WebGLRenderer.js 96.2 KB
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
 */

THREE.WebGLRenderer = function ( parameters ) {

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

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

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

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

	// physically based shading

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

	// morphs

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

	// flags

	this.autoScaleCubemaps = true;

	// info

	this.info = {

		memory: {

			programs: 0,
			geometries: 0,
			textures: 0

		},

		render: {

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

		}

	};

	// internal properties

	var _this = this,

	_programs = [],

	// internal state cache

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

	_usedTextureUnits = 0,

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

	// frustum

	_frustum = new THREE.Frustum(),

	 // camera matrices cache

	_projScreenMatrix = new THREE.Matrix4(),

	_vector3 = new THREE.Vector3(),

	// light arrays cache

	_direction = new THREE.Vector3(),

	_lightsNeedUpdate = true,

	_lights = {

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

	// initialize

	var _gl;

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	try {

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

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

		if ( _gl === null ) {

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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

			event.preventDefault();

			resetGLState();
			setDefaultGLState();

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

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	} catch ( error ) {

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

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

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	if ( _gl.getShaderPrecisionFormat === undefined ) {

		_gl.getShaderPrecisionFormat = function () {

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

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

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		THREE.BufferGeometry.MaxIndex = 4294967296;
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	}

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	if ( _logarithmicDepthBuffer ) {

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		extensions.get( 'EXT_frag_depth' );
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	}

	//

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

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

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

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	};

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

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

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

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

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

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

	var resetGLState = function () {

		_currentProgram = null;
		_currentCamera = null;

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

		_lightsNeedUpdate = true;

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		state.reset();

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	};
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	setDefaultGLState();

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

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

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

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

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

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

				}

			}
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			return array;

		};

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

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

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

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

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

	}

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

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	// Plugins

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

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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.forceContextLoss = function () {

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

	};

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	this.supportsVertexTextures = function () {

		return _supportsVertexTextures;

	};

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	this.supportsInstancedArrays = function () {

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		return _supportsInstancedArrays;
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	};

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	this.supportsFloatTextures = function () {

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

		return extensions.get( 'OES_texture_half_float' );

	};

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	this.supportsStandardDerivatives = function () {

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

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

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

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	this.supportsBlendMinMax = function () {

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

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

			if ( value !== undefined ) {

				return value;

			}

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

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

			return value;

		}

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

		return _precision;

	};

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	this.getPixelRatio = function () {

		return pixelRatio;

	};

	this.setPixelRatio = function ( value ) {

		pixelRatio = value;

	};

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	this.getSize = function () {

		return {
			width: _width,
			height: _height
		};

	};

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

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

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

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

	};

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

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

	this.enableScissorTest = function ( enable ) {

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

	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

		_gl.clear( _gl.COLOR_BUFFER_BIT );

	};

	this.clearDepth = function () {

		_gl.clear( _gl.DEPTH_BUFFER_BIT );

	};

	this.clearStencil = function () {

		_gl.clear( _gl.STENCIL_BUFFER_BIT );
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	};

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

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

	};

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	// Reset

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

		var texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		deallocateTexture( texture );

		_this.info.memory.textures --;


	};

	var onRenderTargetDispose = function ( event ) {

		var renderTarget = event.target;

		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

		deallocateRenderTarget( renderTarget );

		_this.info.memory.textures --;

	};

	var onMaterialDispose = function ( event ) {

		var material = event.target;

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

	};

	// Buffer deallocation

	var deallocateTexture = function ( texture ) {

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

			// cube texture

			_gl.deleteTexture( texture.image.__webglTextureCube );

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			delete texture.image.__webglTextureCube;

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		} else {

			// 2D texture

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

			_gl.deleteTexture( texture.__webglTexture );

			delete texture.__webglTexture;
			delete texture.__webglInit;

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		}

	};

	var deallocateRenderTarget = function ( renderTarget ) {

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

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		delete renderTarget.__webglTexture;

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		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

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

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

			}

		} else {

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

		}

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		delete renderTarget.__webglFramebuffer;
		delete renderTarget.__webglRenderbuffer;

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	};

	var deallocateMaterial = function ( material ) {

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

		material.program = undefined;

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

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

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

			programInfo = _programs[ i ];

			if ( programInfo.program === program ) {

				programInfo.usedTimes --;

				if ( programInfo.usedTimes === 0 ) {

					deleteProgram = true;

				}

				break;

			}

		}

		if ( deleteProgram === true ) {

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

			var newPrograms = [];

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

				programInfo = _programs[ i ];

				if ( programInfo.program !== program ) {

					newPrograms.push( programInfo );

				}

			}

			_programs = newPrograms;

			_gl.deleteProgram( program );

			_this.info.memory.programs --;

		}

	};

	// Buffer rendering

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

771
		state.initAttributes();
772

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

		if ( object.hasPositions ) {

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

			state.enableAttribute( program.attributes.position );

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

		}

		if ( object.hasNormals ) {

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

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

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

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

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

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

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

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

				}

			}

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

			state.enableAttribute( program.attributes.normal );

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

		}

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

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

			state.enableAttribute( program.attributes.uv );

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

		}

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

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

			state.enableAttribute( program.attributes.color );

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

		}

866
		state.disableUnusedAttributes();
867

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

		object.count = 0;

	};

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

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878
		if ( geometry instanceof THREE.InstancedBufferGeometry ) {
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879

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

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882
			if ( extension === null ) {
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883

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884 885
				THREE.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
				return;
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			}

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

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

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

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

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901
			if ( programAttribute >= 0 ) {
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902

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903
				var geometryAttribute = geometryAttributes[ key ];
904

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905
				if ( geometryAttribute !== undefined ) {
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906

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

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910
					if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
911

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

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

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919
						if ( data instanceof THREE.InstancedInterleavedBuffer ) {
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920

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

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

M
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926
							}
B
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927

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

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

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

M
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934
							}
B
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935

M
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936
						}
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937

B
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938 939
					} else {

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

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

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

M
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950
							}
B
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951

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

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

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

M
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958
							}
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959

M
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960
						}
B
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961 962

					}
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963

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

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

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

970
							_gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] );
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971

972 973 974 975 976
						} else if ( material.defaultAttributeValues[ key ].length === 3 ) {

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

						}
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977 978 979 980 981 982 983 984

					}

				}

			}

		}
985

986
		state.disableUnusedAttributes();
987

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988 989
	}

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

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

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

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

1001
		if ( geometryProgram !== _currentGeometryProgram ) {
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1002

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

		}

		if ( updateBuffers ) {

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

		}

		if ( object instanceof THREE.Mesh ) {

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

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

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

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

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

1026
		}
1027

1028
	};
1029

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

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

1034
		var index = geometry.attributes.index;
1035

1036
		if ( index ) {
M
Mr.doob 已提交
1037

1038
			// indexed triangles
1039

1040
			var type, size;
1041

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

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

1047
			} else {
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1048

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

1052
			}
1053

1054
			var offsets = geometry.offsets;
B
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1055

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

1058
				if ( updateBuffers ) {
B
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1059

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

				}

				if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
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1066

1067 1068 1069 1070
					var extension = extensions.get( 'ANGLE_instanced_arrays' );

					if ( extension === null ) {

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

					}
1075

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

1078
				} else {
M
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1079

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

1087
			} else {
M
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1088

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

1093
				updateBuffers = true;
1094

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

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

1099
					if ( updateBuffers ) {
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1100

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

1104
					}
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1105

1106
					// render indexed triangles
B
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1107

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

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

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

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

B
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1117
						}
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1118

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

					} else {

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

1125
					}
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1126

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

M
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1131 1132
				}

1133
			}
M
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1134

1135
		} else {
1136

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

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

1143
				if ( updateBuffers ) {
M
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1144

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

1147
				}
1148

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

1151
				// render non-indexed triangles
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1152

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

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

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

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

1162 1163 1164 1165 1166
					}

					if ( position instanceof THREE.InterleavedBufferAttribute ) {

						extension.drawArraysInstancedANGLE( mode, 0, position.data.array.length / position.data.stride, geometry.maxInstancedCount ); // Draw the instanced meshes
B
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1167

1168 1169 1170
					} else {

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

1172
					}
B
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1173

1174
				} else {
B
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1175

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

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

					} else {

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

					}
B
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1185

1186
				}
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1187

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

1192
			} else {
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1193

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

1198
				updateBuffers = true;
M
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1199

1200
				for ( var i = 0, il = offsets.length; i < il; i++ ) {
M
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1201

1202
					var startIndex = offsets[i].index;
B
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1203

1204
					if ( updateBuffers ) {
M
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1205

1206 1207 1208
						setupVertexAttributes( material, program, geometry, startIndex );

					}
M
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1209

1210
					var position = geometry.attributes['position'];
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1211

1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230
					// render non-indexed triangles

					if ( geometry instanceof THREE.InstancedBufferGeometry ) {

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

					} else {

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

					}

					_this.info.render.calls++;
					_this.info.render.vertices += offsets[i].count - offsets[i].index;
					_this.info.render.faces += ( offsets[i].count - offsets[i].index ) / 3;

				}
			}
1231
		}
1232

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1233
	}
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1234

M
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1235
	function renderLine( material, geometry, object, program, updateBuffers ) {
M
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1236

1237
		var mode = object instanceof THREE.LineSegments ? _gl.LINES : _gl.LINE_STRIP;
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1238 1239 1240 1241 1242

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

		state.setLineWidth( lineWidth * pixelRatio );
1243

1244
		var index = geometry.attributes.index;
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1245

1246
		if ( index ) {
M
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1247

M
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1248
			// indexed lines
M
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1249

1250
			var type, size;
M
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1251

M
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1252
			if ( index.array instanceof Uint32Array ) {
M
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1253

1254 1255
				type = _gl.UNSIGNED_INT;
				size = 4;
M
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1256

1257
			} else {
M
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1258

1259 1260
				type = _gl.UNSIGNED_SHORT;
				size = 2;
M
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1261

1262
			}
M
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1263

1264
			var offsets = geometry.offsets;
M
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1265

1266
			if ( offsets.length === 0 ) {
M
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1267

1268
				if ( updateBuffers ) {
M
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1269

1270 1271
					setupVertexAttributes( material, program, geometry, 0 );
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
M
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1272

1273
				}
M
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1274

M
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1275
				_gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
1276 1277

