WebGLRenderer.js 169.2 KB
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
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 * @author alteredq / http://alteredqualia.com/
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 * @author szimek / https://github.com/szimek/
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 */

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

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

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

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	// scene graph

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

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

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	// shadow map

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

	this.autoScaleCubemaps = true;

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	// custom render plugins

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

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

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

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	_lightsNeedUpdate = true,

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

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	var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
	var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
	var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
	var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
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	var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;

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

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

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

		return _maxAnisotropy;

	};

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	this.setSize = function ( width, height ) {

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

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

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

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

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

		return _clearColor;

	};

	this.getClearAlpha = function () {
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		return _clearAlpha;

	};

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

		var bits = 0;

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

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

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	// Plugins

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

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	this.addPrePlugin = function ( plugin ) {

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

	};
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	// Deallocation

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	this.deallocateObject = function ( object ) {

		if ( ! object.__webglInit ) return;

		object.__webglInit = false;

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

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

			}

		} else if ( object instanceof THREE.Ribbon ) {

			deleteRibbonBuffers( object.geometry );

		} else if ( object instanceof THREE.Line ) {

			deleteLineBuffers( object.geometry );

		} else if ( object instanceof THREE.ParticleSystem ) {

			deleteParticleBuffers( object.geometry );

		}

	};

	this.deallocateTexture = function ( texture ) {

		if ( ! texture.__webglInit ) return;

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

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		_this.info.memory.textures --;

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	};

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	this.deallocateRenderTarget = function ( renderTarget ) {

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

		_gl.deleteTexture( renderTarget.__webglTexture );

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

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

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

			}

		} else {

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

		}

	};

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	this.deallocateMaterial = function ( material ) {

		var program = material.program;

		if ( ! program ) return;

		material.program = undefined;

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

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

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

			programInfo = _programs[ i ];

			if ( programInfo.program === program ) {

				programInfo.usedTimes --;

				if ( programInfo.usedTimes === 0 ) {

					deleteProgram = true;

				}

				break;

			}

		}

		if ( deleteProgram ) {

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

			var newPrograms = [];

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

				programInfo = _programs[ i ];

				if ( programInfo.program !== program ) {

					newPrograms.push( programInfo );

				}

			}

			_programs = newPrograms;

			_gl.deleteProgram( program );

			_this.info.memory.programs --;

		}

	};

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

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__webglMorphNormalsBuffers = [];

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

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

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

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		_this.info.memory.geometries --;

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	};

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

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		_this.info.memory.geometries --;

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	};

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

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

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

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		var m, ml;

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		if ( geometryGroup.numMorphTargets ) {

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

		}

		if ( geometryGroup.numMorphNormals ) {

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

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

		}

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

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

			for ( var id in geometry.__webglCustomAttributesList ) {

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

		}

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	};

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

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

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

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		geometry.__sortArray = [];

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

	};

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

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
		geometry.__colorArray = new Float32Array( nvertices * 3 );
717
		geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
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719
		geometry.__webglLineCount = nvertices;
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720 721 722 723 724

		initCustomAttributes ( geometry, object );

	};

725
	function initRibbonBuffers ( geometry, object ) {
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		var nvertices = geometry.vertices.length;

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

735 736
		initCustomAttributes ( geometry, object );

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	};

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739
	function initMeshBuffers ( geometryGroup, object ) {
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741 742 743
		var geometry = object.geometry,
			faces3 = geometryGroup.faces3,
			faces4 = geometryGroup.faces4,
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745 746 747
			nvertices = faces3.length * 3 + faces4.length * 4,
			ntris     = faces3.length * 1 + faces4.length * 2,
			nlines    = faces3.length * 3 + faces4.length * 4,
748

749
			material = getBufferMaterial( object, geometryGroup ),
750

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

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

759
		if ( normalType ) {
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760

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

763
		}
764

765
		if ( geometry.hasTangents ) {
766

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

769
		}
770

771
		if ( vertexColorType ) {
772

773
			geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
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775
		}
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777
		if ( uvType ) {
778

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

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

			}

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

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

			}

		}

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

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

		}

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

805 806
		if ( geometryGroup.numMorphTargets ) {

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807
			geometryGroup.__morphTargetsArrays = [];
808

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

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

			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__morphNormalsArrays = [];

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

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

825 826 827
			}

		}
828

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

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833
		// custom attributes
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834

835
		if ( material.attributes ) {
836

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

839
				geometryGroup.__webglCustomAttributesList = [];
840

841
			}
842

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

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

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

850
				var attribute = {};
851

852
				for ( var property in originalAttribute ) {
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853

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

856
				}
857

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

860
					attribute.__webglInitialized = true;
861

862
					var size = 1;		// "f" and "i"
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864 865 866 867
					if( attribute.type === "v2" ) size = 2;
					else if( attribute.type === "v3" ) size = 3;
					else if( attribute.type === "v4" ) size = 4;
					else if( attribute.type === "c"  ) size = 3;
868

869
					attribute.size = size;
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871
					attribute.array = new Float32Array( nvertices * size );
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873 874
					attribute.buffer = _gl.createBuffer();
					attribute.buffer.belongsToAttribute = a;
875

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

				}

881 882
				geometryGroup.__webglCustomAttributesList.push( attribute );

883
			}
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884

885
		}
886

887 888
		geometryGroup.__inittedArrays = true;

889
	};
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890

891
	function getBufferMaterial( object, geometryGroup ) {
892

893 894 895
		return object.material instanceof THREE.MeshFaceMaterial
			? object.material.materials[ geometryGroup.materialIndex ]
			: object.material;
896

897
	};
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899
	function materialNeedsSmoothNormals ( material ) {
900

901
		return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
902

903
	};
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904

905
	function bufferGuessNormalType ( material ) {
906

907
		// only MeshBasicMaterial and MeshDepthMaterial don't need normals
908

909
		if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
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911
			return false;
912

913
		}
914

915
		if ( materialNeedsSmoothNormals( material ) ) {
916

917
			return THREE.SmoothShading;
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Mr.doob 已提交
918

919
		} else {
920

921
			return THREE.FlatShading;
922

923
		}
924

925
	};
926

927
	function bufferGuessVertexColorType ( material ) {
928

929
		if ( material.vertexColors ) {
930

931
			return material.vertexColors;
932

933
		}
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934

935
		return false;
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936

937
	};
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938

939
	function bufferGuessUVType ( material ) {
940

941 942
		// material must use some texture to require uvs

943
		if ( material.map || material.lightMap || material.bumpMap || material.normalMap || material.specularMap || material instanceof THREE.ShaderMaterial ) {
944 945 946 947 948 949 950 951 952

			return true;

		}

		return false;

	};

953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981
	//

	function initDirectBuffers( geometry ) {

		var a, attribute, type;

		for ( a in geometry.attributes ) {

			if ( a === "index" ) {

				type = _gl.ELEMENT_ARRAY_BUFFER;

			} else {

				type = _gl.ARRAY_BUFFER;

			}

			attribute = geometry.attributes[ a ];

			attribute.buffer = _gl.createBuffer();

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

		}

	};

982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998
	// Buffer setting

	function setParticleBuffers ( geometry, hint, object ) {

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

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

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

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

		sortArray = geometry.__sortArray,

999
		dirtyVertices = geometry.verticesNeedUpdate,
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1000
		dirtyElements = geometry.elementsNeedUpdate,
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1001
		dirtyColors = geometry.colorsNeedUpdate,
1002 1003 1004 1005 1006 1007 1008 1009

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

		if ( object.sortParticles ) {

A
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1010 1011
			_projScreenMatrixPS.copy( _projScreenMatrix );
			_projScreenMatrixPS.multiplySelf( object.matrixWorld );
1012 1013 1014

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

1015
				vertex = vertices[ v ];
1016 1017

				_vector3.copy( vertex );
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1018
				_projScreenMatrixPS.multiplyVector3( _vector3 );
1019 1020 1021 1022 1023 1024 1025 1026 1027

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

			}

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

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

1028
				vertex = vertices[ sortArray[v][1] ];
1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151

				offset = v * 3;

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

			}

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

				offset = c * 3;

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

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

			}

			if ( customAttributes ) {

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

					customAttribute = customAttributes[ i ];

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

					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

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

							index = sortArray[ ca ][ 1 ];

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

						}

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

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

							index = sortArray[ ca ][ 1 ];

							value = customAttribute.value[ index ];

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

							offset += 2;

						}

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

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

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

								index = sortArray[ ca ][ 1 ];

								value = customAttribute.value[ index ];

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

								offset += 3;

							}

						} else {

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

								index = sortArray[ ca ][ 1 ];

								value = customAttribute.value[ index ];

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

								offset += 3;

							}

						}

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

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

							index = sortArray[ ca ][ 1 ];

							value = customAttribute.value[ index ];

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

							offset += 4;

						}

					}

				}

			}

		} else {

			if ( dirtyVertices ) {

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

1152
					vertex = vertices[ v ];
1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186

					offset = v * 3;

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

				}

			}

			if ( dirtyColors ) {

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

					color = colors[ c ];

					offset = c * 3;

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

				}

			}

			if ( customAttributes ) {

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

					customAttribute = customAttributes[ i ];

					if ( customAttribute.needsUpdate &&
1187
						 ( customAttribute.boundTo === undefined ||
1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307
						   customAttribute.boundTo === "vertices") ) {

						cal = customAttribute.value.length;

						offset = 0;

						if ( customAttribute.size === 1 ) {

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

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

							}

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

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

								value = customAttribute.value[ ca ];

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

								offset += 2;

							}

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

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

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

									value = customAttribute.value[ ca ];

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

									offset += 3;

								}

							} else {

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

									value = customAttribute.value[ ca ];

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

									offset += 3;

								}

							}

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

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

								value = customAttribute.value[ ca ];

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

								offset += 4;

							}

						}

					}

				}

			}

		}

		if ( dirtyVertices || object.sortParticles ) {

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

		}

		if ( dirtyColors || object.sortParticles ) {

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

		}

		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

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

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

				}

			}

		}


	};

	function setLineBuffers ( geometry, hint ) {

1308
		var v, c, d, vertex, offset, color,
1309 1310 1311

		vertices = geometry.vertices,
		colors = geometry.colors,
1312 1313
		lineDistances = geometry.lineDistances,

1314 1315
		vl = vertices.length,
		cl = colors.length,
1316
		dl = lineDistances.length,
1317 1318 1319

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,
1320
		lineDistanceArray = geometry.__lineDistanceArray,
1321

1322
		dirtyVertices = geometry.verticesNeedUpdate,
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Mr.doob 已提交
1323
		dirtyColors = geometry.colorsNeedUpdate,
1324
		dirtyLineDistances = geometry.lineDistancesNeedUpdate,
1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335

		customAttributes = geometry.__webglCustomAttributesList,

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

		if ( dirtyVertices ) {

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

1336
				vertex = vertices[ v ];
1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369

				offset = v * 3;

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

			}

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

		}

		if ( dirtyColors ) {

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

				color = colors[ c ];

				offset = c * 3;

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

			}

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

		}

1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382
		if ( dirtyLineDistances ) {

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

				lineDistanceArray[ d ] = lineDistances[ d ];

			}

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

		}

1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479
		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

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

					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

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

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

						}

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

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

							value = customAttribute.value[ ca ];

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

							offset += 2;

						}

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

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

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

								value = customAttribute.value[ ca ];

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

								offset += 3;

							}

						} else {

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

								value = customAttribute.value[ ca ];

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

								offset += 3;

							}

						}

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

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

							value = customAttribute.value[ ca ];

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

							offset += 4;

						}

					}

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

				}

			}

		}

	};

	function setRibbonBuffers ( geometry, hint ) {

1480
		var v, c, n, vertex, offset, color, normal,
1481

1482 1483
		i, il, ca, cal, customAttribute, value,

1484 1485
		vertices = geometry.vertices,
		colors = geometry.colors,
1486 1487
		normals = geometry.normals,

1488 1489
		vl = vertices.length,
		cl = colors.length,
1490
		nl = normals.length,
1491 1492 1493

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,
1494
		normalArray = geometry.__normalArray,
1495

1496
		dirtyVertices = geometry.verticesNeedUpdate,
1497
		dirtyColors = geometry.colorsNeedUpdate,
1498 1499 1500
		dirtyNormals = geometry.normalsNeedUpdate,

		customAttributes = geometry.__webglCustomAttributesList;
1501 1502 1503 1504 1505

		if ( dirtyVertices ) {

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

1506
				vertex = vertices[ v ];
1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539

				offset = v * 3;

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

			}

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

		}

		if ( dirtyColors ) {

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

				color = colors[ c ];

				offset = c * 3;

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

			}

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

		}

1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558
		if ( dirtyNormals ) {

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

				normal = normals[ n ];

				offset = n * 3;

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

			}

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

		}

1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651
		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

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

					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

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

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

						}

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

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

							value = customAttribute.value[ ca ];

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

							offset += 2;

						}

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

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

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

								value = customAttribute.value[ ca ];

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

								offset += 3;

							}

						} else {

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

								value = customAttribute.value[ ca ];

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

								offset += 3;

							}

						}

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

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

							value = customAttribute.value[ ca ];

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

							offset += 4;

						}

					}

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

				}

			}

		}

1652 1653
	};

1654
	function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
1655 1656 1657 1658 1659 1660 1661

		if ( ! geometryGroup.__inittedArrays ) {

			return;

		}

1662 1663 1664 1665 1666 1667
		var normalType = bufferGuessNormalType( material ),
		vertexColorType = bufferGuessVertexColorType( material ),
		uvType = bufferGuessUVType( material ),

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

1668 1669 1670 1671
		var f, fl, fi, face,
		vertexNormals, faceNormal, normal,
		vertexColors, faceColor,
		vertexTangents,
A
alteredq 已提交
1672
		uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
1673 1674 1675 1676 1677 1678 1679 1680
		c1, c2, c3, c4,
		sw1, sw2, sw3, sw4,
		si1, si2, si3, si4,
		sa1, sa2, sa3, sa4,
		sb1, sb2, sb3, sb4,
		m, ml, i, il,
		vn, uvi, uv2i,
		vk, vkl, vka,
A
alteredq 已提交
1681
		nka, chf, faceVertexNormals,
1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711
		a,

		vertexIndex = 0,

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

		value,

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

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

		morphTargetsArrays = geometryGroup.__morphTargetsArrays,
A
alteredq 已提交
1712
		morphNormalsArrays = geometryGroup.__morphNormalsArrays,
1713 1714 1715 1716 1717 1718 1719 1720 1721

		customAttributes = geometryGroup.__webglCustomAttributesList,
		customAttribute,

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

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

1722
		dirtyVertices = geometry.verticesNeedUpdate,
M
Mr.doob 已提交
1723
		dirtyElements = geometry.elementsNeedUpdate,
M
Mr.doob 已提交
1724
		dirtyUvs = geometry.uvsNeedUpdate,
M
Mr.doob 已提交
1725
		dirtyNormals = geometry.normalsNeedUpdate,
1726
		dirtyTangents = geometry.tangentsNeedUpdate,
M
Mr.doob 已提交
1727
		dirtyColors = geometry.colorsNeedUpdate,
1728
		dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742

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

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

		obj_colors = geometry.colors,

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

A
alteredq 已提交
1743 1744
		morphTargets = geometry.morphTargets,
		morphNormals = geometry.morphNormals;
1745 1746 1747 1748 1749 1750 1751

		if ( dirtyVertices ) {

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

				face = obj_faces[ chunk_faces3[ f ] ];

1752 1753 1754
				v1 = vertices[ face.a ];
				v2 = vertices[ face.b ];
				v3 = vertices[ face.c ];
1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766

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

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

				vertexArray[ offset + 6 ] = v3.x;
				vertexArray[ offset + 7 ] = v3.y;
				vertexArray[ offset + 8 ] = v3.z;
M
Mr.doob 已提交
1767

1768
				offset += 9;
M
Mr.doob 已提交
1769

1770
			}
1771

A
alteredq 已提交
1772
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
M
Mr.doob 已提交
1773

A
alteredq 已提交
1774
				face = obj_faces[ chunk_faces4[ f ] ];
M
Mr.doob 已提交
1775

1776 1777 1778 1779
				v1 = vertices[ face.a ];
				v2 = vertices[ face.b ];
				v3 = vertices[ face.c ];
				v4 = vertices[ face.d ];
1780

A
alteredq 已提交
1781 1782 1783
				vertexArray[ offset ]     = v1.x;
				vertexArray[ offset + 1 ] = v1.y;
				vertexArray[ offset + 2 ] = v1.z;
1784

A
alteredq 已提交
1785 1786 1787
				vertexArray[ offset + 3 ] = v2.x;
				vertexArray[ offset + 4 ] = v2.y;
				vertexArray[ offset + 5 ] = v2.z;
1788

A
alteredq 已提交
1789 1790 1791
				vertexArray[ offset + 6 ] = v3.x;
				vertexArray[ offset + 7 ] = v3.y;
				vertexArray[ offset + 8 ] = v3.z;
1792

A
alteredq 已提交
1793 1794 1795
				vertexArray[ offset + 9 ]  = v4.x;
				vertexArray[ offset + 10 ] = v4.y;
				vertexArray[ offset + 11 ] = v4.z;
1796

A
alteredq 已提交
1797
				offset += 12;
1798

A
alteredq 已提交
1799
			}
1800

A
alteredq 已提交
1801 1802
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
M
Mr.doob 已提交
1803

A
alteredq 已提交
1804
		}
M
Mr.doob 已提交
1805

A
alteredq 已提交
1806
		if ( dirtyMorphTargets ) {
M
Mr.doob 已提交
1807

1808
			for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
1809

1810
				offset_morphTarget = 0;
1811

1812 1813
				for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

A
alteredq 已提交
1814 1815 1816 1817
					chf = chunk_faces3[ f ];
					face = obj_faces[ chf ];

					// morph positions
M
Mr.doob 已提交
1818

1819 1820 1821
					v1 = morphTargets[ vk ].vertices[ face.a ];
					v2 = morphTargets[ vk ].vertices[ face.b ];
					v3 = morphTargets[ vk ].vertices[ face.c ];
M
Mr.doob 已提交
1822

A
alteredq 已提交
1823
					vka = morphTargetsArrays[ vk ];
M
Mr.doob 已提交
1824

A
alteredq 已提交
1825 1826 1827
					vka[ offset_morphTarget ] 	  = v1.x;
					vka[ offset_morphTarget + 1 ] = v1.y;
					vka[ offset_morphTarget + 2 ] = v1.z;
M
Mr.doob 已提交
1828

A
alteredq 已提交
1829 1830 1831
					vka[ offset_morphTarget + 3 ] = v2.x;
					vka[ offset_morphTarget + 4 ] = v2.y;
					vka[ offset_morphTarget + 5 ] = v2.z;
M
Mr.doob 已提交
1832

A
alteredq 已提交
1833 1834 1835
					vka[ offset_morphTarget + 6 ] = v3.x;
					vka[ offset_morphTarget + 7 ] = v3.y;
					vka[ offset_morphTarget + 8 ] = v3.z;
M
Mr.doob 已提交
1836

A
alteredq 已提交
1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874
					// morph normals

					if ( material.morphNormals ) {

						if ( needsSmoothNormals ) {

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

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

						} else {

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

						}

						nka = morphNormalsArrays[ vk ];

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

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

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

					}

					//

1875
					offset_morphTarget += 9;
1876

1877
				}
1878

1879
				for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
1880

A
alteredq 已提交
1881 1882 1883 1884
					chf = chunk_faces4[ f ];
					face = obj_faces[ chf ];

					// morph positions
1885

1886 1887 1888 1889
					v1 = morphTargets[ vk ].vertices[ face.a ];
					v2 = morphTargets[ vk ].vertices[ face.b ];
					v3 = morphTargets[ vk ].vertices[ face.c ];
					v4 = morphTargets[ vk ].vertices[ face.d ];
1890

1891
					vka = morphTargetsArrays[ vk ];
1892

1893 1894 1895
					vka[ offset_morphTarget ] 	  = v1.x;
					vka[ offset_morphTarget + 1 ] = v1.y;
					vka[ offset_morphTarget + 2 ] = v1.z;
1896

1897 1898 1899
					vka[ offset_morphTarget + 3 ] = v2.x;
					vka[ offset_morphTarget + 4 ] = v2.y;
					vka[ offset_morphTarget + 5 ] = v2.z;
1900

1901 1902 1903
					vka[ offset_morphTarget + 6 ] = v3.x;
					vka[ offset_morphTarget + 7 ] = v3.y;
					vka[ offset_morphTarget + 8 ] = v3.z;
1904

A
alteredq 已提交
1905 1906 1907 1908
					vka[ offset_morphTarget + 9 ]  = v4.x;
					vka[ offset_morphTarget + 10 ] = v4.y;
					vka[ offset_morphTarget + 11 ] = v4.z;

