WebGLRenderer.js 87.3 KB
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
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 * @author alteredq / http://alteredqualia.com/
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 * @author szimek / https://github.com/szimek/
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 */

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

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

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

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

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

	};

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

	};
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	this.clear = function () {

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

	};

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

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

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

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

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

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

	};

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	function initMeshBuffers ( geometryChunk, object ) {
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		var f, fl, nvertices = 0, ntris = 0, nlines = 0,
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			obj_faces = object.geometry.faces,
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			chunk_faces = geometryChunk.faces;
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		for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
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			fi = chunk_faces[ f ];
			face = obj_faces[ fi ];
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			if ( face instanceof THREE.Face3 ) {
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				nvertices += 3;
				ntris += 1;
				nlines += 3;
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			} else if ( face instanceof THREE.Face4 ) {
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				nvertices += 4;
				ntris += 2;
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				nlines += 4;
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			}
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		}
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		// TODO: only create arrays for attributes existing in the object
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		geometryChunk.__vertexArray  = new Float32Array( nvertices * 3 );
		geometryChunk.__normalArray  = new Float32Array( nvertices * 3 );
		geometryChunk.__tangentArray = new Float32Array( nvertices * 4 );
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		geometryChunk.__colorArray = new Float32Array( nvertices * 3 );
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		geometryChunk.__uvArray = new Float32Array( nvertices * 2 );
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		geometryChunk.__uv2Array = new Float32Array( nvertices * 2 );
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		geometryChunk.__skinVertexAArray = new Float32Array( nvertices * 4 );
		geometryChunk.__skinVertexBArray = new Float32Array( nvertices * 4 );
		geometryChunk.__skinIndexArray = new Float32Array( nvertices * 4 );
		geometryChunk.__skinWeightArray = new Float32Array( nvertices * 4 );
		
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		geometryChunk.__faceArray = new Uint16Array( ntris * 3 );
		geometryChunk.__lineArray = new Uint16Array( nlines * 2 );
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		geometryChunk.__needsSmoothNormals = bufferNeedsSmoothNormals ( geometryChunk, object );
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		geometryChunk.__webGLFaceCount = ntris * 3;
		geometryChunk.__webGLLineCount = nlines * 2;
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	};
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	function setMeshBuffers ( geometryChunk, object, hint ) {
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		var f, fl, fi, face, vertexNormals, faceNormal, normal, 
			uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, 
			c1, c2, c3, c4,
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			sw1, sw2, sw3, sw4,
			si1, si2, si3, si4,
			sa1, sa2, sa3, sa4,
			sb1, sb2, sb3, sb4,
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			m, ml, i,
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			vn, uvi, uv2i,
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		vertexIndex = 0,
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		offset = 0,
		offset_uv = 0,
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		offset_uv2 = 0,
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		offset_face = 0,
		offset_normal = 0,
		offset_tangent = 0,
		offset_line = 0,
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		offset_color = 0,
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		offset_skin = 0,
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		vertexArray = geometryChunk.__vertexArray,
		uvArray = geometryChunk.__uvArray,
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		uv2Array = geometryChunk.__uv2Array,
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		normalArray = geometryChunk.__normalArray,
		tangentArray = geometryChunk.__tangentArray,
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		colorArray = geometryChunk.__colorArray,
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		skinVertexAArray = geometryChunk.__skinVertexAArray,
		skinVertexBArray = geometryChunk.__skinVertexBArray,
		skinIndexArray = geometryChunk.__skinIndexArray,
		skinWeightArray = geometryChunk.__skinWeightArray,
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		faceArray = geometryChunk.__faceArray,
		lineArray = geometryChunk.__lineArray,
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		needsSmoothNormals = geometryChunk.__needsSmoothNormals,
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		geometry = object.geometry, // this is shared for all chunks
		
		dirtyVertices = geometry.__dirtyVertices,
		dirtyElements = geometry.__dirtyElements, 
		dirtyUvs = geometry.__dirtyUvs, 
		dirtyNormals = geometry.__dirtyNormals, 
		dirtyTangents = geometry.__dirtyTangents,
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		dirtyColors = geometry.__dirtyColors,
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		vertices = geometry.vertices,
		chunk_faces = geometryChunk.faces,
		obj_faces = geometry.faces,
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		obj_uvs = geometry.uvs,
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		obj_uvs2 = geometry.uvs2,
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		obj_colors = geometry.colors,
		
		obj_skinVerticesA = geometry.skinVerticesA,
		obj_skinVerticesB = geometry.skinVerticesB,
		obj_skinIndices = geometry.skinIndices,
		obj_skinWeights = geometry.skinWeights;
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		for ( f = 0, fl = chunk_faces.length; f < fl; f++ ) {
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			fi = chunk_faces[ f ];
			face = obj_faces[ fi ];
			uv = obj_uvs[ fi ];
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			uv2 = obj_uvs2[ fi ];
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			vertexNormals = face.vertexNormals;
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			faceNormal = face.normal;
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			if ( face instanceof THREE.Face3 ) {

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

					// weights
					
					sw1 = obj_skinWeights[ face.a ];
					sw2 = obj_skinWeights[ face.b ];
					sw3 = obj_skinWeights[ face.c ];
					
					skinWeightArray[ offset_skin ]     = sw1.x;
					skinWeightArray[ offset_skin + 1 ] = sw1.y;
					skinWeightArray[ offset_skin + 2 ] = sw1.z;
					skinWeightArray[ offset_skin + 3 ] = sw1.w;

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

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

					// indices
					
					si1 = obj_skinIndices[ face.a ];
					si2 = obj_skinIndices[ face.b ];
					si3 = obj_skinIndices[ face.c ];

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

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

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

					// vertices A
					
					sa1 = obj_skinVerticesA[ face.a ];
					sa2 = obj_skinVerticesA[ face.b ];
					sa3 = obj_skinVerticesA[ face.c ];

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

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

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

					// vertices B
					
					sb1 = obj_skinVerticesB[ face.a ];
					sb2 = obj_skinVerticesB[ face.b ];
					sb3 = obj_skinVerticesB[ face.c ];

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

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

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

					offset_skin += 12;
					
				}
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				if ( dirtyColors && obj_colors.length ) {
					
					c1 = obj_colors[ face.a ];
					c2 = obj_colors[ face.b ];
					c3 = obj_colors[ face.c ];

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

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

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

				}

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

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

						for ( i = 0; i < 3; i ++ ) {
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							vn = vertexNormals[ i ];
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							normalArray[ offset_normal ]     = vn.x;
							normalArray[ offset_normal + 1 ] = vn.y;
							normalArray[ offset_normal + 2 ] = vn.z;
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544
							offset_normal += 3;
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545

546
						}
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548
					} else {
549

550
						for ( i = 0; i < 3; i ++ ) {
551

552 553 554
							normalArray[ offset_normal ]     = faceNormal.x;
							normalArray[ offset_normal + 1 ] = faceNormal.y;
							normalArray[ offset_normal + 2 ] = faceNormal.z;
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556
							offset_normal += 3;
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557

558
						}
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					}
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562 563
				}

564
				if ( dirtyUvs && uv ) {
565

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566 567
					for ( i = 0; i < 3; i ++ ) {

568
						uvi = uv[ i ];
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570 571
						uvArray[ offset_uv ]     = uvi.u;
						uvArray[ offset_uv + 1 ] = uvi.v;
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573
						offset_uv += 2;
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					}
576 577 578

				}

579 580 581 582 583 584 585 586 587 588 589 590 591 592 593
				if ( dirtyUvs && uv2 ) {

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

						uv2i = uv2[ i ];

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

						offset_uv2 += 2;

					}

				}

594
				if( dirtyElements ) {
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596 597 598
					faceArray[ offset_face ] = vertexIndex;
					faceArray[ offset_face + 1 ] = vertexIndex + 1;
					faceArray[ offset_face + 2 ] = vertexIndex + 2;
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600
					offset_face += 3;
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602 603
					lineArray[ offset_line ]     = vertexIndex;
					lineArray[ offset_line + 1 ] = vertexIndex + 1;
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605 606
					lineArray[ offset_line + 2 ] = vertexIndex;
					lineArray[ offset_line + 3 ] = vertexIndex + 2;
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608 609
					lineArray[ offset_line + 4 ] = vertexIndex + 1;
					lineArray[ offset_line + 5 ] = vertexIndex + 2;
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611
					offset_line += 6;
612

613
					vertexIndex += 3;
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614

615
				}
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616

617 618 619

			} else if ( face instanceof THREE.Face4 ) {

620
				if ( dirtyVertices ) {
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622 623 624 625
					v1 = vertices[ face.a ].position;
					v2 = vertices[ face.b ].position;
					v3 = vertices[ face.c ].position;
					v4 = vertices[ face.d ].position;
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627 628 629
					vertexArray[ offset ]     = v1.x;
					vertexArray[ offset + 1 ] = v1.y;
					vertexArray[ offset + 2 ] = v1.z;
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631 632 633
					vertexArray[ offset + 3 ] = v2.x;
					vertexArray[ offset + 4 ] = v2.y;
					vertexArray[ offset + 5 ] = v2.z;
634

635 636 637
					vertexArray[ offset + 6 ] = v3.x;
					vertexArray[ offset + 7 ] = v3.y;
					vertexArray[ offset + 8 ] = v3.z;
638

639 640 641
					vertexArray[ offset + 9 ] = v4.x;
					vertexArray[ offset + 10 ] = v4.y;
					vertexArray[ offset + 11 ] = v4.z;
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643
					offset += 12;
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644

645
				}
646
				
A
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647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760
				if ( obj_skinWeights.length ) {

					// weights
					
					sw1 = obj_skinWeights[ face.a ];
					sw2 = obj_skinWeights[ face.b ];
					sw3 = obj_skinWeights[ face.c ];
					sw4 = obj_skinWeights[ face.d ];
					
					skinWeightArray[ offset_skin ]     = sw1.x;
					skinWeightArray[ offset_skin + 1 ] = sw1.y;
					skinWeightArray[ offset_skin + 2 ] = sw1.z;
					skinWeightArray[ offset_skin + 3 ] = sw1.w;

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

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

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

					// indices
					
					si1 = obj_skinIndices[ face.a ];
					si2 = obj_skinIndices[ face.b ];
					si3 = obj_skinIndices[ face.c ];
					si4 = obj_skinIndices[ face.d ];

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

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

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

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

					// vertices A
					
					sa1 = obj_skinVerticesA[ face.a ];
					sa2 = obj_skinVerticesA[ face.b ];
					sa3 = obj_skinVerticesA[ face.c ];
					sa4 = obj_skinVerticesA[ face.d ];

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

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

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

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

					// vertices B
					
					sb1 = obj_skinVerticesB[ face.a ];
					sb2 = obj_skinVerticesB[ face.b ];
					sb3 = obj_skinVerticesB[ face.c ];
					sb4 = obj_skinVerticesB[ face.d ];

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

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

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

					skinVertexBArray[ offset_skin + 12 ]  = sb4.x;
					skinVertexBArray[ offset_skin + 13 ]  = sb4.y;
					skinVertexBArray[ offset_skin + 14 ] = sb4.z;
					skinVertexBArray[ offset_skin + 15 ] = 1;

					offset_skin += 16;					
					
				}
				
761 762 763 764 765
				if ( dirtyColors && obj_colors.length ) {

					c1 = obj_colors[ face.a ];
					c2 = obj_colors[ face.b ];
					c3 = obj_colors[ face.c ];
766
					c4 = obj_colors[ face.d ];
767 768 769 770 771 772 773 774 775 776 777 778

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

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

					colorArray[ offset_color + 6 ] = c3.r;
					colorArray[ offset_color + 7 ] = c3.g;
					colorArray[ offset_color + 8 ] = c3.b;
779

780 781 782 783 784 785 786 787
					colorArray[ offset_color + 9 ]  = c4.r;
					colorArray[ offset_color + 10 ] = c4.g;
					colorArray[ offset_color + 11 ] = c4.b;
					
					offset_color += 12;

				}	
				
788
				if ( dirtyTangents && geometry.hasTangents ) {
789

790 791 792 793
					t1 = vertices[ face.a ].tangent;
					t2 = vertices[ face.b ].tangent;
					t3 = vertices[ face.c ].tangent;
					t4 = vertices[ face.d ].tangent;
794

795 796 797 798
					tangentArray[ offset_tangent ]     = t1.x;
					tangentArray[ offset_tangent + 1 ] = t1.y;
					tangentArray[ offset_tangent + 2 ] = t1.z;
					tangentArray[ offset_tangent + 3 ] = t1.w;
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Mr.doob 已提交
799

800 801 802 803
					tangentArray[ offset_tangent + 4 ] = t2.x;
					tangentArray[ offset_tangent + 5 ] = t2.y;
					tangentArray[ offset_tangent + 6 ] = t2.z;
					tangentArray[ offset_tangent + 7 ] = t2.w;
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804

