WebGLRenderer.js 140.8 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 _this = this,
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	_gl, _programs = [],
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	_currentProgram = null,
	_currentFramebuffer = null,
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	_currentDepthMask = true,
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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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	_oldDepth = null,
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	_oldPolygonOffset = null,
	_oldPolygonOffsetFactor = null,
	_oldPolygonOffsetUnits = null,
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	_cullEnabled = true,
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	_viewportX = 0,
	_viewportY = 0,
	_viewportWidth = 0,
	_viewportHeight = 0,

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	// camera matrices caches
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	_frustum = [
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		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 ),
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	_viewMatrixArray = new Float32Array( 16 ),
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	_vector3 = new THREE.Vector4(),
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	// light arrays cache
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	_lights = {

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		ambient: [ 0, 0, 0 ],
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		directional: { length: 0, colors: new Array(), positions: new Array() },
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		point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }
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	},

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	// parameters
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	parameters = parameters || {},
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	_canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
	_clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
	_clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
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	this.data = {

		vertices: 0,
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		faces: 0,
		drawCalls: 0
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	};
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	this.maxMorphTargets = 8;
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	this.domElement = _canvas;
	this.autoClear = true;
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	this.sortObjects = true;
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	// Init GL

	try {

		if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { antialias: _antialias, stencil: _stencil } ) ) ) {

			throw 'Error creating WebGL context.';

		}

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		console.log(
			navigator.userAgent + " | " +
			_gl.getParameter( _gl.VERSION ) + " | " +
			_gl.getParameter( _gl.VENDOR ) + " | " +
			_gl.getParameter( _gl.RENDERER ) + " | " +
			_gl.getParameter( _gl.SHADING_LANGUAGE_VERSION )
		);

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	} catch ( error ) {

		console.error( error );

	}

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

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

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

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

	_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );

	_cullEnabled = true;

	//
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	this.context = _gl;

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	var _supportsVertexTextures = ( maxVertexTextures() > 0 );
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	// prepare stencil shadow polygon
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	if ( _stencil ) {
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		var _stencilShadow      = {};
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		_stencilShadow.vertices = new Float32Array( 12 );
		_stencilShadow.faces    = new Uint16Array( 6 );
		_stencilShadow.darkness = 0.5;
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		_stencilShadow.vertices[ 0 * 3 + 0 ] = -20; _stencilShadow.vertices[ 0 * 3 + 1 ] = -20; _stencilShadow.vertices[ 0 * 3 + 2 ] = -1;
		_stencilShadow.vertices[ 1 * 3 + 0 ] =  20; _stencilShadow.vertices[ 1 * 3 + 1 ] = -20; _stencilShadow.vertices[ 1 * 3 + 2 ] = -1;
		_stencilShadow.vertices[ 2 * 3 + 0 ] =  20; _stencilShadow.vertices[ 2 * 3 + 1 ] =  20; _stencilShadow.vertices[ 2 * 3 + 2 ] = -1;
		_stencilShadow.vertices[ 3 * 3 + 0 ] = -20; _stencilShadow.vertices[ 3 * 3 + 1 ] =  20; _stencilShadow.vertices[ 3 * 3 + 2 ] = -1;
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		_stencilShadow.faces[ 0 ] = 0; _stencilShadow.faces[ 1 ] = 1; _stencilShadow.faces[ 2 ] = 2;
		_stencilShadow.faces[ 3 ] = 0; _stencilShadow.faces[ 4 ] = 2; _stencilShadow.faces[ 5 ] = 3;
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		_stencilShadow.vertexBuffer  = _gl.createBuffer();
		_stencilShadow.elementBuffer = _gl.createBuffer();
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		_gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
		_gl.bufferData( _gl.ARRAY_BUFFER,  _stencilShadow.vertices, _gl.STATIC_DRAW );
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		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.faces, _gl.STATIC_DRAW );
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		_stencilShadow.program = _gl.createProgram();
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		_gl.attachShader( _stencilShadow.program, getShader( "fragment", THREE.ShaderLib.shadowPost.fragmentShader ));
		_gl.attachShader( _stencilShadow.program, getShader( "vertex",   THREE.ShaderLib.shadowPost.vertexShader   ));
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		_gl.linkProgram( _stencilShadow.program );
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		_stencilShadow.vertexLocation     = _gl.getAttribLocation ( _stencilShadow.program, "position"         );
		_stencilShadow.projectionLocation = _gl.getUniformLocation( _stencilShadow.program, "projectionMatrix" );
		_stencilShadow.darknessLocation   = _gl.getUniformLocation( _stencilShadow.program, "darkness"         );
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	}
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	// prepare lens flare
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	var _lensFlare = {};
	var i;
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	_lensFlare.vertices     = new Float32Array( 8 + 8 );
	_lensFlare.faces        = new Uint16Array( 6 );
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	i = 0;
	_lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1;	// vertex
	_lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 0;	// uv... etc.
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	_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = -1;
	_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 0;
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	_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;
	_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;
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	_lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
	_lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 1;

	i = 0;
	_lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
	_lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;

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	_lensFlare.vertexBuffer     = _gl.createBuffer();
	_lensFlare.elementBuffer    = _gl.createBuffer();
	_lensFlare.tempTexture      = _gl.createTexture();
	_lensFlare.occlusionTexture = _gl.createTexture();
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	_gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
	_gl.bufferData( _gl.ARRAY_BUFFER,  _lensFlare.vertices, _gl.STATIC_DRAW );
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	_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
	_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );

	_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
	_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
	_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
	_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
	_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
	_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );

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	_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
	_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
	_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
	_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
	_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
	_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );

	if( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
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		_lensFlare.hasVertexTexture = false;

		_lensFlare.program = _gl.createProgram();
		_gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlare.fragmentShader ));
		_gl.attachShader( _lensFlare.program, getShader( "vertex",   THREE.ShaderLib.lensFlare.vertexShader   ));
		_gl.linkProgram( _lensFlare.program );

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	} else {

		_lensFlare.hasVertexTexture = true;
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		_lensFlare.program = _gl.createProgram();
		_gl.attachShader( _lensFlare.program, getShader( "fragment", THREE.ShaderLib.lensFlareVertexTexture.fragmentShader ));
		_gl.attachShader( _lensFlare.program, getShader( "vertex",   THREE.ShaderLib.lensFlareVertexTexture.vertexShader   ));
		_gl.linkProgram( _lensFlare.program );
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	}
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	_lensFlare.attributes = {};
	_lensFlare.uniforms = {};
	_lensFlare.attributes.vertex       = _gl.getAttribLocation ( _lensFlare.program, "position" );
	_lensFlare.attributes.uv           = _gl.getAttribLocation ( _lensFlare.program, "UV" );
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	_lensFlare.uniforms.renderType     = _gl.getUniformLocation( _lensFlare.program, "renderType" );
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	_lensFlare.uniforms.map            = _gl.getUniformLocation( _lensFlare.program, "map" );
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	_lensFlare.uniforms.occlusionMap   = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
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	_lensFlare.uniforms.opacity        = _gl.getUniformLocation( _lensFlare.program, "opacity" );
	_lensFlare.uniforms.scale          = _gl.getUniformLocation( _lensFlare.program, "scale" );
	_lensFlare.uniforms.rotation       = _gl.getUniformLocation( _lensFlare.program, "rotation" );
	_lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );

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	//_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
	//_gl.enableVertexAttribArray( _lensFlare.attributes.uv );
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	var _lensFlareAttributesEnabled = false;
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	// prepare sprites
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	var _sprite = {};
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	_sprite.vertices = new Float32Array( 8 + 8 );
	_sprite.faces    = new Uint16Array( 6 );

	i = 0;
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	_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1;	// vertex 0
	_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 1;	// uv 0

	_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = -1;	// vertex 1
	_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// uv 1

	_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// vertex 2
	_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 0;	// uv 2

	_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;	// vertex 3
	_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 0;	// uv 3
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	i = 0;
	_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
	_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;

	_sprite.vertexBuffer  = _gl.createBuffer();
	_sprite.elementBuffer = _gl.createBuffer();

	_gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
	_gl.bufferData( _gl.ARRAY_BUFFER,  _sprite.vertices, _gl.STATIC_DRAW );

	_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
	_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );


	_sprite.program = _gl.createProgram();
	_gl.attachShader( _sprite.program, getShader( "fragment", THREE.ShaderLib.sprite.fragmentShader ));
	_gl.attachShader( _sprite.program, getShader( "vertex",   THREE.ShaderLib.sprite.vertexShader   ));
	_gl.linkProgram( _sprite.program );

	_sprite.attributes = {};
	_sprite.uniforms = {};
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	_sprite.attributes.position           = _gl.getAttribLocation ( _sprite.program, "position" );
	_sprite.attributes.uv                 = _gl.getAttribLocation ( _sprite.program, "uv" );
	_sprite.uniforms.uvOffset             = _gl.getUniformLocation( _sprite.program, "uvOffset" );
	_sprite.uniforms.uvScale              = _gl.getUniformLocation( _sprite.program, "uvScale" );
	_sprite.uniforms.rotation             = _gl.getUniformLocation( _sprite.program, "rotation" );
	_sprite.uniforms.scale                = _gl.getUniformLocation( _sprite.program, "scale" );
	_sprite.uniforms.alignment            = _gl.getUniformLocation( _sprite.program, "alignment" );
	_sprite.uniforms.map                  = _gl.getUniformLocation( _sprite.program, "map" );
	_sprite.uniforms.opacity              = _gl.getUniformLocation( _sprite.program, "opacity" );
	_sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
	_sprite.uniforms.affectedByDistance   = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
	_sprite.uniforms.screenPosition    	  = _gl.getUniformLocation( _sprite.program, "screenPosition" );
	_sprite.uniforms.modelViewMatrix      = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
	_sprite.uniforms.projectionMatrix     = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
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	//_gl.enableVertexAttribArray( _sprite.attributes.position );
	//_gl.enableVertexAttribArray( _sprite.attributes.uv );
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	var _spriteAttributesEnabled = false;
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	this.setSize = function ( width, height ) {

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

	};
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	this.setViewport = function ( x, y, width, height ) {
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		_viewportX = x;
		_viewportY = y;
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		_viewportWidth = width;
		_viewportHeight = height;
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		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
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	};
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	this.setScissor = function ( x, y, width, height ) {
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		_gl.scissor( x, y, width, height );
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	};
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	this.enableScissorTest = function ( enable ) {
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		if ( enable )
			_gl.enable( _gl.SCISSOR_TEST );
		else
			_gl.disable( _gl.SCISSOR_TEST );
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	};
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	this.enableDepthBufferWrite = function ( enable ) {
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		_currentDepthMask = enable;
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		_gl.depthMask( enable );

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

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

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

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

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	this.setStencilShadowDarkness = function( value ) {
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		_stencilShadow.darkness = value;
	};

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	this.getContext = function() {
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		return _gl;
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	}

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	function setupLights ( program, lights ) {
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		var l, ll, light, r = 0, g = 0, b = 0,
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		color, position, intensity, distance,
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		zlights = _lights,
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		dcolors = zlights.directional.colors,
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		dpositions = zlights.directional.positions,
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		pcolors = zlights.point.colors,
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		ppositions = zlights.point.positions,
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		pdistances = zlights.point.distances,
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		dlength = 0,
		plength = 0,
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		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;
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			position = light.position;
			intensity = light.intensity;
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			distance = light.distance;
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			if ( light instanceof THREE.AmbientLight ) {

444 445 446
				r += color.r;
				g += color.g;
				b += color.b;
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448
			} else if ( light instanceof THREE.DirectionalLight ) {
449

450
				doffset = dlength * 3;
451

452
				dcolors[ doffset ] = color.r * intensity;
453 454
				dcolors[ doffset + 1 ] = color.g * intensity;
				dcolors[ doffset + 2 ] = color.b * intensity;
455

456
				dpositions[ doffset ] = position.x;
457 458
				dpositions[ doffset + 1 ] = position.y;
				dpositions[ doffset + 2 ] = position.z;
459

460
				dlength += 1;
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462 463
			} else if( light instanceof THREE.PointLight ) {

464
				poffset = plength * 3;
465

466
				pcolors[ poffset ] = color.r * intensity;
467 468
				pcolors[ poffset + 1 ] = color.g * intensity;
				pcolors[ poffset + 2 ] = color.b * intensity;
469

470
				ppositions[ poffset ] = position.x;
471 472
				ppositions[ poffset + 1 ] = position.y;
				ppositions[ poffset + 2 ] = position.z;
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474 475
				pdistances[ plength ] = distance;

476
				plength += 1;
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478 479 480
			}

		}
481

482 483
		// null eventual remains from removed lights
		// (this is to avoid if in shader)
484

485 486
		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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488 489
		zlights.point.length = plength;
		zlights.directional.length = dlength;
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491 492 493
		zlights.ambient[ 0 ] = r;
		zlights.ambient[ 1 ] = g;
		zlights.ambient[ 2 ] = b;
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495
	};
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497
	function createParticleBuffers ( geometry ) {
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499 500
		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
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502
	};
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503

504
	function createLineBuffers( geometry ) {
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506 507
		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
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509
	};
510

511
	function createRibbonBuffers( geometry ) {
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513 514
		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
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515 516 517

	};

518
	function createMeshBuffers( geometryGroup ) {
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520 521 522 523 524 525
		geometryGroup.__webglVertexBuffer = _gl.createBuffer();
		geometryGroup.__webglNormalBuffer = _gl.createBuffer();
		geometryGroup.__webglTangentBuffer = _gl.createBuffer();
		geometryGroup.__webglColorBuffer = _gl.createBuffer();
		geometryGroup.__webglUVBuffer = _gl.createBuffer();
		geometryGroup.__webglUV2Buffer = _gl.createBuffer();
526

527 528 529 530 531 532 533 534 535
		geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer();
		geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer();
		geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
		geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();

		geometryGroup.__webglFaceBuffer = _gl.createBuffer();
		geometryGroup.__webglLineBuffer = _gl.createBuffer();

		if ( geometryGroup.numMorphTargets ) {
536

537
			var m, ml;
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			geometryGroup.__webglMorphTargetsBuffers = [];
539 540 541 542 543

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

				geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );

544 545 546
			}

		}
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547

548
	};
549

550
	function initLineBuffers ( geometry ) {
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552 553 554
		var nvertices = geometry.vertices.length;

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
555
		geometry.__colorArray = new Float32Array( nvertices * 3 );
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557
		geometry.__webglLineCount = nvertices;
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558

559
	};
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560

561
	function initRibbonBuffers ( geometry ) {
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562 563 564 565 566 567

		var nvertices = geometry.vertices.length;

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

568
		geometry.__webglVertexCount = nvertices;
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569 570

	};
571

572
	function initParticleBuffers ( geometry, object ) {
573 574 575 576

		var nvertices = geometry.vertices.length;

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
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577
		geometry.__colorArray = new Float32Array( nvertices * 3 );
578

579
		geometry.__sortArray = [];
580

581
		geometry.__webglParticleCount = nvertices;
582

583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648
		geometry.__materials = object.materials;

		// custom attributes

		var m, ml, material;

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

			material = object.materials[ m ];

			if ( material.attributes ) {

				if ( geometry.__webglCustomAttributes === undefined ) {

					geometry.__webglCustomAttributes = {};

				}

				for ( a in material.attributes ) {

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

					// Not sure how to best translate this into non-indexed arrays
					// used for particles, as there are no geometry chunks here
					// Probably could be simplified

					originalAttribute = material.attributes[ a ];

					attribute = {};

					for ( property in originalAttribute ) {

						attribute[ property ] = originalAttribute[ property ];

					}

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

						attribute.__webglInitialized = true;

						size = 1;		// "f" and "i"

						if( attribute.type === "v2" ) size = 2;
						else if( attribute.type === "v3" ) size = 3;
						else if( attribute.type === "v4" ) size = 4;
						else if( attribute.type === "c"  ) size = 3;

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

						originalAttribute.needsUpdate = true;
						attribute.__original = originalAttribute;

					}

					geometry.__webglCustomAttributes[ a ] = attribute;

				}

			}

		}

649 650
	};

651
	function initMeshBuffers ( geometryGroup, object ) {
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Mr.doob 已提交
652

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653
		var f, fl, fi, face,
654
		m, ml, size,
655 656 657 658 659
		nvertices = 0, ntris = 0, nlines = 0,

		uvType,
		vertexColorType,
		normalType,
660 661
		materials, material,
		attribute, property, originalAttribute,
662 663 664 665

		geometry = object.geometry,
		obj_faces = geometry.faces,
		chunk_faces = geometryGroup.faces;
M
Mr.doob 已提交
666

667
		for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
M
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668

669 670
			fi = chunk_faces[ f ];
			face = obj_faces[ fi ];
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671

672
			if ( face instanceof THREE.Face3 ) {
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Mr.doob 已提交
673

674 675 676
				nvertices += 3;
				ntris += 1;
				nlines += 3;
M
Mr.doob 已提交
677

678
			} else if ( face instanceof THREE.Face4 ) {
M
Mr.doob 已提交
679

680 681
				nvertices += 4;
				ntris += 2;
682
				nlines += 4;
M
Mr.doob 已提交
683

684
			}
M
Mr.doob 已提交
685

686
		}
687 688

		materials = unrollGroupMaterials( geometryGroup, object );
M
Mr.doob 已提交
689

690 691 692 693 694 695 696
		// this will not work if materials would change in run-time
		// it should be refreshed every frame
		// but need to do unrollGroupMaterials
		// more properly without push to array
		// like unrollBufferMaterials

		geometryGroup.__materials = materials;
697

698 699
		uvType = bufferGuessUVType( materials, geometryGroup, object );
		normalType = bufferGuessNormalType( materials, geometryGroup, object );
A
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700 701
		vertexColorType = bufferGuessVertexColorType( materials, geometryGroup, object );

702
		//console.log("uvType",uvType, "normalType",normalType, "vertexColorType",vertexColorType, object, geometryGroup, materials );
M
Mr.doob 已提交
703

704
		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
705

706
		if ( normalType ) {
M
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707

708
			geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
M
Mr.doob 已提交
709

710
		}
711

712
		if ( geometry.hasTangents ) {
713

714
			geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
715

716
		}
717

718
		if ( vertexColorType ) {
719

720
			geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
M
Mr.doob 已提交
721

722
		}
M
Mr.doob 已提交
723

724
		if ( uvType ) {
725

726
			if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
727

728 729 730 731 732
				geometryGroup.__uvArray = new Float32Array( nvertices * 2 );

			}

			if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
733

734 735 736 737 738 739 740 741 742 743 744 745 746 747 748
				geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );

			}

		}

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

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

		}

M
Mikael Emtinger 已提交
749
		geometryGroup.__faceArray = new Uint16Array( ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 ));
750
		geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
M
Mr.doob 已提交
751

752 753
		if ( geometryGroup.numMorphTargets ) {

M
Mr.doob 已提交
754
			geometryGroup.__morphTargetsArrays = [];
755 756 757

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

758 759
				geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );

760 761 762
			}

		}
763

764
		geometryGroup.__needsSmoothNormals = ( normalType == THREE.SmoothShading );
765

766 767 768 769
		geometryGroup.__uvType = uvType;
		geometryGroup.__vertexColorType = vertexColorType;
		geometryGroup.__normalType = normalType;

770 771
		geometryGroup.__webglFaceCount = ntris * 3 + ( object.geometry.edgeFaces ? object.geometry.edgeFaces.length * 2 * 3 : 0 );
		geometryGroup.__webglLineCount = nlines * 2;
772

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773

774
		// custom attributes
M
Mr.doob 已提交
775 776 777

		for ( m = 0, ml = materials.length; m < ml; m ++ ) {

778 779 780
			material = materials[ m ];

			if ( material.attributes ) {
M
Mr.doob 已提交
781

782 783 784 785 786
				if ( geometryGroup.__webglCustomAttributes === undefined ) {

					geometryGroup.__webglCustomAttributes = {};

				}
787

788 789 790 791 792 793
				for ( a in material.attributes ) {

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

					originalAttribute = material.attributes[ a ];
M
Mr.doob 已提交
794

795
					attribute = {};
796 797 798 799 800

					for ( property in originalAttribute ) {

						attribute[ property ] = originalAttribute[ property ];

801
					}
M
Mr.doob 已提交
802

803
					if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
804

805
						attribute.__webglInitialized = true;
806

807
						size = 1;		// "f" and "i"
808

809 810 811 812
						if( attribute.type === "v2" ) size = 2;
						else if( attribute.type === "v3" ) size = 3;
						else if( attribute.type === "v4" ) size = 4;
						else if( attribute.type === "c"  ) size = 3;
813

814 815 816
						attribute.size = size;
						attribute.array = new Float32Array( nvertices * size );
						attribute.buffer = _gl.createBuffer();
817
						attribute.buffer.belongsToAttribute = a;
M
Mr.doob 已提交
818

819 820
						originalAttribute.needsUpdate = true;
						attribute.__original = originalAttribute;
821

822
					}
823 824 825 826 827 828

					geometryGroup.__webglCustomAttributes[ a ] = attribute;

				}

			}
M
Mr.doob 已提交
829

830
		}
831

832 833
		geometryGroup.__inittedArrays = true;

834
	};
M
Mr.doob 已提交
835

836

837
	function setMeshBuffers ( geometryGroup, object, hint ) {
838

839 840 841 842 843 844 845
		if ( ! geometryGroup.__inittedArrays ) {

			// console.log( object );
			return;

		}

M
Mr.doob 已提交
846
		var f, fl, fi, face,
847 848 849 850 851 852 853 854 855 856 857 858 859
		vertexNormals, faceNormal, normal,
		vertexColors, faceColor,
		vertexTangents,
		uvType, vertexColorType, normalType,
		uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4,
		c1, c2, c3, c4,
		sw1, sw2, sw3, sw4,
		si1, si2, si3, si4,
		sa1, sa2, sa3, sa4,
		sb1, sb2, sb3, sb4,
		m, ml, i,
		vn, uvi, uv2i,
		vk, vkl, vka,
860
		a,
M
Mr.doob 已提交
861

