WebGLRenderer.js 109.5 KB
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
 */

THREE.WebGLRenderer = function ( parameters ) {

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

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

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

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

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	// public properties

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

	// clearing

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

	// scene graph

	this.sortObjects = true;

	// physically based shading

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

	// morphs

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

	// flags

	this.autoScaleCubemaps = true;

	// info

	this.info = {

		memory: {

			programs: 0,
			geometries: 0,
			textures: 0

		},

		render: {

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

		}

	};

	// internal properties

	var _this = this,

	_programs = [],

	// internal state cache

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

	_usedTextureUnits = 0,

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

	// frustum

	_frustum = new THREE.Frustum(),

	 // camera matrices cache

	_projScreenMatrix = new THREE.Matrix4(),

	_vector3 = new THREE.Vector3(),

	// light arrays cache

	_direction = new THREE.Vector3(),

	_lightsNeedUpdate = true,

	_lights = {

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

	// initialize

	var _gl;

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	try {

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

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

		if ( _gl === null ) {

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

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

			} else {

				throw 'Error creating WebGL context.';

			}
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		}

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

			event.preventDefault();

			resetGLState();
			setDefaultGLState();

			_webglObjects = {};

		}, false);

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	} catch ( error ) {

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

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

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	if ( _gl.getShaderPrecisionFormat === undefined ) {

		_gl.getShaderPrecisionFormat = function () {

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

		}
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	}
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	var extensions = new THREE.WebGLExtensions( _gl );
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	var buffers = new THREE.WebGLBuffers( _gl, this.info, extensions, getBufferMaterial );
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	extensions.get( 'OES_texture_float' );
	extensions.get( 'OES_texture_float_linear' );
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	extensions.get( 'OES_texture_half_float' );
	extensions.get( 'OES_texture_half_float_linear' );
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	extensions.get( 'OES_standard_derivatives' );

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	if ( _logarithmicDepthBuffer ) {

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		extensions.get( 'EXT_frag_depth' );
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	}

	//

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

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

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

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	};

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

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

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

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

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

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

	var resetGLState = function () {

		_currentProgram = null;
		_currentCamera = null;

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		_currentGeometryProgram = '';
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		_currentMaterialId = - 1;

		_lightsNeedUpdate = true;

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		state.reset();

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	};
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	setDefaultGLState();

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

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	var shadowMap = new THREE.WebGLShadowMap( this, lights, _webglObjects, _webglObjectsImmediate );

	this.shadowMap = shadowMap;
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	// GPU capabilities

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

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

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

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

				}

			}
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			return array;

		};

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

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

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

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

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

	}

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

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	// Plugins

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

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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.forceContextLoss = function () {

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

	};

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	this.supportsVertexTextures = function () {

		return _supportsVertexTextures;

	};

	this.supportsFloatTextures = function () {

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

		return extensions.get( 'OES_texture_half_float' );

	};

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	this.supportsStandardDerivatives = function () {

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

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

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

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	this.supportsBlendMinMax = function () {

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

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

			if ( value !== undefined ) {

				return value;

			}

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

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

			return value;

		}

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

		return _precision;

	};

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	this.getPixelRatio = function () {

		return pixelRatio;

	};

	this.setPixelRatio = function ( value ) {

		pixelRatio = value;

	};

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	this.getSize = function () {

		return {
			width: _width,
			height: _height
		};

	};

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

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

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

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

	};

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

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

	this.enableScissorTest = function ( enable ) {

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

	};

	// Clearing

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

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

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

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

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

		var bits = 0;

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

		_gl.clear( bits );
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	};

	this.clearColor = function () {

		_gl.clear( _gl.COLOR_BUFFER_BIT );

	};

	this.clearDepth = function () {

		_gl.clear( _gl.DEPTH_BUFFER_BIT );

	};

	this.clearStencil = function () {

		_gl.clear( _gl.STENCIL_BUFFER_BIT );
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	};

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

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

	};

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	// Reset

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	this.resetGLState = resetGLState;
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	// Events
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	var onObjectRemoved = function ( event ) {
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		var object = event.target;

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		object.traverse( function ( child ) {

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			child.removeEventListener( 'remove', onObjectRemoved );

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			removeObject( child );

		} );
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	};
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	var onGeometryDispose = function ( event ) {

		var geometry = event.target;

		geometry.removeEventListener( 'dispose', onGeometryDispose );

		deallocateGeometry( geometry );

	};

	var onTextureDispose = function ( event ) {

		var texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		deallocateTexture( texture );

		_this.info.memory.textures --;


	};

	var onRenderTargetDispose = function ( event ) {

		var renderTarget = event.target;

		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

		deallocateRenderTarget( renderTarget );

		_this.info.memory.textures --;

	};

	var onMaterialDispose = function ( event ) {

		var material = event.target;

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

	};

	// Buffer deallocation

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	var deallocateGeometry = function ( geometry ) {

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		delete geometry.__webglInit;
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		if ( geometry instanceof THREE.BufferGeometry ) {
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			for ( var name in geometry.attributes ) {
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				var attribute = geometry.attributes[ name ];
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				if ( attribute.buffer !== undefined ) {
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					_gl.deleteBuffer( attribute.buffer );
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					delete attribute.buffer;
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				}

			}

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			_this.info.memory.geometries --;

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		} else {

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			var geometryGroupsList = geometryGroups[ geometry.id ];
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			if ( geometryGroupsList !== undefined ) {
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				for ( var i = 0, l = geometryGroupsList.length; i < l; i ++ ) {
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					var geometryGroup = geometryGroupsList[ i ];
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					if ( geometryGroup.numMorphTargets !== undefined ) {

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

							_gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );

						}

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						delete geometryGroup.__webglMorphTargetsBuffers;

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					}

					if ( geometryGroup.numMorphNormals !== undefined ) {

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

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

						}

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						delete geometryGroup.__webglMorphNormalsBuffers;

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					}

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					buffers.delete( geometryGroup );
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				}

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				delete geometryGroups[ geometry.id ];

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			} else {

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				buffers.delete( geometry );
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			}
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		}
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733 734
		// TOFIX: Workaround for deleted geometry being currently bound

735
		_currentGeometryProgram = '';
736

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	};

	var deallocateTexture = function ( texture ) {

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

			// cube texture

			_gl.deleteTexture( texture.image.__webglTextureCube );

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			delete texture.image.__webglTextureCube;

749 750 751 752 753 754 755 756 757 758 759
		} else {

			// 2D texture

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

			_gl.deleteTexture( texture.__webglTexture );

			delete texture.__webglTexture;
			delete texture.__webglInit;

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		}

	};

	var deallocateRenderTarget = function ( renderTarget ) {

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

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		delete renderTarget.__webglTexture;

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		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

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

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

			}

		} else {

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

		}

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		delete renderTarget.__webglFramebuffer;
		delete renderTarget.__webglRenderbuffer;

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	};

	var deallocateMaterial = function ( material ) {

795
		var program = material.program.program;
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		if ( program === undefined ) return;

		material.program = undefined;

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

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

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

			programInfo = _programs[ i ];

			if ( programInfo.program === program ) {

				programInfo.usedTimes --;

				if ( programInfo.usedTimes === 0 ) {

					deleteProgram = true;

				}

				break;

			}

		}

		if ( deleteProgram === true ) {

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

			var newPrograms = [];

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

				programInfo = _programs[ i ];

				if ( programInfo.program !== program ) {

					newPrograms.push( programInfo );

				}

			}

			_programs = newPrograms;