805 806 807 808
					tangentArray[ offset_tangent + 8 ] = t3.x;
					tangentArray[ offset_tangent + 9 ] = t3.y;
					tangentArray[ offset_tangent + 10 ] = t3.z;
					tangentArray[ offset_tangent + 11 ] = t3.w;
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809

810 811 812 813
					tangentArray[ offset_tangent + 12 ] = t4.x;
					tangentArray[ offset_tangent + 13 ] = t4.y;
					tangentArray[ offset_tangent + 14 ] = t4.z;
					tangentArray[ offset_tangent + 15 ] = t4.w;
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814

815
					offset_tangent += 16;
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816

817
				}
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818

819
				if( dirtyNormals ) {
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820

821
					if ( vertexNormals.length == 4 && needsSmoothNormals ) {
822

823
						for ( i = 0; i < 4; i ++ ) {
824

825
							vn = vertexNormals[ i ];
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826

827 828 829
							normalArray[ offset_normal ]     = vn.x;
							normalArray[ offset_normal + 1 ] = vn.y;
							normalArray[ offset_normal + 2 ] = vn.z;
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830

831
							offset_normal += 3;
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832

833
						}
M
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834

835
					} else {
836

837
						for ( i = 0; i < 4; i ++ ) {
838

839 840 841
							normalArray[ offset_normal ]     = faceNormal.x;
							normalArray[ offset_normal + 1 ] = faceNormal.y;
							normalArray[ offset_normal + 2 ] = faceNormal.z;
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842

843
							offset_normal += 3;
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844

845
						}
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846 847

					}
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848

849 850
				}

851
				if ( dirtyUvs && uv ) {
852

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853 854
					for ( i = 0; i < 4; i ++ ) {

855
						uvi = uv[ i ];
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856

857 858
						uvArray[ offset_uv ]     = uvi.u;
						uvArray[ offset_uv + 1 ] = uvi.v;
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859

860
						offset_uv += 2;
M
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861

M
Mr.doob 已提交
862
					}
863 864

				}
865 866 867 868 869 870 871 872 873 874 875 876 877 878 879
				
				if ( dirtyUvs && uv2 ) {

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

						uv2i = uv2[ i ];

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

						offset_uv2 += 2;

					}

				}
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880

881
				if( dirtyElements ) {
M
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882

883 884 885
					faceArray[ offset_face ]     = vertexIndex;
					faceArray[ offset_face + 1 ] = vertexIndex + 1;
					faceArray[ offset_face + 2 ] = vertexIndex + 2;
M
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886

887 888 889
					faceArray[ offset_face + 3 ] = vertexIndex;
					faceArray[ offset_face + 4 ] = vertexIndex + 2;
					faceArray[ offset_face + 5 ] = vertexIndex + 3;
M
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890

891
					offset_face += 6;
M
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892

893 894
					lineArray[ offset_line ]     = vertexIndex;
					lineArray[ offset_line + 1 ] = vertexIndex + 1;
M
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895

896
					lineArray[ offset_line + 2 ] = vertexIndex;
897
					lineArray[ offset_line + 3 ] = vertexIndex + 3;
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898

899 900
					lineArray[ offset_line + 4 ] = vertexIndex + 1;
					lineArray[ offset_line + 5 ] = vertexIndex + 2;
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901

902 903
					lineArray[ offset_line + 6 ] = vertexIndex + 2;
					lineArray[ offset_line + 7 ] = vertexIndex + 3;
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904

905
					offset_line += 8;
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906

907
					vertexIndex += 4;
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908

909
				}
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910

911
			}
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912

913 914
		}

915
		if ( dirtyVertices ) {
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916

917 918
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
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919

920
		}
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921

922 923 924 925 926 927 928
		if ( dirtyColors && obj_colors.length ) {

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

		}
		
929
		if ( dirtyNormals ) {
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930

931 932
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLNormalBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
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933

934 935
		}

936
		if ( dirtyTangents && geometry.hasTangents ) {
937

938
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLTangentBuffer );
939
			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
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940

941
		}
942

943
		if ( dirtyUvs && offset_uv > 0 ) {
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Mr.doob 已提交
944

945
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLUVBuffer );
946
			_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
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947

948
		}
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Mr.doob 已提交
949

950 951 952 953 954 955 956
		if ( dirtyUvs && offset_uv2 > 0 ) {

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

		}

957
		if( dirtyElements ) {
M
Mr.doob 已提交
958

959 960
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLFaceBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
961

962 963
			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLLineBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
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964

965
		}
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966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981
		
		if( offset_skin > 0 ) {
			
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLSkinVertexABuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint );

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLSkinVertexBBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint );

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLSkinIndicesBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLSkinWeightsBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
			
		}
982 983

	};
984

985
	function setLineBuffers ( geometry, hint ) {
M
Mr.doob 已提交
986

987
		var v, c, vertex, offset,
988
			vertices = geometry.vertices,
989
			colors = geometry.colors,
990
			vl = vertices.length,
991
			cl = colors.length,
M
Mr.doob 已提交
992 993

			vertexArray = geometry.__vertexArray,
994
			colorArray = geometry.__colorArray,
995 996
		
			dirtyVertices = geometry.__dirtyVertices, 
997
			dirtyColors = geometry.__dirtyColors;
M
Mr.doob 已提交
998

999
		if ( dirtyVertices ) {
M
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1000

1001
			for ( v = 0; v < vl; v++ ) {
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1002

1003
				vertex = vertices[ v ].position;
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1004

1005
				offset = v * 3;
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1006

1007 1008 1009
				vertexArray[ offset ]     = vertex.x;
				vertexArray[ offset + 1 ] = vertex.y;
				vertexArray[ offset + 2 ] = vertex.z;
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1010

1011 1012
			}

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1013 1014 1015
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

1016
		}
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1017

1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036
		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 );

		}

1037
	};
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1038

1039
	function setParticleBuffers ( geometry, hint, object, camera ) {
1040

A
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1041
		var v, c, vertex, offset,
1042 1043 1044
			vertices = geometry.vertices,
			vl = vertices.length,

A
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1045 1046 1047
			colors = geometry.colors,
			cl = colors.length,
		
1048
			vertexArray = geometry.__vertexArray,
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1049
			colorArray = geometry.__colorArray,
1050
		
1051 1052 1053 1054 1055
			sortArray = geometry.__sortArray,
		
			dirtyVertices = geometry.__dirtyVertices,
			dirtyElements = geometry.__dirtyElements,
			dirtyColors = geometry.__dirtyColors;
1056

1057 1058
		if ( object.sortParticles ) {
		
1059
			_projScreenMatrix.multiplySelf( object.globalMatrix );
1060
			
1061 1062 1063
			for ( v = 0; v < vl; v++ ) {

				vertex = vertices[ v ].position;
1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077
				
				_vector3.copy( vertex );
				_projScreenMatrix.multiplyVector3( _vector3 );
				
				sortArray[ v ] = [ _vector3.z, v ];
				
			}
			
			sortArray.sort( function(a,b) { return b[0] - a[0]; } );
			
			for ( v = 0; v < vl; v++ ) {
				
				vertex = vertices[ sortArray[v][1] ].position;
				
1078
				offset = v * 3;
1079
				
1080 1081 1082
				vertexArray[ offset ]     = vertex.x;
				vertexArray[ offset + 1 ] = vertex.y;
				vertexArray[ offset + 2 ] = vertex.z;
1083
				
1084 1085
			}
			
A
alteredq 已提交
1086 1087 1088 1089 1090 1091 1092 1093 1094 1095
			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;
				
1096
			}
A
alteredq 已提交
1097 1098
			
			
1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113
		} else {
		
			if ( dirtyVertices ) {

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

					vertex = vertices[ v ].position;

					offset = v * 3;

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

				}
1114 1115

			}
A
alteredq 已提交
1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128
			
			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;

1129
				}
A
alteredq 已提交
1130 1131
				
			}
1132 1133

		}
1134
		
A
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1135 1136 1137 1138 1139 1140 1141 1142
		if ( dirtyVertices || object.sortParticles ) {
		
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
			
		}
		
		if ( dirtyColors || object.sortParticles ) {
1143
			
A
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1144 1145
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webGLColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
1146
		
A
alteredq 已提交
1147
		}
1148
		
1149
	};
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1150

M
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1151
	function setMaterialShaders( material, shaders ) {
1152

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1153 1154
		material.fragment_shader = shaders.fragment_shader;
		material.vertex_shader = shaders.vertex_shader;
1155
		material.uniforms = Uniforms.clone( shaders.uniforms );
1156

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1157
	};
1158

A
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1159
	function refreshUniformsCommon( uniforms, material ) {
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1160

1161
		// premultiply alpha
A
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1162
		uniforms.diffuse.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
M
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1163

1164
		// pure color
A
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1165
		//uniforms.color.value.setHex( material.color.hex );
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1166

A
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1167 1168
		uniforms.opacity.value = material.opacity;
		uniforms.map.texture = material.map;
1169
		
A
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1170
		uniforms.light_map.texture = material.light_map;
1171

A
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1172 1173 1174 1175 1176
		uniforms.env_map.texture = material.env_map;
		uniforms.reflectivity.value = material.reflectivity;
		uniforms.refraction_ratio.value = material.refraction_ratio;
		uniforms.combine.value = material.combine;
		uniforms.useRefract.value = material.env_map && material.env_map.mapping instanceof THREE.CubeRefractionMapping;
1177

1178
	};
1179

A
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1180
	function refreshUniformsLine( uniforms, material ) {
1181

A
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1182 1183
		uniforms.diffuse.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
		uniforms.opacity.value = material.opacity;
1184 1185

	};
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1186

A
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1187
	function refreshUniformsParticle( uniforms, material ) {
1188

A
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1189 1190 1191 1192
		uniforms.psColor.value.setRGB( material.color.r * material.opacity, material.color.g * material.opacity, material.color.b * material.opacity );
		uniforms.opacity.value = material.opacity;
		uniforms.size.value = material.size;
		uniforms.map.texture = material.map;
1193

A
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1194 1195 1196 1197 1198
	};
	
	function refreshUniformsFog( uniforms, fog ) {
	
		uniforms.fogColor.value.setHex( fog.color.hex );
1199

A
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1200
		if ( fog instanceof THREE.Fog ) {
1201

A
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1202 1203
			uniforms.fogNear.value = fog.near;
			uniforms.fogFar.value = fog.far;
1204

A
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1205
		} else if ( fog instanceof THREE.FogExp2 ) {
1206

A
alteredq 已提交
1207
			uniforms.fogDensity.value = fog.density;
1208 1209

		}
A
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1210
	
1211 1212
	};

A
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1213
	function refreshUniformsPhong( uniforms, material ) {
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1214

A
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1215 1216 1217 1218 1219
		//uniforms.ambient.value.setHex( material.ambient.hex );
		//uniforms.specular.value.setHex( material.specular.hex );
		uniforms.ambient.value.setRGB( material.ambient.r, material.ambient.g, material.ambient.b );
		uniforms.specular.value.setRGB( material.specular.r, material.specular.g, material.specular.b );
		uniforms.shininess.value = material.shininess;
M
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1220

1221
	};
M
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1222 1223


A
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1224
	function refreshUniformsLights( uniforms, lights ) {
M
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1225

A
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1226 1227 1228 1229 1230 1231
		uniforms.enableLighting.value = lights.directional.length + lights.point.length;
		uniforms.ambientLightColor.value = lights.ambient;
		uniforms.directionalLightColor.value = lights.directional.colors;
		uniforms.directionalLightDirection.value = lights.directional.positions;
		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
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1232

A
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1233
	};
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1234

1235
	this.initMaterial = function( material, lights, fog ) {
M
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1236

A
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1237 1238 1239
		var u, identifiers, parameters, maxLightCount;
		
		if ( material instanceof THREE.MeshDepthMaterial ) {
1240

A
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1241
			setMaterialShaders( material, THREE.ShaderLib[ 'depth' ] );
1242

A
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1243
		} else if ( material instanceof THREE.MeshNormalMaterial ) {
1244

A
alteredq 已提交
1245
			setMaterialShaders( material, THREE.ShaderLib[ 'normal' ] );
1246

A
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1247
		} else if ( material instanceof THREE.MeshBasicMaterial ) {
1248

A
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1249
			setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );
1250

A
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1251
		} else if ( material instanceof THREE.MeshLambertMaterial ) {
M
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1252

A
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1253
			setMaterialShaders( material, THREE.ShaderLib[ 'lambert' ] );
M
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1254

A
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1255
		} else if ( material instanceof THREE.MeshPhongMaterial ) {
M
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1256

A
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1257
			setMaterialShaders( material, THREE.ShaderLib[ 'phong' ] );
M
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1258

A
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1259
		} else if ( material instanceof THREE.LineBasicMaterial ) {
M
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1260

A
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1261
			setMaterialShaders( material, THREE.ShaderLib[ 'basic' ] );
1262

A
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1263 1264 1265 1266 1267
		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
			
			setMaterialShaders( material, THREE.ShaderLib[ 'particle_basic' ] );
			
		}
1268

A
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1269 1270
		// heuristics to create shader parameters according to lights in the scene
		// (not to blow over maxLights budget)
M
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1271