				_this.info.render.calls ++;
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1278
				_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
M
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1279

1280
			} else {
M
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1281

1282 1283 1284
				// if there is more than 1 chunk
				// must set attribute pointers to use new offsets for each chunk
				// even if geometry and materials didn't change
M
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1285

1286
				if ( offsets.length > 1 ) updateBuffers = true;
M
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1287

1288
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
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1289

1290
					var startIndex = offsets[ i ].index;
M
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1291

1292
					if ( updateBuffers ) {
M
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1293

1294 1295
						setupVertexAttributes( material, program, geometry, startIndex );
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
M
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1296

1297
					}
M
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1298

M
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1299
					// render indexed lines
M
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1300

M
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1301
					_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
M
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1302

1303
					_this.info.render.calls ++;
M
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1304
					_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
M
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1305

M
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1306
				}
M
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1307

1308
			}
M
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1309

1310
		} else {
M
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1311

M
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1312
			// non-indexed lines
M
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1313

1314
			if ( updateBuffers ) {
M
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1315

1316
				setupVertexAttributes( material, program, geometry, 0 );
M
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1317

1318
			}
M
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1319

1320 1321
			var position = geometry.attributes.position;
			var offsets = geometry.offsets;
M
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1322

1323
			if ( offsets.length === 0 ) {
1324

1325
				_gl.drawArrays( mode, 0, position.array.length / 3 );
1326

1327
				_this.info.render.calls ++;
M
Mr.doob 已提交
1328
				_this.info.render.vertices += position.array.length / 3;
1329

1330
			} else {
1331

1332
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
1333

1334
					_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
1335

1336
					_this.info.render.calls ++;
M
Mr.doob 已提交
1337
					_this.info.render.vertices += offsets[ i ].count;
1338 1339

				}
M
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1340

M
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1341
			}
M
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1342

1343
		}
M
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1344

M
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1345
	}
1346

M
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1347
	function renderPointCloud( material, geometry, object, program, updateBuffers ) {
M
Mr.doob 已提交
1348

M
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1349
		var mode = _gl.POINTS;
1350

1351
		var index = geometry.attributes.index;
M
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1352

1353
		if ( index ) {
M
Mr.doob 已提交
1354

M
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1355
			// indexed points
1356

1357
			var type, size;
1358

M
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1359
			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
1360

1361 1362
				type = _gl.UNSIGNED_INT;
				size = 4;
1363

1364
			} else {
1365

1366 1367
				type = _gl.UNSIGNED_SHORT;
				size = 2;
M
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1368

1369
			}
M
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1370

1371
			var offsets = geometry.offsets;
M
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1372

1373
			if ( offsets.length === 0 ) {
M
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1374

1375
				if ( updateBuffers ) {
M
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1376

1377 1378
					setupVertexAttributes( material, program, geometry, 0 );
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
1379

1380
				}
1381

M
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1382
				_gl.drawElements( mode, index.array.length, type, 0);
1383

1384
				_this.info.render.calls ++;
M
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1385
				_this.info.render.points += index.array.length;
M
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1386

1387
			} else {
1388

1389 1390 1391
				// if there is more than 1 chunk
				// must set attribute pointers to use new offsets for each chunk
				// even if geometry and materials didn't change
1392

1393
				if ( offsets.length > 1 ) updateBuffers = true;
1394

1395
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
Mr.doob 已提交
1396

1397
					var startIndex = offsets[ i ].index;
1398

1399
					if ( updateBuffers ) {
1400

1401 1402
						setupVertexAttributes( material, program, geometry, startIndex );
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
1403

1404
					}
1405

M
Mr.doob 已提交
1406
					// render indexed points
1407

M
Mr.doob 已提交
1408
					_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
1409

1410
					_this.info.render.calls ++;
M
Mr.doob 已提交
1411
					_this.info.render.points += offsets[ i ].count;
1412 1413 1414

				}

1415
			}
1416

1417
		} else {
M
Mr.doob 已提交
1418

M
Mr.doob 已提交
1419
			// non-indexed points
1420

1421
			if ( updateBuffers ) {
1422

1423
				setupVertexAttributes( material, program, geometry, 0 );
1424

1425
			}
1426

1427 1428
			var position = geometry.attributes.position;
			var offsets = geometry.offsets;
1429

1430
			if ( offsets.length === 0 ) {
1431

1432
				_gl.drawArrays( mode, 0, position.array.length / 3 );
1433

1434
				_this.info.render.calls ++;
M
Mr.doob 已提交
1435
				_this.info.render.points += position.array.length / 3;
1436

1437
			} else {
1438

1439
				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
1440

1441
					_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
1442

1443
					_this.info.render.calls ++;
M
Mr.doob 已提交
1444
					_this.info.render.points += offsets[ i ].count;
1445 1446

				}
M
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1447

1448
			}
M
Mr.doob 已提交
1449

1450
		}
M
Mr.doob 已提交
1451

M
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1452
	}
M
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1453

M
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1454
	function setupMorphTargets( material, geometryGroup, object ) {
M
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1455 1456 1457 1458 1459

		// set base

		var attributes = material.program.attributes;

1460
		if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
M
Mr.doob 已提交
1461 1462

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
1463 1464 1465

			state.enableAttribute( attributes.position );

M
Mr.doob 已提交
1466 1467 1468 1469 1470
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

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

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
1471 1472 1473

			state.enableAttribute( attributes.position );

M
Mr.doob 已提交
1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

		}

		if ( object.morphTargetForcedOrder.length ) {

			// set forced order

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

M
Mr.doob 已提交
1486 1487
			var attribute;

M
Mr.doob 已提交
1488 1489
			while ( m < material.numSupportedMorphTargets && m < order.length ) {

M
Mr.doob 已提交
1490 1491 1492
				attribute = attributes[ 'morphTarget' + m ];

				if ( attribute >= 0 ) {
M
Mr.doob 已提交
1493 1494

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
1495 1496 1497

					state.enableAttribute( attribute );

M
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1498
					_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
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1499 1500 1501

				}

M
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1502 1503 1504
				attribute = attributes[ 'morphNormal' + m ];

				if ( attribute >= 0 && material.morphNormals ) {
M
Mr.doob 已提交
1505 1506

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
1507 1508 1509

					state.enableAttribute( attribute );

M
Mr.doob 已提交
1510
					_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
1511 1512 1513 1514 1515 1516

				}

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

				m ++;
M
Mr.doob 已提交
1517

M
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1518 1519 1520 1521 1522 1523
			}

		} else {

			// find the most influencing

M
Mr.doob 已提交
1524
			var activeInfluenceIndices = [];
M
Mr.doob 已提交
1525
			var influences = object.morphTargetInfluences;
1526 1527 1528 1529
			var morphTargets = object.geometry.morphTargets;

			if ( influences.length > morphTargets.length ) {

1530
				THREE.warn( 'THREE.WebGLRenderer: Influences array is bigger than morphTargets array.' );
1531 1532 1533
				influences.length = morphTargets.length;

			}
M
Mr.doob 已提交
1534

M
Mr.doob 已提交
1535
			for ( var i = 0, il = influences.length; i < il; i ++ ) {
M
Mr.doob 已提交
1536

M
Mr.doob 已提交
1537
				var influence = influences[ i ];
M
Mr.doob 已提交
1538

1539
				activeInfluenceIndices.push( [ influence, i ] );
M
Mr.doob 已提交
1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555

			}

			if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {

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

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

				activeInfluenceIndices.sort( numericalSort );

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

				activeInfluenceIndices.push( [ 0, 0 ] );

M
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1556 1557 1558
			}

			var attribute;
M
Mr.doob 已提交
1559

1560
			for ( var m = 0, ml = material.numSupportedMorphTargets; m < ml; m ++ ) {
M
Mr.doob 已提交
1561 1562 1563

				if ( activeInfluenceIndices[ m ] ) {

M
Mr.doob 已提交
1564
					var influenceIndex = activeInfluenceIndices[ m ][ 1 ];
M
Mr.doob 已提交
1565

M
Mr.doob 已提交
1566
					attribute = attributes[ 'morphTarget' + m ];
1567 1568

					if ( attribute >= 0 ) {
M
Mr.doob 已提交
1569 1570

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
1571 1572 1573

						state.enableAttribute( attribute );

1574
						_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
1575 1576 1577

					}

M
Mr.doob 已提交
1578
					attribute = attributes[ 'morphNormal' + m ];
1579

M
Mr.doob 已提交
1580
					if ( attribute >= 0 && material.morphNormals ) {
M
Mr.doob 已提交
1581 1582 1583

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

1584 1585 1586
						state.enableAttribute( attribute );

						_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
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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

					}

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

				} else {

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

					if ( material.morphNormals ) {

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

					}
					*/

					object.__webglMorphTargetInfluences[ m ] = 0;

				}

			}

		}

		// load updated influences uniform

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

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

		}

1620
	}
M
Mr.doob 已提交
1621 1622 1623 1624 1625

	// Sorting

	function painterSortStable ( a, b ) {

U
unconed 已提交
1626
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1627

U
unconed 已提交
1628
			return a.object.renderOrder - b.object.renderOrder;
1629

1630
		} else if ( a.object.material.id !== b.object.material.id ) {
M
Mr.doob 已提交
1631

1632
			return a.object.material.id - b.object.material.id;
1633 1634

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1635

M
Mr.doob 已提交
1636
			return a.z - b.z;
M
Mr.doob 已提交
1637 1638 1639

		} else {

1640
			return a.id - b.id;
M
Mr.doob 已提交
1641 1642 1643

		}

1644
	}
M
Mr.doob 已提交
1645

1646 1647
	function reversePainterSortStable ( a, b ) {

U
unconed 已提交
1648
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1649

U
unconed 已提交
1650
			return a.object.renderOrder - b.object.renderOrder;
1651 1652

		} if ( a.z !== b.z ) {
1653

M
Mr.doob 已提交
1654
			return b.z - a.z;
1655 1656 1657 1658 1659 1660 1661

		} else {

			return a.id - b.id;

		}

1662
	}
1663

M
Mr.doob 已提交
1664 1665 1666 1667
	function numericalSort ( a, b ) {

		return b[ 0 ] - a[ 0 ];

1668
	}
M
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1669 1670 1671 1672 1673 1674 1675