			_gl.deleteProgram( program );

			_this.info.memory.programs --;

		}

	};

	// Buffer initialization

	function getBufferMaterial( object, geometryGroup ) {

		return object.material instanceof THREE.MeshFaceMaterial
861 862
			 ? object.material.materials[ geometryGroup.materialIndex ]
			 : object.material;
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864
	}
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	// Buffer rendering

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

870
		state.initAttributes();
871

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

		if ( object.hasPositions ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
881 882 883

			state.enableAttribute( program.attributes.position );

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

		}

		if ( object.hasNormals ) {

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

892 893
			if ( material instanceof THREE.MeshPhongMaterial === false &&
				   material.shading === THREE.FlatShading ) {
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				var nx, ny, nz,
					nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
					normalArray,
					i, il = object.count * 3;

900
				for ( i = 0; i < il; i += 9 ) {
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					normalArray = object.normalArray;

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

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

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

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

920
					normalArray[ i ]   = nx;
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921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936
					normalArray[ i + 1 ] = ny;
					normalArray[ i + 2 ] = nz;

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

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

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
937 938 939

			state.enableAttribute( program.attributes.normal );

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

		}

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

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
948 949 950

			state.enableAttribute( program.attributes.uv );

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951 952 953 954 955 956 957 958
			_gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );

		}

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

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
959 960 961

			state.enableAttribute( program.attributes.color );

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962 963 964 965
			_gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );

		}

966
		state.disableUnusedAttributes();
967

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968 969 970 971 972 973
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

974
	function setupVertexAttributes( material, program, geometry, startIndex ) {
M
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976 977 978 979
		var geometryAttributes = geometry.attributes;

		var programAttributes = program.attributes;
		var programAttributesKeys = program.attributesKeys;
980

981
		for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) {
982

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983 984
			var key = programAttributesKeys[ i ];
			var programAttribute = programAttributes[ key ];
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985

M
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986
			if ( programAttribute >= 0 ) {
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987

M
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988
				var geometryAttribute = geometryAttributes[ key ];
989

M
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990
				if ( geometryAttribute !== undefined ) {
M
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991

M
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992
					var size = geometryAttribute.itemSize;
M
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993

M
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994
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer );
995

996
					state.enableAttribute( programAttribute );
997

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998
					_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
M
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999

1000
				} else if ( material.defaultAttributeValues !== undefined ) {
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1001

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1002
					if ( material.defaultAttributeValues[ key ].length === 2 ) {
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1003

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1004
						_gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] );
M
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1005

M
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1006
					} else if ( material.defaultAttributeValues[ key ].length === 3 ) {
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1007

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1008
						_gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ key ] );
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1009 1010 1011 1012 1013 1014 1015 1016

					}

				}

			}

		}
1017

1018
		state.disableUnusedAttributes();
1019

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	}

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1022 1023
	this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {

1024 1025
		if ( material.visible === false ) return;

1026 1027
		updateObject( object );

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		var program = setProgram( camera, lights, fog, material, object );
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		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
1032
			geometryProgram = 'direct_' + geometry.id + '_' + program.id + '_' + wireframeBit;
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1033

1034
		if ( geometryProgram !== _currentGeometryProgram ) {
M
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1035

1036
			_currentGeometryProgram = geometryProgram;
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1037 1038 1039 1040 1041 1042
			updateBuffers = true;

		}

		if ( updateBuffers ) {

1043
			state.initAttributes();
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1044 1045 1046 1047 1048 1049 1050

		}

		// render mesh

		if ( object instanceof THREE.Mesh ) {

1051 1052
			var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;

1053
			var index = geometry.attributes.index;
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			if ( index ) {

1057 1058
				// indexed triangles

1059
				var type, size;
1060

1061
				if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
1062

1063 1064
					type = _gl.UNSIGNED_INT;
					size = 4;
1065

1066
				} else {
1067

1068 1069
					type = _gl.UNSIGNED_SHORT;
					size = 2;
1070

1071 1072
				}

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1073 1074
				var offsets = geometry.offsets;

1075 1076
				if ( offsets.length === 0 ) {

M
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1077
					if ( updateBuffers ) {
1078

1079
						setupVertexAttributes( material, program, geometry, 0 );
M
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						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
1081 1082 1083

					}

1084
					_gl.drawElements( mode, index.array.length, type, 0 );
1085 1086 1087 1088 1089 1090 1091 1092 1093 1094

					_this.info.render.calls ++;
					_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
					_this.info.render.faces += index.array.length / 3;

				} else {

					// if there is more than 1 chunk
					// must set attribute pointers to use new offsets for each chunk
					// even if geometry and materials didn't change
M
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1095

1096
					updateBuffers = true;
M
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1097

1098
					for ( var i = 0, il = offsets.length; i < il; i ++ ) {
M
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1099

1100
						var startIndex = offsets[ i ].index;
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1101

1102
						if ( updateBuffers ) {
M
Mr.doob 已提交
1103

1104
							setupVertexAttributes( material, program, geometry, startIndex );
1105 1106
							_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );

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1107 1108
						}

1109
						// render indexed triangles
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1110

1111
						_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
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1113 1114 1115
						_this.info.render.calls ++;
						_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
						_this.info.render.faces += offsets[ i ].count / 3;
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1116

1117
					}
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1118 1119 1120 1121 1122

				}

			} else {

1123 1124
				// non-indexed triangles

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1125 1126
				if ( updateBuffers ) {

1127
					setupVertexAttributes( material, program, geometry, 0 );
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1128 1129 1130

				}

1131
				var position = geometry.attributes[ 'position' ];
1132

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1133 1134
				// render non-indexed triangles

1135
				_gl.drawArrays( mode, 0, position.array.length / position.itemSize );
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				_this.info.render.calls ++;
1138
				_this.info.render.vertices += position.array.length / position.itemSize;
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1139
				_this.info.render.faces += position.array.length / ( 3 * position.itemSize );
M
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1140 1141 1142

			}

1143
		} else if ( object instanceof THREE.PointCloud ) {
M
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1144

1145 1146
			// render particles

M
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1147
			var mode = _gl.POINTS;
M
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1148

M
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1149
			var index = geometry.attributes.index;
M
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1150

M
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1151
			if ( index ) {
1152

M
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1153 1154 1155 1156 1157 1158 1159 1160 1161 1162
				// indexed points

				var type, size;

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

					type = _gl.UNSIGNED_INT;
					size = 4;

				} else {
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1163

M
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1164 1165
					type = _gl.UNSIGNED_SHORT;
					size = 2;
M
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1166

M
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1167 1168
				}

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1169 1170 1171 1172 1173 1174 1175 1176 1177
				var offsets = geometry.offsets;

				if ( offsets.length === 0 ) {

					if ( updateBuffers ) {

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

M
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1178
					}
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1179 1180 1181 1182 1183 1184

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

					_this.info.render.calls ++;
					_this.info.render.points += index.array.length;

M
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				} else {
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					// if there is more than 1 chunk
					// must set attribute pointers to use new offsets for each chunk
					// even if geometry and materials didn't change

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

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

						var startIndex = offsets[ i ].index;

						if ( updateBuffers ) {

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

						}

						// render indexed points

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1206
						_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
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1207 1208 1209 1210 1211 1212

						_this.info.render.calls ++;
						_this.info.render.points += offsets[ i ].count;

					}

M
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1213
				}
M
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1214

M
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1215
			} else {
M
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1216