A
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1272
		maxLightCount = allocateLights( lights, 4 );
M
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1273

A
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1274 1275 1276
		parameters = { fog: fog, map: material.map, env_map: material.env_map, light_map: material.light_map, vertex_colors: material.vertex_colors,
					   maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point };
		material.program = buildProgram( material.fragment_shader, material.vertex_shader, parameters );
M
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1277

A
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1278 1279 1280 1281 1282 1283
		identifiers = [ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition', 
						'cameraInverseMatrix', 
						'uBoneGlobalMatrices[0]', 'uBoneGlobalMatrices[1]', 'uBoneGlobalMatrices[2]', 'uBoneGlobalMatrices[3]', 'uBoneGlobalMatrices[4]',
					    'uBoneGlobalMatrices[5]', 'uBoneGlobalMatrices[6]', 'uBoneGlobalMatrices[7]', 'uBoneGlobalMatrices[8]', 'uBoneGlobalMatrices[9]',
					    'uBoneGlobalMatrices[10]', 'uBoneGlobalMatrices[11]', 'uBoneGlobalMatrices[12]', 'uBoneGlobalMatrices[13]', 'uBoneGlobalMatrices[14]'
						];
A
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1284
		for( u in material.uniforms ) {
1285

A
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1286
			identifiers.push(u);
M
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1287

A
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1288
		}
M
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1289

A
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1290
		cacheUniformLocations( material.program, identifiers );
A
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1291 1292
		cacheAttributeLocations( material.program, [ "position", "normal", "uv", "uv2", "tangent", "color", 
													 "skinVertexA", "skinVertexB", "skinIndex", "skinWeight" ] );
M
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1293

1294 1295
	};
	
A
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1296 1297
	this.setProgram = function( camera, lights, fog, material, object ) {
		
A
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1298 1299
		var skinning = true; // hack for testing
		
A
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1300
		if ( !material.program ) this.initMaterial( material, lights, fog );
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1301

A
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1302 1303 1304
		var program = material.program, 
			p_uniforms = program.uniforms,
			m_uniforms = material.uniforms;
1305

M
Mr.doob 已提交
1306
		if( program != _oldProgram ) {
M
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1307

M
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1308 1309
			_gl.useProgram( program );
			_oldProgram = program;
A
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1310 1311
			
			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray );
M
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1312

M
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1313
		}
1314
		
A
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1315 1316 1317 1318 1319
		// refresh uniforms common to several materials
		
		if ( fog && ( 
			 material instanceof THREE.MeshBasicMaterial ||
			 material instanceof THREE.MeshLambertMaterial ||
1320
			 material instanceof THREE.MeshPhongMaterial ||
A
alteredq 已提交
1321 1322 1323
			 material instanceof THREE.LineBasicMaterial ||
			 material instanceof THREE.ParticleBasicMaterial )
			) {
1324
			
A
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1325
			refreshUniformsFog( m_uniforms, fog );
1326
			
A
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1327
		}		
M
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1328

M
Mr.doob 已提交
1329
		if ( material instanceof THREE.MeshPhongMaterial ||
1330
			 material instanceof THREE.MeshLambertMaterial ) {
1331

1332
			this.setupLights( program, lights );
A
alteredq 已提交
1333
			refreshUniformsLights( m_uniforms, this.lights );
M
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1334 1335 1336

		}

1337 1338 1339
		if ( material instanceof THREE.MeshBasicMaterial ||
			 material instanceof THREE.MeshLambertMaterial ||
			 material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
1340

A
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1341
			refreshUniformsCommon( m_uniforms, material );
M
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1342

A
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1343
		}
M
Mr.doob 已提交
1344

A
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1345 1346
		// refresh single material specific uniforms
		
1347
		if ( material instanceof THREE.LineBasicMaterial ) {
M
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1348

A
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1349
			refreshUniformsLine( m_uniforms, material );
1350
			
A
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1351
		} else if ( material instanceof THREE.ParticleBasicMaterial ) {
1352

A
alteredq 已提交
1353
			refreshUniformsParticle( m_uniforms, material );
1354
			
A
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1355
		} else if ( material instanceof THREE.MeshPhongMaterial ) {
M
Mr.doob 已提交
1356

A
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1357
			refreshUniformsPhong( m_uniforms, material );
M
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1358

A
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1359
		} else if ( material instanceof THREE.MeshDepthMaterial ) {
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1360

A
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1361 1362 1363 1364 1365
			m_uniforms.mNear.value = camera.near;
			m_uniforms.mFar.value = camera.far;
			m_uniforms.opacity.value = material.opacity;
			
		} else if ( material instanceof THREE.MeshNormalMaterial ) {
1366

A
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1367
			m_uniforms.opacity.value = material.opacity;
1368
			
1369
		}
A
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1370 1371 1372 1373 1374
		
		// load common uniforms
		
		loadUniformsGeneric( program, m_uniforms );
		loadUniformsMatrices( p_uniforms, object );
1375

A
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1376 1377 1378 1379 1380 1381 1382 1383
		// load material specific uniforms
		// (shader material also gets them for the sake of genericity)
		
		if ( material instanceof THREE.MeshShaderMaterial ||
			 material instanceof THREE.MeshPhongMaterial ||
			 material.env_map ) {
			
			_gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
1384 1385 1386
			
		}
		
A
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1387
		if ( material instanceof THREE.MeshShaderMaterial ||
A
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1388 1389
			 material.env_map ||
			 skinning ) {
A
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1390 1391 1392 1393
				 
			_gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
		
		}
1394

A
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1395 1396
		if ( material instanceof THREE.MeshPhongMaterial ||
			 material instanceof THREE.MeshLambertMaterial ||
A
alteredq 已提交
1397 1398
			 material instanceof THREE.MeshShaderMaterial ||
			 skinning ) {
A
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1399 1400 1401 1402 1403
			 
			_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
			
		}
		
A
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1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426
		if ( skinning ) {
			
			_gl.uniformMatrix4fv( p_uniforms.cameraInverseMatrix, false, _cameraInverseMatrixArray );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[0]"], false, object.boneMatrices[0]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[1]"], false, object.boneMatrices[1]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[2]"], false, object.boneMatrices[2]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[3]"], false, object.boneMatrices[3]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[4]"], false, object.boneMatrices[4]() );
			
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[5]"], false, object.boneMatrices[5]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[6]"], false, object.boneMatrices[6]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[7]"], false, object.boneMatrices[7]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[8]"], false, object.boneMatrices[8]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[9]"], false, object.boneMatrices[9]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[10]"], false, object.boneMatrices[10]() );
			
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[11]"], false, object.boneMatrices[11]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[12]"], false, object.boneMatrices[12]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[13]"], false, object.boneMatrices[13]() );
			_gl.uniformMatrix4fv( p_uniforms["uBoneGlobalMatrices[14]"], false, object.boneMatrices[14]() );
			
		}
		
A
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1427 1428 1429 1430 1431 1432 1433 1434 1435 1436
		return program;
		
	};
	
	this.renderBuffer = function ( camera, lights, fog, material, geometryChunk, object ) {

		var program, attributes, linewidth, primitives;

		program = this.setProgram( camera, lights, fog, material, object );
		
1437
		attributes = program.attributes;
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1438

1439
		// vertices
M
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1440

M
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1441
		_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLVertexBuffer );
1442
		_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
1443
		_gl.enableVertexAttribArray( attributes.position );
1444

A
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1445 1446 1447 1448 1449 1450 1451 1452 1453 1454
		// colors

		if ( attributes.color >= 0 ) {

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

		}

1455
		// normals
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1456

1457
		if ( attributes.normal >= 0 ) {
1458

1459 1460
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLNormalBuffer );
			_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
1461
			_gl.enableVertexAttribArray( attributes.normal );
1462

1463
		}
1464

1465 1466 1467
		// tangents

		if ( attributes.tangent >= 0 ) {
1468

1469 1470
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLTangentBuffer );
			_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
1471
			_gl.enableVertexAttribArray( attributes.tangent );
1472

1473
		}
1474

1475
		// uvs
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1476

M
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1477 1478
		if ( attributes.uv >= 0 ) {

1479
			if ( geometryChunk.__webGLUVBuffer ) {
1480

1481
				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLUVBuffer );
1482
				_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
1483

1484
				_gl.enableVertexAttribArray( attributes.uv );
1485

1486
			} else {
1487

1488
				_gl.disableVertexAttribArray( attributes.uv );
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1489

1490
			}
1491 1492 1493

		}

1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510
		if ( attributes.uv2 >= 0 ) {

			if ( geometryChunk.__webGLUV2Buffer ) {

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

				_gl.enableVertexAttribArray( attributes.uv2 );

			} else {

				_gl.disableVertexAttribArray( attributes.uv2 );

			}

		}

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1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530
		if ( object instanceof THREE.SkinnedMesh ) {
			
			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLSkinVertexABuffer );
			_gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 );
			_gl.enableVertexAttribArray( attributes.skinVertexA );

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLSkinVertexBBuffer );
			_gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 );
			_gl.enableVertexAttribArray( attributes.skinVertexB );

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLSkinIndicesBuffer );
			_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
			_gl.enableVertexAttribArray( attributes.skinIndex );

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryChunk.__webGLSkinWeightsBuffer );
			_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
			_gl.enableVertexAttribArray( attributes.skinWeight );
			
		}
		
1531
		// render mesh
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1532

1533
		if ( object instanceof THREE.Mesh ) {
1534

1535 1536 1537
			// wireframe
			
			if ( material.wireframe ) {
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1538

1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555
				_gl.lineWidth( material.wireframe_linewidth );
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLLineBuffer );
				_gl.drawElements( _gl.LINES, geometryChunk.__webGLLineCount, _gl.UNSIGNED_SHORT, 0 );
			
			// triangles
			
			} else {
				
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLFaceBuffer );
				_gl.drawElements( _gl.TRIANGLES, geometryChunk.__webGLFaceCount, _gl.UNSIGNED_SHORT, 0 );
				
			}
		
		// render lines
		
		} else if ( object instanceof THREE.Line ) {
			
1556
			primitives = ( object.type == THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
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1557

1558
			_gl.lineWidth( material.linewidth );
1559
			_gl.drawArrays( primitives, 0, geometryChunk.__webGLLineCount );
1560
		
1561
		// render particles
1562 1563
		
		} else if ( object instanceof THREE.ParticleSystem ) {
1564
			
1565
			_gl.drawArrays( _gl.POINTS, 0, geometryChunk.__webGLParticleCount );
1566
			
1567 1568 1569 1570
		}

	};

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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
	function renderBufferImmediate( object, program ) {
		
		if ( ! object.__webGLVertexBuffer ) object.__webGLVertexBuffer = _gl.createBuffer();
		if ( ! object.__webGLNormalBuffer ) object.__webGLNormalBuffer = _gl.createBuffer();
		
		if ( object.hasPos ) {
			
		  _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLVertexBuffer );
		  _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
		  _gl.enableVertexAttribArray( program.attributes.position );
		  _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
		
		}
		
		if ( object.hasNormal ) {
			
		  _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webGLNormalBuffer );
		  _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
		  _gl.enableVertexAttribArray( program.attributes.normal );
		  _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
		
		}
		
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
		
		object.count = 0;
		
	};
	
1600 1601
	function setObjectFaces( object ) {
		
1602
		if ( _oldDoubleSided != object.doubleSided ) {
A
alteredq 已提交
1603
			
1604
			if( object.doubleSided ) {
A
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1605
				
1606
				_gl.disable( _gl.CULL_FACE );
1607

1608
			} else {
1609

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1610 1611 1612
				_gl.enable( _gl.CULL_FACE );
			
			}
1613 1614 1615 1616 1617 1618 1619
			
			_oldDoubleSided = object.doubleSided;
		
		}
		
		if ( _oldFlipSided != object.flipSided ) {
		
1620 1621 1622 1623
			if( object.flipSided ) {

				_gl.frontFace( _gl.CW );

1624
			} else {
1625 1626 1627 1628

				_gl.frontFace( _gl.CCW );

			}
1629 1630
			
			_oldFlipSided = object.flipSided;
1631 1632 1633 1634 1635

		}
		
	};
	
1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657
	function computeFrustum( m ) {

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

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

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

		}

	};
	
	function isInFrustum( object ) {

1658
		var distance, matrix = object.globalMatrix,
1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670
		radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );

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

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

		}

		return true;

	};
1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747

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

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

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

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

			meshMaterial = object.materials[ m ];

			if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {

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

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

				}

			} else {

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

			}

		}
		
	};
1748
	
1749 1750
	
	function painterSort( a, b ) {
1751

1752
		return b.z - a.z;
1753 1754 1755

	};
	
A
alteredq 已提交
1756
	this.render = function( scene, camera, renderTarget, clear ) {
1757
		
1758 1759
		var i, program, opaque, transparent,
			o, ol, oil, webGLObject, object, buffer,
A
alteredq 已提交
1760
			lights = scene.lights,
1761 1762
			fog = scene.fog,
			ol;
1763
		
