WebGLRenderer.js 74.8 KB
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
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 * @author alteredq / http://alteredqualia.com/
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 * @author szimek / https://github.com/szimek/
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 */

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

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

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

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

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

	};

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

	};
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	this.clear = function () {

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

	};

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

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

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

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

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

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

	};

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

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				if ( dirtyVertices ) {
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					v1 = vertices[ face.a ].position;
					v2 = vertices[ face.b ].position;
					v3 = vertices[ face.c ].position;
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					vertexArray[ offset ]     = v1.x;
					vertexArray[ offset + 1 ] = v1.y;
					vertexArray[ offset + 2 ] = v1.z;
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					vertexArray[ offset + 3 ] = v2.x;
					vertexArray[ offset + 4 ] = v2.y;
					vertexArray[ offset + 5 ] = v2.z;
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					vertexArray[ offset + 6 ] = v3.x;
					vertexArray[ offset + 7 ] = v3.y;
					vertexArray[ offset + 8 ] = v3.z;
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					offset += 9;
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				}
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				if ( dirtyColors && obj_colors.length ) {
					
					c1 = obj_colors[ face.a ];
					c2 = obj_colors[ face.b ];
					c3 = obj_colors[ face.c ];

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

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

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

				}

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

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

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

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				if ( dirtyUvs && uv ) {
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					for ( i = 0; i < 3; i ++ ) {

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						uvi = uv[ i ];
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						uvArray[ offset_uv ]     = uvi.u;
						uvArray[ offset_uv + 1 ] = uvi.v;
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						offset_uv += 2;
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					}
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				}

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				if ( dirtyUvs && uv2 ) {

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

						uv2i = uv2[ i ];

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

						offset_uv2 += 2;

					}

				}

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				if( dirtyElements ) {
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					faceArray[ offset_face ] = vertexIndex;
					faceArray[ offset_face + 1 ] = vertexIndex + 1;
					faceArray[ offset_face + 2 ] = vertexIndex + 2;
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					offset_face += 3;
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					lineArray[ offset_line ]     = vertexIndex;
					lineArray[ offset_line + 1 ] = vertexIndex + 1;
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					lineArray[ offset_line + 2 ] = vertexIndex;
					lineArray[ offset_line + 3 ] = vertexIndex + 2;
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					lineArray[ offset_line + 4 ] = vertexIndex + 1;
					lineArray[ offset_line + 5 ] = vertexIndex + 2;
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					offset_line += 6;
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					vertexIndex += 3;
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				}
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			} else if ( face instanceof THREE.Face4 ) {

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				if ( dirtyVertices ) {
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					v1 = vertices[ face.a ].position;
					v2 = vertices[ face.b ].position;
					v3 = vertices[ face.c ].position;
					v4 = vertices[ face.d ].position;
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					vertexArray[ offset ]     = v1.x;
					vertexArray[ offset + 1 ] = v1.y;
					vertexArray[ offset + 2 ] = v1.z;
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					vertexArray[ offset + 3 ] = v2.x;
					vertexArray[ offset + 4 ] = v2.y;
					vertexArray[ offset + 5 ] = v2.z;
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					vertexArray[ offset + 6 ] = v3.x;
					vertexArray[ offset + 7 ] = v3.y;
					vertexArray[ offset + 8 ] = v3.z;
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					vertexArray[ offset + 9 ] = v4.x;
					vertexArray[ offset + 10 ] = v4.y;
					vertexArray[ offset + 11 ] = v4.z;
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					offset += 12;
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				}
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				if ( dirtyColors && obj_colors.length ) {

					c1 = obj_colors[ face.a ];
					c2 = obj_colors[ face.b ];
					c3 = obj_colors[ face.c ];
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					c4 = obj_colors[ face.d ];
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					colorArray[ offset_color ]     = c1.r;
					colorArray[ offset_color + 1 ] = c1.g;
					colorArray[ offset_color + 2 ] = c1.b;

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

					colorArray[ offset_color + 6 ] = c3.r;
					colorArray[ offset_color + 7 ] = c3.g;
					colorArray[ offset_color + 8 ] = c3.b;
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					colorArray[ offset_color + 9 ]  = c4.r;
					colorArray[ offset_color + 10 ] = c4.g;
					colorArray[ offset_color + 11 ] = c4.b;
					
					offset_color += 12;

				}	
				
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				if ( dirtyTangents && geometry.hasTangents ) {
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					t1 = vertices[ face.a ].tangent;
					t2 = vertices[ face.b ].tangent;
					t3 = vertices[ face.c ].tangent;
					t4 = vertices[ face.d ].tangent;
564

565 566 567 568
					tangentArray[ offset_tangent ]     = t1.x;
					tangentArray[ offset_tangent + 1 ] = t1.y;
					tangentArray[ offset_tangent + 2 ] = t1.z;
					tangentArray[ offset_tangent + 3 ] = t1.w;
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570 571 572 573
					tangentArray[ offset_tangent + 4 ] = t2.x;
					tangentArray[ offset_tangent + 5 ] = t2.y;
					tangentArray[ offset_tangent + 6 ] = t2.z;
					tangentArray[ offset_tangent + 7 ] = t2.w;
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575 576 577 578
					tangentArray[ offset_tangent + 8 ] = t3.x;
					tangentArray[ offset_tangent + 9 ] = t3.y;
					tangentArray[ offset_tangent + 10 ] = t3.z;
					tangentArray[ offset_tangent + 11 ] = t3.w;
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579

580 581 582 583
					tangentArray[ offset_tangent + 12 ] = t4.x;
					tangentArray[ offset_tangent + 13 ] = t4.y;
					tangentArray[ offset_tangent + 14 ] = t4.z;
					tangentArray[ offset_tangent + 15 ] = t4.w;
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584

585
					offset_tangent += 16;
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586

587
				}
M
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588

589
				if( dirtyNormals ) {
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590

591
					if ( vertexNormals.length == 4 && needsSmoothNormals ) {
592

593
						for ( i = 0; i < 4; i ++ ) {
594

595
							vn = vertexNormals[ i ];
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596

597 598 599
							normalArray[ offset_normal ]     = vn.x;
							normalArray[ offset_normal + 1 ] = vn.y;
							normalArray[ offset_normal + 2 ] = vn.z;
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600

601
							offset_normal += 3;
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602

603
						}
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604

605
					} else {
606

607
						for ( i = 0; i < 4; i ++ ) {
608

609 610 611
							normalArray[ offset_normal ]     = faceNormal.x;
							normalArray[ offset_normal + 1 ] = faceNormal.y;
							normalArray[ offset_normal + 2 ] = faceNormal.z;
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612

613
							offset_normal += 3;
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614

615
						}
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616 617

					}
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618

619 620
				}

621
				if ( dirtyUvs && uv ) {
622

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623 624
					for ( i = 0; i < 4; i ++ ) {

625
						uvi = uv[ i ];
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626

627 628
						uvArray[ offset_uv ]     = uvi.u;
						uvArray[ offset_uv + 1 ] = uvi.v;
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629

630
						offset_uv += 2;
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631

M
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632
					}
633 634

				}
635 636 637 638 639 640 641 642 643 644 645 646 647 648 649
				
				if ( dirtyUvs && uv2 ) {

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

						uv2i = uv2[ i ];

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

						offset_uv2 += 2;

					}

				}
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650

651
				if( dirtyElements ) {
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652

653 654 655
					faceArray[ offset_face ]     = vertexIndex;
					faceArray[ offset_face + 1 ] = vertexIndex + 1;
					faceArray[ offset_face + 2 ] = vertexIndex + 2;
M
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656

657 658 659
					faceArray[ offset_face + 3 ] = vertexIndex;
					faceArray[ offset_face + 4 ] = vertexIndex + 2;
					faceArray[ offset_face + 5 ] = vertexIndex + 3;
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660

661
					offset_face += 6;
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662

663 664
					lineArray[ offset_line ]     = vertexIndex;
					lineArray[ offset_line + 1 ] = vertexIndex + 1;
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665

666
					lineArray[ offset_line + 2 ] = vertexIndex;
667
					lineArray[ offset_line + 3 ] = vertexIndex + 3;
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668

669 670
					lineArray[ offset_line + 4 ] = vertexIndex + 1;
					lineArray[ offset_line + 5 ] = vertexIndex + 2;
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671

672 673
					lineArray[ offset_line + 6 ] = vertexIndex + 2;
					lineArray[ offset_line + 7 ] = vertexIndex + 3;
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674

675
					offset_line += 8;
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676

677
					vertexIndex += 4;
M
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678

679
				}
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680

681
			}
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682

683 684
		}

685
		if ( dirtyVertices ) {
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686

687 688
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
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689

690
		}
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691

692 693 694 695 696 697 698
		if ( dirtyColors && obj_colors.length ) {

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

		}
		
699
		if ( dirtyNormals ) {
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700

701 702
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLNormalBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
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703

704 705
		}

706
		if ( dirtyTangents && geometry.hasTangents ) {
707

708
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLTangentBuffer );
709
			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
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710

711
		}
712

713
		if ( dirtyUvs && offset_uv > 0 ) {
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714

715
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLUVBuffer );
716
			_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
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717

718
		}
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719

720 721 722 723 724 725 726
		if ( dirtyUvs && offset_uv2 > 0 ) {

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

		}

727
		if( dirtyElements ) {
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728

729 730
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLFaceBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
731

732 733
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLLineBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
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734

735
		}
736 737

	};
738

739
	function setLineBuffers ( geometry, hint ) {
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740

741
		var v, c, vertex, offset,
742
			vertices = geometry.vertices,
743
			colors = geometry.colors,
744
			vl = vertices.length,
745
			cl = colors.length,
M
Mr.doob 已提交
746 747

			vertexArray = geometry.__vertexArray,
748
			colorArray = geometry.__colorArray,
749 750
		
			dirtyVertices = geometry.__dirtyVertices, 
751
			dirtyColors = geometry.__dirtyColors;
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752

753
		if ( dirtyVertices ) {
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754

755
			for ( v = 0; v < vl; v++ ) {
M
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756

757
				vertex = vertices[ v ].position;
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758

759
				offset = v * 3;
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760

761 762 763
				vertexArray[ offset ]     = vertex.x;
				vertexArray[ offset + 1 ] = vertex.y;
				vertexArray[ offset + 2 ] = vertex.z;
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764

765 766
			}

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767 768 769
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

770
		}
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771

772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790
		if ( dirtyColors ) {

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

				color = colors[ c ];

				offset = c * 3;

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

			}

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

		}

791
	};
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792

793
	function setParticleBuffers ( geometry, hint, object, camera ) {
794

A
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795
		var v, c, vertex, offset,
796 797 798
			vertices = geometry.vertices,
			vl = vertices.length,

A
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799 800 801
			colors = geometry.colors,
			cl = colors.length,
		
802
			vertexArray = geometry.__vertexArray,
A
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803
			colorArray = geometry.__colorArray,
804
		
805 806 807 808 809
			sortArray = geometry.__sortArray,
		
			dirtyVertices = geometry.__dirtyVertices,
			dirtyElements = geometry.__dirtyElements,
			dirtyColors = geometry.__dirtyColors;
810