862
		vertexIndex = 0,
863

864 865
		offset = 0,
		offset_uv = 0,
866
		offset_uv2 = 0,
867 868 869 870
		offset_face = 0,
		offset_normal = 0,
		offset_tangent = 0,
		offset_line = 0,
871
		offset_color = 0,
A
alteredq 已提交
872
		offset_skin = 0,
873
		offset_morphTarget = 0,
874
		offset_custom = 0,
875
		offset_customSrc = 0,
M
Mr.doob 已提交
876

877 878 879 880 881 882
		vertexArray = geometryGroup.__vertexArray,
		uvArray = geometryGroup.__uvArray,
		uv2Array = geometryGroup.__uv2Array,
		normalArray = geometryGroup.__normalArray,
		tangentArray = geometryGroup.__tangentArray,
		colorArray = geometryGroup.__colorArray,
883

884 885 886 887
		skinVertexAArray = geometryGroup.__skinVertexAArray,
		skinVertexBArray = geometryGroup.__skinVertexBArray,
		skinIndexArray = geometryGroup.__skinIndexArray,
		skinWeightArray = geometryGroup.__skinWeightArray,
M
Mr.doob 已提交
888

889 890
		morphTargetsArrays = geometryGroup.__morphTargetsArrays,

891 892
		customAttributes = geometryGroup.__webglCustomAttributes,
		customAttribute,
893

894 895
		faceArray = geometryGroup.__faceArray,
		lineArray = geometryGroup.__lineArray,
M
Mr.doob 已提交
896

897
		needsSmoothNormals = geometryGroup.__needsSmoothNormals,
898

899
		vertexColorType = geometryGroup.__vertexColorType,
A
alteredq 已提交
900 901
		uvType = geometryGroup.__uvType,
		normalType = geometryGroup.__normalType,
902

903
		geometry = object.geometry, // this is shared for all chunks
904

905
		dirtyVertices = geometry.__dirtyVertices,
906 907 908
		dirtyElements = geometry.__dirtyElements,
		dirtyUvs = geometry.__dirtyUvs,
		dirtyNormals = geometry.__dirtyNormals,
909
		dirtyTangents = geometry.__dirtyTangents,
910
		dirtyColors = geometry.__dirtyColors,
911
		dirtyMorphTargets = geometry.__dirtyMorphTargets,
M
Mr.doob 已提交
912

913
		vertices = geometry.vertices,
914
		chunk_faces = geometryGroup.faces,
915
		obj_faces = geometry.faces,
916

917 918
		obj_uvs  = geometry.faceVertexUvs[ 0 ],
		obj_uvs2 = geometry.faceVertexUvs[ 1 ],
919

A
alteredq 已提交
920
		obj_colors = geometry.colors,
921

A
alteredq 已提交
922 923 924
		obj_skinVerticesA = geometry.skinVerticesA,
		obj_skinVerticesB = geometry.skinVerticesB,
		obj_skinIndices = geometry.skinIndices,
925
		obj_skinWeights = geometry.skinWeights,
926
		obj_edgeFaces = object instanceof THREE.ShadowVolume ? geometry.edgeFaces : undefined,
927 928

		morphTargets = geometry.morphTargets;
929

930
		if ( customAttributes ) {
M
Mr.doob 已提交
931

932
			for ( a in customAttributes ) {
M
Mr.doob 已提交
933

934
				customAttributes[ a ].offset = 0;
935
				customAttributes[ a ].offsetSrc = 0;
M
Mr.doob 已提交
936

937 938
			}

M
Mr.doob 已提交
939
		}
940 941


942
		for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
M
Mr.doob 已提交
943

944 945
			fi = chunk_faces[ f ];
			face = obj_faces[ fi ];
946 947

			if ( obj_uvs ) {
A
alteredq 已提交
948 949 950 951

				uv = obj_uvs[ fi ];

			}
952 953 954

			if ( obj_uvs2 ) {

A
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955 956 957
				uv2 = obj_uvs2[ fi ];

			}
M
Mr.doob 已提交
958

959
			vertexNormals = face.vertexNormals;
960
			faceNormal = face.normal;
961

962 963
			vertexColors = face.vertexColors;
			faceColor = face.color;
964

965
			vertexTangents = face.vertexTangents;
966 967 968

			if ( face instanceof THREE.Face3 ) {

969
				if ( dirtyVertices ) {
M
Mr.doob 已提交
970

971 972 973
					v1 = vertices[ face.a ].position;
					v2 = vertices[ face.b ].position;
					v3 = vertices[ face.c ].position;
M
Mr.doob 已提交
974

975 976 977
					vertexArray[ offset ]     = v1.x;
					vertexArray[ offset + 1 ] = v1.y;
					vertexArray[ offset + 2 ] = v1.z;
M
Mr.doob 已提交
978

979 980 981
					vertexArray[ offset + 3 ] = v2.x;
					vertexArray[ offset + 4 ] = v2.y;
					vertexArray[ offset + 5 ] = v2.z;
982

983 984 985
					vertexArray[ offset + 6 ] = v3.x;
					vertexArray[ offset + 7 ] = v3.y;
					vertexArray[ offset + 8 ] = v3.z;
M
Mr.doob 已提交
986

987
					offset += 9;
M
Mr.doob 已提交
988

989
				}
990

991
				if ( customAttributes ) {
M
Mr.doob 已提交
992

993
					for ( a in customAttributes ) {
M
Mr.doob 已提交
994

995
						customAttribute = customAttributes[ a ];
M
Mr.doob 已提交
996

997
						if ( customAttribute.__original.needsUpdate ) {
M
Mr.doob 已提交
998

999
							offset_custom = customAttribute.offset;
1000
							offset_customSrc = customAttribute.offsetSrc;
M
Mr.doob 已提交
1001

1002 1003 1004
							if ( customAttribute.size === 1 ) {

								if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
M
Mr.doob 已提交
1005

1006 1007 1008
									customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
									customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
									customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
1009 1010 1011

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

1012 1013 1014 1015
									customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
									customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
									customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];

1016 1017 1018 1019
									customAttribute.offsetSrc ++;

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

1020 1021 1022
									customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
									customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
									customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
1023

1024
									customAttribute.offsetSrc += 3;
1025

1026
								}
M
Mr.doob 已提交
1027

1028
								customAttribute.offset += 3;
M
Mr.doob 已提交
1029

1030
							} else {
M
Mr.doob 已提交
1031

1032 1033
								if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {

1034 1035 1036
									v1 = customAttribute.value[ face.a ];
									v2 = customAttribute.value[ face.b ];
									v3 = customAttribute.value[ face.c ];
1037 1038 1039

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

1040 1041 1042 1043
									v1 = customAttribute.value[ offset_customSrc ];
									v2 = customAttribute.value[ offset_customSrc ];
									v3 = customAttribute.value[ offset_customSrc ];

1044 1045 1046 1047
									customAttribute.offsetSrc ++;

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

1048 1049 1050
									v1 = customAttribute.value[ offset_customSrc + 0 ];
									v2 = customAttribute.value[ offset_customSrc + 1 ];
									v3 = customAttribute.value[ offset_customSrc + 2 ];
1051

1052 1053
									customAttribute.offsetSrc += 3;
								}
M
Mr.doob 已提交
1054

1055 1056

								if ( customAttribute.size === 2 ) {
M
Mr.doob 已提交
1057 1058 1059

									customAttribute.array[ offset_custom + 0 ] = v1.x;
									customAttribute.array[ offset_custom + 1 ] = v1.y;
1060

M
Mr.doob 已提交
1061 1062
									customAttribute.array[ offset_custom + 2 ] = v2.x;
									customAttribute.array[ offset_custom + 3 ] = v2.y;
1063

M
Mr.doob 已提交
1064
									customAttribute.array[ offset_custom + 4 ] = v3.x;
1065
									customAttribute.array[ offset_custom + 5 ] = v3.y;
M
Mr.doob 已提交
1066

1067
									customAttribute.offset += 6;
M
Mr.doob 已提交
1068

1069 1070 1071
								} else if ( customAttribute.size === 3 ) {

									if ( customAttribute.type === "c" ) {
M
Mr.doob 已提交
1072

1073 1074 1075
										customAttribute.array[ offset_custom + 0 ] = v1.r;
										customAttribute.array[ offset_custom + 1 ] = v1.g;
										customAttribute.array[ offset_custom + 2 ] = v1.b;
1076

1077 1078 1079
										customAttribute.array[ offset_custom + 3 ] = v2.r;
										customAttribute.array[ offset_custom + 4 ] = v2.g;
										customAttribute.array[ offset_custom + 5 ] = v2.b;
1080

1081 1082 1083
										customAttribute.array[ offset_custom + 6 ] = v3.r;
										customAttribute.array[ offset_custom + 7 ] = v3.g;
										customAttribute.array[ offset_custom + 8 ] = v3.b;
1084

1085
									} else {
1086

1087 1088 1089
										customAttribute.array[ offset_custom + 0 ] = v1.x;
										customAttribute.array[ offset_custom + 1 ] = v1.y;
										customAttribute.array[ offset_custom + 2 ] = v1.z;
1090

1091 1092 1093
										customAttribute.array[ offset_custom + 3 ] = v2.x;
										customAttribute.array[ offset_custom + 4 ] = v2.y;
										customAttribute.array[ offset_custom + 5 ] = v2.z;
1094

1095 1096 1097
										customAttribute.array[ offset_custom + 6 ] = v3.x;
										customAttribute.array[ offset_custom + 7 ] = v3.y;
										customAttribute.array[ offset_custom + 8 ] = v3.z;
1098

1099
									}
M
Mr.doob 已提交
1100

1101
									customAttribute.offset += 9;
M
Mr.doob 已提交
1102

1103
								} else {
M
Mr.doob 已提交
1104 1105 1106 1107 1108

									customAttribute.array[ offset_custom + 0  ] = v1.x;
									customAttribute.array[ offset_custom + 1  ] = v1.y;
									customAttribute.array[ offset_custom + 2  ] = v1.z;
									customAttribute.array[ offset_custom + 3  ] = v1.w;
1109

M
Mr.doob 已提交
1110 1111 1112 1113
									customAttribute.array[ offset_custom + 4  ] = v2.x;
									customAttribute.array[ offset_custom + 5  ] = v2.y;
									customAttribute.array[ offset_custom + 6  ] = v2.z;
									customAttribute.array[ offset_custom + 7  ] = v2.w;
1114

M
Mr.doob 已提交
1115
									customAttribute.array[ offset_custom + 8  ] = v3.x;
1116 1117 1118
									customAttribute.array[ offset_custom + 9  ] = v3.y;
									customAttribute.array[ offset_custom + 10 ] = v3.z;
									customAttribute.array[ offset_custom + 11 ] = v3.w;
M
Mr.doob 已提交
1119

1120
									customAttribute.offset += 12;
M
Mr.doob 已提交
1121

1122
								}
M
Mr.doob 已提交
1123

1124
							}
M
Mr.doob 已提交
1125

1126
						}
M
Mr.doob 已提交
1127

1128
					}
M
Mr.doob 已提交
1129

1130 1131 1132
				}


1133
				if ( dirtyMorphTargets ) {
1134 1135 1136

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

1137 1138 1139
						v1 = morphTargets[ vk ].vertices[ face.a ].position;
						v2 = morphTargets[ vk ].vertices[ face.b ].position;
						v3 = morphTargets[ vk ].vertices[ face.c ].position;
1140

1141
						vka = morphTargetsArrays[ vk ];
1142

1143 1144 1145
						vka[ offset_morphTarget + 0 ] = v1.x;
						vka[ offset_morphTarget + 1 ] = v1.y;
						vka[ offset_morphTarget + 2 ] = v1.z;
1146

1147 1148 1149
						vka[ offset_morphTarget + 3 ] = v2.x;
						vka[ offset_morphTarget + 4 ] = v2.y;
						vka[ offset_morphTarget + 5 ] = v2.z;
1150

1151 1152 1153
						vka[ offset_morphTarget + 6 ] = v3.x;
						vka[ offset_morphTarget + 7 ] = v3.y;
						vka[ offset_morphTarget + 8 ] = v3.z;
1154 1155
					}

1156
					offset_morphTarget += 9;
1157

1158 1159
				}

A
alteredq 已提交
1160 1161 1162
				if ( obj_skinWeights.length ) {

					// weights
1163

A
alteredq 已提交
1164 1165 1166
					sw1 = obj_skinWeights[ face.a ];
					sw2 = obj_skinWeights[ face.b ];
					sw3 = obj_skinWeights[ face.c ];
1167

A
alteredq 已提交
1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183
					skinWeightArray[ offset_skin ]     = sw1.x;
					skinWeightArray[ offset_skin + 1 ] = sw1.y;
					skinWeightArray[ offset_skin + 2 ] = sw1.z;
					skinWeightArray[ offset_skin + 3 ] = sw1.w;

					skinWeightArray[ offset_skin + 4 ] = sw2.x;
					skinWeightArray[ offset_skin + 5 ] = sw2.y;
					skinWeightArray[ offset_skin + 6 ] = sw2.z;
					skinWeightArray[ offset_skin + 7 ] = sw2.w;

					skinWeightArray[ offset_skin + 8 ]  = sw3.x;
					skinWeightArray[ offset_skin + 9 ]  = sw3.y;
					skinWeightArray[ offset_skin + 10 ] = sw3.z;
					skinWeightArray[ offset_skin + 11 ] = sw3.w;

					// indices
1184

A
alteredq 已提交
1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204
					si1 = obj_skinIndices[ face.a ];
					si2 = obj_skinIndices[ face.b ];
					si3 = obj_skinIndices[ face.c ];

					skinIndexArray[ offset_skin ]     = si1.x;
					skinIndexArray[ offset_skin + 1 ] = si1.y;
					skinIndexArray[ offset_skin + 2 ] = si1.z;
					skinIndexArray[ offset_skin + 3 ] = si1.w;

					skinIndexArray[ offset_skin + 4 ] = si2.x;
					skinIndexArray[ offset_skin + 5 ] = si2.y;
					skinIndexArray[ offset_skin + 6 ] = si2.z;
					skinIndexArray[ offset_skin + 7 ] = si2.w;

					skinIndexArray[ offset_skin + 8 ]  = si3.x;
					skinIndexArray[ offset_skin + 9 ]  = si3.y;
					skinIndexArray[ offset_skin + 10 ] = si3.z;
					skinIndexArray[ offset_skin + 11 ] = si3.w;

					// vertices A
1205

A
alteredq 已提交
1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225
					sa1 = obj_skinVerticesA[ face.a ];
					sa2 = obj_skinVerticesA[ face.b ];
					sa3 = obj_skinVerticesA[ face.c ];

					skinVertexAArray[ offset_skin ]     = sa1.x;
					skinVertexAArray[ offset_skin + 1 ] = sa1.y;
					skinVertexAArray[ offset_skin + 2 ] = sa1.z;
					skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader

					skinVertexAArray[ offset_skin + 4 ] = sa2.x;
					skinVertexAArray[ offset_skin + 5 ] = sa2.y;
					skinVertexAArray[ offset_skin + 6 ] = sa2.z;
					skinVertexAArray[ offset_skin + 7 ] = 1;

					skinVertexAArray[ offset_skin + 8 ]  = sa3.x;
					skinVertexAArray[ offset_skin + 9 ]  = sa3.y;
					skinVertexAArray[ offset_skin + 10 ] = sa3.z;
					skinVertexAArray[ offset_skin + 11 ] = 1;

					// vertices B
1226

A
alteredq 已提交
1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246
					sb1 = obj_skinVerticesB[ face.a ];
					sb2 = obj_skinVerticesB[ face.b ];
					sb3 = obj_skinVerticesB[ face.c ];

					skinVertexBArray[ offset_skin ]     = sb1.x;
					skinVertexBArray[ offset_skin + 1 ] = sb1.y;
					skinVertexBArray[ offset_skin + 2 ] = sb1.z;
					skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader

					skinVertexBArray[ offset_skin + 4 ] = sb2.x;
					skinVertexBArray[ offset_skin + 5 ] = sb2.y;
					skinVertexBArray[ offset_skin + 6 ] = sb2.z;
					skinVertexBArray[ offset_skin + 7 ] = 1;

					skinVertexBArray[ offset_skin + 8 ]  = sb3.x;
					skinVertexBArray[ offset_skin + 9 ]  = sb3.y;
					skinVertexBArray[ offset_skin + 10 ] = sb3.z;
					skinVertexBArray[ offset_skin + 11 ] = 1;

					offset_skin += 12;
1247

A
alteredq 已提交
1248
				}
1249

1250 1251 1252
				if ( dirtyColors && vertexColorType ) {

					if ( vertexColors.length == 3 && vertexColorType == THREE.VertexColors ) {
1253

1254 1255 1256 1257 1258
						c1 = vertexColors[ 0 ];
						c2 = vertexColors[ 1 ];
						c3 = vertexColors[ 2 ];

					} else {
1259

1260 1261 1262 1263 1264
						c1 = faceColor;
						c2 = faceColor;
						c3 = faceColor;

					}
1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276

					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;
1277

1278 1279 1280 1281
					offset_color += 9;

				}

1282
				if ( dirtyTangents && geometry.hasTangents ) {
1283

1284 1285 1286
					t1 = vertexTangents[ 0 ];
					t2 = vertexTangents[ 1 ];
					t3 = vertexTangents[ 2 ];
1287

1288 1289 1290 1291
					tangentArray[ offset_tangent ]     = t1.x;
					tangentArray[ offset_tangent + 1 ] = t1.y;
					tangentArray[ offset_tangent + 2 ] = t1.z;
					tangentArray[ offset_tangent + 3 ] = t1.w;
M
Mr.doob 已提交
1292

1293 1294 1295 1296
					tangentArray[ offset_tangent + 4 ] = t2.x;
					tangentArray[ offset_tangent + 5 ] = t2.y;
					tangentArray[ offset_tangent + 6 ] = t2.z;
					tangentArray[ offset_tangent + 7 ] = t2.w;
M
Mr.doob 已提交
1297

1298 1299 1300 1301
					tangentArray[ offset_tangent + 8 ]  = t3.x;
					tangentArray[ offset_tangent + 9 ]  = t3.y;
					tangentArray[ offset_tangent + 10 ] = t3.z;
					tangentArray[ offset_tangent + 11 ] = t3.w;
M
Mr.doob 已提交
1302

1303
					offset_tangent += 12;
M
Mr.doob 已提交
1304

1305 1306
				}

A
alteredq 已提交
1307
				if ( dirtyNormals && normalType ) {
M
Mr.doob 已提交
1308

1309 1310 1311
					if ( vertexNormals.length == 3 && needsSmoothNormals ) {

						for ( i = 0; i < 3; i ++ ) {
1312

1313
							vn = vertexNormals[ i ];
M
Mr.doob 已提交
1314

1315 1316 1317
							normalArray[ offset_normal ]     = vn.x;
							normalArray[ offset_normal + 1 ] = vn.y;
							normalArray[ offset_normal + 2 ] = vn.z;
M
Mr.doob 已提交
1318

1319
							offset_normal += 3;
M
Mr.doob 已提交
1320

1321
						}
M
Mr.doob 已提交
1322

1323
					} else {
1324

1325
						for ( i = 0; i < 3; i ++ ) {
1326

1327 1328 1329
							normalArray[ offset_normal ]     = faceNormal.x;
							normalArray[ offset_normal + 1 ] = faceNormal.y;
							normalArray[ offset_normal + 2 ] = faceNormal.z;
M
Mr.doob 已提交
1330

1331
							offset_normal += 3;
M
Mr.doob 已提交
1332

1333
						}
M
Mr.doob 已提交
1334 1335

					}
M
Mr.doob 已提交
1336

1337 1338
				}

A
alteredq 已提交
1339
				if ( dirtyUvs && uv !== undefined && uvType ) {
1340

M
Mr.doob 已提交
1341 1342
					for ( i = 0; i < 3; i ++ ) {

1343
						uvi = uv[ i ];
M
Mr.doob 已提交
1344

1345 1346
						uvArray[ offset_uv ]     = uvi.u;
						uvArray[ offset_uv + 1 ] = uvi.v;
M
Mr.doob 已提交
1347

1348
						offset_uv += 2;
M
Mr.doob 已提交
1349

M
Mr.doob 已提交
1350
					}
1351 1352 1353

				}

A
alteredq 已提交
1354
				if ( dirtyUvs && uv2 !== undefined && uvType ) {
1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368

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

						uv2i = uv2[ i ];

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

						offset_uv2 += 2;

					}

				}

1369
				if ( dirtyElements ) {
M
Mr.doob 已提交
1370

1371 1372 1373
					faceArray[ offset_face ] = vertexIndex;
					faceArray[ offset_face + 1 ] = vertexIndex + 1;
					faceArray[ offset_face + 2 ] = vertexIndex + 2;
M
Mr.doob 已提交
1374

1375
					offset_face += 3;
M
Mr.doob 已提交
1376

1377 1378
					lineArray[ offset_line ]     = vertexIndex;
					lineArray[ offset_line + 1 ] = vertexIndex + 1;
M
Mr.doob 已提交
1379

1380 1381
					lineArray[ offset_line + 2 ] = vertexIndex;
					lineArray[ offset_line + 3 ] = vertexIndex + 2;
M
Mr.doob 已提交
1382

1383 1384
					lineArray[ offset_line + 4 ] = vertexIndex + 1;
					lineArray[ offset_line + 5 ] = vertexIndex + 2;
M
Mr.doob 已提交
1385

1386
					offset_line += 6;
1387

1388
					vertexIndex += 3;
M
Mr.doob 已提交
1389

1390
				}
M
Mr.doob 已提交
1391

1392 1393 1394

			} else if ( face instanceof THREE.Face4 ) {

1395
				if ( dirtyVertices ) {
M
Mr.doob 已提交
1396

1397 1398 1399 1400
					v1 = vertices[ face.a ].position;
					v2 = vertices[ face.b ].position;
					v3 = vertices[ face.c ].position;
					v4 = vertices[ face.d ].position;
M
Mr.doob 已提交
1401

1402 1403 1404
					vertexArray[ offset ]     = v1.x;
					vertexArray[ offset + 1 ] = v1.y;
					vertexArray[ offset + 2 ] = v1.z;
M
Mr.doob 已提交
1405

1406 1407 1408
					vertexArray[ offset + 3 ] = v2.x;
					vertexArray[ offset + 4 ] = v2.y;
					vertexArray[ offset + 5 ] = v2.z;
1409