M
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1217 1218 1219 1220 1221 1222 1223 1224 1225
				// non-indexed points

				if ( updateBuffers ) {

					setupVertexAttributes( material, program, geometry, 0 );

				}

				var position = geometry.attributes.position;
1226
				var offsets = geometry.offsets;
M
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1227

1228
				if ( offsets.length === 0 ) {
M
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1229

1230 1231 1232 1233 1234 1235 1236 1237 1238
					_gl.drawArrays( mode, 0, position.array.length / 3 );

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

				} else {

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

K
Kirill Edelman 已提交
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						_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
1240 1241 1242 1243 1244 1245 1246

						_this.info.render.calls ++;
						_this.info.render.points += offsets[ i ].count;

					}

				}
M
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1247

M
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1248
			}
M
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1249 1250 1251

		} else if ( object instanceof THREE.Line ) {

M
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1252
			var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
M
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1253

1254
			state.setLineWidth( material.linewidth * pixelRatio );
M
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1255

1256
			var index = geometry.attributes.index;
1257

1258
			if ( index ) {
M
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1259

1260
				// indexed lines
M
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1261

1262
				var type, size;
1263

1264
				if ( index.array instanceof Uint32Array ) {
1265

1266 1267
					type = _gl.UNSIGNED_INT;
					size = 4;
1268

1269
				} else {
1270

1271 1272
					type = _gl.UNSIGNED_SHORT;
					size = 2;
1273

1274
				}
M
Mr.doob 已提交
1275

1276
				var offsets = geometry.offsets;
M
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1277

1278
				if ( offsets.length === 0 ) {
M
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1279

1280
					if ( updateBuffers ) {
M
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1281

1282
						setupVertexAttributes( material, program, geometry, 0 );
1283
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
M
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1284

1285
					}
1286

1287
					_gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
1288 1289

					_this.info.render.calls ++;
1290
					_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
1291

1292
				} else {
M
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1293

1294 1295 1296 1297 1298 1299 1300 1301 1302
					// if there is more than 1 chunk
					// must set attribute pointers to use new offsets for each chunk
					// even if geometry and materials didn't change

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

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

						var startIndex = offsets[ i ].index;
M
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1303

1304 1305
						if ( updateBuffers ) {

1306
							setupVertexAttributes( material, program, geometry, startIndex );
1307 1308 1309
							_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );

						}
1310

1311
						// render indexed lines
1312

1313
						_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324

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

					}

				}

			} else {

				// non-indexed lines
M
Mr.doob 已提交
1325

1326
				if ( updateBuffers ) {
1327

1328
					setupVertexAttributes( material, program, geometry, 0 );
1329

1330 1331
				}

1332
				var position = geometry.attributes.position;
1333
				var offsets = geometry.offsets;
1334

1335
				if ( offsets.length === 0 ) {
1336

1337 1338 1339
					_gl.drawArrays( mode, 0, position.array.length / 3 );

					_this.info.render.calls ++;
M
Mr.doob 已提交
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					_this.info.render.vertices += position.array.length / 3;
1341 1342 1343 1344 1345

				} else {

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

K
Kirill Edelman 已提交
1346
						_gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
1347 1348

						_this.info.render.calls ++;
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1349
						_this.info.render.vertices += offsets[ i ].count;
1350 1351 1352 1353

					}

				}
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1354

1355
			}
M
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1356

1357
		}
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1358 1359 1360 1361 1362

	};

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

1363 1364
		if ( material.visible === false ) return;

1365 1366
		updateObject( object );

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1367
		var program = setProgram( camera, lights, fog, material, object );
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1368

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1369
		var attributes = program.attributes;
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1370 1371 1372

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
1373
			geometryProgram = geometryGroup.id + '_' + program.id + '_' + wireframeBit;
M
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1374

1375
		if ( geometryProgram !== _currentGeometryProgram ) {
M
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1376

1377
			_currentGeometryProgram = geometryProgram;
M
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1378 1379 1380 1381 1382 1383
			updateBuffers = true;

		}

		if ( updateBuffers ) {

1384
			state.initAttributes();
M
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1385 1386 1387 1388 1389

		}

		// vertices

1390
		if ( ! material.morphTargets && attributes.position >= 0 ) {
M
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1391 1392 1393 1394

			if ( updateBuffers ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
1395 1396 1397

				state.enableAttribute( attributes.position );

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1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420
				_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

			}

		} else {

			if ( object.morphTargetBase ) {

				setupMorphTargets( material, geometryGroup, object );

			}

		}


		if ( updateBuffers ) {

			// custom attributes

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

			if ( geometryGroup.__webglCustomAttributesList ) {

M
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1421
				for ( var i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
M
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1422

M
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1423
					var attribute = geometryGroup.__webglCustomAttributesList[ i ];
M
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1424 1425 1426 1427

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

						_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
1428 1429 1430

						state.enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );

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1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443
						_gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );

					}

				}

			}


			// colors

			if ( attributes.color >= 0 ) {

1444
				if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
M
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1445

1446
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
1447 1448 1449

					state.enableAttribute( attributes.color );

1450
					_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
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1451

1452
				} else if ( material.defaultAttributeValues !== undefined ) {
M
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1453 1454


1455
					_gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
M
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1456

1457
				}
M
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1458

M
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1459 1460 1461 1462 1463 1464 1465
			}

			// normals

			if ( attributes.normal >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
1466 1467 1468

				state.enableAttribute( attributes.normal );

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1469 1470 1471 1472 1473 1474 1475 1476 1477
				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );

			}

			// tangents

			if ( attributes.tangent >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
1478 1479 1480

				state.enableAttribute( attributes.tangent );

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1481 1482 1483 1484 1485 1486 1487 1488
				_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );

			}

			// uvs

			if ( attributes.uv >= 0 ) {

1489
				if ( object.geometry.faceVertexUvs[ 0 ] ) {
M
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1490

1491
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
1492 1493 1494

					state.enableAttribute( attributes.uv );

1495
					_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
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1496

1497
				} else if ( material.defaultAttributeValues !== undefined ) {
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1498 1499


1500
					_gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
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1501

1502
				}
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1503 1504 1505 1506 1507

			}

			if ( attributes.uv2 >= 0 ) {

1508
				if ( object.geometry.faceVertexUvs[ 1 ] ) {
M
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1509

1510
					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
1511 1512 1513

					state.enableAttribute( attributes.uv2 );

1514
					_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
M
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1515

1516
				} else if ( material.defaultAttributeValues !== undefined ) {
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1517 1518


1519
					_gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
M
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1520

1521
				}
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1522 1523 1524 1525 1526 1527 1528

			}

			if ( material.skinning &&
				 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
1529 1530 1531

				state.enableAttribute( attributes.skinIndex );

M
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1532 1533 1534
				_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
1535 1536 1537

				state.enableAttribute( attributes.skinWeight );

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1538 1539 1540 1541 1542 1543 1544 1545 1546
				_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );

			}

			// line distances

			if ( attributes.lineDistance >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
1547 1548 1549

				state.enableAttribute( attributes.lineDistance );

M
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1550 1551 1552 1553 1554 1555
				_gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );

			}

		}

1556
		state.disableUnusedAttributes();
1557

M
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1558 1559 1560 1561
		// render mesh

		if ( object instanceof THREE.Mesh ) {

1562
			var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
M
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1563

1564
			// wireframe
1565

M
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1566 1567
			if ( material.wireframe ) {

1568
				state.setLineWidth( material.wireframeLinewidth * pixelRatio );
M
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1569

M
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1570
				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
G
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1571
				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
M
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1572 1573 1574 1575 1576 1577

