in uniforms ) {
M
Mr.doob 已提交
6314

6315
			identifiers.push( u );
M
Mr.doob 已提交
6316

6317
		}
M
Mr.doob 已提交
6318

6319
		cacheUniformLocations( program, identifiers );
M
Mr.doob 已提交
6320

6321
		// cache attributes locations
M
Mr.doob 已提交
6322

6323
		identifiers = [
A
alteredq 已提交
6324

6325
			"position", "normal", "uv", "uv2", "tangent", "color",
6326
			"skinIndex", "skinWeight", "lineDistance"
A
alteredq 已提交
6327

6328
		];
M
Mr.doob 已提交
6329

6330
		for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
6331

6332
			identifiers.push( "morphTarget" + i );
M
Mr.doob 已提交
6333

6334
		}
6335

A
alteredq 已提交
6336 6337 6338 6339 6340 6341
		for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {

			identifiers.push( "morphNormal" + i );

		}

6342
		for ( a in attributes ) {
6343

6344
			identifiers.push( a );
6345

6346
		}
6347

6348
		cacheAttributeLocations( program, identifiers );
6349

A
alteredq 已提交
6350
		program.id = _programs_counter ++;
6351

A
alteredq 已提交
6352
		_programs.push( { program: program, code: code, usedTimes: 1 } );
6353

6354
		_this.info.memory.programs = _programs.length;
6355

6356
		return program;
6357

6358
	};
6359

6360
	// Shader parameters cache
6361

6362
	function cacheUniformLocations ( program, identifiers ) {
6363

6364
		var i, l, id;
6365

6366
		for( i = 0, l = identifiers.length; i < l; i ++ ) {
6367

6368 6369
			id = identifiers[ i ];
			program.uniforms[ id ] = _gl.getUniformLocation( program, id );
M
Mr.doob 已提交
6370

6371
		}
M
Mr.doob 已提交
6372

6373
	};
M
Mr.doob 已提交
6374

6375
	function cacheAttributeLocations ( program, identifiers ) {
A
alteredq 已提交
6376

6377
		var i, l, id;
A
alteredq 已提交
6378

6379
		for( i = 0, l = identifiers.length; i < l; i ++ ) {
A
alteredq 已提交
6380

6381 6382
			id = identifiers[ i ];
			program.attributes[ id ] = _gl.getAttribLocation( program, id );
A
alteredq 已提交
6383

6384
		}
6385

6386
	};
A
alteredq 已提交
6387

6388 6389 6390 6391 6392 6393 6394 6395 6396 6397 6398 6399 6400 6401 6402 6403 6404
	function addLineNumbers ( string ) {

		var chunks = string.split( "\n" );

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

			// Chrome reports shader errors on lines
			// starting counting from 1

			chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];

		}

		return chunks.join( "\n" );

	};

6405
	function getShader ( type, string ) {
A
alteredq 已提交
6406

6407
		var shader;
6408

6409
		if ( type === "fragment" ) {
A
alteredq 已提交
6410

6411
			shader = _gl.createShader( _gl.FRAGMENT_SHADER );
A
alteredq 已提交
6412

6413
		} else if ( type === "vertex" ) {
A
alteredq 已提交
6414

6415
			shader = _gl.createShader( _gl.VERTEX_SHADER );
A
alteredq 已提交
6416

6417
		}
A
alteredq 已提交
6418

6419 6420
		_gl.shaderSource( shader, string );
		_gl.compileShader( shader );
6421

6422
		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
6423

6424
			console.error( _gl.getShaderInfoLog( shader ) );
6425
			console.error( addLineNumbers( string ) );
6426
			return null;
6427

A
alteredq 已提交
6428 6429
		}

6430 6431
		return shader;

A
alteredq 已提交
6432
	};
6433

6434 6435
	// Textures

6436 6437 6438 6439 6440 6441 6442

	function isPowerOfTwo ( value ) {

		return ( value & ( value - 1 ) ) === 0;