1410 1411 1412
					vertexArray[ offset + 6 ] = v3.x;
					vertexArray[ offset + 7 ] = v3.y;
					vertexArray[ offset + 8 ] = v3.z;
1413

1414
					vertexArray[ offset + 9 ]  = v4.x;
1415 1416
					vertexArray[ offset + 10 ] = v4.y;
					vertexArray[ offset + 11 ] = v4.z;
M
Mr.doob 已提交
1417

1418
					offset += 12;
M
Mr.doob 已提交
1419

1420
				}
1421

1422
				if ( customAttributes ) {
M
Mr.doob 已提交
1423

1424
					for ( a in customAttributes ) {
M
Mr.doob 已提交
1425

1426 1427
						customAttribute = customAttributes[ a ];

1428
						if ( customAttribute.__original.needsUpdate ) {
1429 1430

							offset_custom = customAttribute.offset;
1431
							offset_customSrc = customAttribute.offsetSrc;
M
Mr.doob 已提交
1432

1433 1434 1435
							if ( customAttribute.size === 1 ) {

								if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
M
Mr.doob 已提交
1436

1437 1438 1439
									customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ];
									customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
									customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
A
alteredq 已提交
1440
									customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
1441 1442 1443

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

1444 1445 1446
									customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ];
									customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ];
									customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ];
A
alteredq 已提交
1447
									customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc ];
1448 1449

									customAttribute.offsetSrc++;
1450 1451 1452

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

1453 1454 1455
									customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ];
									customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ];
									customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ];
A
alteredq 已提交
1456
									customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc + 3 ];
1457

1458
									customAttribute.offsetSrc += 4;
1459

1460
								}
M
Mr.doob 已提交
1461

1462
								customAttribute.offset += 4;
M
Mr.doob 已提交
1463

1464
							} else {
M
Mr.doob 已提交
1465

1466 1467
								if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {

1468 1469 1470 1471
									v1 = customAttribute.value[ face.a ];
									v2 = customAttribute.value[ face.b ];
									v3 = customAttribute.value[ face.c ];
									v4 = customAttribute.value[ face.d ];
1472 1473 1474

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

1475 1476 1477 1478 1479 1480
									v1 = customAttribute.value[ offset_customSrc ];
									v2 = customAttribute.value[ offset_customSrc ];
									v3 = customAttribute.value[ offset_customSrc ];
									v4 = customAttribute.value[ offset_customSrc ];

									customAttribute.offsetSrc++;
1481 1482 1483

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

1484 1485 1486 1487
									v1 = customAttribute.value[ offset_customSrc + 0 ];
									v2 = customAttribute.value[ offset_customSrc + 1 ];
									v3 = customAttribute.value[ offset_customSrc + 2 ];
									v4 = customAttribute.value[ offset_customSrc + 3 ];
1488

1489
									customAttribute.offsetSrc += 4;
1490

1491 1492
								}

M
Mr.doob 已提交
1493

1494
								if ( customAttribute.size === 2 ) {
M
Mr.doob 已提交
1495 1496 1497

									customAttribute.array[ offset_custom + 0 ] = v1.x;
									customAttribute.array[ offset_custom + 1 ] = v1.y;
1498

M
Mr.doob 已提交
1499 1500
									customAttribute.array[ offset_custom + 2 ] = v2.x;
									customAttribute.array[ offset_custom + 3 ] = v2.y;
1501

M
Mr.doob 已提交
1502
									customAttribute.array[ offset_custom + 4 ] = v3.x;
1503
									customAttribute.array[ offset_custom + 5 ] = v3.y;
1504

M
Mr.doob 已提交
1505
									customAttribute.array[ offset_custom + 6 ] = v4.x;
1506
									customAttribute.array[ offset_custom + 7 ] = v4.y;
M
Mr.doob 已提交
1507

1508
									customAttribute.offset += 8;
M
Mr.doob 已提交
1509

1510 1511 1512
								} else if ( customAttribute.size === 3 ) {

									if ( customAttribute.type === "c" ) {
M
Mr.doob 已提交
1513

1514 1515 1516
										customAttribute.array[ offset_custom + 0  ] = v1.r;
										customAttribute.array[ offset_custom + 1  ] = v1.g;
										customAttribute.array[ offset_custom + 2  ] = v1.b;
1517

1518 1519 1520
										customAttribute.array[ offset_custom + 3  ] = v2.r;
										customAttribute.array[ offset_custom + 4  ] = v2.g;
										customAttribute.array[ offset_custom + 5  ] = v2.b;
1521

1522 1523 1524
										customAttribute.array[ offset_custom + 6  ] = v3.r;
										customAttribute.array[ offset_custom + 7  ] = v3.g;
										customAttribute.array[ offset_custom + 8  ] = v3.b;
1525

1526 1527 1528 1529 1530
										customAttribute.array[ offset_custom + 9  ] = v4.r;
										customAttribute.array[ offset_custom + 10 ] = v4.g;
										customAttribute.array[ offset_custom + 11 ] = v4.b;

									} else {
1531

1532 1533 1534
										customAttribute.array[ offset_custom + 0  ] = v1.x;
										customAttribute.array[ offset_custom + 1  ] = v1.y;
										customAttribute.array[ offset_custom + 2  ] = v1.z;
1535

1536 1537 1538
										customAttribute.array[ offset_custom + 3  ] = v2.x;
										customAttribute.array[ offset_custom + 4  ] = v2.y;
										customAttribute.array[ offset_custom + 5  ] = v2.z;
1539

1540 1541 1542
										customAttribute.array[ offset_custom + 6  ] = v3.x;
										customAttribute.array[ offset_custom + 7  ] = v3.y;
										customAttribute.array[ offset_custom + 8  ] = v3.z;
1543

1544 1545 1546
										customAttribute.array[ offset_custom + 9  ] = v4.x;
										customAttribute.array[ offset_custom + 10 ] = v4.y;
										customAttribute.array[ offset_custom + 11 ] = v4.z;
1547

1548
									}
M
Mr.doob 已提交
1549

1550
									customAttribute.offset += 12;
M
Mr.doob 已提交
1551

1552
								} else {
M
Mr.doob 已提交
1553 1554 1555 1556 1557

									customAttribute.array[ offset_custom + 0  ] = v1.x;
									customAttribute.array[ offset_custom + 1  ] = v1.y;
									customAttribute.array[ offset_custom + 2  ] = v1.z;
									customAttribute.array[ offset_custom + 3  ] = v1.w;
1558

M
Mr.doob 已提交
1559 1560 1561 1562
									customAttribute.array[ offset_custom + 4  ] = v2.x;
									customAttribute.array[ offset_custom + 5  ] = v2.y;
									customAttribute.array[ offset_custom + 6  ] = v2.z;
									customAttribute.array[ offset_custom + 7  ] = v2.w;
1563

M
Mr.doob 已提交
1564
									customAttribute.array[ offset_custom + 8  ] = v3.x;
1565 1566 1567
									customAttribute.array[ offset_custom + 9  ] = v3.y;
									customAttribute.array[ offset_custom + 10 ] = v3.z;
									customAttribute.array[ offset_custom + 11 ] = v3.w;
1568

M
Mr.doob 已提交
1569
									customAttribute.array[ offset_custom + 12 ] = v4.x;
1570 1571 1572
									customAttribute.array[ offset_custom + 13 ] = v4.y;
									customAttribute.array[ offset_custom + 14 ] = v4.z;
									customAttribute.array[ offset_custom + 15 ] = v4.w;
M
Mr.doob 已提交
1573

1574
									customAttribute.offset += 16;
M
Mr.doob 已提交
1575

1576
								}
M
Mr.doob 已提交
1577

1578
							}
M
Mr.doob 已提交
1579

1580
						}
M
Mr.doob 已提交
1581

1582
					}
M
Mr.doob 已提交
1583

1584 1585 1586
				}


1587
				if ( dirtyMorphTargets ) {
1588 1589 1590

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

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

1596
						vka = morphTargetsArrays[ vk ];
1597

1598 1599 1600
						vka[ offset_morphTarget + 0 ] = v1.x;
						vka[ offset_morphTarget + 1 ] = v1.y;
						vka[ offset_morphTarget + 2 ] = v1.z;
1601

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

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

1610 1611 1612
						vka[ offset_morphTarget + 9 ] = v4.x;
						vka[ offset_morphTarget + 10 ] = v4.y;
						vka[ offset_morphTarget + 11 ] = v4.z;
1613 1614
					}

1615
					offset_morphTarget += 12;
1616

1617 1618
				}

A
alteredq 已提交
1619 1620 1621
				if ( obj_skinWeights.length ) {

					// weights
1622

A
alteredq 已提交
1623 1624 1625 1626
					sw1 = obj_skinWeights[ face.a ];
					sw2 = obj_skinWeights[ face.b ];
					sw3 = obj_skinWeights[ face.c ];
					sw4 = obj_skinWeights[ face.d ];
1627

A
alteredq 已提交
1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648
					skinWeightArray[ offset_skin ]     = sw1.x;
					skinWeightArray[ offset_skin + 1 ] = sw1.y;
					skinWeightArray[ offset_skin + 2 ] = sw1.z;
					skinWeightArray[ offset_skin + 3 ] = sw1.w;

					skinWeightArray[ offset_skin + 4 ] = sw2.x;
					skinWeightArray[ offset_skin + 5 ] = sw2.y;
					skinWeightArray[ offset_skin + 6 ] = sw2.z;
					skinWeightArray[ offset_skin + 7 ] = sw2.w;

					skinWeightArray[ offset_skin + 8 ]  = sw3.x;
					skinWeightArray[ offset_skin + 9 ]  = sw3.y;
					skinWeightArray[ offset_skin + 10 ] = sw3.z;
					skinWeightArray[ offset_skin + 11 ] = sw3.w;

					skinWeightArray[ offset_skin + 12 ] = sw4.x;
					skinWeightArray[ offset_skin + 13 ] = sw4.y;
					skinWeightArray[ offset_skin + 14 ] = sw4.z;
					skinWeightArray[ offset_skin + 15 ] = sw4.w;

					// indices
1649

A
alteredq 已提交
1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675
					si1 = obj_skinIndices[ face.a ];
					si2 = obj_skinIndices[ face.b ];
					si3 = obj_skinIndices[ face.c ];
					si4 = obj_skinIndices[ face.d ];

					skinIndexArray[ offset_skin ]     = si1.x;
					skinIndexArray[ offset_skin + 1 ] = si1.y;
					skinIndexArray[ offset_skin + 2 ] = si1.z;
					skinIndexArray[ offset_skin + 3 ] = si1.w;

					skinIndexArray[ offset_skin + 4 ] = si2.x;
					skinIndexArray[ offset_skin + 5 ] = si2.y;
					skinIndexArray[ offset_skin + 6 ] = si2.z;
					skinIndexArray[ offset_skin + 7 ] = si2.w;

					skinIndexArray[ offset_skin + 8 ]  = si3.x;
					skinIndexArray[ offset_skin + 9 ]  = si3.y;
					skinIndexArray[ offset_skin + 10 ] = si3.z;
					skinIndexArray[ offset_skin + 11 ] = si3.w;

					skinIndexArray[ offset_skin + 12 ] = si4.x;
					skinIndexArray[ offset_skin + 13 ] = si4.y;
					skinIndexArray[ offset_skin + 14 ] = si4.z;
					skinIndexArray[ offset_skin + 15 ] = si4.w;

					// vertices A
1676

A
alteredq 已提交
1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702
					sa1 = obj_skinVerticesA[ face.a ];
					sa2 = obj_skinVerticesA[ face.b ];
					sa3 = obj_skinVerticesA[ face.c ];
					sa4 = obj_skinVerticesA[ face.d ];

					skinVertexAArray[ offset_skin ]     = sa1.x;
					skinVertexAArray[ offset_skin + 1 ] = sa1.y;
					skinVertexAArray[ offset_skin + 2 ] = sa1.z;
					skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader

					skinVertexAArray[ offset_skin + 4 ] = sa2.x;
					skinVertexAArray[ offset_skin + 5 ] = sa2.y;
					skinVertexAArray[ offset_skin + 6 ] = sa2.z;
					skinVertexAArray[ offset_skin + 7 ] = 1;

					skinVertexAArray[ offset_skin + 8 ]  = sa3.x;
					skinVertexAArray[ offset_skin + 9 ]  = sa3.y;
					skinVertexAArray[ offset_skin + 10 ] = sa3.z;
					skinVertexAArray[ offset_skin + 11 ] = 1;

					skinVertexAArray[ offset_skin + 12 ] = sa4.x;
					skinVertexAArray[ offset_skin + 13 ] = sa4.y;
					skinVertexAArray[ offset_skin + 14 ] = sa4.z;
					skinVertexAArray[ offset_skin + 15 ] = 1;

					// vertices B
1703

A
alteredq 已提交
1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723
					sb1 = obj_skinVerticesB[ face.a ];
					sb2 = obj_skinVerticesB[ face.b ];
					sb3 = obj_skinVerticesB[ face.c ];
					sb4 = obj_skinVerticesB[ face.d ];

					skinVertexBArray[ offset_skin ]     = sb1.x;
					skinVertexBArray[ offset_skin + 1 ] = sb1.y;
					skinVertexBArray[ offset_skin + 2 ] = sb1.z;
					skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader

					skinVertexBArray[ offset_skin + 4 ] = sb2.x;
					skinVertexBArray[ offset_skin + 5 ] = sb2.y;
					skinVertexBArray[ offset_skin + 6 ] = sb2.z;
					skinVertexBArray[ offset_skin + 7 ] = 1;

					skinVertexBArray[ offset_skin + 8 ]  = sb3.x;
					skinVertexBArray[ offset_skin + 9 ]  = sb3.y;
					skinVertexBArray[ offset_skin + 10 ] = sb3.z;
					skinVertexBArray[ offset_skin + 11 ] = 1;

1724 1725
					skinVertexBArray[ offset_skin + 12 ] = sb4.x;
					skinVertexBArray[ offset_skin + 13 ] = sb4.y;
A
alteredq 已提交
1726 1727 1728
					skinVertexBArray[ offset_skin + 14 ] = sb4.z;
					skinVertexBArray[ offset_skin + 15 ] = 1;

1729 1730
					offset_skin += 16;

A
alteredq 已提交
1731
				}
1732

1733 1734 1735
				if ( dirtyColors && vertexColorType ) {

					if ( vertexColors.length == 4 && vertexColorType == THREE.VertexColors ) {
1736

1737 1738 1739 1740 1741 1742
						c1 = vertexColors[ 0 ];
						c2 = vertexColors[ 1 ];
						c3 = vertexColors[ 2 ];
						c4 = vertexColors[ 3 ];

					} else {
1743

1744 1745 1746 1747 1748 1749
						c1 = faceColor;
						c2 = faceColor;
						c3 = faceColor;
						c4 = faceColor;

					}
1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761

					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;
1762

1763 1764 1765
					colorArray[ offset_color + 9 ]  = c4.r;
					colorArray[ offset_color + 10 ] = c4.g;
					colorArray[ offset_color + 11 ] = c4.b;
1766

1767 1768
					offset_color += 12;

1769 1770
				}

1771
				if ( dirtyTangents && geometry.hasTangents ) {
1772

1773 1774 1775 1776
					t1 = vertexTangents[ 0 ];
					t2 = vertexTangents[ 1 ];
					t3 = vertexTangents[ 2 ];
					t4 = vertexTangents[ 3 ];
1777

1778 1779 1780 1781
					tangentArray[ offset_tangent ]     = t1.x;
					tangentArray[ offset_tangent + 1 ] = t1.y;
					tangentArray[ offset_tangent + 2 ] = t1.z;
					tangentArray[ offset_tangent + 3 ] = t1.w;
M
Mr.doob 已提交
1782

1783 1784 1785 1786
					tangentArray[ offset_tangent + 4 ] = t2.x;
					tangentArray[ offset_tangent + 5 ] = t2.y;
					tangentArray[ offset_tangent + 6 ] = t2.z;
					tangentArray[ offset_tangent + 7 ] = t2.w;
M
Mr.doob 已提交
1787

1788 1789
					tangentArray[ offset_tangent + 8 ]  = t3.x;
					tangentArray[ offset_tangent + 9 ]  = t3.y;
1790 1791
					tangentArray[ offset_tangent + 10 ] = t3.z;
					tangentArray[ offset_tangent + 11 ] = t3.w;
M
Mr.doob 已提交
1792

1793 1794 1795 1796
					tangentArray[ offset_tangent + 12 ] = t4.x;
					tangentArray[ offset_tangent + 13 ] = t4.y;
					tangentArray[ offset_tangent + 14 ] = t4.z;
					tangentArray[ offset_tangent + 15 ] = t4.w;
M
Mr.doob 已提交
1797

1798
					offset_tangent += 16;
M
Mr.doob 已提交
1799

1800
				}
M
Mr.doob 已提交
1801

M
Mr.doob 已提交
1802
				if ( dirtyNormals && normalType ) {
M
Mr.doob 已提交
1803

1804
					if ( vertexNormals.length == 4 && needsSmoothNormals ) {
1805

1806
						for ( i = 0; i < 4; i ++ ) {
1807

1808
							vn = vertexNormals[ i ];
M
Mr.doob 已提交
1809

1810 1811 1812
							normalArray[ offset_normal ]     = vn.x;
							normalArray[ offset_normal + 1 ] = vn.y;
							normalArray[ offset_normal + 2 ] = vn.z;
M
Mr.doob 已提交
1813

1814
							offset_normal += 3;
M
Mr.doob 已提交
1815

1816
						}
M
Mr.doob 已提交
1817

1818
					} else {
1819

1820
						for ( i = 0; i < 4; i ++ ) {
1821

1822 1823 1824
							normalArray[ offset_normal ]     = faceNormal.x;
							normalArray[ offset_normal + 1 ] = faceNormal.y;
							normalArray[ offset_normal + 2 ] = faceNormal.z;
M
Mr.doob 已提交
1825

1826
							offset_normal += 3;
M
Mr.doob 已提交
1827

1828
						}
M
Mr.doob 已提交
1829 1830

					}
M
Mr.doob 已提交
1831

1832 1833
				}

A
alteredq 已提交
1834
				if ( dirtyUvs && uv !== undefined && uvType ) {
1835

M
Mr.doob 已提交
1836 1837
					for ( i = 0; i < 4; i ++ ) {

1838
						uvi = uv[ i ];
M
Mr.doob 已提交
1839

1840 1841
						uvArray[ offset_uv ]     = uvi.u;
						uvArray[ offset_uv + 1 ] = uvi.v;
M
Mr.doob 已提交
1842

1843
						offset_uv += 2;
M
Mr.doob 已提交
1844

M
Mr.doob 已提交
1845
					}
1846 1847

				}
1848

A
alteredq 已提交
1849
				if ( dirtyUvs && uv2 !== undefined && uvType ) {
1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862

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

						uv2i = uv2[ i ];

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

						offset_uv2 += 2;

					}

				}
M
Mr.doob 已提交
1863

1864
				if ( dirtyElements ) {
M
Mr.doob 已提交
1865

1866
					faceArray[ offset_face ]     = vertexIndex;
1867 1868
					faceArray[ offset_face + 1 ] = vertexIndex + 1;
					faceArray[ offset_face + 2 ] = vertexIndex + 3;
M
Mr.doob 已提交
1869

1870 1871 1872
					faceArray[ offset_face + 3 ] = vertexIndex + 1;
					faceArray[ offset_face + 4 ] = vertexIndex + 2;
					faceArray[ offset_face + 5 ] = vertexIndex + 3;
M
Mr.doob 已提交
1873

1874
					offset_face += 6;
M
Mr.doob 已提交
1875

1876 1877
					lineArray[ offset_line ]     = vertexIndex;
					lineArray[ offset_line + 1 ] = vertexIndex + 1;
M
Mr.doob 已提交
1878

1879
					lineArray[ offset_line + 2 ] = vertexIndex;
1880
					lineArray[ offset_line + 3 ] = vertexIndex + 3;
M
Mr.doob 已提交
1881

1882 1883
					lineArray[ offset_line + 4 ] = vertexIndex + 1;
					lineArray[ offset_line + 5 ] = vertexIndex + 2;
M
Mr.doob 已提交
1884

1885 1886
					lineArray[ offset_line + 6 ] = vertexIndex + 2;
					lineArray[ offset_line + 7 ] = vertexIndex + 3;
M
Mr.doob 已提交
1887

1888
					offset_line += 8;
M
Mr.doob 已提交
1889

1890
					vertexIndex += 4;
M
Mr.doob 已提交
1891

1892
				}
M
Mr.doob 已提交
1893

1894
			}
M
Mr.doob 已提交
1895

1896 1897
		}

1898 1899 1900 1901
		if ( obj_edgeFaces ) {

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

M
Mikael Emtinger 已提交
1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912
				faceArray[ offset_face ]     = obj_edgeFaces[ f ].a;
				faceArray[ offset_face + 1 ] = obj_edgeFaces[ f ].b;
				faceArray[ offset_face + 2 ] = obj_edgeFaces[ f ].c;

				faceArray[ offset_face + 3 ] = obj_edgeFaces[ f ].a;
				faceArray[ offset_face + 4 ] = obj_edgeFaces[ f ].c;
				faceArray[ offset_face + 5 ] = obj_edgeFaces[ f ].d;

				offset_face += 6;
			}

1913
		}
M
Mikael Emtinger 已提交
1914

1915
		if ( dirtyVertices ) {
M
Mr.doob 已提交
1916

1917
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
1918
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
M
Mr.doob 已提交
1919

1920
		}
M
Mr.doob 已提交
1921

1922
		if ( customAttributes ) {
M
Mr.doob 已提交
1923

1924
			for ( a in customAttributes ) {
M
Mr.doob 已提交
1925

1926 1927
				customAttribute = customAttributes[ a ];

1928
				if ( customAttribute.__original.needsUpdate ) {
1929 1930 1931 1932 1933 1934 1935 1936 1937 1938

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

				}

			}

		}

1939
		if ( dirtyMorphTargets ) {
1940 1941 1942 1943

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

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
1944
				_gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
1945

1946 1947 1948
			}
		}

1949
		if ( dirtyColors && offset_color > 0 ) {
1950

1951
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
1952 1953 1954
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