	// Rendering

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

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

1676
			THREE.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1677 1678 1679 1680
			return;

		}

M
Mr.doob 已提交
1681
		var fog = scene.fog;
M
Mr.doob 已提交
1682 1683 1684

		// reset caching for this frame

1685
		_currentGeometryProgram = '';
1686
		_currentMaterialId = - 1;
1687
		_currentCamera = null;
M
Mr.doob 已提交
1688 1689 1690 1691
		_lightsNeedUpdate = true;

		// update scene graph

1692
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1693 1694 1695 1696 1697 1698 1699 1700 1701 1702

		// update camera matrices and frustum

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

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1703
		lights.length = 0;
1704 1705
		opaqueObjects.length = 0;
		transparentObjects.length = 0;
M
Mr.doob 已提交
1706

M
Mr.doob 已提交
1707 1708 1709
		sprites.length = 0;
		lensFlares.length = 0;

1710
		projectObject( scene );
M
Mr.doob 已提交
1711

M
Mr.doob 已提交
1712
		if ( _this.sortObjects === true ) {
1713 1714 1715

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1716

1717 1718
		}

B
Ben Adams 已提交
1719 1720
		objects.update( opaqueObjects );
		objects.update( transparentObjects );
M
Mr.doob 已提交
1721

M
Mr.doob 已提交
1722
		//
M
Mr.doob 已提交
1723

1724
		shadowMap.render( scene, camera );
M
Mr.doob 已提交
1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742

		//

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

		this.setRenderTarget( renderTarget );

		if ( this.autoClear || forceClear ) {

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

		}

		// set matrices for immediate objects

M
Mr.doob 已提交
1743
		for ( var i = 0, il = objects.objectsImmediate.length; i < il; i ++ ) {
M
Mr.doob 已提交
1744

M
Mr.doob 已提交
1745
			var webglObject = objects.objectsImmediate[ i ];
M
Mr.doob 已提交
1746
			var object = webglObject.object;
M
Mr.doob 已提交
1747 1748 1749 1750 1751

			if ( object.visible ) {

				setupMatrices( object, camera );

1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764
				var material = object.material;

				if ( material.transparent ) {

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

				} else {

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

				}
M
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1765 1766 1767 1768 1769 1770 1771

			}

		}

		if ( scene.overrideMaterial ) {

1772
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1773

1774
			setMaterial( overrideMaterial );
M
Mr.doob 已提交
1775

1776 1777
			renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
			renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
M
Mr.doob 已提交
1778
			renderObjectsImmediate( objects.objectsImmediate, '', camera, lights, fog, overrideMaterial );
M
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1779 1780 1781 1782 1783

		} else {

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

M
Mr.doob 已提交
1784
			state.setBlending( THREE.NoBlending );
M
Mr.doob 已提交
1785

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

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

1791
			renderObjects( transparentObjects, camera, lights, fog, null );
M
Mr.doob 已提交
1792
			renderObjectsImmediate( objects.objectsImmediate, 'transparent', camera, lights, fog, null );
M
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1793 1794 1795 1796 1797

		}

		// custom render plugins (post pass)

M
Mr.doob 已提交
1798 1799
		spritePlugin.render( scene, camera );
		lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
M
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1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810

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

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

			updateRenderTargetMipmap( renderTarget );

		}

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

M
Mr.doob 已提交
1811 1812
		state.setDepthTest( true );
		state.setDepthWrite( true );
1813
		state.setColorWrite( true );
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1814 1815 1816 1817

		// _gl.finish();

	};
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1818

1819
	function projectObject( object ) {
M
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1820

M
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1821
		if ( object.visible === false ) return;
M
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1822

1823
		if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
M
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1824

1825
			// skip
M
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1826

1827
		} else {
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1828

B
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1829 1830 1831 1832 1833 1834 1835
			// update Skeleton objects
			if ( object instanceof THREE.SkinnedMesh ) {

				object.skeleton.update();

			}

M
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1836
			objects.init( object );
M
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1837

M
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1838 1839 1840 1841 1842
			if ( object instanceof THREE.Light ) {

				lights.push( object );

			} else if ( object instanceof THREE.Sprite ) {
M
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1843

M
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1844
				sprites.push( object );
M
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1845

M
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1846
			} else if ( object instanceof THREE.LensFlare ) {
M
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1847

M
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1848
				lensFlares.push( object );
M
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1849

M
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1850
			} else {
M
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1851

1852
				var webglObject = objects.objects[ object.id ];
M
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1853

1854
				if ( webglObject && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
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1855

1856 1857 1858 1859 1860 1861 1862 1863 1864
					var material = object.material;

					if ( material.transparent ) {

						transparentObjects.push( webglObject );

					} else {

						opaqueObjects.push( webglObject );
M
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1865

1866
					}
M
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1867

1868
					if ( _this.sortObjects === true ) {
M
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1869

1870 1871
						_vector3.setFromMatrixPosition( object.matrixWorld );
						_vector3.applyProjection( _projScreenMatrix );
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1872

1873
						webglObject.z = _vector3.z;
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1874

1875
					}
M
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1876

1877
				}
M
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1878

1879
			}
M
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1880 1881

		}
M
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1882

M
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1883 1884
		for ( var i = 0, l = object.children.length; i < l; i ++ ) {

1885
			projectObject( object.children[ i ] );
M
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1886

1887
		}
1888

1889
	}
M
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1890

1891
	function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
M
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1892

M
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1893
		var material;
M
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1894

M
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1895
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1896

M
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1897
			var webglObject = renderList[ i ];
M
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1898

M
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1899
			var object = webglObject.object;
M
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1900

1901
			setupMatrices( object, camera );
M
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1902

1903
			if ( overrideMaterial ) {
M
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1904

1905
				material = overrideMaterial;
M
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1906

1907
			} else {
M
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1908

1909
				material = object.material;
M
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1910

1911
				if ( ! material ) continue;
M
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1912

1913
				setMaterial( material );
M
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1914

1915
			}
M
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1916

1917
			_this.setMaterialFaces( material );
M
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1918
			_this.renderBufferDirect( camera, lights, fog, material, object );
M
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1919 1920 1921

		}

1922
	}
M
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1923

1924
	function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, overrideMaterial ) {
M
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1925

M
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1926
		var material;
M
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1927

M
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1928
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
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1929

M
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1930 1931
			var webglObject = renderList[ i ];
			var object = webglObject.object;
M
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1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944

			if ( object.visible ) {

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

1945
					setMaterial( material );
M
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1946 1947 1948 1949 1950 1951 1952 1953 1954

				}

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

			}

		}

1955
	}
M
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1956 1957 1958 1959 1960

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

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

1961
		_currentGeometryProgram = '';
M
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1962 1963 1964 1965 1966 1967 1968 1969 1970

		_this.setMaterialFaces( material );

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

1971
			object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
M
Mr.doob 已提交
1972 1973 1974 1975 1976 1977 1978

		}

	};

	// Materials

1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989
	var shaderIDs = {
		MeshDepthMaterial: 'depth',
		MeshNormalMaterial: 'normal',
		MeshBasicMaterial: 'basic',
		MeshLambertMaterial: 'lambert',
		MeshPhongMaterial: 'phong',
		LineBasicMaterial: 'basic',
		LineDashedMaterial: 'dashed',
		PointCloudMaterial: 'particle_basic'
	};

1990
	function initMaterial( material, lights, fog, object ) {
M
Mr.doob 已提交
1991

1992
		var shaderID = shaderIDs[ material.type ];
M
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1993 1994 1995 1996

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

1997 1998 1999
		var maxLightCount = allocateLights( lights );
		var maxShadows = allocateShadows( lights );
		var maxBones = allocateBones( object );
M
Mr.doob 已提交
2000

2001
		var parameters = {
M
Mr.doob 已提交
2002

2003 2004 2005
			precision: _precision,
			supportsVertexTextures: _supportsVertexTextures,

2006 2007
			map: !! material.map,
			envMap: !! material.envMap,
M
Mr.doob 已提交
2008
			envMapMode: material.envMap && material.envMap.mapping,
2009
			lightMap: !! material.lightMap,
2010
			aoMap: !! material.aoMap,
2011 2012 2013
			bumpMap: !! material.bumpMap,
			normalMap: !! material.normalMap,
			specularMap: !! material.specularMap,
2014
			alphaMap: !! material.alphaMap,
M
Mr.doob 已提交
2015

2016 2017
			combine: material.combine,

M
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2018 2019 2020 2021 2022 2023
			vertexColors: material.vertexColors,

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

2024 2025
			flatShading: material.shading === THREE.FlatShading,

M
Mr.doob 已提交
2026
			sizeAttenuation: material.sizeAttenuation,
2027
			logarithmicDepthBuffer: _logarithmicDepthBuffer,
M
Mr.doob 已提交
2028 2029 2030

			skinning: material.skinning,
			maxBones: maxBones,
2031
			useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
M
Mr.doob 已提交
2032 2033 2034

			morphTargets: material.morphTargets,
			morphNormals: material.morphNormals,
2035 2036
			maxMorphTargets: _this.maxMorphTargets,
			maxMorphNormals: _this.maxMorphNormals,
M
Mr.doob 已提交
2037 2038 2039 2040 2041 2042 2043

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

			maxShadows: maxShadows,
2044 2045 2046 2047
			shadowMapEnabled: shadowMap.enabled && object.receiveShadow && maxShadows > 0,
			shadowMapType: shadowMap.type,
			shadowMapDebug: shadowMap.debug,
			shadowMapCascade: shadowMap.cascade,
M
Mr.doob 已提交
2048 2049 2050 2051 2052 2053 2054 2055

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

		};

2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070
		// Generate code

		var chunks = [];

		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}

2071 2072
		if ( material.defines !== undefined ) {

2073
			for ( var name in material.defines ) {
2074

2075 2076
				chunks.push( name );
				chunks.push( material.defines[ name ] );
2077 2078

			}
2079 2080 2081

		}

2082
		for ( var name in parameters ) {
2083

2084 2085
			chunks.push( name );
			chunks.push( parameters[ name ] );
2086 2087 2088 2089 2090

		}

		var code = chunks.join();

B
Ben Adams 已提交
2091 2092
		if ( !material.program ) {

M
Mr.doob 已提交
2093 2094
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
2095 2096 2097

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

M
Mr.doob 已提交
2098 2099
			// changed glsl or parameters
			deallocateMaterial( material );
B
Ben Adams 已提交
2100 2101 2102