A
alteredq 已提交
1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952
					// morph normals

					if ( material.morphNormals ) {

						if ( needsSmoothNormals ) {

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

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

						} else {

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

						}

						nka = morphNormalsArrays[ vk ];

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

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

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

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

					}

					//

1953
					offset_morphTarget += 12;
A
alteredq 已提交
1954

1955
				}
A
alteredq 已提交
1956 1957 1958

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
				_gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
A
alteredq 已提交
1959

A
alteredq 已提交
1960 1961 1962 1963 1964 1965 1966
				if ( material.morphNormals ) {

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

				}

1967
			}
1968

A
alteredq 已提交
1969 1970 1971 1972 1973 1974 1975
		}

		if ( obj_skinWeights.length ) {

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

				face = obj_faces[ chunk_faces3[ f ]	];
1976

1977
				// weights
A
alteredq 已提交
1978

1979 1980 1981
				sw1 = obj_skinWeights[ face.a ];
				sw2 = obj_skinWeights[ face.b ];
				sw3 = obj_skinWeights[ face.c ];
A
alteredq 已提交
1982

1983 1984 1985 1986
				skinWeightArray[ offset_skin ]     = sw1.x;
				skinWeightArray[ offset_skin + 1 ] = sw1.y;
				skinWeightArray[ offset_skin + 2 ] = sw1.z;
				skinWeightArray[ offset_skin + 3 ] = sw1.w;
A
alteredq 已提交
1987

1988 1989 1990 1991
				skinWeightArray[ offset_skin + 4 ] = sw2.x;
				skinWeightArray[ offset_skin + 5 ] = sw2.y;
				skinWeightArray[ offset_skin + 6 ] = sw2.z;
				skinWeightArray[ offset_skin + 7 ] = sw2.w;
1992

1993 1994 1995 1996
				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
				skinWeightArray[ offset_skin + 10 ] = sw3.z;
				skinWeightArray[ offset_skin + 11 ] = sw3.w;
A
alteredq 已提交
1997

1998
				// indices
A
alteredq 已提交
1999

2000 2001 2002
				si1 = obj_skinIndices[ face.a ];
				si2 = obj_skinIndices[ face.b ];
				si3 = obj_skinIndices[ face.c ];
A
alteredq 已提交
2003

2004 2005 2006 2007
				skinIndexArray[ offset_skin ]     = si1.x;
				skinIndexArray[ offset_skin + 1 ] = si1.y;
				skinIndexArray[ offset_skin + 2 ] = si1.z;
				skinIndexArray[ offset_skin + 3 ] = si1.w;
A
alteredq 已提交
2008

2009 2010 2011 2012
				skinIndexArray[ offset_skin + 4 ] = si2.x;
				skinIndexArray[ offset_skin + 5 ] = si2.y;
				skinIndexArray[ offset_skin + 6 ] = si2.z;
				skinIndexArray[ offset_skin + 7 ] = si2.w;
2013

2014 2015 2016 2017
				skinIndexArray[ offset_skin + 8 ]  = si3.x;
				skinIndexArray[ offset_skin + 9 ]  = si3.y;
				skinIndexArray[ offset_skin + 10 ] = si3.z;
				skinIndexArray[ offset_skin + 11 ] = si3.w;
A
alteredq 已提交
2018

2019
				offset_skin += 12;
2020

2021
			}
2022

A
alteredq 已提交
2023
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2024

A
alteredq 已提交
2025
				face = obj_faces[ chunk_faces4[ f ] ];
2026

A
alteredq 已提交
2027
				// weights
2028

A
alteredq 已提交
2029 2030 2031 2032
				sw1 = obj_skinWeights[ face.a ];
				sw2 = obj_skinWeights[ face.b ];
				sw3 = obj_skinWeights[ face.c ];
				sw4 = obj_skinWeights[ face.d ];
2033

A
alteredq 已提交
2034 2035 2036 2037
				skinWeightArray[ offset_skin ]     = sw1.x;
				skinWeightArray[ offset_skin + 1 ] = sw1.y;
				skinWeightArray[ offset_skin + 2 ] = sw1.z;
				skinWeightArray[ offset_skin + 3 ] = sw1.w;
2038

A
alteredq 已提交
2039 2040 2041 2042
				skinWeightArray[ offset_skin + 4 ] = sw2.x;
				skinWeightArray[ offset_skin + 5 ] = sw2.y;
				skinWeightArray[ offset_skin + 6 ] = sw2.z;
				skinWeightArray[ offset_skin + 7 ] = sw2.w;
2043

A
alteredq 已提交
2044 2045 2046 2047
				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
				skinWeightArray[ offset_skin + 10 ] = sw3.z;
				skinWeightArray[ offset_skin + 11 ] = sw3.w;
2048

A
alteredq 已提交
2049 2050 2051 2052
				skinWeightArray[ offset_skin + 12 ] = sw4.x;
				skinWeightArray[ offset_skin + 13 ] = sw4.y;
				skinWeightArray[ offset_skin + 14 ] = sw4.z;
				skinWeightArray[ offset_skin + 15 ] = sw4.w;
2053

A
alteredq 已提交
2054
				// indices
2055

A
alteredq 已提交
2056 2057 2058 2059
				si1 = obj_skinIndices[ face.a ];
				si2 = obj_skinIndices[ face.b ];
				si3 = obj_skinIndices[ face.c ];
				si4 = obj_skinIndices[ face.d ];
2060

A
alteredq 已提交
2061 2062 2063 2064
				skinIndexArray[ offset_skin ]     = si1.x;
				skinIndexArray[ offset_skin + 1 ] = si1.y;
				skinIndexArray[ offset_skin + 2 ] = si1.z;
				skinIndexArray[ offset_skin + 3 ] = si1.w;
2065

A
alteredq 已提交
2066 2067 2068 2069
				skinIndexArray[ offset_skin + 4 ] = si2.x;
				skinIndexArray[ offset_skin + 5 ] = si2.y;
				skinIndexArray[ offset_skin + 6 ] = si2.z;
				skinIndexArray[ offset_skin + 7 ] = si2.w;
M
Mr.doob 已提交
2070

A
alteredq 已提交
2071 2072 2073 2074
				skinIndexArray[ offset_skin + 8 ]  = si3.x;
				skinIndexArray[ offset_skin + 9 ]  = si3.y;
				skinIndexArray[ offset_skin + 10 ] = si3.z;
				skinIndexArray[ offset_skin + 11 ] = si3.w;
M
Mr.doob 已提交
2075

A
alteredq 已提交
2076 2077 2078 2079
				skinIndexArray[ offset_skin + 12 ] = si4.x;
				skinIndexArray[ offset_skin + 13 ] = si4.y;
				skinIndexArray[ offset_skin + 14 ] = si4.z;
				skinIndexArray[ offset_skin + 15 ] = si4.w;
M
Mr.doob 已提交
2080

A
alteredq 已提交
2081
				offset_skin += 16;
M
Mr.doob 已提交
2082

A
alteredq 已提交
2083
			}
M
Mr.doob 已提交
2084

A
alteredq 已提交
2085
			if ( offset_skin > 0 ) {
M
Mr.doob 已提交
2086

A
alteredq 已提交
2087 2088 2089 2090 2091
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
2092

2093
			}
2094

A
alteredq 已提交
2095
		}
M
Mr.doob 已提交
2096

A
alteredq 已提交
2097
		if ( dirtyColors && vertexColorType ) {
M
Mr.doob 已提交
2098

A
alteredq 已提交
2099
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
M
Mr.doob 已提交
2100

A
alteredq 已提交
2101
				face = obj_faces[ chunk_faces3[ f ]	];
M
Mr.doob 已提交
2102

A
alteredq 已提交
2103 2104
				vertexColors = face.vertexColors;
				faceColor = face.color;
2105

A
alteredq 已提交
2106
				if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
2107

A
alteredq 已提交
2108 2109 2110
					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];
2111

A
alteredq 已提交
2112
				} else {
2113

A
alteredq 已提交
2114 2115 2116
					c1 = faceColor;
					c2 = faceColor;
					c3 = faceColor;
2117

A
alteredq 已提交
2118
				}
2119

A
alteredq 已提交
2120 2121 2122
				colorArray[ offset_color ]     = c1.r;
				colorArray[ offset_color + 1 ] = c1.g;
				colorArray[ offset_color + 2 ] = c1.b;
2123

A
alteredq 已提交
2124 2125 2126
				colorArray[ offset_color + 3 ] = c2.r;
				colorArray[ offset_color + 4 ] = c2.g;
				colorArray[ offset_color + 5 ] = c2.b;
2127

A
alteredq 已提交
2128 2129 2130
				colorArray[ offset_color + 6 ] = c3.r;
				colorArray[ offset_color + 7 ] = c3.g;
				colorArray[ offset_color + 8 ] = c3.b;
2131

A
alteredq 已提交
2132
				offset_color += 9;
M
Mr.doob 已提交
2133

A
alteredq 已提交
2134
			}
M
Mr.doob 已提交
2135

A
alteredq 已提交
2136
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
M
Mr.doob 已提交
2137

A
alteredq 已提交
2138
				face = obj_faces[ chunk_faces4[ f ] ];
M
Mr.doob 已提交
2139

A
alteredq 已提交
2140 2141
				vertexColors = face.vertexColors;
				faceColor = face.color;
M
Mr.doob 已提交
2142

A
alteredq 已提交
2143
				if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
M
Mr.doob 已提交
2144

A
alteredq 已提交
2145 2146 2147 2148
					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];
					c4 = vertexColors[ 3 ];
2149

A
alteredq 已提交
2150
				} else {
M
Mr.doob 已提交
2151

A
alteredq 已提交
2152 2153 2154 2155
					c1 = faceColor;
					c2 = faceColor;
					c3 = faceColor;
					c4 = faceColor;
M
Mr.doob 已提交
2156

A
alteredq 已提交
2157
				}
2158

A
alteredq 已提交
2159 2160 2161
				colorArray[ offset_color ]     = c1.r;
				colorArray[ offset_color + 1 ] = c1.g;
				colorArray[ offset_color + 2 ] = c1.b;
2162

A
alteredq 已提交
2163 2164 2165
				colorArray[ offset_color + 3 ] = c2.r;
				colorArray[ offset_color + 4 ] = c2.g;
				colorArray[ offset_color + 5 ] = c2.b;
M
Mr.doob 已提交
2166

A
alteredq 已提交
2167 2168 2169
				colorArray[ offset_color + 6 ] = c3.r;
				colorArray[ offset_color + 7 ] = c3.g;
				colorArray[ offset_color + 8 ] = c3.b;
M
Mr.doob 已提交
2170

A
alteredq 已提交
2171 2172 2173
				colorArray[ offset_color + 9 ]  = c4.r;
				colorArray[ offset_color + 10 ] = c4.g;
				colorArray[ offset_color + 11 ] = c4.b;
M
Mr.doob 已提交
2174

A
alteredq 已提交
2175
				offset_color += 12;
2176

2177
			}
2178

A
alteredq 已提交
2179
			if ( offset_color > 0 ) {
M
Mr.doob 已提交
2180

A
alteredq 已提交
2181 2182
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
M
Mr.doob 已提交
2183

2184
			}
2185

A
alteredq 已提交
2186
		}
M
Mr.doob 已提交
2187

A
alteredq 已提交
2188
		if ( dirtyTangents && geometry.hasTangents ) {
M
Mr.doob 已提交
2189

A
alteredq 已提交
2190
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2191

A
alteredq 已提交
2192
				face = obj_faces[ chunk_faces3[ f ]	];
2193

A
alteredq 已提交
2194
				vertexTangents = face.vertexTangents;
M
Mr.doob 已提交
2195

A
alteredq 已提交
2196 2197 2198
				t1 = vertexTangents[ 0 ];
				t2 = vertexTangents[ 1 ];
				t3 = vertexTangents[ 2 ];
2199

A
alteredq 已提交
2200 2201 2202 2203
				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
2204

A
alteredq 已提交
2205 2206 2207 2208
				tangentArray[ offset_tangent + 4 ] = t2.x;
				tangentArray[ offset_tangent + 5 ] = t2.y;
				tangentArray[ offset_tangent + 6 ] = t2.z;
				tangentArray[ offset_tangent + 7 ] = t2.w;
2209

A
alteredq 已提交
2210 2211 2212 2213
				tangentArray[ offset_tangent + 8 ]  = t3.x;
				tangentArray[ offset_tangent + 9 ]  = t3.y;
				tangentArray[ offset_tangent + 10 ] = t3.z;
				tangentArray[ offset_tangent + 11 ] = t3.w;
2214

A
alteredq 已提交
2215
				offset_tangent += 12;
2216

2217
			}
2218

A
alteredq 已提交
2219
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2220

A
alteredq 已提交
2221
				face = obj_faces[ chunk_faces4[ f ] ];
2222

A
alteredq 已提交
2223
				vertexTangents = face.vertexTangents;
2224

A
alteredq 已提交
2225 2226 2227 2228
				t1 = vertexTangents[ 0 ];
				t2 = vertexTangents[ 1 ];
				t3 = vertexTangents[ 2 ];
				t4 = vertexTangents[ 3 ];
2229

A
alteredq 已提交
2230 2231 2232 2233
				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
2234

A
alteredq 已提交
2235 2236 2237 2238
				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
2239

A
alteredq 已提交
2240 2241 2242 2243
				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
2244

A
alteredq 已提交
2245 2246 2247 2248
				tangentArray[ offset_tangent + 12 ] = t4.x;
				tangentArray[ offset_tangent + 13 ] = t4.y;
				tangentArray[ offset_tangent + 14 ] = t4.z;
				tangentArray[ offset_tangent + 15 ] = t4.w;
2249

A
alteredq 已提交
2250
				offset_tangent += 16;
2251

A
alteredq 已提交
2252
			}
2253

A
alteredq 已提交
2254 2255
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
2256

A
alteredq 已提交
2257
		}
2258

A
alteredq 已提交
2259
		if ( dirtyNormals && normalType ) {
2260

A
alteredq 已提交
2261
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2262

A
alteredq 已提交
2263
				face = obj_faces[ chunk_faces3[ f ]	];
2264

A
alteredq 已提交
2265 2266
				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;
2267

A
alteredq 已提交
2268
				if ( vertexNormals.length === 3 && needsSmoothNormals ) {
2269

A
alteredq 已提交
2270
					for ( i = 0; i < 3; i ++ ) {
M
Mr.doob 已提交
2271

A
alteredq 已提交
2272
						vn = vertexNormals[ i ];
M
Mr.doob 已提交
2273

A
alteredq 已提交
2274 2275 2276
						normalArray[ offset_normal ]     = vn.x;
						normalArray[ offset_normal + 1 ] = vn.y;
						normalArray[ offset_normal + 2 ] = vn.z;
2277

A
alteredq 已提交
2278
						offset_normal += 3;
2279

A
alteredq 已提交
2280
					}
2281

A
alteredq 已提交
2282
				} else {
M
Mr.doob 已提交
2283

A
alteredq 已提交
2284
					for ( i = 0; i < 3; i ++ ) {
M
Mr.doob 已提交
2285

A
alteredq 已提交
2286 2287 2288
						normalArray[ offset_normal ]     = faceNormal.x;
						normalArray[ offset_normal + 1 ] = faceNormal.y;
						normalArray[ offset_normal + 2 ] = faceNormal.z;
2289

A
alteredq 已提交
2290
						offset_normal += 3;
M
Mr.doob 已提交
2291

A
alteredq 已提交
2292
					}
2293

A
alteredq 已提交
2294
				}
2295

A
alteredq 已提交
2296
			}
2297

A
alteredq 已提交
2298
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2299

A
alteredq 已提交
2300
				face = obj_faces[ chunk_faces4[ f ] ];
2301

A
alteredq 已提交
2302 2303
				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;
2304

A
alteredq 已提交
2305
				if ( vertexNormals.length === 4 && needsSmoothNormals ) {
2306

A
alteredq 已提交
2307
					for ( i = 0; i < 4; i ++ ) {
2308

A
alteredq 已提交
2309
						vn = vertexNormals[ i ];
2310

A
alteredq 已提交
2311 2312 2313
						normalArray[ offset_normal ]     = vn.x;
						normalArray[ offset_normal + 1 ] = vn.y;
						normalArray[ offset_normal + 2 ] = vn.z;
2314

A
alteredq 已提交
2315
						offset_normal += 3;
2316

A
alteredq 已提交
2317
					}
M
Mr.doob 已提交
2318

A
alteredq 已提交
2319
				} else {
2320

A
alteredq 已提交
2321
					for ( i = 0; i < 4; i ++ ) {
2322

A
alteredq 已提交
2323 2324 2325
						normalArray[ offset_normal ]     = faceNormal.x;
						normalArray[ offset_normal + 1 ] = faceNormal.y;
						normalArray[ offset_normal + 2 ] = faceNormal.z;
M
Mr.doob 已提交
2326

A
alteredq 已提交
2327
						offset_normal += 3;
M
Mr.doob 已提交
2328

A
alteredq 已提交
2329
					}
2330

A
alteredq 已提交
2331
				}
2332

A
alteredq 已提交
2333
			}
M
Mr.doob 已提交
2334

A
alteredq 已提交
2335 2336
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
M
Mr.doob 已提交
2337

A
alteredq 已提交
2338
		}
M
Mr.doob 已提交
2339

A
alteredq 已提交
2340
		if ( dirtyUvs && obj_uvs && uvType ) {
2341

A
alteredq 已提交
2342
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2343

A
alteredq 已提交
2344
				fi = chunk_faces3[ f ];
2345

A
alteredq 已提交
2346
				uv = obj_uvs[ fi ];
2347

A
alteredq 已提交
2348
				if ( uv === undefined ) continue;
2349

A
alteredq 已提交
2350
				for ( i = 0; i < 3; i ++ ) {
2351

A
alteredq 已提交
2352
					uvi = uv[ i ];
2353

A
alteredq 已提交
2354 2355
					uvArray[ offset_uv ]     = uvi.u;
					uvArray[ offset_uv + 1 ] = uvi.v;
M
Mr.doob 已提交
2356

A
alteredq 已提交
2357
					offset_uv += 2;
M
Mr.doob 已提交
2358

A
alteredq 已提交
2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378
				}

			}

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

				fi = chunk_faces4[ f ];

				uv = obj_uvs[ fi ];

				if ( uv === undefined ) continue;

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

					uvi = uv[ i ];

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

					offset_uv += 2;
M
Mr.doob 已提交
2379

2380 2381
				}

2382
			}
2383

A
alteredq 已提交
2384
			if ( offset_uv > 0 ) {
2385

A
alteredq 已提交
2386 2387
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
2388

A
alteredq 已提交
2389
			}
2390

A
alteredq 已提交
2391
		}
2392

A
alteredq 已提交
2393
		if ( dirtyUvs && obj_uvs2 && uvType ) {
2394

A
alteredq 已提交
2395
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2396

A
alteredq 已提交
2397
				fi = chunk_faces3[ f ];
2398

A
alteredq 已提交
2399
				uv2 = obj_uvs2[ fi ];
2400

A
alteredq 已提交
2401 2402 2403 2404 2405 2406 2407 2408 2409 2410
				if ( uv2 === undefined ) continue;

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

					uv2i = uv2[ i ];

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

					offset_uv2 += 2;
2411

2412 2413
				}

A
alteredq 已提交
2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433
			}

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

				fi = chunk_faces4[ f ];

				uv2 = obj_uvs2[ fi ];

				if ( uv2 === undefined ) continue;

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

					uv2i = uv2[ i ];

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

					offset_uv2 += 2;

				}
2434

2435
			}
2436

A
alteredq 已提交
2437
			if ( offset_uv2 > 0 ) {
2438

A
alteredq 已提交
2439 2440
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
2441

A
alteredq 已提交
2442
			}
2443

A
alteredq 已提交
2444
		}
2445

A
alteredq 已提交
2446
		if ( dirtyElements ) {
2447

A
alteredq 已提交
2448
			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2449

A
alteredq 已提交
2450 2451 2452
				faceArray[ offset_face ] 	 = vertexIndex;
				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 2;
2453

A
alteredq 已提交
2454
				offset_face += 3;
2455

A
alteredq 已提交
2456 2457
				lineArray[ offset_line ]     = vertexIndex;
				lineArray[ offset_line + 1 ] = vertexIndex + 1;
2458

A
alteredq 已提交
2459 2460
				lineArray[ offset_line + 2 ] = vertexIndex;
				lineArray[ offset_line + 3 ] = vertexIndex + 2;
2461

A
alteredq 已提交
2462 2463
				lineArray[ offset_line + 4 ] = vertexIndex + 1;
				lineArray[ offset_line + 5 ] = vertexIndex + 2;
2464