		}
1955

1956
		if ( dirtyNormals ) {
M
Mr.doob 已提交
1957

1958
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
1959
			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
M
Mr.doob 已提交
1960

1961 1962
		}

1963
		if ( dirtyTangents && geometry.hasTangents ) {
1964

1965
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
1966
			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
M
Mr.doob 已提交
1967

1968
		}
1969

1970
		if ( dirtyUvs && offset_uv > 0 ) {
M
Mr.doob 已提交
1971

1972
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
1973
			_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
M
Mr.doob 已提交
1974

1975
		}
M
Mr.doob 已提交
1976

1977 1978
		if ( dirtyUvs && offset_uv2 > 0 ) {

1979
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
1980 1981 1982 1983
			_gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );

		}

1984
		if ( dirtyElements ) {
M
Mr.doob 已提交
1985

1986
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
1987
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
1988

1989
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
1990
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
M
Mr.doob 已提交
1991

1992
		}
1993

1994
		if ( offset_skin > 0 ) {
1995

1996
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
A
alteredq 已提交
1997 1998
			_gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );

1999
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
A
alteredq 已提交
2000 2001
			_gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );

2002
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
A
alteredq 已提交
2003 2004
			_gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );

2005
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
A
alteredq 已提交
2006
			_gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
2007

A
alteredq 已提交
2008
		}
2009

2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026
		if ( ! object.dynamic ) {

			delete geometryGroup.__inittedArrays;
			delete geometryGroup.__colorArray;
			delete geometryGroup.__normalArray;
			delete geometryGroup.__tangentArray;
			delete geometryGroup.__uvArray;
			delete geometryGroup.__uv2Array;
			delete geometryGroup.__faceArray;
			delete geometryGroup.__vertexArray;
			delete geometryGroup.__lineArray;
			delete geometryGroup.__skinVertexAArray;
			delete geometryGroup.__skinVertexBArray;
			delete geometryGroup.__skinIndexArray;
			delete geometryGroup.__skinWeightArray;

		}
2027

2028
	};
2029

2030
	function setLineBuffers ( geometry, hint ) {
M
Mr.doob 已提交
2031

2032
		var v, c, vertex, offset,
2033 2034 2035 2036
		vertices = geometry.vertices,
		colors = geometry.colors,
		vl = vertices.length,
		cl = colors.length,
M
Mr.doob 已提交
2037

2038 2039
		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,
2040

2041 2042
		dirtyVertices = geometry.__dirtyVertices,
		dirtyColors = geometry.__dirtyColors;
M
Mr.doob 已提交
2043

2044
		if ( dirtyVertices ) {
M
Mr.doob 已提交
2045

2046
			for ( v = 0; v < vl; v++ ) {
M
Mr.doob 已提交
2047

2048
				vertex = vertices[ v ].position;
M
Mr.doob 已提交
2049

2050
				offset = v * 3;
M
Mr.doob 已提交
2051

2052 2053 2054
				vertexArray[ offset ]     = vertex.x;
				vertexArray[ offset + 1 ] = vertex.y;
				vertexArray[ offset + 2 ] = vertex.z;
M
Mr.doob 已提交
2055

2056 2057
			}

2058
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
A
alteredq 已提交
2059 2060
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

2061
		}
M
Mr.doob 已提交
2062

2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076
		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;

			}

2077
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
2078 2079 2080 2081
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

		}

2082
	};
M
Mr.doob 已提交
2083

2084
	function setRibbonBuffers ( geometry, hint ) {
A
alteredq 已提交
2085 2086

		var v, c, vertex, offset,
2087 2088 2089 2090
		vertices = geometry.vertices,
		colors = geometry.colors,
		vl = vertices.length,
		cl = colors.length,
A
alteredq 已提交
2091

2092 2093
		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,
2094

2095 2096
		dirtyVertices = geometry.__dirtyVertices,
		dirtyColors = geometry.__dirtyColors;
A
alteredq 已提交
2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111

		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;

			}

2112
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
A
alteredq 已提交
2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

		}

		if ( dirtyColors ) {

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

				color = colors[ c ];

				offset = c * 3;

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

			}

2131
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
A
alteredq 已提交
2132 2133 2134 2135 2136
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

		}

	};
2137

2138
	function setParticleBuffers ( geometry, hint, object ) {
2139

A
alteredq 已提交
2140
		var v, c, vertex, offset,
2141 2142
		vertices = geometry.vertices,
		vl = vertices.length,
2143

2144 2145
		colors = geometry.colors,
		cl = colors.length,
2146

2147 2148
		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,
2149

2150
		sortArray = geometry.__sortArray,
2151

2152 2153
		dirtyVertices = geometry.__dirtyVertices,
		dirtyElements = geometry.__dirtyElements,
2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169
		dirtyColors = geometry.__dirtyColors,

		customAttributes = geometry.__webglCustomAttributes,
		a, ca, cal, v1,
		offset_custom,
		customAttribute;

		if ( customAttributes ) {

			for ( a in customAttributes ) {

				customAttributes[ a ].offset = 0;

			}

		}
2170

2171
		if ( object.sortParticles ) {
2172

2173
			_projScreenMatrix.multiplySelf( object.matrixWorld );
2174

2175 2176 2177
			for ( v = 0; v < vl; v++ ) {

				vertex = vertices[ v ].position;
2178

2179 2180
				_vector3.copy( vertex );
				_projScreenMatrix.multiplyVector3( _vector3 );
2181

2182
				sortArray[ v ] = [ _vector3.z, v ];
2183

2184
			}
2185

2186
			sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
2187

2188
			for ( v = 0; v < vl; v++ ) {
2189

2190
				vertex = vertices[ sortArray[v][1] ].position;
2191

2192
				offset = v * 3;
2193

2194 2195 2196
				vertexArray[ offset ]     = vertex.x;
				vertexArray[ offset + 1 ] = vertex.y;
				vertexArray[ offset + 2 ] = vertex.z;
2197

2198
			}
2199

A
alteredq 已提交
2200
			for ( c = 0; c < cl; c++ ) {
2201

A
alteredq 已提交
2202
				offset = c * 3;
2203

A
alteredq 已提交
2204 2205 2206 2207 2208
				color = colors[ sortArray[c][1] ];

				colorArray[ offset ]     = color.r;
				colorArray[ offset + 1 ] = color.g;
				colorArray[ offset + 2 ] = color.b;
2209

2210
			}
2211

2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281
			if ( customAttributes ) {

				for ( a in customAttributes ) {

					customAttribute = customAttributes[ a ];

					cal = customAttribute.value.length;

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

						index = sortArray[ca][1];

						offset_custom = customAttribute.offset;

						if ( customAttribute.size === 1 ) {

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

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

							}

						} else {

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

								v1 = customAttribute.value[ index ];

							}

							if ( customAttribute.size === 2 ) {

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

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

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

									customAttribute.array[ offset_custom ] 	   = v1.r;
									customAttribute.array[ offset_custom + 1 ] = v1.g;
									customAttribute.array[ offset_custom + 2 ] = v1.b;

								} else {

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

								}

							} else {

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

							}

						}

						customAttribute.offset += customAttribute.size;

					}

				}

			}

2282

2283
		} else {
2284

2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297
			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;

				}
2298 2299

			}
2300

A
alteredq 已提交
2301
			if ( dirtyColors ) {
2302

A
alteredq 已提交
2303 2304 2305 2306 2307 2308 2309 2310 2311 2312
				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;

2313
				}
2314

A
alteredq 已提交
2315
			}
2316

2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389
			if ( customAttributes ) {

				for ( a in customAttributes ) {

					customAttribute = customAttributes[ a ];

					if ( customAttribute.__original.needsUpdate ) {

						cal = customAttribute.value.length;

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

							offset_custom = customAttribute.offset;

							if ( customAttribute.size === 1 ) {

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

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

								}

							} else {

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

									v1 = customAttribute.value[ ca ];

								}

								if ( customAttribute.size === 2 ) {

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

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

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

										customAttribute.array[ offset_custom ] 	   = v1.r;
										customAttribute.array[ offset_custom + 1 ] = v1.g;
										customAttribute.array[ offset_custom + 2 ] = v1.b;


									} else {

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

									}

								} else {

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

								}

							}

							customAttribute.offset += customAttribute.size;

						}

					}

				}

			}

2390
		}
2391

A
alteredq 已提交
2392
		if ( dirtyVertices || object.sortParticles ) {
2393

2394
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
A
alteredq 已提交
2395
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
2396

A
alteredq 已提交
2397
		}
2398

A
alteredq 已提交
2399
		if ( dirtyColors || object.sortParticles ) {
2400

2401
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
A
alteredq 已提交
2402
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
2403

A
alteredq 已提交
2404
		}
2405

2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423
		if ( customAttributes ) {

			for ( a in customAttributes ) {

				customAttribute = customAttributes[ a ];

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

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

				}

			}

		}


2424
	};
M
Mr.doob 已提交
2425

2426
	function setMaterialShaders( material, shaders ) {
2427

2428
		material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
2429 2430
		material.vertexShader = shaders.vertexShader;
		material.fragmentShader = shaders.fragmentShader;
2431

M
Mr.doob 已提交
2432
	};
2433

2434
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
2435

M
Mr.doob 已提交
2436
		uniforms.diffuse.value = material.color;
A
alteredq 已提交
2437
		uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
2438

A
alteredq 已提交
2439
		uniforms.map.texture = material.map;
2440
		if ( material.map ) {
M
Mr.doob 已提交
2441

2442 2443 2444
			uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );

		}
2445

2446
		uniforms.lightMap.texture = material.lightMap;
2447

2448
		uniforms.envMap.texture = material.envMap;
A
alteredq 已提交
2449
		uniforms.reflectivity.value = material.reflectivity;
2450
		uniforms.refractionRatio.value = material.refractionRatio;
A
alteredq 已提交
2451
		uniforms.combine.value = material.combine;
2452
		uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
2453

2454
	};
2455

2456
	function refreshUniformsLine( uniforms, material ) {
2457

M
Mr.doob 已提交
2458
		uniforms.diffuse.value = material.color;
A
alteredq 已提交
2459
		uniforms.opacity.value = material.opacity;
2460 2461

	};
M
Mr.doob 已提交
2462

2463
	function refreshUniformsParticle( uniforms, material ) {
2464

M
Mr.doob 已提交
2465
		uniforms.psColor.value = material.color;
A
alteredq 已提交
2466 2467
		uniforms.opacity.value = material.opacity;
		uniforms.size.value = material.size;
M
Mr.doob 已提交
2468
		uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
2469

A
alteredq 已提交
2470
		uniforms.map.texture = material.map;
2471

A
alteredq 已提交
2472
	};
2473

2474
	function refreshUniformsFog( uniforms, fog ) {
2475

M
Mr.doob 已提交
2476
		uniforms.fogColor.value = fog.color;
2477

A
alteredq 已提交
2478
		if ( fog instanceof THREE.Fog ) {
2479

A
alteredq 已提交
2480 2481
			uniforms.fogNear.value = fog.near;
			uniforms.fogFar.value = fog.far;
2482

A
alteredq 已提交
2483
		} else if ( fog instanceof THREE.FogExp2 ) {
2484

A
alteredq 已提交
2485
			uniforms.fogDensity.value = fog.density;
2486 2487

		}
2488

2489 2490
	};

2491
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2492

M
Mr.doob 已提交
2493 2494
		uniforms.ambient.value = material.ambient;
		uniforms.specular.value = material.specular;
A
alteredq 已提交
2495
		uniforms.shininess.value = material.shininess;
M
Mr.doob 已提交
2496

2497
	};
M
Mr.doob 已提交
2498 2499


2500
	function refreshUniformsLights( uniforms, lights ) {
M
Mr.doob 已提交
2501

A
alteredq 已提交
2502 2503
		uniforms.enableLighting.value = lights.directional.length + lights.point.length;
		uniforms.ambientLightColor.value = lights.ambient;
2504

A
alteredq 已提交
2505 2506
		uniforms.directionalLightColor.value = lights.directional.colors;
		uniforms.directionalLightDirection.value = lights.directional.positions;
2507

A
alteredq 已提交
2508 2509
		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
2510
		uniforms.pointLightDistance.value = lights.point.distances;
M
Mr.doob 已提交
2511

A
alteredq 已提交
2512
	};
M
Mr.doob 已提交
2513

2514
	this.initMaterial = function ( material, lights, fog, object ) {
M
Mr.doob 已提交
2515

2516
		var u, a, identifiers, i, parameters, maxLightCount, maxBones, shaderID;
2517

A
alteredq 已提交
2518
		if ( material instanceof THREE.MeshDepthMaterial ) {
2519

2520
			shaderID = 'depth';
2521

M
Mikael Emtinger 已提交
2522 2523
		} else if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {

2524
			shaderID = 'shadowVolumeDynamic';
M
Mikael Emtinger 已提交
2525

A
alteredq 已提交
2526
		} else if ( material instanceof THREE.MeshNormalMaterial ) {
2527

2528
			shaderID = 'normal';
2529

A
alteredq 已提交
2530
		} else if ( material instanceof THREE.MeshBasicMaterial ) {
2531

2532
			shaderID = 'basic';
2533

A
alteredq 已提交
2534
		} else if ( material instanceof THREE.MeshLambertMaterial ) {
M
Mr.doob 已提交
2535

2536
			shaderID = 'lambert';
M
Mr.doob 已提交
2537

A
alteredq 已提交
2538
		} else if ( material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
2539

2540
			shaderID = 'phong';
M
Mr.doob 已提交
2541

A
alteredq 已提交
2542
		} else if ( material instanceof THREE.LineBasicMaterial ) {
M
Mr.doob 已提交
2543

2544
			shaderID = 'basic';
2545

A
alteredq 已提交
2546
		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
2547

2548 2549 2550 2551 2552 2553 2554
			shaderID = 'particle_basic';

		}

		if ( shaderID ) {

			setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
2555

A
alteredq 已提交
2556
		}
2557

2558 2559
		// heuristics to create shader parameters according to lights in the scene
		// (not to blow over maxLights budget)
M
Mr.doob 已提交
2560

2561
		maxLightCount = allocateLights( lights, 4 );
2562

2563
		maxBones = allocateBones( object );
M
Mr.doob 已提交
2564

2565
		parameters = {
M
Mr.doob 已提交
2566
			map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
2567
			vertexColors: material.vertexColors,
2568 2569 2570
			fog: fog, sizeAttenuation: material.sizeAttenuation,
			skinning: material.skinning,
			morphTargets: material.morphTargets,
2571
			maxMorphTargets: this.maxMorphTargets,
2572 2573 2574
			maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point,
			maxBones: maxBones
		};
M
Mikael Emtinger 已提交
2575

2576
		material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters );
2577

2578
		var attributes = material.program.attributes;
2579

2580
		if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
2581 2582 2583
		if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
		if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
		if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
2584

2585 2586 2587
		if ( material.skinning &&
			 attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 &&
			 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
2588

2589 2590 2591 2592
			_gl.enableVertexAttribArray( attributes.skinVertexA );
			_gl.enableVertexAttribArray( attributes.skinVertexB );
			_gl.enableVertexAttribArray( attributes.skinIndex );
			_gl.enableVertexAttribArray( attributes.skinWeight );
2593

2594
		}
2595

2596
		if ( material.attributes ) {
M
Mr.doob 已提交
2597

2598
			for ( a in material.attributes ) {
M
Mr.doob 已提交
2599

2600
				if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
M
Mr.doob 已提交
2601

2602
			}
M
Mr.doob 已提交
2603

2604
		}
2605

2606
		if ( material.morphTargets ) {
2607

2608
			material.numSupportedMorphTargets = 0;
2609

2610

2611
			if ( attributes.morphTarget0 >= 0 ) {
2612

2613 2614
				_gl.enableVertexAttribArray( attributes.morphTarget0 );
				material.numSupportedMorphTargets ++;
2615

2616
			}
2617

2618
			if ( attributes.morphTarget1 >= 0 ) {
2619

2620 2621
				_gl.enableVertexAttribArray( attributes.morphTarget1 );
				material.numSupportedMorphTargets ++;
2622

2623
			}
2624

2625
			if ( attributes.morphTarget2 >= 0 ) {
2626

2627 2628
				_gl.enableVertexAttribArray( attributes.morphTarget2 );
				material.numSupportedMorphTargets ++;
2629

2630
			}
2631

2632
			if ( attributes.morphTarget3 >= 0 ) {
2633

2634 2635
				_gl.enableVertexAttribArray( attributes.morphTarget3 );
				material.numSupportedMorphTargets ++;
2636

2637
			}
2638

2639
			if ( attributes.morphTarget4 >= 0 ) {
2640

2641 2642
				_gl.enableVertexAttribArray( attributes.morphTarget4 );
				material.numSupportedMorphTargets ++;
2643

2644
			}
2645

2646
			if ( attributes.morphTarget5 >= 0 ) {
2647

2648 2649
				_gl.enableVertexAttribArray( attributes.morphTarget5 );
				material.numSupportedMorphTargets ++;
2650

2651
			}
2652

2653
			if ( attributes.morphTarget6 >= 0 ) {
2654

2655 2656
				_gl.enableVertexAttribArray( attributes.morphTarget6 );
				material.numSupportedMorphTargets ++;
2657

2658
			}
2659

2660
			if ( attributes.morphTarget7 >= 0 ) {
2661

2662 2663
				_gl.enableVertexAttribArray( attributes.morphTarget7 );
				material.numSupportedMorphTargets ++;
2664

2665
			}
2666

2667
			object.__webglMorphTargetInfluences = new Float32Array( this.maxMorphTargets );
2668

2669
			for ( var i = 0, il = this.maxMorphTargets; i < il; i ++ ) {
2670

2671
				object.__webglMorphTargetInfluences[ i ] = 0;
2672 2673 2674

			}

2675
		}
M
Mr.doob 已提交
2676

2677
	};
2678

2679
	function setProgram( camera, lights, fog, material, object ) {
2680

2681
		if ( ! material.program ) {
2682 2683 2684 2685

			_this.initMaterial( material, lights, fog, object );

		}
M
Mr.doob 已提交
2686

2687
		var program = material.program,
A
alteredq 已提交
2688 2689
			p_uniforms = program.uniforms,
			m_uniforms = material.uniforms;
2690

2691
		if ( program != _currentProgram ) {
M
Mr.doob 已提交
2692

M
Mr.doob 已提交
2693
			_gl.useProgram( program );
2694
			_currentProgram = program;
2695

M
Mr.doob 已提交
2696
		}
2697

2698 2699
		_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );

A
alteredq 已提交
2700
		// refresh uniforms common to several materials
2701 2702

		if ( fog && (
A
alteredq 已提交
2703 2704
			 material instanceof THREE.MeshBasicMaterial ||
			 material instanceof THREE.MeshLambertMaterial ||
2705
			 material instanceof THREE.MeshPhongMaterial ||
A
alteredq 已提交
2706
			 material instanceof THREE.LineBasicMaterial ||
2707 2708
			 material instanceof THREE.ParticleBasicMaterial ||
			 material.fog )
A
alteredq 已提交
2709
			) {
2710

A
alteredq 已提交
2711
			refreshUniformsFog( m_uniforms, fog );
2712 2713

		}
M
Mr.doob 已提交
2714

M
Mr.doob 已提交
2715
		if ( material instanceof THREE.MeshPhongMaterial ||
2716 2717
			 material instanceof THREE.MeshLambertMaterial ||
			 material.lights ) {
2718

A
alteredq 已提交
2719
			setupLights( program, lights );
A
alteredq 已提交
2720
			refreshUniformsLights( m_uniforms, _lights );
M
Mr.doob 已提交
2721 2722 2723

		}

2724 2725 2726
		if ( material instanceof THREE.MeshBasicMaterial ||
			 material instanceof THREE.MeshLambertMaterial ||
			 material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
2727

A
alteredq 已提交
2728
			refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
2729

A
alteredq 已提交
2730
		}
M
Mr.doob 已提交
2731

A
alteredq 已提交
2732
		// refresh single material specific uniforms
2733

2734
		if ( material instanceof THREE.LineBasicMaterial ) {
M
Mr.doob 已提交
2735

A
alteredq 已提交
2736
			refreshUniformsLine( m_uniforms, material );
2737

A
alteredq 已提交
2738
		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
2739

A
alteredq 已提交
2740
			refreshUniformsParticle( m_uniforms, material );
2741

A
alteredq 已提交
2742
		} else if ( material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
2743

A
alteredq 已提交
2744
			refreshUniformsPhong( m_uniforms, material );
M
Mr.doob 已提交
2745

A
alteredq 已提交
2746
		} else if ( material instanceof THREE.MeshDepthMaterial ) {
M
Mr.doob 已提交
2747

2748 2749
			m_uniforms.mNear.value = camera.near;
			m_uniforms.mFar.value = camera.far;
A
alteredq 已提交
2750
			m_uniforms.opacity.value = material.opacity;
2751

A
alteredq 已提交
2752
		} else if ( material instanceof THREE.MeshNormalMaterial ) {
2753

A
alteredq 已提交
2754
			m_uniforms.opacity.value = material.opacity;
2755
		}
2756

A
alteredq 已提交
2757
		// load common uniforms
2758

A
alteredq 已提交
2759 2760
		loadUniformsGeneric( program, m_uniforms );
		loadUniformsMatrices( p_uniforms, object );
2761

A
alteredq 已提交
2762 2763
		// load material specific uniforms
		// (shader material also gets them for the sake of genericity)
2764

A
alteredq 已提交
2765 2766
		if ( material instanceof THREE.MeshShaderMaterial ||
			 material instanceof THREE.MeshPhongMaterial ||
2767
			 material.envMap ) {
2768

2769
			if( p_uniforms.cameraPosition !== null ) {
M
Mr.doob 已提交
2770

2771
				_gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
M
Mr.doob 已提交
2772

2773
			}
2774

2775
		}
2776

A
alteredq 已提交
2777
		if ( material instanceof THREE.MeshShaderMaterial ||
2778
			 material.envMap ||
2779
			 material.skinning ) {
2780

2781
			if ( p_uniforms.objectMatrix !== null ) {
M
Mr.doob 已提交
2782

2783
				_gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
M
Mr.doob 已提交
2784

2785
			}
2786

A
alteredq 已提交
2787
		}
2788

A
alteredq 已提交
2789 2790
		if ( material instanceof THREE.MeshPhongMaterial ||
			 material instanceof THREE.MeshLambertMaterial ||
A
alteredq 已提交
2791
			 material instanceof THREE.MeshShaderMaterial ||
2792 2793
			 material.skinning ) {