		} else {

M
Mr.doob 已提交
2103 2104
			// same glsl and parameters
			return;
B
Ben Adams 已提交
2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127

		}

		if ( shaderID ) {

			var shader = THREE.ShaderLib[ shaderID ];

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

		} else {

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

		}

2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148
		var program;

		// Check if code has been already compiled

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

			var programInfo = _programs[ p ];

			if ( programInfo.code === code ) {

				program = programInfo;
				program.usedTimes ++;

				break;

			}

		}

		if ( program === undefined ) {

2149
			program = new THREE.WebGLProgram( _this, code, material, parameters );
2150 2151 2152 2153 2154 2155 2156
			_programs.push( program );

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

		}

		material.program = program;
M
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2157

2158
		var attributes = program.attributes;
M
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2159 2160 2161 2162 2163

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

2164
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
2165

M
Mr.doob 已提交
2166
				if ( attributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

2180
			for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
2181

M
Mr.doob 已提交
2182
				if ( attributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193

					material.numSupportedMorphNormals ++;

				}

			}

		}

		material.uniformsList = [];

2194
		for ( var u in material.__webglShader.uniforms ) {
M
Mr.doob 已提交
2195

2196 2197 2198 2199 2200
			var location = material.program.uniforms[ u ];

			if ( location ) {
				material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
			}
M
Mr.doob 已提交
2201 2202 2203

		}

M
Mr.doob 已提交
2204
	}
M
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2205

2206 2207 2208 2209
	function setMaterial( material ) {

		if ( material.transparent === true ) {

M
Mr.doob 已提交
2210
			state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
2211

2212 2213 2214 2215
		} else {

			state.setBlending( THREE.NoBlending );

2216 2217
		}

B
Ben Adams 已提交
2218
		state.setDepthFunc( material.depthFunc );
M
Mr.doob 已提交
2219 2220
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
2221
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
2222
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
2223 2224 2225

	}

M
Mr.doob 已提交
2226 2227 2228 2229 2230 2231
	function setProgram( camera, lights, fog, material, object ) {

		_usedTextureUnits = 0;

		if ( material.needsUpdate ) {

2232
			initMaterial( material, lights, fog, object );
M
Mr.doob 已提交
2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246
			material.needsUpdate = false;

		}

		if ( material.morphTargets ) {

			if ( ! object.__webglMorphTargetInfluences ) {

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

			}

		}

2247
		var refreshProgram = false;
M
Mr.doob 已提交
2248
		var refreshMaterial = false;
2249
		var refreshLights = false;
M
Mr.doob 已提交
2250 2251 2252

		var program = material.program,
			p_uniforms = program.uniforms,
2253
			m_uniforms = material.__webglShader.uniforms;
M
Mr.doob 已提交
2254

2255
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
2256

2257 2258
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
2259

2260
			refreshProgram = true;
M
Mr.doob 已提交
2261
			refreshMaterial = true;
2262
			refreshLights = true;
M
Mr.doob 已提交
2263 2264 2265 2266 2267

		}

		if ( material.id !== _currentMaterialId ) {

2268
			if ( _currentMaterialId === -1 ) refreshLights = true;
M
Mr.doob 已提交
2269
			_currentMaterialId = material.id;
2270

M
Mr.doob 已提交
2271 2272 2273 2274
			refreshMaterial = true;

		}

2275
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
2276 2277 2278

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

2279 2280
			if ( _logarithmicDepthBuffer ) {

2281
				_gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
2282 2283 2284 2285

			}


M
Mr.doob 已提交
2286 2287
			if ( camera !== _currentCamera ) _currentCamera = camera;

2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

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

				if ( p_uniforms.cameraPosition !== null ) {

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

				}

			}

			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
2306
				 material instanceof THREE.MeshBasicMaterial ||
2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {

				if ( p_uniforms.viewMatrix !== null ) {

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

				}

			}

M
Mr.doob 已提交
2318 2319 2320 2321 2322 2323 2324 2325
		}

		// 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 ) {

2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338
			if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {

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

			}

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

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

			}

			if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
M
Mr.doob 已提交
2339 2340 2341 2342 2343 2344

				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
2345
					_this.setTexture( object.skeleton.boneTexture, textureUnit );
M
Mr.doob 已提交
2346 2347 2348

				}

2349 2350
				if ( p_uniforms.boneTextureWidth !== null ) {

2351
					_gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
2352 2353 2354 2355 2356

				}

				if ( p_uniforms.boneTextureHeight !== null ) {

2357
					_gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
2358 2359 2360

				}

2361
			} else if ( object.skeleton && object.skeleton.boneMatrices ) {
M
Mr.doob 已提交
2362 2363 2364

				if ( p_uniforms.boneGlobalMatrices !== null ) {

2365
					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
M
Mr.doob 已提交
2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388

				}

			}

		}

		if ( refreshMaterial ) {

			// refresh uniforms common to several materials

			if ( fog && material.fog ) {

				refreshUniformsFog( m_uniforms, fog );

			}

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

				if ( _lightsNeedUpdate ) {

2389
					refreshLights = true;
2390
					setupLights( lights );
M
Mr.doob 已提交
2391 2392 2393
					_lightsNeedUpdate = false;
				}

2394 2395
				if ( refreshLights ) {
					refreshUniformsLights( m_uniforms, _lights );
2396
					markUniformsLightsNeedsUpdate( m_uniforms, true );
2397
				} else {
2398
					markUniformsLightsNeedsUpdate( m_uniforms, false );
2399
				}
M
Mr.doob 已提交
2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421

			}

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

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

			if ( material instanceof THREE.LineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

			} else if ( material instanceof THREE.LineDashedMaterial ) {

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

2422
			} else if ( material instanceof THREE.PointCloudMaterial ) {
M
Mr.doob 已提交
2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453

				refreshUniformsParticle( m_uniforms, material );

			} else if ( material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

			} else if ( material instanceof THREE.MeshLambertMaterial ) {

				refreshUniformsLambert( m_uniforms, material );

			} else if ( material instanceof THREE.MeshDepthMaterial ) {

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

			} else if ( material instanceof THREE.MeshNormalMaterial ) {

				m_uniforms.opacity.value = material.opacity;

			}

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

				refreshUniformsShadow( m_uniforms, lights );

			}

			// load common uniforms

2454
			loadUniformsGeneric( material.uniformsList );
M
Mr.doob 已提交
2455 2456 2457 2458 2459 2460 2461 2462 2463 2464 2465 2466 2467

		}

		loadUniformsMatrices( p_uniforms, object );

		if ( p_uniforms.modelMatrix !== null ) {

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

		}

		return program;

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Mr.doob 已提交
2468
	}
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2469 2470 2471 2472 2473 2474 2475

	// Uniforms (refresh uniforms objects)

	function refreshUniformsCommon ( uniforms, material ) {

		uniforms.opacity.value = material.opacity;

2476
		uniforms.diffuse.value = material.color;
M
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2477 2478 2479

		uniforms.map.value = material.map;
		uniforms.specularMap.value = material.specularMap;
2480
		uniforms.alphaMap.value = material.alphaMap;
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2481 2482 2483 2484 2485 2486 2487 2488 2489 2490 2491 2492 2493 2494 2495 2496

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		// uv repeat and offset setting priorities
M
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2497 2498 2499 2500 2501
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
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2502 2503 2504 2505 2506 2507 2508 2509 2510 2511 2512 2513 2514 2515 2516 2517 2518 2519 2520

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

2521 2522 2523 2524
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

M
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2525 2526 2527 2528 2529 2530 2531 2532 2533 2534 2535 2536
		}

		if ( uvScaleMap !== undefined ) {

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

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

		}

		uniforms.envMap.value = material.envMap;
2537
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
M
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2538

2539
		uniforms.reflectivity.value = material.reflectivity;
M
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2540 2541
		uniforms.refractionRatio.value = material.refractionRatio;

M
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2542
	}
M
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2543 2544 2545 2546 2547 2548

	function refreshUniformsLine ( uniforms, material ) {

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

M
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2549
	}
M
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2550 2551 2552 2553 2554 2555 2556

	function refreshUniformsDash ( uniforms, material ) {

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

M
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2557
	}
M
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2558 2559 2560 2561 2562 2563 2564 2565 2566 2567

	function refreshUniformsParticle ( uniforms, material ) {

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

		uniforms.map.value = material.map;

2568 2569 2570 2571 2572 2573 2574 2575 2576
		if ( material.map !== null ) {

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

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

		}

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2577
	}
M
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2578 2579 2580 2581 2582 2583 2584 2585 2586 2587 2588 2589 2590 2591 2592 2593

	function refreshUniformsFog ( uniforms, fog ) {

		uniforms.fogColor.value = fog.color;

		if ( fog instanceof THREE.Fog ) {

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

		} else if ( fog instanceof THREE.FogExp2 ) {

			uniforms.fogDensity.value = fog.density;

		}

M
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2594
	}
M
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2595 2596 2597 2598 2599

	function refreshUniformsPhong ( uniforms, material ) {

		uniforms.shininess.value = material.shininess;

2600 2601
		uniforms.emissive.value = material.emissive;
		uniforms.specular.value = material.specular;
M
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2602

2603 2604 2605 2606 2607 2608
		uniforms.lightMap.value = material.lightMap;
		uniforms.lightMapIntensity.value = material.lightMapIntensity;

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

M
Mr.doob 已提交
2609
	}
M
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2610 2611 2612

	function refreshUniformsLambert ( uniforms, material ) {

2613
		uniforms.emissive.value = material.emissive;
M
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2614

M
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2615
	}
M
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2616 2617 2618 2619 2620 2621 2622 2623 2624 2625 2626

	function refreshUniformsLights ( uniforms, lights ) {

		uniforms.ambientLightColor.value = lights.ambient;

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

		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
		uniforms.pointLightDistance.value = lights.point.distances;
M
Mr.doob 已提交
2627
		uniforms.pointLightDecay.value = lights.point.decays;
M
Mr.doob 已提交
2628 2629 2630 2631 2632 2633 2634

		uniforms.spotLightColor.value = lights.spot.colors;
		uniforms.spotLightPosition.value = lights.spot.positions;
		uniforms.spotLightDistance.value = lights.spot.distances;
		uniforms.spotLightDirection.value = lights.spot.directions;
		uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
		uniforms.spotLightExponent.value = lights.spot.exponents;
M
Mr.doob 已提交
2635
		uniforms.spotLightDecay.value = lights.spot.decays;
M
Mr.doob 已提交
2636 2637 2638 2639 2640