A
alteredq 已提交
2465
				offset_line += 6;
2466

A
alteredq 已提交
2467
				vertexIndex += 3;
2468

A
alteredq 已提交
2469
			}
2470

A
alteredq 已提交
2471
			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2472

A
alteredq 已提交
2473 2474 2475
				faceArray[ offset_face ]     = vertexIndex;
				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 3;
2476

A
alteredq 已提交
2477 2478 2479
				faceArray[ offset_face + 3 ] = vertexIndex + 1;
				faceArray[ offset_face + 4 ] = vertexIndex + 2;
				faceArray[ offset_face + 5 ] = vertexIndex + 3;
2480

A
alteredq 已提交
2481
				offset_face += 6;
2482

A
alteredq 已提交
2483 2484
				lineArray[ offset_line ]     = vertexIndex;
				lineArray[ offset_line + 1 ] = vertexIndex + 1;
2485

A
alteredq 已提交
2486 2487
				lineArray[ offset_line + 2 ] = vertexIndex;
				lineArray[ offset_line + 3 ] = vertexIndex + 3;
2488

A
alteredq 已提交
2489 2490
				lineArray[ offset_line + 4 ] = vertexIndex + 1;
				lineArray[ offset_line + 5 ] = vertexIndex + 2;
2491

A
alteredq 已提交
2492 2493
				lineArray[ offset_line + 6 ] = vertexIndex + 2;
				lineArray[ offset_line + 7 ] = vertexIndex + 3;
2494

A
alteredq 已提交
2495
				offset_line += 8;
2496

A
alteredq 已提交
2497
				vertexIndex += 4;
2498

2499
			}
2500

A
alteredq 已提交
2501 2502
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
2503

A
alteredq 已提交
2504 2505
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
2506

A
alteredq 已提交
2507
		}
2508

A
alteredq 已提交
2509
		if ( customAttributes ) {
2510

A
alteredq 已提交
2511
			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
2512

2513
				customAttribute = customAttributes[ i ];
2514

2515
				if ( ! customAttribute.__original.needsUpdate ) continue;
2516

2517 2518
				offset_custom = 0;
				offset_customSrc = 0;
2519

2520 2521 2522 2523 2524 2525 2526 2527 2528 2529 2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552
				if ( customAttribute.size === 1 ) {

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

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

							face = obj_faces[ chunk_faces3[ f ]	];

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

							offset_custom += 3;

						}

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

							face = obj_faces[ chunk_faces4[ f ] ];

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

							offset_custom += 4;

						}

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

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

2553
							value = customAttribute.value[ chunk_faces3[ f ] ];
2554 2555 2556 2557 2558 2559 2560 2561 2562 2563 2564

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

							offset_custom += 3;

						}

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

2565
							value = customAttribute.value[ chunk_faces4[ f ] ];
2566 2567 2568 2569 2570 2571 2572 2573 2574

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

							offset_custom += 4;

						}
2575

2576 2577 2578 2579 2580 2581 2582 2583 2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594
					}

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

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

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

							face = obj_faces[ chunk_faces3[ f ]	];

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

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

							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2595

2596 2597
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2598

2599
							offset_custom += 6;
A
alteredq 已提交
2600

2601
						}
A
alteredq 已提交
2602

2603
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2604

2605
							face = obj_faces[ chunk_faces4[ f ] ];
A
alteredq 已提交
2606

2607 2608 2609 2610
							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
							v4 = customAttribute.value[ face.d ];
A
alteredq 已提交
2611

2612 2613
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2614

2615 2616
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2617

2618 2619
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2620

2621 2622
							customAttribute.array[ offset_custom + 6 ] = v4.x;
							customAttribute.array[ offset_custom + 7 ] = v4.y;
A
alteredq 已提交
2623

2624
							offset_custom += 8;
A
alteredq 已提交
2625

2626
						}
A
alteredq 已提交
2627

2628
					} else if ( customAttribute.boundTo === "faces" ) {
A
alteredq 已提交
2629

2630
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
A
alteredq 已提交
2631

2632
							value = customAttribute.value[ chunk_faces3[ f ] ];
A
alteredq 已提交
2633

2634 2635 2636
							v1 = value;
							v2 = value;
							v3 = value;
A
alteredq 已提交
2637

2638 2639
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2640

2641 2642
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2643

2644 2645
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2646

2647
							offset_custom += 6;
A
alteredq 已提交
2648

2649
						}
A
alteredq 已提交
2650

2651
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2652

2653
							value = customAttribute.value[ chunk_faces4[ f ] ];
A
alteredq 已提交
2654

2655 2656 2657 2658
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
A
alteredq 已提交
2659

2660 2661
							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;
A
alteredq 已提交
2662

2663 2664
							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;
A
alteredq 已提交
2665

2666 2667
							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;
A
alteredq 已提交
2668

2669 2670
							customAttribute.array[ offset_custom + 6 ] = v4.x;
							customAttribute.array[ offset_custom + 7 ] = v4.y;
M
Mr.doob 已提交
2671

2672
							offset_custom += 8;
M
Mr.doob 已提交
2673

2674
						}
M
Mr.doob 已提交
2675

M
Mr.doob 已提交
2676
					}
M
Mr.doob 已提交
2677

2678
				} else if ( customAttribute.size === 3 ) {
2679

2680
					var pp;
2681

2682
					if ( customAttribute.type === "c" ) {
M
Mr.doob 已提交
2683

2684
						pp = [ "r", "g", "b" ];
M
Mr.doob 已提交
2685

2686
					} else {
M
Mr.doob 已提交
2687

2688
						pp = [ "x", "y", "z" ];
2689

2690
					}
2691

2692
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
2693

2694
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2695

2696
							face = obj_faces[ chunk_faces3[ f ]	];
2697

2698 2699 2700
							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
2701

2702 2703 2704
							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
2705

2706 2707 2708
							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
2709

2710 2711 2712
							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
M
Mr.doob 已提交
2713

2714
							offset_custom += 9;
M
Mr.doob 已提交
2715

2716
						}
M
Mr.doob 已提交
2717

2718
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
M
Mr.doob 已提交
2719

2720
							face = obj_faces[ chunk_faces4[ f ] ];
M
Mr.doob 已提交
2721

2722 2723 2724 2725
							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
							v4 = customAttribute.value[ face.d ];
M
Mr.doob 已提交
2726

2727 2728 2729
							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
M
Mr.doob 已提交
2730

2731 2732 2733
							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
M
Mr.doob 已提交
2734

2735 2736 2737
							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
M
Mr.doob 已提交
2738

2739 2740 2741
							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
M
Mr.doob 已提交
2742

2743
							offset_custom += 12;
M
Mr.doob 已提交
2744

2745
						}
M
Mr.doob 已提交
2746

2747
					} else if ( customAttribute.boundTo === "faces" ) {
M
Mr.doob 已提交
2748

2749
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2750

2751
							value = customAttribute.value[ chunk_faces3[ f ] ];
2752

2753 2754 2755
							v1 = value;
							v2 = value;
							v3 = value;
M
Mr.doob 已提交
2756

2757 2758 2759
							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
M
Mr.doob 已提交
2760

2761 2762 2763
							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
M
Mr.doob 已提交
2764

2765 2766 2767
							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
M
Mr.doob 已提交
2768

2769
							offset_custom += 9;
M
Mr.doob 已提交
2770

2771
						}
2772

2773
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
2774

2775
							value = customAttribute.value[ chunk_faces4[ f ] ];
2776

2777 2778 2779 2780
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
2781

2782 2783 2784
							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
2785

2786
							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
2787 2788 2789 2790 2791 2792 2793 2794 2795 2796 2797 2798 2799 2800 2801 2802 2803 2804 2805 2806 2807 2808 2809 2810 2811 2812 2813 2814 2815 2816 2817 2818 2819 2820 2821 2822 2823 2824 2825 2826 2827 2828 2829 2830 2831 2832 2833 2834 2835 2836 2837 2838 2839 2840 2841
							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];

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

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

							offset_custom += 12;

						}

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

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

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

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

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

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

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

							offset_custom += 9;

						}

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

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

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

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

							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
2842 2843
							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
2844

2845 2846 2847
							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
2848

2849 2850 2851
							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
2852

2853
							offset_custom += 12;
2854

2855
						}
2856

A
alteredq 已提交
2857
					}
M
Mr.doob 已提交
2858

2859
				} else if ( customAttribute.size === 4 ) {
2860

2861
					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
M
Mr.doob 已提交
2862

2863
						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
2864

2865 2866 2867 2868 2869 2870 2871 2872 2873 2874 2875 2876 2877 2878 2879 2880 2881 2882 2883 2884 2885 2886 2887 2888 2889 2890 2891 2892 2893 2894 2895 2896 2897 2898 2899 2900 2901 2902 2903 2904 2905 2906 2907 2908 2909 2910 2911 2912 2913 2914 2915 2916 2917 2918 2919 2920 2921 2922 2923 2924 2925 2926
							face = obj_faces[ chunk_faces3[ f ]	];

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

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

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

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

							offset_custom += 12;

						}

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

							face = obj_faces[ chunk_faces4[ f ] ];

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

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

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

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

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

							offset_custom += 16;

						}

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

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

2927
							value = customAttribute.value[ chunk_faces3[ f ] ];
2928 2929 2930 2931 2932 2933 2934 2935 2936 2937 2938 2939 2940 2941 2942 2943 2944

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

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

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

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
2945 2946
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;
A
alteredq 已提交
2947

2948
							offset_custom += 12;
A
alteredq 已提交
2949

2950 2951
						}

2952
						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
A
alteredq 已提交
2953

2954
							value = customAttribute.value[ chunk_faces4[ f ] ];
A
alteredq 已提交
2955

2956 2957 2958 2959
							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;
A
alteredq 已提交
2960

2961 2962 2963 2964
							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;
2965

2966 2967 2968 2969
							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;
2970

2971 2972 2973 2974
							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;
2975

2976 2977 2978 2979
							customAttribute.array[ offset_custom + 12 ] = v4.x;
							customAttribute.array[ offset_custom + 13 ] = v4.y;
							customAttribute.array[ offset_custom + 14 ] = v4.z;
							customAttribute.array[ offset_custom + 15 ] = v4.w;
2980 2981 2982 2983 2984 2985 2986 2987 2988 2989 2990 2991 2992 2993 2994 2995 2996 2997 2998 2999 3000 3001 3002 3003 3004 3005 3006 3007 3008 3009 3010 3011 3012 3013 3014 3015 3016 3017 3018 3019 3020 3021 3022 3023 3024 3025 3026 3027 3028 3029 3030 3031 3032 3033 3034 3035 3036 3037 3038 3039 3040 3041

							offset_custom += 16;

						}

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

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

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

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

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

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

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

							offset_custom += 12;

						}

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

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

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

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

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

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

							customAttribute.array[ offset_custom + 12 ] = v4.x;
							customAttribute.array[ offset_custom + 13 ] = v4.y;
							customAttribute.array[ offset_custom + 14 ] = v4.z;
							customAttribute.array[ offset_custom + 15 ] = v4.w;
3042

3043
							offset_custom += 16;
A
alteredq 已提交
3044

3045
						}
A
alteredq 已提交
3046 3047 3048 3049 3050

					}

				}

3051 3052 3053
				_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

A
alteredq 已提交
3054 3055 3056 3057
			}

		}

3058
		if ( dispose ) {
3059

3060 3061 3062 3063 3064 3065 3066 3067 3068 3069 3070
			delete geometryGroup.__inittedArrays;
			delete geometryGroup.__colorArray;
			delete geometryGroup.__normalArray;
			delete geometryGroup.__tangentArray;
			delete geometryGroup.__uvArray;
			delete geometryGroup.__uv2Array;
			delete geometryGroup.__faceArray;
			delete geometryGroup.__vertexArray;
			delete geometryGroup.__lineArray;
			delete geometryGroup.__skinIndexArray;
			delete geometryGroup.__skinWeightArray;
A
alteredq 已提交
3071

3072
		}
A
alteredq 已提交
3073

3074
	};
A
alteredq 已提交
3075

3076 3077
	function setDirectBuffers ( geometry, hint, dispose ) {

3078
		var attributes = geometry.attributes;
3079

3080 3081 3082 3083 3084
		var index = attributes[ "index" ];
		var position = attributes[ "position" ];
		var normal = attributes[ "normal" ];
		var uv = attributes[ "uv" ];
		var color = attributes[ "color" ];
3085
		var tangent = attributes[ "tangent" ];
3086 3087 3088 3089 3090

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

			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, index.array, hint );
3091 3092 3093

		}

3094
		if ( geometry.verticesNeedUpdate && position !== undefined ) {
3095

3096 3097
			_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, position.array, hint );
3098 3099 3100

		}

3101
		if ( geometry.normalsNeedUpdate && normal !== undefined ) {
3102

3103 3104
			_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normal.array, hint );
3105 3106 3107

		}

3108
		if ( geometry.uvsNeedUpdate && uv !== undefined ) {
3109

3110 3111
			_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, uv.array, hint );
3112 3113 3114

		}

3115
		if ( geometry.colorsNeedUpdate && color !== undefined ) {
3116

3117 3118
			_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, color.array, hint );
3119 3120 3121

		}

3122 3123 3124 3125 3126 3127
		if ( geometry.tangentsNeedUpdate && tangent !== undefined ) {

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

		}
3128 3129 3130

		if ( dispose ) {

3131 3132 3133 3134 3135
			for ( var i in geometry.attributes ) {

				delete geometry.attributes[ i ].array;

			}
3136 3137 3138 3139 3140

		}

	};

3141
	// Buffer rendering
A
alteredq 已提交
3142

3143
	this.renderBufferImmediate = function ( object, program, material ) {
A
alteredq 已提交
3144

3145 3146 3147
		if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
		if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
		if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
3148
		if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
A
alteredq 已提交
3149

3150
		if ( object.hasPositions ) {
A
alteredq 已提交
3151

3152 3153 3154 3155
			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.position );
			_gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
A
alteredq 已提交
3156 3157 3158

		}

3159
		if ( object.hasNormals ) {
A
alteredq 已提交
3160

3161
			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
A
alteredq 已提交
3162

3163
			if ( material.shading === THREE.FlatShading ) {
3164

3165 3166 3167 3168
				var nx, ny, nz,
					nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
					normalArray,
					i, il = object.count * 3;
3169

3170
				for( i = 0; i < il; i += 9 ) {
3171

3172
					normalArray = object.normalArray;
3173

3174 3175 3176
					nax  = normalArray[ i ];
					nay  = normalArray[ i + 1 ];
					naz  = normalArray[ i + 2 ];
3177

3178 3179 3180
					nbx  = normalArray[ i + 3 ];
					nby  = normalArray[ i + 4 ];
					nbz  = normalArray[ i + 5 ];
3181

3182 3183 3184
					ncx  = normalArray[ i + 6 ];
					ncy  = normalArray[ i + 7 ];
					ncz  = normalArray[ i + 8 ];
3185

3186 3187 3188
					nx = ( nax + nbx + ncx ) / 3;
					ny = ( nay + nby + ncy ) / 3;
					nz = ( naz + nbz + ncz ) / 3;
3189

3190 3191 3192
					normalArray[ i ] 	 = nx;
					normalArray[ i + 1 ] = ny;
					normalArray[ i + 2 ] = nz;
3193

3194 3195 3196
					normalArray[ i + 3 ] = nx;
					normalArray[ i + 4 ] = ny;
					normalArray[ i + 5 ] = nz;
3197

3198 3199 3200
					normalArray[ i + 6 ] = nx;
					normalArray[ i + 7 ] = ny;
					normalArray[ i + 8 ] = nz;
3201

3202
				}
3203

3204
			}
3205

3206 3207 3208
			_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 );
3209

3210
		}
3211

3212
		if ( object.hasUvs && material.map ) {
3213 3214 3215 3216 3217 3218 3219 3220

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

		}

3221 3222 3223 3224 3225 3226 3227 3228 3229
		if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {

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

		}

3230
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
3231

3232
		object.count = 0;
3233

3234
	};
3235

3236
	this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
3237

3238 3239
		if ( material.visible === false ) return;

3240
		var program, attributes, linewidth, primitives, a, attribute;
3241 3242 3243 3244 3245 3246 3247

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

		attributes = program.attributes;

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
3248
			geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
3249

3250
		if ( geometryHash !== _currentGeometryGroupHash ) {
3251

3252
			_currentGeometryGroupHash = geometryHash;
3253 3254 3255 3256 3257 3258 3259 3260
			updateBuffers = true;

		}

		// render mesh

		if ( object instanceof THREE.Mesh ) {

3261
			var offsets = geometry.offsets;
3262

3263
			// if there is more than 1 chunk
3264
			// must set attribute pointers to use new offsets for each chunk
3265 3266 3267 3268
			// even if geometry and materials didn't change

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

3269
			for ( var i = 0, il = offsets.length; i < il; ++ i ) {
3270

3271 3272
				var startIndex = offsets[ i ].index;

3273 3274 3275 3276
				if ( updateBuffers ) {

					// vertices

3277 3278
					var position = geometry.attributes[ "position" ];
					var positionSize = position.itemSize;
3279

3280 3281
					_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
					_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, startIndex * positionSize * 4 ); // 4 bytes per Float32
3282 3283 3284

					// normals

3285
					var normal = geometry.attributes[ "normal" ];
3286

3287
					if ( attributes.normal >= 0 && normal ) {
3288

3289 3290 3291 3292
						var normalSize = normal.itemSize;

						_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
						_gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, startIndex * normalSize * 4 );
3293 3294 3295 3296 3297

					}

					// uvs

3298 3299 3300
					var uv = geometry.attributes[ "uv" ];

					if ( attributes.uv >= 0 && uv ) {
3301

3302
						if ( uv.buffer ) {
3303

3304
							var uvSize = uv.itemSize;
3305

3306 3307
							_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
							_gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, startIndex * uvSize * 4 );
3308 3309 3310 3311 3312 3313 3314 3315 3316 3317 3318 3319 3320

							_gl.enableVertexAttribArray( attributes.uv );

						} else {

							_gl.disableVertexAttribArray( attributes.uv );

						}

					}

					// colors

3321 3322 3323
					var color = geometry.attributes[ "color" ];

					if ( attributes.color >= 0 && color ) {
3324

3325
						var colorSize = color.itemSize;
3326

3327 3328
						_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
						_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, startIndex * colorSize * 4 );
3329

3330 3331 3332 3333 3334 3335 3336 3337 3338 3339 3340 3341
					}

					// tangents

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

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

						var tangentSize = tangent.itemSize;

						_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
						_gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, startIndex * tangentSize * 4 );
3342 3343 3344

					}

3345 3346 3347 3348 3349
					// indices

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

					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
3350 3351 3352 3353 3354

				}

				// render indexed triangles

3355
				_gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16
3356 3357 3358 3359 3360 3361 3362

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

			}

3363 3364 3365 3366 3367 3368 3369 3370 3371 3372 3373 3374 3375 3376 3377 3378 3379 3380 3381 3382 3383 3384 3385 3386 3387 3388 3389 3390 3391 3392 3393 3394 3395 3396 3397 3398
		// render particles

		} else if ( object instanceof THREE.ParticleSystem ) {

			if ( updateBuffers ) {

				// vertices

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

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

				// colors

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

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

					var colorSize = color.itemSize;

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

				}

				// render particles

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

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

			}

3399 3400 3401 3402
		}

	};

A
alteredq 已提交
3403
	this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
3404

3405 3406
		if ( material.visible === false ) return;

3407
		var program, attributes, linewidth, primitives, a, attribute, i, il;
3408

3409
		program = setProgram( camera, lights, fog, material, object );
3410

3411
		attributes = program.attributes;
3412

3413 3414 3415
		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
			geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
3416

3417
		if ( geometryGroupHash !== _currentGeometryGroupHash ) {
A
alteredq 已提交
3418

3419 3420
			_currentGeometryGroupHash = geometryGroupHash;
			updateBuffers = true;
3421

3422
		}
3423

3424
		// vertices
3425

3426
		if ( !material.morphTargets && attributes.position >= 0 ) {
3427

3428
			if ( updateBuffers ) {
3429

3430 3431
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
				_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3432

3433
			}
3434

3435
		} else {
3436

3437
			if ( object.morphTargetBase ) {
3438

3439
				setupMorphTargets( material, geometryGroup, object );
3440

3441
			}
3442

3443
		}
3444

3445

3446
		if ( updateBuffers ) {
3447

3448
			// custom attributes
3449

3450
			// Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
3451

3452
			if ( geometryGroup.__webglCustomAttributesList ) {
3453

3454
				for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
3455

3456
					attribute = geometryGroup.__webglCustomAttributesList[ i ];
3457

3458
					if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
3459

3460 3461
						_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
						_gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
3462