2794
			if( p_uniforms.viewMatrix !== null ) {
M
Mr.doob 已提交
2795

2796
				_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
M
Mr.doob 已提交
2797 2798

			}
2799

A
alteredq 已提交
2800
		}
2801

2802 2803
		if ( material instanceof THREE.ShadowVolumeDynamicMaterial ) {

M
Mikael Emtinger 已提交
2804
			var dirLight = m_uniforms.directionalLightDirection.value;
2805

2806 2807 2808
			dirLight[ 0 ] = -lights[ 1 ].position.x;
			dirLight[ 1 ] = -lights[ 1 ].position.y;
			dirLight[ 2 ] = -lights[ 1 ].position.z;
2809

M
Mikael Emtinger 已提交
2810 2811 2812
			_gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
			_gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
			_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
2813

M
Mikael Emtinger 已提交
2814 2815 2816
		}


2817
		if ( material.skinning ) {
2818

2819
			loadUniformsSkinning( p_uniforms, object );
2820

A
alteredq 已提交
2821
		}
2822

A
alteredq 已提交
2823
		return program;
2824

A
alteredq 已提交
2825
	};
2826

2827
	function renderBuffer( camera, lights, fog, material, geometryGroup, object ) {
A
alteredq 已提交
2828

2829 2830
		if ( material.opacity == 0 ) return;

2831
		var program, attributes, linewidth, primitives, a, attribute;
A
alteredq 已提交
2832

A
alteredq 已提交
2833
		program = setProgram( camera, lights, fog, material, object );
2834

2835
		attributes = program.attributes;
M
Mr.doob 已提交
2836

2837
		// vertices
M
Mr.doob 已提交
2838

2839
		if ( !material.morphTargets && attributes.position >= 0 ) {
2840 2841

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
2842
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
2843

2844
		} else {
2845

2846 2847 2848 2849 2850
			if ( object.morphTargetBase ) {

				setupMorphTargets( material, geometryGroup, object );

			}
2851

2852 2853
		}

2854 2855 2856

		// custom attributes

2857 2858
		// Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers

2859
		if ( geometryGroup.__webglCustomAttributes ) {
M
Mr.doob 已提交
2860

2861
			for( a in geometryGroup.__webglCustomAttributes ) {
M
Mr.doob 已提交
2862

2863
				if( attributes[ a ] >= 0 ) {
M
Mr.doob 已提交
2864

2865
					attribute = geometryGroup.__webglCustomAttributes[ a ];
M
Mr.doob 已提交
2866

2867 2868
					_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
					_gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
2869

2870
				}
M
Mr.doob 已提交
2871

2872
			}
M
Mr.doob 已提交
2873

2874
		}
2875 2876


2877
/*		if ( material.attributes ) {
2878 2879 2880

			for( a in material.attributes ) {

2881
				if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) {
2882 2883 2884

					attribute = material.attributes[ a ];

2885
					if( attribute.buffer ) {
M
Mr.doob 已提交
2886

2887 2888 2889 2890
						_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
						_gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );

					}
2891 2892 2893 2894 2895

				}

			}

2896
		}*/
2897 2898


2899

A
alteredq 已提交
2900 2901 2902 2903
		// colors

		if ( attributes.color >= 0 ) {

2904
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
2905
			_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
A
alteredq 已提交
2906 2907 2908

		}

2909
		// normals
M
Mr.doob 已提交
2910

2911
		if ( attributes.normal >= 0 ) {
2912

2913
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
2914
			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
2915

2916
		}
2917

2918 2919 2920
		// tangents

		if ( attributes.tangent >= 0 ) {
2921

2922
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
2923
			_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
2924

2925
		}
2926

2927
		// uvs
M
Mr.doob 已提交
2928

M
Mr.doob 已提交
2929 2930
		if ( attributes.uv >= 0 ) {

2931
			if ( geometryGroup.__webglUVBuffer ) {
2932

2933
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
2934
				_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
2935

2936
				_gl.enableVertexAttribArray( attributes.uv );
2937

2938
			} else {
2939

2940
				_gl.disableVertexAttribArray( attributes.uv );
M
Mr.doob 已提交
2941

2942
			}
2943 2944 2945

		}

2946 2947
		if ( attributes.uv2 >= 0 ) {

2948
			if ( geometryGroup.__webglUV2Buffer ) {
2949

2950
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
2951 2952 2953 2954 2955 2956 2957 2958 2959 2960 2961 2962
				_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );

				_gl.enableVertexAttribArray( attributes.uv2 );

			} else {

				_gl.disableVertexAttribArray( attributes.uv2 );

			}

		}

2963
		if ( material.skinning &&
2964
			 attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 &&
A
alteredq 已提交
2965
			 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
2966

2967
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer );
A
alteredq 已提交
2968 2969
			_gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );

2970
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer );
A
alteredq 已提交
2971 2972
			_gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );

2973
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
A
alteredq 已提交
2974 2975
			_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );

2976
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
A
alteredq 已提交
2977
			_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
2978

A
alteredq 已提交
2979
		}
2980

2981
		// render mesh
M
Mr.doob 已提交
2982

2983
		if ( object instanceof THREE.Mesh ) {
2984

2985
			// wireframe
2986

2987
			if ( material.wireframe ) {
M
Mr.doob 已提交
2988

2989
				_gl.lineWidth( material.wireframeLinewidth );
2990 2991
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
2992

2993
			// triangles
2994

2995
			} else {
2996

2997 2998 2999
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );

3000
			}
3001

3002 3003
			_this.data.vertices += geometryGroup.__webglFaceCount;
			_this.data.faces += geometryGroup.__webglFaceCount / 3;
3004
			_this.data.drawCalls ++;
3005

3006
		// render lines
3007

3008
		} else if ( object instanceof THREE.Line ) {
3009

3010
			primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
M
Mr.doob 已提交
3011

3012
			_gl.lineWidth( material.linewidth );
3013
			_gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
3014

3015 3016
			_this.data.drawCalls ++;

3017
		// render particles
3018

3019
		} else if ( object instanceof THREE.ParticleSystem ) {
3020

3021
			_gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
3022

3023 3024
			_this.data.drawCalls ++;

A
alteredq 已提交
3025
		// render ribbon
3026

A
alteredq 已提交
3027
		} else if ( object instanceof THREE.Ribbon ) {
3028

3029
			_gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
3030

3031 3032
			_this.data.drawCalls ++;

3033 3034 3035 3036
		}

	};

M
Mikael Emtinger 已提交
3037

M
Mikael Emtinger 已提交
3038
	function setupMorphTargets( material, geometryGroup, object ) {
3039

M
Mikael Emtinger 已提交
3040
		// set base
3041

M
Mikael Emtinger 已提交
3042
		var attributes = material.program.attributes;
3043

3044
		if (  object.morphTargetBase !== - 1 ) {
3045 3046

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
M
Mikael Emtinger 已提交
3047
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3048

3049
		} else if ( attributes.position >= 0 ) {
3050 3051

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
M
Mikael Emtinger 已提交
3052
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3053

M
Mikael Emtinger 已提交
3054
		}
3055

3056
		if ( object.morphTargetForcedOrder.length ) {
M
Mikael Emtinger 已提交
3057 3058

			// set forced order
3059

M
Mikael Emtinger 已提交
3060 3061 3062
			var m = 0;
			var order = object.morphTargetForcedOrder;
			var influences = object.morphTargetInfluences;
3063 3064 3065 3066

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

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
M
Mikael Emtinger 已提交
3067 3068
				_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

3069
				object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
3070 3071 3072

				m ++;
			}
3073

M
Mikael Emtinger 已提交
3074
		} else {
3075

M
Mikael Emtinger 已提交
3076
			// find most influencing
3077

M
Mikael Emtinger 已提交
3078
			var used = [];
3079
			var candidateInfluence = - 1;
M
Mikael Emtinger 已提交
3080 3081 3082 3083
			var candidate = 0;
			var influences = object.morphTargetInfluences;
			var i, il = influences.length;
			var m = 0;
3084

3085
			if ( object.morphTargetBase !== - 1 ) {
3086

M
Mikael Emtinger 已提交
3087
				used[ object.morphTargetBase ] = true;
3088

M
Mikael Emtinger 已提交
3089
			}
3090 3091 3092

			while ( m < material.numSupportedMorphTargets ) {

3093
				for ( i = 0; i < il; i ++ ) {
3094 3095 3096

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

M
Mikael Emtinger 已提交
3097 3098
						candidate = i;
						candidateInfluence = influences[ candidate ];
3099

M
Mikael Emtinger 已提交
3100 3101
					}
				}
3102 3103

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] );
M
Mikael Emtinger 已提交
3104
				_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
3105 3106 3107

				object.__webglMorphTargetInfluences[ m ] = candidateInfluence;

M
Mikael Emtinger 已提交
3108 3109
				used[ candidate ] = 1;
				candidateInfluence = -1;
3110
				m ++;
M
Mikael Emtinger 已提交
3111 3112 3113 3114
			}
		}

		// load updated influences uniform
3115

3116
		if( material.program.uniforms.morphTargetInfluences !== null ) {
M
Mr.doob 已提交
3117

3118
			_gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
M
Mr.doob 已提交
3119

3120 3121
		}

M
Mikael Emtinger 已提交
3122 3123 3124
	}


3125
	function renderBufferImmediate( object, program, shading ) {
3126

3127 3128
		if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
		if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
3129

A
alteredq 已提交
3130
		if ( object.hasPos ) {
3131

3132 3133 3134 3135
			_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 );
3136

A
alteredq 已提交
3137
		}
3138

A
alteredq 已提交
3139
		if ( object.hasNormal ) {
3140

3141
			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
3142 3143 3144 3145 3146 3147 3148 3149 3150 3151 3152 3153 3154 3155 3156 3157 3158 3159 3160 3161 3162 3163 3164 3165 3166 3167 3168 3169

			if ( shading == THREE.FlatShading ) {

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

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

					normalArray = object.normalArray;

					nax  = normalArray[ i ];
					nay  = normalArray[ i + 1 ];
					naz  = normalArray[ i + 2 ];

					nbx  = normalArray[ i + 3 ];
					nby  = normalArray[ i + 4 ];
					nbz  = normalArray[ i + 5 ];

					ncx  = normalArray[ i + 6 ];
					ncy  = normalArray[ i + 7 ];
					ncz  = normalArray[ i + 8 ];

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

M
Mr.doob 已提交
3170
					normalArray[ i ] 	 = nx;
3171 3172 3173
					normalArray[ i + 1 ] = ny;
					normalArray[ i + 2 ] = nz;

M
Mr.doob 已提交
3174
					normalArray[ i + 3 ] = nx;
3175 3176 3177
					normalArray[ i + 4 ] = ny;
					normalArray[ i + 5 ] = nz;

M
Mr.doob 已提交
3178
					normalArray[ i + 6 ] = nx;
3179 3180 3181 3182 3183 3184 3185
					normalArray[ i + 7 ] = ny;
					normalArray[ i + 8 ] = nz;

				}

			}

3186 3187 3188
			_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 );
3189

A
alteredq 已提交
3190
		}
3191

A
alteredq 已提交
3192
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
3193

A
alteredq 已提交
3194
		object.count = 0;
3195

A
alteredq 已提交
3196
	};
3197

3198
	function setObjectFaces( object ) {
3199

3200
		if ( _oldDoubleSided != object.doubleSided ) {
3201

3202
			if( object.doubleSided ) {
3203

3204
				_gl.disable( _gl.CULL_FACE );
3205

3206
			} else {
3207

A
alteredq 已提交
3208
				_gl.enable( _gl.CULL_FACE );
3209

A
alteredq 已提交
3210
			}
3211

3212
			_oldDoubleSided = object.doubleSided;
3213

3214
		}
3215

3216
		if ( _oldFlipSided != object.flipSided ) {
3217

3218 3219 3220 3221
			if( object.flipSided ) {

				_gl.frontFace( _gl.CW );

3222
			} else {
3223 3224 3225 3226

				_gl.frontFace( _gl.CCW );

			}
3227

3228
			_oldFlipSided = object.flipSided;
3229 3230

		}
3231

3232
	};
3233

3234
	function setDepthTest( test ) {
3235

A
alteredq 已提交
3236 3237 3238
		if ( _oldDepth != test ) {

			if( test ) {
3239

A
alteredq 已提交
3240
				_gl.enable( _gl.DEPTH_TEST );
3241

A
alteredq 已提交
3242
			} else {
3243

A
alteredq 已提交
3244
				_gl.disable( _gl.DEPTH_TEST );
3245

A
alteredq 已提交
3246
			}
3247

A
alteredq 已提交
3248 3249 3250
			_oldDepth = test;

		}
3251

A
alteredq 已提交
3252
	};
M
Mr.doob 已提交
3253 3254 3255 3256 3257 3258 3259 3260 3261 3262 3263 3264 3265 3266 3267 3268 3269 3270 3271 3272 3273 3274 3275 3276 3277 3278 3279 3280 3281

	function setPolygonOffset ( polygonoffset, factor, units ) {

		if ( _oldPolygonOffset != polygonoffset ) {

			if ( polygonoffset ) {

				_gl.enable( _gl.POLYGON_OFFSET_FILL );

			} else {

				_gl.disable( _gl.POLYGON_OFFSET_FILL );

			}

			_oldPolygonOffset = polygonoffset;

		}

		if ( polygonoffset && ( _oldPolygonOffsetFactor != factor || _oldPolygonOffsetUnits != units ) ) {

			_gl.polygonOffset( factor, units );

			_oldPolygonOffsetFactor = factor;
			_oldPolygonOffsetUnits = units;

		}

	};
3282

3283
	function computeFrustum( m ) {
3284 3285 3286 3287 3288 3289 3290 3291 3292

		_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;
3293

A
alteredq 已提交
3294
		for ( i = 0; i < 6; i ++ ) {
3295 3296 3297 3298 3299 3300 3301

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

		}

	};
3302

3303
	function isInFrustum( object ) {
3304

3305
		var distance, matrix = object.matrixWorld,
3306 3307 3308 3309 3310 3311 3312 3313 3314 3315 3316 3317
		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;

	};
3318

3319
	function addToFixedArray( where, what ) {
3320

3321 3322
		where.list[ where.count ] = what;
		where.count += 1;
3323

3324
	};
3325

3326
	function unrollImmediateBufferMaterials( globject ) {
3327

3328 3329 3330 3331 3332 3333 3334
		var i, l, m, ml, material,
			object = globject.object,
			opaque = globject.opaque,
			transparent = globject.transparent;

		transparent.count = 0;
		opaque.count = 0;
3335

3336 3337 3338
		for ( m = 0, ml = object.materials.length; m < ml; m++ ) {

			material = object.materials[ m ];
3339
			material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
3340

3341
		}
3342

3343
	};
3344

3345
	function unrollBufferMaterials( globject ) {
3346

3347 3348 3349 3350 3351 3352 3353 3354
		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;
3355

3356 3357 3358 3359 3360 3361 3362 3363 3364
		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 ];
3365
					if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
3366 3367 3368 3369 3370 3371

				}

			} else {

				material = meshMaterial;
3372
				if ( material ) material.transparent ? addToFixedArray( transparent, material ) : addToFixedArray( opaque, material );
3373

3374 3375 3376
			}

		}
3377

3378
	};
3379 3380


3381
	function painterSort( a, b ) {
3382

3383
		return b.z - a.z;
3384 3385

	};
3386

3387
	this.render = function( scene, camera, renderTarget, forceClear ) {
3388

A
alteredq 已提交
3389
		var i, program, opaque, transparent, material,
3390
			o, ol, oil, webglObject, object, buffer,
A
alteredq 已提交
3391
			lights = scene.lights,
N
Nicholas Kinsey 已提交
3392
			fog = scene.fog;
3393

3394 3395
		_this.data.vertices = 0;
		_this.data.faces = 0;
3396
		_this.data.drawCalls = 0;
3397

3398
		camera.matrixAutoUpdate && camera.update( undefined, true );
3399

3400
		scene.update( undefined, false, camera );
M
Mr.doob 已提交
3401

M
Mr.doob 已提交
3402
		camera.matrixWorldInverse.flattenToArray( _viewMatrixArray );
3403
		camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
M
Mr.doob 已提交
3404

M
Mr.doob 已提交
3405
		_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
3406
		computeFrustum( _projScreenMatrix );
3407

A
alteredq 已提交
3408
		this.initWebGLObjects( scene );
M
Mr.doob 已提交
3409

A
alteredq 已提交
3410
		setRenderTarget( renderTarget );
M
Mr.doob 已提交
3411

A
alteredq 已提交
3412
		if ( this.autoClear || forceClear ) {
M
Mr.doob 已提交
3413

3414
			this.clear();
M
Mr.doob 已提交
3415

3416 3417
		}

3418
		// set matrices
3419

3420
		ol = scene.__webglObjects.length;
3421

3422
		for ( o = 0; o < ol; o++ ) {
M
Mr.doob 已提交
3423

3424 3425
			webglObject = scene.__webglObjects[ o ];
			object = webglObject.object;
M
Mr.doob 已提交
3426

3427
			if ( object.visible ) {
3428 3429

				if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
3430

3431
					object.matrixWorld.flattenToArray( object._objectMatrixArray );
3432

3433
					setupMatrices( object, camera );
3434

3435
					unrollBufferMaterials( webglObject );
3436

3437
					webglObject.render = true;
3438

3439
					if ( this.sortObjects ) {
3440

3441
						if ( webglObject.object.renderDepth ) {
M
Mr.doob 已提交
3442

3443
							webglObject.z = webglObject.object.renderDepth;
M
Mr.doob 已提交
3444

3445
						} else {
M
Mr.doob 已提交
3446

3447 3448
							_vector3.copy( object.position );
							_projScreenMatrix.multiplyVector3( _vector3 );
M
Mr.doob 已提交
3449

3450
							webglObject.z = _vector3.z;
M
Mr.doob 已提交
3451

3452
						}
3453

3454
					}
3455

3456
				} else {
3457

3458
					webglObject.render = false;
3459

3460
				}
3461

3462
			} else {
3463

3464
				webglObject.render = false;
3465

3466
			}
3467

3468
		}
3469

3470
		if ( this.sortObjects ) {
3471

3472
			scene.__webglObjects.sort( painterSort );
3473

3474
		}
3475

3476
		oil = scene.__webglObjectsImmediate.length;
3477

3478
		for ( o = 0; o < oil; o++ ) {
3479

3480 3481
			webglObject = scene.__webglObjectsImmediate[ o ];
			object = webglObject.object;
3482

3483
			if ( object.visible ) {
3484 3485 3486

				if( object.matrixAutoUpdate ) {

3487
					object.matrixWorld.flattenToArray( object._objectMatrixArray );
3488

A
alteredq 已提交
3489
				}
3490

3491
				setupMatrices( object, camera );
3492

3493
				unrollImmediateBufferMaterials( webglObject );
3494

3495
			}
3496

3497
		}
A
alteredq 已提交
3498

M
Mr.doob 已提交
3499
		if ( scene.overrideMaterial ) {
3500

M
Mr.doob 已提交
3501 3502
			setDepthTest( scene.overrideMaterial.depthTest );
			setBlending( scene.overrideMaterial.blending );
3503

M
Mr.doob 已提交
3504
			for ( o = 0; o < ol; o ++ ) {
M
Mr.doob 已提交
3505

M
Mr.doob 已提交
3506 3507 3508
				webglObject = scene.__webglObjects[ o ];

				if ( webglObject.render ) {
3509

M
Mr.doob 已提交
3510 3511
					object = webglObject.object;
					buffer = webglObject.buffer;
3512

M
Mr.doob 已提交
3513 3514 3515 3516 3517 3518 3519 3520 3521 3522 3523
					setObjectFaces( object );

					renderBuffer( camera, lights, fog, scene.overrideMaterial, buffer, object );

				}

			}

			for ( o = 0; o < oil; o++ ) {

				webglObject = scene.__webglObjectsImmediate[ o ];
3524
				object = webglObject.object;
3525

M
Mr.doob 已提交
3526 3527 3528 3529 3530 3531 3532 3533 3534 3535 3536 3537 3538 3539 3540 3541 3542 3543 3544 3545 3546 3547 3548 3549 3550 3551 3552 3553
				if ( object.visible ) {

					setObjectFaces( object );

					program = setProgram( camera, lights, fog, scene.overrideMaterial, object );
					object.render( function( object ) { renderBufferImmediate( object, program, scene.overrideMaterial.shading ); } );

				}

			}

		} else {

			// opaque pass

			setBlending( THREE.NormalBlending );

			for ( o = 0; o < ol; o ++ ) {

				webglObject = scene.__webglObjects[ o ];

				if ( webglObject.render ) {

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

					setObjectFaces( object );
3554

M
Mr.doob 已提交
3555
					for ( i = 0; i < opaque.count; i ++ ) {
3556

M
Mr.doob 已提交
3557
						material = opaque.list[ i ];
3558

M
Mr.doob 已提交
3559 3560 3561 3562 3563
						setDepthTest( material.depthTest );
						setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
						renderBuffer( camera, lights, fog, material, buffer, object );

					}
3564

3565
				}
3566 3567 3568

			}

M
Mr.doob 已提交
3569
			// opaque pass (immediate simulator)
3570

M
Mr.doob 已提交
3571
			for ( o = 0; o < oil; o++ ) {
3572

M
Mr.doob 已提交
3573 3574
				webglObject = scene.__webglObjectsImmediate[ o ];
				object = webglObject.object;
3575

M
Mr.doob 已提交
3576
				if ( object.visible ) {
3577

M
Mr.doob 已提交
3578
					opaque = webglObject.opaque;
3579

M
Mr.doob 已提交
3580
					setObjectFaces( object );
3581

M
Mr.doob 已提交
3582
					for( i = 0; i < opaque.count; i++ ) {
3583

M
Mr.doob 已提交
3584
						material = opaque.list[ i ];
3585

M
Mr.doob 已提交
3586 3587
						setDepthTest( material.depthTest );
						setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
3588

M
Mr.doob 已提交
3589 3590
						program = setProgram( camera, lights, fog, material, object );
						object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
3591