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

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

2643 2644
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
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2645
	function markUniformsLightsNeedsUpdate ( uniforms, value ) {
2646

M
Mr.doob 已提交
2647
		uniforms.ambientLightColor.needsUpdate = value;
2648

M
Mr.doob 已提交
2649 2650
		uniforms.directionalLightColor.needsUpdate = value;
		uniforms.directionalLightDirection.needsUpdate = value;
2651

M
Mr.doob 已提交
2652 2653 2654 2655
		uniforms.pointLightColor.needsUpdate = value;
		uniforms.pointLightPosition.needsUpdate = value;
		uniforms.pointLightDistance.needsUpdate = value;
		uniforms.pointLightDecay.needsUpdate = value;
2656

M
Mr.doob 已提交
2657 2658 2659 2660 2661 2662 2663
		uniforms.spotLightColor.needsUpdate = value;
		uniforms.spotLightPosition.needsUpdate = value;
		uniforms.spotLightDistance.needsUpdate = value;
		uniforms.spotLightDirection.needsUpdate = value;
		uniforms.spotLightAngleCos.needsUpdate = value;
		uniforms.spotLightExponent.needsUpdate = value;
		uniforms.spotLightDecay.needsUpdate = value;
2664

M
Mr.doob 已提交
2665 2666 2667
		uniforms.hemisphereLightSkyColor.needsUpdate = value;
		uniforms.hemisphereLightGroundColor.needsUpdate = value;
		uniforms.hemisphereLightDirection.needsUpdate = value;
2668

M
Mr.doob 已提交
2669
	}
2670

M
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2671 2672 2673 2674 2675 2676 2677 2678 2679 2680 2681 2682 2683 2684 2685 2686 2687 2688 2689 2690 2691 2692 2693 2694 2695 2696 2697 2698 2699 2700
	function refreshUniformsShadow ( uniforms, lights ) {

		if ( uniforms.shadowMatrix ) {

			var j = 0;

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

				var light = lights[ i ];

				if ( ! light.castShadow ) continue;

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

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

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

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

					j ++;

				}

			}

		}

M
Mr.doob 已提交
2701
	}
M
Mr.doob 已提交
2702 2703 2704 2705 2706 2707 2708 2709 2710 2711 2712 2713 2714

	// Uniforms (load to GPU)

	function loadUniformsMatrices ( uniforms, object ) {

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

		if ( uniforms.normalMatrix ) {

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

		}

M
Mr.doob 已提交
2715
	}
M
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2716 2717 2718 2719 2720 2721 2722

	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= _maxTextures ) {

2723
			THREE.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
M
Mr.doob 已提交
2724 2725 2726 2727 2728 2729 2730

		}

		_usedTextureUnits += 1;

		return textureUnit;

M
Mr.doob 已提交
2731
	}
M
Mr.doob 已提交
2732

2733
	function loadUniformsGeneric ( uniforms ) {
M
Mr.doob 已提交
2734

M
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2735
		var texture, textureUnit, offset;
M
Mr.doob 已提交
2736

M
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2737 2738 2739
		for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {

			var uniform = uniforms[ j ][ 0 ];
M
Mr.doob 已提交
2740

2741 2742
			// needsUpdate property is not added to all uniforms.
			if ( uniform.needsUpdate === false ) continue;
2743

M
Mr.doob 已提交
2744 2745
			var type = uniform.type;
			var value = uniform.value;
2746
			var location = uniforms[ j ][ 1 ];
M
Mr.doob 已提交
2747

2748
			switch ( type ) {
M
Mr.doob 已提交
2749

2750 2751 2752 2753 2754 2755 2756 2757 2758 2759 2760 2761 2762 2763 2764 2765 2766 2767 2768 2769 2770 2771 2772 2773 2774 2775 2776 2777 2778 2779 2780 2781 2782 2783 2784 2785 2786 2787 2788 2789 2790 2791 2792 2793 2794 2795 2796 2797 2798 2799 2800 2801 2802 2803
				case '1i':
					_gl.uniform1i( location, value );
					break;

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

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

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

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

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

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

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

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

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

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

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

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

				//

M
Mr.doob 已提交
2804
				case 'i':
M
Mr.doob 已提交
2805

2806 2807
					// single integer
					_gl.uniform1i( location, value );
M
Mr.doob 已提交
2808

2809
					break;
M
Mr.doob 已提交
2810

2811
				case 'f':
M
Mr.doob 已提交
2812

2813 2814
					// single float
					_gl.uniform1f( location, value );
M
Mr.doob 已提交
2815

2816
					break;
M
Mr.doob 已提交
2817

2818
				case 'v2':
M
Mr.doob 已提交
2819

2820 2821
					// single THREE.Vector2
					_gl.uniform2f( location, value.x, value.y );
M
Mr.doob 已提交
2822

2823
					break;
M
Mr.doob 已提交
2824

2825
				case 'v3':
M
Mr.doob 已提交
2826

2827 2828
					// single THREE.Vector3
					_gl.uniform3f( location, value.x, value.y, value.z );
M
Mr.doob 已提交
2829

2830
					break;
M
Mr.doob 已提交
2831

M
Mr.doob 已提交
2832
				case 'v4':
M
Mr.doob 已提交
2833

2834 2835
					// single THREE.Vector4
					_gl.uniform4f( location, value.x, value.y, value.z, value.w );
M
Mr.doob 已提交
2836

2837
					break;
M
Mr.doob 已提交
2838

2839
				case 'c':
M
Mr.doob 已提交
2840

2841 2842
					// single THREE.Color
					_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
2843

2844
					break;
M
Mr.doob 已提交
2845

2846
				case 'iv1':
M
Mr.doob 已提交
2847

2848 2849
					// flat array of integers (JS or typed array)
					_gl.uniform1iv( location, value );
M
Mr.doob 已提交
2850

2851
					break;
M
Mr.doob 已提交
2852

2853
				case 'iv':
M
Mr.doob 已提交
2854

2855 2856
					// flat array of integers with 3 x N size (JS or typed array)
					_gl.uniform3iv( location, value );
M
Mr.doob 已提交
2857

2858
					break;
M
Mr.doob 已提交
2859

2860
				case 'fv1':
M
Mr.doob 已提交
2861

2862 2863
					// flat array of floats (JS or typed array)
					_gl.uniform1fv( location, value );
M
Mr.doob 已提交
2864

2865
					break;
M
Mr.doob 已提交
2866

2867
				case 'fv':
M
Mr.doob 已提交
2868

2869 2870
					// flat array of floats with 3 x N size (JS or typed array)
					_gl.uniform3fv( location, value );
M
Mr.doob 已提交
2871

2872
					break;
M
Mr.doob 已提交
2873

2874
				case 'v2v':
M
Mr.doob 已提交
2875

2876
					// array of THREE.Vector2
M
Mr.doob 已提交
2877

2878
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2879

2880
						uniform._array = new Float32Array( 2 * value.length );
M
Mr.doob 已提交
2881

2882
					}
M
Mr.doob 已提交
2883

2884
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2885

2886
						offset = i * 2;
M
Mr.doob 已提交
2887

M
Mr.doob 已提交
2888
						uniform._array[ offset + 0 ] = value[ i ].x;
2889
						uniform._array[ offset + 1 ] = value[ i ].y;
M
Mr.doob 已提交
2890

2891
					}
M
Mr.doob 已提交
2892

2893
					_gl.uniform2fv( location, uniform._array );
M
Mr.doob 已提交
2894

2895
					break;
M
Mr.doob 已提交
2896

2897
				case 'v3v':
M
Mr.doob 已提交
2898

2899
					// array of THREE.Vector3
M
Mr.doob 已提交
2900

2901
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2902

2903
						uniform._array = new Float32Array( 3 * value.length );
M
Mr.doob 已提交
2904

2905
					}
M
Mr.doob 已提交
2906

2907
					for ( var i = 0, il = value.length; i < il; i ++ ) {
R
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2908

2909
						offset = i * 3;
R
Ryan Tsao 已提交
2910

M
Mr.doob 已提交
2911
						uniform._array[ offset + 0 ] = value[ i ].x;
2912 2913
						uniform._array[ offset + 1 ] = value[ i ].y;
						uniform._array[ offset + 2 ] = value[ i ].z;
R
Ryan Tsao 已提交
2914

2915
					}
R
Ryan Tsao 已提交
2916

2917
					_gl.uniform3fv( location, uniform._array );
R
Ryan Tsao 已提交
2918

2919
					break;
R
Ryan Tsao 已提交
2920

2921
				case 'v4v':
R
Ryan Tsao 已提交
2922

2923
					// array of THREE.Vector4
R
Ryan Tsao 已提交
2924

2925
					if ( uniform._array === undefined ) {
R
Ryan Tsao 已提交
2926

2927
						uniform._array = new Float32Array( 4 * value.length );
R
Ryan Tsao 已提交
2928

2929
					}
M
Mr.doob 已提交
2930

2931
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2932

2933
						offset = i * 4;
M
Mr.doob 已提交
2934

M
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2935
						uniform._array[ offset + 0 ] = value[ i ].x;
2936 2937 2938
						uniform._array[ offset + 1 ] = value[ i ].y;
						uniform._array[ offset + 2 ] = value[ i ].z;
						uniform._array[ offset + 3 ] = value[ i ].w;
M
Mr.doob 已提交
2939

2940
					}
M
Mr.doob 已提交
2941

2942
					_gl.uniform4fv( location, uniform._array );
M
Mr.doob 已提交
2943

2944
					break;
M
Mr.doob 已提交
2945

2946
				case 'm3':
M
Mr.doob 已提交
2947

2948 2949
					// single THREE.Matrix3
					_gl.uniformMatrix3fv( location, false, value.elements );
M
Mr.doob 已提交
2950

2951
					break;
M
Mr.doob 已提交
2952

2953
				case 'm3v':
M
Mr.doob 已提交
2954

2955
					// array of THREE.Matrix3
M
Mr.doob 已提交
2956

2957
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
2958

2959
						uniform._array = new Float32Array( 9 * value.length );
M
Mr.doob 已提交
2960