3463
					}
3464

3465
				}
3466

3467
			}
3468 3469


3470
			// colors
3471

3472
			if ( attributes.color >= 0 ) {
3473

3474 3475
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
				_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
3476

3477
			}
3478

3479
			// normals
3480

3481
			if ( attributes.normal >= 0 ) {
3482

3483 3484
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
3485

3486
			}
3487

3488
			// tangents
3489

3490
			if ( attributes.tangent >= 0 ) {
3491

3492 3493
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
				_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
3494

3495
			}
3496

3497
			// uvs
3498

3499
			if ( attributes.uv >= 0 ) {
3500

3501
				if ( geometryGroup.__webglUVBuffer ) {
3502

3503 3504
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
					_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
3505

3506
					_gl.enableVertexAttribArray( attributes.uv );
3507

3508
				} else {
3509

3510
					_gl.disableVertexAttribArray( attributes.uv );
3511 3512 3513 3514 3515

				}

			}

3516
			if ( attributes.uv2 >= 0 ) {
3517

3518
				if ( geometryGroup.__webglUV2Buffer ) {
3519

3520 3521
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
					_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
3522

3523
					_gl.enableVertexAttribArray( attributes.uv2 );
3524

3525
				} else {
3526

3527
					_gl.disableVertexAttribArray( attributes.uv2 );
3528 3529

				}
3530 3531

			}
3532

3533 3534
			if ( material.skinning &&
				 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
A
alteredq 已提交
3535

3536 3537
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
				_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
A
alteredq 已提交
3538

3539 3540
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
				_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
3541

A
alteredq 已提交
3542
			}
3543

3544 3545 3546 3547 3548 3549 3550 3551 3552
			// line distances

			if ( attributes.lineDistance >= 0 ) {

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

			}

3553
		}
3554

3555
		// render mesh
3556

3557
		if ( object instanceof THREE.Mesh ) {
3558

3559
			// wireframe
3560

3561
			if ( material.wireframe ) {
3562

3563
				setLineWidth( material.wireframeLinewidth );
3564

3565 3566
				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
3567

3568
			// triangles
3569

3570
			} else {
3571

3572 3573
				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
3574

3575
			}
3576

3577 3578 3579
			_this.info.render.calls ++;
			_this.info.render.vertices += geometryGroup.__webglFaceCount;
			_this.info.render.faces += geometryGroup.__webglFaceCount / 3;
3580

3581
		// render lines
3582

3583
		} else if ( object instanceof THREE.Line ) {
3584

3585
			primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
3586

3587
			setLineWidth( material.linewidth );
3588

3589
			_gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
3590

3591
			_this.info.render.calls ++;
3592

3593
		// render particles
3594

3595
		} else if ( object instanceof THREE.ParticleSystem ) {
3596

3597
			_gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
3598

3599
			_this.info.render.calls ++;
3600
			_this.info.render.points += geometryGroup.__webglParticleCount;
3601

3602
		// render ribbon
3603

3604
		} else if ( object instanceof THREE.Ribbon ) {
3605

3606
			_gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
3607

3608
			_this.info.render.calls ++;
3609

3610
		}
3611

3612
	};
3613

3614
	function setupMorphTargets ( material, geometryGroup, object ) {
3615

3616
		// set base
3617

3618
		var attributes = material.program.attributes;
3619

A
alteredq 已提交
3620
		if ( object.morphTargetBase !== -1 ) {
3621

3622 3623
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3624

3625
		} else if ( attributes.position >= 0 ) {
3626

3627 3628
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
3629

3630
		}
3631

3632
		if ( object.morphTargetForcedOrder.length ) {
3633

3634
			// set forced order
3635

3636 3637 3638 3639 3640
			var m = 0;
			var order = object.morphTargetForcedOrder;
			var influences = object.morphTargetInfluences;

			while ( m < material.numSupportedMorphTargets && m < order.length ) {
3641

3642 3643 3644
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
				_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

A
alteredq 已提交
3645 3646 3647 3648 3649 3650 3651
				if ( material.morphNormals ) {

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

				}

3652 3653 3654
				object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];

				m ++;
3655 3656
			}

3657 3658
		} else {

A
alteredq 已提交
3659
			// find the most influencing
3660

A
alteredq 已提交
3661
			var influence, activeInfluenceIndices = [];
3662 3663
			var influences = object.morphTargetInfluences;
			var i, il = influences.length;
3664

A
alteredq 已提交
3665
			for ( i = 0; i < il; i ++ ) {
3666

A
alteredq 已提交
3667 3668 3669 3670
				influence = influences[ i ];

				if ( influence > 0 ) {

3671
					activeInfluenceIndices.push( [ i, influence ] );
3672

I
ide user ide_gero3 已提交
3673
				}
A
alteredq 已提交
3674

I
ide user ide_gero3 已提交
3675
			}
A
alteredq 已提交
3676 3677 3678 3679 3680 3681 3682 3683 3684 3685 3686 3687

			if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {

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

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

				activeInfluenceIndices.sort( numericalSort );

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

3688
				activeInfluenceIndices.push( [ 0, 0 ] );
A
alteredq 已提交
3689 3690 3691 3692

			};

			var influenceIndex, m = 0;
3693

3694
			while ( m < material.numSupportedMorphTargets ) {
3695

3696
				if ( activeInfluenceIndices[ m ] ) {
3697 3698 3699

					influenceIndex = activeInfluenceIndices[ m ][ 0 ];

A
alteredq 已提交
3700 3701 3702
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );

					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
3703

A
alteredq 已提交
3704 3705 3706 3707 3708 3709 3710 3711 3712 3713 3714 3715
					if ( material.morphNormals ) {

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

					}

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

				} else {

					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
3716

A
alteredq 已提交
3717
					if ( material.morphNormals ) {
3718

A
alteredq 已提交
3719
						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
3720

3721
					}
3722

A
alteredq 已提交
3723 3724
					object.__webglMorphTargetInfluences[ m ] = 0;

3725
				}
A
alteredq 已提交
3726

3727
				m ++;
3728 3729 3730 3731 3732

			}

		}

3733
		// load updated influences uniform
3734

3735
		if ( material.program.uniforms.morphTargetInfluences !== null ) {
M
Mr.doob 已提交
3736

3737
			_gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
3738

3739
		}
3740

3741
	};
3742

A
alteredq 已提交
3743
	// Sorting
3744

3745 3746 3747 3748 3749 3750 3751 3752 3753 3754 3755 3756 3757 3758
	function painterSortStable ( a, b ) {

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

			return b.z - a.z;

		} else {

			return b.id - a.id;

		}

	};

3759
	function numericalSort ( a, b ) {
A
alteredq 已提交
3760

3761
		return b[ 1 ] - a[ 1 ];
A
alteredq 已提交
3762 3763 3764 3765

	};


3766
	// Rendering
3767

3768
	this.render = function ( scene, camera, renderTarget, forceClear ) {
3769

M
Mr.doob 已提交
3770 3771 3772 3773 3774 3775 3776
		if ( camera instanceof THREE.Camera === false ) {

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

		}

3777 3778 3779 3780 3781
		var i, il,

		webglObject, object,
		renderList,

3782
		lights = scene.__lights,
3783
		fog = scene.fog;
M
Mr.doob 已提交
3784

3785 3786
		// reset caching for this frame

3787
		_currentMaterialId = -1;
3788
		_lightsNeedUpdate = true;
3789

A
alteredq 已提交
3790
		// update scene graph
3791

3792
		if ( this.autoUpdateScene ) scene.updateMatrixWorld();
3793

A
alteredq 已提交
3794
		// update camera matrices and frustum
A
alteredq 已提交
3795

3796 3797
		if ( camera.parent === undefined ) camera.updateMatrixWorld();

A
alteredq 已提交
3798 3799
		if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
		if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );
A
alteredq 已提交
3800

3801
		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
A
alteredq 已提交
3802 3803 3804

		camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
		camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );
3805

3806
		_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
A
alteredq 已提交
3807
		_frustum.setFromMatrix( _projScreenMatrix );
3808

A
alteredq 已提交
3809 3810 3811 3812 3813 3814 3815 3816 3817 3818 3819 3820 3821 3822 3823
		// update WebGL objects

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

		// custom render plugins (pre pass)

		renderPlugins( this.renderPluginsPre, scene, camera );

		//

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

A
alteredq 已提交
3824
		this.setRenderTarget( renderTarget );
3825

3826
		if ( this.autoClear || forceClear ) {
3827

3828
			this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
M
Mr.doob 已提交
3829

3830
		}
M
Mr.doob 已提交
3831

3832
		// set matrices for regular objects (frustum culled)
3833

3834
		renderList = scene.__webglObjects;
3835

3836
		for ( i = 0, il = renderList.length; i < il; i ++ ) {
3837

3838
			webglObject = renderList[ i ];
3839
			object = webglObject.object;
3840

A
alteredq 已提交
3841 3842
			webglObject.render = false;

3843
			if ( object.visible ) {
3844

3845
				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
M
Mr.doob 已提交
3846

3847
					//object.matrixWorld.flattenToArray( object._modelMatrixArray );
3848

A
alteredq 已提交
3849
					setupMatrices( object, camera );
3850

3851
					unrollBufferMaterial( webglObject );
3852

3853
					webglObject.render = true;
3854

3855
					if ( this.sortObjects === true ) {
3856

3857
						if ( object.renderDepth !== null ) {
3858

3859
							webglObject.z = object.renderDepth;
M
Mr.doob 已提交
3860

3861
						} else {
M
Mr.doob 已提交
3862

3863
							_vector3.copy( object.matrixWorld.getPosition() );
3864
							_projScreenMatrix.multiplyVector3( _vector3 );
3865

3866
							webglObject.z = _vector3.z;
3867

3868
						}
M
Mr.doob 已提交
3869

3870 3871
						webglObject.id = object.id;

3872
					}
M
Mr.doob 已提交
3873

3874
				}
3875 3876

			}
3877 3878 3879

		}

3880
		if ( this.sortObjects ) {
M
Mr.doob 已提交
3881

3882
			renderList.sort( painterSortStable );
3883

3884
		}
3885

3886
		// set matrices for immediate objects
3887

3888
		renderList = scene.__webglObjectsImmediate;
3889

3890 3891 3892
		for ( i = 0, il = renderList.length; i < il; i ++ ) {

			webglObject = renderList[ i ];
3893
			object = webglObject.object;
3894

3895
			if ( object.visible ) {
3896

M
Mr.doob 已提交
3897 3898
				/*
				if ( object.matrixAutoUpdate ) {
3899

3900
					object.matrixWorld.flattenToArray( object._modelMatrixArray );
M
Mr.doob 已提交
3901

3902
				}
M
Mr.doob 已提交
3903
				*/
M
Mr.doob 已提交
3904

A
alteredq 已提交
3905
				setupMatrices( object, camera );
M
Mr.doob 已提交
3906

3907
				unrollImmediateBufferMaterial( webglObject );
M
Mr.doob 已提交
3908

3909
			}
M
Mr.doob 已提交
3910

3911
		}
3912

3913
		if ( scene.overrideMaterial ) {
3914

3915 3916 3917 3918 3919 3920
			var material = scene.overrideMaterial;

			this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
			this.setDepthTest( material.depthTest );
			this.setDepthWrite( material.depthWrite );
			setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
3921

3922 3923
			renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
M
Mr.doob 已提交
3924

3925
		} else {
3926

3927
			// opaque pass (front-to-back order)
3928

3929
			this.setBlending( THREE.NormalBlending );
3930

3931 3932
			renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );
3933

3934
			// transparent pass (back-to-front order)
3935

3936 3937
			renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );
3938

3939
		}
3940

A
alteredq 已提交
3941
		// custom render plugins (post pass)
3942

A
alteredq 已提交
3943
		renderPlugins( this.renderPluginsPost, scene, camera );
3944 3945


3946
		// Generate mipmap if we're using any kind of mipmap filtering
3947

3948
		if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
3949

3950
			updateRenderTargetMipmap( renderTarget );
3951

3952
		}
3953

3954 3955 3956
		// Ensure depth buffer writing is enabled so it can be cleared on next render

		this.setDepthTest( true );
3957
		this.setDepthWrite( true );
3958

3959
		// _gl.finish();
3960

3961
	};
3962

A
alteredq 已提交
3963 3964 3965 3966 3967 3968
	function renderPlugins( plugins, scene, camera ) {

		if ( ! plugins.length ) return;

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

3969 3970
			// reset state for plugin (to start from clean slate)

A
alteredq 已提交
3971
			_currentProgram = null;
3972
			_currentCamera = null;
3973

A
alteredq 已提交
3974 3975 3976
			_oldBlending = -1;
			_oldDepthTest = -1;
			_oldDepthWrite = -1;
3977 3978
			_oldDoubleSided = -1;
			_oldFlipSided = -1;
A
alteredq 已提交
3979 3980
			_currentGeometryGroupHash = -1;
			_currentMaterialId = -1;
3981

3982
			_lightsNeedUpdate = true;
A
alteredq 已提交
3983

A
alteredq 已提交
3984
			plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
A
alteredq 已提交
3985

3986 3987
			// reset state after plugin (anything could have changed)

A
alteredq 已提交
3988
			_currentProgram = null;
3989
			_currentCamera = null;
3990

A
alteredq 已提交
3991 3992 3993
			_oldBlending = -1;
			_oldDepthTest = -1;
			_oldDepthWrite = -1;
3994 3995
			_oldDoubleSided = -1;
			_oldFlipSided = -1;
A
alteredq 已提交
3996 3997
			_currentGeometryGroupHash = -1;
			_currentMaterialId = -1;
3998

3999
			_lightsNeedUpdate = true;
A
alteredq 已提交
4000 4001 4002 4003 4004

		}

	};

4005 4006 4007 4008 4009 4010 4011 4012 4013 4014 4015 4016 4017 4018 4019 4020 4021 4022 4023 4024 4025 4026 4027 4028 4029 4030 4031 4032 4033 4034 4035 4036 4037 4038 4039 4040
	function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {

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

		if ( reverse ) {

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

		} else {

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

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

			webglObject = renderList[ i ];

			if ( webglObject.render ) {

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

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

4041
					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
4042

A
alteredq 已提交
4043
					_this.setDepthTest( material.depthTest );
4044
					_this.setDepthWrite( material.depthWrite );
4045 4046 4047 4048
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

4049
				_this.setMaterialFaces( material );
4050 4051 4052 4053 4054 4055 4056 4057 4058 4059

				if ( buffer instanceof THREE.BufferGeometry ) {

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

				} else {

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

				}
4060 4061 4062 4063 4064 4065 4066 4067 4068 4069 4070 4071 4072 4073 4074 4075 4076 4077 4078 4079 4080 4081 4082 4083 4084 4085 4086 4087

			}

		}

	};

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

		var webglObject, object, material, program;

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

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

			if ( object.visible ) {

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

4088
					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
4089

A
alteredq 已提交
4090
					_this.setDepthTest( material.depthTest );
4091
					_this.setDepthWrite( material.depthWrite );
4092 4093 4094 4095
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

A
alteredq 已提交
4096
				_this.renderImmediateObject( camera, lights, fog, material, object );
4097

A
alteredq 已提交
4098
			}
4099

A
alteredq 已提交
4100
		}
4101

A
alteredq 已提交
4102
	};
4103

A
alteredq 已提交
4104
	this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
4105

A
alteredq 已提交
4106
		var program = setProgram( camera, lights, fog, material, object );
4107

A
alteredq 已提交
4108
		_currentGeometryGroupHash = -1;
4109

4110
		_this.setMaterialFaces( material );
A
alteredq 已提交
4111 4112 4113 4114 4115 4116 4117

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

4118
			object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
4119 4120 4121 4122 4123

		}

	};

4124
	function unrollImmediateBufferMaterial ( globject ) {
4125

4126 4127
		var object = globject.object,
			material = object.material;
4128

4129
		if ( material.transparent ) {
4130

4131 4132
			globject.transparent = material;
			globject.opaque = null;
4133

4134
		} else {
4135

4136 4137
			globject.opaque = material;
			globject.transparent = null;
4138

4139
		}
A
alteredq 已提交
4140

4141
	};
A
alteredq 已提交
4142

4143
	function unrollBufferMaterial ( globject ) {
A
alteredq 已提交
4144

4145 4146 4147
		var object = globject.object,
			buffer = globject.buffer,
			material, materialIndex, meshMaterial;
4148

4149
		meshMaterial = object.material;
4150

4151
		if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
M
Mr.doob 已提交
4152

4153
			materialIndex = buffer.materialIndex;
4154

4155
			if ( materialIndex >= 0 ) {
4156

4157
				material = meshMaterial.materials[ materialIndex ];
4158

4159
				if ( material.transparent ) {
M
Mr.doob 已提交
4160

4161 4162
					globject.transparent = material;
					globject.opaque = null;
4163

4164
				} else {
4165

4166 4167
					globject.opaque = material;
					globject.transparent = null;
4168

4169
				}
4170

4171
			}
4172

4173
		} else {
4174

4175
			material = meshMaterial;
4176

4177
			if ( material ) {
4178

4179
				if ( material.transparent ) {
M
Mr.doob 已提交
4180

4181 4182
					globject.transparent = material;
					globject.opaque = null;
A
alteredq 已提交
4183

4184
				} else {
4185

4186 4187
					globject.opaque = material;
					globject.transparent = null;
4188

4189
				}
4190

4191
			}
4192

4193
		}
4194

4195
	};
4196

4197
	// Geometry splitting
4198

4199
	function sortFacesByMaterial ( geometry ) {
4200

4201 4202 4203
		var f, fl, face, materialIndex, vertices,
			materialHash, groupHash,
			hash_map = {};
4204

4205
		var numMorphTargets = geometry.morphTargets.length;
4206
		var numMorphNormals = geometry.morphNormals.length;
4207

4208
		geometry.geometryGroups = {};
4209

4210
		for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
4211

4212 4213
			face = geometry.faces[ f ];
			materialIndex = face.materialIndex;
4214

4215
			materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;
4216

4217
			if ( hash_map[ materialHash ] === undefined ) {
4218

4219
				hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };
4220 4221 4222

			}

4223
			groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
4224

4225
			if ( geometry.geometryGroups[ groupHash ] === undefined ) {
4226

4227
				geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
4228

4229
			}
A
alteredq 已提交
4230

4231
			vertices = face instanceof THREE.Face3 ? 3 : 4;
A
alteredq 已提交
4232

4233
			if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
A
alteredq 已提交
4234

4235 4236
				hash_map[ materialHash ].counter += 1;
				groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;
A
alteredq 已提交
4237

4238
				if ( geometry.geometryGroups[ groupHash ] === undefined ) {
A
alteredq 已提交
4239

4240
					geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
A
alteredq 已提交
4241

4242
				}
4243

4244
			}
4245

4246
			if ( face instanceof THREE.Face3 ) {
4247

4248
				geometry.geometryGroups[ groupHash ].faces3.push( f );
4249

4250
			} else {
4251

4252
				geometry.geometryGroups[ groupHash ].faces4.push( f );
4253

A
alteredq 已提交
4254
			}
4255

4256
			geometry.geometryGroups[ groupHash ].vertices += vertices;
4257

4258
		}
4259

4260
		geometry.geometryGroupsList = [];
4261

4262
		for ( var g in geometry.geometryGroups ) {
4263

4264
			geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
4265

4266
			geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
4267

4268
		}
4269

4270
	};
4271

4272 4273 4274 4275 4276 4277 4278 4279 4280
	// Objects refresh

	this.initWebGLObjects = function ( scene ) {

		if ( !scene.__webglObjects ) {

			scene.__webglObjects = [];
			scene.__webglObjectsImmediate = [];
			scene.__webglSprites = [];
4281
			scene.__webglFlares = [];
4282 4283

		}
4284

4285
		while ( scene.__objectsAdded.length ) {
4286

4287 4288
			addObject( scene.__objectsAdded[ 0 ], scene );
			scene.__objectsAdded.splice( 0, 1 );
4289

4290
		}
A
alteredq 已提交
4291

4292
		while ( scene.__objectsRemoved.length ) {
4293

4294 4295
			removeObject( scene.__objectsRemoved[ 0 ], scene );
			scene.__objectsRemoved.splice( 0, 1 );
4296

4297
		}
4298

4299
		// update must be called after objects adding / removal
4300

4301
		for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
4302

4303
			updateObject( scene.__webglObjects[ o ].object );
M
Mr.doob 已提交
4304 4305 4306 4307 4308

		}

	};

4309
	// Objects adding
M
Mr.doob 已提交
4310

4311
	function addObject ( object, scene ) {
A
alteredq 已提交
4312

4313
		var g, geometry, geometryGroup;
4314

4315
		if ( ! object.__webglInit ) {
M
Mr.doob 已提交
4316

4317
			object.__webglInit = true;
M
Mr.doob 已提交
4318

4319
			object._modelViewMatrix = new THREE.Matrix4();
4320
			object._normalMatrix = new THREE.Matrix3();
M
Mr.doob 已提交
4321