M
Mr.doob 已提交
3592
					}
3593

3594
				}
3595

A
alteredq 已提交
3596
			}
3597

M
Mr.doob 已提交
3598
			// transparent pass
A
alteredq 已提交
3599

M
Mr.doob 已提交
3600
			for ( o = 0; o < ol; o ++ ) {
3601

M
Mr.doob 已提交
3602
				webglObject = scene.__webglObjects[ o ];
3603

M
Mr.doob 已提交
3604
				if ( webglObject.render ) {
3605

M
Mr.doob 已提交
3606 3607 3608
					object = webglObject.object;
					buffer = webglObject.buffer;
					transparent = webglObject.transparent;
3609

M
Mr.doob 已提交
3610
					setObjectFaces( object );
3611

M
Mr.doob 已提交
3612
					for ( i = 0; i < transparent.count; i ++ ) {
3613

M
Mr.doob 已提交
3614
						material = transparent.list[ i ];
3615

M
Mr.doob 已提交
3616 3617 3618
						setBlending( material.blending );
						setDepthTest( material.depthTest );
						setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
3619

M
Mr.doob 已提交
3620
						renderBuffer( camera, lights, fog, material, buffer, object );
3621

M
Mr.doob 已提交
3622
					}
3623

3624
				}
3625

3626
			}
M
Mr.doob 已提交
3627

M
Mr.doob 已提交
3628
			// transparent pass (immediate simulator)
M
Mr.doob 已提交
3629

M
Mr.doob 已提交
3630
			for ( o = 0; o < oil; o++ ) {
3631

M
Mr.doob 已提交
3632 3633
				webglObject = scene.__webglObjectsImmediate[ o ];
				object = webglObject.object;
3634

M
Mr.doob 已提交
3635
				if ( object.visible ) {
3636

M
Mr.doob 已提交
3637
					transparent = webglObject.transparent;
3638

M
Mr.doob 已提交
3639
					setObjectFaces( object );
3640

M
Mr.doob 已提交
3641
					for ( i = 0; i < transparent.count; i ++ ) {
3642

M
Mr.doob 已提交
3643
						material = transparent.list[ i ];
3644

M
Mr.doob 已提交
3645 3646 3647
						setBlending( material.blending );
						setDepthTest( material.depthTest );
						setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
3648

M
Mr.doob 已提交
3649 3650
						program = setProgram( camera, lights, fog, material, object );
						object.render( function( object ) { renderBufferImmediate( object, program, material.shading ); } );
3651

M
Mr.doob 已提交
3652
					}
3653

3654
				}
3655

3656
			}
3657

3658
		}
3659

M
Mikael Emtinger 已提交
3660
		// render 2d
3661

M
Mikael Emtinger 已提交
3662
		if ( scene.__webglSprites.length ) {
3663

3664
			renderSprites( scene, camera );
3665

M
Mikael Emtinger 已提交
3666 3667
		}

M
Mikael Emtinger 已提交
3668
		// render stencil shadows
M
Mikael Emtinger 已提交
3669

3670
		if ( _stencil && scene.__webglShadowVolumes.length && scene.lights.length ) {
M
Mikael Emtinger 已提交
3671 3672

			renderStencilShadows( scene );
3673

M
Mikael Emtinger 已提交
3674 3675
		}

3676

3677
		// render lens flares
3678 3679 3680

		if ( scene.__webglLensFlares.length ) {

3681
			renderLensFlares( scene, camera );
3682

3683 3684
		}

M
Mikael Emtinger 已提交
3685 3686 3687 3688 3689 3690 3691 3692 3693

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

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

			updateRenderTargetMipmap( renderTarget );

		}

3694
		//_gl.finish();
3695

M
Mikael Emtinger 已提交
3696 3697 3698 3699 3700 3701 3702
	};



	/*
	 * Stencil Shadows
	 * method: we're rendering the world in light, then the shadow
M
Mr.doob 已提交
3703
	 *         volumes into the stencil and last a big darkening
M
Mikael Emtinger 已提交
3704 3705
	 *         quad over the whole thing. This is not how "you're
	 *	       supposed to" do stencil shadows but is much faster
M
Mr.doob 已提交
3706
	 *
M
Mikael Emtinger 已提交
3707 3708 3709
	 */

	function renderStencilShadows( scene ) {
3710

M
Mikael Emtinger 已提交
3711 3712 3713 3714 3715
		// setup stencil

		_gl.enable( _gl.POLYGON_OFFSET_FILL );
		_gl.polygonOffset( 0.1, 1.0 );
		_gl.enable( _gl.STENCIL_TEST );
3716
		_gl.enable( _gl.DEPTH_TEST );
M
Mikael Emtinger 已提交
3717 3718
		_gl.depthMask( false );
		_gl.colorMask( false, false, false, false );
3719

M
Mikael Emtinger 已提交
3720 3721 3722 3723
		_gl.stencilFunc( _gl.ALWAYS, 1, 0xFF );
		_gl.stencilOpSeparate( _gl.BACK,  _gl.KEEP, _gl.INCR, _gl.KEEP );
		_gl.stencilOpSeparate( _gl.FRONT, _gl.KEEP, _gl.DECR, _gl.KEEP );

3724

M
Mikael Emtinger 已提交
3725
		// loop through all directional lights
3726

M
Mikael Emtinger 已提交
3727 3728
		var l, ll = scene.lights.length;
		var p;
M
Mikael Emtinger 已提交
3729
		var light, lights = scene.lights;
3730
		var dirLight = [];
M
Mikael Emtinger 已提交
3731
		var object, geometryGroup, material;
3732
		var program;
M
Mikael Emtinger 已提交
3733
		var p_uniforms;
3734 3735
		var m_uniforms;
		var attributes;
M
Mikael Emtinger 已提交
3736
		var o, ol = scene.__webglShadowVolumes.length;
3737 3738 3739

		for ( l = 0; l < ll; l++ ) {

M
Mikael Emtinger 已提交
3740
			light = scene.lights[ l ];
3741

3742
			if ( light instanceof THREE.DirectionalLight && light.castShadow ) {
M
Mikael Emtinger 已提交
3743 3744 3745 3746 3747 3748

				dirLight[ 0 ] = -light.position.x;
				dirLight[ 1 ] = -light.position.y;
				dirLight[ 2 ] = -light.position.z;

				// render all volumes
3749 3750 3751

				for ( o = 0; o < ol; o++ ) {

M
Mikael Emtinger 已提交
3752 3753 3754
					object        = scene.__webglShadowVolumes[ o ].object;
					geometryGroup = scene.__webglShadowVolumes[ o ].buffer;
					material      = object.materials[ 0 ];
3755

M
Mikael Emtinger 已提交
3756
					if ( !material.program ) _this.initMaterial( material, lights, undefined, object );
3757

M
Mikael Emtinger 已提交
3758
					program = material.program,
3759
					p_uniforms = program.uniforms,
3760 3761
					m_uniforms = material.uniforms,
					attributes = program.attributes;
3762

3763
					if ( _currentProgram !== program ) {
3764

M
Mikael Emtinger 已提交
3765
						_gl.useProgram( program );
M
Mikael Emtinger 已提交
3766
						_currentProgram = program;
3767

M
Mikael Emtinger 已提交
3768 3769 3770
						_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
						_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
						_gl.uniform3fv( p_uniforms.directionalLightDirection, dirLight );
3771

M
Mikael Emtinger 已提交
3772
					}
3773 3774


M
Mikael Emtinger 已提交
3775 3776
					object.matrixWorld.flattenToArray( object._objectMatrixArray );
					_gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
3777 3778


M
Mikael Emtinger 已提交
3779
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
M
Mikael Emtinger 已提交
3780
					_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3781

M
Mikael Emtinger 已提交
3782
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
M
Mikael Emtinger 已提交
3783
					_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
3784

M
Mikael Emtinger 已提交
3785
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
3786

M
Mikael Emtinger 已提交
3787
					_gl.cullFace( _gl.FRONT );
M
Mikael Emtinger 已提交
3788
					_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
3789

M
Mikael Emtinger 已提交
3790
					_gl.cullFace( _gl.BACK );
M
Mikael Emtinger 已提交
3791
					_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
3792

M
Mikael Emtinger 已提交
3793
				}
M
Mikael Emtinger 已提交
3794

M
Mikael Emtinger 已提交
3795
			}
M
Mikael Emtinger 已提交
3796

M
Mikael Emtinger 已提交
3797 3798
		}

3799

M
Mikael Emtinger 已提交
3800
		// setup color+stencil
M
Mikael Emtinger 已提交
3801

M
Mikael Emtinger 已提交
3802 3803 3804 3805
		_gl.disable( _gl.POLYGON_OFFSET_FILL );
		_gl.colorMask( true, true, true, true );
		_gl.stencilFunc( _gl.NOTEQUAL, 0, 0xFF );
		_gl.stencilOp( _gl.KEEP, _gl.KEEP, _gl.KEEP );
3806
		_gl.disable( _gl.DEPTH_TEST );
M
Mikael Emtinger 已提交
3807 3808


3809
		// draw darkening polygon
M
Mr.doob 已提交
3810

3811
		_oldBlending = -1;
3812
		_oldDepth = -1;
M
Mikael Emtinger 已提交
3813
		_currentProgram = _stencilShadow.program;
M
Mr.doob 已提交
3814

M
Mikael Emtinger 已提交
3815 3816 3817
		_gl.useProgram( _stencilShadow.program );
		_gl.uniformMatrix4fv( _stencilShadow.projectionLocation, false, _projectionMatrixArray );
		_gl.uniform1f( _stencilShadow.darknessLocation, _stencilShadow.darkness );
3818

M
Mikael Emtinger 已提交
3819 3820 3821
		_gl.bindBuffer( _gl.ARRAY_BUFFER, _stencilShadow.vertexBuffer );
		_gl.vertexAttribPointer( _stencilShadow.vertexLocation, 3, _gl.FLOAT, false, 0, 0 );
		_gl.enableVertexAttribArray( _stencilShadow.vertexLocation );
M
Mr.doob 已提交
3822

M
Mikael Emtinger 已提交
3823 3824
		_gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
		_gl.blendEquation( _gl.FUNC_ADD );
3825

M
Mikael Emtinger 已提交
3826
		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _stencilShadow.elementBuffer );
M
Mikael Emtinger 已提交
3827 3828 3829 3830 3831
		_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );


		// disable stencil

3832 3833 3834 3835
		_gl.disable( _gl.STENCIL_TEST );
		_gl.enable( _gl.DEPTH_TEST );
		_gl.depthMask( _currentDepthMask );

M
Mikael Emtinger 已提交
3836
	}
3837

3838

3839 3840
	/*
	 * Render sprites
M
Mr.doob 已提交
3841
	 *
3842 3843 3844 3845 3846 3847 3848 3849 3850 3851 3852 3853 3854 3855 3856 3857
	 */

	function renderSprites( scene, camera ) {

		var o, ol, object;
		var attributes = _sprite.attributes;
		var uniforms = _sprite.uniforms;
		var anyCustom = false;
		var invAspect = _viewportHeight / _viewportWidth;
		var size, scale = [];
		var screenPosition;
		var halfViewportWidth = _viewportWidth * 0.5;
		var halfViewportHeight = _viewportHeight * 0.5;
		var mergeWith3D = true;

		// setup gl
3858

3859 3860
		_gl.useProgram( _sprite.program );
		_currentProgram = _sprite.program;
3861
		_oldBlending = -1;
3862
		_oldDepth = -1;
3863

M
Mr.doob 已提交
3864
		if ( !_spriteAttributesEnabled ) {
3865

M
Mr.doob 已提交
3866 3867
			_gl.enableVertexAttribArray( _sprite.attributes.position );
			_gl.enableVertexAttribArray( _sprite.attributes.uv );
3868

M
Mr.doob 已提交
3869 3870 3871
			_spriteAttributesEnabled = true;

		}
3872

3873
		_gl.disable( _gl.CULL_FACE );
3874
		_gl.enable( _gl.BLEND );
3875
		_gl.depthMask( true );
3876 3877 3878 3879 3880 3881

		_gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
		_gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
		_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );

		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
3882

3883 3884 3885 3886
		_gl.uniformMatrix4fv( uniforms.projectionMatrix, false, _projectionMatrixArray );

		_gl.activeTexture( _gl.TEXTURE0 );
		_gl.uniform1i( uniforms.map, 0 );
3887

3888
		// update positions and sort
3889

3890
		for( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
3891

3892
			object = scene.__webglSprites[ o ];
3893

3894
			if( !object.useScreenCoordinates ) {
3895

3896 3897
				object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
				object.z = -object._modelViewMatrix.n34;
3898

3899
			} else {
3900

3901
				object.z = -object.position.z;
3902

3903
			}
3904

3905 3906 3907
		}

		scene.__webglSprites.sort( painterSort );
3908 3909

		// render all non-custom shader sprites
3910 3911

		for ( o = 0, ol = scene.__webglSprites.length; o < ol; o++ ) {
3912 3913 3914

			object = scene.__webglSprites[ o ];

3915 3916 3917 3918 3919
			if ( object.material === undefined ) {

				if ( object.map && object.map.image && object.map.image.width ) {

					if ( object.useScreenCoordinates ) {
3920 3921

						_gl.uniform1i( uniforms.useScreenCoordinates, 1 );
M
Mr.doob 已提交
3922
						_gl.uniform3f( uniforms.screenPosition, ( object.position.x - halfViewportWidth  ) / halfViewportWidth,
3923 3924
																( halfViewportHeight - object.position.y ) / halfViewportHeight,
																  Math.max( 0, Math.min( 1, object.position.z )));
3925

3926 3927
					} else {

3928

3929 3930 3931 3932

						_gl.uniform1i( uniforms.useScreenCoordinates, 0 );
						_gl.uniform1i( uniforms.affectedByDistance, object.affectedByDistance ? 1 : 0 );
						_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
3933

3934
					}
3935

3936
					size = object.map.image.width / ( object.scaleByViewport ? _viewportHeight : 1 );
3937
					scale[ 0 ] = size * invAspect * object.scale.x;
3938
					scale[ 1 ] = size * object.scale.y;
3939

3940 3941 3942 3943 3944 3945 3946
					_gl.uniform2f( uniforms.uvScale, object.uvScale.x, object.uvScale.y );
					_gl.uniform2f( uniforms.uvOffset, object.uvOffset.x, object.uvOffset.y );
					_gl.uniform2f( uniforms.alignment, object.alignment.x, object.alignment.y );
					_gl.uniform1f( uniforms.opacity, object.opacity );
					_gl.uniform1f( uniforms.rotation, object.rotation );
					_gl.uniform2fv( uniforms.scale, scale );

3947 3948
					if ( object.mergeWith3D && !mergeWith3D ) {

3949 3950
						_gl.enable( _gl.DEPTH_TEST );
						mergeWith3D = true;
3951 3952 3953

					} else if ( !object.mergeWith3D && mergeWith3D ) {

3954 3955
						_gl.disable( _gl.DEPTH_TEST );
						mergeWith3D = false;
3956

3957
					}
3958

3959 3960
					setBlending( object.blending );
					setTexture( object.map, 0 );
3961

3962 3963
					_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
				}
3964

3965
			} else {
3966

3967
				anyCustom = true;
3968

3969
			}
3970

3971 3972 3973 3974 3975
		}


		// loop through all custom

3976 3977 3978
		/*
		if( anyCustom ) {

3979
		}
3980
		*/
3981 3982 3983 3984 3985 3986 3987 3988 3989 3990 3991

		// restore gl

		_gl.enable( _gl.CULL_FACE );
		_gl.enable( _gl.DEPTH_TEST );
		_gl.depthMask( _currentDepthMask );

	}



3992 3993
	/*
	 * Render lens flares
M
Mr.doob 已提交
3994 3995 3996
	 * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
	 *         reads these back and calculates occlusion.
	 *         Then LensFlare.updateLensFlares() is called to re-position and
3997
	 *         update transparency of flares. Then they are rendered.
M
Mr.doob 已提交
3998
	 *
3999 4000 4001
	 */

	function renderLensFlares( scene, camera ) {
4002

4003 4004 4005 4006 4007 4008 4009 4010 4011 4012 4013 4014 4015 4016 4017 4018 4019 4020 4021 4022 4023 4024
		var object, objectZ, geometryGroup, material;
		var o, ol = scene.__webglLensFlares.length;
		var f, fl, flare;
		var tempPosition = new THREE.Vector3();
		var invAspect = _viewportHeight / _viewportWidth;
		var halfViewportWidth = _viewportWidth * 0.5;
		var halfViewportHeight = _viewportHeight * 0.5;
		var size = 16 / _viewportHeight;
		var scale = [ size * invAspect, size ];
		var screenPosition = [ 1, 1, 0 ];
		var screenPositionPixels = [ 1, 1 ];
		var sampleX, sampleY, readBackPixels = _lensFlare.readBackPixels;
		var sampleMidX = 7 * 4;
		var sampleMidY = 7 * 16 * 4;
		var sampleIndex, visibility;
		var uniforms = _lensFlare.uniforms;
		var attributes = _lensFlare.attributes;


		// set lensflare program and reset blending

		_gl.useProgram( _lensFlare.program );
M
Mikael Emtinger 已提交
4025
		_currentProgram = _lensFlare.program;
4026
		_oldBlending = -1;
4027
		_oldDepth = -1;
4028 4029


M
Mr.doob 已提交
4030
		if ( ! _lensFlareAttributesEnabled ) {
M
Mr.doob 已提交
4031

M
Mr.doob 已提交
4032 4033
			_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
			_gl.enableVertexAttribArray( _lensFlare.attributes.uv );
M
Mr.doob 已提交
4034

M
Mr.doob 已提交
4035 4036 4037 4038
			_lensFlareAttributesEnabled = true;

		}

4039 4040 4041
		// loop through all lens flares to update their occlusion and positions
		// setup gl and common used attribs/unforms

4042 4043
		_gl.uniform1i( uniforms.occlusionMap, 0 );
		_gl.uniform1i( uniforms.map, 1 );
4044 4045 4046 4047 4048 4049 4050 4051 4052 4053 4054

		_gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
		_gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
		_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );


		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );

		_gl.disable( _gl.CULL_FACE );
		_gl.depthMask( false );

4055 4056 4057 4058
		_gl.activeTexture( _gl.TEXTURE0 );
		_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );

		_gl.activeTexture( _gl.TEXTURE1 );
4059

4060 4061
		for ( o = 0; o < ol; o ++ ) {

4062
			// calc object screen position
4063

4064
			object = scene.__webglLensFlares[ o ].object;
4065

4066
			tempPosition.set( object.matrixWorld.n14, object.matrixWorld.n24, object.matrixWorld.n34 );
4067

4068 4069 4070
			camera.matrixWorldInverse.multiplyVector3( tempPosition );
			objectZ = tempPosition.z;
			camera.projectionMatrix.multiplyVector3( tempPosition );
4071 4072


4073
			// setup arrays for gl programs
4074

4075 4076 4077
			screenPosition[ 0 ] = tempPosition.x;
			screenPosition[ 1 ] = tempPosition.y;
			screenPosition[ 2 ] = tempPosition.z;
4078

4079 4080
			screenPositionPixels[ 0 ] = screenPosition[ 0 ] * halfViewportWidth + halfViewportWidth;
			screenPositionPixels[ 1 ] = screenPosition[ 1 ] * halfViewportHeight + halfViewportHeight;
4081

4082

M
Mr.doob 已提交
4083
			// screen cull
4084 4085

			if ( _lensFlare.hasVertexTexture || ( screenPositionPixels[ 0 ] > 0 &&
4086 4087
				screenPositionPixels[ 0 ] < _viewportWidth &&
				screenPositionPixels[ 1 ] > 0 &&
4088
				screenPositionPixels[ 1 ] < _viewportHeight )) {
4089 4090


4091
				// save current RGB to temp texture
4092

4093
				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
4094
				_gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
M
Mikael Emtinger 已提交
4095

4096

4097
				// render pink quad
4098

4099 4100 4101
				_gl.uniform1i( uniforms.renderType, 0 );
				_gl.uniform2fv( uniforms.scale, scale );
				_gl.uniform3fv( uniforms.screenPosition, screenPosition );
4102

4103 4104
				_gl.disable( _gl.BLEND );
				_gl.enable( _gl.DEPTH_TEST );
4105

4106
				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
4107 4108


4109
				// copy result to occlusionMap
4110

4111
				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
4112
				_gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels[ 0 ] - 8, screenPositionPixels[ 1 ] - 8, 16, 16, 0 );
4113 4114


4115
				// restore graphics
4116

4117 4118 4119 4120
				_gl.uniform1i( uniforms.renderType, 1 );
				_gl.disable( _gl.DEPTH_TEST );
				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
4121 4122


4123
				// update object positions
4124

4125 4126 4127
				object.positionScreen.x = screenPosition[ 0 ];
				object.positionScreen.y = screenPosition[ 1 ];
				object.positionScreen.z = screenPosition[ 2 ];
4128

4129
				if ( object.customUpdateCallback ) {
4130

4131
					object.customUpdateCallback( object );
4132

4133
				} else {
4134

4135
					object.updateLensFlares();
4136

4137
				}
4138 4139


4140
				// render flares
4141

4142 4143
				_gl.uniform1i( uniforms.renderType, 2 );
				_gl.enable( _gl.BLEND );
4144

4145
				for ( f = 0, fl = object.lensFlares.length; f < fl; f ++ ) {
4146

4147
					flare = object.lensFlares[ f ];
4148

4149
					if ( flare.opacity > 0.001 && flare.scale > 0.001 ) {
4150

4151 4152 4153
						screenPosition[ 0 ] = flare.x;
						screenPosition[ 1 ] = flare.y;
						screenPosition[ 2 ] = flare.z;
4154

4155 4156 4157
						size = flare.size * flare.scale / _viewportHeight;
						scale[ 0 ] = size * invAspect;
						scale[ 1 ] = size;
4158

4159 4160 4161 4162
						_gl.uniform3fv( uniforms.screenPosition, screenPosition );
						_gl.uniform2fv( uniforms.scale, scale );
						_gl.uniform1f( uniforms.rotation, flare.rotation );
						_gl.uniform1f( uniforms.opacity, flare.opacity );
4163

4164 4165
						setBlending( flare.blending );
						setTexture( flare.texture, 1 );
4166