			// triangles

			} else {

				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
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1578
				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
M
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1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589

			}

			_this.info.render.calls ++;
			_this.info.render.vertices += geometryGroup.__webglFaceCount;
			_this.info.render.faces += geometryGroup.__webglFaceCount / 3;

		// render lines

		} else if ( object instanceof THREE.Line ) {

M
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1590
			var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
M
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1591

1592
			state.setLineWidth( material.linewidth * pixelRatio );
M
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1593

M
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1594
			_gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
M
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1595 1596 1597 1598 1599

			_this.info.render.calls ++;

		// render particles

1600
		} else if ( object instanceof THREE.PointCloud ) {
M
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1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616

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

			_this.info.render.calls ++;
			_this.info.render.points += geometryGroup.__webglParticleCount;

		}

	};

	function setupMorphTargets ( material, geometryGroup, object ) {

		// set base

		var attributes = material.program.attributes;

1617
		if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
M
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1618 1619

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
1620 1621 1622

			state.enableAttribute( attributes.position );

M
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1623 1624 1625 1626 1627
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

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

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
1628 1629 1630

			state.enableAttribute( attributes.position );

M
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1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

		}

		if ( object.morphTargetForcedOrder.length ) {

			// set forced order

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

M
Mr.doob 已提交
1643 1644
			var attribute;

M
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1645 1646
			while ( m < material.numSupportedMorphTargets && m < order.length ) {

M
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1647 1648 1649
				attribute = attributes[ 'morphTarget' + m ];

				if ( attribute >= 0 ) {
M
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1650 1651

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
1652 1653 1654

					state.enableAttribute( attribute );

M
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1655
					_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
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1656 1657 1658

				}

M
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1659 1660 1661
				attribute = attributes[ 'morphNormal' + m ];

				if ( attribute >= 0 && material.morphNormals ) {
M
Mr.doob 已提交
1662 1663

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
1664 1665 1666

					state.enableAttribute( attribute );

M
Mr.doob 已提交
1667
					_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
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1668 1669 1670 1671 1672 1673

				}

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

				m ++;
M
Mr.doob 已提交
1674

M
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1675 1676 1677 1678 1679 1680
			}

		} else {

			// find the most influencing

M
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1681
			var activeInfluenceIndices = [];
M
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1682
			var influences = object.morphTargetInfluences;
1683 1684 1685 1686
			var morphTargets = object.geometry.morphTargets;

			if ( influences.length > morphTargets.length ) {

1687
				THREE.warn( 'THREE.WebGLRenderer: Influences array is bigger than morphTargets array.' );
1688 1689 1690
				influences.length = morphTargets.length;

			}
M
Mr.doob 已提交
1691

M
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1692
			for ( var i = 0, il = influences.length; i < il; i ++ ) {
M
Mr.doob 已提交
1693

M
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1694
				var influence = influences[ i ];
M
Mr.doob 已提交
1695

1696
				activeInfluenceIndices.push( [ influence, i ] );
M
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1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712

			}

			if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {

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

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

				activeInfluenceIndices.sort( numericalSort );

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

				activeInfluenceIndices.push( [ 0, 0 ] );

M
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1713 1714 1715
			}

			var attribute;
M
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1716

1717
			for ( var m = 0, ml = material.numSupportedMorphTargets; m < ml; m ++ ) {
M
Mr.doob 已提交
1718 1719 1720

				if ( activeInfluenceIndices[ m ] ) {

M
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1721
					var influenceIndex = activeInfluenceIndices[ m ][ 1 ];
M
Mr.doob 已提交
1722

M
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1723
					attribute = attributes[ 'morphTarget' + m ];
1724 1725

					if ( attribute >= 0 ) {
M
Mr.doob 已提交
1726 1727

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
1728 1729 1730

						state.enableAttribute( attribute );

1731
						_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
1732 1733 1734

					}

M
Mr.doob 已提交
1735
					attribute = attributes[ 'morphNormal' + m ];
1736

M
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1737
					if ( attribute >= 0 && material.morphNormals ) {
M
Mr.doob 已提交
1738 1739 1740

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

1741 1742 1743
						state.enableAttribute( attribute );

						_gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
M
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1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776

					}

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

				} else {

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

					if ( material.morphNormals ) {

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

					}
					*/

					object.__webglMorphTargetInfluences[ m ] = 0;

				}

			}

		}

		// load updated influences uniform

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

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

		}

1777
	}
M
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1778 1779 1780 1781 1782

	// Sorting

	function painterSortStable ( a, b ) {

U
unconed 已提交
1783
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1784

U
unconed 已提交
1785
			return a.object.renderOrder - b.object.renderOrder;
1786 1787

		} else if ( a.material.id !== b.material.id ) {
M
Mr.doob 已提交
1788

M
Mr.doob 已提交
1789
			return a.material.id - b.material.id;
1790 1791

		} else if ( a.z !== b.z ) {
M
Mr.doob 已提交
1792

M
Mr.doob 已提交
1793
			return a.z - b.z;
M
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1794 1795 1796

		} else {

1797
			return a.id - b.id;
M
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1798 1799 1800

		}

1801
	}
M
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1802

1803 1804
	function reversePainterSortStable ( a, b ) {

U
unconed 已提交
1805
		if ( a.object.renderOrder !== b.object.renderOrder ) {
1806

U
unconed 已提交
1807
			return a.object.renderOrder - b.object.renderOrder;
1808 1809

		} if ( a.z !== b.z ) {
1810

M
Mr.doob 已提交
1811
			return b.z - a.z;
1812 1813 1814 1815 1816 1817 1818

		} else {

			return a.id - b.id;

		}

1819
	}
1820

M
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1821 1822 1823 1824
	function numericalSort ( a, b ) {

		return b[ 0 ] - a[ 0 ];

1825
	}
M
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1826 1827 1828 1829 1830 1831 1832

	// Rendering

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

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

1833
			THREE.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1834 1835 1836 1837
			return;

		}

M
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1838
		var fog = scene.fog;
M
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1839 1840 1841

		// reset caching for this frame

1842
		_currentGeometryProgram = '';
1843
		_currentMaterialId = - 1;
1844
		_currentCamera = null;
M
Mr.doob 已提交
1845 1846 1847 1848
		_lightsNeedUpdate = true;

		// update scene graph

1849
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
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1850 1851 1852 1853 1854

		// update camera matrices and frustum

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

1855
		// update Skeleton objects
1856 1857

		scene.traverse( function ( object ) {
1858 1859 1860

			if ( object instanceof THREE.SkinnedMesh ) {

1861
				object.skeleton.update();
1862 1863 1864

			}

1865
		} );
1866

M
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1867 1868 1869 1870 1871
		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

M
Mr.doob 已提交
1872
		lights.length = 0;
1873 1874
		opaqueObjects.length = 0;
		transparentObjects.length = 0;
M
Mr.doob 已提交
1875

M
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1876 1877 1878
		sprites.length = 0;
		lensFlares.length = 0;

1879
		projectObject( scene );
M
Mr.doob 已提交
1880

M
Mr.doob 已提交
1881
		if ( _this.sortObjects === true ) {
1882 1883 1884

			opaqueObjects.sort( painterSortStable );
			transparentObjects.sort( reversePainterSortStable );
M
Mr.doob 已提交
1885

1886 1887
		}

M
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1888
		//
M
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1889

1890
		shadowMap.render( scene, camera );
M
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1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908