4322
			if ( object instanceof THREE.Mesh ) {
M
Mr.doob 已提交
4323

4324
				geometry = object.geometry;
M
Mr.doob 已提交
4325

4326
				if ( geometry instanceof THREE.Geometry ) {
M
Mr.doob 已提交
4327

4328
					if ( geometry.geometryGroups === undefined ) {
M
Mr.doob 已提交
4329

4330
						sortFacesByMaterial( geometry );
M
Mr.doob 已提交
4331

4332 4333 4334
					}

					// create separate VBOs per geometry chunk
M
Mr.doob 已提交
4335

4336
					for ( g in geometry.geometryGroups ) {
M
Mr.doob 已提交
4337

4338
						geometryGroup = geometry.geometryGroups[ g ];
M
Mr.doob 已提交
4339

4340
						// initialise VBO on the first access
M
Mr.doob 已提交
4341

4342
						if ( ! geometryGroup.__webglVertexBuffer ) {
4343

4344 4345
							createMeshBuffers( geometryGroup );
							initMeshBuffers( geometryGroup, object );
M
Mr.doob 已提交
4346

4347
							geometry.verticesNeedUpdate = true;
4348
							geometry.morphTargetsNeedUpdate = true;
M
Mr.doob 已提交
4349
							geometry.elementsNeedUpdate = true;
M
Mr.doob 已提交
4350
							geometry.uvsNeedUpdate = true;
M
Mr.doob 已提交
4351
							geometry.normalsNeedUpdate = true;
4352
							geometry.tangentsNeedUpdate = true;
M
Mr.doob 已提交
4353
							geometry.colorsNeedUpdate = true;
4354 4355

						}
M
Mr.doob 已提交
4356

4357
					}
M
Mr.doob 已提交
4358

4359 4360 4361 4362
				} else if ( geometry instanceof THREE.BufferGeometry ) {

					initDirectBuffers( geometry );

4363
				}
M
Mr.doob 已提交
4364

4365
			} else if ( object instanceof THREE.Ribbon ) {
M
Mr.doob 已提交
4366

4367
				geometry = object.geometry;
M
Mr.doob 已提交
4368

4369
				if ( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
4370

4371
					createRibbonBuffers( geometry );
4372
					initRibbonBuffers( geometry, object );
M
Mr.doob 已提交
4373

4374
					geometry.verticesNeedUpdate = true;
M
Mr.doob 已提交
4375
					geometry.colorsNeedUpdate = true;
4376
					geometry.normalsNeedUpdate = true;
M
Mr.doob 已提交
4377

4378
				}
M
Mr.doob 已提交
4379

4380
			} else if ( object instanceof THREE.Line ) {
M
Mr.doob 已提交
4381

4382
				geometry = object.geometry;
M
Mr.doob 已提交
4383

4384
				if ( ! geometry.__webglVertexBuffer ) {
M
Mr.doob 已提交
4385

4386 4387
					createLineBuffers( geometry );
					initLineBuffers( geometry, object );
M
Mr.doob 已提交
4388

4389
					geometry.verticesNeedUpdate = true;
M
Mr.doob 已提交
4390
					geometry.colorsNeedUpdate = true;
4391
					geometry.lineDistancesNeedUpdate = true;
4392

4393
				}
4394

4395
			} else if ( object instanceof THREE.ParticleSystem ) {
4396

4397
				geometry = object.geometry;
4398

4399
				if ( ! geometry.__webglVertexBuffer ) {
4400

4401 4402 4403 4404 4405 4406 4407 4408 4409 4410 4411 4412 4413
					if ( geometry instanceof THREE.Geometry ) {

						createParticleBuffers( geometry );
						initParticleBuffers( geometry, object );

						geometry.verticesNeedUpdate = true;
						geometry.colorsNeedUpdate = true;

					} else if ( geometry instanceof THREE.BufferGeometry ) {

						initDirectBuffers( geometry );

					}
4414

4415

4416
				}
4417

4418
			}
4419

4420
		}
4421

4422
		if ( ! object.__webglActive ) {
4423

4424
			if ( object instanceof THREE.Mesh ) {
4425

4426
				geometry = object.geometry;
4427

4428 4429 4430 4431 4432 4433 4434 4435 4436
				if ( geometry instanceof THREE.BufferGeometry ) {

					addBuffer( scene.__webglObjects, geometry, object );

				} else {

					for ( g in geometry.geometryGroups ) {

						geometryGroup = geometry.geometryGroups[ g ];
4437

4438
						addBuffer( scene.__webglObjects, geometryGroup, object );
4439

4440
					}
4441

4442
				}
4443

4444 4445 4446
			} else if ( object instanceof THREE.Ribbon ||
						object instanceof THREE.Line ||
						object instanceof THREE.ParticleSystem ) {
4447

4448 4449
				geometry = object.geometry;
				addBuffer( scene.__webglObjects, geometry, object );
4450

4451
			} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
4452

4453
				addBufferImmediate( scene.__webglObjectsImmediate, object );
4454

4455
			} else if ( object instanceof THREE.Sprite ) {
4456

4457
				scene.__webglSprites.push( object );
4458

4459 4460 4461 4462
			} else if ( object instanceof THREE.LensFlare ) {

				scene.__webglFlares.push( object );

4463 4464
			}

4465
			object.__webglActive = true;
4466

4467
		}
4468

4469
	};
4470

4471
	function addBuffer ( objlist, buffer, object ) {
4472

4473 4474 4475 4476 4477 4478 4479 4480
		objlist.push(
			{
				buffer: buffer,
				object: object,
				opaque: null,
				transparent: null
			}
		);
4481

4482
	};
4483

4484
	function addBufferImmediate ( objlist, object ) {
4485

4486 4487 4488 4489 4490
		objlist.push(
			{
				object: object,
				opaque: null,
				transparent: null
4491
			}
4492
		);
4493

4494
	};
4495

4496
	// Objects updates
4497

4498
	function updateObject ( object ) {
4499

4500 4501
		var geometry = object.geometry,
			geometryGroup, customAttributesDirty, material;
4502

4503
		if ( object instanceof THREE.Mesh ) {
4504

4505 4506
			if ( geometry instanceof THREE.BufferGeometry ) {

M
Mr.doob 已提交
4507
				if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
M
Mr.doob 已提交
4508
					 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
4509
					 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {
4510

4511
					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
4512

4513
				}
4514

4515
				geometry.verticesNeedUpdate = false;
M
Mr.doob 已提交
4516
				geometry.elementsNeedUpdate = false;
M
Mr.doob 已提交
4517
				geometry.uvsNeedUpdate = false;
M
Mr.doob 已提交
4518
				geometry.normalsNeedUpdate = false;
M
Mr.doob 已提交
4519
				geometry.colorsNeedUpdate = false;
4520
				geometry.tangentsNeedUpdate = false;
4521

4522
			} else {
4523

4524
				// check all geometry groups
4525

4526 4527 4528 4529 4530 4531
				for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {

					geometryGroup = geometry.geometryGroupsList[ i ];

					material = getBufferMaterial( object, geometryGroup );

A
alteredq 已提交
4532 4533 4534 4535 4536 4537
					if ( geometry.buffersNeedUpdate ) {

						initMeshBuffers( geometryGroup, object );

					}

4538 4539
					customAttributesDirty = material.attributes && areCustomAttributesDirty( material );

4540
					if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
M
Mr.doob 已提交
4541
						 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
4542
						 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
4543 4544 4545 4546

						setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );

					}
4547

4548
				}
M
Mr.doob 已提交
4549

4550
				geometry.verticesNeedUpdate = false;
4551
				geometry.morphTargetsNeedUpdate = false;
M
Mr.doob 已提交
4552
				geometry.elementsNeedUpdate = false;
M
Mr.doob 已提交
4553
				geometry.uvsNeedUpdate = false;
M
Mr.doob 已提交
4554
				geometry.normalsNeedUpdate = false;
M
Mr.doob 已提交
4555
				geometry.colorsNeedUpdate = false;
4556
				geometry.tangentsNeedUpdate = false;
4557

A
alteredq 已提交
4558 4559
				geometry.buffersNeedUpdate = false;

4560
				material.attributes && clearCustomAttributes( material );
4561

4562
			}
4563

4564
		} else if ( object instanceof THREE.Ribbon ) {
4565

4566 4567 4568 4569 4570
			material = getBufferMaterial( object, geometry );

			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );

			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {
4571

4572
				setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
4573

4574
			}
4575

4576
			geometry.verticesNeedUpdate = false;
M
Mr.doob 已提交
4577
			geometry.colorsNeedUpdate = false;
4578
			geometry.normalsNeedUpdate = false;
4579

4580 4581
			material.attributes && clearCustomAttributes( material );

4582
		} else if ( object instanceof THREE.Line ) {
4583

4584
			material = getBufferMaterial( object, geometry );
A
alteredq 已提交
4585

4586
			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
A
alteredq 已提交
4587

4588
			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
A
alteredq 已提交
4589

4590
				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
4591

4592
			}
4593

4594
			geometry.verticesNeedUpdate = false;
M
Mr.doob 已提交
4595
			geometry.colorsNeedUpdate = false;
4596
			geometry.lineDistancesNeedUpdate = false;
4597

4598
			material.attributes && clearCustomAttributes( material );
4599

4600
		} else if ( object instanceof THREE.ParticleSystem ) {
4601

4602
			if ( geometry instanceof THREE.BufferGeometry ) {
4603

4604
				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
4605

4606
					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
4607

4608
				}
4609

4610 4611
				geometry.verticesNeedUpdate = false;
				geometry.colorsNeedUpdate = false;
4612

4613
			} else {
4614

4615
				material = getBufferMaterial( object, geometry );
4616 4617 4618 4619 4620 4621 4622 4623 4624 4625 4626 4627 4628 4629 4630

				customAttributesDirty = material.attributes && areCustomAttributesDirty( material );

				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {

					setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );

				}

				geometry.verticesNeedUpdate = false;
				geometry.colorsNeedUpdate = false;

				material.attributes && clearCustomAttributes( material );

			}
4631

4632
		}
4633

4634
	};
4635

4636
	// Objects updates - custom attributes check
4637

4638
	function areCustomAttributesDirty ( material ) {
4639

4640
		for ( var a in material.attributes ) {
4641

4642
			if ( material.attributes[ a ].needsUpdate ) return true;
4643

4644
		}
4645

4646
		return false;
4647

4648
	};
4649

4650 4651 4652
	function clearCustomAttributes ( material ) {

		for ( var a in material.attributes ) {
4653

4654
			material.attributes[ a ].needsUpdate = false;
4655

4656
		}
4657

4658
	};
4659

4660
	// Objects removal
4661

4662
	function removeObject ( object, scene ) {
4663

4664 4665 4666 4667
		if ( object instanceof THREE.Mesh  ||
			 object instanceof THREE.ParticleSystem ||
			 object instanceof THREE.Ribbon ||
			 object instanceof THREE.Line ) {
4668

4669
			removeInstances( scene.__webglObjects, object );
4670

4671
		} else if ( object instanceof THREE.Sprite ) {
4672

4673
			removeInstancesDirect( scene.__webglSprites, object );
4674

4675 4676 4677 4678
		} else if ( object instanceof THREE.LensFlare ) {

			removeInstancesDirect( scene.__webglFlares, object );

4679
		} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
4680

4681
			removeInstances( scene.__webglObjectsImmediate, object );
4682

4683
		}
4684

4685
		object.__webglActive = false;
4686

4687
	};
4688

4689
	function removeInstances ( objlist, object ) {
4690

4691
		for ( var o = objlist.length - 1; o >= 0; o -- ) {
4692

4693
			if ( objlist[ o ].object === object ) {
4694

4695
				objlist.splice( o, 1 );
4696

4697
			}
4698

4699
		}
4700

4701
	};
4702

4703
	function removeInstancesDirect ( objlist, object ) {
4704

4705
		for ( var o = objlist.length - 1; o >= 0; o -- ) {
4706

4707
			if ( objlist[ o ] === object ) {
4708

4709
				objlist.splice( o, 1 );
4710

4711
			}
4712

4713
		}
4714

4715
	};
4716

4717
	// Materials
4718

4719
	this.initMaterial = function ( material, lights, fog, object ) {
4720

4721
		var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
4722

4723
		if ( material instanceof THREE.MeshDepthMaterial ) {
M
Mr.doob 已提交
4724

4725
			shaderID = 'depth';
4726

4727
		} else if ( material instanceof THREE.MeshNormalMaterial ) {
4728

4729
			shaderID = 'normal';
M
Mr.doob 已提交
4730

4731
		} else if ( material instanceof THREE.MeshBasicMaterial ) {
M
Mr.doob 已提交
4732

4733
			shaderID = 'basic';
M
Mr.doob 已提交
4734

4735
		} else if ( material instanceof THREE.MeshLambertMaterial ) {
M
Mr.doob 已提交
4736

4737
			shaderID = 'lambert';
M
Mr.doob 已提交
4738

4739
		} else if ( material instanceof THREE.MeshPhongMaterial ) {
4740

4741
			shaderID = 'phong';
4742

4743
		} else if ( material instanceof THREE.LineBasicMaterial ) {
4744

4745
			shaderID = 'basic';
4746

4747 4748 4749 4750
		} else if ( material instanceof THREE.LineDashedMaterial ) {

			shaderID = 'dashed';

4751
		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
4752

4753
			shaderID = 'particle_basic';
4754 4755 4756

		}

4757
		if ( shaderID ) {
4758

4759
			setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
4760

4761
		}
4762

4763 4764
		// heuristics to create shader parameters according to lights in the scene
		// (not to blow over maxLights budget)
4765

4766
		maxLightCount = allocateLights( lights );
4767

4768
		maxShadows = allocateShadows( lights );
4769

4770
		maxBones = allocateBones( object );
4771

4772
		parameters = {
4773

A
alteredq 已提交
4774 4775 4776
			map: !!material.map,
			envMap: !!material.envMap,
			lightMap: !!material.lightMap,
4777
			bumpMap: !!material.bumpMap,
4778
			normalMap: !!material.normalMap,
4779
			specularMap: !!material.specularMap,
A
alteredq 已提交
4780

4781
			vertexColors: material.vertexColors,
A
alteredq 已提交
4782 4783 4784

			fog: fog,
			useFog: material.fog,
4785
			fogExp: fog instanceof THREE.FogExp2,
A
alteredq 已提交
4786

4787
			sizeAttenuation: material.sizeAttenuation,
A
alteredq 已提交
4788

4789
			skinning: material.skinning,
A
alteredq 已提交
4790
			maxBones: maxBones,
4791 4792 4793
			useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
			boneTextureWidth: object && object.boneTextureWidth,
			boneTextureHeight: object && object.boneTextureHeight,
A
alteredq 已提交
4794

4795
			morphTargets: material.morphTargets,
A
alteredq 已提交
4796
			morphNormals: material.morphNormals,
4797
			maxMorphTargets: this.maxMorphTargets,
A
alteredq 已提交
4798
			maxMorphNormals: this.maxMorphNormals,
A
alteredq 已提交
4799 4800 4801 4802

			maxDirLights: maxLightCount.directional,
			maxPointLights: maxLightCount.point,
			maxSpotLights: maxLightCount.spot,
A
alteredq 已提交
4803
			maxHemiLights: maxLightCount.hemi,
A
alteredq 已提交
4804 4805

			maxShadows: maxShadows,
4806 4807
			shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
			shadowMapSoft: this.shadowMapSoft,
A
alteredq 已提交
4808 4809
			shadowMapDebug: this.shadowMapDebug,
			shadowMapCascade: this.shadowMapCascade,
A
alteredq 已提交
4810

4811 4812
			alphaTest: material.alphaTest,
			metal: material.metal,
4813
			perPixel: material.perPixel,
4814
			wrapAround: material.wrapAround,
4815 4816
			doubleSided: material.side === THREE.DoubleSide,
			flipSided: material.side === THREE.BackSide
4817

4818
		};
M
Mr.doob 已提交
4819

4820
		material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );
4821

4822
		var attributes = material.program.attributes;
4823

4824 4825 4826 4827
		if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
		if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
		if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
		if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );
4828
		if ( attributes.lineDistance >= 0 ) _gl.enableVertexAttribArray( attributes.lineDistance );
4829

4830 4831
		if ( material.skinning &&
			 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
M
Mr.doob 已提交
4832

4833 4834
			_gl.enableVertexAttribArray( attributes.skinIndex );
			_gl.enableVertexAttribArray( attributes.skinWeight );
M
Mr.doob 已提交
4835 4836

		}
4837

4838
		if ( material.attributes ) {
A
alteredq 已提交
4839

4840
			for ( a in material.attributes ) {
M
Mr.doob 已提交
4841

4842
				if ( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
4843

4844
			}
M
Mr.doob 已提交
4845

4846
		}
M
Mr.doob 已提交
4847

4848
		if ( material.morphTargets ) {
M
Mr.doob 已提交
4849

4850
			material.numSupportedMorphTargets = 0;
4851

4852
			var id, base = "morphTarget";
4853

4854
			for ( i = 0; i < this.maxMorphTargets; i ++ ) {
4855

4856
				id = base + i;
M
Mr.doob 已提交
4857

4858
				if ( attributes[ id ] >= 0 ) {
M
Mr.doob 已提交
4859

4860 4861
					_gl.enableVertexAttribArray( attributes[ id ] );
					material.numSupportedMorphTargets ++;
4862

4863
				}
4864

4865
			}
4866

4867
		}
4868

A
alteredq 已提交
4869 4870 4871 4872 4873 4874 4875 4876 4877 4878 4879 4880 4881 4882 4883 4884 4885 4886 4887 4888 4889
		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

			var id, base = "morphNormal";

			for ( i = 0; i < this.maxMorphNormals; i ++ ) {

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					_gl.enableVertexAttribArray( attributes[ id ] );
					material.numSupportedMorphNormals ++;

				}

			}

		}

4890
		material.uniformsList = [];
4891

4892
		for ( u in material.uniforms ) {
4893

4894
			material.uniformsList.push( [ material.uniforms[ u ], u ] );
4895

4896
		}
M
Mr.doob 已提交
4897

4898
	};
M
Mr.doob 已提交
4899

4900
	function setMaterialShaders( material, shaders ) {
M
Mr.doob 已提交
4901

4902 4903 4904
		material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
		material.vertexShader = shaders.vertexShader;
		material.fragmentShader = shaders.fragmentShader;
M
Mr.doob 已提交
4905

4906
	};
M
Mr.doob 已提交
4907

4908
	function setProgram( camera, lights, fog, material, object ) {
4909

4910 4911
		_usedTextureUnits = 0;

A
alteredq 已提交
4912
		if ( material.needsUpdate ) {
4913

4914 4915
			if ( material.program ) _this.deallocateMaterial( material );

4916
			_this.initMaterial( material, lights, fog, object );
A
alteredq 已提交
4917
			material.needsUpdate = false;
4918

4919
		}
4920

4921
		if ( material.morphTargets ) {
4922

4923
			if ( ! object.__webglMorphTargetInfluences ) {
4924

4925
				object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
4926

4927
			}
4928

4929
		}
4930

4931
		var refreshMaterial = false;
4932

4933 4934 4935
		var program = material.program,
			p_uniforms = program.uniforms,
			m_uniforms = material.uniforms;
4936

4937
		if ( program !== _currentProgram ) {
4938

4939 4940
			_gl.useProgram( program );
			_currentProgram = program;
4941

4942
			refreshMaterial = true;
4943

4944
		}
4945

4946
		if ( material.id !== _currentMaterialId ) {
4947

4948 4949
			_currentMaterialId = material.id;
			refreshMaterial = true;
4950

4951
		}
4952

4953
		if ( refreshMaterial || camera !== _currentCamera ) {
4954

A
alteredq 已提交
4955
			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );
A
alteredq 已提交
4956

4957 4958 4959 4960
			if ( camera !== _currentCamera ) _currentCamera = camera;

		}

4961 4962 4963 4964 4965 4966 4967 4968 4969 4970 4971 4972 4973 4974 4975 4976 4977 4978 4979 4980 4981 4982 4983 4984 4985 4986 4987 4988 4989
		// skinning uniforms must be set even if material didn't change
		// auto-setting of texture unit for bone texture must go before other textures
		// not sure why, but otherwise weird things happen

		if ( material.skinning ) {

			if ( _supportsBoneTextures && object.useVertexTexture ) {

				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
					_this.setTexture( object.boneTexture, textureUnit );

				}

			} else {

				if ( p_uniforms.boneGlobalMatrices !== null ) {

					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );

				}

			}

		}

4990 4991
		if ( refreshMaterial ) {

4992
			// refresh uniforms common to several materials
4993

4994
			if ( fog && material.fog ) {
4995

4996
				refreshUniformsFog( m_uniforms, fog );
M
Mr.doob 已提交
4997

4998
			}
M
Mr.doob 已提交
4999

5000 5001 5002
			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material.lights ) {
5003

5004 5005 5006 5007 5008 5009 5010
				if ( _lightsNeedUpdate ) {

					setupLights( program, lights );
					_lightsNeedUpdate = false;

				}

5011
				refreshUniformsLights( m_uniforms, _lights );
5012

5013
			}
M
Mr.doob 已提交
5014

5015 5016 5017
			if ( material instanceof THREE.MeshBasicMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
5018

5019
				refreshUniformsCommon( m_uniforms, material );
M
Mr.doob 已提交
5020 5021 5022

			}

5023
			// refresh single material specific uniforms
M
Mr.doob 已提交
5024

5025
			if ( material instanceof THREE.LineBasicMaterial ) {
5026

5027
				refreshUniformsLine( m_uniforms, material );
M
Mr.doob 已提交
5028

5029 5030 5031 5032 5033
			} else if ( material instanceof THREE.LineDashedMaterial ) {

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

5034
			} else if ( material instanceof THREE.ParticleBasicMaterial ) {
M
Mr.doob 已提交
5035

5036
				refreshUniformsParticle( m_uniforms, material );
M
Mr.doob 已提交
5037

5038
			} else if ( material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
5039

5040
				refreshUniformsPhong( m_uniforms, material );
M
Mr.doob 已提交
5041

5042
			} else if ( material instanceof THREE.MeshLambertMaterial ) {
M
Mr.doob 已提交
5043

5044
				refreshUniformsLambert( m_uniforms, material );
M
Mr.doob 已提交
5045

5046
			} else if ( material instanceof THREE.MeshDepthMaterial ) {
M
Mr.doob 已提交
5047

5048 5049 5050
				m_uniforms.mNear.value = camera.near;
				m_uniforms.mFar.value = camera.far;
				m_uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
5051

5052
			} else if ( material instanceof THREE.MeshNormalMaterial ) {
M
Mr.doob 已提交
5053

5054
				m_uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
5055

5056
			}
M
Mr.doob 已提交
5057

5058
			if ( object.receiveShadow && ! material._shadowPass ) {
M
Mr.doob 已提交
5059

5060
				refreshUniformsShadow( m_uniforms, lights );
M
Mr.doob 已提交
5061

5062
			}
M
Mr.doob 已提交
5063

5064
			// load common uniforms
M
Mr.doob 已提交
5065

5066
			loadUniformsGeneric( program, material.uniformsList );
M
Mr.doob 已提交
5067

5068 5069
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)
5070

5071 5072 5073
			if ( material instanceof THREE.ShaderMaterial ||
				 material instanceof THREE.MeshPhongMaterial ||
				 material.envMap ) {
5074

5075
				if ( p_uniforms.cameraPosition !== null ) {
5076

5077 5078
					var position = camera.matrixWorld.getPosition();
					_gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
5079

5080
				}
5081 5082 5083

			}

5084 5085 5086 5087
			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {
5088

5089
				if ( p_uniforms.viewMatrix !== null ) {
5090

A
alteredq 已提交
5091
					_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray );
5092

5093
				}
5094

5095
			}
M
Mr.doob 已提交
5096

5097 5098
		}

5099
		loadUniformsMatrices( p_uniforms, object );
M
Mr.doob 已提交
5100

5101
		if ( p_uniforms.modelMatrix !== null ) {
M
Mr.doob 已提交
5102

5103
			_gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
5104

5105
		}
5106

5107
		return program;
5108

5109
	};
5110

5111
	// Uniforms (refresh uniforms objects)
A
alteredq 已提交
5112

5113
	function refreshUniformsCommon ( uniforms, material ) {
5114

5115
		uniforms.opacity.value = material.opacity;
5116

5117
		if ( _this.gammaInput ) {
5118

5119
			uniforms.diffuse.value.copyGammaToLinear( material.color );
5120

5121
		} else {
5122

5123
			uniforms.diffuse.value = material.color;
5124

5125
		}
5126

5127 5128 5129
		uniforms.map.value = material.map;
		uniforms.lightMap.value = material.lightMap;
		uniforms.specularMap.value = material.specularMap;
5130

5131
		if ( material.bumpMap ) {
5132

5133
			uniforms.bumpMap.value = material.bumpMap;
5134
			uniforms.bumpScale.value = material.bumpScale;
M
Mr.doob 已提交
5135

5136
		}
M
Mr.doob 已提交
5137

5138 5139
		if ( material.normalMap ) {

5140
			uniforms.normalMap.value = material.normalMap;
5141
			uniforms.normalScale.value.copy( material.normalScale );
5142

5143
		}
M
Mr.doob 已提交
5144

5145 5146 5147
		// uv repeat and offset setting priorities
		//	1. color map
		//	2. specular map
5148 5149
		//	3. normal map
		//	4. bump map
5150

5151
		var uvScaleMap;
5152

5153
		if ( material.map ) {
5154

5155
			uvScaleMap = material.map;
5156

5157
		} else if ( material.specularMap ) {
5158

5159 5160
			uvScaleMap = material.specularMap;

5161 5162 5163 5164
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

5165 5166 5167 5168 5169 5170 5171 5172 5173 5174 5175 5176
		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

		}

		if ( uvScaleMap !== undefined ) {

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

			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
5177

5178
		}
5179

5180
		uniforms.envMap.value = material.envMap;
5181
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
5182

5183
		if ( _this.gammaInput ) {
5184

5185 5186
			//uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
			uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
5187

5188
		} else {
5189

5190
			uniforms.reflectivity.value = material.reflectivity;
5191

5192
		}
5193

5194 5195 5196
		uniforms.refractionRatio.value = material.refractionRatio;
		uniforms.combine.value = material.combine;
		uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
M
Mr.doob 已提交
5197

5198
	};
M
Mr.doob 已提交
5199

5200
	function refreshUniformsLine ( uniforms, material ) {
M
Mr.doob 已提交
5201

5202 5203
		uniforms.diffuse.value = material.color;
		uniforms.opacity.value = material.opacity;
M
Mr.doob 已提交
5204

5205
	};
M
Mr.doob 已提交
5206

5207 5208 5209 5210 5211 5212 5213 5214
	function refreshUniformsDash ( uniforms, material ) {

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

	};

5215
	function refreshUniformsParticle ( uniforms, material ) {
5216

5217 5218 5219 5220
		uniforms.psColor.value = material.color;
		uniforms.opacity.value = material.opacity;
		uniforms.size.value = material.size;
		uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
5221

5222
		uniforms.map.value = material.map;
5223

5224
	};
5225

5226
	function refreshUniformsFog ( uniforms, fog ) {
5227

5228
		uniforms.fogColor.value = fog.color;
5229

5230
		if ( fog instanceof THREE.Fog ) {
5231

5232 5233
			uniforms.fogNear.value = fog.near;
			uniforms.fogFar.value = fog.far;
5234

5235
		} else if ( fog instanceof THREE.FogExp2 ) {
M
Mikael Emtinger 已提交
5236

5237
			uniforms.fogDensity.value = fog.density;
M
Mikael Emtinger 已提交
5238

5239
		}
M
Mikael Emtinger 已提交
5240

5241
	};
M
Mikael Emtinger 已提交
5242

5243
	function refreshUniformsPhong ( uniforms, material ) {
M
Mikael Emtinger 已提交
5244

5245
		uniforms.shininess.value = material.shininess;
5246

5247
		if ( _this.gammaInput ) {
M
Mikael Emtinger 已提交
5248

5249
			uniforms.ambient.value.copyGammaToLinear( material.ambient );
5250
			uniforms.emissive.value.copyGammaToLinear( material.emissive );
5251
			uniforms.specular.value.copyGammaToLinear( material.specular );
5252

5253
		} else {
5254

5255
			uniforms.ambient.value = material.ambient;
5256
			uniforms.emissive.value = material.emissive;
5257
			uniforms.specular.value = material.specular;
5258

5259
		}
5260

5261 5262 5263 5264 5265 5266
		if ( material.wrapAround ) {

			uniforms.wrapRGB.value.copy( material.wrapRGB );

		}

5267
	};
5268

5269
	function refreshUniformsLambert ( uniforms, material ) {
5270

5271
		if ( _this.gammaInput ) {
5272

5273
			uniforms.ambient.value.copyGammaToLinear( material.ambient );
5274
			uniforms.emissive.value.copyGammaToLinear( material.emissive );
M
Mr.doob 已提交
5275

5276
		} else {
5277

5278
			uniforms.ambient.value = material.ambient;
5279
			uniforms.emissive.value = material.emissive;
5280

5281
		}
5282

5283 5284 5285 5286 5287 5288
		if ( material.wrapAround ) {

			uniforms.wrapRGB.value.copy( material.wrapRGB );

		}

5289
	};
5290

5291
	function refreshUniformsLights ( uniforms, lights ) {
5292

5293
		uniforms.ambientLightColor.value = lights.ambient;
5294

5295 5296
		uniforms.directionalLightColor.value = lights.directional.colors;
		uniforms.directionalLightDirection.value = lights.directional.positions;
5297

5298 5299 5300
		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
		uniforms.pointLightDistance.value = lights.point.distances;
5301

A
alteredq 已提交
5302 5303 5304 5305
		uniforms.spotLightColor.value = lights.spot.colors;
		uniforms.spotLightPosition.value = lights.spot.positions;
		uniforms.spotLightDistance.value = lights.spot.distances;
		uniforms.spotLightDirection.value = lights.spot.directions;
5306
		uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
A
alteredq 已提交
5307 5308
		uniforms.spotLightExponent.value = lights.spot.exponents;

A
alteredq 已提交
5309 5310
		uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
		uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
5311
		uniforms.hemisphereLightDirection.value = lights.hemi.positions;
A
alteredq 已提交
5312

5313
	};
5314

5315
	function refreshUniformsShadow ( uniforms, lights ) {
M
Mr.doob 已提交
5316

5317
		if ( uniforms.shadowMatrix ) {
5318

5319
			var j = 0;
5320

5321
			for ( var i = 0, il = lights.length; i < il; i ++ ) {
5322

5323
				var light = lights[ i ];
5324

A
alteredq 已提交
5325 5326
				if ( ! light.castShadow ) continue;

5327
				if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
5328

5329
					uniforms.shadowMap.value[ j ] = light.shadowMap;
5330
					uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
5331

5332 5333 5334 5335 5336 5337 5338 5339 5340 5341
					uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;

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

					j ++;

				}

			}
5342

5343 5344
		}

5345
	};
5346

5347
	// Uniforms (load to GPU)
5348

5349
	function loadUniformsMatrices ( uniforms, object ) {
5350

5351
		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
5352

5353
		if ( uniforms.normalMatrix ) {
5354

5355
			_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
5356

5357
		}
5358

5359
	};
5360

5361 5362 5363 5364 5365 5366 5367 5368 5369 5370 5371 5372 5373 5374 5375 5376
	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= _maxTextures ) {

			console.warn( "Trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );

		}

		_usedTextureUnits += 1;

		return textureUnit;

	};

5377
	function loadUniformsGeneric ( program, uniforms ) {
5378

5379
		var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
5380

M
Mr.doob 已提交
5381
		for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
5382

5383 5384
			location = program.uniforms[ uniforms[ j ][ 1 ] ];
			if ( !location ) continue;
5385

5386
			uniform = uniforms[ j ][ 0 ];
5387

5388 5389
			type = uniform.type;
			value = uniform.value;
5390

5391
			if ( type === "i" ) { // single integer
5392

5393
				_gl.uniform1i( location, value );
5394

5395
			} else if ( type === "f" ) { // single float
5396

5397
				_gl.uniform1f( location, value );
5398

5399
			} else if ( type === "v2" ) { // single THREE.Vector2
5400

5401
				_gl.uniform2f( location, value.x, value.y );
5402

5403
			} else if ( type === "v3" ) { // single THREE.Vector3
5404

5405
				_gl.uniform3f( location, value.x, value.y, value.z );
5406

5407
			} else if ( type === "v4" ) { // single THREE.Vector4
5408

5409
				_gl.uniform4f( location, value.x, value.y, value.z, value.w );
5410

5411
			} else if ( type === "c" ) { // single THREE.Color
5412

5413
				_gl.uniform3f( location, value.r, value.g, value.b );
5414

5415 5416 5417
			} else if ( type === "iv1" ) { // flat array of integers (JS or typed array)

				_gl.uniform1iv( location, value );
5418 5419 5420 5421

			} else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)

				_gl.uniform3iv( location, value );
5422

5423
			} else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
5424

5425
				_gl.uniform1fv( location, value );
5426

5427
			} else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
5428

5429
				_gl.uniform3fv( location, value );
5430

5431
			} else if ( type === "v2v" ) { // array of THREE.Vector2
5432

5433
				if ( uniform._array === undefined ) {
5434

5435
					uniform._array = new Float32Array( 2 * value.length );
5436

5437
				}
5438

5439
				for ( i = 0, il = value.length; i < il; i ++ ) {
5440

5441
					offset = i * 2;
5442

5443 5444
					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;
5445

5446
				}
5447

5448
				_gl.uniform2fv( location, uniform._array );
5449

5450
			} else if ( type === "v3v" ) { // array of THREE.Vector3
5451

5452
				if ( uniform._array === undefined ) {
M
Mr.doob 已提交
5453

5454
					uniform._array = new Float32Array( 3 * value.length );
A
alteredq 已提交
5455

5456
				}
5457

5458
				for ( i = 0, il = value.length; i < il; i ++ ) {
5459

5460
					offset = i * 3;
5461

5462 5463 5464
					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;
					uniform._array[ offset + 2 ] = value[ i ].z;
A
alteredq 已提交
5465

5466
				}
5467

5468
				_gl.uniform3fv( location, uniform._array );
A
alteredq 已提交
5469

5470
			} else if ( type === "v4v" ) { // array of THREE.Vector4
M
Mr.doob 已提交
5471

5472
				if ( uniform._array === undefined ) {
M
Mr.doob 已提交
5473

5474
					uniform._array = new Float32Array( 4 * value.length );
M
Mr.doob 已提交
5475

5476
				}
A
alteredq 已提交
5477

5478
				for ( i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
5479

5480
					offset = i * 4;
M
Mr.doob 已提交
5481

5482 5483 5484 5485
					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;
					uniform._array[ offset + 2 ] = value[ i ].z;
					uniform._array[ offset + 3 ] = value[ i ].w;
A
alteredq 已提交
5486

5487
				}
5488

5489
				_gl.uniform4fv( location, uniform._array );
A
alteredq 已提交
5490

5491
			} else if ( type === "m4") { // single THREE.Matrix4
A
alteredq 已提交
5492

5493
				if ( uniform._array === undefined ) {
A
alteredq 已提交
5494

5495
					uniform._array = new Float32Array( 16 );
A
alteredq 已提交
5496

5497
				}
M
Mr.doob 已提交
5498

5499 5500
				value.flattenToArray( uniform._array );
				_gl.uniformMatrix4fv( location, false, uniform._array );
5501

5502
			} else if ( type === "m4v" ) { // array of THREE.Matrix4
5503

5504
				if ( uniform._array === undefined ) {
5505

5506
					uniform._array = new Float32Array( 16 * value.length );
M
Mr.doob 已提交
5507

5508
				}
M
Mr.doob 已提交
5509

5510
				for ( i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
5511

5512
					value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
A
alteredq 已提交
5513

5514
				}
M
Mr.doob 已提交
5515

5516
				_gl.uniformMatrix4fv( location, false, uniform._array );
M
Mr.doob 已提交
5517

5518
			} else if ( type === "t" ) { // single THREE.Texture (2d or cube)
5519

5520 5521
				texture = value;
				textureUnit = getTextureUnit();
M
Mr.doob 已提交
5522

5523
				_gl.uniform1i( location, textureUnit );
M
Mr.doob 已提交
5524

5525
				if ( !texture ) continue;
M
Mr.doob 已提交
5526

5527
				if ( texture.image instanceof Array && texture.image.length === 6 ) {
M
Mr.doob 已提交
5528

5529
					setCubeTexture( texture, textureUnit );
M
Mr.doob 已提交
5530

5531
				} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
M
Mr.doob 已提交
5532

5533
					setCubeTextureDynamic( texture, textureUnit );
5534

5535
				} else {
A
alteredq 已提交
5536

5537
					_this.setTexture( texture, textureUnit );
A
alteredq 已提交
5538

5539
				}
A
alteredq 已提交
5540

5541
			} else if ( type === "tv" ) { // array of THREE.Texture (2d)
5542

5543
				if ( uniform._array === undefined ) {
5544

5545
					uniform._array = [];
M
Mr.doob 已提交
5546

5547
				}
M
Mr.doob 已提交
5548

5549
				for( i = 0, il = uniform.value.length; i < il; i ++ ) {
M
Mr.doob 已提交
5550

5551
					uniform._array[ i ] = getTextureUnit();
M
Mr.doob 已提交
5552

5553
				}
M
Mr.doob 已提交
5554

5555
				_gl.uniform1iv( location, uniform._array );
M
Mr.doob 已提交
5556

5557
				for( i = 0, il = uniform.value.length; i < il; i ++ ) {
M
Mr.doob 已提交
5558

5559 5560
					texture = uniform.value[ i ];
					textureUnit = uniform._array[ i ];
M
Mr.doob 已提交
5561

5562
					if ( !texture ) continue;
M
Mr.doob 已提交
5563

5564
					_this.setTexture( texture, textureUnit );
M
Mr.doob 已提交
5565

5566
				}
M
Mr.doob 已提交
5567

M
Mr.doob 已提交
5568
			}
M
Mr.doob 已提交
5569

M
Mr.doob 已提交
5570
		}
M
Mr.doob 已提交
5571

5572
	};
M
Mr.doob 已提交
5573

A
alteredq 已提交
5574
	function setupMatrices ( object, camera ) {
M
Mr.doob 已提交
5575

5576
		object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
M
Mr.doob 已提交
5577

5578
		object._normalMatrix.getInverse( object._modelViewMatrix );
5579
		object._normalMatrix.transpose();
M
Mr.doob 已提交
5580

A
alteredq 已提交
5581
	};
M
Mr.doob 已提交
5582

A
alteredq 已提交
5583 5584 5585 5586 5587 5588 5589 5590 5591 5592 5593 5594 5595 5596 5597 5598 5599 5600
	//

	function setColorGamma( array, offset, color, intensitySq ) {

		array[ offset ]     = color.r * color.r * intensitySq;
		array[ offset + 1 ] = color.g * color.g * intensitySq;
		array[ offset + 2 ] = color.b * color.b * intensitySq;

	};

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

		array[ offset ]     = color.r * intensity;
		array[ offset + 1 ] = color.g * intensity;
		array[ offset + 2 ] = color.b * intensity;

	};

5601
	function setupLights ( program, lights ) {
M
Mr.doob 已提交
5602

5603 5604
		var l, ll, light, n,
		r = 0, g = 0, b = 0,
A
alteredq 已提交
5605 5606 5607 5608
		color, skyColor, groundColor,
		intensity,  intensitySq,
		position,
		distance,
M
Mr.doob 已提交
5609

5610
		zlights = _lights,
A
alteredq 已提交
5611

A
alteredq 已提交
5612 5613 5614 5615 5616 5617
		dirColors = zlights.directional.colors,
		dirPositions = zlights.directional.positions,

		pointColors = zlights.point.colors,
		pointPositions = zlights.point.positions,
		pointDistances = zlights.point.distances,
A
alteredq 已提交
5618

A
alteredq 已提交
5619 5620 5621 5622
		spotColors = zlights.spot.colors,
		spotPositions = zlights.spot.positions,
		spotDistances = zlights.spot.distances,
		spotDirections = zlights.spot.directions,
5623
		spotAnglesCos = zlights.spot.anglesCos,
A
alteredq 已提交
5624
		spotExponents = zlights.spot.exponents,
5625

A
alteredq 已提交
5626 5627 5628
		hemiSkyColors = zlights.hemi.skyColors,
		hemiGroundColors = zlights.hemi.groundColors,
		hemiPositions = zlights.hemi.positions,
A
alteredq 已提交
5629

A
alteredq 已提交
5630 5631 5632 5633
		dirLength = 0,
		pointLength = 0,
		spotLength = 0,
		hemiLength = 0,
5634

5635 5636 5637 5638 5639
		dirCount = 0,
		pointCount = 0,
		spotCount = 0,
		hemiCount = 0,

A
alteredq 已提交
5640 5641 5642 5643
		dirOffset = 0,
		pointOffset = 0,
		spotOffset = 0,
		hemiOffset = 0;
5644