	};

6443
	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
6444

6445
		if ( isImagePowerOfTwo ) {
M
Mr.doob 已提交
6446

6447 6448
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
M
Mr.doob 已提交
6449

6450 6451
			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
M
Mr.doob 已提交
6452

6453
		} else {
M
Mr.doob 已提交
6454

6455 6456
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
6457

6458 6459
			_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
6460

6461
		}
M
Mr.doob 已提交
6462

6463
		if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
6464

6465 6466 6467 6468 6469 6470
			if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {

				_gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
				texture.__oldAnisotropy = texture.anisotropy;

			}
6471 6472 6473

		}

6474
	};
6475

6476
	this.setTexture = function ( texture, slot ) {
6477

6478
		if ( texture.needsUpdate ) {
A
alteredq 已提交
6479

6480
			if ( ! texture.__webglInit ) {
M
Mr.doob 已提交
6481

6482
				texture.__webglInit = true;
6483
				texture.__webglTexture = _gl.createTexture();
A
alteredq 已提交
6484

M
Mr.doob 已提交
6485 6486
				_this.info.memory.textures ++;

6487
			}
M
Mr.doob 已提交
6488

6489
			_gl.activeTexture( _gl.TEXTURE0 + slot );
6490 6491
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );

6492
			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
6493 6494
			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );

6495 6496
			var image = texture.image,
			isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
6497 6498
			glFormat = paramThreeToGL( texture.format ),
			glType = paramThreeToGL( texture.type );
6499

6500 6501
			setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );

6502 6503 6504 6505 6506 6507 6508 6509 6510 6511 6512 6513
			if ( texture instanceof THREE.CompressedTexture ) {

				var mipmap, mipmaps = texture.mipmaps;

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

					mipmap = mipmaps[ i ];
					_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

				}

			} else if ( texture instanceof THREE.DataTexture ) {
6514

6515
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
Mr.doob 已提交
6516

A
alteredq 已提交
6517
			} else {
M
Mr.doob 已提交
6518

6519
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
Mr.doob 已提交
6520 6521 6522

			}

6523
			if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
6524

A
alteredq 已提交
6525
			texture.needsUpdate = false;
6526

6527
			if ( texture.onUpdate ) texture.onUpdate();
6528

6529
		} else {
6530

6531 6532
			_gl.activeTexture( _gl.TEXTURE0 + slot );
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
6533 6534

		}
M
Mr.doob 已提交
6535

6536
	};
M
Mr.doob 已提交
6537

6538 6539 6540 6541 6542 6543 6544 6545 6546 6547
	function clampToMaxSize ( image, maxSize ) {

		if ( image.width <= maxSize && image.height <= maxSize ) {

			return image;

		}

		// Warning: Scaling through the canvas will only work with images that use
		// premultiplied alpha.
6548

6549 6550 6551 6552 6553 6554 6555
		var maxDimension = Math.max( image.width, image.height );
		var newWidth = Math.floor( image.width * maxSize / maxDimension );
		var newHeight = Math.floor( image.height * maxSize / maxDimension );

		var canvas = document.createElement( 'canvas' );
		canvas.width = newWidth;
		canvas.height = newHeight;
6556

6557
		var ctx = canvas.getContext( "2d" );
6558 6559
		ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );

6560 6561 6562 6563
		return canvas;

	}

6564
	function setCubeTexture ( texture, slot ) {
6565

6566
		if ( texture.image.length === 6 ) {
6567 6568 6569

			if ( texture.needsUpdate ) {

A
alteredq 已提交
6570
				if ( ! texture.image.__webglTextureCube ) {
6571 6572

					texture.image.__webglTextureCube = _gl.createTexture();
6573

A
alteredq 已提交
6574
				}
6575

A
alteredq 已提交
6576 6577
				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
6578

6579
				_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
M
Mr.doob 已提交
6580

6581 6582
				var isCompressed = texture instanceof THREE.CompressedTexture;