1764
		camera.autoUpdateMatrix && camera.update();
1765
		
1766
		camera.globalMatrix.flattenToArray( _viewMatrixArray );
1767
		camera.projectionMatrix.flattenToArray( _projectionMatrixArray );
A
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1768
		camera.inverseMatrix.flattenToArray( _cameraInverseMatrixArray );
M
Mr.doob 已提交
1769

1770
		_projScreenMatrix.multiply( camera.projectionMatrix, camera.globalMatrix );
1771 1772
		computeFrustum( _projScreenMatrix );
		
A
alteredq 已提交
1773 1774 1775
		if( THREE.AnimationHandler )
			THREE.AnimationHandler.update();
		
1776 1777
		scene.update( undefined, false, camera, this );
		
1778
		this.initWebGLObjects( scene, camera );
M
Mr.doob 已提交
1779

M
Mr.doob 已提交
1780 1781
		setRenderTarget( renderTarget, clear !== undefined ? clear : true );

1782
		if ( this.autoClear ) {
M
Mr.doob 已提交
1783

1784
			this.clear();
M
Mr.doob 已提交
1785

1786 1787
		}

1788
		// set matrices
1789 1790
		
		ol = scene.__webGLObjects.length;
A
alteredq 已提交
1791
	
1792
		for ( o = 0; o < ol; o++ ) {
M
Mr.doob 已提交
1793

M
Mr.doob 已提交
1794
			webGLObject = scene.__webGLObjects[ o ];
M
Mr.doob 已提交
1795
			object = webGLObject.object;
M
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1796

1797
			if ( object.visible ) {				
1798 1799 1800

				if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) {
					
1801
					object.globalMatrix.flattenToArray( object._objectMatrixArray );
1802 1803 1804 1805 1806 1807 1808
					
					setupMatrices( object, camera );
					
					unrollBufferMaterials( webGLObject );
					
					webGLObject.render = true;
					
1809 1810 1811 1812 1813 1814 1815 1816
					if ( this.sortObjects ) {
					
						_vector3.copy( object.position );
						_projScreenMatrix.multiplyVector3( _vector3 );

						webGLObject.z = _vector3.z;
					
					}
A
alteredq 已提交
1817
				
1818 1819 1820 1821 1822
				} else {
					
					webGLObject.render = false;
					
				}
1823
				
1824 1825 1826
			} else {
				
				webGLObject.render = false;
1827

1828 1829 1830 1831
			}
		
		}
		
1832 1833 1834 1835 1836 1837
		if ( this.sortObjects ) {
			
			scene.__webGLObjects.sort( painterSort );
			
		}
		
1838 1839 1840
		oil = scene.__webGLObjectsImmediate.length;
		
		for ( o = 0; o < oil; o++ ) {
1841
		
1842 1843
			webGLObject = scene.__webGLObjectsImmediate[ o ];
			object = webGLObject.object;
1844 1845 1846
			
			if ( object.visible ) {
			
A
alteredq 已提交
1847 1848
				if( object.autoUpdateMatrix ) { 
				
1849
					object.globalMatrix.flattenToArray( object._objectMatrixArray );
A
alteredq 已提交
1850 1851 1852
				
				}
				
1853
				setupMatrices( object, camera );
1854 1855
				
				unrollImmediateBufferMaterials( webGLObject );
1856 1857
			
			}
A
alteredq 已提交
1858
		
1859
		}
A
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1860

1861 1862
		// opaque pass

1863 1864
		setBlending( THREE.NormalBlending );
		
1865
		for ( o = 0; o < ol; o++ ) {
M
Mr.doob 已提交
1866

1867 1868
			webGLObject = scene.__webGLObjects[ o ];

1869 1870 1871 1872
			if ( webGLObject.render ) {
				
				object = webGLObject.object;
				buffer = webGLObject.buffer;
1873
				opaque = webGLObject.opaque;
1874 1875
				
				setObjectFaces( object );
1876 1877 1878 1879 1880 1881 1882 1883 1884
				
				for( i = 0; i < opaque.count; i++ ) {
					
					material = opaque.list[ i ];
					
					this.setDepthTest( material.depth_test );
					this.renderBuffer( camera, lights, fog, material, buffer, object );
				
				}
1885 1886 1887 1888 1889

			}

		}

A
alteredq 已提交
1890 1891
		// opaque pass (immediate simulator)
		
1892
		for ( o = 0; o < oil; o++ ) {
A
alteredq 已提交
1893
			
1894 1895
			webGLObject = scene.__webGLObjectsImmediate[ o ];
			object = webGLObject.object;
A
alteredq 已提交
1896 1897 1898
			
			if ( object.visible ) {
			
1899 1900
				opaque = webGLObject.opaque;
				
1901
				setObjectFaces( object );
1902 1903 1904 1905 1906 1907 1908 1909 1910 1911
				
				for( i = 0; i < opaque.count; i++ ) {
				
					material = opaque.list[ i ];
				
					this.setDepthTest( material.depth_test );
					program = this.setProgram( camera, lights, fog, material, object );
					object.render( function( object ) { renderBufferImmediate( object, program ); } );
				
				}
A
alteredq 已提交
1912 1913 1914 1915 1916
			
			}
			
		}

1917 1918
		// transparent pass

1919
		for ( o = 0; o < ol; o++ ) {
1920 1921 1922

			webGLObject = scene.__webGLObjects[ o ];

1923 1924 1925 1926
			if ( webGLObject.render ) {
				
				object = webGLObject.object;
				buffer = webGLObject.buffer;
1927 1928
				transparent = webGLObject.transparent;
				
1929 1930
				setObjectFaces( object );
				
1931 1932 1933 1934 1935 1936 1937 1938 1939
				for( i = 0; i < transparent.count; i++ ) {
					
					material = transparent.list[ i ];
					
					setBlending( material.blending );
					this.setDepthTest( material.depth_test );
					this.renderBuffer( camera, lights, fog, material, buffer, object );
				
				}
1940

1941
			}
M
Mr.doob 已提交
1942

M
Mr.doob 已提交
1943
		}
M
Mr.doob 已提交
1944

1945 1946
		// transparent pass (immediate simulator)
		
1947 1948
		for ( o = 0; o < oil; o++ ) {
		
1949 1950
			webGLObject = scene.__webGLObjectsImmediate[ o ];
			object = webGLObject.object;
1951 1952 1953
			
			if ( object.visible ) {
			
1954 1955
				transparent = webGLObject.transparent;
				
1956
				setObjectFaces( object );
1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967
				
				for( i = 0; i < transparent.count; i++ ) {
				
					material = transparent.list[ i ];
				
					setBlending( material.blending );
					this.setDepthTest( material.depth_test );
					program = this.setProgram( camera, lights, fog, material, object );
					object.render( function( object ) { renderBufferImmediate( object, program ); } );
				
				}
1968 1969 1970 1971
			
			}
			
		}
1972
	
1973
		// Generate mipmap if we're using any kind of mipmap filtering
M
Mr.doob 已提交
1974

1975
		if ( renderTarget && renderTarget.min_filter !== THREE.NearestFilter && renderTarget.min_filter !== THREE.LinearFilter ) {
M
Mr.doob 已提交
1976

1977
			updateRenderTargetMipmap( renderTarget );
M
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1978

1979
		}
1980

M
Mr.doob 已提交
1981
	};
M
Mr.doob 已提交
1982

1983
	function addObject( scene, object ) {
1984 1985 1986 1987 1988 1989
		
		var g, geometry, geometryChunk, objmap;
		
		geometry = object.geometry;
		
		if ( scene.__webGLObjectsMap[ object.id ] == undefined ) {
M
Mr.doob 已提交
1990

1991 1992 1993 1994 1995 1996 1997 1998
			scene.__webGLObjectsMap[ object.id ] = {};
				
			object._modelViewMatrix = new THREE.Matrix4();
			
			object._normalMatrixArray = new Float32Array( 9 );
			object._modelViewMatrixArray = new Float32Array( 16 );
			object._objectMatrixArray = new Float32Array( 16 );
			
1999
			object.globalMatrix.flattenToArray( object._objectMatrixArray );
M
Mr.doob 已提交
2000

2001
		}
A
alteredq 已提交
2002

2003 2004
		objmap = scene.__webGLObjectsMap[ object.id ];
		objlist = scene.__webGLObjects;
A
alteredq 已提交
2005

2006
		if ( object instanceof THREE.Mesh ) {
A
alteredq 已提交
2007

2008
			// create separate VBOs per geometry chunk
A
alteredq 已提交
2009

2010
			for ( g in geometry.geometryChunks ) {
A
alteredq 已提交
2011

2012
				geometryChunk = geometry.geometryChunks[ g ];
M
Mr.doob 已提交
2013

2014
				// initialise VBO on the first access
M
Mr.doob 已提交
2015

2016
				if( ! geometryChunk.__webGLVertexBuffer ) {
M
Mr.doob 已提交
2017

2018 2019
					createMeshBuffers( geometryChunk );
					initMeshBuffers( geometryChunk, object );
A
alteredq 已提交
2020

2021 2022 2023 2024 2025 2026
					geometry.__dirtyVertices = true;
					geometry.__dirtyElements = true;
					geometry.__dirtyUvs = true;
					geometry.__dirtyNormals = true;
					geometry.__dirtyTangents = true;
					geometry.__dirtyColors = true;
M
Mr.doob 已提交
2027

2028
				}
2029

2030 2031 2032
				if( geometry.__dirtyVertices || geometry.__dirtyElements || 
					geometry.__dirtyUvs || geometry.__dirtyNormals || 
					geometry.__dirtyColors || geometry.__dirtyTangents ) {
M
Mr.doob 已提交
2033

2034
					setMeshBuffers( geometryChunk, object, _gl.DYNAMIC_DRAW );
M
Mr.doob 已提交
2035

2036
				}
M
Mr.doob 已提交
2037

2038
				// create separate wrapper per each use of VBO
2039

2040
				add_buffer( objlist, objmap, g, geometryChunk, object );
M
Mr.doob 已提交
2041

2042
			}
M
Mr.doob 已提交
2043

2044 2045 2046 2047 2048 2049
			geometry.__dirtyVertices = false;
			geometry.__dirtyElements = false;
			geometry.__dirtyUvs = false;
			geometry.__dirtyNormals = false;
			geometry.__dirtyTangents = false;
			geometry.__dirtyColors = false;
M
Mr.doob 已提交
2050

2051
		} else if ( object instanceof THREE.Line ) {
M
Mr.doob 已提交
2052

2053
			if( ! geometry.__webGLVertexBuffer ) {
M
Mr.doob 已提交
2054

2055 2056
				createLineBuffers( geometry );
				initLineBuffers( geometry );
M
Mr.doob 已提交
2057

2058 2059
				geometry.__dirtyVertices = true;
				geometry.__dirtyColors = true;
M
Mr.doob 已提交
2060

2061
			}
M
Mr.doob 已提交
2062

2063
			if( geometry.__dirtyVertices ||  geometry.__dirtyColors ) {
2064

2065
				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
2066

2067
			}
2068

2069
			add_buffer( objlist, objmap, 0, geometry, object );
M
Mr.doob 已提交
2070

2071 2072
			geometry.__dirtyVertices = false;
			geometry.__dirtyColors = false;
M
Mr.doob 已提交
2073

2074
		} else if ( object instanceof THREE.ParticleSystem ) {
M
Mr.doob 已提交
2075

2076
			if( ! geometry.__webGLVertexBuffer ) {
M
Mr.doob 已提交
2077

2078 2079
				createParticleBuffers( geometry );
				initParticleBuffers( geometry );
2080

2081 2082 2083 2084
				geometry.__dirtyVertices = true;
				geometry.__dirtyColors = true;
				
			}
2085

2086
			if( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
M
Mr.doob 已提交
2087

2088
				setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object, camera );
M
Mr.doob 已提交
2089

2090
			}
M
Mr.doob 已提交
2091

2092
			add_buffer( objlist, objmap, 0, geometry, object );
M
Mr.doob 已提交
2093

2094 2095
			geometry.__dirtyVertices = false;
			geometry.__dirtyColors = false;
M
Mr.doob 已提交
2096

2097 2098
		} else if ( object instanceof THREE.MarchingCubes ) {
			
2099
			add_buffer_immediate( scene.__webGLObjectsImmediate, objmap, 0, object );
2100 2101 2102 2103 2104 2105
			
		}/*else if ( object instanceof THREE.Particle ) {

		}*/
		
	};
M
Mr.doob 已提交
2106

2107
	function add_buffer( objlist, objmap, id, buffer, object ) {
M
Mr.doob 已提交
2108