811 812
		if ( object.sortParticles ) {
		
813
			_projScreenMatrix.multiplySelf( object.globalMatrix );
814
			
815 816 817
			for ( v = 0; v < vl; v++ ) {

				vertex = vertices[ v ].position;
818 819 820 821 822 823 824 825 826 827 828 829 830 831
				
				_vector3.copy( vertex );
				_projScreenMatrix.multiplyVector3( _vector3 );
				
				sortArray[ v ] = [ _vector3.z, v ];
				
			}
			
			sortArray.sort( function(a,b) { return b[0] - a[0]; } );
			
			for ( v = 0; v < vl; v++ ) {
				
				vertex = vertices[ sortArray[v][1] ].position;
				
832
				offset = v * 3;
833
				
834 835 836
				vertexArray[ offset ]     = vertex.x;
				vertexArray[ offset + 1 ] = vertex.y;
				vertexArray[ offset + 2 ] = vertex.z;
837
				
838 839
			}
			
A
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840 841 842 843 844 845 846 847 848 849
			for ( c = 0; c < cl; c++ ) {
				
				offset = c * 3;
				
				color = colors[ sortArray[c][1] ];

				colorArray[ offset ]     = color.r;
				colorArray[ offset + 1 ] = color.g;
				colorArray[ offset + 2 ] = color.b;
				
850
			}
A
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851 852
			
			
853 854 855 856 857 858 859 860 861 862 863 864 865 866 867
		} else {
		
			if ( dirtyVertices ) {

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

					vertex = vertices[ v ].position;

					offset = v * 3;

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

				}
868 869

			}
A
alteredq 已提交
870 871 872 873 874 875 876 877 878 879 880 881 882
			
			if ( dirtyColors ) {
				
				for ( c = 0; c < cl; c++ ) {

					color = colors[ c ];

					offset = c * 3;

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

883
				}
A
alteredq 已提交
884 885
				
			}
886 887

		}
888
		
A
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889 890 891 892 893 894 895 896
		if ( dirtyVertices || object.sortParticles ) {
		
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
			
		}
		
		if ( dirtyColors || object.sortParticles ) {
897
			
A
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898 899
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
900
		
A
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901
		}
902
		
903
	};
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904

M
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905
	function setMaterialShaders( material, shaders ) {
906

M
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907 908
		material.fragment_shader = shaders.fragment_shader;
		material.vertex_shader = shaders.vertex_shader;
909
		material.uniforms = Uniforms.clone( shaders.uniforms );
910

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911
	};
912

A
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913
	function refreshUniformsCommon( uniforms, material ) {
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914

915
		// premultiply alpha
A
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916
		uniforms.diffuse.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
M
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917

918
		// pure color
A
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919
		//uniforms.color.value.setHex( material.color.hex );
M
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920

A
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921 922
		uniforms.opacity.value = material.opacity;
		uniforms.map.texture = material.map;
923
		
A
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924
		uniforms.light_map.texture = material.light_map;
925

A
alteredq 已提交
926 927 928 929 930
		uniforms.env_map.texture = material.env_map;
		uniforms.reflectivity.value = material.reflectivity;
		uniforms.refraction_ratio.value = material.refraction_ratio;
		uniforms.combine.value = material.combine;
		uniforms.useRefract.value = material.env_map && material.env_map.mapping instanceof THREE.CubeRefractionMapping;
931

932
	};
933

A
alteredq 已提交
934
	function refreshUniformsLine( uniforms, material ) {
935

A
alteredq 已提交
936 937
		uniforms.diffuse.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
		uniforms.opacity.value = material.opacity;
938 939

	};
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Mr.doob 已提交
940

A
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941
	function refreshUniformsParticle( uniforms, material ) {
942

A
alteredq 已提交
943 944 945 946
		uniforms.psColor.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
		uniforms.opacity.value = material.opacity;
		uniforms.size.value = material.size;
		uniforms.map.texture = material.map;
947

A
alteredq 已提交
948 949 950 951 952
	};
	
	function refreshUniformsFog( uniforms, fog ) {
	
		uniforms.fogColor.value.setHex( fog.color.hex );
953

A
alteredq 已提交
954
		if ( fog instanceof THREE.Fog ) {
955

A
alteredq 已提交
956 957
			uniforms.fogNear.value = fog.near;
			uniforms.fogFar.value = fog.far;
958

A
alteredq 已提交
959
		} else if ( fog instanceof THREE.FogExp2 ) {
960

A
alteredq 已提交
961
			uniforms.fogDensity.value = fog.density;
962 963

		}
A
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964
	
965 966
	};

A
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967
	function refreshUniformsPhong( uniforms, material ) {
M
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968

A
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969 970 971 972 973
		//uniforms.ambient.value.setHex( material.ambient.hex );
		//uniforms.specular.value.setHex( material.specular.hex );
		uniforms.ambient.value.setRGB( material.ambient.r, material.ambient.g, material.ambient.b );
		uniforms.specular.value.setRGB( material.specular.r, material.specular.g, material.specular.b );
		uniforms.shininess.value = material.shininess;
M
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974

975
	};
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976 977


A
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978
	function refreshUniformsLights( uniforms, lights ) {
M
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979

A
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980 981 982 983 984 985
		uniforms.enableLighting.value = lights.directional.length + lights.point.length;
		uniforms.ambientLightColor.value = lights.ambient;
		uniforms.directionalLightColor.value = lights.directional.colors;
		uniforms.directionalLightDirection.value = lights.directional.positions;
		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
M
Mr.doob 已提交
986

A
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987
	};
M
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988

989
	this.initMaterial = function( material, lights, fog ) {
M
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990

A
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991 992 993
		var u, identifiers, parameters, maxLightCount;
		
		if ( material instanceof THREE.MeshDepthMaterial ) {
994

A
alteredq 已提交
995
			setMaterialShaders( material, THREE.ShaderLib[ 'depth' ] );
996

A
alteredq 已提交
997
		} else if ( material instanceof THREE.MeshNormalMaterial ) {
998

A
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999
			setMaterialShaders( material, THREE.ShaderLib[ 'normal' ] );
1000

A
alteredq 已提交
1001
		} else if ( material instanceof THREE.MeshBasicMaterial ) {
1002

A
alteredq 已提交
1003
			setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );
1004

A
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1005
		} else if ( material instanceof THREE.MeshLambertMaterial ) {
M
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1006

A
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1007
			setMaterialShaders( material, THREE.ShaderLib[ 'lambert' ] );
M
Mr.doob 已提交
1008

A
alteredq 已提交
1009
		} else if ( material instanceof THREE.MeshPhongMaterial ) {
M
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1010

A
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1011
			setMaterialShaders( material, THREE.ShaderLib[ 'phong' ] );
M
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1012

A
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1013
		} else if ( material instanceof THREE.LineBasicMaterial ) {
M
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1014

A
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1015
			setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );
1016

A
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1017 1018 1019 1020 1021
		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
			
			setMaterialShaders( material, THREE.ShaderLib[ 'particle_basic' ] );
			
		}
1022

A
alteredq 已提交
1023 1024
		// heuristics to create shader parameters according to lights in the scene
		// (not to blow over maxLights budget)
M
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1025

A
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1026
		maxLightCount = allocateLights( lights, 4 );
M
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1027

A
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1028 1029 1030
		parameters = { fog: fog, map: material.map, env_map: material.env_map, light_map: material.light_map, vertex_colors: material.vertex_colors,
					   maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point };
		material.program = buildProgram( material.fragment_shader, material.vertex_shader, parameters );
M
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1031

A
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1032 1033
		identifiers = [ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition' ];
		for( u in material.uniforms ) {
1034

A
alteredq 已提交
1035
			identifiers.push(u);
M
Mr.doob 已提交
1036

A
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1037
		}
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1038

A
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1039 1040
		cacheUniformLocations( material.program, identifiers );
		cacheAttributeLocations( material.program, [ "position", "normal", "uv", "uv2", "tangent", "color" ] );
M
Mr.doob 已提交
1041

1042 1043
	};
	
A
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1044 1045
	this.setProgram = function( camera, lights, fog, material, object ) {
		
A
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1046
		if ( !material.program ) this.initMaterial( material, lights, fog );
M
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1047

A
alteredq 已提交
1048 1049 1050
		var program = material.program, 
			p_uniforms = program.uniforms,
			m_uniforms = material.uniforms;
1051

M
Mr.doob 已提交
1052
		if( program != _oldProgram ) {
M
Mr.doob 已提交
1053

M
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1054 1055
			_gl.useProgram( program );
			_oldProgram = program;
A
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1056 1057
			
			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
M
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1058

M
Mr.doob 已提交
1059
		}
1060
		
A
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1061 1062 1063 1064 1065
		// refresh uniforms common to several materials
		
		if ( fog && ( 
			 material instanceof THREE.MeshBasicMaterial ||
			 material instanceof THREE.MeshLambertMaterial ||
1066
			 material instanceof THREE.MeshPhongMaterial ||
A
alteredq 已提交
1067 1068 1069
			 material instanceof THREE.LineBasicMaterial ||
			 material instanceof THREE.ParticleBasicMaterial )
			) {
1070
			
A
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1071
			refreshUniformsFog( m_uniforms, fog );
1072
			
A
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1073
		}		
M
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1074

M
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1075
		if ( material instanceof THREE.MeshPhongMaterial ||
1076
			 material instanceof THREE.MeshLambertMaterial ) {
1077

1078
			this.setupLights( program, lights );
A
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1079
			refreshUniformsLights( m_uniforms, this.lights );
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1080 1081 1082

		}

1083 1084 1085
		if ( material instanceof THREE.MeshBasicMaterial ||
			 material instanceof THREE.MeshLambertMaterial ||
			 material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
1086

A
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1087
			refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
1088

A
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1089
		}
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1090

A
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1091 1092
		// refresh single material specific uniforms
		
1093
		if ( material instanceof THREE.LineBasicMaterial ) {
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1094

A
alteredq 已提交
1095
			refreshUniformsLine( m_uniforms, material );
1096
			
A
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1097
		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
1098

A
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1099
			refreshUniformsParticle( m_uniforms, material );
1100
			
A
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1101
		} else if ( material instanceof THREE.MeshPhongMaterial ) {
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1102

A
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1103
			refreshUniformsPhong( m_uniforms, material );
M
Mr.doob 已提交
1104

A
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1105
		} else if ( material instanceof THREE.MeshDepthMaterial ) {
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1106

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1107 1108 1109 1110 1111
			m_uniforms.mNear.value = camera.near;
			m_uniforms.mFar.value = camera.far;
			m_uniforms.opacity.value = material.opacity;
			
		} else if ( material instanceof THREE.MeshNormalMaterial ) {
1112

A
alteredq 已提交
1113
			m_uniforms.opacity.value = material.opacity;
1114
			
1115
		}
A
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1116 1117 1118 1119 1120
		
		// load common uniforms
		
		loadUniformsGeneric( program, m_uniforms );
		loadUniformsMatrices( p_uniforms, object );
1121

A
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1122 1123 1124 1125 1126 1127 1128 1129
		// load material specific uniforms
		// (shader material also gets them for the sake of genericity)
		
		if ( material instanceof THREE.MeshShaderMaterial ||
			 material instanceof THREE.MeshPhongMaterial ||
			 material.env_map ) {
			