6583
				var cubeImage = [];
6584

A
alteredq 已提交
6585
				for ( var i = 0; i < 6; i ++ ) {
6586

6587
					if ( _this.autoScaleCubemaps && ! isCompressed ) {
6588 6589 6590 6591 6592 6593 6594 6595 6596 6597 6598

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

					} else {

						cubeImage[ i ] = texture.image[ i ];

					}

				}

6599 6600
				var image = cubeImage[ 0 ],
				isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
6601 6602
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );
6603

6604 6605
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

A
alteredq 已提交
6606
				for ( var i = 0; i < 6; i ++ ) {
6607

6608 6609 6610 6611 6612 6613 6614 6615 6616 6617 6618 6619 6620 6621 6622 6623
					if ( isCompressed ) {

						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

						for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {

							mipmap = mipmaps[ j ];
							_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

						}

					} else {

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

					}
6624

A
alteredq 已提交
6625
				}
6626

M
Mr.doob 已提交
6627 6628 6629 6630 6631
				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}
6632

A
alteredq 已提交
6633
				texture.needsUpdate = false;
6634

6635
				if ( texture.onUpdate ) texture.onUpdate();
6636

A
alteredq 已提交
6637
			} else {
6638

A
alteredq 已提交
6639 6640
				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
6641

A
alteredq 已提交
6642
			}
6643

A
alteredq 已提交
6644
		}
6645

A
alteredq 已提交
6646
	};
6647

6648
	function setCubeTextureDynamic ( texture, slot ) {
6649

A
alteredq 已提交
6650 6651
		_gl.activeTexture( _gl.TEXTURE0 + slot );
		_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
6652 6653 6654

	};

6655 6656 6657
	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
6658

6659 6660
		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
A
alteredq 已提交
6661

6662
	};
M
Mr.doob 已提交
6663

6664
	function setupRenderBuffer ( renderbuffer, renderTarget  ) {
M
Mikael Emtinger 已提交
6665

6666
		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
6667

6668
		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
M
Mr.doob 已提交
6669

6670 6671
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
A
alteredq 已提交
6672

6673 6674
		/* For some reason this is not working. Defaulting to RGBA4.
		} else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
A
alteredq 已提交
6675

6676 6677 6678 6679
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
		*/
		} else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
A
alteredq 已提交
6680

6681 6682
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
A
alteredq 已提交
6683

6684
		} else {
A
alteredq 已提交
6685

6686
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
A
alteredq 已提交
6687

6688
		}
A
alteredq 已提交
6689

6690
	};
A
alteredq 已提交
6691

A
alteredq 已提交
6692
	this.setRenderTarget = function ( renderTarget ) {
A
alteredq 已提交
6693

6694
		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
A
alteredq 已提交
6695

6696
		if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
A
alteredq 已提交
6697

M
Mr.doob 已提交
6698 6699
			if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
			if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
A
alteredq 已提交
6700

6701
			renderTarget.__webglTexture = _gl.createTexture();
A
alteredq 已提交
6702

6703
			// Setup texture, create render and frame buffers
6704

6705 6706
			var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
				glFormat = paramThreeToGL( renderTarget.format ),
6707 6708
				glType = paramThreeToGL( renderTarget.type );

6709
			if ( isCube ) {
M
Mr.doob 已提交
6710

6711 6712
				renderTarget.__webglFramebuffer = [];
				renderTarget.__webglRenderbuffer = [];
M
Mikael Emtinger 已提交
6713

6714
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
6715
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
A
alteredq 已提交
6716

6717
				for ( var i = 0; i < 6; i ++ ) {
A
alteredq 已提交
6718

6719 6720
					renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
					renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
A
alteredq 已提交
6721

6722
					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
A
alteredq 已提交
6723

6724 6725
					setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
					setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
A
alteredq 已提交
6726

6727
				}
6728

6729 6730
				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

6731
			} else {
6732

6733 6734
				renderTarget.__webglFramebuffer = _gl.createFramebuffer();
				renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
6735