2961
					}
M
Mr.doob 已提交
2962

2963
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
2964

2965
						value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
M
Mr.doob 已提交
2966

2967
					}
M
Mr.doob 已提交
2968

2969
					_gl.uniformMatrix3fv( location, false, uniform._array );
M
Mr.doob 已提交
2970

2971
					break;
M
Mr.doob 已提交
2972

2973
				case 'm4':
M
Mr.doob 已提交
2974

2975 2976
					// single THREE.Matrix4
					_gl.uniformMatrix4fv( location, false, value.elements );
M
Mr.doob 已提交
2977

2978
					break;
M
Mr.doob 已提交
2979

2980
				case 'm4v':
M
Mr.doob 已提交
2981

2982
					// array of THREE.Matrix4
M
Mr.doob 已提交
2983

2984
					if ( uniform._array === undefined ) {
M
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2985

2986
						uniform._array = new Float32Array( 16 * value.length );
M
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2987

2988 2989 2990 2991 2992 2993 2994 2995 2996 2997 2998
					}

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

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

					}

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

					break;
M
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2999

3000
				case 't':
M
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3001

3002
					// single THREE.Texture (2d or cube)
M
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3003

3004 3005 3006 3007
					texture = value;
					textureUnit = getTextureUnit();

					_gl.uniform1i( location, textureUnit );
M
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3008

3009
					if ( ! texture ) continue;
M
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3010

3011
					if ( texture instanceof THREE.CubeTexture ||
M
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3012
						 ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
M
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3013

3014
						setCubeTexture( texture, textureUnit );
M
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3015

3016 3017 3018 3019 3020 3021 3022 3023 3024 3025 3026 3027 3028 3029 3030 3031 3032 3033 3034 3035 3036 3037 3038 3039 3040 3041 3042 3043 3044 3045 3046 3047 3048 3049 3050 3051 3052 3053 3054 3055 3056 3057 3058 3059
					} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {

						setCubeTextureDynamic( texture, textureUnit );

					} else {

						_this.setTexture( texture, textureUnit );

					}

					break;

				case 'tv':

					// array of THREE.Texture (2d)

					if ( uniform._array === undefined ) {

						uniform._array = [];

					}

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

						uniform._array[ i ] = getTextureUnit();

					}

					_gl.uniform1iv( location, uniform._array );

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

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

						if ( ! texture ) continue;

						_this.setTexture( texture, textureUnit );

					}

					break;

				default:
3060

3061
					THREE.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
3062

M
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3063 3064 3065 3066
			}

		}

M
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3067
	}
M
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3068 3069 3070 3071

	function setupMatrices ( object, camera ) {

		object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
3072
		object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
M
Mr.doob 已提交
3073

M
Mr.doob 已提交
3074
	}
M
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3075 3076 3077

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

M
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3078
		array[ offset + 0 ] = color.r * intensity;
M
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3079 3080 3081
		array[ offset + 1 ] = color.g * intensity;
		array[ offset + 2 ] = color.b * intensity;

M
Mr.doob 已提交
3082
	}
M
Mr.doob 已提交
3083

3084
	function setupLights ( lights ) {
M
Mr.doob 已提交
3085

B
brason 已提交
3086
		var l, ll, light,
M
Mr.doob 已提交
3087 3088
		r = 0, g = 0, b = 0,
		color, skyColor, groundColor,
B
brason 已提交
3089
		intensity,
M
Mr.doob 已提交
3090 3091 3092 3093 3094 3095 3096 3097 3098 3099
		distance,

		zlights = _lights,

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

		pointColors = zlights.point.colors,
		pointPositions = zlights.point.positions,
		pointDistances = zlights.point.distances,
M
Mr.doob 已提交
3100
		pointDecays = zlights.point.decays,
M
Mr.doob 已提交
3101 3102 3103 3104 3105 3106 3107

		spotColors = zlights.spot.colors,
		spotPositions = zlights.spot.positions,
		spotDistances = zlights.spot.distances,
		spotDirections = zlights.spot.directions,
		spotAnglesCos = zlights.spot.anglesCos,
		spotExponents = zlights.spot.exponents,
M
Mr.doob 已提交
3108
		spotDecays = zlights.spot.decays,
M
Mr.doob 已提交
3109 3110 3111 3112 3113 3114 3115 3116 3117 3118 3119 3120 3121 3122 3123 3124 3125 3126 3127 3128 3129 3130 3131 3132 3133 3134 3135 3136 3137 3138 3139 3140 3141 3142

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

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

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

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

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

			light = lights[ l ];

			if ( light.onlyShadow ) continue;

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

			if ( light instanceof THREE.AmbientLight ) {

				if ( ! light.visible ) continue;

3143 3144 3145
				r += color.r;
				g += color.g;
				b += color.b;
M
Mr.doob 已提交
3146 3147 3148 3149 3150 3151 3152

			} else if ( light instanceof THREE.DirectionalLight ) {

				dirCount += 1;

				if ( ! light.visible ) continue;

3153 3154
				_direction.setFromMatrixPosition( light.matrixWorld );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
3155 3156 3157 3158 3159
				_direction.sub( _vector3 );
				_direction.normalize();

				dirOffset = dirLength * 3;

M
Mr.doob 已提交
3160
				dirPositions[ dirOffset + 0 ] = _direction.x;
M
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3161 3162 3163
				dirPositions[ dirOffset + 1 ] = _direction.y;
				dirPositions[ dirOffset + 2 ] = _direction.z;

3164
				setColorLinear( dirColors, dirOffset, color, intensity );
M
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3165 3166 3167 3168 3169 3170 3171 3172 3173 3174 3175

				dirLength += 1;

			} else if ( light instanceof THREE.PointLight ) {

				pointCount += 1;

				if ( ! light.visible ) continue;

				pointOffset = pointLength * 3;

3176
				setColorLinear( pointColors, pointOffset, color, intensity );
M
Mr.doob 已提交
3177

3178
				_vector3.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3179

M
Mr.doob 已提交
3180
				pointPositions[ pointOffset + 0 ] = _vector3.x;
M
Mr.doob 已提交
3181 3182 3183
				pointPositions[ pointOffset + 1 ] = _vector3.y;
				pointPositions[ pointOffset + 2 ] = _vector3.z;

M
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3184
				// distance is 0 if decay is 0, because there is no attenuation at all.
M
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3185
				pointDistances[ pointLength ] = distance;
M
Mr.doob 已提交
3186
				pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
3187 3188 3189 3190 3191 3192 3193 3194 3195 3196 3197

				pointLength += 1;

			} else if ( light instanceof THREE.SpotLight ) {

				spotCount += 1;

				if ( ! light.visible ) continue;

				spotOffset = spotLength * 3;

3198
				setColorLinear( spotColors, spotOffset, color, intensity );
M
Mr.doob 已提交
3199

G
gero3 已提交
3200
				_direction.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3201

M
Mr.doob 已提交
3202
				spotPositions[ spotOffset + 0 ] = _direction.x;
G
gero3 已提交
3203 3204
				spotPositions[ spotOffset + 1 ] = _direction.y;
				spotPositions[ spotOffset + 2 ] = _direction.z;
M
Mr.doob 已提交
3205 3206 3207

				spotDistances[ spotLength ] = distance;

3208
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
Mr.doob 已提交
3209 3210 3211
				_direction.sub( _vector3 );
				_direction.normalize();

M
Mr.doob 已提交
3212
				spotDirections[ spotOffset + 0 ] = _direction.x;
M
Mr.doob 已提交
3213 3214 3215 3216 3217
				spotDirections[ spotOffset + 1 ] = _direction.y;
				spotDirections[ spotOffset + 2 ] = _direction.z;

				spotAnglesCos[ spotLength ] = Math.cos( light.angle );
				spotExponents[ spotLength ] = light.exponent;
M
Mr.doob 已提交
3218
				spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
M
Mr.doob 已提交
3219 3220 3221 3222 3223 3224 3225 3226 3227

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {

				hemiCount += 1;

				if ( ! light.visible ) continue;

3228
				_direction.setFromMatrixPosition( light.matrixWorld );
M
Mr.doob 已提交
3229 3230 3231 3232
				_direction.normalize();

				hemiOffset = hemiLength * 3;

M
Mr.doob 已提交
3233
				hemiPositions[ hemiOffset + 0 ] = _direction.x;
M
Mr.doob 已提交
3234 3235 3236 3237 3238 3239
				hemiPositions[ hemiOffset + 1 ] = _direction.y;
				hemiPositions[ hemiOffset + 2 ] = _direction.z;

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

3240 3241
				setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
				setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
M
Mr.doob 已提交
3242 3243 3244 3245 3246 3247 3248 3249 3250 3251 3252 3253 3254 3255 3256 3257 3258 3259 3260 3261 3262 3263 3264 3265 3266

				hemiLength += 1;

			}

		}

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

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

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

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

M
Mr.doob 已提交
3267
	}
M
Mr.doob 已提交
3268 3269 3270 3271 3272 3273 3274 3275 3276 3277 3278 3279 3280 3281 3282 3283 3284 3285 3286 3287 3288 3289 3290 3291 3292 3293 3294 3295 3296 3297 3298 3299 3300 3301 3302 3303 3304 3305 3306 3307 3308 3309 3310

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

		if ( cullFace === THREE.CullFaceNone ) {

			_gl.disable( _gl.CULL_FACE );

		} else {

			if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {

				_gl.frontFace( _gl.CW );

			} else {

				_gl.frontFace( _gl.CCW );

			}

			if ( cullFace === THREE.CullFaceBack ) {

				_gl.cullFace( _gl.BACK );

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

				_gl.cullFace( _gl.FRONT );

			} else {

				_gl.cullFace( _gl.FRONT_AND_BACK );

			}

			_gl.enable( _gl.CULL_FACE );

		}

	};

	this.setMaterialFaces = function ( material ) {

3311 3312
		state.setDoubleSided( material.side === THREE.DoubleSide );
		state.setFlipSided( material.side === THREE.BackSide );
M
Mr.doob 已提交
3313 3314 3315 3316 3317 3318 3319

	};

	// Textures

	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {

3320 3321
		var extension;

M
Mr.doob 已提交
3322 3323 3324 3325 3326 3327 3328 3329 3330 3331 3332 3333
		if ( isImagePowerOfTwo ) {