		//

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

		this.setRenderTarget( renderTarget );

		if ( this.autoClear || forceClear ) {

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

		}

		// set matrices for immediate objects

M
Mr.doob 已提交
1909
		for ( var i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) {
M
Mr.doob 已提交
1910

M
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1911 1912
			var webglObject = _webglObjectsImmediate[ i ];
			var object = webglObject.object;
M
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1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925

			if ( object.visible ) {

				setupMatrices( object, camera );

				unrollImmediateBufferMaterial( webglObject );

			}

		}

		if ( scene.overrideMaterial ) {

1926
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1927

1928
			setMaterial( overrideMaterial );
M
Mr.doob 已提交
1929

1930 1931 1932
			renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
			renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
			renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, overrideMaterial );
M
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1933 1934 1935 1936 1937

		} else {

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

M
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1938
			state.setBlending( THREE.NoBlending );
M
Mr.doob 已提交
1939

1940 1941
			renderObjects( opaqueObjects, camera, lights, fog, null );
			renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, null );
M
Mr.doob 已提交
1942 1943 1944

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

1945 1946
			renderObjects( transparentObjects, camera, lights, fog, null );
			renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, null );
M
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1947 1948 1949 1950 1951

		}

		// custom render plugins (post pass)

M
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1952 1953
		spritePlugin.render( scene, camera );
		lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
M
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1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964

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

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

			updateRenderTargetMipmap( renderTarget );

		}

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

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1965 1966
		state.setDepthTest( true );
		state.setDepthWrite( true );
1967
		state.setColorWrite( true );
M
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1968 1969 1970 1971

		// _gl.finish();

	};
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1972

1973
	function projectObject( object ) {
M
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1974

M
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1975
		if ( object.visible === false ) return;
M
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1976

1977
		if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
M
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1978

1979
			// skip
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1980

1981
		} else {
M
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1982

1983
			initObject( object );
M
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1984

M
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1985 1986 1987 1988 1989
			if ( object instanceof THREE.Light ) {

				lights.push( object );

			} else if ( object instanceof THREE.Sprite ) {
M
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1990

M
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1991
				sprites.push( object );
M
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1992

M
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1993
			} else if ( object instanceof THREE.LensFlare ) {
M
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1994

M
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1995
				lensFlares.push( object );
M
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1996

M
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1997
			} else {
M
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1998

M
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1999
				var webglObjects = _webglObjects[ object.id ];
M
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2000

M
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2001
				if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
M
Mr.doob 已提交
2002

M
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2003
					for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
M
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2004

M
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2005
						var webglObject = webglObjects[ i ];
M
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2006

M
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2007 2008 2009 2010 2011 2012
						unrollBufferMaterial( webglObject );

						webglObject.render = true;

						if ( _this.sortObjects === true ) {

M
Mr.doob 已提交
2013 2014
							_vector3.setFromMatrixPosition( object.matrixWorld );
							_vector3.applyProjection( _projScreenMatrix );
M
Mr.doob 已提交
2015

M
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2016
							webglObject.z = _vector3.z;
2017 2018

						}
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2019

2020
					}
M
Mr.doob 已提交
2021

2022
				}
M
Mr.doob 已提交
2023

2024
			}
M
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2025 2026

		}
M
Mr.doob 已提交
2027

M
Mr.doob 已提交
2028 2029
		for ( var i = 0, l = object.children.length; i < l; i ++ ) {

2030
			projectObject( object.children[ i ] );
M
Mr.doob 已提交
2031

2032
		}
2033

2034
	}
M
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2035

2036
	function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
M
Mr.doob 已提交
2037

M
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2038
		var material;
M
Mr.doob 已提交
2039

M
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2040
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
2041

M
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2042
			var webglObject = renderList[ i ];
M
Mr.doob 已提交
2043

M
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2044 2045
			var object = webglObject.object;
			var buffer = webglObject.buffer;
M
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2046

2047
			setupMatrices( object, camera );
M
Mr.doob 已提交
2048

2049
			if ( overrideMaterial ) {
M
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2050

2051
				material = overrideMaterial;
M
Mr.doob 已提交
2052

2053
			} else {
M
Mr.doob 已提交
2054

2055
				material = webglObject.material;
M
Mr.doob 已提交
2056

2057
				if ( ! material ) continue;
M
Mr.doob 已提交
2058

2059
				setMaterial( material );
M
Mr.doob 已提交
2060

2061
			}
M
Mr.doob 已提交
2062

2063
			_this.setMaterialFaces( material );
M
Mr.doob 已提交
2064

2065
			if ( buffer instanceof THREE.BufferGeometry ) {
M
Mr.doob 已提交
2066

2067
				_this.renderBufferDirect( camera, lights, fog, material, buffer, object );
M
Mr.doob 已提交
2068

2069
			} else {
M
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2070

2071
				_this.renderBuffer( camera, lights, fog, material, buffer, object );
M
Mr.doob 已提交
2072 2073 2074 2075 2076

			}

		}

2077
	}
M
Mr.doob 已提交
2078

2079
	function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, overrideMaterial ) {
M
Mr.doob 已提交
2080

M
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2081
		var material;
M
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2082

M
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2083
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
2084

M
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2085 2086
			var webglObject = renderList[ i ];
			var object = webglObject.object;
M
Mr.doob 已提交
2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099

			if ( object.visible ) {

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

2100
					setMaterial( material );
M
Mr.doob 已提交
2101 2102 2103 2104 2105 2106 2107 2108 2109

				}

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

			}

		}

2110
	}
M
Mr.doob 已提交
2111 2112 2113 2114 2115

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

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

2116
		_currentGeometryProgram = '';
M
Mr.doob 已提交
2117 2118 2119 2120 2121 2122 2123 2124 2125

		_this.setMaterialFaces( material );

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

2126
			object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
M
Mr.doob 已提交
2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148

		}

	};

	function unrollImmediateBufferMaterial ( globject ) {

		var object = globject.object,
			material = object.material;

		if ( material.transparent ) {

			globject.transparent = material;
			globject.opaque = null;

		} else {

			globject.opaque = material;
			globject.transparent = null;

		}

2149
	}
M
Mr.doob 已提交
2150 2151 2152

	function unrollBufferMaterial ( globject ) {

2153 2154
		var object = globject.object;
		var buffer = globject.buffer;
M
Mr.doob 已提交
2155

2156 2157
		var geometry = object.geometry;
		var material = object.material;
M
Mr.doob 已提交
2158

2159
		if ( material instanceof THREE.MeshFaceMaterial ) {
M
Mr.doob 已提交
2160

2161
			var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
M
Mr.doob 已提交
2162

2163
			material = material.materials[ materialIndex ];
M
Mr.doob 已提交
2164

M
Mr.doob 已提交
2165 2166
			globject.material = material;

M
Mr.doob 已提交
2167 2168
			if ( material.transparent ) {

M
Mr.doob 已提交
2169
				transparentObjects.push( globject );
M
Mr.doob 已提交
2170 2171 2172

			} else {

M
Mr.doob 已提交
2173
				opaqueObjects.push( globject );
M
Mr.doob 已提交
2174 2175 2176

			}

M
Mr.doob 已提交
2177
		} else if ( material ) {
M
Mr.doob 已提交
2178

M
Mr.doob 已提交
2179
			globject.material = material;
M
Mr.doob 已提交
2180

M
Mr.doob 已提交
2181
			if ( material.transparent ) {
M
Mr.doob 已提交
2182

M
Mr.doob 已提交
2183
				transparentObjects.push( globject );
M
Mr.doob 已提交
2184

M
Mr.doob 已提交
2185
			} else {
M
Mr.doob 已提交
2186

M
Mr.doob 已提交
2187
				opaqueObjects.push( globject );
M
Mr.doob 已提交
2188 2189 2190 2191 2192