6736
				_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
6737
				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
6738

6739
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
6740

6741 6742
				setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
				setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
6743

6744 6745
				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );

M
Mikael Emtinger 已提交
6746
			}
6747

6748
			// Release everything
M
Mr.doob 已提交
6749

A
alteredq 已提交
6750 6751 6752 6753 6754 6755 6756 6757 6758 6759
			if ( isCube ) {

				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

			} else {

				_gl.bindTexture( _gl.TEXTURE_2D, null );

			}

6760 6761
			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
M
Mr.doob 已提交
6762

6763 6764
		}

6765
		var framebuffer, width, height, vx, vy;
M
Mr.doob 已提交
6766

6767
		if ( renderTarget ) {
M
Mr.doob 已提交
6768

A
alteredq 已提交
6769 6770
			if ( isCube ) {

6771
				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
A
alteredq 已提交
6772 6773 6774

			} else {

6775
				framebuffer = renderTarget.__webglFramebuffer;
A
alteredq 已提交
6776 6777 6778

			}

6779 6780
			width = renderTarget.width;
			height = renderTarget.height;
M
Mr.doob 已提交
6781

6782 6783 6784
			vx = 0;
			vy = 0;

6785
		} else {
M
Mr.doob 已提交
6786

6787
			framebuffer = null;
6788

6789 6790
			width = _viewportWidth;
			height = _viewportHeight;
6791

6792 6793
			vx = _viewportX;
			vy = _viewportY;
M
Mr.doob 已提交
6794

6795
		}
M
Mr.doob 已提交
6796

6797
		if ( framebuffer !== _currentFramebuffer ) {
M
Mr.doob 已提交
6798

6799
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
6800
			_gl.viewport( vx, vy, width, height );
M
Mr.doob 已提交
6801

6802
			_currentFramebuffer = framebuffer;
M
Mr.doob 已提交
6803

6804
		}
6805

A
alteredq 已提交
6806 6807 6808
		_currentWidth = width;
		_currentHeight = height;

6809
	};
M
Mr.doob 已提交
6810

6811
	function updateRenderTargetMipmap ( renderTarget ) {
M
Mr.doob 已提交
6812

A
alteredq 已提交
6813 6814 6815 6816 6817 6818 6819 6820 6821 6822 6823 6824 6825
		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

		} else {

			_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
			_gl.generateMipmap( _gl.TEXTURE_2D );
			_gl.bindTexture( _gl.TEXTURE_2D, null );

		}
M
Mr.doob 已提交
6826 6827

	};
6828

6829
	// Fallback filters for non-power-of-2 textures
6830

6831
	function filterFallback ( f ) {
6832

6833
		if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
6834

6835
			return _gl.NEAREST;
6836 6837

		}
6838

6839 6840
		return _gl.LINEAR;

6841
	};
6842

6843 6844
	// Map three.js constants to WebGL constants

6845
	function paramThreeToGL ( p ) {
M
Mr.doob 已提交
6846

6847 6848 6849 6850 6851 6852 6853 6854 6855 6856 6857 6858 6859 6860 6861 6862 6863 6864 6865 6866 6867 6868 6869 6870 6871 6872 6873 6874 6875 6876 6877 6878 6879 6880 6881 6882 6883 6884 6885 6886 6887 6888 6889 6890 6891 6892
		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;

		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;
M
Mr.doob 已提交
6893

6894 6895 6896 6897 6898 6899 6900 6901 6902
		if ( _glExtensionCompressedTextureS3TC !== undefined ) {

			if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;

		}

6903
		return 0;
M
Mr.doob 已提交
6904

6905 6906
	};