2109
		if ( objmap[ id ] == undefined ) {
M
Mr.doob 已提交
2110

2111 2112
			objlist.push( { buffer: buffer, object: object, 
							opaque: { list: [], count: 0 }, 
2113
							transparent: { list: [], count: 0 }
2114 2115 2116
						} );
			
			objmap[ id ] = 1;
M
Mr.doob 已提交
2117

2118
		}
M
Mr.doob 已提交
2119

2120
	};
2121

2122
	function add_buffer_immediate( objlist, objmap, id, object ) {
2123

2124
		if ( objmap[ id ] == undefined ) {
M
Mr.doob 已提交
2125

2126 2127
			objlist.push( { object: object, 
							opaque: { list: [], count: 0 }, 
2128
							transparent: { list: [], count: 0 }
2129 2130 2131
						} );
			
			objmap[ id ] = 1;
2132

2133
		}
2134

2135 2136 2137
	};
	
	this.initWebGLObjects = function( scene, camera ) {
2138

2139
		var o, ol, object;
M
Mr.doob 已提交
2140

2141
		if ( !scene.__webGLObjects ) {
M
Mr.doob 已提交
2142

2143 2144
			scene.__webGLObjects = [];
			scene.__webGLObjectsMap = {};
M
Mr.doob 已提交
2145

2146
			scene.__webGLObjectsImmediate = [];
2147

2148 2149 2150
		}
		
		for ( o = 0, ol = scene.objects.length; o < ol; o++ ) {
M
Mr.doob 已提交
2151

2152
			object = scene.objects[ o ];
M
Mr.doob 已提交
2153

2154
			addObject( scene, object );
2155
		
M
Mr.doob 已提交
2156
		}
2157 2158 2159 2160 2161 2162

	};

	this.removeObject = function ( scene, object ) {

		var o, ol, zobject;
M
Mr.doob 已提交
2163

2164
		for ( o = scene.__webGLObjects.length - 1; o >= 0; o-- ) {
M
Mr.doob 已提交
2165

M
Mr.doob 已提交
2166
			zobject = scene.__webGLObjects[ o ].object;
M
Mr.doob 已提交
2167

2168
			if ( object == zobject ) {
2169 2170 2171 2172

				scene.__webGLObjects.splice( o, 1 );

			}
M
Mr.doob 已提交
2173

2174
		}
M
Mr.doob 已提交
2175

M
Mr.doob 已提交
2176
	};
M
Mr.doob 已提交
2177

2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189
	this.addToRenderList = function( object ) {
		
		// TODO: implement this
		
	};

	this.removeFromRenderList = function( object ) {
		
		// TODO: implement this
		
	};
	
2190
	function setupMatrices ( object, camera ) {
2191

2192
		object._modelViewMatrix.multiplyToArray( camera.globalMatrix, object.globalMatrix, object._modelViewMatrixArray );
A
alteredq 已提交
2193
		object._normalMatrix = THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray );
M
Mr.doob 已提交
2194

M
Mr.doob 已提交
2195
	};
M
Mr.doob 已提交
2196

2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209
	this.setDepthTest = function( test ) {
		
		if( test ) {
			
			_gl.enable( _gl.DEPTH_TEST );
			
		} else {
			
			_gl.disable( _gl.DEPTH_TEST );
			
		}
		
	};
M
Mr.doob 已提交
2210

M
Mr.doob 已提交
2211
	this.setFaceCulling = function ( cullFace, frontFace ) {
M
Mr.doob 已提交
2212

2213
		if ( cullFace ) {
M
Mr.doob 已提交
2214

2215
			if ( !frontFace || frontFace == "ccw" ) {
M
Mr.doob 已提交
2216

2217
				_gl.frontFace( _gl.CCW );
M
Mr.doob 已提交
2218

2219
			} else {
M
Mr.doob 已提交
2220

2221
				_gl.frontFace( _gl.CW );
M
Mr.doob 已提交
2222

2223
			}
M
Mr.doob 已提交
2224

2225
			if( cullFace == "back" ) {
M
Mr.doob 已提交
2226

2227
				_gl.cullFace( _gl.BACK );
M
Mr.doob 已提交
2228

2229
			} else if( cullFace == "front" ) {
M
Mr.doob 已提交
2230

2231
				_gl.cullFace( _gl.FRONT );
M
Mr.doob 已提交
2232

2233
			} else {
M
Mr.doob 已提交
2234

2235
				_gl.cullFace( _gl.FRONT_AND_BACK );
M
Mr.doob 已提交
2236

2237
			}
M
Mr.doob 已提交
2238

2239
			_gl.enable( _gl.CULL_FACE );
M
Mr.doob 已提交
2240

2241
		} else {
M
Mr.doob 已提交
2242

2243
			_gl.disable( _gl.CULL_FACE );
M
Mr.doob 已提交
2244

2245 2246 2247
		}

	};
N
Nicolas Garcia Belmonte 已提交
2248

2249
	this.supportsVertexTextures = function() {
2250

2251
		return maxVertexTextures() > 0;
2252

2253
	};
2254

2255
	function maxVertexTextures() {
2256

2257 2258 2259
		return _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );

	};
2260

2261
	function initGL( antialias, clearColor, clearAlpha ) {
N
Nicolas Garcia Belmonte 已提交
2262 2263 2264

		try {

2265
			_gl = _canvas.getContext( 'experimental-webgl', { antialias: antialias } );
N
Nicolas Garcia Belmonte 已提交
2266

A
alteredq 已提交
2267
		} catch(e) { console.log(e) }
N
Nicolas Garcia Belmonte 已提交
2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281

		if (!_gl) {

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

		}

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

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

2282 2283
		_gl.frontFace( _gl.CCW );
		_gl.cullFace( _gl.BACK );
2284
		_gl.enable( _gl.CULL_FACE );
M
Mr.doob 已提交
2285

N
Nicolas Garcia Belmonte 已提交
2286
		_gl.enable( _gl.BLEND );
2287
		_gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
2288
		_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
A
alteredq 已提交
2289 2290
		
		_cullEnabled = true;
N
Nicolas Garcia Belmonte 已提交
2291

2292
	};
M
Mr.doob 已提交
2293

2294
	function buildProgram( fragment_shader, vertex_shader, parameters ) {
M
Mr.doob 已提交
2295

M
Mr.doob 已提交
2296
		var program = _gl.createProgram(),
M
Mr.doob 已提交
2297

M
Mr.doob 已提交
2298 2299 2300 2301
		prefix_fragment = [
			"#ifdef GL_ES",
			"precision highp float;",
			"#endif",
M
Mr.doob 已提交
2302

2303 2304
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
A
alteredq 已提交
2305

2306 2307
			parameters.fog ? "#define USE_FOG" : "",
			parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "",
2308

2309 2310
			parameters.map ? "#define USE_MAP" : "",
			parameters.env_map ? "#define USE_ENVMAP" : "",
2311
			parameters.light_map ? "#define USE_LIGHTMAP" : "",
A
alteredq 已提交
2312
			parameters.vertex_colors ? "#define USE_COLOR" : "",
2313

2314
			"uniform mat4 viewMatrix;",
2315
			"uniform vec3 cameraPosition;",
M
Mr.doob 已提交
2316 2317
			""
		].join("\n"),
2318

M
Mr.doob 已提交
2319
		prefix_vertex = [
2320
			maxVertexTextures() > 0 ? "#define VERTEX_TEXTURES" : "",
2321

2322 2323 2324
			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,

2325 2326
			parameters.map ? "#define USE_MAP" : "",
			parameters.env_map ? "#define USE_ENVMAP" : "",
2327
			parameters.light_map ? "#define USE_LIGHTMAP" : "",
A
alteredq 已提交
2328
			parameters.vertex_colors ? "#define USE_COLOR" : "",
2329

M
Mr.doob 已提交
2330 2331 2332
			"uniform mat4 objectMatrix;",
			"uniform mat4 modelViewMatrix;",
			"uniform mat4 projectionMatrix;",
2333 2334
			"uniform mat4 viewMatrix;",
			"uniform mat3 normalMatrix;",
M
Mr.doob 已提交
2335
			"uniform vec3 cameraPosition;",
A
alteredq 已提交
2336 2337 2338

			"uniform mat4 cameraInverseMatrix;",

M
Mr.doob 已提交
2339 2340
			"attribute vec3 position;",
			"attribute vec3 normal;",
A
alteredq 已提交
2341
			"attribute vec3 color;",
M
Mr.doob 已提交
2342
			"attribute vec2 uv;",
2343
			"attribute vec2 uv2;",
A
alteredq 已提交
2344 2345 2346 2347 2348
			
			"attribute vec4 skinVertexA;",
			"attribute vec4 skinVertexB;",
			"attribute vec4 skinIndex;",
			"attribute vec4 skinWeight;",
M
Mr.doob 已提交
2349 2350
			""
		].join("\n");
2351

M
Mr.doob 已提交
2352 2353
		_gl.attachShader( program, getShader( "fragment", prefix_fragment + fragment_shader ) );
		_gl.attachShader( program, getShader( "vertex", prefix_vertex + vertex_shader ) );
M
Mr.doob 已提交
2354

M
Mr.doob 已提交
2355
		_gl.linkProgram( program );
N
Nicolas Garcia Belmonte 已提交
2356

M
Mr.doob 已提交
2357
		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
N
Nicolas Garcia Belmonte 已提交
2358

M
Mr.doob 已提交
2359 2360
			alert( "Could not initialise shaders\n"+
					"VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
M
Mr.doob 已提交
2361

2362 2363
			//console.log( prefix_fragment + fragment_shader );
			//console.log( prefix_vertex + vertex_shader );
M
Mr.doob 已提交
2364

N
Nicolas Garcia Belmonte 已提交
2365
		}
2366 2367 2368
		
		//console.log( prefix_fragment + fragment_shader );
		//console.log( prefix_vertex + vertex_shader );
M
Mr.doob 已提交
2369

M
Mr.doob 已提交
2370
		program.uniforms = {};
2371
		program.attributes = {};
M
Mr.doob 已提交
2372

M
Mr.doob 已提交
2373
		return program;
M
Mr.doob 已提交
2374

M
Mr.doob 已提交
2375
	};
M
Mr.doob 已提交
2376

A
alteredq 已提交
2377 2378 2379 2380 2381 2382 2383 2384
	function loadUniformsMatrices( uniforms, object ) {
		
		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray );
		_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray );

	};
	
	function loadUniformsGeneric( program, uniforms ) {
M
Mr.doob 已提交
2385

2386
		var u, uniform, value, type, location, texture;
M
Mr.doob 已提交
2387

M
Mr.doob 已提交
2388
		for( u in uniforms ) {
M
Mr.doob 已提交
2389

2390 2391
			location = program.uniforms[u];
			if ( !location ) continue;
M
Mr.doob 已提交
2392

2393
			uniform = uniforms[u];
M
Mr.doob 已提交
2394

2395 2396
			type = uniform.type;
			value = uniform.value;
M
Mr.doob 已提交
2397

M
Mr.doob 已提交
2398
			if( type == "i" ) {
M
Mr.doob 已提交
2399

M
Mr.doob 已提交
2400
				_gl.uniform1i( location, value );
M
Mr.doob 已提交
2401

M
Mr.doob 已提交
2402
			} else if( type == "f" ) {
M
Mr.doob 已提交
2403

M
Mr.doob 已提交
2404
				_gl.uniform1f( location, value );
2405

A
alteredq 已提交
2406 2407 2408
			} else if( type == "fv1" ) {

				_gl.uniform1fv( location, value );
M
Mr.doob 已提交
2409

2410 2411 2412 2413
			} else if( type == "fv" ) {

				_gl.uniform3fv( location, value );

2414 2415 2416 2417
			} else if( type == "v2" ) {

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

2418 2419 2420
			} else if( type == "v3" ) {

				_gl.uniform3f( location, value.x, value.y, value.z );
2421

2422 2423 2424
			} else if( type == "c" ) {

				_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
2425

M
Mr.doob 已提交
2426
			} else if( type == "t" ) {
M
Mr.doob 已提交
2427

M
Mr.doob 已提交
2428
				_gl.uniform1i( location, value );
M
Mr.doob 已提交
2429

2430
				texture = uniform.texture;
M
Mr.doob 已提交
2431

2432
				if ( !texture ) continue;
M
Mr.doob 已提交
2433

2434
				if ( texture.image instanceof Array && texture.image.length == 6 ) {
M
Mr.doob 已提交
2435

2436
					setCubeTexture( texture, value );
M
Mr.doob 已提交
2437

2438
				} else {
M
Mr.doob 已提交
2439

2440
					setTexture( texture, value );
M
Mr.doob 已提交
2441

2442
				}
M
Mr.doob 已提交
2443

2444
			}
M
Mr.doob 已提交
2445

2446
		}
M
Mr.doob 已提交
2447

2448
	};
M
Mr.doob 已提交
2449

A
alteredq 已提交
2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473 2474 2475 2476 2477 2478 2479 2480 2481 2482 2483 2484 2485 2486 2487 2488 2489 2490 2491
	function setBlending( blending ) {

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

				case THREE.AdditiveBlending:

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

					break;

				case THREE.SubtractiveBlending:

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

					break;

				case THREE.BillboardBlending:

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

					break;

				default:

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

					break;
			
			}
			
			_oldBlending = blending;
		
		}

	};
	