			}

		}

2193
	}
M
Mr.doob 已提交
2194

2195
	function initObject( object ) {
M
Mr.doob 已提交
2196

2197
		if ( object.__webglInit === undefined ) {
M
Mr.doob 已提交
2198 2199 2200 2201 2202

			object.__webglInit = true;
			object._modelViewMatrix = new THREE.Matrix4();
			object._normalMatrix = new THREE.Matrix3();

2203
			object.addEventListener( 'removed', onObjectRemoved );
2204

2205
		}
M
Mr.doob 已提交
2206

2207
		var geometry = object.geometry;
M
Mr.doob 已提交
2208

2209
		if ( geometry === undefined ) {
M
Mr.doob 已提交
2210

2211
			// ImmediateRenderObject
M
Mr.doob 已提交
2212

2213
		} else if ( geometry.__webglInit === undefined ) {
M
Mr.doob 已提交
2214

2215 2216
			geometry.__webglInit = true;
			geometry.addEventListener( 'dispose', onGeometryDispose );
M
Mr.doob 已提交
2217

2218
			if ( geometry instanceof THREE.BufferGeometry ) {
M
Mr.doob 已提交
2219

2220
				_this.info.memory.geometries ++;
M
Mr.doob 已提交
2221

2222
			} else if ( object instanceof THREE.Mesh ) {
M
Mr.doob 已提交
2223

2224
				initGeometryGroups( object, geometry );
M
Mr.doob 已提交
2225

2226
			} else if ( object instanceof THREE.Line ) {
M
Mr.doob 已提交
2227

2228
				buffers.initLineBuffers( geometry, object );
M
Mr.doob 已提交
2229

2230
			} else if ( object instanceof THREE.PointCloud ) {
M
Mr.doob 已提交
2231

2232
				buffers.initPointCloudBuffers( geometry, object );
M
Mr.doob 已提交
2233 2234 2235 2236 2237

			}

		}

2238
		if ( object.__webglActive === undefined) {
M
Mr.doob 已提交
2239

2240 2241
			object.__webglActive = true;

M
Mr.doob 已提交
2242 2243 2244 2245
			if ( object instanceof THREE.Mesh ) {

				if ( geometry instanceof THREE.BufferGeometry ) {

2246
					addBuffer( _webglObjects, geometry, object );
M
Mr.doob 已提交
2247

M
Mr.doob 已提交
2248 2249
				} else if ( geometry instanceof THREE.Geometry ) {

2250
					var geometryGroupsList = geometryGroups[ geometry.id ];
M
Mr.doob 已提交
2251

2252 2253 2254
					for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {

						addBuffer( _webglObjects, geometryGroupsList[ i ], object );
M
Mr.doob 已提交
2255

M
Mr.doob 已提交
2256
					}
2257

M
Mr.doob 已提交
2258 2259
				}

2260
			} else if ( object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
M
Mr.doob 已提交
2261

2262
				addBuffer( _webglObjects, geometry, object );
M
Mr.doob 已提交
2263 2264 2265

			} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {

2266
				addBufferImmediate( _webglObjectsImmediate, object );
M
Mr.doob 已提交
2267 2268 2269 2270 2271

			}

		}

2272 2273 2274 2275 2276 2277 2278
	}

	// Geometry splitting

	var geometryGroups = {};
	var geometryGroupCounter = 0;

2279 2280 2281
	function makeGroups( geometry, usesFaceMaterial ) {

		var maxVerticesInGroup = extensions.get( 'OES_element_index_uint' ) ? 4294967296 : 65535;
2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314

		var groupHash, hash_map = {};

		var numMorphTargets = geometry.morphTargets.length;
		var numMorphNormals = geometry.morphNormals.length;

		var group;
		var groups = {};
		var groupsList = [];

		for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {

			var face = geometry.faces[ f ];
			var materialIndex = usesFaceMaterial ? face.materialIndex : 0;

			if ( ! ( materialIndex in hash_map ) ) {

				hash_map[ materialIndex ] = { hash: materialIndex, counter: 0 };

			}

			groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;

			if ( ! ( groupHash in groups ) ) {

				group = {
					id: geometryGroupCounter ++,
					faces3: [],
					materialIndex: materialIndex,
					vertices: 0,
					numMorphTargets: numMorphTargets,
					numMorphNormals: numMorphNormals
				};
2315

2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335
				groups[ groupHash ] = group;
				groupsList.push( group );

			}

			if ( groups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {

				hash_map[ materialIndex ].counter += 1;
				groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;

				if ( ! ( groupHash in groups ) ) {

					group = {
						id: geometryGroupCounter ++,
						faces3: [],
						materialIndex: materialIndex,
						vertices: 0,
						numMorphTargets: numMorphTargets,
						numMorphNormals: numMorphNormals
					};
2336

2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351
					groups[ groupHash ] = group;
					groupsList.push( group );

				}

			}

			groups[ groupHash ].faces3.push( f );
			groups[ groupHash ].vertices += 3;

		}

		return groupsList;

	}
M
Mr.doob 已提交
2352

2353
	function initGeometryGroups( object, geometry ) {
M
Mr.doob 已提交
2354

2355
		var material = object.material, addBuffers = false;
2356

2357
		if ( geometryGroups[ geometry.id ] === undefined || geometry.groupsNeedUpdate === true ) {
2358 2359

			delete _webglObjects[ object.id ];
M
Mr.doob 已提交
2360

2361
			geometryGroups[ geometry.id ] = makeGroups( geometry, material instanceof THREE.MeshFaceMaterial );
2362

2363
			geometry.groupsNeedUpdate = false;
M
Mr.doob 已提交
2364

2365
		}
M
Mr.doob 已提交
2366

2367 2368
		var geometryGroupsList = geometryGroups[ geometry.id ];

2369 2370
		// create separate VBOs per geometry chunk

2371
		for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
2372

2373
			var geometryGroup = geometryGroupsList[ i ];
2374 2375 2376

			// initialise VBO on the first access

2377
			if ( geometryGroup.__webglVertexBuffer === undefined ) {
2378

2379
				buffers.initMeshBuffers( geometryGroup, object );
2380 2381 2382 2383 2384 2385 2386 2387

				geometry.verticesNeedUpdate = true;
				geometry.morphTargetsNeedUpdate = true;
				geometry.elementsNeedUpdate = true;
				geometry.uvsNeedUpdate = true;
				geometry.normalsNeedUpdate = true;
				geometry.tangentsNeedUpdate = true;
				geometry.colorsNeedUpdate = true;
M
Mr.doob 已提交
2388

2389
				addBuffers = true;
M
Mr.doob 已提交
2390

2391
			} else {
M
Mr.doob 已提交
2392

2393
				addBuffers = false;
M
Mr.doob 已提交
2394

2395
			}
M
Mr.doob 已提交
2396

2397
			if ( addBuffers || object.__webglActive === undefined ) {
2398

2399
				addBuffer( _webglObjects, geometryGroup, object );
2400

2401
			}
M
Mr.doob 已提交
2402 2403 2404

		}

2405
		object.__webglActive = true;
M
Mr.doob 已提交
2406

2407
	}
M
Mr.doob 已提交
2408

2409
	function addBuffer( objlist, buffer, object ) {
M
Mr.doob 已提交
2410

O
OpenShift guest 已提交
2411 2412 2413
		var id = object.id;
		objlist[id] = objlist[id] || [];
		objlist[id].push(
M
Mr.doob 已提交
2414
			{
O
OpenShift guest 已提交
2415
				id: id,
M
Mr.doob 已提交
2416 2417
				buffer: buffer,
				object: object,
2418
				material: null,
U
unconed 已提交
2419
				z: 0
M
Mr.doob 已提交
2420 2421 2422 2423 2424
			}
		);