			_gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
1130 1131 1132
			
		}
		
A
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1133 1134 1135 1136 1137 1138
		if ( material instanceof THREE.MeshShaderMaterial ||
			 material.env_map) {
				 
			_gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
		
		}
1139

A
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1140 1141 1142 1143 1144 1145 1146 1147
		if ( material instanceof THREE.MeshPhongMaterial ||
			 material instanceof THREE.MeshLambertMaterial ||
			 material instanceof THREE.MeshShaderMaterial ) {
			 
			_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
			
		}
		
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1148 1149 1150 1151 1152 1153 1154 1155 1156 1157
		return program;
		
	};
	
	this.renderBuffer = function ( camera, lights, fog, material, geometryChunk, object ) {

		var program, attributes, linewidth, primitives;

		program = this.setProgram( camera, lights, fog, material, object );
		
1158
		attributes = program.attributes;
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1159

1160
		// vertices
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1161

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1162
		_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLVertexBuffer );
1163
		_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
1164
		_gl.enableVertexAttribArray( attributes.position );
1165

A
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1166 1167 1168 1169 1170 1171 1172 1173 1174 1175
		// colors

		if ( attributes.color >= 0 ) {

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

		}

1176
		// normals
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1177

1178
		if ( attributes.normal >= 0 ) {
1179

1180 1181
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLNormalBuffer );
			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
1182
			_gl.enableVertexAttribArray( attributes.normal );
1183

1184
		}
1185

1186 1187 1188
		// tangents

		if ( attributes.tangent >= 0 ) {
1189

1190 1191
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLTangentBuffer );
			_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
1192
			_gl.enableVertexAttribArray( attributes.tangent );
1193

1194
		}
1195

1196
		// uvs
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1197

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1198 1199
		if ( attributes.uv >= 0 ) {

1200
			if ( geometryChunk.__webGLUVBuffer ) {
1201

1202
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLUVBuffer );
1203
				_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
1204

1205
				_gl.enableVertexAttribArray( attributes.uv );
1206

1207
			} else {
1208

1209
				_gl.disableVertexAttribArray( attributes.uv );
M
Mr.doob 已提交
1210

1211
			}
1212 1213 1214

		}

1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231
		if ( attributes.uv2 >= 0 ) {

			if ( geometryChunk.__webGLUV2Buffer ) {

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

				_gl.enableVertexAttribArray( attributes.uv2 );

			} else {

				_gl.disableVertexAttribArray( attributes.uv2 );

			}

		}

1232
		// render mesh
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1233

1234
		if ( object instanceof THREE.Mesh ) {
1235

1236 1237 1238
			// wireframe
			
			if ( material.wireframe ) {
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Mr.doob 已提交
1239

1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256
				_gl.lineWidth( material.wireframe_linewidth );
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLLineBuffer );
				_gl.drawElements( _gl.LINES, geometryChunk.__webGLLineCount, _gl.UNSIGNED_SHORT, 0 );
			
			// triangles
			
			} else {
				
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLFaceBuffer );
				_gl.drawElements( _gl.TRIANGLES, geometryChunk.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
				
			}
		
		// render lines
		
		} else if ( object instanceof THREE.Line ) {
			
1257
			primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
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Mr.doob 已提交
1258

1259
			_gl.lineWidth( material.linewidth );
1260
			_gl.drawArrays( primitives, 0, geometryChunk.__webGLLineCount );
1261
		
1262
		// render particles
1263 1264
		
		} else if ( object instanceof THREE.ParticleSystem ) {
1265
			
1266
			_gl.drawArrays( _gl.POINTS, 0, geometryChunk.__webGLParticleCount );
1267
			
1268 1269 1270 1271
		}

	};

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1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300
	function renderBufferImmediate( object, program ) {
		
		if ( ! object.__webGLVertexBuffer ) object.__webGLVertexBuffer = _gl.createBuffer();
		if ( ! object.__webGLNormalBuffer ) object.__webGLNormalBuffer = _gl.createBuffer();
		
		if ( object.hasPos ) {
			
		  _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLVertexBuffer );
		  _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
		  _gl.enableVertexAttribArray( program.attributes.position );
		  _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
		
		}
		
		if ( object.hasNormal ) {
			
		  _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLNormalBuffer );
		  _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
		  _gl.enableVertexAttribArray( program.attributes.normal );
		  _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
		
		}
		
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
		
		object.count = 0;
		
	};
	
1301 1302
	function setObjectFaces( object ) {
		
1303
		if ( _oldDoubleSided != object.doubleSided ) {
A
alteredq 已提交
1304
			
1305
			if( object.doubleSided ) {
A
alteredq 已提交
1306
				
1307
				_gl.disable( _gl.CULL_FACE );
1308

1309
			} else {
1310

A
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1311 1312 1313
				_gl.enable( _gl.CULL_FACE );
			
			}
1314 1315 1316 1317 1318 1319 1320
			
			_oldDoubleSided = object.doubleSided;
		
		}
		
		if ( _oldFlipSided != object.flipSided ) {
		
1321 1322 1323 1324
			if( object.flipSided ) {

				_gl.frontFace( _gl.CW );

1325
			} else {
1326 1327 1328 1329

				_gl.frontFace( _gl.CCW );

			}
1330 1331
			
			_oldFlipSided = object.flipSided;
1332 1333 1334 1335 1336

		}
		
	};
	
1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358
	function computeFrustum( m ) {

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

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

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

		}

	};
	
	function isInFrustum( object ) {

1359
		var distance, matrix = object.globalMatrix,
1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371
		radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );

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

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

		}

		return true;

	};
1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448

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

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

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

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

			meshMaterial = object.materials[ m ];

			if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {

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

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

				}

			} else {

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

			}

		}
		
	};
1449
	
1450 1451
	
	function painterSort( a, b ) {
1452

1453
		return b.z - a.z;
1454 1455 1456

	};
	
A
alteredq 已提交
1457
	this.render = function( scene, camera, renderTarget, clear ) {
1458
		
1459 1460
		var i, program, opaque, transparent,
			o, ol, oil, webGLObject, object, buffer,
A
alteredq 已提交
1461
			lights = scene.lights,
1462 1463
			fog = scene.fog,
			ol;
1464
		
1465
		camera.autoUpdateMatrix && camera.update();
1466
		
1467
		camera.globalMatrix.flattenToArray( _viewMatrixArray );
1468
		camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
M
Mr.doob 已提交
1469

1470
		_projScreenMatrix.multiply( camera.projectionMatrix, camera.globalMatrix );
1471 1472
		computeFrustum( _projScreenMatrix );
		
1473 1474
		scene.update( undefined, false, camera, this );
		
1475
		this.initWebGLObjects( scene, camera );
M
Mr.doob 已提交
1476

M
Mr.doob 已提交
1477 1478
		setRenderTarget( renderTarget, clear !== undefined ? clear : true );

1479
		if ( this.autoClear ) {
M
Mr.doob 已提交
1480

1481
			this.clear();
M
Mr.doob 已提交
1482

1483 1484
		}

1485
		// set matrices
1486 1487
		
		ol = scene.__webGLObjects.length;
A
alteredq 已提交
1488
	
1489
		for ( o = 0; o < ol; o++ ) {
M
Mr.doob 已提交
1490

M
Mr.doob 已提交
1491
			webGLObject = scene.__webGLObjects[ o ];
M
Mr.doob 已提交
1492
			object = webGLObject.object;
M
Mr.doob 已提交
1493

1494
			if ( object.visible ) {				
1495 1496 1497

				if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
					
1498
					object.globalMatrix.flattenToArray( object._objectMatrixArray );
1499 1500 1501 1502 1503 1504 1505
					
					setupMatrices( object, camera );
					
					unrollBufferMaterials( webGLObject );
					
					webGLObject.render = true;
					
1506 1507 1508 1509 1510 1511 1512 1513
					if ( this.sortObjects ) {
					
						_vector3.copy( object.position );
						_projScreenMatrix.multiplyVector3( _vector3 );

						webGLObject.z = _vector3.z;
					
					}
A
alteredq 已提交
1514
				
1515 1516 1517 1518 1519
				} else {
					
					webGLObject.render = false;
					
				}
1520
				
1521 1522 1523
			} else {
				
				webGLObject.render = false;
1524

1525 1526 1527 1528
			}
		
		}
		
1529 1530 1531 1532 1533 1534
		if ( this.sortObjects ) {
			
			scene.__webGLObjects.sort( painterSort );
			
		}
		
1535 1536 1537
		oil = scene.__webGLObjectsImmediate.length;
		
		for ( o = 0; o < oil; o++ ) {
1538
		
1539 1540
			webGLObject = scene.__webGLObjectsImmediate[ o ];
			object = webGLObject.object;
1541 1542 1543
			
			if ( object.visible ) {
			
A
alteredq 已提交
1544 1545
				if( object.autoUpdateMatrix ) { 
				
1546
					object.globalMatrix.flattenToArray( object._objectMatrixArray );
A
alteredq 已提交
1547 1548 1549
				
				}
				
1550
				setupMatrices( object, camera );
1551 1552
				
				unrollImmediateBufferMaterials( webGLObject );
1553 1554
			
			}
A
alteredq 已提交
1555
		
1556
		}
A
alteredq 已提交
1557

1558 1559
		// opaque pass

1560 1561
		setBlending( THREE.NormalBlending );
		
1562
		for ( o = 0; o < ol; o++ ) {
M
Mr.doob 已提交
1563

1564 1565
			webGLObject = scene.__webGLObjects[ o ];

1566 1567 1568 1569
			if ( webGLObject.render ) {
				
				object = webGLObject.object;
				buffer = webGLObject.buffer;
1570
				opaque = webGLObject.opaque;
1571 1572
				
				setObjectFaces( object );
1573 1574 1575 1576 1577 1578 1579 1580 1581
				
				for( i = 0; i < opaque.count; i++ ) {
					
					material = opaque.list[ i ];
					
					this.setDepthTest( material.depth_test );
					this.renderBuffer( camera, lights, fog, material, buffer, object );
				
				}
1582 1583 1584 1585 1586

			}

		}

A
alteredq 已提交
1587 1588
		// opaque pass (immediate simulator)
		
1589
		for ( o = 0; o < oil; o++ ) {
A
alteredq 已提交
1590
			
1591 1592
			webGLObject = scene.__webGLObjectsImmediate[ o ];
			object = webGLObject.object;
A
alteredq 已提交
1593 1594 1595
			
			if ( object.visible ) {
			
1596 1597
				opaque = webGLObject.opaque;
				
1598
				setObjectFaces( object );
1599 1600 1601 1602 1603 1604 1605 1606 1607 1608
				
				for( i = 0; i < opaque.count; i++ ) {
				
					material = opaque.list[ i ];
				
					this.setDepthTest( material.depth_test );
					program = this.setProgram( camera, lights, fog, material, object );
					object.render( function( object ) { renderBufferImmediate( object, program ); } );
				