2492
	function setCubeTexture( texture, slot ) {
M
Mr.doob 已提交
2493

2494
		if ( texture.image.length == 6 ) {
N
Nicolas Garcia Belmonte 已提交
2495

2496 2497
			if ( !texture.image.__webGLTextureCube &&
				 !texture.image.__cubeMapInitialized && texture.image.loadCount == 6 ) {
M
Mr.doob 已提交
2498

2499
				texture.image.__webGLTextureCube = _gl.createTexture();
N
Nicolas Garcia Belmonte 已提交
2500

2501
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
2502

2503 2504
				_gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
				_gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
M
Mr.doob 已提交
2505

2506 2507
				_gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_MAG_FILTER, _gl.LINEAR );
				_gl.texParameteri( _gl.TEXTURE_CUBE_MAP, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR_MIPMAP_LINEAR );
M
Mr.doob 已提交
2508

2509
				for ( var i = 0; i < 6; ++i ) {
M
Mr.doob 已提交
2510

2511
					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image[ i ] );
M
Mr.doob 已提交
2512

2513
				}
M
Mr.doob 已提交
2514

2515
				_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
2516

2517
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
M
Mr.doob 已提交
2518

2519
				texture.image.__cubeMapInitialized = true;
M
Mr.doob 已提交
2520

M
Mr.doob 已提交
2521
			}
2522 2523 2524

			_gl.activeTexture( _gl.TEXTURE0 + slot );
			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webGLTextureCube );
M
Mr.doob 已提交
2525

2526
		}
M
Mr.doob 已提交
2527

M
Mr.doob 已提交
2528
	};
M
Mr.doob 已提交
2529

2530
	function setTexture( texture, slot ) {
M
Mr.doob 已提交
2531

2532 2533 2534 2535 2536
		if ( !texture.__webGLTexture && texture.image.loaded ) {

			texture.__webGLTexture = _gl.createTexture();
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
			_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image );
M
Mr.doob 已提交
2537

2538 2539
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrap_s ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrap_t ) );
M
Mr.doob 已提交
2540 2541 2542

			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.mag_filter ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.min_filter ) );
2543 2544 2545 2546 2547 2548 2549
			_gl.generateMipmap( _gl.TEXTURE_2D );
			_gl.bindTexture( _gl.TEXTURE_2D, null );

		}

		_gl.activeTexture( _gl.TEXTURE0 + slot );
		_gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture );
M
Mr.doob 已提交
2550

2551
	};
M
Mr.doob 已提交
2552

A
alteredq 已提交
2553
	function setRenderTarget( renderTexture, clear ) {
2554 2555

		if ( renderTexture && !renderTexture.__webGLFramebuffer ) {
M
Mr.doob 已提交
2556

2557 2558 2559 2560 2561
			renderTexture.__webGLFramebuffer = _gl.createFramebuffer();
			renderTexture.__webGLRenderbuffer = _gl.createRenderbuffer();
			renderTexture.__webGLTexture = _gl.createTexture();

			// Setup renderbuffer
M
Mr.doob 已提交
2562

2563 2564 2565 2566
			_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTexture.__webGLRenderbuffer );
			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );

			// Setup texture
M
Mr.doob 已提交
2567

2568 2569 2570 2571 2572
			_gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webGLTexture );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrap_s ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrap_t ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.mag_filter ) );
			_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.min_filter ) );
2573
			_gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null );
2574 2575

			// Setup framebuffer
M
Mr.doob 已提交
2576

2577 2578
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTexture.__webGLFramebuffer );
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, renderTexture.__webGLTexture, 0 );
2579
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webGLRenderbuffer );
2580 2581

			// Release everything
M
Mr.doob 已提交
2582

2583 2584 2585
			_gl.bindTexture( _gl.TEXTURE_2D, null );
			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null);
M
Mr.doob 已提交
2586

2587 2588
		}

2589
		var framebuffer, width, height;
M
Mr.doob 已提交
2590

2591
		if ( renderTexture ) {
M
Mr.doob 已提交
2592

2593 2594 2595
			framebuffer = renderTexture.__webGLFramebuffer;
			width = renderTexture.width;
			height = renderTexture.height;
M
Mr.doob 已提交
2596

2597
		} else {
M
Mr.doob 已提交
2598

2599 2600 2601
			framebuffer = null;
			width = _canvas.width;
			height = _canvas.height;
M
Mr.doob 已提交
2602

2603
		}
M
Mr.doob 已提交
2604

2605
		if( framebuffer != _oldFramebuffer ) {
M
Mr.doob 已提交
2606

2607 2608
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
			_gl.viewport( 0, 0, width, height );
M
Mr.doob 已提交
2609

A
alteredq 已提交
2610
			if ( clear ) {
M
Mr.doob 已提交
2611

A
alteredq 已提交
2612
				_gl.clear( _gl.COLOR_BUFFER_BIT | _gl.DEPTH_BUFFER_BIT );
M
Mr.doob 已提交
2613

A
alteredq 已提交
2614
			}
M
Mr.doob 已提交
2615

2616
			_oldFramebuffer = framebuffer;
M
Mr.doob 已提交
2617

2618
		}
2619

2620
	};
M
Mr.doob 已提交
2621

2622
	function updateRenderTargetMipmap( renderTarget ) {
M
Mr.doob 已提交
2623

2624 2625 2626
		_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webGLTexture );
		_gl.generateMipmap( _gl.TEXTURE_2D );
		_gl.bindTexture( _gl.TEXTURE_2D, null );
M
Mr.doob 已提交
2627 2628

	};
2629

M
Mr.doob 已提交
2630
	function cacheUniformLocations( program, identifiers ) {
M
Mr.doob 已提交
2631

M
Mr.doob 已提交
2632
		var i, l, id;
M
Mr.doob 已提交
2633

M
Mr.doob 已提交
2634
		for( i = 0, l = identifiers.length; i < l; i++ ) {
M
Mr.doob 已提交
2635

2636 2637
			id = identifiers[ i ];
			program.uniforms[ id ] = _gl.getUniformLocation( program, id );
M
Mr.doob 已提交
2638

M
Mr.doob 已提交
2639
		}
M
Mr.doob 已提交
2640

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

2643
	function cacheAttributeLocations( program, identifiers ) {
2644

2645
		var i, l, id;
M
Mr.doob 已提交
2646

2647
		for( i = 0, l = identifiers.length; i < l; i++ ) {
M
Mr.doob 已提交
2648

2649 2650
			id = identifiers[ i ];
			program.attributes[ id ] = _gl.getAttribLocation( program, id );
M
Mr.doob 已提交
2651

2652
		}
M
Mr.doob 已提交
2653

M
Mr.doob 已提交
2654
	};
M
Mr.doob 已提交
2655

N
Nicolas Garcia Belmonte 已提交
2656 2657 2658 2659 2660 2661 2662 2663 2664 2665 2666 2667 2668 2669 2670 2671 2672 2673 2674 2675 2676 2677 2678 2679 2680
	function getShader( type, string ) {

		var shader;

		if ( type == "fragment" ) {

			shader = _gl.createShader( _gl.FRAGMENT_SHADER );

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

			shader = _gl.createShader( _gl.VERTEX_SHADER );

		}

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

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

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

		}

		return shader;
M
Mr.doob 已提交
2681

2682
	};
N
Nicolas Garcia Belmonte 已提交
2683

2684
	function paramThreeToGL( p ) {
M
Mr.doob 已提交
2685

2686
		switch ( p ) {
M
Mr.doob 已提交
2687 2688 2689 2690 2691 2692 2693 2694 2695 2696 2697 2698 2699

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

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

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

2700 2701 2702 2703 2704 2705 2706 2707 2708 2709 2710 2711 2712 2713
			case THREE.ByteType: return _gl.BYTE; break;
			case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break;
			case THREE.ShortType: return _gl.SHORT; break;
			case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break;
			case THREE.IntType: return _gl.INT; break;
			case THREE.UnsignedShortType: return _gl.UNSIGNED_INT; break;
			case THREE.FloatType: return _gl.FLOAT; break;

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

2714
		}
M
Mr.doob 已提交
2715

2716
		return 0;
M
Mr.doob 已提交
2717

2718 2719 2720 2721 2722 2723
	};

	function materialNeedsSmoothNormals( material ) {

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

2724
	};
M
Mr.doob 已提交
2725

M
Mr.doob 已提交
2726
	function bufferNeedsSmoothNormals( geometryChunk, object ) {
M
Mr.doob 已提交
2727

2728
		var m, ml, i, l, meshMaterial, needsSmoothNormals = false;
M
Mr.doob 已提交
2729

M
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2730
		for ( m = 0, ml = object.materials.length; m < ml; m++ ) {
2731

M
Mr.doob 已提交
2732
			meshMaterial = object.materials[ m ];
2733 2734 2735

			if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {

M
Mr.doob 已提交
2736
				for ( i = 0, l = geometryChunk.materials.length; i < l; i++ ) {
2737

M
Mr.doob 已提交
2738
					if ( materialNeedsSmoothNormals( geometryChunk.materials[ i ] ) ) {
2739

2740 2741 2742 2743 2744 2745 2746 2747 2748 2749 2750 2751 2752 2753 2754 2755 2756 2757 2758 2759 2760
						needsSmoothNormals = true;
						break;

					}

				}

			} else {

				if ( materialNeedsSmoothNormals( meshMaterial ) ) {

					needsSmoothNormals = true;
					break;

				}

			}

			if ( needsSmoothNormals ) break;

		}
M
Mr.doob 已提交
2761

2762
		return needsSmoothNormals;
M
Mr.doob 已提交
2763

2764
	};
M
Mr.doob 已提交
2765

2766
	function allocateLights( lights, maxLights ) {
2767

2768 2769
		var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
		dirLights = pointLights = maxDirLights = maxPointLights = 0;
2770

2771
		for ( l = 0, ll = lights.length; l < ll; l++ ) {
2772

2773
			light = lights[ l ];
2774

2775 2776
			if ( light instanceof THREE.DirectionalLight ) dirLights++;
			if ( light instanceof THREE.PointLight ) pointLights++;
2777

2778
		}
2779

2780
		if ( ( pointLights + dirLights ) <= maxLights ) {
2781

2782 2783
			maxDirLights = dirLights;
			maxPointLights = pointLights;
2784

2785
		} else {
2786

2787 2788
			maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
			maxPointLights = maxLights - maxDirLights;
2789 2790 2791

		}

2792
		return { 'directional' : maxDirLights, 'point' : maxPointLights };
2793 2794

	};
M
Mr.doob 已提交
2795

A
alteredq 已提交
2796
	/* DEBUG
2797
	function getGLParams() {
M
Mr.doob 已提交
2798

2799
		var params  = {
M
Mr.doob 已提交
2800

2801 2802
			'MAX_VARYING_VECTORS': _gl.getParameter( _gl.MAX_VARYING_VECTORS ),
			'MAX_VERTEX_ATTRIBS': _gl.getParameter( _gl.MAX_VERTEX_ATTRIBS ),
M
Mr.doob 已提交
2803

2804 2805 2806
			'MAX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ),
			'MAX_VERTEX_TEXTURE_IMAGE_UNITS': _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ),
			'MAX_COMBINED_TEXTURE_IMAGE_UNITS' : _gl.getParameter( _gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ),
M
Mr.doob 已提交
2807

2808 2809 2810
			'MAX_VERTEX_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ),
			'MAX_FRAGMENT_UNIFORM_VECTORS': _gl.getParameter( _gl.MAX_FRAGMENT_UNIFORM_VECTORS )
		}
M
Mr.doob 已提交
2811

2812 2813
		return params;
	};
M
Mr.doob 已提交
2814

2815
	function dumpObject( obj ) {
M
Mr.doob 已提交
2816

2817 2818
		var p, str = "";
		for ( p in obj ) {
M
Mr.doob 已提交
2819

2820
			str += p + ": " + obj[p] + "\n";
M
Mr.doob 已提交
2821

2822
		}
M
Mr.doob 已提交
2823

2824 2825
		return str;
	}
A
alteredq 已提交
2826
	*/
2827

2828
};
2829

2830
THREE.Snippets = {
M
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2831

2832 2833
	// FOG
	
2834
	fog_pars_fragment: [
M
Mr.doob 已提交
2835

2836
	"#ifdef USE_FOG",
2837

2838
		"uniform vec3 fogColor;",
2839

2840 2841 2842 2843 2844 2845
		"#ifdef FOG_EXP2",
			"uniform float fogDensity;",
		"#else",
			"uniform float fogNear;",
			"uniform float fogFar;",
		"#endif",
2846

2847
	"#endif"
2848

2849
	].join("\n"),
M
Mr.doob 已提交
2850

2851
	fog_fragment: [
2852

2853
	"#ifdef USE_FOG",
2854

2855 2856 2857 2858 2859 2860 2861 2862 2863
		"float depth = gl_FragCoord.z / gl_FragCoord.w;",

		"#ifdef FOG_EXP2",
			"const float LOG2 = 1.442695;",
			"float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
			"fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
		"#else",
			"float fogFactor = smoothstep( fogNear, fogFar, depth );",
		"#endif",
2864