	};

2425
	function addBufferImmediate( objlist, object ) {
M
Mr.doob 已提交
2426 2427 2428

		objlist.push(
			{
2429
				id: null,
M
Mr.doob 已提交
2430 2431
				object: object,
				opaque: null,
2432
				transparent: null,
U
unconed 已提交
2433
				z: 0
M
Mr.doob 已提交
2434 2435 2436 2437 2438 2439 2440
			}
		);

	};

	// Objects updates

2441
	function updateObject( object ) {
M
Mr.doob 已提交
2442

M
Mr.doob 已提交
2443
		var geometry = object.geometry;
M
Mr.doob 已提交
2444

2445
		if ( geometry instanceof THREE.BufferGeometry ) {
M
Mr.doob 已提交
2446

M
Mr.doob 已提交
2447 2448 2449 2450 2451 2452 2453
			var attributes = geometry.attributes;
			var attributesKeys = geometry.attributesKeys;

			for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) {

				var key = attributesKeys[ i ];
				var attribute = attributes[ key ];
B
ben_a_adams 已提交
2454
				var bufferType = ( key === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
M
Mr.doob 已提交
2455 2456 2457 2458

				if ( attribute.buffer === undefined ) {

					attribute.buffer = _gl.createBuffer();
B
ben_a_adams 已提交
2459 2460
					_gl.bindBuffer( bufferType, attribute.buffer );
					_gl.bufferData( bufferType, attribute.array, ( attribute instanceof THREE.DynamicBufferAttribute ) ? _gl.DYNAMIC_DRAW : _gl.STATIC_DRAW );
M
Mr.doob 已提交
2461

B
ben_a_adams 已提交
2462
					attribute.needsUpdate = false;
M
Mr.doob 已提交
2463

B
ben_a_adams 已提交
2464
				} else if ( attribute.needsUpdate === true ) {
M
Mr.doob 已提交
2465 2466

					_gl.bindBuffer( bufferType, attribute.buffer );
B
ben_a_adams 已提交
2467 2468 2469 2470 2471 2472 2473

					if ( attribute.updateRange === undefined || attribute.updateRange.count === -1 ) { // Not using update ranges

						_gl.bufferSubData( bufferType, 0, attribute.array );

					} else if ( attribute.updateRange.count === 0 ) {

2474
						THREE.error( 'THREE.WebGLRenderer.updateObject: using updateRange for THREE.DynamicBufferAttribute and marked as needsUpdate but count is 0, ensure you are using set methods or updating manually.' );
B
ben_a_adams 已提交
2475 2476 2477 2478 2479 2480 2481 2482 2483

					} else {

						_gl.bufferSubData( bufferType, attribute.updateRange.offset * attribute.array.BYTES_PER_ELEMENT,
										   attribute.array.subarray( attribute.updateRange.offset, attribute.updateRange.offset + attribute.updateRange.count ) );

						attribute.updateRange.count = 0; // reset range

					}
M
Mr.doob 已提交
2484 2485 2486 2487 2488 2489

					attribute.needsUpdate = false;

				}

			}
M
Mr.doob 已提交
2490

M
Mr.doob 已提交
2491 2492 2493
		} else if ( object instanceof THREE.Mesh ) {

			// check all geometry groups
M
Mr.doob 已提交
2494

2495 2496
			if ( geometry.groupsNeedUpdate === true ) {

2497
				initGeometryGroups( object, geometry );
M
Mr.doob 已提交
2498

2499
			}
M
Mr.doob 已提交
2500

2501 2502 2503
			var geometryGroupsList = geometryGroups[ geometry.id ];

			for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
M
Mr.doob 已提交
2504

2505
				var geometryGroup = geometryGroupsList[ i ];
M
Mr.doob 已提交
2506
				var material = getBufferMaterial( object, geometryGroup );
M
Mr.doob 已提交
2507

M
Mr.doob 已提交
2508
				var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
M
Mr.doob 已提交
2509 2510 2511 2512 2513

				if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
					 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
					 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {

2514
					buffers.setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
M
Mr.doob 已提交
2515 2516 2517 2518 2519 2520 2521 2522 2523 2524 2525 2526 2527 2528 2529

				}

			}

			geometry.verticesNeedUpdate = false;
			geometry.morphTargetsNeedUpdate = false;
			geometry.elementsNeedUpdate = false;
			geometry.uvsNeedUpdate = false;
			geometry.normalsNeedUpdate = false;
			geometry.colorsNeedUpdate = false;
			geometry.tangentsNeedUpdate = false;

			material.attributes && clearCustomAttributes( material );

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2530 2531
		} else if ( object instanceof THREE.Line ) {

M
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2532 2533
			var material = getBufferMaterial( object, geometry );
			var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
M
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2534

2535
			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
M
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2536

2537
				buffers.setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
M
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2538

2539
			}
M
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2540

2541 2542 2543
			geometry.verticesNeedUpdate = false;
			geometry.colorsNeedUpdate = false;
			geometry.lineDistancesNeedUpdate = false;
M
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2544

2545
			material.attributes && clearCustomAttributes( material );
M
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2546

2547
		} else if ( object instanceof THREE.PointCloud ) {
M
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2548

M
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2549 2550
			var material = getBufferMaterial( object, geometry );
			var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
M
Mr.doob 已提交
2551

2552
			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || customAttributesDirty ) {
M
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2553

2554
				buffers.setPointCloudBuffers( geometry, _gl.DYNAMIC_DRAW, object );
M
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2555

2556
			}
M
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2557

2558 2559
			geometry.verticesNeedUpdate = false;
			geometry.colorsNeedUpdate = false;
M
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2560

2561
			material.attributes && clearCustomAttributes( material );
M
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2562 2563 2564

		}

M
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2565
	}
M
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2566 2567 2568

	// Objects updates - custom attributes check

2569
	function areCustomAttributesDirty( material ) {
M
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2570

2571
		for ( var name in material.attributes ) {
M
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2572

2573
			if ( material.attributes[ name ].needsUpdate ) return true;
M
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2574 2575 2576 2577 2578

		}

		return false;

M
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2579
	}
M
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2580

2581
	function clearCustomAttributes( material ) {
M
Mr.doob 已提交
2582

2583
		for ( var name in material.attributes ) {
2584 2585

			material.attributes[ name ].needsUpdate = false;
M
Mr.doob 已提交
2586 2587 2588

		}

M
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2589
	}
M
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2590 2591 2592

	// Objects removal

2593
	function removeObject( object ) {
M
Mr.doob 已提交
2594 2595

		if ( object instanceof THREE.Mesh  ||
2596
			 object instanceof THREE.PointCloud ||
M
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2597 2598
			 object instanceof THREE.Line ) {

2599
			delete _webglObjects[ object.id ];
M
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2600 2601 2602

		} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {

2603
			removeInstances( _webglObjectsImmediate, object );
M
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2604 2605 2606

		}

2607 2608 2609 2610
		delete object.__webglInit;
		delete object._modelViewMatrix;
		delete object._normalMatrix;