				}
A
alteredq 已提交
1609 1610 1611 1612 1613
			
			}
			
		}

1614 1615
		// transparent pass

1616
		for ( o = 0; o < ol; o++ ) {
1617 1618 1619

			webGLObject = scene.__webGLObjects[ o ];

1620 1621 1622 1623
			if ( webGLObject.render ) {
				
				object = webGLObject.object;
				buffer = webGLObject.buffer;
1624 1625
				transparent = webGLObject.transparent;
				
1626 1627
				setObjectFaces( object );
				
1628 1629 1630 1631 1632 1633 1634 1635 1636
				for( i = 0; i < transparent.count; i++ ) {
					
					material = transparent.list[ i ];
					
					setBlending( material.blending );
					this.setDepthTest( material.depth_test );
					this.renderBuffer( camera, lights, fog, material, buffer, object );
				
				}
1637

1638
			}
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Mr.doob 已提交
1639

M
Mr.doob 已提交
1640
		}
M
Mr.doob 已提交
1641

1642 1643
		// transparent pass (immediate simulator)
		
1644 1645
		for ( o = 0; o < oil; o++ ) {
		
1646 1647
			webGLObject = scene.__webGLObjectsImmediate[ o ];
			object = webGLObject.object;
1648 1649 1650
			
			if ( object.visible ) {
			
1651 1652
				transparent = webGLObject.transparent;
				
1653
				setObjectFaces( object );
1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664
				
				for( i = 0; i < transparent.count; i++ ) {
				
					material = transparent.list[ i ];
				
					setBlending( material.blending );
					this.setDepthTest( material.depth_test );
					program = this.setProgram( camera, lights, fog, material, object );
					object.render( function( object ) { renderBufferImmediate( object, program ); } );
				
				}
1665 1666 1667 1668
			
			}
			
		}
1669
	
1670
		// Generate mipmap if we're using any kind of mipmap filtering
M
Mr.doob 已提交
1671

1672
		if ( renderTarget && renderTarget.min_filter !== THREE.NearestFilter && renderTarget.min_filter !== THREE.LinearFilter ) {
M
Mr.doob 已提交
1673

1674
			updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1675

1676
		}
1677

M
Mr.doob 已提交
1678
	};
M
Mr.doob 已提交
1679

1680
	function addObject( scene, object ) {
1681 1682 1683 1684 1685 1686
		
		var g, geometry, geometryChunk, objmap;
		
		geometry = object.geometry;
		
		if ( scene.__webGLObjectsMap[ object.id ] == undefined ) {
M
Mr.doob 已提交
1687

1688 1689 1690 1691 1692 1693 1694 1695
			scene.__webGLObjectsMap[ object.id ] = {};
				
			object._modelViewMatrix = new THREE.Matrix4();
			
			object._normalMatrixArray = new Float32Array( 9 );
			object._modelViewMatrixArray = new Float32Array( 16 );
			object._objectMatrixArray = new Float32Array( 16 );
			
1696
			object.globalMatrix.flattenToArray( object._objectMatrixArray );
M
Mr.doob 已提交
1697

1698
		}
A
alteredq 已提交
1699

1700 1701
		objmap = scene.__webGLObjectsMap[ object.id ];
		objlist = scene.__webGLObjects;
A
alteredq 已提交
1702

1703
		if ( object instanceof THREE.Mesh ) {
A
alteredq 已提交
1704

1705
			// create separate VBOs per geometry chunk
A
alteredq 已提交
1706

1707
			for ( g in geometry.geometryChunks ) {
A
alteredq 已提交
1708

1709
				geometryChunk = geometry.geometryChunks[ g ];
M
Mr.doob 已提交
1710

1711
				// initialise VBO on the first access
M
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1712

1713
				if( ! geometryChunk.__webGLVertexBuffer ) {
M
Mr.doob 已提交
1714

1715 1716
					createMeshBuffers( geometryChunk );
					initMeshBuffers( geometryChunk, object );
A
alteredq 已提交
1717

1718 1719 1720 1721 1722 1723
					geometry.__dirtyVertices = true;
					geometry.__dirtyElements = true;
					geometry.__dirtyUvs = true;
					geometry.__dirtyNormals = true;
					geometry.__dirtyTangents = true;
					geometry.__dirtyColors = true;
M
Mr.doob 已提交
1724

1725
				}
1726

1727 1728 1729
				if( geometry.__dirtyVertices || geometry.__dirtyElements || 
					geometry.__dirtyUvs || geometry.__dirtyNormals || 
					geometry.__dirtyColors || geometry.__dirtyTangents ) {
M
Mr.doob 已提交
1730

1731
					setMeshBuffers( geometryChunk, object, _gl.DYNAMIC_DRAW );
M
Mr.doob 已提交
1732

1733
				}
M
Mr.doob 已提交
1734

1735
				// create separate wrapper per each use of VBO
1736

1737
				add_buffer( objlist, objmap, g, geometryChunk, object );
M
Mr.doob 已提交
1738

1739
			}
M
Mr.doob 已提交
1740

1741 1742 1743 1744 1745 1746
			geometry.__dirtyVertices = false;
			geometry.__dirtyElements = false;
			geometry.__dirtyUvs = false;
			geometry.__dirtyNormals = false;
			geometry.__dirtyTangents = false;
			geometry.__dirtyColors = false;
M
Mr.doob 已提交
1747

1748
		} else if ( object instanceof THREE.Line ) {
M
Mr.doob 已提交
1749

1750
			if( ! geometry.__webGLVertexBuffer ) {
M
Mr.doob 已提交
1751

1752 1753
				createLineBuffers( geometry );
				initLineBuffers( geometry );
M
Mr.doob 已提交
1754

1755 1756
				geometry.__dirtyVertices = true;
				geometry.__dirtyColors = true;
M
Mr.doob 已提交
1757

1758
			}
M
Mr.doob 已提交
1759

1760
			if( geometry.__dirtyVertices ||  geometry.__dirtyColors ) {
1761

1762
				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
1763

1764
			}
1765

1766
			add_buffer( objlist, objmap, 0, geometry, object );
M
Mr.doob 已提交
1767

1768 1769
			geometry.__dirtyVertices = false;
			geometry.__dirtyColors = false;
M
Mr.doob 已提交
1770

1771
		} else if ( object instanceof THREE.ParticleSystem ) {
M
Mr.doob 已提交
1772

1773
			if( ! geometry.__webGLVertexBuffer ) {
M
Mr.doob 已提交
1774

1775 1776
				createParticleBuffers( geometry );
				initParticleBuffers( geometry );
1777

1778 1779 1780 1781
				geometry.__dirtyVertices = true;
				geometry.__dirtyColors = true;
				
			}
1782

1783
			if( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
M
Mr.doob 已提交
1784

1785
				setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object, camera );
M
Mr.doob 已提交
1786

1787
			}
M
Mr.doob 已提交
1788

1789
			add_buffer( objlist, objmap, 0, geometry, object );
M
Mr.doob 已提交
1790

1791 1792
			geometry.__dirtyVertices = false;
			geometry.__dirtyColors = false;
M
Mr.doob 已提交
1793

1794 1795
		} else if ( object instanceof THREE.MarchingCubes ) {
			
1796
			add_buffer_immediate( scene.__webGLObjectsImmediate, objmap, 0, object );
1797 1798 1799 1800 1801 1802
			
		}/*else if ( object instanceof THREE.Particle ) {

		}*/
		
	};
M
Mr.doob 已提交
1803

1804
	function add_buffer( objlist, objmap, id, buffer, object ) {
M
Mr.doob 已提交
1805

1806
		if ( objmap[ id ] == undefined ) {
M
Mr.doob 已提交
1807

1808 1809
			objlist.push( { buffer: buffer, object: object, 
							opaque: { list: [], count: 0 }, 
1810
							transparent: { list: [], count: 0 }
1811 1812 1813
						} );
			
			objmap[ id ] = 1;
M
Mr.doob 已提交
1814

1815
		}
M
Mr.doob 已提交
1816

1817
	};
1818

1819
	function add_buffer_immediate( objlist, objmap, id, object ) {
1820

1821
		if ( objmap[ id ] == undefined ) {
M
Mr.doob 已提交
1822

1823 1824
			objlist.push( { object: object, 
							opaque: { list: [], count: 0 }, 
1825
							transparent: { list: [], count: 0 }
1826 1827 1828
						} );
			
			objmap[ id ] = 1;
1829

1830
		}
1831

1832 1833 1834
	};
	
	this.initWebGLObjects = function( scene, camera ) {
1835

1836
		var o, ol, object;
M
Mr.doob 已提交
1837

1838
		if ( !scene.__webGLObjects ) {
M
Mr.doob 已提交
1839

1840 1841
			scene.__webGLObjects = [];
			scene.__webGLObjectsMap = {};
M
Mr.doob 已提交
1842

1843
			scene.__webGLObjectsImmediate = [];
1844

1845 1846 1847
		}
		
		for ( o = 0, ol = scene.objects.length; o < ol; o++ ) {
M
Mr.doob 已提交
1848

1849
			object = scene.objects[ o ];
M
Mr.doob 已提交
1850

1851
			addObject( scene, object );
1852
		
M
Mr.doob 已提交
1853
		}
1854 1855 1856 1857 1858 1859

	};

	this.removeObject = function ( scene, object ) {

		var o, ol, zobject;
M
Mr.doob 已提交
1860

1861
		for ( o = scene.__webGLObjects.length - 1; o >= 0; o-- ) {
M
Mr.doob 已提交
1862

M
Mr.doob 已提交
1863
			zobject = scene.__webGLObjects[ o ].object;
M
Mr.doob 已提交
1864

1865
			if ( object == zobject ) {
1866 1867 1868 1869

				scene.__webGLObjects.splice( o, 1 );

			}
M
Mr.doob 已提交
1870

1871
		}
M
Mr.doob 已提交
1872

M
Mr.doob 已提交
1873
	};
M
Mr.doob 已提交
1874

1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886
	this.addToRenderList = function( object ) {
		
		// TODO: implement this
		
	};

	this.removeFromRenderList = function( object ) {
		
		// TODO: implement this
		
	};
	
1887
	function setupMatrices ( object, camera ) {
1888

1889
		object._modelViewMatrix.multiplyToArray( camera.globalMatrix, object.globalMatrix, object._modelViewMatrixArray );
A
alteredq 已提交
1890
		object._normalMatrix = THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
M
Mr.doob 已提交
1891

M
Mr.doob 已提交
1892
	};
M
Mr.doob 已提交
1893

1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906
	this.setDepthTest = function( test ) {
		
		if( test ) {
			
			_gl.enable( _gl.DEPTH_TEST );
			
		} else {
			
			_gl.disable( _gl.DEPTH_TEST );
			
		}
		
	};
M
Mr.doob 已提交
1907

M
Mr.doob 已提交
1908
	this.setFaceCulling = function ( cullFace, frontFace ) {
M
Mr.doob 已提交
1909