2865
		"gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
M
Mr.doob 已提交
2866

2867
	"#endif"
M
Mr.doob 已提交
2868

2869
	].join("\n"),
M
Mr.doob 已提交
2870

2871 2872
	// ENVIRONMENT MAP
	
2873
	envmap_pars_fragment: [
M
Mr.doob 已提交
2874

2875
	"#ifdef USE_ENVMAP",
M
Mr.doob 已提交
2876

2877 2878 2879 2880
		"varying vec3 vReflect;",
		"uniform float reflectivity;",
		"uniform samplerCube env_map;",
		"uniform int combine;",
M
Mr.doob 已提交
2881

2882
	"#endif"
M
Mr.doob 已提交
2883

2884
	].join("\n"),
M
Mr.doob 已提交
2885

2886
	envmap_fragment: [
M
Mr.doob 已提交
2887

2888 2889
	"#ifdef USE_ENVMAP",

A
alteredq 已提交
2890
		"vec4 cubeColor = textureCube( env_map, vec3( -vReflect.x, vReflect.yz ) );",
M
Mr.doob 已提交
2891

2892 2893
		"if ( combine == 1 ) {",

2894 2895
			//"gl_FragColor = mix( gl_FragColor, cubeColor, reflectivity );",
			"gl_FragColor = vec4( mix( gl_FragColor.xyz, cubeColor.xyz, reflectivity ), opacity );",
2896 2897 2898 2899 2900

		"} else {",

			"gl_FragColor = gl_FragColor * cubeColor;",

M
Mr.doob 已提交
2901
		"}",
2902 2903

	"#endif"
M
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2904

2905
	].join("\n"),
M
Mr.doob 已提交
2906

2907
	envmap_pars_vertex: [
M
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2908

2909
	"#ifdef USE_ENVMAP",
M
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2910

2911 2912 2913
		"varying vec3 vReflect;",
		"uniform float refraction_ratio;",
		"uniform bool useRefract;",
M
Mr.doob 已提交
2914

2915
	"#endif"
M
Mr.doob 已提交
2916

2917 2918 2919
	].join("\n"),

	envmap_vertex : [
M
Mr.doob 已提交
2920

2921
	"#ifdef USE_ENVMAP",
M
Mr.doob 已提交
2922

2923 2924
		"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
		"vec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;",
M
Mr.doob 已提交
2925

2926 2927 2928 2929 2930 2931 2932 2933 2934 2935 2936
		"if ( useRefract ) {",

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

		"} else {",

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

		"}",

	"#endif"
M
Mr.doob 已提交
2937

2938
	].join("\n"),
2939
	
2940 2941 2942 2943 2944 2945 2946 2947 2948 2949 2950 2951 2952 2953 2954 2955 2956
	// COLOR MAP (particles)

	map_particle_pars_fragment: [

	"#ifdef USE_MAP",

		"uniform sampler2D map;",

	"#endif"

	].join("\n"),


	map_particle_fragment: [

	"#ifdef USE_MAP",

A
alteredq 已提交
2957
		"gl_FragColor = gl_FragColor * texture2D( map, gl_PointCoord );",
2958 2959 2960 2961 2962 2963

	"#endif"

	].join("\n"),

	// COLOR MAP (triangles)
M
Mr.doob 已提交
2964

2965
	map_pars_fragment: [
M
Mr.doob 已提交
2966

2967
	"#ifdef USE_MAP",
M
Mr.doob 已提交
2968

2969 2970
		"varying vec2 vUv;",
		"uniform sampler2D map;",
M
Mr.doob 已提交
2971

2972
	"#endif"
M
Mr.doob 已提交
2973

2974
	].join("\n"),
M
Mr.doob 已提交
2975

2976
	map_pars_vertex: [
M
Mr.doob 已提交
2977

2978
	"#ifdef USE_MAP",
M
Mr.doob 已提交
2979

2980 2981 2982
		"varying vec2 vUv;",

	"#endif"
M
Mr.doob 已提交
2983

2984
	].join("\n"),
M
Mr.doob 已提交
2985

2986 2987 2988 2989
	map_fragment: [

	"#ifdef USE_MAP",

A
alteredq 已提交
2990
		"gl_FragColor = gl_FragColor * texture2D( map, vUv );",
2991 2992

	"#endif"
M
Mr.doob 已提交
2993

2994
	].join("\n"),
M
Mr.doob 已提交
2995

2996
	map_vertex: [
M
Mr.doob 已提交
2997

2998
	"#ifdef USE_MAP",
M
Mr.doob 已提交
2999

3000
		"vUv = uv;",
M
Mr.doob 已提交
3001

3002
	"#endif"
M
Mr.doob 已提交
3003

3004
	].join("\n"),
M
Mr.doob 已提交
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
	// LIGHT MAP
	
	lightmap_pars_fragment: [

	"#ifdef USE_LIGHTMAP",

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

	"#endif"

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

	"#ifdef USE_LIGHTMAP",

		"varying vec2 vUv2;",

	"#endif"

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

	"#ifdef USE_LIGHTMAP",

A
alteredq 已提交
3033
		"gl_FragColor = gl_FragColor * texture2D( light_map, vUv2 );",
3034 3035 3036 3037 3038 3039 3040 3041 3042 3043 3044 3045 3046 3047 3048

	"#endif"

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

	"#ifdef USE_LIGHTMAP",

		"vUv2 = uv2;",

	"#endif"

	].join("\n"),

3049
	lights_pars_vertex: [
M
Mr.doob 已提交
3050

3051 3052
	"uniform bool enableLighting;",
	"uniform vec3 ambientLightColor;",
M
Mr.doob 已提交
3053

3054
	"#if MAX_DIR_LIGHTS > 0",
M
Mr.doob 已提交
3055

3056 3057
		"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
		"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
M
Mr.doob 已提交
3058

3059 3060 3061
	"#endif",

	"#if MAX_POINT_LIGHTS > 0",
M
Mr.doob 已提交
3062

3063 3064
		"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
		"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
M
Mr.doob 已提交
3065

3066 3067 3068
		"#ifdef PHONG",
			"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];",
		"#endif",
M
Mr.doob 已提交
3069

3070
	"#endif"
M
Mr.doob 已提交
3071

3072
	].join("\n"),
M
Mr.doob 已提交
3073

3074 3075
	// LIGHTS
	
3076
	lights_vertex: [
M
Mr.doob 已提交
3077

3078 3079
	"if ( !enableLighting ) {",

A
alteredq 已提交
3080
		"vLightWeighting = vec3( 1.0 );",
3081 3082 3083 3084 3085 3086

	"} else {",

		"vLightWeighting = ambientLightColor;",

		"#if MAX_DIR_LIGHTS > 0",
M
Mr.doob 已提交
3087

3088
		"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
M
Mr.doob 已提交
3089

3090 3091 3092
			"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
			"float directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );",
			"vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;",
M
Mr.doob 已提交
3093

3094
		"}",
M
Mr.doob 已提交
3095

3096 3097 3098
		"#endif",

		"#if MAX_POINT_LIGHTS > 0",
M
Mr.doob 已提交
3099

3100
		"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
M
Mr.doob 已提交
3101

3102 3103 3104 3105
			"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
			"vec3 pointLightVector = normalize( lPosition.xyz - mvPosition.xyz );",
			"float pointLightWeighting = max( dot( transformedNormal, pointLightVector ), 0.0 );",
			"vLightWeighting += pointLightColor[ i ] * pointLightWeighting;",
M
Mr.doob 已提交
3106

3107 3108 3109
			"#ifdef PHONG",
				"vPointLightVector[ i ] = pointLightVector;",
			"#endif",
M
Mr.doob 已提交
3110

3111
		"}",
M
Mr.doob 已提交
3112

3113
		"#endif",
M
Mr.doob 已提交
3114

3115
	"}"
M
Mr.doob 已提交
3116

3117
	].join("\n"),
M
Mr.doob 已提交
3118

3119
	lights_pars_fragment: [
M
Mr.doob 已提交
3120

3121 3122 3123
	"#if MAX_DIR_LIGHTS > 0",
		"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
	"#endif",
M
Mr.doob 已提交
3124

3125 3126 3127
	"#if MAX_POINT_LIGHTS > 0",
		"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];",
	"#endif",
M
Mr.doob 已提交
3128

3129 3130
	"varying vec3 vViewPosition;",
	"varying vec3 vNormal;"
M
Mr.doob 已提交
3131

3132
	].join("\n"),
M
Mr.doob 已提交
3133

3134
	lights_fragment: [
M
Mr.doob 已提交
3135

3136 3137
	"vec3 normal = normalize( vNormal );",
	"vec3 viewPosition = normalize( vViewPosition );",
A
alteredq 已提交
3138 3139
	
	"vec4 mColor = vec4( diffuse, opacity );",
3140 3141 3142
	"vec4 mSpecular = vec4( specular, opacity );",

	"#if MAX_POINT_LIGHTS > 0",
M
Mr.doob 已提交
3143

3144 3145 3146 3147 3148 3149 3150 3151 3152 3153 3154 3155 3156 3157 3158 3159 3160 3161 3162 3163 3164
		"vec4 pointDiffuse  = vec4( 0.0 );",
		"vec4 pointSpecular = vec4( 0.0 );",

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

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

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

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

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

			"}",

	"#endif",
M
Mr.doob 已提交
3165

3166
	"#if MAX_DIR_LIGHTS > 0",
M
Mr.doob 已提交
3167

3168 3169 3170 3171 3172 3173 3174 3175 3176 3177 3178 3179 3180 3181 3182 3183 3184 3185 3186 3187 3188 3189
		"vec4 dirDiffuse  = vec4( 0.0 );",
		"vec4 dirSpecular = vec4( 0.0 );" ,

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

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

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

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

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

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

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

		"}",
M
Mr.doob 已提交
3190

3191 3192 3193 3194 3195 3196 3197
	"#endif",

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

	"#if MAX_DIR_LIGHTS > 0",
		"totalLight += dirDiffuse + dirSpecular;",
	"#endif",
M
Mr.doob 已提交
3198

3199 3200
	"#if MAX_POINT_LIGHTS > 0",
		"totalLight += pointDiffuse + pointSpecular;",
A
alteredq 已提交
3201 3202 3203
	"#endif",
	
	"gl_FragColor = gl_FragColor * totalLight;"
3204

A
alteredq 已提交
3205 3206 3207 3208 3209 3210 3211 3212 3213 3214 3215 3216 3217 3218 3219 3220 3221 3222 3223
	].join("\n"),
	
	// VERTEX COLORS

	color_pars_fragment: [

	"#ifdef USE_COLOR",

		"varying vec3 vColor;",

	"#endif"

	].join("\n"),


	color_fragment: [

	"#ifdef USE_COLOR",

A
alteredq 已提交
3224
		"gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
A
alteredq 已提交
3225 3226 3227 3228 3229 3230 3231 3232 3233 3234 3235 3236 3237 3238 3239 3240 3241 3242 3243 3244 3245 3246 3247 3248

	"#endif"

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

	"#ifdef USE_COLOR",

		"varying vec3 vColor;",

	"#endif"

	].join("\n"),


	color_vertex: [

	"#ifdef USE_COLOR",

		"vColor = color;",

	"#endif"

3249
	].join("\n")
A
alteredq 已提交
3250
	
3251

3252
};
3253

3254
THREE.UniformsLib = {
M
Mr.doob 已提交
3255

3256
	common: {
M
Mr.doob 已提交
3257

A
alteredq 已提交
3258
	"diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
3259
	"opacity" : { type: "f", value: 1.0 },
3260
	"map"     : { type: "t", value: 0, texture: null },
M
Mr.doob 已提交
3261

3262 3263
	"light_map"       : { type: "t", value: 2, texture: null },

3264 3265
	"env_map" 		  : { type: "t", value: 1, texture: null },
	"useRefract"	  : { type: "i", value: 0 },
3266
	"reflectivity"    : { type: "f", value: 1.0 },
3267 3268
	"refraction_ratio": { type: "f", value: 0.98 },
	"combine"		  : { type: "i", value: 0 },
M
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3269

3270 3271 3272 3273
	"fogDensity": { type: "f", value: 0.00025 },
	"fogNear"	: { type: "f", value: 1 },
	"fogFar"	: { type: "f", value: 2000 },
	"fogColor"	: { type: "c", value: new THREE.Color( 0xffffff ) }
M
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3274

3275
	},
M
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3276

3277
	lights: {
M
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3278

3279 3280 3281 3282 3283 3284
	"enableLighting" 			: { type: "i", value: 1 },
	"ambientLightColor" 		: { type: "fv", value: [] },
	"directionalLightDirection" : { type: "fv", value: [] },
	"directionalLightColor" 	: { type: "fv", value: [] },
	"pointLightPosition"		: { type: "fv", value: [] },
	"pointLightColor"			: { type: "fv", value: [] }
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3285