4167
						_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
4168

4169
					}
4170

4171
				}
4172

4173
			}
M
Mr.doob 已提交
4174

4175 4176 4177
		}

		// restore gl
4178

4179 4180
		_gl.enable( _gl.CULL_FACE );
		_gl.enable( _gl.DEPTH_TEST );
4181
		_gl.depthMask( _currentDepthMask );
4182

4183
	};
4184 4185


4186
	function setupMatrices( object, camera ) {
4187

4188 4189
		object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
		THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
4190

4191
	};
4192

A
alteredq 已提交
4193
	this.initWebGLObjects = function ( scene ) {
4194

4195
		if ( !scene.__webglObjects ) {
4196

4197 4198
			scene.__webglObjects = [];
			scene.__webglObjectsImmediate = [];
M
Mikael Emtinger 已提交
4199
			scene.__webglShadowVolumes = [];
M
Mikael Emtinger 已提交
4200
			scene.__webglLensFlares = [];
M
Mikael Emtinger 已提交
4201
			scene.__webglSprites = [];
4202

4203 4204
		}

M
Mr.doob 已提交
4205
		while ( scene.__objectsAdded.length ) {
4206

M
Mr.doob 已提交
4207 4208
			addObject( scene.__objectsAdded[ 0 ], scene );
			scene.__objectsAdded.splice( 0, 1 );
4209 4210 4211

		}

M
Mr.doob 已提交
4212
		while ( scene.__objectsRemoved.length ) {
4213

M
Mr.doob 已提交
4214 4215
			removeObject( scene.__objectsRemoved[ 0 ], scene );
			scene.__objectsRemoved.splice( 0, 1 );
4216 4217

		}
4218

A
alteredq 已提交
4219
		// update must be called after objects adding / removal
M
Mr.doob 已提交
4220

A
alteredq 已提交
4221 4222
		for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {

M
Mr.doob 已提交
4223
			updateObject( scene.__webglObjects[ o ].object, scene );
A
alteredq 已提交
4224 4225

		}
4226

M
Mikael Emtinger 已提交
4227 4228 4229 4230 4231
		for ( var o = 0, ol = scene.__webglShadowVolumes.length; o < ol; o ++ ) {

			updateObject( scene.__webglShadowVolumes[ o ].object, scene );

		}
4232

M
Mikael Emtinger 已提交
4233 4234 4235 4236 4237
		for ( var o = 0, ol = scene.__webglLensFlares.length; o < ol; o ++ ) {

			updateObject( scene.__webglLensFlares[ o ].object, scene );

		}
A
alteredq 已提交
4238

4239 4240
		/*
		for ( var o = 0, ol = scene.__webglSprites.length; o < ol; o ++ ) {
M
Mikael Emtinger 已提交
4241 4242 4243

			updateObject( scene.__webglSprites[ o ].object, scene );

4244 4245
		}
		*/
M
Mikael Emtinger 已提交
4246

4247
	};
4248

4249
	function addObject( object, scene ) {
4250

4251
		var g, geometry, geometryGroup;
M
Mr.doob 已提交
4252

4253
		if ( object._modelViewMatrix == undefined ) {
4254

4255
			object._modelViewMatrix = new THREE.Matrix4();
4256

4257 4258 4259
			object._normalMatrixArray = new Float32Array( 9 );
			object._modelViewMatrixArray = new Float32Array( 16 );
			object._objectMatrixArray = new Float32Array( 16 );
4260

4261
			object.matrixWorld.flattenToArray( object._objectMatrixArray );
M
Mr.doob 已提交
4262

4263
		}
A
alteredq 已提交
4264

4265
		if ( object instanceof THREE.Mesh ) {
A
alteredq 已提交
4266

4267 4268 4269 4270 4271 4272 4273 4274
			geometry = object.geometry;

			if ( geometry.geometryGroups == undefined ) {

				sortFacesByMaterial( geometry );

			}

4275
			// create separate VBOs per geometry chunk
A
alteredq 已提交
4276

4277
			for ( g in geometry.geometryGroups ) {
A
alteredq 已提交
4278

4279
				geometryGroup = geometry.geometryGroups[ g ];
M
Mr.doob 已提交
4280

4281
				// initialise VBO on the first access
M
Mr.doob 已提交
4282

4283
				if ( ! geometryGroup.__webglVertexBuffer ) {
M
Mr.doob 已提交
4284

4285 4286
					createMeshBuffers( geometryGroup );
					initMeshBuffers( geometryGroup, object );
A
alteredq 已提交
4287

4288
					geometry.__dirtyVertices = true;
4289
					geometry.__dirtyMorphTargets = true;
4290 4291 4292 4293 4294
					geometry.__dirtyElements = true;
					geometry.__dirtyUvs = true;
					geometry.__dirtyNormals = true;
					geometry.__dirtyTangents = true;
					geometry.__dirtyColors = true;
M
Mr.doob 已提交
4295

4296
				}
4297

4298
				// create separate wrapper per each use of VBO
4299

4300 4301
				if ( object instanceof THREE.ShadowVolume ) {

M
Mikael Emtinger 已提交
4302
					addBuffer( scene.__webglShadowVolumes, geometryGroup, object );
4303

M
Mikael Emtinger 已提交
4304
				} else {
4305

M
Mikael Emtinger 已提交
4306
					addBuffer( scene.__webglObjects, geometryGroup, object );
4307

M
Mikael Emtinger 已提交
4308
				}
4309

4310
			}
M
Mr.doob 已提交
4311

M
Mikael Emtinger 已提交
4312
		} else if ( object instanceof THREE.LensFlare ) {
4313

M
Mikael Emtinger 已提交
4314
			addBuffer( scene.__webglLensFlares, undefined, object );
4315

A
alteredq 已提交
4316 4317
		} else if ( object instanceof THREE.Ribbon ) {

4318 4319
			geometry = object.geometry;

4320
			if( ! geometry.__webglVertexBuffer ) {
A
alteredq 已提交
4321 4322 4323 4324 4325 4326 4327 4328 4329

				createRibbonBuffers( geometry );
				initRibbonBuffers( geometry );

				geometry.__dirtyVertices = true;
				geometry.__dirtyColors = true;

			}

M
Mr.doob 已提交
4330
			addBuffer( scene.__webglObjects, geometry, object );
A
alteredq 已提交
4331

4332
		} else if ( object instanceof THREE.Line ) {
M
Mr.doob 已提交
4333

4334 4335
			geometry = object.geometry;

4336
			if( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
4337

4338 4339
				createLineBuffers( geometry );
				initLineBuffers( geometry );
M
Mr.doob 已提交
4340

4341 4342
				geometry.__dirtyVertices = true;
				geometry.__dirtyColors = true;
M
Mr.doob 已提交
4343

4344
			}
M
Mr.doob 已提交
4345

M
Mr.doob 已提交
4346
			addBuffer( scene.__webglObjects, geometry, object );
4347

A
alteredq 已提交
4348 4349 4350 4351
		} else if ( object instanceof THREE.ParticleSystem ) {

			geometry = object.geometry;

4352
			if ( ! geometry.__webglVertexBuffer ) {
A
alteredq 已提交
4353 4354

				createParticleBuffers( geometry );
4355
				initParticleBuffers( geometry, object );
A
alteredq 已提交
4356 4357 4358

				geometry.__dirtyVertices = true;
				geometry.__dirtyColors = true;
4359

4360
			}
4361

M
Mr.doob 已提交
4362
			addBuffer( scene.__webglObjects, geometry, object );
M
Mr.doob 已提交
4363

A
alteredq 已提交
4364 4365 4366 4367
		} else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {

			addBufferImmediate( scene.__webglObjectsImmediate, object );

4368
		} else if ( object instanceof THREE.Sprite ) {
4369

4370
			scene.__webglSprites.push( object );
4371

4372
		}
4373

4374
		/*else if ( object instanceof THREE.Particle ) {
A
alteredq 已提交
4375 4376 4377 4378 4379

		}*/

	};

4380 4381 4382 4383 4384 4385 4386 4387 4388 4389 4390 4391 4392 4393 4394 4395 4396 4397 4398 4399 4400 4401 4402 4403 4404 4405 4406 4407 4408 4409 4410 4411 4412 4413 4414 4415 4416 4417 4418 4419 4420 4421 4422 4423 4424 4425 4426 4427 4428 4429 4430
	function areCustomAttributesDirty( geometryGroup ) {

		var a, m, ml, material, materials;

		materials = geometryGroup.__materials;

		for ( m = 0, ml = materials.length; m < ml; m ++ ) {

			material = materials[ m ];

			if ( material.attributes ) {

				for ( a in material.attributes ) {

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

				}

			}

		}


		return false;

	};

	function clearCustomAttributes( geometryGroup ) {

		var a, m, ml, material, materials;

		materials = geometryGroup.__materials;

		for ( m = 0, ml = materials.length; m < ml; m ++ ) {

			material = materials[ m ];

			if ( material.attributes ) {

				for ( a in material.attributes ) {

					material.attributes[ a ].needsUpdate = false;

				}

			}

		}

	};

4431
	function updateObject( object, scene ) {
A
alteredq 已提交
4432

4433
		var g, geometry, geometryGroup, a, customAttributeDirty;
A
alteredq 已提交
4434 4435 4436 4437 4438 4439 4440 4441 4442 4443 4444

		if ( object instanceof THREE.Mesh ) {

			geometry = object.geometry;

			// check all geometry groups

			for ( g in geometry.geometryGroups ) {

				geometryGroup = geometry.geometryGroups[ g ];

4445
				customAttributeDirty = areCustomAttributesDirty( geometryGroup );
4446

4447
				if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements ||
4448 4449
					 geometry.__dirtyUvs || geometry.__dirtyNormals ||
					 geometry.__dirtyColors || geometry.__dirtyTangents || customAttributeDirty ) {
A
alteredq 已提交
4450 4451 4452 4453 4454 4455 4456

					setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW );

				}

			}

4457
			geometry.__dirtyVertices = false;
4458
			geometry.__dirtyMorphTargets = false;
A
alteredq 已提交
4459 4460 4461 4462
			geometry.__dirtyElements = false;
			geometry.__dirtyUvs = false;
			geometry.__dirtyNormals = false;
			geometry.__dirtyTangents = false;
4463
			geometry.__dirtyColors = false;
M
Mr.doob 已提交
4464

4465 4466
			clearCustomAttributes( geometryGroup );

A
alteredq 已提交
4467
		} else if ( object instanceof THREE.Ribbon ) {
M
Mr.doob 已提交
4468

4469 4470
			geometry = object.geometry;

A
alteredq 已提交
4471
			if( geometry.__dirtyVertices || geometry.__dirtyColors ) {
M
Mr.doob 已提交
4472

A
alteredq 已提交
4473
				setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
4474

A
alteredq 已提交
4475 4476 4477 4478 4479 4480 4481 4482 4483 4484 4485 4486
			}

			geometry.__dirtyVertices = false;
			geometry.__dirtyColors = false;

		} else if ( object instanceof THREE.Line ) {

			geometry = object.geometry;

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

				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
4487

4488
			}
4489

A
alteredq 已提交
4490 4491 4492 4493 4494 4495 4496
			geometry.__dirtyVertices = false;
			geometry.__dirtyColors = false;

		} else if ( object instanceof THREE.ParticleSystem ) {

			geometry = object.geometry;

4497 4498 4499
			customAttributeDirty = areCustomAttributesDirty( geometry );

			if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributeDirty ) {
M
Mr.doob 已提交
4500

4501
				setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
M
Mr.doob 已提交
4502

4503
			}
M
Mr.doob 已提交
4504

4505 4506
			geometry.__dirtyVertices = false;
			geometry.__dirtyColors = false;
M
Mr.doob 已提交
4507

4508 4509
			clearCustomAttributes( geometry );

4510
		}/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
4511

A
alteredq 已提交
4512
			// it updates itself in render callback
4513 4514

		} else if ( object instanceof THREE.Particle ) {
4515 4516

		}*/
4517

4518 4519 4520 4521 4522 4523
		/*
		delete geometry.vertices;
		delete geometry.faces;
		delete geometryGroup.faces;
		*/

4524
	};
4525

4526
	function removeInstances( objlist, object ) {
M
Mr.doob 已提交
4527

4528
		var o, ol;
M
Mr.doob 已提交
4529

4530
		for ( o = objlist.length - 1; o >= 0; o -- ) {
4531

4532
			if ( objlist[ o ].object == object ) {
4533

4534
				objlist.splice( o, 1 );
4535

4536
			}
4537

4538
		}
M
Mr.doob 已提交
4539

4540
	};
4541

4542 4543 4544 4545 4546 4547 4548 4549 4550 4551 4552 4553 4554 4555 4556 4557
	function removeInstancesDirect( objlist, object ) {

		var o, ol;

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

			if ( objlist[ o ] == object ) {

				objlist.splice( o, 1 );

			}

		}

	};

4558
	function removeObject( object, scene ) {
4559

4560
		// must check as shadow volume before mesh (as they are also meshes)
4561

4562
		if ( object instanceof THREE.ShadowVolume ) {
M
Mr.doob 已提交
4563

4564
			removeInstances( scene.__webglShadowVolumes, object );
M
Mr.doob 已提交
4565

4566 4567 4568
		} else if ( object instanceof THREE.Mesh  ||
			 object instanceof THREE.ParticleSystem ||
			 object instanceof THREE.Ribbon ||
4569
			 object instanceof THREE.Line ) {
4570

4571
			removeInstances( scene.__webglObjects, object );
4572

4573
		} else if ( object instanceof THREE.Sprite ) {
M
Mr.doob 已提交
4574

4575
			removeInstancesDirect( scene.__webglSprites, object );
M
Mr.doob 已提交
4576

4577 4578 4579 4580 4581
		} else if ( object instanceof THREE.LensFlare ) {

			removeInstances( scene.__webglLensFlares, object );

		} else if ( object instanceof THREE.MarchingCubes ) {
4582

4583 4584 4585
			removeInstances( scene.__webglObjectsImmediate, object );

		}
M
Mr.doob 已提交
4586 4587 4588

	};

4589
	function sortFacesByMaterial( geometry ) {
4590 4591 4592 4593 4594 4595 4596

		// TODO
		// Should optimize by grouping faces with ColorFill / ColorStroke materials
		// which could then use vertex color attributes instead of each being
		// in its separate VBO

		var i, l, f, fl, face, material, materials, vertices, mhash, ghash, hash_map = {};
4597
		var numMorphTargets = geometry.morphTargets !== undefined ? geometry.morphTargets.length : 0;
4598 4599 4600 4601 4602 4603 4604 4605 4606 4607 4608 4609 4610 4611 4612 4613 4614 4615 4616 4617 4618 4619 4620 4621 4622 4623 4624 4625 4626 4627 4628 4629 4630 4631 4632 4633 4634 4635 4636 4637 4638 4639

		geometry.geometryGroups = {};

		function materialHash( material ) {

			var hash_array = [];

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

				if ( material[ i ] == undefined ) {

					hash_array.push( "undefined" );

				} else {

					hash_array.push( material[ i ].id );

				}

			}

			return hash_array.join( '_' );

		}

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

			face = geometry.faces[ f ];
			materials = face.materials;

			mhash = materialHash( materials );

			if ( hash_map[ mhash ] == undefined ) {

				hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };

			}

			ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;

			if ( geometry.geometryGroups[ ghash ] == undefined ) {

4640
				geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
4641 4642 4643 4644 4645 4646 4647 4648 4649 4650 4651 4652

			}

			vertices = face instanceof THREE.Face3 ? 3 : 4;

			if ( geometry.geometryGroups[ ghash ].vertices + vertices > 65535 ) {

				hash_map[ mhash ].counter += 1;
				ghash = hash_map[ mhash ].hash + '_' + hash_map[ mhash ].counter;

				if ( geometry.geometryGroups[ ghash ] == undefined ) {

4653
					geometry.geometryGroups[ ghash ] = { 'faces': [], 'materials': materials, 'vertices': 0, 'numMorphTargets': numMorphTargets };
4654 4655 4656 4657 4658 4659 4660 4661 4662 4663 4664 4665

				}

			}

			geometry.geometryGroups[ ghash ].faces.push( f );
			geometry.geometryGroups[ ghash ].vertices += vertices;

		}

	};

4666
	function addBuffer( objlist, buffer, object ) {
4667

4668 4669 4670 4671 4672
		objlist.push( {
			buffer: buffer, object: object,
			opaque: { list: [], count: 0 },
			transparent: { list: [], count: 0 }
		} );
M
Mr.doob 已提交
4673

4674
	};
4675

4676
	function addBufferImmediate( objlist, object ) {
4677

4678 4679 4680 4681 4682
		objlist.push( {
			object: object,
			opaque: { list: [], count: 0 },
			transparent: { list: [], count: 0 }
		} );
4683

4684
	};
4685

4686
	this.setFaceCulling = function ( cullFace, frontFace ) {
M
Mr.doob 已提交
4687

4688
		if ( cullFace ) {
M
Mr.doob 已提交
4689

4690
			if ( !frontFace || frontFace == "ccw" ) {
M
Mr.doob 已提交
4691

4692
				_gl.frontFace( _gl.CCW );
M
Mr.doob 已提交
4693

4694
			} else {
M
Mr.doob 已提交
4695

4696
				_gl.frontFace( _gl.CW );
M
Mr.doob 已提交
4697

4698
			}
M
Mr.doob 已提交
4699

4700
			if( cullFace == "back" ) {
M
Mr.doob 已提交
4701

4702
				_gl.cullFace( _gl.BACK );
M
Mr.doob 已提交
4703

4704
			} else if( cullFace == "front" ) {
M
Mr.doob 已提交
4705

4706
				_gl.cullFace( _gl.FRONT );
M
Mr.doob 已提交
4707

4708
			} else {
M
Mr.doob 已提交
4709

4710
				_gl.cullFace( _gl.FRONT_AND_BACK );
M
Mr.doob 已提交
4711

4712
			}
M
Mr.doob 已提交
4713

4714
			_gl.enable( _gl.CULL_FACE );
M
Mr.doob 已提交
4715

4716
		} else {
M
Mr.doob 已提交
4717

4718
			_gl.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
4719

4720 4721 4722
		}

	};
N
Nicolas Garcia Belmonte 已提交
4723

4724
	this.supportsVertexTextures = function () {
4725

A
alteredq 已提交
4726
		return _supportsVertexTextures;
4727

4728
	};
4729

4730
	function maxVertexTextures() {
4731

4732 4733 4734
		return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );

	};
4735

4736
	function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) {
4737

4738
		var p, pl, program, code;
4739
		var chunks = [];
4740 4741 4742

		// Generate code

4743 4744 4745 4746 4747 4748 4749 4750 4751 4752
		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}
4753 4754 4755

		for ( p in parameters ) {

4756 4757
			chunks.push( p );
			chunks.push( parameters[ p ] );
4758 4759 4760

		}

4761 4762
		code = chunks.join();

4763 4764 4765 4766 4767 4768 4769
		// Check if code has been already compiled

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

			if ( _programs[ p ].code == code ) {

				// console.log( "Code already compiled." /*: \n\n" + code*/ );
4770

4771 4772 4773 4774 4775
				return _programs[ p ].program;

			}

		}
4776

4777
		//console.log( "building new program " );
4778 4779 4780

		//

4781
		program = _gl.createProgram();
M
Mr.doob 已提交
4782

4783
		var prefix_vertex = [
M
Mr.doob 已提交
4784

A
alteredq 已提交
4785
			_supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
4786

4787 4788 4789
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,

4790 4791
			"#define MAX_BONES " + parameters.maxBones,

4792
			parameters.map ? "#define USE_MAP" : "",
4793 4794 4795
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
			parameters.vertexColors ? "#define USE_COLOR" : "",
4796
			parameters.skinning ? "#define USE_SKINNING" : "",
4797
			parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
4798

4799 4800
			parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",

M
Mr.doob 已提交
4801 4802 4803
			"uniform mat4 objectMatrix;",
			"uniform mat4 modelViewMatrix;",
			"uniform mat4 projectionMatrix;",
4804 4805
			"uniform mat4 viewMatrix;",
			"uniform mat3 normalMatrix;",
M
Mr.doob 已提交
4806
			"uniform vec3 cameraPosition;",
A
alteredq 已提交
4807 4808 4809

			"uniform mat4 cameraInverseMatrix;",

M
Mr.doob 已提交
4810 4811 4812
			"attribute vec3 position;",
			"attribute vec3 normal;",
			"attribute vec2 uv;",
4813
			"attribute vec2 uv2;",
4814

4815
			"#ifdef USE_COLOR",
4816

4817
				"attribute vec3 color;",
4818

4819 4820
			"#endif",

4821
			"#ifdef USE_MORPHTARGETS",
4822

4823 4824 4825 4826 4827 4828 4829 4830
				"attribute vec3 morphTarget0;",
				"attribute vec3 morphTarget1;",
				"attribute vec3 morphTarget2;",
				"attribute vec3 morphTarget3;",
				"attribute vec3 morphTarget4;",
				"attribute vec3 morphTarget5;",
				"attribute vec3 morphTarget6;",
				"attribute vec3 morphTarget7;",
4831

4832 4833 4834
			"#endif",

			"#ifdef USE_SKINNING",
4835

4836 4837 4838 4839
				"attribute vec4 skinVertexA;",
				"attribute vec4 skinVertexB;",
				"attribute vec4 skinIndex;",
				"attribute vec4 skinWeight;",
4840

4841
			"#endif",
4842

M
Mr.doob 已提交
4843
			""
A
alteredq 已提交
4844

M
Mr.doob 已提交
4845
		].join("\n");
4846

M
Mr.doob 已提交
4847 4848 4849 4850 4851 4852 4853 4854 4855 4856 4857 4858 4859 4860 4861 4862 4863 4864 4865 4866 4867 4868 4869
		var prefix_fragment = [

			"#ifdef GL_ES",
			"precision highp float;",
			"#endif",

			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,

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

			parameters.map ? "#define USE_MAP" : "",
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
			parameters.vertexColors ? "#define USE_COLOR" : "",

			"uniform mat4 viewMatrix;",
			"uniform vec3 cameraPosition;",
			""

		].join("\n");

4870 4871
		_gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) );
		_gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) );
M
Mr.doob 已提交
4872

M
Mr.doob 已提交
4873
		_gl.linkProgram( program );
N
Nicolas Garcia Belmonte 已提交
4874