1910
		if ( cullFace ) {
M
Mr.doob 已提交
1911

1912
			if ( !frontFace || frontFace == "ccw" ) {
M
Mr.doob 已提交
1913

1914
				_gl.frontFace( _gl.CCW );
M
Mr.doob 已提交
1915

1916
			} else {
M
Mr.doob 已提交
1917

1918
				_gl.frontFace( _gl.CW );
M
Mr.doob 已提交
1919

1920
			}
M
Mr.doob 已提交
1921

1922
			if( cullFace == "back" ) {
M
Mr.doob 已提交
1923

1924
				_gl.cullFace( _gl.BACK );
M
Mr.doob 已提交
1925

1926
			} else if( cullFace == "front" ) {
M
Mr.doob 已提交
1927

1928
				_gl.cullFace( _gl.FRONT );
M
Mr.doob 已提交
1929

1930
			} else {
M
Mr.doob 已提交
1931

1932
				_gl.cullFace( _gl.FRONT_AND_BACK );
M
Mr.doob 已提交
1933

1934
			}
M
Mr.doob 已提交
1935

1936
			_gl.enable( _gl.CULL_FACE );
M
Mr.doob 已提交
1937

1938
		} else {
M
Mr.doob 已提交
1939

1940
			_gl.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
1941

1942 1943 1944
		}

	};
N
Nicolas Garcia Belmonte 已提交
1945

1946
	this.supportsVertexTextures = function() {
1947

1948
		return maxVertexTextures() > 0;
1949

1950
	};
1951

1952
	function maxVertexTextures() {
1953

1954 1955 1956
		return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );

	};
1957

1958
	function initGL( antialias, clearColor, clearAlpha ) {
N
Nicolas Garcia Belmonte 已提交
1959 1960 1961

		try {

1962
			_gl = _canvas.getContext( 'experimental-webgl', { antialias: antialias } );
N
Nicolas Garcia Belmonte 已提交
1963

A
alteredq 已提交
1964
		} catch(e) { console.log(e) }
N
Nicolas Garcia Belmonte 已提交
1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978

		if (!_gl) {

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

		}

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

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

1979 1980
		_gl.frontFace( _gl.CCW );
		_gl.cullFace( _gl.BACK );
1981
		_gl.enable( _gl.CULL_FACE );
M
Mr.doob 已提交
1982

N
Nicolas Garcia Belmonte 已提交
1983
		_gl.enable( _gl.BLEND );
1984
		_gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
1985
		_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
A
alteredq 已提交
1986 1987
		
		_cullEnabled = true;
N
Nicolas Garcia Belmonte 已提交
1988

1989
	};
M
Mr.doob 已提交
1990

1991
	function buildProgram( fragment_shader, vertex_shader, parameters ) {
M
Mr.doob 已提交
1992

M
Mr.doob 已提交
1993
		var program = _gl.createProgram(),
M
Mr.doob 已提交
1994

M
Mr.doob 已提交
1995 1996 1997 1998
		prefix_fragment = [
			"#ifdef GL_ES",
			"precision highp float;",
			"#endif",
M
Mr.doob 已提交
1999

2000 2001
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
A
alteredq 已提交
2002

2003 2004
			parameters.fog ? "#define USE_FOG" : "",
			parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
2005

2006 2007
			parameters.map ? "#define USE_MAP" : "",
			parameters.env_map ? "#define USE_ENVMAP" : "",
2008
			parameters.light_map ? "#define USE_LIGHTMAP" : "",
A
alteredq 已提交
2009
			parameters.vertex_colors ? "#define USE_COLOR" : "",
2010

2011
			"uniform mat4 viewMatrix;",
2012
			"uniform vec3 cameraPosition;",
M
Mr.doob 已提交
2013 2014
			""
		].join("\n"),
2015

M
Mr.doob 已提交
2016
		prefix_vertex = [
2017
			maxVertexTextures() > 0 ? "#define VERTEX_TEXTURES" : "",
2018

2019 2020 2021
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,

2022 2023
			parameters.map ? "#define USE_MAP" : "",
			parameters.env_map ? "#define USE_ENVMAP" : "",
2024
			parameters.light_map ? "#define USE_LIGHTMAP" : "",
A
alteredq 已提交
2025
			parameters.vertex_colors ? "#define USE_COLOR" : "",
2026

M
Mr.doob 已提交
2027 2028 2029
			"uniform mat4 objectMatrix;",
			"uniform mat4 modelViewMatrix;",
			"uniform mat4 projectionMatrix;",
2030 2031
			"uniform mat4 viewMatrix;",
			"uniform mat3 normalMatrix;",
M
Mr.doob 已提交
2032
			"uniform vec3 cameraPosition;",
M
Mr.doob 已提交
2033 2034
			"attribute vec3 position;",
			"attribute vec3 normal;",
A
alteredq 已提交
2035
			"attribute vec3 color;",
M
Mr.doob 已提交
2036
			"attribute vec2 uv;",
2037
			"attribute vec2 uv2;",
M
Mr.doob 已提交
2038 2039
			""
		].join("\n");
2040

M
Mr.doob 已提交
2041 2042
		_gl.attachShader( program, getShader( "fragment", prefix_fragment + fragment_shader ) );
		_gl.attachShader( program, getShader( "vertex", prefix_vertex + vertex_shader ) );
M
Mr.doob 已提交
2043

M
Mr.doob 已提交
2044
		_gl.linkProgram( program );
N
Nicolas Garcia Belmonte 已提交
2045

M
Mr.doob 已提交
2046
		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
N
Nicolas Garcia Belmonte 已提交
2047

M
Mr.doob 已提交
2048 2049
			alert( "Could not initialise shaders\n"+
					"VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
M
Mr.doob 已提交
2050

2051 2052
			//console.log( prefix_fragment + fragment_shader );
			//console.log( prefix_vertex + vertex_shader );
M
Mr.doob 已提交
2053

N
Nicolas Garcia Belmonte 已提交
2054
		}
2055 2056 2057
		
		//console.log( prefix_fragment + fragment_shader );
		//console.log( prefix_vertex + vertex_shader );
M
Mr.doob 已提交
2058

M
Mr.doob 已提交
2059
		program.uniforms = {};
2060
		program.attributes = {};
M
Mr.doob 已提交
2061

M
Mr.doob 已提交
2062
		return program;
M
Mr.doob 已提交
2063

M
Mr.doob 已提交
2064
	};
M
Mr.doob 已提交
2065

A
alteredq 已提交
2066 2067 2068 2069 2070 2071 2072 2073
	function loadUniformsMatrices( uniforms, object ) {
		
		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
		_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );

	};
	
	function loadUniformsGeneric( program, uniforms ) {
M
Mr.doob 已提交
2074

2075
		var u, uniform, value, type, location, texture;
M
Mr.doob 已提交
2076

M
Mr.doob 已提交
2077
		for( u in uniforms ) {
M
Mr.doob 已提交
2078

2079 2080
			location = program.uniforms[u];
			if ( !location ) continue;
M
Mr.doob 已提交
2081

2082
			uniform = uniforms[u];
M
Mr.doob 已提交
2083

2084 2085
			type = uniform.type;
			value = uniform.value;
M
Mr.doob 已提交
2086

M
Mr.doob 已提交
2087
			if( type == "i" ) {
M
Mr.doob 已提交
2088

M
Mr.doob 已提交
2089
				_gl.uniform1i( location, value );
M
Mr.doob 已提交
2090

M
Mr.doob 已提交
2091
			} else if( type == "f" ) {
M
Mr.doob 已提交
2092

M
Mr.doob 已提交
2093
				_gl.uniform1f( location, value );
2094

A
alteredq 已提交
2095 2096 2097
			} else if( type == "fv1" ) {

				_gl.uniform1fv( location, value );
M
Mr.doob 已提交
2098

2099 2100 2101 2102
			} else if( type == "fv" ) {

				_gl.uniform3fv( location, value );

2103 2104 2105 2106
			} else if( type == "v2" ) {

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

2107 2108 2109
			} else if( type == "v3" ) {

				_gl.uniform3f( location, value.x, value.y, value.z );
2110

2111 2112 2113
			} else if( type == "c" ) {

				_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
2114

M
Mr.doob 已提交
2115
			} else if( type == "t" ) {
M
Mr.doob 已提交
2116

M
Mr.doob 已提交
2117
				_gl.uniform1i( location, value );
M
Mr.doob 已提交
2118

2119
				texture = uniform.texture;
M
Mr.doob 已提交
2120

2121
				if ( !texture ) continue;
M
Mr.doob 已提交
2122

2123
				if ( texture.image instanceof Array && texture.image.length == 6 ) {
M
Mr.doob 已提交
2124

2125
					setCubeTexture( texture, value );
M
Mr.doob 已提交
2126

2127
				} else {
M
Mr.doob 已提交
2128

2129
					setTexture( texture, value );
M
Mr.doob 已提交
2130

2131
				}
M
Mr.doob 已提交
2132

2133
			}
M
Mr.doob 已提交
2134

2135
		}
M
Mr.doob 已提交
2136

2137
	};
M
Mr.doob 已提交
2138

A
alteredq 已提交
2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180
	function setBlending( blending ) {

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

				case THREE.AdditiveBlending:

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

					break;

				case THREE.SubtractiveBlending:

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

					break;

				case THREE.BillboardBlending:

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

					break;

				default:

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

					break;
			
			}
			
			_oldBlending = blending;
		
		}

	};
	
2181
	function setCubeTexture( texture, slot ) {
M
Mr.doob 已提交
2182

2183
		if ( texture.image.length == 6 ) {
N
Nicolas Garcia Belmonte 已提交
2184

2185 2186
			if ( !texture.image.__webGLTextureCube &&
				 !texture.image.__cubeMapInitialized && texture.image.loadCount == 6 ) {
M
Mr.doob 已提交
2187

2188
				texture.image.__webGLTextureCube = _gl.createTexture();
N
Nicolas Garcia Belmonte 已提交
2189

2190
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
2191

2192 2193
				_gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
				_gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
M
Mr.doob 已提交
2194

2195 2196
				_gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_MAG_FILTER, _gl.LINEAR );
				_gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_LINEAR );
M
Mr.doob 已提交
2197

2198
				for ( var i = 0; i < 6; ++i ) {
M
Mr.doob 已提交
2199

2200
					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
M
Mr.doob 已提交
2201

2202
				}
M
Mr.doob 已提交
2203

2204
				_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
2205

2206
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
2207

2208
				texture.image.__cubeMapInitialized = true;
M
Mr.doob 已提交
2209

M
Mr.doob 已提交
2210
			}
2211 2212 2213

			_gl.activeTexture( _gl.TEXTURE0 + slot );
			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
M
Mr.doob 已提交
2214

2215
		}
M
Mr.doob 已提交
2216

M
Mr.doob 已提交
2217
	};
M
Mr.doob 已提交
2218

2219
	function setTexture( texture, slot ) {
M
Mr.doob 已提交
2220

2221 2222 2223 2224 2225
		if ( !texture.__webGLTexture && texture.image.loaded ) {

			texture.__webGLTexture = _gl.createTexture();
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
			_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
M
Mr.doob 已提交
2226

2227 2228
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrap_s ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrap_t ) );
M
Mr.doob 已提交
2229 2230 2231

			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.mag_filter ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.min_filter ) );
2232 2233 2234 2235 2236 2237 2238
			_gl.generateMipmap( _gl.TEXTURE_2D );
			_gl.bindTexture( _gl.TEXTURE_2D, null );