6907
	// Allocations
6908

6909
	function allocateBones ( object ) {
6910

6911
		if ( _supportsBoneTextures && object && object.useVertexTexture ) {
6912 6913

			return 1024;
6914

6915
		} else {
6916

6917 6918 6919 6920 6921 6922 6923
			// default for when object is not specified
			// ( for example when prebuilding shader
			//   to be used with multiple objects )
			//
			// 	- leave some extra space for other uniforms
			//  - limit here is ANGLE's 254 max uniform vectors
			//    (up to 54 should be safe)
6924

6925 6926
			var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
6927

6928
			var maxBones = nVertexMatrices;
6929

6930
			if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
6931

6932
				maxBones = Math.min( object.bones.length, maxBones );
6933

6934
				if ( maxBones < object.bones.length ) {
6935

6936
					console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
6937

6938
				}
6939

6940
			}
6941

6942
			return maxBones;
6943

6944 6945 6946
		}

	};
6947

6948
	function allocateLights ( lights ) {
6949

6950
		var l, ll, light, dirLights, pointLights, spotLights, hemiLights;
6951

6952
		dirLights = pointLights = spotLights = hemiLights = 0;
A
alteredq 已提交
6953 6954

		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
6955

6956
			light = lights[ l ];
6957

A
alteredq 已提交
6958 6959
			if ( light.onlyShadow ) continue;

6960 6961
			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
			if ( light instanceof THREE.PointLight ) pointLights ++;
A
alteredq 已提交
6962
			if ( light instanceof THREE.SpotLight ) spotLights ++;
A
alteredq 已提交
6963
			if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
6964

6965
		}
6966

6967
		return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
6968 6969

	};
M
Mr.doob 已提交
6970

6971
	function allocateShadows ( lights ) {
6972

M
Mr.doob 已提交
6973
		var l, ll, light, maxShadows = 0;
6974 6975 6976 6977 6978

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

			light = lights[ l ];

A
alteredq 已提交
6979 6980
			if ( ! light.castShadow ) continue;

6981 6982
			if ( light instanceof THREE.SpotLight ) maxShadows ++;
			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
6983 6984 6985 6986 6987 6988 6989

		}

		return maxShadows;

	};

6990
	// Initialization
M
Mr.doob 已提交
6991

6992 6993 6994 6995
	function initGL () {

		try {

6996
			if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
6997 6998 6999 7000 7001 7002 7003 7004 7005 7006 7007

				throw 'Error creating WebGL context.';

			}

		} catch ( error ) {

			console.error( error );

		}

7008
		_glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
A
alteredq 已提交
7009 7010 7011 7012 7013 7014
		_glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );

		_glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) ||
											   _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) ||
											   _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );

7015

7016 7017 7018 7019
		_glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) ||
											_gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) ||
											_gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );

7020
		if ( ! _glExtensionTextureFloat ) {
7021 7022 7023 7024 7025

			console.log( 'THREE.WebGLRenderer: Float textures not supported.' );

		}

A
alteredq 已提交
7026
		if ( ! _glExtensionStandardDerivatives ) {
7027

A
alteredq 已提交
7028
			console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
7029

A
alteredq 已提交
7030
		}
7031

A
alteredq 已提交
7032
		if ( ! _glExtensionTextureFilterAnisotropic ) {
7033

A
alteredq 已提交
7034
			console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
7035 7036 7037

		}

7038 7039 7040 7041 7042 7043
		if ( ! _glExtensionCompressedTextureS3TC ) {

			console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );

		}

7044 7045 7046 7047 7048 7049 7050 7051 7052 7053 7054 7055 7056 7057 7058 7059 7060 7061 7062 7063 7064 7065 7066
	};

	function setDefaultGLState () {

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

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

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

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

		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );

	};

7067 7068
	// default plugins (order is important)

A
alteredq 已提交
7069 7070 7071 7072 7073
	this.shadowMapPlugin = new THREE.ShadowMapPlugin();
	this.addPrePlugin( this.shadowMapPlugin );

	this.addPostPlugin( new THREE.SpritePlugin() );
	this.addPostPlugin( new THREE.LensFlarePlugin() );
7074

7075
};