5645
		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
5646

5647
			light = lights[ l ];
A
alteredq 已提交
5648

5649
			if ( light.onlyShadow ) continue;
A
alteredq 已提交
5650 5651

			color = light.color;
5652 5653
			intensity = light.intensity;
			distance = light.distance;
A
alteredq 已提交
5654

5655
			if ( light instanceof THREE.AmbientLight ) {
5656

5657 5658
				if ( ! light.visible ) continue;

5659
				if ( _this.gammaInput ) {
5660

5661 5662 5663
					r += color.r * color.r;
					g += color.g * color.g;
					b += color.b * color.b;
5664

5665
				} else {
5666

5667 5668 5669
					r += color.r;
					g += color.g;
					b += color.b;
5670

5671
				}
5672

5673
			} else if ( light instanceof THREE.DirectionalLight ) {
5674

5675 5676 5677 5678
				dirCount += 1;

				if ( ! light.visible ) continue;

A
alteredq 已提交
5679
				dirOffset = dirLength * 3;
5680

5681
				if ( _this.gammaInput ) {
5682

A
alteredq 已提交
5683
					setColorGamma( dirColors, dirOffset, color, intensity * intensity );
5684

5685
				} else {
5686

A
alteredq 已提交
5687
					setColorLinear( dirColors, dirOffset, color, intensity );
A
alteredq 已提交
5688

5689
				}
A
alteredq 已提交
5690

5691 5692 5693
				_direction.copy( light.matrixWorld.getPosition() );
				_direction.subSelf( light.target.matrixWorld.getPosition() );
				_direction.normalize();
A
alteredq 已提交
5694

A
alteredq 已提交
5695 5696 5697
				dirPositions[ dirOffset ]     = _direction.x;
				dirPositions[ dirOffset + 1 ] = _direction.y;
				dirPositions[ dirOffset + 2 ] = _direction.z;
A
alteredq 已提交
5698

A
alteredq 已提交
5699
				dirLength += 1;
A
alteredq 已提交
5700

5701 5702 5703 5704 5705
			} else if ( light instanceof THREE.PointLight ) {

				pointCount += 1;

				if ( ! light.visible ) continue;
M
Mr.doob 已提交
5706

A
alteredq 已提交
5707
				pointOffset = pointLength * 3;
M
Mr.doob 已提交
5708

5709
				if ( _this.gammaInput ) {
5710

A
alteredq 已提交
5711
					setColorGamma( pointColors, pointOffset, color, intensity * intensity );
A
alteredq 已提交
5712

5713
				} else {
A
alteredq 已提交
5714

A
alteredq 已提交
5715
					setColorLinear( pointColors, pointOffset, color, intensity );
A
alteredq 已提交
5716

5717
				}
A
alteredq 已提交
5718

A
alteredq 已提交
5719 5720
				position = light.matrixWorld.getPosition();

A
alteredq 已提交
5721 5722 5723
				pointPositions[ pointOffset ]     = position.x;
				pointPositions[ pointOffset + 1 ] = position.y;
				pointPositions[ pointOffset + 2 ] = position.z;
A
alteredq 已提交
5724

A
alteredq 已提交
5725
				pointDistances[ pointLength ] = distance;
A
alteredq 已提交
5726

A
alteredq 已提交
5727
				pointLength += 1;
5728

5729 5730 5731 5732 5733
			} else if ( light instanceof THREE.SpotLight ) {

				spotCount += 1;

				if ( ! light.visible ) continue;
A
alteredq 已提交
5734

A
alteredq 已提交
5735
				spotOffset = spotLength * 3;
A
alteredq 已提交
5736 5737 5738

				if ( _this.gammaInput ) {

A
alteredq 已提交
5739
					setColorGamma( spotColors, spotOffset, color, intensity * intensity );
A
alteredq 已提交
5740 5741 5742

				} else {

A
alteredq 已提交
5743
					setColorLinear( spotColors, spotOffset, color, intensity );
A
alteredq 已提交
5744 5745 5746 5747 5748

				}

				position = light.matrixWorld.getPosition();

A
alteredq 已提交
5749 5750 5751
				spotPositions[ spotOffset ]     = position.x;
				spotPositions[ spotOffset + 1 ] = position.y;
				spotPositions[ spotOffset + 2 ] = position.z;
A
alteredq 已提交
5752

A
alteredq 已提交
5753
				spotDistances[ spotLength ] = distance;
A
alteredq 已提交
5754 5755 5756 5757 5758

				_direction.copy( position );
				_direction.subSelf( light.target.matrixWorld.getPosition() );
				_direction.normalize();

A
alteredq 已提交
5759 5760 5761 5762
				spotDirections[ spotOffset ]     = _direction.x;
				spotDirections[ spotOffset + 1 ] = _direction.y;
				spotDirections[ spotOffset + 2 ] = _direction.z;

5763
				spotAnglesCos[ spotLength ] = Math.cos( light.angle );
A
alteredq 已提交
5764 5765 5766 5767 5768
				spotExponents[ spotLength ] = light.exponent;

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {
A
alteredq 已提交
5769

5770 5771 5772 5773
				hemiCount += 1;

				if ( ! light.visible ) continue;

A
alteredq 已提交
5774 5775
				skyColor = light.color;
				groundColor = light.groundColor;
A
alteredq 已提交
5776

A
alteredq 已提交
5777 5778 5779 5780 5781 5782 5783 5784 5785 5786 5787 5788 5789 5790 5791 5792
				hemiOffset = hemiLength * 3;

				if ( _this.gammaInput ) {

					intensitySq = intensity * intensity;

					setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
					setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );

				} else {

					setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
					setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );

				}

A
alteredq 已提交
5793 5794
				_direction.copy( light.matrixWorld.getPosition() );
				_direction.normalize();
A
alteredq 已提交
5795

A
alteredq 已提交
5796 5797 5798
				hemiPositions[ hemiOffset ]     = _direction.x;
				hemiPositions[ hemiOffset + 1 ] = _direction.y;
				hemiPositions[ hemiOffset + 2 ] = _direction.z;
A
alteredq 已提交
5799 5800

				hemiLength += 1;
A
alteredq 已提交
5801

5802
			}
5803

5804
		}
A
alteredq 已提交
5805

5806 5807
		// null eventual remains from removed lights
		// (this is to avoid if in shader)
A
alteredq 已提交
5808

5809 5810 5811 5812 5813 5814 5815 5816 5817 5818
		for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
		for ( l = dirLength * 3, ll = Math.max( dirPositions.length, dirCount * 3 ); l < ll; l ++ ) dirPositions[ l ] = 0.0;

		for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
		for ( l = pointLength * 3, ll = Math.max( pointPositions.length, pointCount * 3 ); l < ll; l ++ ) pointPositions[ l ] = 0.0;
		for ( l = pointLength, ll = Math.max( pointDistances.length, pointCount ); l < ll; l ++ ) pointDistances[ l ] = 0.0;

		for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
		for ( l = spotLength * 3, ll = Math.max( spotPositions.length, spotCount * 3 ); l < ll; l ++ ) spotPositions[ l ] = 0.0;
		for ( l = spotLength * 3, ll = Math.max( spotDirections.length, spotCount * 3 ); l < ll; l ++ ) spotDirections[ l ] = 0.0;
5819
		for ( l = spotLength, ll = Math.max( spotAnglesCos.length, spotCount ); l < ll; l ++ ) spotAnglesCos[ l ] = 0.0;
5820 5821 5822 5823 5824 5825
		for ( l = spotLength, ll = Math.max( spotExponents.length, spotCount ); l < ll; l ++ ) spotExponents[ l ] = 0.0;
		for ( l = spotLength, ll = Math.max( spotDistances.length, spotCount ); l < ll; l ++ ) spotDistances[ l ] = 0.0;

		for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
		for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
		for ( l = hemiLength * 3, ll = Math.max( hemiPositions.length, hemiCount * 3 ); l < ll; l ++ ) hemiPositions[ l ] = 0.0;
A
alteredq 已提交
5826

A
alteredq 已提交
5827 5828 5829 5830
		zlights.directional.length = dirLength;
		zlights.point.length = pointLength;
		zlights.spot.length = spotLength;
		zlights.hemi.length = hemiLength;
A
alteredq 已提交
5831

5832 5833 5834
		zlights.ambient[ 0 ] = r;
		zlights.ambient[ 1 ] = g;
		zlights.ambient[ 2 ] = b;
5835

5836
	};
M
Mr.doob 已提交
5837

5838
	// GL state setting
M
Mr.doob 已提交
5839

5840
	this.setFaceCulling = function ( cullFace, frontFace ) {
M
Mr.doob 已提交
5841

5842
		if ( cullFace ) {
M
Mr.doob 已提交
5843

5844
			if ( !frontFace || frontFace === "ccw" ) {
5845

5846
				_gl.frontFace( _gl.CCW );
5847

5848
			} else {
5849

5850
				_gl.frontFace( _gl.CW );
M
Mr.doob 已提交
5851

5852
			}
M
Mr.doob 已提交
5853

5854
			if( cullFace === "back" ) {
5855

5856
				_gl.cullFace( _gl.BACK );
5857

5858
			} else if( cullFace === "front" ) {
5859

5860
				_gl.cullFace( _gl.FRONT );
M
Mr.doob 已提交
5861

5862
			} else {
5863

5864
				_gl.cullFace( _gl.FRONT_AND_BACK );
5865

5866
			}
5867

5868
			_gl.enable( _gl.CULL_FACE );
5869

5870
		} else {
5871

5872
			_gl.disable( _gl.CULL_FACE );
5873 5874 5875 5876 5877

		}

	};

5878
	this.setMaterialFaces = function ( material ) {
5879

5880 5881
		var doubleSided = material.side === THREE.DoubleSide;
		var flipSided = material.side === THREE.BackSide;
M
Mr.doob 已提交
5882

5883 5884 5885
		if ( _oldDoubleSided !== doubleSided ) {

			if ( doubleSided ) {
M
Mr.doob 已提交
5886

5887
				_gl.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
5888

5889
			} else {
5890

5891
				_gl.enable( _gl.CULL_FACE );
5892

5893
			}
5894

5895
			_oldDoubleSided = doubleSided;
5896

5897
		}
5898

5899
		if ( _oldFlipSided !== flipSided ) {
5900

5901
			if ( flipSided ) {
5902

5903
				_gl.frontFace( _gl.CW );
5904

5905
			} else {
5906

5907
				_gl.frontFace( _gl.CCW );
5908

5909
			}
5910

5911
			_oldFlipSided = flipSided;
5912

5913
		}
5914

5915
	};
5916

A
alteredq 已提交
5917
	this.setDepthTest = function ( depthTest ) {
5918

5919
		if ( _oldDepthTest !== depthTest ) {
5920

5921
			if ( depthTest ) {
5922

5923
				_gl.enable( _gl.DEPTH_TEST );
5924

5925
			} else {
5926

5927
				_gl.disable( _gl.DEPTH_TEST );
5928 5929 5930

			}

5931
			_oldDepthTest = depthTest;
5932

5933
		}
5934

5935
	};
5936

5937
	this.setDepthWrite = function ( depthWrite ) {
A
alteredq 已提交
5938

5939
		if ( _oldDepthWrite !== depthWrite ) {
A
alteredq 已提交
5940

5941 5942
			_gl.depthMask( depthWrite );
			_oldDepthWrite = depthWrite;
A
alteredq 已提交
5943 5944 5945 5946 5947

		}

	};

5948
	function setLineWidth ( width ) {
5949

5950
		if ( width !== _oldLineWidth ) {
5951

5952 5953 5954
			_gl.lineWidth( width );

			_oldLineWidth = width;
5955 5956 5957

		}

5958
	};
5959

5960
	function setPolygonOffset ( polygonoffset, factor, units ) {
5961

5962
		if ( _oldPolygonOffset !== polygonoffset ) {
M
Mr.doob 已提交
5963

5964
			if ( polygonoffset ) {
5965

5966
				_gl.enable( _gl.POLYGON_OFFSET_FILL );
5967

5968
			} else {
5969

5970
				_gl.disable( _gl.POLYGON_OFFSET_FILL );
5971

5972
			}
5973

5974
			_oldPolygonOffset = polygonoffset;
5975

5976
		}
5977

5978
		if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
5979

5980
			_gl.polygonOffset( factor, units );
M
Mr.doob 已提交
5981

5982 5983
			_oldPolygonOffsetFactor = factor;
			_oldPolygonOffsetUnits = units;
M
Mr.doob 已提交
5984

5985
		}
M
Mr.doob 已提交
5986

5987
	};
M
Mr.doob 已提交
5988

5989
	this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
M
Mr.doob 已提交
5990

5991
		if ( blending !== _oldBlending ) {
M
Mr.doob 已提交
5992

5993
			if ( blending === THREE.NoBlending ) {
M
Mr.doob 已提交
5994

5995
				_gl.disable( _gl.BLEND );
M
Mr.doob 已提交
5996

5997
			} else if ( blending === THREE.AdditiveBlending ) {
M
Mr.doob 已提交
5998

5999 6000 6001
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
M
Mr.doob 已提交
6002

6003
			} else if ( blending === THREE.SubtractiveBlending ) {
M
Mr.doob 已提交
6004

6005 6006 6007 6008
				// TODO: Find blendFuncSeparate() combination
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
M
Mr.doob 已提交
6009

6010
			} else if ( blending === THREE.MultiplyBlending ) {
M
Mr.doob 已提交
6011

6012 6013 6014 6015
				// TODO: Find blendFuncSeparate() combination
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
6016

6017
			} else if ( blending === THREE.CustomBlending ) {
6018

6019
				_gl.enable( _gl.BLEND );
6020

6021
			} else {
6022

6023 6024 6025
				_gl.enable( _gl.BLEND );
				_gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
				_gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
6026

6027
			}
6028

6029
			_oldBlending = blending;
6030

6031
		}
6032

6033 6034 6035 6036 6037 6038 6039 6040 6041 6042 6043 6044 6045 6046 6047 6048 6049 6050 6051 6052 6053 6054 6055 6056 6057 6058 6059
		if ( blending === THREE.CustomBlending ) {

			if ( blendEquation !== _oldBlendEquation ) {

				_gl.blendEquation( paramThreeToGL( blendEquation ) );

				_oldBlendEquation = blendEquation;

			}

			if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {

				_gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );

				_oldBlendSrc = blendSrc;
				_oldBlendDst = blendDst;

			}

		} else {

			_oldBlendEquation = null;
			_oldBlendSrc = null;
			_oldBlendDst = null;

		}

6060
	};
6061

6062 6063 6064 6065
	// Defines

	function generateDefines ( defines ) {

6066
		var value, chunk, chunks = [];
6067 6068 6069

		for ( var d in defines ) {

6070 6071 6072 6073
			value = defines[ d ];
			if ( value === false ) continue;

			chunk = "#define " + d + " " + value;
6074 6075 6076 6077 6078 6079 6080 6081
			chunks.push( chunk );

		}

		return chunks.join( "\n" );

	};

6082 6083
	// Shaders

6084
	function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters ) {
6085

6086
		var p, pl, d, program, code;
6087
		var chunks = [];
6088 6089 6090

		// Generate code

6091 6092 6093 6094 6095 6096 6097 6098 6099 6100
		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}
6101

6102 6103 6104 6105 6106 6107 6108
		for ( d in defines ) {

			chunks.push( d );
			chunks.push( defines[ d ] );

		}

6109 6110
		for ( p in parameters ) {

6111 6112
			chunks.push( p );
			chunks.push( parameters[ p ] );
6113 6114 6115

		}

6116 6117
		code = chunks.join();

6118 6119 6120 6121
		// Check if code has been already compiled

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

A
alteredq 已提交
6122 6123 6124
			var programInfo = _programs[ p ];

			if ( programInfo.code === code ) {
6125

6126
				//console.log( "Code already compiled." /*: \n\n" + code*/ );
6127

A
alteredq 已提交
6128 6129 6130
				programInfo.usedTimes ++;

				return programInfo.program;
6131 6132 6133 6134

			}

		}
6135

6136
		//console.log( "building new program " );
6137 6138 6139

		//

6140 6141 6142 6143
		var customDefines = generateDefines( defines );

		//

6144
		program = _gl.createProgram();
M
Mr.doob 已提交
6145

6146
		var prefix_vertex = [
M
Mr.doob 已提交
6147

6148 6149
			"precision " + _precision + " float;",

6150 6151
			customDefines,

6152
			_supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
6153

6154 6155 6156 6157
			_this.gammaInput ? "#define GAMMA_INPUT" : "",
			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",

6158 6159
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
A
alteredq 已提交
6160
			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
A
alteredq 已提交
6161
			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
6162

6163 6164
			"#define MAX_SHADOWS " + parameters.maxShadows,

6165 6166
			"#define MAX_BONES " + parameters.maxBones,

6167
			parameters.map ? "#define USE_MAP" : "",
6168 6169
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
6170
			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
6171
			parameters.normalMap ? "#define USE_NORMALMAP" : "",
6172
			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
6173
			parameters.vertexColors ? "#define USE_COLOR" : "",
6174

6175
			parameters.skinning ? "#define USE_SKINNING" : "",
6176
			parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
6177 6178
			parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
			parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",
6179

6180
			parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
A
alteredq 已提交
6181
			parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
A
alteredq 已提交
6182
			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
6183
			parameters.wrapAround ? "#define WRAP_AROUND" : "",
6184
			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
6185
			parameters.flipSided ? "#define FLIP_SIDED" : "",
6186

6187
			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
6188
			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
A
alteredq 已提交
6189 6190
			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
6191

6192 6193
			parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",

6194
			"uniform mat4 modelMatrix;",
M
Mr.doob 已提交
6195 6196
			"uniform mat4 modelViewMatrix;",
			"uniform mat4 projectionMatrix;",
6197 6198
			"uniform mat4 viewMatrix;",
			"uniform mat3 normalMatrix;",
M
Mr.doob 已提交
6199
			"uniform vec3 cameraPosition;",
A
alteredq 已提交
6200

M
Mr.doob 已提交
6201 6202 6203
			"attribute vec3 position;",
			"attribute vec3 normal;",
			"attribute vec2 uv;",
6204
			"attribute vec2 uv2;",
6205

6206
			"#ifdef USE_COLOR",
6207

6208
				"attribute vec3 color;",
6209

6210 6211
			"#endif",

6212
			"#ifdef USE_MORPHTARGETS",
6213

6214 6215 6216 6217
				"attribute vec3 morphTarget0;",
				"attribute vec3 morphTarget1;",
				"attribute vec3 morphTarget2;",
				"attribute vec3 morphTarget3;",
A
alteredq 已提交
6218 6219 6220 6221 6222 6223 6224 6225 6226 6227 6228 6229 6230 6231 6232 6233

				"#ifdef USE_MORPHNORMALS",

					"attribute vec3 morphNormal0;",
					"attribute vec3 morphNormal1;",
					"attribute vec3 morphNormal2;",
					"attribute vec3 morphNormal3;",

				"#else",

					"attribute vec3 morphTarget4;",
					"attribute vec3 morphTarget5;",
					"attribute vec3 morphTarget6;",
					"attribute vec3 morphTarget7;",

				"#endif",
6234

6235 6236 6237
			"#endif",

			"#ifdef USE_SKINNING",
6238

6239 6240
				"attribute vec4 skinIndex;",
				"attribute vec4 skinWeight;",
6241

6242
			"#endif",
6243

M
Mr.doob 已提交
6244
			""
A
alteredq 已提交
6245

M
Mr.doob 已提交
6246
		].join("\n");
6247

M
Mr.doob 已提交
6248 6249
		var prefix_fragment = [

6250
			"precision " + _precision + " float;",
M
Mr.doob 已提交
6251

6252
			( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
6253

6254 6255
			customDefines,

M
Mr.doob 已提交
6256 6257
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
A
alteredq 已提交
6258
			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
A
alteredq 已提交
6259
			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
M
Mr.doob 已提交
6260

6261 6262
			"#define MAX_SHADOWS " + parameters.maxShadows,

6263 6264
			parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",

6265 6266 6267 6268
			_this.gammaInput ? "#define GAMMA_INPUT" : "",
			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",

M
Mr.doob 已提交
6269
			( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
6270
			( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
M
Mr.doob 已提交
6271 6272 6273 6274

			parameters.map ? "#define USE_MAP" : "",
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
6275
			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
6276
			parameters.normalMap ? "#define USE_NORMALMAP" : "",
6277
			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
M
Mr.doob 已提交
6278
			parameters.vertexColors ? "#define USE_COLOR" : "",
6279

6280 6281
			parameters.metal ? "#define METAL" : "",
			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
6282
			parameters.wrapAround ? "#define WRAP_AROUND" : "",
6283
			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
6284
			parameters.flipSided ? "#define FLIP_SIDED" : "",
6285