		}

		_gl.activeTexture( _gl.TEXTURE0 + slot );
		_gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
M
Mr.doob 已提交
2239

2240
	};
M
Mr.doob 已提交
2241

A
alteredq 已提交
2242
	function setRenderTarget( renderTexture, clear ) {
2243 2244

		if ( renderTexture && !renderTexture.__webGLFramebuffer ) {
M
Mr.doob 已提交
2245

2246 2247 2248 2249 2250
			renderTexture.__webGLFramebuffer = _gl.createFramebuffer();
			renderTexture.__webGLRenderbuffer = _gl.createRenderbuffer();
			renderTexture.__webGLTexture = _gl.createTexture();

			// Setup renderbuffer
M
Mr.doob 已提交
2251

2252 2253 2254 2255
			_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webGLRenderbuffer );
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );

			// Setup texture
M
Mr.doob 已提交
2256

2257 2258 2259 2260 2261
			_gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webGLTexture );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrap_s ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrap_t ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.mag_filter ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.min_filter ) );
2262
			_gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
2263 2264

			// Setup framebuffer
M
Mr.doob 已提交
2265

2266 2267
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webGLFramebuffer );
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webGLTexture, 0 );
2268
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webGLRenderbuffer );
2269 2270

			// Release everything
M
Mr.doob 已提交
2271

2272 2273 2274
			_gl.bindTexture( _gl.TEXTURE_2D, null );
			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
M
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2275

2276 2277
		}

2278
		var framebuffer, width, height;
M
Mr.doob 已提交
2279

2280
		if ( renderTexture ) {
M
Mr.doob 已提交
2281

2282 2283 2284
			framebuffer = renderTexture.__webGLFramebuffer;
			width = renderTexture.width;
			height = renderTexture.height;
M
Mr.doob 已提交
2285

2286
		} else {
M
Mr.doob 已提交
2287

2288 2289 2290
			framebuffer = null;
			width = _canvas.width;
			height = _canvas.height;
M
Mr.doob 已提交
2291

2292
		}
M
Mr.doob 已提交
2293

2294
		if( framebuffer != _oldFramebuffer ) {
M
Mr.doob 已提交
2295

2296 2297
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
			_gl.viewport( 0, 0, width, height );
M
Mr.doob 已提交
2298

A
alteredq 已提交
2299
			if ( clear ) {
M
Mr.doob 已提交
2300

A
alteredq 已提交
2301
				_gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT );
M
Mr.doob 已提交
2302

A
alteredq 已提交
2303
			}
M
Mr.doob 已提交
2304

2305
			_oldFramebuffer = framebuffer;
M
Mr.doob 已提交
2306

2307
		}
2308

2309
	};
M
Mr.doob 已提交
2310

2311
	function updateRenderTargetMipmap( renderTarget ) {
M
Mr.doob 已提交
2312

2313 2314 2315
		_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webGLTexture );
		_gl.generateMipmap( _gl.TEXTURE_2D );
		_gl.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
2316 2317

	};
2318

M
Mr.doob 已提交
2319
	function cacheUniformLocations( program, identifiers ) {
M
Mr.doob 已提交
2320

M
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2321
		var i, l, id;
M
Mr.doob 已提交
2322

M
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2323
		for( i = 0, l = identifiers.length; i < l; i++ ) {
M
Mr.doob 已提交
2324

2325 2326
			id = identifiers[ i ];
			program.uniforms[ id ] = _gl.getUniformLocation( program, id );
M
Mr.doob 已提交
2327

M
Mr.doob 已提交
2328
		}
M
Mr.doob 已提交
2329

M
Mr.doob 已提交
2330
	};
M
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2331

2332
	function cacheAttributeLocations( program, identifiers ) {
2333

2334
		var i, l, id;
M
Mr.doob 已提交
2335

2336
		for( i = 0, l = identifiers.length; i < l; i++ ) {
M
Mr.doob 已提交
2337

2338 2339
			id = identifiers[ i ];
			program.attributes[ id ] = _gl.getAttribLocation( program, id );
M
Mr.doob 已提交
2340

2341
		}
M
Mr.doob 已提交
2342

M
Mr.doob 已提交
2343
	};
M
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2344

N
Nicolas Garcia Belmonte 已提交
2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369
	function getShader( type, string ) {

		var shader;

		if ( type == "fragment" ) {

			shader = _gl.createShader( _gl.FRAGMENT_SHADER );

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

			shader = _gl.createShader( _gl.VERTEX_SHADER );

		}

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

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

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

		}

		return shader;
M
Mr.doob 已提交
2370

2371
	};
N
Nicolas Garcia Belmonte 已提交
2372

2373
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2374

2375
		switch ( p ) {
M
Mr.doob 已提交
2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388

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

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

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

2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402
			case THREE.ByteType: return _gl.BYTE; break;
			case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
			case THREE.ShortType: return _gl.SHORT; break;
			case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
			case THREE.IntType: return _gl.INT; break;
			case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
			case THREE.FloatType: return _gl.FLOAT; break;

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

2403
		}
M
Mr.doob 已提交
2404

2405
		return 0;
M
Mr.doob 已提交
2406

2407 2408 2409 2410 2411 2412
	};

	function materialNeedsSmoothNormals( material ) {

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

2413
	};
M
Mr.doob 已提交
2414

M
Mr.doob 已提交
2415
	function bufferNeedsSmoothNormals( geometryChunk, object ) {
M
Mr.doob 已提交
2416

2417
		var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
M
Mr.doob 已提交
2418

M
Mr.doob 已提交
2419
		for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
2420

M
Mr.doob 已提交
2421
			meshMaterial = object.materials[ m ];
2422 2423 2424

			if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {

M
Mr.doob 已提交
2425
				for ( i = 0, l = geometryChunk.materials.length; i < l; i++ ) {
2426

M
Mr.doob 已提交
2427
					if ( materialNeedsSmoothNormals( geometryChunk.materials[ i ] ) ) {
2428

2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447 2448 2449
						needsSmoothNormals = true;
						break;

					}

				}

			} else {

				if ( materialNeedsSmoothNormals( meshMaterial ) ) {

					needsSmoothNormals = true;
					break;

				}

			}

			if ( needsSmoothNormals ) break;

		}
M
Mr.doob 已提交
2450

2451
		return needsSmoothNormals;
M
Mr.doob 已提交
2452

2453
	};
M
Mr.doob 已提交
2454

2455
	function allocateLights( lights, maxLights ) {
2456

2457 2458
		var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
		dirLights = pointLights = maxDirLights = maxPointLights = 0;
2459

2460
		for ( l = 0, ll = lights.length; l < ll; l++ ) {
2461

2462
			light = lights[ l ];
2463

2464 2465
			if ( light instanceof THREE.DirectionalLight ) dirLights++;
			if ( light instanceof THREE.PointLight ) pointLights++;
2466

2467
		}
2468

2469
		if ( ( pointLights + dirLights ) <= maxLights ) {
2470

2471 2472
			maxDirLights = dirLights;
			maxPointLights = pointLights;
2473

2474
		} else {
2475

2476 2477
			maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
			maxPointLights = maxLights - maxDirLights;
2478 2479 2480

		}

2481
		return { 'directional' : maxDirLights, 'point' : maxPointLights };
2482 2483

	};
M
Mr.doob 已提交
2484

A
alteredq 已提交
2485
	/* DEBUG
2486
	function getGLParams() {
M
Mr.doob 已提交
2487

2488
		var params  = {
M
Mr.doob 已提交
2489

2490 2491
			'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
			'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
M
Mr.doob 已提交
2492

2493 2494 2495
			'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
			'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
			'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
M
Mr.doob 已提交
2496

2497 2498 2499
			'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
			'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
		}
M
Mr.doob 已提交
2500

2501 2502
		return params;
	};
M
Mr.doob 已提交
2503

2504
	function dumpObject( obj ) {
M
Mr.doob 已提交
2505

2506 2507
		var p, str = "";
		for ( p in obj ) {
M
Mr.doob 已提交
2508

2509
			str += p + ": " + obj[p] + "\n";
M
Mr.doob 已提交
2510

2511
		}
M
Mr.doob 已提交
2512

2513 2514
		return str;
	}
A
alteredq 已提交
2515
	*/
2516

2517
};
2518

2519
THREE.Snippets = {
M
Mr.doob 已提交
2520

2521 2522
	// FOG
	
2523
	fog_pars_fragment: [
M
Mr.doob 已提交
2524

2525
	"#ifdef USE_FOG",
2526

2527
		"uniform vec3 fogColor;",
2528

2529 2530 2531 2532 2533 2534
		"#ifdef FOG_EXP2",
			"uniform float fogDensity;",
		"#else",
			"uniform float fogNear;",
			"uniform float fogFar;",
		"#endif",
2535

2536
	"#endif"
2537

2538
	].join("\n"),
M
Mr.doob 已提交
2539

2540
	fog_fragment: [
2541

2542
	"#ifdef USE_FOG",
2543

2544 2545 2546 2547 2548 2549 2550 2551 2552
		"float depth = gl_FragCoord.z / gl_FragCoord.w;",

		"#ifdef FOG_EXP2",
			"const float LOG2 = 1.442695;",
			"float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
			"fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
		"#else",
			"float fogFactor = smoothstep( fogNear, fogFar, depth );",
		"#endif",
2553

2554
		"gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
M
Mr.doob 已提交
2555

2556
	"#endif"
M
Mr.doob 已提交
2557

2558
	].join("\n"),
M
Mr.doob 已提交
2559

2560 2561
	// ENVIRONMENT MAP
	
2562
	envmap_pars_fragment: [
M
Mr.doob 已提交
2563

2564
	"#ifdef USE_ENVMAP",
M
Mr.doob 已提交
2565

2566 2567 2568 2569
		"varying vec3 vReflect;",
		"uniform float reflectivity;",
		"uniform samplerCube env_map;",
		"uniform int combine;",
M
Mr.doob 已提交
2570

2571
	"#endif"
M
Mr.doob 已提交
2572

2573
	].join("\n"),
M
Mr.doob 已提交
2574

2575
	envmap_fragment: [
M
Mr.doob 已提交
2576

2577 2578
	"#ifdef USE_ENVMAP",

A
alteredq 已提交
2579
		"vec4 cubeColor = textureCube( env_map, vec3( -vReflect.x, vReflect.yz ) );",
M
Mr.doob 已提交
2580

2581 2582
		"if ( combine == 1 ) {",

2583 2584
			//"gl_FragColor = mix( gl_FragColor, cubeColor, reflectivity );",
			"gl_FragColor = vec4( mix( gl_FragColor.xyz, cubeColor.xyz, reflectivity ), opacity );",
2585 2586 2587 2588 2589

		"} else {",

			"gl_FragColor = gl_FragColor * cubeColor;",

M
Mr.doob 已提交
2590
		"}",
2591 2592

	"#endif"
M
Mr.doob 已提交
2593

2594
	].join("\n"),
M
Mr.doob 已提交
2595

2596
	envmap_pars_vertex: [
M
Mr.doob 已提交
2597

2598
	"#ifdef USE_ENVMAP",
M
Mr.doob 已提交
2599

2600 2601 2602
		"varying vec3 vReflect;",
		"uniform float refraction_ratio;",
		"uniform bool useRefract;",
M
Mr.doob 已提交
2603