3286 3287 3288 3289
	},

	particle: {

A
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3290
	"psColor"   : { type: "c", value: new THREE.Color( 0xeeeeee ) },
3291 3292
	"opacity" : { type: "f", value: 1.0 },
	"size" 	  : { type: "f", value: 1.0 },
3293
	"map"     : { type: "t", value: 0, texture: null },
M
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3294

3295 3296 3297 3298 3299 3300 3301
	"fogDensity": { type: "f", value: 0.00025 },
	"fogNear"	: { type: "f", value: 1 },
	"fogFar"	: { type: "f", value: 2000 },
	"fogColor"	: { type: "c", value: new THREE.Color( 0xffffff ) }
	
	}
	
3302 3303
};

3304
THREE.ShaderLib = {
3305

3306
	'depth': {
M
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3307

3308
		uniforms: { "mNear": { type: "f", value: 1.0 },
3309
					"mFar" : { type: "f", value: 2000.0 },
A
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3310
					"opacity" : { type: "f", value: 1.0 }
3311
				  },
3312

3313
		fragment_shader: [
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3314

3315 3316
			"uniform float mNear;",
			"uniform float mFar;",
3317
			"uniform float opacity;",
M
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3318

3319
			"void main() {",
M
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3320

3321 3322
				"float depth = gl_FragCoord.z / gl_FragCoord.w;",
				"float color = 1.0 - smoothstep( mNear, mFar, depth );",
3323
				"gl_FragColor = vec4( vec3( color ), opacity );",
M
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3324

3325
			"}"
M
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3326

3327
		].join("\n"),
3328

3329
		vertex_shader: [
3330

3331
			"void main() {",
3332

3333
				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
3334

3335
			"}"
3336

3337
		].join("\n")
3338

3339
	},
3340

3341
	'normal': {
M
Mr.doob 已提交
3342

3343
		uniforms: { "opacity" : { type: "f", value: 1.0 } },
3344

3345
		fragment_shader: [
3346

3347
			"uniform float opacity;",
3348
			"varying vec3 vNormal;",
M
Mr.doob 已提交
3349

3350
			"void main() {",
3351

3352
				"gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
M
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3353

3354
			"}"
M
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3355

3356
		].join("\n"),
M
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3357

3358
		vertex_shader: [
3359

3360
			"varying vec3 vNormal;",
3361

3362 3363 3364 3365 3366 3367 3368 3369 3370 3371 3372 3373
			"void main() {",

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

				"gl_Position = projectionMatrix * mvPosition;",

			"}"

		].join("\n")

	},
3374

3375
	'basic': {
M
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3376

3377
		uniforms: THREE.UniformsLib[ "common" ],
M
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3378

3379
		fragment_shader: [
3380

A
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3381
			"uniform vec3 diffuse;",
3382
			"uniform float opacity;",
M
Mr.doob 已提交
3383

3384
			THREE.Snippets[ "color_pars_fragment" ],
3385
			THREE.Snippets[ "map_pars_fragment" ],
3386
			THREE.Snippets[ "lightmap_pars_fragment" ],
3387 3388
			THREE.Snippets[ "envmap_pars_fragment" ],
			THREE.Snippets[ "fog_pars_fragment" ],
M
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3389

3390
			"void main() {",
3391

A
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3392 3393
				"gl_FragColor = vec4( diffuse, opacity );",
		
3394
				THREE.Snippets[ "map_fragment" ],
3395
				THREE.Snippets[ "lightmap_fragment" ],
3396
				THREE.Snippets[ "color_fragment" ],
3397 3398
				THREE.Snippets[ "envmap_fragment" ],
				THREE.Snippets[ "fog_fragment" ],
M
Mr.doob 已提交
3399

3400
			"}"
3401

3402
		].join("\n"),
M
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3403

3404
		vertex_shader: [
M
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3405

3406
			THREE.Snippets[ "map_pars_vertex" ],
3407
			THREE.Snippets[ "lightmap_pars_vertex" ],
3408
			THREE.Snippets[ "envmap_pars_vertex" ],
3409
			THREE.Snippets[ "color_pars_vertex" ],
M
Mr.doob 已提交
3410

3411
			"void main() {",
M
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3412

3413
				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
M
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3414

3415
				THREE.Snippets[ "map_vertex" ],
3416
				THREE.Snippets[ "lightmap_vertex" ],
3417
				THREE.Snippets[ "envmap_vertex" ],
3418
				THREE.Snippets[ "color_vertex" ],
M
Mr.doob 已提交
3419

3420
				"gl_Position = projectionMatrix * mvPosition;",
3421

3422
			"}"
3423

3424
		].join("\n")
M
Mr.doob 已提交
3425

3426
	},
3427

3428
	'lambert': {
M
Mr.doob 已提交
3429 3430

		uniforms: Uniforms.merge( [ THREE.UniformsLib[ "common" ],
3431
									THREE.UniformsLib[ "lights" ] ] ),
M
Mr.doob 已提交
3432

3433
		fragment_shader: [
M
Mr.doob 已提交
3434

A
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3435
			"uniform vec3 diffuse;",
3436
			"uniform float opacity;",
M
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3437

A
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3438
			"varying vec3 vLightWeighting;",		
M
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3439

A
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3440
			THREE.Snippets[ "color_pars_fragment" ],
3441
			THREE.Snippets[ "map_pars_fragment" ],
3442
			THREE.Snippets[ "lightmap_pars_fragment" ],
3443 3444
			THREE.Snippets[ "envmap_pars_fragment" ],
			THREE.Snippets[ "fog_pars_fragment" ],
M
Mr.doob 已提交
3445

3446
			"void main() {",
M
Mr.doob 已提交
3447

A
alteredq 已提交
3448 3449
				"gl_FragColor = vec4( diffuse, opacity );",
				"gl_FragColor = gl_FragColor * vec4( vLightWeighting, 1.0 );",
3450 3451

				THREE.Snippets[ "map_fragment" ],
3452
				THREE.Snippets[ "lightmap_fragment" ],
A
alteredq 已提交
3453
				THREE.Snippets[ "color_fragment" ],
3454
				THREE.Snippets[ "envmap_fragment" ],
3455 3456 3457 3458 3459 3460 3461
				THREE.Snippets[ "fog_fragment" ],

			"}"

		].join("\n"),

		vertex_shader: [
M
Mr.doob 已提交
3462

3463
			"varying vec3 vLightWeighting;",
M
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3464

3465
			THREE.Snippets[ "map_pars_vertex" ],
3466
			THREE.Snippets[ "lightmap_pars_vertex" ],
3467 3468
			THREE.Snippets[ "envmap_pars_vertex" ],
			THREE.Snippets[ "lights_pars_vertex" ],
A
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3469
			THREE.Snippets[ "color_pars_vertex" ],
M
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3470

A
alteredq 已提交
3471 3472
			"uniform mat4 uBoneGlobalMatrices[20];",

3473
			"void main() {",
M
Mr.doob 已提交
3474

3475
				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
M
Mr.doob 已提交
3476

3477
				THREE.Snippets[ "map_vertex" ],
3478
				THREE.Snippets[ "lightmap_vertex" ],
3479
				THREE.Snippets[ "envmap_vertex" ],
A
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3480
				THREE.Snippets[ "color_vertex" ],
M
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3481

3482
				"vec3 transformedNormal = normalize( normalMatrix * normal );",
M
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3483

3484
				THREE.Snippets[ "lights_vertex" ],
M
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3485

A
alteredq 已提交
3486 3487 3488 3489 3490 3491 3492 3493 3494 3495 3496
				//"gl_Position = projectionMatrix * mvPosition;",
				
				// skinning

				"gl_Position  = ( uBoneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;",
				"gl_Position += ( uBoneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;",
				
				// this doesn't work, no idea why
				//"gl_Position  = projectionMatrix * cameraInverseMatrix * objectMatrix * gl_Position;",
				
				"gl_Position  = projectionMatrix * viewMatrix * objectMatrix * gl_Position;",
3497 3498 3499 3500

			"}"

		].join("\n")
M
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3501

3502
	},
M
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3503

3504
	'phong': {
M
Mr.doob 已提交
3505 3506

		uniforms: Uniforms.merge( [ THREE.UniformsLib[ "common" ],
3507
									THREE.UniformsLib[ "lights" ],
M
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3508

3509
									{ "ambient"  : { type: "c", value: new THREE.Color( 0x050505 ) },
3510 3511 3512
									  "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
									  "shininess": { type: "f", value: 30 }
									}
M
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3513

3514
								] ),
M
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3515

3516
		fragment_shader: [
M
Mr.doob 已提交
3517

A
alteredq 已提交
3518
			"uniform vec3 diffuse;",
3519
			"uniform float opacity;",
M
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3520

3521 3522 3523
			"uniform vec3 ambient;",
			"uniform vec3 specular;",
			"uniform float shininess;",
M
Mr.doob 已提交
3524

3525
			"varying vec3 vLightWeighting;",
M
Mr.doob 已提交
3526

A
alteredq 已提交
3527
			THREE.Snippets[ "color_pars_fragment" ],
3528
			THREE.Snippets[ "map_pars_fragment" ],
3529
			THREE.Snippets[ "lightmap_pars_fragment" ],
3530 3531 3532
			THREE.Snippets[ "envmap_pars_fragment" ],
			THREE.Snippets[ "fog_pars_fragment" ],
			THREE.Snippets[ "lights_pars_fragment" ],
M
Mr.doob 已提交
3533

3534
			"void main() {",
M
Mr.doob 已提交
3535

A
alteredq 已提交
3536 3537
				"gl_FragColor = vec4( vLightWeighting, 1.0 );",
				THREE.Snippets[ "lights_fragment" ],
3538 3539

				THREE.Snippets[ "map_fragment" ],
3540
				THREE.Snippets[ "lightmap_fragment" ],
A
alteredq 已提交
3541
				THREE.Snippets[ "color_fragment" ],
3542 3543 3544 3545 3546 3547 3548 3549
				THREE.Snippets[ "envmap_fragment" ],
				THREE.Snippets[ "fog_fragment" ],

			"}"

		].join("\n"),

		vertex_shader: [
M
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3550

3551
			"#define PHONG",
M
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3552

3553 3554 3555
			"varying vec3 vLightWeighting;",
			"varying vec3 vViewPosition;",
			"varying vec3 vNormal;",
M
Mr.doob 已提交
3556

3557
			THREE.Snippets[ "map_pars_vertex" ],
3558
			THREE.Snippets[ "lightmap_pars_vertex" ],
3559 3560
			THREE.Snippets[ "envmap_pars_vertex" ],
			THREE.Snippets[ "lights_pars_vertex" ],
A
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3561
			THREE.Snippets[ "color_pars_vertex" ],
M
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3562

3563
			"void main() {",
M
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3564

3565
				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
M
Mr.doob 已提交
3566

3567
				THREE.Snippets[ "map_vertex" ],
3568
				THREE.Snippets[ "lightmap_vertex" ],
3569
				THREE.Snippets[ "envmap_vertex" ],
A
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3570
				THREE.Snippets[ "color_vertex" ],
M
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3571

3572 3573 3574
				"#ifndef USE_ENVMAP",
					"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
				"#endif",
M
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3575

3576
				"vViewPosition = cameraPosition - mPosition.xyz;",
M
Mr.doob 已提交
3577

3578 3579
				"vec3 transformedNormal = normalize( normalMatrix * normal );",
				"vNormal = transformedNormal;",
3580

3581
				THREE.Snippets[ "lights_vertex" ],
M
Mr.doob 已提交
3582

3583
				"gl_Position = projectionMatrix * mvPosition;",
3584 3585 3586 3587

			"}"

		].join("\n")
M
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3588

3589 3590 3591 3592 3593 3594 3595 3596
	},
	
	'particle_basic': {

		uniforms: THREE.UniformsLib[ "particle" ],

		fragment_shader: [

A
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3597
			"uniform vec3 psColor;",
3598 3599
			"uniform float opacity;",

A
alteredq 已提交
3600
			THREE.Snippets[ "color_pars_fragment" ],
3601 3602 3603 3604 3605
			THREE.Snippets[ "map_particle_pars_fragment" ],
			THREE.Snippets[ "fog_pars_fragment" ],

			"void main() {",

A
alteredq 已提交
3606
				"gl_FragColor = vec4( psColor, opacity );",
3607 3608

				THREE.Snippets[ "map_particle_fragment" ],
A
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3609
				THREE.Snippets[ "color_fragment" ],
3610 3611 3612 3613 3614 3615 3616 3617 3618 3619
				THREE.Snippets[ "fog_fragment" ],

			"}"

		].join("\n"),

		vertex_shader: [

			"uniform float size;",
			
A
alteredq 已提交
3620 3621
			THREE.Snippets[ "color_pars_vertex" ],
			
3622 3623
			"void main() {",

A
alteredq 已提交
3624 3625
				THREE.Snippets[ "color_vertex" ],
				
3626 3627 3628 3629 3630 3631 3632 3633 3634 3635
				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",

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

			"}"

		].join("\n")

M
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3636
	}
3637
	
A
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3638

A
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3639
};