M
Mr.doob 已提交
4875
		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
N
Nicolas Garcia Belmonte 已提交
4876

4877
			console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
M
Mr.doob 已提交
4878

N
Nicolas Garcia Belmonte 已提交
4879
		}
4880

4881 4882
		//console.log( prefix_fragment + fragmentShader );
		//console.log( prefix_vertex + vertexShader );
M
Mr.doob 已提交
4883

M
Mr.doob 已提交
4884
		program.uniforms = {};
4885
		program.attributes = {};
M
Mr.doob 已提交
4886

4887 4888 4889 4890 4891 4892 4893 4894 4895 4896 4897 4898 4899 4900 4901 4902 4903 4904
		var identifiers, u, a, i;

		// cache uniform locations

		identifiers = [

			'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition',
			'cameraInverseMatrix', 'boneGlobalMatrices', 'morphTargetInfluences'

		];

		for ( u in uniforms ) {

			identifiers.push( u );

		}

		cacheUniformLocations( program, identifiers );
4905

4906 4907 4908 4909 4910 4911 4912 4913 4914 4915 4916 4917 4918 4919 4920 4921 4922 4923 4924 4925 4926 4927 4928
		// cache attributes locations

		identifiers = [

			"position", "normal", "uv", "uv2", "tangent", "color",
			"skinVertexA", "skinVertexB", "skinIndex", "skinWeight"

		];

		for ( i = 0; i < parameters.maxMorphTargets; i++ ) {

			identifiers.push( "morphTarget" + i );

		}

		for ( a in attributes ) {

			identifiers.push( a );

		}

		cacheAttributeLocations( program, identifiers );

4929 4930
		_programs.push( { program: program, code: code } );

M
Mr.doob 已提交
4931
		return program;
M
Mr.doob 已提交
4932

M
Mr.doob 已提交
4933
	};
M
Mr.doob 已提交
4934

4935
	function loadUniformsSkinning( uniforms, object ) {
4936

M
Mr.doob 已提交
4937
		_gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray );
A
alteredq 已提交
4938
		_gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices );
4939

4940
	};
4941

4942

4943
	function loadUniformsMatrices( uniforms, object ) {
4944

A
alteredq 已提交
4945 4946 4947 4948
		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
		_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );

	};
4949

4950
	function loadUniformsGeneric( program, uniforms ) {
M
Mr.doob 已提交
4951

4952
		var u, uniform, value, type, location, texture;
M
Mr.doob 已提交
4953

M
Mr.doob 已提交
4954
		for( u in uniforms ) {
M
Mr.doob 已提交
4955

4956 4957
			location = program.uniforms[u];
			if ( !location ) continue;
M
Mr.doob 已提交
4958

4959
			uniform = uniforms[u];
M
Mr.doob 已提交
4960

4961 4962
			type = uniform.type;
			value = uniform.value;
M
Mr.doob 已提交
4963

M
Mr.doob 已提交
4964
			if( type == "i" ) {
M
Mr.doob 已提交
4965

M
Mr.doob 已提交
4966
				_gl.uniform1i( location, value );
M
Mr.doob 已提交
4967

M
Mr.doob 已提交
4968
			} else if( type == "f" ) {
M
Mr.doob 已提交
4969

M
Mr.doob 已提交
4970
				_gl.uniform1f( location, value );
4971

A
alteredq 已提交
4972 4973 4974
			} else if( type == "fv1" ) {

				_gl.uniform1fv( location, value );
M
Mr.doob 已提交
4975

4976 4977 4978 4979
			} else if( type == "fv" ) {

				_gl.uniform3fv( location, value );

4980 4981 4982 4983
			} else if( type == "v2" ) {

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

4984 4985 4986
			} else if( type == "v3" ) {

				_gl.uniform3f( location, value.x, value.y, value.z );
4987

4988 4989 4990 4991
			} else if( type == "v4" ) {

				_gl.uniform4f( location, value.x, value.y, value.z, value.w );

4992 4993 4994 4995 4996 4997 4998 4999 5000 5001 5002
			} else if( type == "m4" ) {

				if ( ! uniform._array ) {

					uniform._array = new Float32Array( 16 );

				}

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

5003 5004 5005
			} else if( type == "c" ) {

				_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
5006

M
Mr.doob 已提交
5007
			} else if( type == "t" ) {
M
Mr.doob 已提交
5008

M
Mr.doob 已提交
5009
				_gl.uniform1i( location, value );
M
Mr.doob 已提交
5010

5011
				texture = uniform.texture;
M
Mr.doob 已提交
5012

5013
				if ( !texture ) continue;
M
Mr.doob 已提交
5014

5015
				if ( texture.image instanceof Array && texture.image.length == 6 ) {
M
Mr.doob 已提交
5016

5017
					setCubeTexture( texture, value );
M
Mr.doob 已提交
5018

5019
				} else {
M
Mr.doob 已提交
5020

5021
					setTexture( texture, value );
M
Mr.doob 已提交
5022

5023
				}
M
Mr.doob 已提交
5024

5025
			}
M
Mr.doob 已提交
5026

5027
		}
M
Mr.doob 已提交
5028

5029
	};
M
Mr.doob 已提交
5030

5031
	function setBlending( blending ) {
A
alteredq 已提交
5032 5033

		if ( blending != _oldBlending ) {
5034

A
alteredq 已提交
5035 5036 5037 5038 5039
			switch ( blending ) {

				case THREE.AdditiveBlending:

					_gl.blendEquation( _gl.FUNC_ADD );
5040
					_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
A
alteredq 已提交
5041 5042 5043 5044 5045

					break;

				case THREE.SubtractiveBlending:

5046 5047 5048 5049
					// TODO: Find blendFuncSeparate() combination

					_gl.blendEquation( _gl.FUNC_ADD );
					_gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
A
alteredq 已提交
5050 5051 5052

					break;

5053 5054 5055
				case THREE.MultiplyBlending:

					// TODO: Find blendFuncSeparate() combination
A
alteredq 已提交
5056 5057

					_gl.blendEquation( _gl.FUNC_ADD );
5058
					_gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
A
alteredq 已提交
5059 5060 5061 5062 5063

					break;

				default:

5064 5065
					_gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
					_gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
A
alteredq 已提交
5066 5067

					break;
5068

A
alteredq 已提交
5069
			}
5070

A
alteredq 已提交
5071
			_oldBlending = blending;
5072

A
alteredq 已提交
5073 5074 5075
		}

	};
5076

5077
	function setTextureParameters( textureType, texture, image ) {
5078

5079
		if ( isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ) ) {
M
Mr.doob 已提交
5080

5081 5082
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
M
Mr.doob 已提交
5083

5084 5085
			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
M
Mr.doob 已提交
5086

5087
			_gl.generateMipmap( textureType );
M
Mr.doob 已提交
5088

5089
		} else {
M
Mr.doob 已提交
5090

5091 5092
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
5093

5094 5095
			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
M
Mr.doob 已提交
5096

5097
		}
M
Mr.doob 已提交
5098

5099
	};
5100

5101
	function setTexture( texture, slot ) {
5102

5103
		if ( texture.needsUpdate ) {
A
alteredq 已提交
5104

5105
			if ( !texture.__webglInit ) {
M
Mr.doob 已提交
5106

5107
				texture.__webglTexture = _gl.createTexture();
A
alteredq 已提交
5108

5109
				_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
M
Mr.doob 已提交
5110
				// _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, true );
5111
				_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
M
Mr.doob 已提交
5112

5113
				texture.__webglInit = true;
M
Mr.doob 已提交
5114

A
alteredq 已提交
5115
			} else {
M
Mr.doob 已提交
5116

5117
				_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
M
Mr.doob 已提交
5118 5119 5120
				// _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, true );
				_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
				// _gl.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
M
Mr.doob 已提交
5121 5122 5123

			}

5124
			setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );
M
Mr.doob 已提交
5125

5126
			_gl.bindTexture( _gl.TEXTURE_2D, null );
5127

A
alteredq 已提交
5128
			texture.needsUpdate = false;
5129 5130 5131

		}

5132
		/*
5133 5134 5135 5136 5137 5138 5139 5140 5141 5142 5143 5144 5145 5146 5147 5148 5149 5150 5151 5152
		if ( texture.needsUpdate ) {

			if ( texture.__webglTexture ) {

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

			}

			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 );

			setTextureParameters( _gl.TEXTURE_2D, texture, texture.image );

			_gl.bindTexture( _gl.TEXTURE_2D, null );

			texture.needsUpdate = false;

		}
5153
		*/
M
Mr.doob 已提交
5154

5155
		_gl.activeTexture( _gl.TEXTURE0 + slot );
5156
		_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
M
Mr.doob 已提交
5157

5158

5159
	};
M
Mr.doob 已提交
5160

5161
	function setCubeTexture( texture, slot ) {
5162 5163 5164 5165 5166

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

			if ( texture.needsUpdate ) {

5167 5168 5169
				if ( !texture.__webglInit ) {

					texture.image.__webglTextureCube = _gl.createTexture();
5170

5171
					_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
5172

5173
					for ( var i = 0; i < 6; ++i ) {
5174

5175
						_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
5176

5177
					}
5178 5179

					texture.__webglInit = true;
5180 5181 5182

				} else {

5183
					_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
5184

5185
					for ( var i = 0; i < 6; ++i ) {
5186

M
Mr.doob 已提交
5187
						// _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
5188
						_gl.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
5189

5190
					}
5191 5192 5193

				}

5194
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, texture.image[0] );
5195 5196 5197
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

				texture.needsUpdate = false;
5198

5199 5200 5201
			}

			_gl.activeTexture( _gl.TEXTURE0 + slot );
5202
			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
5203 5204 5205 5206 5207

		}

	};

5208
	function setRenderTarget( renderTexture ) {
5209

5210
		if ( renderTexture && !renderTexture.__webglFramebuffer ) {
M
Mr.doob 已提交
5211

M
Mikael Emtinger 已提交
5212 5213 5214
			if( renderTexture.depthBuffer === undefined ) renderTexture.depthBuffer = true;
			if( renderTexture.stencilBuffer === undefined ) renderTexture.stencilBuffer = true;

5215 5216 5217
			renderTexture.__webglFramebuffer = _gl.createFramebuffer();
			renderTexture.__webglRenderbuffer = _gl.createRenderbuffer();
			renderTexture.__webglTexture = _gl.createTexture();
5218 5219 5220


			// Setup texture
M
Mr.doob 已提交
5221

5222
			_gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webglTexture );
5223 5224 5225 5226
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrapS ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrapT ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.magFilter ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.minFilter ) );
5227
			_gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
5228

M
Mikael Emtinger 已提交
5229
			// Setup render and frame buffer
M
Mr.doob 已提交
5230

M
Mikael Emtinger 已提交
5231
			_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
5232
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webglFramebuffer );
M
Mikael Emtinger 已提交
5233

5234
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webglTexture, 0 );
5235 5236 5237

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

M
Mikael Emtinger 已提交
5238 5239
				_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
				_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
5240

M
Mr.doob 已提交
5241
			/* For some reason this is not working. Defaulting to RGBA4.
M
Mikael Emtinger 已提交
5242
			} else if( !renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
5243

M
Mikael Emtinger 已提交
5244 5245 5246 5247
				_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTexture.width, renderTexture.height );
				_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
			*/
			} else if( renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
5248

M
Mikael Emtinger 已提交
5249 5250
				_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTexture.width, renderTexture.height );
				_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
5251

M
Mikael Emtinger 已提交
5252
			} else {
5253

M
Mikael Emtinger 已提交
5254
				_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTexture.width, renderTexture.height );
5255

M
Mikael Emtinger 已提交
5256
			}
5257

5258 5259

			// Release everything
M
Mr.doob 已提交
5260

5261 5262 5263
			_gl.bindTexture( _gl.TEXTURE_2D, null );
			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
M
Mr.doob 已提交
5264

5265 5266
		}

5267
		var framebuffer, width, height;
M
Mr.doob 已提交
5268

5269
		if ( renderTexture ) {
M
Mr.doob 已提交
5270

5271
			framebuffer = renderTexture.__webglFramebuffer;
5272 5273
			width = renderTexture.width;
			height = renderTexture.height;
M
Mr.doob 已提交
5274

5275
		} else {
M
Mr.doob 已提交
5276

5277
			framebuffer = null;
5278 5279
			width = _viewportWidth;
			height = _viewportHeight;
M
Mr.doob 已提交
5280

5281
		}
M
Mr.doob 已提交
5282

5283
		if ( framebuffer != _currentFramebuffer ) {
M
Mr.doob 已提交
5284

5285
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
5286
			_gl.viewport( _viewportX, _viewportY, width, height );
M
Mr.doob 已提交
5287

5288
			_currentFramebuffer = framebuffer;
M
Mr.doob 已提交
5289

5290
		}
5291

5292
	};
M
Mr.doob 已提交
5293

5294
	function updateRenderTargetMipmap( renderTarget ) {
M
Mr.doob 已提交
5295

5296
		_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
5297 5298
		_gl.generateMipmap( _gl.TEXTURE_2D );
		_gl.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
5299 5300

	};
5301

5302
	function cacheUniformLocations( program, identifiers ) {
M
Mr.doob 已提交
5303

M
Mr.doob 已提交
5304
		var i, l, id;
M
Mr.doob 已提交
5305

M
Mr.doob 已提交
5306
		for( i = 0, l = identifiers.length; i < l; i++ ) {
M
Mr.doob 已提交
5307

5308 5309
			id = identifiers[ i ];
			program.uniforms[ id ] = _gl.getUniformLocation( program, id );
M
Mr.doob 已提交
5310

M
Mr.doob 已提交
5311
		}
M
Mr.doob 已提交
5312

M
Mr.doob 已提交
5313
	};
M
Mr.doob 已提交
5314

5315
	function cacheAttributeLocations( program, identifiers ) {
5316

5317
		var i, l, id;
M
Mr.doob 已提交
5318

5319
		for( i = 0, l = identifiers.length; i < l; i++ ) {
M
Mr.doob 已提交
5320

5321 5322
			id = identifiers[ i ];
			program.attributes[ id ] = _gl.getAttribLocation( program, id );
M
Mr.doob 已提交
5323

5324
		}
M
Mr.doob 已提交
5325

M
Mr.doob 已提交
5326
	};
M
Mr.doob 已提交
5327

5328
	function getShader( type, string ) {
N
Nicolas Garcia Belmonte 已提交
5329 5330 5331 5332 5333 5334 5335 5336 5337 5338 5339 5340 5341 5342 5343 5344 5345 5346

		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 ) ) {

5347
			console.error( _gl.getShaderInfoLog( shader ) );
5348
			console.error( string );
N
Nicolas Garcia Belmonte 已提交
5349 5350 5351 5352 5353
			return null;

		}

		return shader;
M
Mr.doob 已提交
5354

5355
	};
N
Nicolas Garcia Belmonte 已提交
5356

5357
	// fallback filters for non-power-of-2 textures
5358

5359
	function filterFallback( f ) {
5360

5361 5362 5363 5364 5365 5366 5367 5368
		switch ( f ) {

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

			case THREE.LinearFilter:
			case THREE.LinearMipMapNearestFilter:
M
Mr.doob 已提交
5369
			case THREE.LinearMipMapLinearFilter:
M
Mikael Emtinger 已提交
5370
			default:
5371

M
Mikael Emtinger 已提交
5372
				return _gl.LINEAR; break;
5373 5374

		}
5375

5376
	};
5377 5378

	function paramThreeToGL( p ) {
M
Mr.doob 已提交
5379

5380
		switch ( p ) {
M
Mr.doob 已提交
5381 5382 5383 5384 5385 5386 5387 5388 5389 5390 5391 5392 5393

			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;

5394 5395 5396 5397 5398 5399 5400 5401 5402 5403 5404 5405 5406 5407
			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;

5408
		}
M
Mr.doob 已提交
5409

5410
		return 0;
M
Mr.doob 已提交
5411

5412 5413
	};

5414
	function isPowerOfTwo( value ) {
5415 5416 5417 5418 5419

		return ( value & ( value - 1 ) ) == 0;

	};

5420
	function materialNeedsSmoothNormals( material ) {
5421 5422 5423

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

5424
	};
M
Mr.doob 已提交
5425

5426
	function bufferNeedsSmoothNormals( geometryGroup, object ) {
M
Mr.doob 已提交
5427

5428
		var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
M
Mr.doob 已提交
5429

M
Mr.doob 已提交
5430
		for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
5431

M
Mr.doob 已提交
5432
			meshMaterial = object.materials[ m ];
5433 5434 5435

			if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {

5436
				for ( i = 0, l = geometryGroup.materials.length; i < l; i++ ) {
5437

5438
					if ( materialNeedsSmoothNormals( geometryGroup.materials[ i ] ) ) {
5439

5440 5441 5442 5443 5444 5445 5446 5447 5448 5449 5450 5451 5452 5453 5454 5455 5456 5457 5458 5459 5460
						needsSmoothNormals = true;
						break;

					}

				}

			} else {

				if ( materialNeedsSmoothNormals( meshMaterial ) ) {

					needsSmoothNormals = true;
					break;

				}

			}

			if ( needsSmoothNormals ) break;

		}
M
Mr.doob 已提交
5461

5462
		return needsSmoothNormals;
M
Mr.doob 已提交
5463

5464
	};
M
Mr.doob 已提交
5465

5466
	function unrollGroupMaterials( geometryGroup, object ) {
5467

5468 5469 5470
		var m, ml, i, il,
			material, meshMaterial,
			materials = [];
5471

5472 5473 5474 5475 5476 5477 5478 5479 5480 5481 5482
		for ( m = 0, ml = object.materials.length; m < ml; m++ ) {

			meshMaterial = object.materials[ m ];

			if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {

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

					material = geometryGroup.materials[ i ];

					if ( material ) {
5483

5484 5485 5486 5487 5488 5489 5490 5491 5492 5493 5494 5495 5496 5497 5498 5499 5500 5501 5502
						materials.push( material );

					}

				}

			} else {

				material = meshMaterial;

				if ( material ) {

					materials.push( material );

				}

			}

		}
5503

5504 5505 5506
		return materials;

	};
5507

5508
	function bufferGuessVertexColorType( materials, geometryGroup, object ) {
5509

5510
		var i, m, ml = materials.length;
5511

5512
		// use vertexColor type from the first material in unrolled materials
5513

5514
		for ( i = 0; i < ml; i++ ) {
5515

5516
			m = materials[ i ];
5517

5518
			if ( m.vertexColors ) {
5519

5520 5521 5522
				return m.vertexColors;

			}
5523

5524
		}
5525

5526
		return false;
5527

5528 5529
	};

5530
	function bufferGuessNormalType( materials, geometryGroup, object ) {
5531

5532
		var i, m, ml = materials.length;
5533

5534
		// only MeshBasicMaterial and MeshDepthMaterial don't need normals
5535

5536
		for ( i = 0; i < ml; i++ ) {
5537

5538
			m = materials[ i ];
5539

A
alteredq 已提交
5540
			if ( ( m instanceof THREE.MeshBasicMaterial && !m.envMap ) || m instanceof THREE.MeshDepthMaterial ) continue;
5541

5542
			if ( materialNeedsSmoothNormals( m ) ) {
5543

5544 5545 5546 5547 5548 5549 5550 5551 5552
				return THREE.SmoothShading;

			} else {

				return THREE.FlatShading;

			}

		}
5553

5554
		return false;
5555

5556 5557
	};

5558
	function bufferGuessUVType( materials, geometryGroup, object ) {
5559

5560
		var i, m, ml = materials.length;
5561

5562
		// material must use some texture to require uvs
5563

5564
		for ( i = 0; i < ml; i++ ) {
5565

5566
			m = materials[ i ];
5567

A
alteredq 已提交
5568
			if ( m.map || m.lightMap || m instanceof THREE.MeshShaderMaterial ) {
5569

5570
				return true;
5571

5572
			}
5573

5574
		}
5575

5576
		return false;
5577

5578
	};
5579

5580
	function allocateBones( object ) {
5581

5582 5583 5584 5585 5586 5587 5588
		// default for when object is not specified
		// ( for example when prebuilding shader
		//   to be used with multiple objects )
		//
		// 	- leave some extra space for other uniforms
		//  - limit here is ANGLE's 254 max uniform vectors
		//    (up to 54 should be safe)
5589

5590
		var maxBones = 50;
5591

5592
		if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
5593

5594 5595 5596 5597 5598
			maxBones = object.bones.length;

		}

		return maxBones;
5599

5600
	};
5601

5602
	function allocateLights( lights, maxLights ) {
5603

5604 5605
		var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
		dirLights = pointLights = maxDirLights = maxPointLights = 0;
5606

5607
		for ( l = 0, ll = lights.length; l < ll; l++ ) {
5608

5609
			light = lights[ l ];
5610

5611 5612
			if ( light instanceof THREE.DirectionalLight ) dirLights++;
			if ( light instanceof THREE.PointLight ) pointLights++;
5613

5614
		}
5615

5616
		if ( ( pointLights + dirLights ) <= maxLights ) {
5617

5618 5619
			maxDirLights = dirLights;
			maxPointLights = pointLights;
5620

5621
		} else {
5622

5623 5624
			maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
			maxPointLights = maxLights - maxDirLights;
5625 5626 5627

		}

5628
		return { 'directional' : maxDirLights, 'point' : maxPointLights };
5629 5630

	};
M
Mr.doob 已提交
5631

A
alteredq 已提交
5632
	/* DEBUG
5633
	function getGLParams() {
M
Mr.doob 已提交
5634

5635
		var params  = {
M
Mr.doob 已提交
5636

5637 5638
			'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
			'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
M
Mr.doob 已提交
5639

5640 5641 5642
			'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
5643

5644 5645 5646
			'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
5647

5648 5649
		return params;
	};
M
Mr.doob 已提交
5650

5651
	function dumpObject( obj ) {
M
Mr.doob 已提交
5652

5653 5654
		var p, str = "";
		for ( p in obj ) {
M
Mr.doob 已提交
5655

5656
			str += p + ": " + obj[p] + "\n";
M
Mr.doob 已提交
5657

5658
		}
M
Mr.doob 已提交
5659

5660 5661
		return str;
	}
A
alteredq 已提交
5662
	*/
5663
};
5664