2604
	"#endif"
M
Mr.doob 已提交
2605

2606 2607 2608
	].join("\n"),

	envmap_vertex : [
M
Mr.doob 已提交
2609

2610
	"#ifdef USE_ENVMAP",
M
Mr.doob 已提交
2611

2612 2613
		"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
		"vec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;",
M
Mr.doob 已提交
2614

2615 2616 2617 2618 2619 2620 2621 2622 2623 2624 2625
		"if ( useRefract ) {",

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

		"} else {",

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

		"}",

	"#endif"
M
Mr.doob 已提交
2626

2627
	].join("\n"),
2628
	
2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641 2642 2643 2644 2645
	// COLOR MAP (particles)

	map_particle_pars_fragment: [

	"#ifdef USE_MAP",

		"uniform sampler2D map;",

	"#endif"

	].join("\n"),


	map_particle_fragment: [

	"#ifdef USE_MAP",

A
alteredq 已提交
2646
		"gl_FragColor = gl_FragColor * texture2D( map, gl_PointCoord );",
2647 2648 2649 2650 2651 2652

	"#endif"

	].join("\n"),

	// COLOR MAP (triangles)
M
Mr.doob 已提交
2653

2654
	map_pars_fragment: [
M
Mr.doob 已提交
2655

2656
	"#ifdef USE_MAP",
M
Mr.doob 已提交
2657

2658 2659
		"varying vec2 vUv;",
		"uniform sampler2D map;",
M
Mr.doob 已提交
2660

2661
	"#endif"
M
Mr.doob 已提交
2662

2663
	].join("\n"),
M
Mr.doob 已提交
2664

2665
	map_pars_vertex: [
M
Mr.doob 已提交
2666

2667
	"#ifdef USE_MAP",
M
Mr.doob 已提交
2668

2669 2670 2671
		"varying vec2 vUv;",

	"#endif"
M
Mr.doob 已提交
2672

2673
	].join("\n"),
M
Mr.doob 已提交
2674

2675 2676 2677 2678
	map_fragment: [

	"#ifdef USE_MAP",

A
alteredq 已提交
2679
		"gl_FragColor = gl_FragColor * texture2D( map, vUv );",
2680 2681

	"#endif"
M
Mr.doob 已提交
2682

2683
	].join("\n"),
M
Mr.doob 已提交
2684

2685
	map_vertex: [
M
Mr.doob 已提交
2686

2687
	"#ifdef USE_MAP",
M
Mr.doob 已提交
2688

2689
		"vUv = uv;",
M
Mr.doob 已提交
2690

2691
	"#endif"
M
Mr.doob 已提交
2692

2693
	].join("\n"),
M
Mr.doob 已提交
2694

2695 2696 2697 2698 2699 2700 2701 2702 2703 2704 2705 2706 2707 2708 2709 2710 2711 2712 2713 2714 2715 2716 2717 2718 2719 2720 2721
	// LIGHT MAP
	
	lightmap_pars_fragment: [

	"#ifdef USE_LIGHTMAP",

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

	"#endif"

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

	"#ifdef USE_LIGHTMAP",

		"varying vec2 vUv2;",

	"#endif"

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

	"#ifdef USE_LIGHTMAP",

A
alteredq 已提交
2722
		"gl_FragColor = gl_FragColor * texture2D( light_map, vUv2 );",
2723 2724 2725 2726 2727 2728 2729 2730 2731 2732 2733 2734 2735 2736 2737

	"#endif"

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

	"#ifdef USE_LIGHTMAP",

		"vUv2 = uv2;",

	"#endif"

	].join("\n"),

2738
	lights_pars_vertex: [
M
Mr.doob 已提交
2739

2740 2741
	"uniform bool enableLighting;",
	"uniform vec3 ambientLightColor;",
M
Mr.doob 已提交
2742

2743
	"#if MAX_DIR_LIGHTS > 0",
M
Mr.doob 已提交
2744

2745 2746
		"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
		"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
M
Mr.doob 已提交
2747

2748 2749 2750
	"#endif",

	"#if MAX_POINT_LIGHTS > 0",
M
Mr.doob 已提交
2751

2752 2753
		"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
		"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
M
Mr.doob 已提交
2754

2755 2756 2757
		"#ifdef PHONG",
			"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];",
		"#endif",
M
Mr.doob 已提交
2758

2759
	"#endif"
M
Mr.doob 已提交
2760

2761
	].join("\n"),
M
Mr.doob 已提交
2762

2763 2764
	// LIGHTS
	
2765
	lights_vertex: [
M
Mr.doob 已提交
2766

2767 2768
	"if ( !enableLighting ) {",

A
alteredq 已提交
2769
		"vLightWeighting = vec3( 1.0 );",
2770 2771 2772 2773 2774 2775

	"} else {",

		"vLightWeighting = ambientLightColor;",

		"#if MAX_DIR_LIGHTS > 0",
M
Mr.doob 已提交
2776

2777
		"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
M
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2778

2779 2780 2781
			"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
			"float directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );",
			"vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;",
M
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2782

2783
		"}",
M
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2784

2785 2786 2787
		"#endif",

		"#if MAX_POINT_LIGHTS > 0",
M
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2788

2789
		"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
M
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2790

2791 2792 2793 2794
			"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
			"vec3 pointLightVector = normalize( lPosition.xyz - mvPosition.xyz );",
			"float pointLightWeighting = max( dot( transformedNormal, pointLightVector ), 0.0 );",
			"vLightWeighting += pointLightColor[ i ] * pointLightWeighting;",
M
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2795

2796 2797 2798
			"#ifdef PHONG",
				"vPointLightVector[ i ] = pointLightVector;",
			"#endif",
M
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2799

2800
		"}",
M
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2801

2802
		"#endif",
M
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2803

2804
	"}"
M
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2805

2806
	].join("\n"),
M
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2807

2808
	lights_pars_fragment: [
M
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2809

2810 2811 2812
	"#if MAX_DIR_LIGHTS > 0",
		"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
	"#endif",
M
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2813

2814 2815 2816
	"#if MAX_POINT_LIGHTS > 0",
		"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];",
	"#endif",
M
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2817

2818 2819
	"varying vec3 vViewPosition;",
	"varying vec3 vNormal;"
M
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2820

2821
	].join("\n"),
M
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2822

2823
	lights_fragment: [
M
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2824

2825 2826
	"vec3 normal = normalize( vNormal );",
	"vec3 viewPosition = normalize( vViewPosition );",
A
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2827 2828
	
	"vec4 mColor = vec4( diffuse, opacity );",
2829 2830 2831
	"vec4 mSpecular = vec4( specular, opacity );",

	"#if MAX_POINT_LIGHTS > 0",
M
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2832

2833 2834 2835 2836 2837 2838 2839 2840 2841 2842 2843 2844 2845 2846 2847 2848 2849 2850 2851 2852 2853
		"vec4 pointDiffuse  = vec4( 0.0 );",
		"vec4 pointSpecular = vec4( 0.0 );",

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

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

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

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

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

			"}",

	"#endif",
M
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2854

2855
	"#if MAX_DIR_LIGHTS > 0",
M
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2856

2857 2858 2859 2860 2861 2862 2863 2864 2865 2866 2867 2868 2869 2870 2871 2872 2873 2874 2875 2876 2877 2878
		"vec4 dirDiffuse  = vec4( 0.0 );",
		"vec4 dirSpecular = vec4( 0.0 );" ,

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

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

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

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

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

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

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

		"}",
M
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2879

2880 2881 2882 2883 2884 2885 2886
	"#endif",

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

	"#if MAX_DIR_LIGHTS > 0",
		"totalLight += dirDiffuse + dirSpecular;",
	"#endif",
M
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2887

2888 2889
	"#if MAX_POINT_LIGHTS > 0",
		"totalLight += pointDiffuse + pointSpecular;",
A
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2890 2891 2892
	"#endif",
	
	"gl_FragColor = gl_FragColor * totalLight;"
2893

A
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2894 2895 2896 2897 2898 2899 2900 2901 2902 2903 2904 2905 2906 2907 2908 2909 2910 2911 2912
	].join("\n"),
	
	// VERTEX COLORS

	color_pars_fragment: [

	"#ifdef USE_COLOR",

		"varying vec3 vColor;",

	"#endif"

	].join("\n"),


	color_fragment: [

	"#ifdef USE_COLOR",

A
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2913
		"gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
A
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2914 2915 2916 2917 2918 2919 2920 2921 2922 2923 2924 2925 2926 2927 2928 2929 2930 2931 2932 2933 2934 2935 2936 2937

	"#endif"

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

	"#ifdef USE_COLOR",

		"varying vec3 vColor;",

	"#endif"

	].join("\n"),


	color_vertex: [

	"#ifdef USE_COLOR",

		"vColor = color;",

	"#endif"

2938
	].join("\n")
A
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2939
	
2940

2941
};
2942

2943
THREE.UniformsLib = {
M
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2944

2945
	common: {
M
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2946

A
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2947
	"diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
2948
	"opacity" : { type: "f", value: 1.0 },
2949
	"map"     : { type: "t", value: 0, texture: null },
M
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2950

2951 2952
	"light_map"       : { type: "t", value: 2, texture: null },

2953 2954
	"env_map" 		  : { type: "t", value: 1, texture: null },
	"useRefract"	  : { type: "i", value: 0 },
2955
	"reflectivity"    : { type: "f", value: 1.0 },
2956 2957
	"refraction_ratio": { type: "f", value: 0.98 },
	"combine"		  : { type: "i", value: 0 },
M
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2958

2959 2960 2961 2962
	"fogDensity": { type: "f", value: 0.00025 },
	"fogNear"	: { type: "f", value: 1 },
	"fogFar"	: { type: "f", value: 2000 },
	"fogColor"	: { type: "c", value: new THREE.Color( 0xffffff ) }
M
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2963

2964
	},
M
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2965

2966
	lights: {
M
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2967

2968 2969 2970 2971 2972 2973
	"enableLighting" 			: { type: "i", value: 1 },
	"ambientLightColor" 		: { type: "fv", value: [] },
	"directionalLightDirection" : { type: "fv", value: [] },
	"directionalLightColor" 	: { type: "fv", value: [] },
	"pointLightPosition"		: { type: "fv", value: [] },
	"pointLightColor"			: { type: "fv", value: [] }
M
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2974

2975 2976 2977 2978
	},

	particle: {

A
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2979
	"psColor"   : { type: "c", value: new THREE.Color( 0xeeeeee ) },
2980 2981
	"opacity" : { type: "f", value: 1.0 },
	"size" 	  : { type: "f", value: 1.0 },
2982
	"map"     : { type: "t", value: 0, texture: null },
M
Mr.doob 已提交
2983

2984 2985 2986 2987 2988 2989 2990
	"fogDensity": { type: "f", value: 0.00025 },
	"fogNear"	: { type: "f", value: 1 },
	"fogFar"	: { type: "f", value: 2000 },
	"fogColor"	: { type: "c", value: new THREE.Color( 0xffffff ) }
	
	}
	
2991 2992
};