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

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

		} else {

			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
M
Mr.doob 已提交
3334 3335 3336

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

3337
				THREE.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
M
Mr.doob 已提交
3338

3339
			}
M
Mr.doob 已提交
3340 3341 3342 3343

			_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
3344 3345
			if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {

3346
				THREE.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
M
Mr.doob 已提交
3347

3348
			}
M
Mr.doob 已提交
3349

M
Mr.doob 已提交
3350 3351
		}

3352 3353
		extension = extensions.get( 'EXT_texture_filter_anisotropic' );

3354
		if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
M
Mr.doob 已提交
3355

M
Mr.doob 已提交
3356
			if ( texture.anisotropy > 1 || texture.__currentAnisotropy ) {
M
Mr.doob 已提交
3357

3358
				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
M
Mr.doob 已提交
3359
				texture.__currentAnisotropy = texture.anisotropy;
M
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3360 3361 3362 3363 3364

			}

		}

M
Mr.doob 已提交
3365
	}
M
Mr.doob 已提交
3366

3367
	this.uploadTexture = function ( texture, slot ) {
M
Mr.doob 已提交
3368

3369 3370 3371 3372 3373 3374 3375 3376 3377 3378 3379
		if ( texture.__webglInit === undefined ) {

			texture.__webglInit = true;

			texture.addEventListener( 'dispose', onTextureDispose );

			texture.__webglTexture = _gl.createTexture();

			_this.info.memory.textures ++;

		}
M
Mr.doob 已提交
3380

B
Ben Adams 已提交
3381 3382
		state.activeTexture( _gl.TEXTURE0 + slot );
		state.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
M
Mr.doob 已提交
3383

H
Henri Astre 已提交
3384 3385 3386 3387
		_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
		_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
		_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );

3388 3389
		texture.image = clampToMaxSize( texture.image, _maxTextureSize );

H
Henri Astre 已提交
3390 3391 3392 3393
		var image = texture.image,
		isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
		glFormat = paramThreeToGL( texture.format ),
		glType = paramThreeToGL( texture.type );
M
Mr.doob 已提交
3394

H
Henri Astre 已提交
3395
		setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
M
Mr.doob 已提交
3396

H
Henri Astre 已提交
3397
		var mipmap, mipmaps = texture.mipmaps;
M
Mr.doob 已提交
3398

H
Henri Astre 已提交
3399
		if ( texture instanceof THREE.DataTexture ) {
M
Mr.doob 已提交
3400

H
Henri Astre 已提交
3401 3402 3403
			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels
M
Mr.doob 已提交
3404

H
Henri Astre 已提交
3405 3406 3407
			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {

				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3408

H
Henri Astre 已提交
3409 3410
					mipmap = mipmaps[ i ];
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3411

H
Henri Astre 已提交
3412
				}
M
Mr.doob 已提交
3413

H
Henri Astre 已提交
3414
				texture.generateMipmaps = false;
M
Mr.doob 已提交
3415

H
Henri Astre 已提交
3416
			} else {
M
Mr.doob 已提交
3417

H
Henri Astre 已提交
3418
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
Mr.doob 已提交
3419

H
Henri Astre 已提交
3420
			}
M
Mr.doob 已提交
3421

H
Henri Astre 已提交
3422
		} else if ( texture instanceof THREE.CompressedTexture ) {
M
Mr.doob 已提交
3423

H
Henri Astre 已提交
3424
			for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3425

H
Henri Astre 已提交
3426
				mipmap = mipmaps[ i ];
M
Mr.doob 已提交
3427

3428
				if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
3429

3430
					if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
M
Mr.doob 已提交
3431

3432
						_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
3433

3434
					} else {
M
Mr.doob 已提交
3435

3436
						THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
M
Mr.doob 已提交
3437

3438
					}
M
Mr.doob 已提交
3439

H
Henri Astre 已提交
3440
				} else {
M
Mr.doob 已提交
3441

H
Henri Astre 已提交
3442
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3443

M
Mr.doob 已提交
3444 3445
				}

H
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3446 3447 3448 3449 3450 3451 3452 3453 3454
			}

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

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

			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
M
Mr.doob 已提交
3455

3456
				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
3457 3458

					mipmap = mipmaps[ i ];
H
Henri Astre 已提交
3459
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
M
Mr.doob 已提交
3460 3461 3462

				}

H
Henri Astre 已提交
3463
				texture.generateMipmaps = false;
M
Mr.doob 已提交
3464

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

H
Henri Astre 已提交
3467
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
Mr.doob 已提交
3468

H
Henri Astre 已提交
3469
			}
M
Mr.doob 已提交
3470

H
Henri Astre 已提交
3471
		}
M
Mr.doob 已提交
3472

H
Henri Astre 已提交
3473
		if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
3474

H
Henri Astre 已提交
3475
		texture.needsUpdate = false;
M
Mr.doob 已提交
3476

B
Ben Adams 已提交
3477
		if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
3478

H
Henri Astre 已提交
3479
	};
M
Mr.doob 已提交
3480

H
Henri Astre 已提交
3481
	this.setTexture = function ( texture, slot ) {
M
Mr.doob 已提交
3482

3483
		if ( texture.needsUpdate === true ) {
M
Mr.doob 已提交
3484

3485
			var image = texture.image;
M
Mr.doob 已提交
3486

3487
			if ( image.complete === false ) {
M
Mr.doob 已提交
3488

3489 3490 3491 3492 3493
				THREE.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
				return;

			}

3494
			_this.uploadTexture( texture, slot );
3495
			return;
M
Mr.doob 已提交
3496 3497 3498

		}

B
Ben Adams 已提交
3499 3500
		state.activeTexture( _gl.TEXTURE0 + slot );
		state.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
3501

M
Mr.doob 已提交
3502 3503 3504 3505
	};

	function clampToMaxSize ( image, maxSize ) {

3506
		if ( image.width > maxSize || image.height > maxSize ) {
M
Mr.doob 已提交
3507

3508 3509
			// Warning: Scaling through the canvas will only work with images that use
			// premultiplied alpha.
M
Mr.doob 已提交
3510

3511
			var scale = maxSize / Math.max( image.width, image.height );
M
Mr.doob 已提交
3512

3513 3514 3515
			var canvas = document.createElement( 'canvas' );
			canvas.width = Math.floor( image.width * scale );
			canvas.height = Math.floor( image.height * scale );
M
Mr.doob 已提交
3516

3517 3518
			var context = canvas.getContext( '2d' );
			context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
M
Mr.doob 已提交
3519

3520
			THREE.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
M
Mr.doob 已提交
3521

3522 3523 3524
			return canvas;

		}
M
Mr.doob 已提交
3525

3526
		return image;
M
Mr.doob 已提交
3527 3528 3529 3530 3531 3532 3533 3534 3535 3536 3537

	}

	function setCubeTexture ( texture, slot ) {

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

			if ( texture.needsUpdate ) {

				if ( ! texture.image.__webglTextureCube ) {

3538 3539
					texture.addEventListener( 'dispose', onTextureDispose );

M
Mr.doob 已提交
3540 3541 3542 3543 3544 3545
					texture.image.__webglTextureCube = _gl.createTexture();

					_this.info.memory.textures ++;

				}

B
Ben Adams 已提交
3546 3547
				state.activeTexture( _gl.TEXTURE0 + slot );
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
M
Mr.doob 已提交
3548 3549 3550

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

M
Mr.doob 已提交
3551 3552
				var isCompressed = texture instanceof THREE.CompressedTexture;
				var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
M
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3553 3554 3555 3556 3557

				var cubeImage = [];

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

3558
					if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
M
Mr.doob 已提交
3559 3560 3561 3562 3563

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

					} else {

3564
						cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
M
Mr.doob 已提交
3565 3566 3567 3568 3569 3570

					}

				}

				var image = cubeImage[ 0 ],
3571
				isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
M
Mr.doob 已提交
3572 3573 3574 3575 3576 3577 3578
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );

				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

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

3579
					if ( ! isCompressed ) {
M
Mr.doob 已提交
3580

M
Mr.doob 已提交
3581
						if ( isDataTexture ) {
3582

M
Mr.doob 已提交
3583
							_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
3584

M
Mr.doob 已提交
3585
						} else {
3586 3587

							_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
3588

M
Mr.doob 已提交
3589 3590
						}

3591
					} else {
3592

M
Mr.doob 已提交
3593 3594
						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

3595
						for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
M
Mr.doob 已提交
3596 3597

							mipmap = mipmaps[ j ];
M
Mr.doob 已提交
3598

3599
							if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
3600

3601
								if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
M
Mr.doob 已提交
3602

3603
									_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
3604

3605
								} else {
M
Mr.doob 已提交
3606

3607
									THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
M
Mr.doob 已提交
3608

3609
								}
M
Mr.doob 已提交
3610

3611
							} else {
M
Mr.doob 已提交
3612

3613
								_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
3614

3615
							}
M
Mr.doob 已提交
3616

3617
						}
M
Mr.doob 已提交
3618

M
Mr.doob 已提交
3619
					}
M
Mr.doob 已提交
3620

M
Mr.doob 已提交
3621 3622 3623 3624 3625 3626 3627 3628 3629 3630
				}

				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}

				texture.needsUpdate = false;

B
Ben Adams 已提交
3631
				if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
3632 3633 3634

			} else {

B
Ben Adams 已提交
3635 3636
				state.activeTexture( _gl.TEXTURE0 + slot );
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
M
Mr.doob 已提交
3637 3638 3639 3640 3641

			}

		}

M
Mr.doob 已提交
3642
	}
M
Mr.doob 已提交
3643 3644 3645

	function setCubeTextureDynamic ( texture, slot ) {

B
Ben Adams 已提交
3646 3647
		state.activeTexture( _gl.TEXTURE0 + slot );
		state.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
M
Mr.doob 已提交
3648

M
Mr.doob 已提交
3649
	}
M
Mr.doob 已提交
3650 3651 3652 3653 3654 3655 3656 3657

	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {

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

M
Mr.doob 已提交
3658
	}
M
Mr.doob 已提交
3659

M
Mr.doob 已提交
3660
	function setupRenderBuffer ( renderbuffer, renderTarget ) {
M
Mr.doob 已提交
3661 3662 3663 3664 3665 3666 3667 3668 3669

		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );

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

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

		/* For some reason this is not working. Defaulting to RGBA4.
3670
		} else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
M
Mr.doob 已提交
3671 3672 3673 3674 3675 3676 3677 3678 3679 3680 3681 3682 3683 3684 3685

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

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

		} else {

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

		}

M
Mr.doob 已提交
3686
	}
M
Mr.doob 已提交
3687 3688 3689 3690 3691

	this.setRenderTarget = function ( renderTarget ) {

		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );

M
Mr.doob 已提交
3692
		if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
3693 3694 3695 3696 3697 3698 3699 3700 3701 3702 3703 3704

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

			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

			renderTarget.__webglTexture = _gl.createTexture();

			_this.info.memory.textures ++;

			// Setup texture, create render and frame buffers

3705
			var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
M
Mr.doob 已提交
3706 3707 3708 3709 3710 3711 3712 3713
				glFormat = paramThreeToGL( renderTarget.format ),
				glType = paramThreeToGL( renderTarget.type );

			if ( isCube ) {

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

B
Ben Adams 已提交
3714 3715
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );

M
Mr.doob 已提交
3716 3717 3718 3719 3720 3721 3722 3723 3724 3725 3726 3727 3728 3729
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );

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

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

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

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

				}

3730
				if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
M
Mr.doob 已提交
3731 3732 3733 3734 3735 3736 3737 3738 3739 3740 3741 3742 3743 3744 3745

			} else {

				renderTarget.__webglFramebuffer = _gl.createFramebuffer();

				if ( renderTarget.shareDepthFrom ) {

					renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;

				} else {

					renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();

				}

B
Ben Adams 已提交
3746
				state.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
M
Mr.doob 已提交
3747 3748 3749 3750 3751 3752 3753 3754 3755 3756 3757 3758 3759 3760 3761 3762 3763 3764 3765 3766 3767 3768 3769 3770
				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );

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

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

				if ( renderTarget.shareDepthFrom ) {

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

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

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

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

					}

				} else {

					setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );

				}

3771
				if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
3772 3773 3774 3775 3776 3777 3778

			}

			// Release everything

			if ( isCube ) {

B
Ben Adams 已提交
3779
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
3780 3781 3782

			} else {

B
Ben Adams 已提交
3783
				state.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
3784 3785 3786 3787 3788 3789 3790 3791 3792 3793 3794 3795 3796 3797 3798 3799 3800 3801 3802 3803 3804 3805 3806 3807 3808 3809 3810 3811 3812 3813 3814 3815 3816 3817 3818 3819 3820 3821 3822 3823 3824 3825 3826 3827 3828 3829 3830 3831 3832 3833 3834 3835 3836 3837

			}

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

		}

		var framebuffer, width, height, vx, vy;

		if ( renderTarget ) {

			if ( isCube ) {

				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];

			} else {

				framebuffer = renderTarget.__webglFramebuffer;

			}

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

			vx = 0;
			vy = 0;

		} else {

			framebuffer = null;

			width = _viewportWidth;
			height = _viewportHeight;

			vx = _viewportX;
			vy = _viewportY;

		}

		if ( framebuffer !== _currentFramebuffer ) {

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

			_currentFramebuffer = framebuffer;

		}

		_currentWidth = width;
		_currentHeight = height;

	};

3838
	this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
3839

G
gero3 已提交
3840
		if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
3841

3842
			THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
3843
			return;
3844

G
gero3 已提交
3845
		}
3846

G
gero3 已提交
3847
		if ( renderTarget.__webglFramebuffer ) {
3848

G
gero3 已提交
3849
			if ( renderTarget.format !== THREE.RGBAFormat ) {
3850

3851
				THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
G
gero3 已提交
3852
				return;
3853

G
gero3 已提交
3854
			}
3855

G
gero3 已提交
3856
			var restore = false;
3857

G
gero3 已提交
3858
			if ( renderTarget.__webglFramebuffer !== _currentFramebuffer ) {
3859

G
gero3 已提交
3860
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTarget.__webglFramebuffer );
3861

G
gero3 已提交
3862
				restore = true;
3863

G
gero3 已提交
3864
			}
3865

G
gero3 已提交
3866
			if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
3867

G
gero3 已提交
3868
				_gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
3869

G
gero3 已提交
3870
			} else {
3871

3872
				THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
3873

G
gero3 已提交
3874
			}
3875

G
gero3 已提交
3876
			if ( restore ) {
3877

G
gero3 已提交
3878
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
3879

G
gero3 已提交
3880
			}
3881

G
gero3 已提交
3882
		}
3883 3884 3885

	};

M
Mr.doob 已提交
3886 3887 3888 3889
	function updateRenderTargetMipmap ( renderTarget ) {

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

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

		} else {

B
Ben Adams 已提交
3896
			state.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
M
Mr.doob 已提交
3897
			_gl.generateMipmap( _gl.TEXTURE_2D );
B
Ben Adams 已提交
3898
			state.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
3899 3900 3901

		}

M
Mr.doob 已提交
3902
	}
M
Mr.doob 已提交
3903 3904 3905 3906 3907 3908 3909 3910 3911 3912 3913 3914 3915

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

	function filterFallback ( f ) {

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

			return _gl.NEAREST;

		}

		return _gl.LINEAR;

M
Mr.doob 已提交
3916
	}
M
Mr.doob 已提交
3917 3918 3919 3920 3921

	// Map three.js constants to WebGL constants

	function paramThreeToGL ( p ) {

3922 3923
		var extension;

M
Mr.doob 已提交
3924 3925 3926 3927 3928 3929 3930 3931 3932 3933 3934 3935 3936 3937 3938 3939 3940 3941 3942 3943 3944 3945 3946 3947
		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;

3948 3949 3950 3951 3952 3953 3954 3955
		extension = extensions.get( 'OES_texture_half_float' );

		if ( extension !== null ) {

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

		}

M
Mr.doob 已提交
3956 3957 3958 3959 3960 3961 3962 3963 3964 3965 3966 3967 3968 3969 3970 3971 3972 3973 3974 3975 3976 3977 3978
		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;

3979
		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
M
Mr.doob 已提交
3980

3981 3982 3983 3984 3985 3986
		if ( extension !== null ) {

			if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
M
Mr.doob 已提交
3987 3988 3989

		}

3990 3991 3992
		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		if ( extension !== null ) {
P
Pierre Lepers 已提交
3993

3994 3995 3996 3997
			if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
			if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
			if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
			if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
P
Pierre Lepers 已提交
3998 3999 4000

		}

4001 4002 4003
		extension = extensions.get( 'EXT_blend_minmax' );

		if ( extension !== null ) {
4004

4005 4006
			if ( p === THREE.MinEquation ) return extension.MIN_EXT;
			if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
4007 4008 4009

		}

M
Mr.doob 已提交
4010 4011
		return 0;

M
Mr.doob 已提交
4012
	}
M
Mr.doob 已提交
4013 4014 4015 4016 4017

	// Allocations

	function allocateBones ( object ) {

4018
		if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
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4019 4020 4021 4022 4023 4024

			return 1024;

		} else {

			// default for when object is not specified
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4025
			// ( for example when prebuilding shader to be used with multiple objects )
M
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4026
			//
4027
			//  - leave some extra space for other uniforms
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4028 4029 4030 4031 4032 4033 4034 4035 4036 4037
			//  - limit here is ANGLE's 254 max uniform vectors
			//    (up to 54 should be safe)

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

			var maxBones = nVertexMatrices;

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

4038
				maxBones = Math.min( object.skeleton.bones.length, maxBones );
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4039

4040
				if ( maxBones < object.skeleton.bones.length ) {
M
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4041

4042
					THREE.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
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4043 4044 4045 4046 4047 4048 4049 4050 4051

				}

			}

			return maxBones;

		}

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4052
	}
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4053

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4054
	function allocateLights( lights ) {
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4055

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4056 4057 4058 4059
		var dirLights = 0;
		var pointLights = 0;
		var spotLights = 0;
		var hemiLights = 0;
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4060

M
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4061
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
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4062

M
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4063
			var light = lights[ l ];
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4064

4065
			if ( light.onlyShadow || light.visible === false ) continue;
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4066 4067 4068 4069 4070 4071 4072 4073

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

		}

4074
		return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
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4075

M
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4076
	}
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4077

M
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4078
	function allocateShadows( lights ) {
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4079

M
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4080
		var maxShadows = 0;
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4081

4082
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
M
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4083

M
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4084
			var light = lights[ l ];
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4085 4086 4087 4088 4089 4090 4091 4092 4093 4094

			if ( ! light.castShadow ) continue;

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

		}

		return maxShadows;

4095
	}
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4096

M
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4097
	// DEPRECATED
4098

M
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4099 4100
	this.initMaterial = function () {

4101
		THREE.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
M
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4102 4103

	};
M
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4104

M
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4105
	this.addPrePlugin = function () {
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4106

4107
		THREE.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
M
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4108 4109 4110 4111 4112

	};

	this.addPostPlugin = function () {

4113
		THREE.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
M
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4114 4115

	};
M
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4116

M
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4117 4118
	this.updateShadowMap = function () {

4119
		THREE.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
M
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4120 4121 4122

	};

4123 4124 4125
	Object.defineProperties( this, {
		shadowMapEnabled: {
			get: function () {
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4126
				return shadowMap.enabled;
4127 4128 4129
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
M
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4130
				shadowMap.enabled = value;
4131 4132 4133 4134
			}
		},
		shadowMapType: {
			get: function () {
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4135
				return shadowMap.type;
4136 4137 4138
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
M
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4139
				shadowMap.type = value;
4140 4141 4142 4143
			}
		},
		shadowMapCullFace: {
			get: function () {
M
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4144
				return shadowMap.cullFace;
4145 4146 4147
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
M
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4148
				shadowMap.cullFace = value;
4149 4150 4151 4152
			}
		},
		shadowMapDebug: {
			get: function () {
M
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4153
				return shadowMap.debug;
4154 4155 4156
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
M
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4157
				shadowMap.debug = value;
4158 4159 4160 4161
			}
		},
		shadowMapCascade: {
			get: function () {
M
Mr.doob 已提交
4162
				return shadowMap.cascade;
4163 4164 4165
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapCascade is now .shadowMap.cascade.' );
M
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4166
				shadowMap.cascade = value;
4167 4168 4169 4170
			}
		}
	} );

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4171
};