6286
			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
6287
			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
A
alteredq 已提交
6288 6289
			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
M
Mr.doob 已提交
6290 6291 6292 6293 6294 6295 6296

			"uniform mat4 viewMatrix;",
			"uniform vec3 cameraPosition;",
			""

		].join("\n");

6297 6298 6299 6300 6301
		var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
		var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );

		_gl.attachShader( program, glVertexShader );
		_gl.attachShader( program, glFragmentShader );
M
Mr.doob 已提交
6302

M
Mr.doob 已提交
6303
		_gl.linkProgram( program );
N
Nicolas Garcia Belmonte 已提交
6304

M
Mr.doob 已提交
6305
		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
N
Nicolas Garcia Belmonte 已提交
6306

6307
			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
6308

N
Nicolas Garcia Belmonte 已提交
6309
		}
6310

6311 6312 6313 6314 6315
		// clean up

		_gl.deleteShader( glFragmentShader );
		_gl.deleteShader( glVertexShader );

6316 6317
		//console.log( prefix_fragment + fragmentShader );
		//console.log( prefix_vertex + vertexShader );
M
Mr.doob 已提交
6318

M
Mr.doob 已提交
6319
		program.uniforms = {};
6320
		program.attributes = {};
M
Mr.doob 已提交
6321

6322 6323 6324 6325
		var identifiers, u, a, i;

		// cache uniform locations

6326
		identifiers = [
6327

6328
			'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
6329
			'morphTargetInfluences'
M
Mr.doob 已提交
6330

6331
		];
M
Mr.doob 已提交
6332

6333
		if ( parameters.useVertexTexture ) {
6334 6335 6336 6337 6338 6339 6340 6341 6342

			identifiers.push( 'boneTexture' );

		} else {

			identifiers.push( 'boneGlobalMatrices' );

		}

6343
		for ( u in uniforms ) {
M
Mr.doob 已提交
6344

6345
			identifiers.push( u );
M
Mr.doob 已提交
6346

6347
		}
M
Mr.doob 已提交
6348

6349
		cacheUniformLocations( program, identifiers );
M
Mr.doob 已提交
6350

6351
		// cache attributes locations
M
Mr.doob 已提交
6352

6353
		identifiers = [
A
alteredq 已提交
6354

6355
			"position", "normal", "uv", "uv2", "tangent", "color",
6356
			"skinIndex", "skinWeight", "lineDistance"
A
alteredq 已提交
6357

6358
		];
M
Mr.doob 已提交
6359

6360
		for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
6361

6362
			identifiers.push( "morphTarget" + i );
M
Mr.doob 已提交
6363

6364
		}
6365

A
alteredq 已提交
6366 6367 6368 6369 6370 6371
		for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {

			identifiers.push( "morphNormal" + i );

		}

6372
		for ( a in attributes ) {
6373

6374
			identifiers.push( a );
6375

6376
		}
6377

6378
		cacheAttributeLocations( program, identifiers );
6379

A
alteredq 已提交
6380
		program.id = _programs_counter ++;
6381

A
alteredq 已提交
6382
		_programs.push( { program: program, code: code, usedTimes: 1 } );
6383

6384
		_this.info.memory.programs = _programs.length;
6385

6386
		return program;
6387

6388
	};
6389

6390
	// Shader parameters cache
6391

6392
	function cacheUniformLocations ( program, identifiers ) {
6393

6394
		var i, l, id;
6395

6396
		for( i = 0, l = identifiers.length; i < l; i ++ ) {
6397

6398 6399
			id = identifiers[ i ];
			program.uniforms[ id ] = _gl.getUniformLocation( program, id );
M
Mr.doob 已提交
6400

6401
		}
M
Mr.doob 已提交
6402

6403
	};
M
Mr.doob 已提交
6404

6405
	function cacheAttributeLocations ( program, identifiers ) {
A
alteredq 已提交
6406

6407
		var i, l, id;
A
alteredq 已提交
6408

6409
		for( i = 0, l = identifiers.length; i < l; i ++ ) {
A
alteredq 已提交
6410

6411 6412
			id = identifiers[ i ];
			program.attributes[ id ] = _gl.getAttribLocation( program, id );
A
alteredq 已提交
6413

6414
		}
6415

6416
	};
A
alteredq 已提交
6417

6418 6419 6420 6421 6422 6423 6424 6425 6426 6427 6428 6429 6430 6431 6432 6433 6434
	function addLineNumbers ( string ) {

		var chunks = string.split( "\n" );

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

			// Chrome reports shader errors on lines
			// starting counting from 1

			chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];

		}

		return chunks.join( "\n" );

	};

6435
	function getShader ( type, string ) {
A
alteredq 已提交
6436

6437
		var shader;
6438

6439
		if ( type === "fragment" ) {
A
alteredq 已提交
6440

6441
			shader = _gl.createShader( _gl.FRAGMENT_SHADER );
A
alteredq 已提交
6442

6443
		} else if ( type === "vertex" ) {
A
alteredq 已提交
6444

6445
			shader = _gl.createShader( _gl.VERTEX_SHADER );
A
alteredq 已提交
6446

6447
		}
A
alteredq 已提交
6448

6449 6450
		_gl.shaderSource( shader, string );
		_gl.compileShader( shader );
6451

6452
		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
6453

6454
			console.error( _gl.getShaderInfoLog( shader ) );
6455
			console.error( addLineNumbers( string ) );
6456
			return null;
6457

A
alteredq 已提交
6458 6459
		}

6460 6461
		return shader;

A
alteredq 已提交
6462
	};
6463

6464 6465
	// Textures

6466 6467 6468 6469 6470 6471 6472

	function isPowerOfTwo ( value ) {

		return ( value & ( value - 1 ) ) === 0;

	};

6473
	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
6474

6475
		if ( isImagePowerOfTwo ) {
M
Mr.doob 已提交
6476

6477 6478
			_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
6479

6480 6481
			_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
6482

6483
		} else {
M
Mr.doob 已提交
6484

6485 6486
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
6487

6488 6489
			_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
6490

6491
		}
M
Mr.doob 已提交
6492

6493
		if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
6494

6495 6496 6497 6498 6499 6500
			if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {

				_gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
				texture.__oldAnisotropy = texture.anisotropy;

			}
6501 6502 6503

		}

6504
	};
6505

6506
	this.setTexture = function ( texture, slot ) {
6507

6508
		if ( texture.needsUpdate ) {
A
alteredq 已提交
6509

6510
			if ( ! texture.__webglInit ) {
M
Mr.doob 已提交
6511

6512
				texture.__webglInit = true;
6513
				texture.__webglTexture = _gl.createTexture();
A
alteredq 已提交
6514

M
Mr.doob 已提交
6515 6516
				_this.info.memory.textures ++;

6517
			}
M
Mr.doob 已提交
6518

6519
			_gl.activeTexture( _gl.TEXTURE0 + slot );
6520 6521
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );

6522
			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
6523 6524
			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );

6525 6526
			var image = texture.image,
			isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
6527 6528
			glFormat = paramThreeToGL( texture.format ),
			glType = paramThreeToGL( texture.type );
6529

6530 6531
			setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );

6532 6533 6534 6535 6536 6537 6538 6539 6540 6541 6542 6543
			if ( texture instanceof THREE.CompressedTexture ) {

				var mipmap, mipmaps = texture.mipmaps;

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

					mipmap = mipmaps[ i ];
					_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

				}

			} else if ( texture instanceof THREE.DataTexture ) {
6544

6545
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
Mr.doob 已提交
6546

A
alteredq 已提交
6547
			} else {
M
Mr.doob 已提交
6548

6549
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
Mr.doob 已提交
6550 6551 6552

			}

6553
			if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
6554

A
alteredq 已提交
6555
			texture.needsUpdate = false;
6556

6557
			if ( texture.onUpdate ) texture.onUpdate();
6558

6559
		} else {
6560

6561 6562
			_gl.activeTexture( _gl.TEXTURE0 + slot );
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
6563 6564

		}
M
Mr.doob 已提交
6565

6566
	};
M
Mr.doob 已提交
6567

6568 6569 6570 6571 6572 6573 6574 6575 6576 6577
	function clampToMaxSize ( image, maxSize ) {

		if ( image.width <= maxSize && image.height <= maxSize ) {

			return image;

		}

		// Warning: Scaling through the canvas will only work with images that use
		// premultiplied alpha.
6578

6579 6580 6581 6582 6583 6584 6585
		var maxDimension = Math.max( image.width, image.height );
		var newWidth = Math.floor( image.width * maxSize / maxDimension );
		var newHeight = Math.floor( image.height * maxSize / maxDimension );

		var canvas = document.createElement( 'canvas' );
		canvas.width = newWidth;
		canvas.height = newHeight;
6586

6587
		var ctx = canvas.getContext( "2d" );
6588 6589
		ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );

6590 6591 6592 6593
		return canvas;

	}

6594
	function setCubeTexture ( texture, slot ) {
6595

6596
		if ( texture.image.length === 6 ) {
6597 6598 6599

			if ( texture.needsUpdate ) {

A
alteredq 已提交
6600
				if ( ! texture.image.__webglTextureCube ) {
6601 6602

					texture.image.__webglTextureCube = _gl.createTexture();
6603

A
alteredq 已提交
6604
				}
6605

A
alteredq 已提交
6606 6607
				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
6608

6609
				_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
M
Mr.doob 已提交
6610

6611 6612
				var isCompressed = texture instanceof THREE.CompressedTexture;

6613
				var cubeImage = [];
6614

A
alteredq 已提交
6615
				for ( var i = 0; i < 6; i ++ ) {
6616

6617
					if ( _this.autoScaleCubemaps && ! isCompressed ) {
6618 6619 6620 6621 6622 6623 6624 6625 6626 6627 6628

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

					} else {

						cubeImage[ i ] = texture.image[ i ];

					}

				}

6629 6630
				var image = cubeImage[ 0 ],
				isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
6631 6632
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );
6633

6634 6635
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

A
alteredq 已提交
6636
				for ( var i = 0; i < 6; i ++ ) {
6637

6638 6639 6640 6641 6642 6643 6644 6645 6646 6647 6648 6649 6650 6651 6652 6653
					if ( isCompressed ) {

						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

						for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {

							mipmap = mipmaps[ j ];
							_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

						}

					} else {

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

					}
6654

A
alteredq 已提交
6655
				}
6656

M
Mr.doob 已提交
6657 6658 6659 6660 6661
				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}
6662

A
alteredq 已提交
6663
				texture.needsUpdate = false;
6664

6665
				if ( texture.onUpdate ) texture.onUpdate();
6666

A
alteredq 已提交
6667
			} else {
6668

A
alteredq 已提交
6669 6670
				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
6671

A
alteredq 已提交
6672
			}
6673

A
alteredq 已提交
6674
		}
6675

A
alteredq 已提交
6676
	};
6677

6678
	function setCubeTextureDynamic ( texture, slot ) {
6679

A
alteredq 已提交
6680 6681
		_gl.activeTexture( _gl.TEXTURE0 + slot );
		_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
6682 6683 6684

	};

6685 6686 6687
	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
6688

6689 6690
		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
A
alteredq 已提交
6691

6692
	};
M
Mr.doob 已提交
6693

6694
	function setupRenderBuffer ( renderbuffer, renderTarget  ) {
M
Mikael Emtinger 已提交
6695

6696
		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
6697

6698
		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
M
Mr.doob 已提交
6699

6700 6701
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
A
alteredq 已提交
6702

6703 6704
		/* For some reason this is not working. Defaulting to RGBA4.
		} else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
A
alteredq 已提交
6705

6706 6707 6708 6709
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
		*/
		} else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
A
alteredq 已提交
6710

6711 6712
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
A
alteredq 已提交
6713

6714
		} else {
A
alteredq 已提交
6715

6716
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
A
alteredq 已提交
6717

6718
		}
A
alteredq 已提交
6719

6720
	};
A
alteredq 已提交
6721

A
alteredq 已提交
6722
	this.setRenderTarget = function ( renderTarget ) {
A
alteredq 已提交
6723

6724
		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
A
alteredq 已提交
6725

6726
		if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
A
alteredq 已提交
6727

M
Mr.doob 已提交
6728 6729
			if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
			if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
A
alteredq 已提交
6730

6731
			renderTarget.__webglTexture = _gl.createTexture();
A
alteredq 已提交
6732

6733
			// Setup texture, create render and frame buffers
6734

6735 6736
			var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
				glFormat = paramThreeToGL( renderTarget.format ),
6737 6738
				glType = paramThreeToGL( renderTarget.type );

6739
			if ( isCube ) {
M
Mr.doob 已提交
6740

6741 6742
				renderTarget.__webglFramebuffer = [];
				renderTarget.__webglRenderbuffer = [];
M
Mikael Emtinger 已提交
6743

6744
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
6745
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
A
alteredq 已提交
6746

6747
				for ( var i = 0; i < 6; i ++ ) {
A
alteredq 已提交
6748

6749 6750
					renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
					renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
A
alteredq 已提交
6751

6752
					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
A
alteredq 已提交
6753

6754 6755
					setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
					setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
A
alteredq 已提交
6756

6757
				}
6758

6759 6760
				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

6761
			} else {
6762

6763 6764
				renderTarget.__webglFramebuffer = _gl.createFramebuffer();
				renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
6765

6766
				_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
6767
				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
6768

6769
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
6770

6771 6772
				setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
				setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
6773

6774 6775
				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );

M
Mikael Emtinger 已提交
6776
			}
6777

6778
			// Release everything
M
Mr.doob 已提交
6779

A
alteredq 已提交
6780 6781 6782 6783 6784 6785 6786 6787 6788 6789
			if ( isCube ) {

				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

			} else {

				_gl.bindTexture( _gl.TEXTURE_2D, null );

			}

6790 6791
			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
M
Mr.doob 已提交
6792

6793 6794
		}

6795
		var framebuffer, width, height, vx, vy;
M
Mr.doob 已提交
6796

6797
		if ( renderTarget ) {
M
Mr.doob 已提交
6798

A
alteredq 已提交
6799 6800
			if ( isCube ) {

6801
				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
A
alteredq 已提交
6802 6803 6804

			} else {

6805
				framebuffer = renderTarget.__webglFramebuffer;
A
alteredq 已提交
6806 6807 6808

			}

6809 6810
			width = renderTarget.width;
			height = renderTarget.height;
M
Mr.doob 已提交
6811

6812 6813 6814
			vx = 0;
			vy = 0;

6815
		} else {
M
Mr.doob 已提交
6816

6817
			framebuffer = null;
6818

6819 6820
			width = _viewportWidth;
			height = _viewportHeight;
6821

6822 6823
			vx = _viewportX;
			vy = _viewportY;
M
Mr.doob 已提交
6824

6825
		}
M
Mr.doob 已提交
6826

6827
		if ( framebuffer !== _currentFramebuffer ) {
M
Mr.doob 已提交
6828

6829
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
6830
			_gl.viewport( vx, vy, width, height );
M
Mr.doob 已提交
6831

6832
			_currentFramebuffer = framebuffer;
M
Mr.doob 已提交
6833

6834
		}
6835

A
alteredq 已提交
6836 6837 6838
		_currentWidth = width;
		_currentHeight = height;

6839
	};
M
Mr.doob 已提交
6840

6841
	function updateRenderTargetMipmap ( renderTarget ) {
M
Mr.doob 已提交
6842

A
alteredq 已提交
6843 6844 6845 6846 6847 6848 6849 6850 6851 6852 6853 6854 6855
		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

		} else {

			_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
			_gl.generateMipmap( _gl.TEXTURE_2D );
			_gl.bindTexture( _gl.TEXTURE_2D, null );

		}
M
Mr.doob 已提交
6856 6857

	};
6858

6859
	// Fallback filters for non-power-of-2 textures
6860

6861
	function filterFallback ( f ) {
6862

6863
		if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
6864

6865
			return _gl.NEAREST;
6866 6867

		}
6868

6869 6870
		return _gl.LINEAR;

6871
	};
6872

6873 6874
	// Map three.js constants to WebGL constants

6875
	function paramThreeToGL ( p ) {
M
Mr.doob 已提交
6876

6877 6878 6879 6880 6881 6882 6883 6884 6885 6886 6887 6888 6889 6890 6891 6892 6893 6894 6895 6896 6897 6898 6899 6900 6901 6902 6903 6904 6905 6906 6907 6908 6909 6910 6911 6912 6913 6914 6915 6916 6917 6918 6919 6920 6921 6922
		if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
		if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
		if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;

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

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

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

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

		if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
		if ( p === THREE.RGBFormat ) return _gl.RGB;
		if ( p === THREE.RGBAFormat ) return _gl.RGBA;
		if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
		if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;

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

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

		if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
		if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
M
Mr.doob 已提交
6923

6924 6925 6926 6927 6928 6929 6930 6931 6932
		if ( _glExtensionCompressedTextureS3TC !== undefined ) {

			if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;

		}

6933
		return 0;
M
Mr.doob 已提交
6934

6935 6936
	};

6937
	// Allocations
6938

6939
	function allocateBones ( object ) {
6940

6941
		if ( _supportsBoneTextures && object && object.useVertexTexture ) {
6942 6943

			return 1024;
6944

6945
		} else {
6946

6947 6948 6949 6950 6951 6952 6953
			// 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)
6954

6955 6956
			var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
6957

6958
			var maxBones = nVertexMatrices;
6959

6960
			if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
6961

6962
				maxBones = Math.min( object.bones.length, maxBones );
6963

6964
				if ( maxBones < object.bones.length ) {
6965

6966
					console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
6967

6968
				}
6969

6970
			}
6971

6972
			return maxBones;
6973

6974 6975 6976
		}

	};
6977

6978
	function allocateLights ( lights ) {
6979

6980
		var l, ll, light, dirLights, pointLights, spotLights, hemiLights;
6981

6982
		dirLights = pointLights = spotLights = hemiLights = 0;
A
alteredq 已提交
6983 6984

		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
6985

6986
			light = lights[ l ];
6987

A
alteredq 已提交
6988 6989
			if ( light.onlyShadow ) continue;

6990 6991
			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
			if ( light instanceof THREE.PointLight ) pointLights ++;
A
alteredq 已提交
6992
			if ( light instanceof THREE.SpotLight ) spotLights ++;
A
alteredq 已提交
6993
			if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
6994

6995
		}
6996

6997
		return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
6998 6999

	};
M
Mr.doob 已提交
7000

7001
	function allocateShadows ( lights ) {
7002

M
Mr.doob 已提交
7003
		var l, ll, light, maxShadows = 0;
7004 7005 7006 7007 7008

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

			light = lights[ l ];

A
alteredq 已提交
7009 7010
			if ( ! light.castShadow ) continue;

7011 7012
			if ( light instanceof THREE.SpotLight ) maxShadows ++;
			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
7013 7014 7015 7016 7017 7018 7019

		}

		return maxShadows;

	};

7020
	// Initialization
M
Mr.doob 已提交
7021

7022 7023 7024 7025
	function initGL () {

		try {

7026
			if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
7027 7028 7029 7030 7031 7032 7033 7034 7035 7036 7037

				throw 'Error creating WebGL context.';

			}

		} catch ( error ) {

			console.error( error );

		}

7038
		_glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
A
alteredq 已提交
7039 7040 7041 7042 7043 7044
		_glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );

		_glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) ||
											   _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) ||
											   _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );

7045

7046 7047 7048 7049
		_glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) ||
											_gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) ||
											_gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );

7050
		if ( ! _glExtensionTextureFloat ) {
7051 7052 7053 7054 7055

			console.log( 'THREE.WebGLRenderer: Float textures not supported.' );

		}

A
alteredq 已提交
7056
		if ( ! _glExtensionStandardDerivatives ) {
7057

A
alteredq 已提交
7058
			console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
7059

A
alteredq 已提交
7060
		}
7061

A
alteredq 已提交
7062
		if ( ! _glExtensionTextureFilterAnisotropic ) {
7063

A
alteredq 已提交
7064
			console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
7065 7066 7067

		}

7068 7069 7070 7071 7072 7073
		if ( ! _glExtensionCompressedTextureS3TC ) {

			console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );

		}

7074 7075 7076 7077 7078 7079 7080 7081 7082 7083 7084 7085 7086 7087 7088 7089 7090 7091 7092 7093 7094 7095 7096
	};

	function setDefaultGLState () {

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

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

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

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

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

	};

7097 7098
	// default plugins (order is important)

A
alteredq 已提交
7099 7100 7101 7102 7103
	this.shadowMapPlugin = new THREE.ShadowMapPlugin();
	this.addPrePlugin( this.shadowMapPlugin );

	this.addPostPlugin( new THREE.SpritePlugin() );
	this.addPostPlugin( new THREE.LensFlarePlugin() );
7104

7105
};