2993
THREE.ShaderLib = {
2994

2995
	'depth': {
M
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2996

2997
		uniforms: { "mNear": { type: "f", value: 1.0 },
2998
					"mFar" : { type: "f", value: 2000.0 },
A
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2999
					"opacity" : { type: "f", value: 1.0 }
3000
				  },
3001

3002
		fragment_shader: [
M
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3003

3004 3005
			"uniform float mNear;",
			"uniform float mFar;",
3006
			"uniform float opacity;",
M
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3007

3008
			"void main() {",
M
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3009

3010 3011
				"float depth = gl_FragCoord.z / gl_FragCoord.w;",
				"float color = 1.0 - smoothstep( mNear, mFar, depth );",
3012
				"gl_FragColor = vec4( vec3( color ), opacity );",
M
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3013

3014
			"}"
M
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3015

3016
		].join("\n"),
3017

3018
		vertex_shader: [
3019

3020
			"void main() {",
3021

3022
				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
3023

3024
			"}"
3025

3026
		].join("\n")
3027

3028
	},
3029

3030
	'normal': {
M
Mr.doob 已提交
3031

3032
		uniforms: { "opacity" : { type: "f", value: 1.0 } },
3033

3034
		fragment_shader: [
3035

3036
			"uniform float opacity;",
3037
			"varying vec3 vNormal;",
M
Mr.doob 已提交
3038

3039
			"void main() {",
3040

3041
				"gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
M
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3042

3043
			"}"
M
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3044

3045
		].join("\n"),
M
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3046

3047
		vertex_shader: [
3048

3049
			"varying vec3 vNormal;",
3050

3051 3052 3053 3054 3055 3056 3057 3058 3059 3060 3061 3062
			"void main() {",

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

				"gl_Position = projectionMatrix * mvPosition;",

			"}"

		].join("\n")

	},
3063

3064
	'basic': {
M
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3065

3066
		uniforms: THREE.UniformsLib[ "common" ],
M
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3067

3068
		fragment_shader: [
3069

A
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3070
			"uniform vec3 diffuse;",
3071
			"uniform float opacity;",
M
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3072

3073
			THREE.Snippets[ "color_pars_fragment" ],
3074
			THREE.Snippets[ "map_pars_fragment" ],
3075
			THREE.Snippets[ "lightmap_pars_fragment" ],
3076 3077
			THREE.Snippets[ "envmap_pars_fragment" ],
			THREE.Snippets[ "fog_pars_fragment" ],
M
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3078

3079
			"void main() {",
3080

A
alteredq 已提交
3081 3082
				"gl_FragColor = vec4( diffuse, opacity );",
		
3083
				THREE.Snippets[ "map_fragment" ],
3084
				THREE.Snippets[ "lightmap_fragment" ],
3085
				THREE.Snippets[ "color_fragment" ],
3086 3087
				THREE.Snippets[ "envmap_fragment" ],
				THREE.Snippets[ "fog_fragment" ],
M
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3088

3089
			"}"
3090

3091
		].join("\n"),
M
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3092

3093
		vertex_shader: [
M
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3094

3095
			THREE.Snippets[ "map_pars_vertex" ],
3096
			THREE.Snippets[ "lightmap_pars_vertex" ],
3097
			THREE.Snippets[ "envmap_pars_vertex" ],
3098
			THREE.Snippets[ "color_pars_vertex" ],
M
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3099

3100
			"void main() {",
M
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3101

3102
				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
M
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3103

3104
				THREE.Snippets[ "map_vertex" ],
3105
				THREE.Snippets[ "lightmap_vertex" ],
3106
				THREE.Snippets[ "envmap_vertex" ],
3107
				THREE.Snippets[ "color_vertex" ],
M
Mr.doob 已提交
3108

3109
				"gl_Position = projectionMatrix * mvPosition;",
3110

3111
			"}"
3112

3113
		].join("\n")
M
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3114

3115
	},
3116

3117
	'lambert': {
M
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3118 3119

		uniforms: Uniforms.merge( [ THREE.UniformsLib[ "common" ],
3120
									THREE.UniformsLib[ "lights" ] ] ),
M
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3121

3122
		fragment_shader: [
M
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3123

A
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3124
			"uniform vec3 diffuse;",
3125
			"uniform float opacity;",
M
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3126

3127
			"varying vec3 vLightWeighting;",
M
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3128

A
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3129
			THREE.Snippets[ "color_pars_fragment" ],
3130
			THREE.Snippets[ "map_pars_fragment" ],
3131
			THREE.Snippets[ "lightmap_pars_fragment" ],
3132 3133
			THREE.Snippets[ "envmap_pars_fragment" ],
			THREE.Snippets[ "fog_pars_fragment" ],
M
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3134

3135
			"void main() {",
M
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3136

A
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3137 3138
				"gl_FragColor = vec4( diffuse, opacity );",
				"gl_FragColor = gl_FragColor * vec4( vLightWeighting, 1.0 );",
3139 3140

				THREE.Snippets[ "map_fragment" ],
3141
				THREE.Snippets[ "lightmap_fragment" ],
A
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3142
				THREE.Snippets[ "color_fragment" ],
3143
				THREE.Snippets[ "envmap_fragment" ],
3144 3145 3146 3147 3148 3149 3150
				THREE.Snippets[ "fog_fragment" ],

			"}"

		].join("\n"),

		vertex_shader: [
M
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3151

3152
			"varying vec3 vLightWeighting;",
M
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3153

3154
			THREE.Snippets[ "map_pars_vertex" ],
3155
			THREE.Snippets[ "lightmap_pars_vertex" ],
3156 3157
			THREE.Snippets[ "envmap_pars_vertex" ],
			THREE.Snippets[ "lights_pars_vertex" ],
A
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3158
			THREE.Snippets[ "color_pars_vertex" ],
M
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3159

3160
			"void main() {",
M
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3161

3162
				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
M
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3163

3164
				THREE.Snippets[ "map_vertex" ],
3165
				THREE.Snippets[ "lightmap_vertex" ],
3166
				THREE.Snippets[ "envmap_vertex" ],
A
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3167
				THREE.Snippets[ "color_vertex" ],
M
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3168

3169
				"vec3 transformedNormal = normalize( normalMatrix * normal );",
M
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3170

3171
				THREE.Snippets[ "lights_vertex" ],
M
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3172

3173 3174 3175 3176 3177
				"gl_Position = projectionMatrix * mvPosition;",

			"}"

		].join("\n")
M
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3178

3179
	},
M
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3180

3181
	'phong': {
M
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3182 3183

		uniforms: Uniforms.merge( [ THREE.UniformsLib[ "common" ],
3184
									THREE.UniformsLib[ "lights" ],
M
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3185

3186
									{ "ambient"  : { type: "c", value: new THREE.Color( 0x050505 ) },
3187 3188 3189
									  "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
									  "shininess": { type: "f", value: 30 }
									}
M
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3190

3191
								] ),
M
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3192

3193
		fragment_shader: [
M
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3194

A
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3195
			"uniform vec3 diffuse;",
3196
			"uniform float opacity;",
M
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3197

3198 3199 3200
			"uniform vec3 ambient;",
			"uniform vec3 specular;",
			"uniform float shininess;",
M
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3201

3202
			"varying vec3 vLightWeighting;",
M
Mr.doob 已提交
3203

A
alteredq 已提交
3204
			THREE.Snippets[ "color_pars_fragment" ],
3205
			THREE.Snippets[ "map_pars_fragment" ],
3206
			THREE.Snippets[ "lightmap_pars_fragment" ],
3207 3208 3209
			THREE.Snippets[ "envmap_pars_fragment" ],
			THREE.Snippets[ "fog_pars_fragment" ],
			THREE.Snippets[ "lights_pars_fragment" ],
M
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3210

3211
			"void main() {",
M
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3212

A
alteredq 已提交
3213 3214
				"gl_FragColor = vec4( vLightWeighting, 1.0 );",
				THREE.Snippets[ "lights_fragment" ],
3215 3216

				THREE.Snippets[ "map_fragment" ],
3217
				THREE.Snippets[ "lightmap_fragment" ],
A
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3218
				THREE.Snippets[ "color_fragment" ],
3219 3220 3221 3222 3223 3224 3225 3226
				THREE.Snippets[ "envmap_fragment" ],
				THREE.Snippets[ "fog_fragment" ],

			"}"

		].join("\n"),

		vertex_shader: [
M
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3227

3228
			"#define PHONG",
M
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3229

3230 3231 3232
			"varying vec3 vLightWeighting;",
			"varying vec3 vViewPosition;",
			"varying vec3 vNormal;",
M
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3233

3234
			THREE.Snippets[ "map_pars_vertex" ],
3235
			THREE.Snippets[ "lightmap_pars_vertex" ],
3236 3237
			THREE.Snippets[ "envmap_pars_vertex" ],
			THREE.Snippets[ "lights_pars_vertex" ],
A
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3238
			THREE.Snippets[ "color_pars_vertex" ],
M
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3239

3240
			"void main() {",
M
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3241

3242
				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
M
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3243

3244
				THREE.Snippets[ "map_vertex" ],
3245
				THREE.Snippets[ "lightmap_vertex" ],
3246
				THREE.Snippets[ "envmap_vertex" ],
A
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3247
				THREE.Snippets[ "color_vertex" ],
M
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3248

3249 3250 3251
				"#ifndef USE_ENVMAP",
					"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
				"#endif",
M
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3252

3253
				"vViewPosition = cameraPosition - mPosition.xyz;",
M
Mr.doob 已提交
3254

3255 3256
				"vec3 transformedNormal = normalize( normalMatrix * normal );",
				"vNormal = transformedNormal;",
3257

3258
				THREE.Snippets[ "lights_vertex" ],
M
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3259

3260
				"gl_Position = projectionMatrix * mvPosition;",
3261 3262 3263 3264

			"}"

		].join("\n")
M
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3265

3266 3267 3268 3269 3270 3271 3272 3273
	},
	
	'particle_basic': {

		uniforms: THREE.UniformsLib[ "particle" ],

		fragment_shader: [

A
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3274
			"uniform vec3 psColor;",
3275 3276
			"uniform float opacity;",

A
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3277
			THREE.Snippets[ "color_pars_fragment" ],
3278 3279 3280 3281 3282
			THREE.Snippets[ "map_particle_pars_fragment" ],
			THREE.Snippets[ "fog_pars_fragment" ],

			"void main() {",

A
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3283
				"gl_FragColor = vec4( psColor, opacity );",
3284 3285

				THREE.Snippets[ "map_particle_fragment" ],
A
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3286
				THREE.Snippets[ "color_fragment" ],
3287 3288 3289 3290 3291 3292 3293 3294 3295 3296
				THREE.Snippets[ "fog_fragment" ],

			"}"

		].join("\n"),

		vertex_shader: [

			"uniform float size;",
			
A
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3297 3298
			THREE.Snippets[ "color_pars_vertex" ],
			
3299 3300
			"void main() {",

A
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3301 3302
				THREE.Snippets[ "color_vertex" ],
				
3303 3304 3305 3306 3307 3308 3309 3310 3311 3312
				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",

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

			"}"

		].join("\n")

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	}
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};