2611
		delete object.__webglActive;
M
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2612

M
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2613
	}
M
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2614

2615
	function removeInstances( objlist, object ) {
M
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2616 2617 2618 2619 2620 2621 2622 2623 2624 2625 2626

		for ( var o = objlist.length - 1; o >= 0; o -- ) {

			if ( objlist[ o ].object === object ) {

				objlist.splice( o, 1 );

			}

		}

M
Mr.doob 已提交
2627
	}
M
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2628 2629 2630

	// Materials

2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641
	var shaderIDs = {
		MeshDepthMaterial: 'depth',
		MeshNormalMaterial: 'normal',
		MeshBasicMaterial: 'basic',
		MeshLambertMaterial: 'lambert',
		MeshPhongMaterial: 'phong',
		LineBasicMaterial: 'basic',
		LineDashedMaterial: 'dashed',
		PointCloudMaterial: 'particle_basic'
	};

2642
	function initMaterial( material, lights, fog, object ) {
M
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2643 2644 2645

		material.addEventListener( 'dispose', onMaterialDispose );

2646
		var shaderID = shaderIDs[ material.type ];
M
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2647 2648 2649

		if ( shaderID ) {

2650 2651 2652 2653 2654 2655 2656 2657 2658 2659 2660 2661 2662 2663 2664
			var shader = THREE.ShaderLib[ shaderID ];

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

		} else {

			material.__webglShader = {
				uniforms: material.uniforms,
				vertexShader: material.vertexShader,
				fragmentShader: material.fragmentShader
			}
M
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2665 2666 2667 2668 2669 2670

		}

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

2671 2672 2673
		var maxLightCount = allocateLights( lights );
		var maxShadows = allocateShadows( lights );
		var maxBones = allocateBones( object );
M
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2674

2675
		var parameters = {
M
Mr.doob 已提交
2676

2677 2678 2679
			precision: _precision,
			supportsVertexTextures: _supportsVertexTextures,

2680 2681
			map: !! material.map,
			envMap: !! material.envMap,
M
Mr.doob 已提交
2682
			envMapMode: material.envMap && material.envMap.mapping,
2683
			lightMap: !! material.lightMap,
2684
			aoMap: !! material.aoMap,
2685 2686 2687
			bumpMap: !! material.bumpMap,
			normalMap: !! material.normalMap,
			specularMap: !! material.specularMap,
2688
			alphaMap: !! material.alphaMap,
M
Mr.doob 已提交
2689

2690 2691
			combine: material.combine,

M
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2692 2693 2694 2695 2696 2697
			vertexColors: material.vertexColors,

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

2698 2699
			flatShading: material.shading === THREE.FlatShading,

M
Mr.doob 已提交
2700
			sizeAttenuation: material.sizeAttenuation,
2701
			logarithmicDepthBuffer: _logarithmicDepthBuffer,
M
Mr.doob 已提交
2702 2703 2704

			skinning: material.skinning,
			maxBones: maxBones,
2705
			useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
M
Mr.doob 已提交
2706 2707 2708

			morphTargets: material.morphTargets,
			morphNormals: material.morphNormals,
2709 2710
			maxMorphTargets: _this.maxMorphTargets,
			maxMorphNormals: _this.maxMorphNormals,
M
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2711 2712 2713 2714 2715 2716 2717

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

			maxShadows: maxShadows,
2718 2719 2720 2721
			shadowMapEnabled: shadowMap.enabled && object.receiveShadow && maxShadows > 0,
			shadowMapType: shadowMap.type,
			shadowMapDebug: shadowMap.debug,
			shadowMapCascade: shadowMap.cascade,
M
Mr.doob 已提交
2722 2723 2724 2725 2726 2727 2728 2729 2730

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

		};

2731 2732 2733 2734 2735 2736 2737 2738 2739 2740 2741 2742 2743 2744 2745
		// Generate code

		var chunks = [];

		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

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

		}

2746 2747
		if ( material.defines !== undefined ) {

2748
			for ( var name in material.defines ) {
2749

2750 2751
				chunks.push( name );
				chunks.push( material.defines[ name ] );
2752 2753

			}
2754 2755 2756

		}

2757
		for ( var name in parameters ) {
2758

2759 2760
			chunks.push( name );
			chunks.push( parameters[ name ] );
2761 2762 2763 2764 2765 2766 2767 2768 2769 2770 2771 2772 2773 2774 2775 2776 2777 2778 2779 2780 2781 2782 2783 2784 2785 2786

		}

		var code = chunks.join();

		var program;

		// Check if code has been already compiled

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

			var programInfo = _programs[ p ];

			if ( programInfo.code === code ) {

				program = programInfo;
				program.usedTimes ++;

				break;

			}

		}

		if ( program === undefined ) {

2787
			program = new THREE.WebGLProgram( _this, code, material, parameters );
2788 2789 2790 2791 2792 2793 2794
			_programs.push( program );

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

		}

		material.program = program;
M
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2795

2796
		var attributes = program.attributes;
M
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2797 2798 2799 2800 2801

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

2802
			var id, base = 'morphTarget';
M
Mr.doob 已提交
2803

2804
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
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2805 2806 2807 2808 2809 2810 2811 2812 2813 2814 2815 2816 2817 2818 2819 2820 2821

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

2822
			var id, base = 'morphNormal';
M
Mr.doob 已提交
2823

2824
			for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
2825 2826 2827 2828 2829 2830 2831 2832 2833 2834 2835 2836 2837 2838 2839

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					material.numSupportedMorphNormals ++;

				}

			}

		}

		material.uniformsList = [];

2840
		for ( var u in material.__webglShader.uniforms ) {
M
Mr.doob 已提交
2841

2842 2843 2844 2845 2846
			var location = material.program.uniforms[ u ];

			if ( location ) {
				material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
			}
M
Mr.doob 已提交
2847 2848 2849

		}

M
Mr.doob 已提交
2850
	}
M
Mr.doob 已提交
2851

2852 2853 2854 2855
	function setMaterial( material ) {

		if ( material.transparent === true ) {

M
Mr.doob 已提交
2856
			state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
2857

2858 2859 2860 2861
		} else {

			state.setBlending( THREE.NoBlending );

2862 2863
		}

M
Mr.doob 已提交
2864 2865
		state.setDepthTest( material.depthTest );
		state.setDepthWrite( material.depthWrite );
2866
		state.setColorWrite( material.colorWrite );
M
Mr.doob 已提交
2867
		state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
2868 2869 2870

	}

M
Mr.doob 已提交
2871 2872 2873 2874 2875 2876 2877 2878
	function setProgram( camera, lights, fog, material, object ) {

		_usedTextureUnits = 0;

		if ( material.needsUpdate ) {

			if ( material.program ) deallocateMaterial( material );

2879
			initMaterial( material, lights, fog, object );
M
Mr.doob 已提交
2880 2881 2882 2883 2884 2885 2886 2887 2888 2889 2890 2891 2892 2893
			material.needsUpdate = false;

		}

		if ( material.morphTargets ) {

			if ( ! object.__webglMorphTargetInfluences ) {

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

			}

		}

2894
		var refreshProgram = false;
M
Mr.doob 已提交
2895
		var refreshMaterial = false;
2896
		var refreshLights = false;
M
Mr.doob 已提交
2897 2898 2899

		var program = material.program,
			p_uniforms = program.uniforms,
2900
			m_uniforms = material.__webglShader.uniforms;
M
Mr.doob 已提交
2901

2902
		if ( program.id !== _currentProgram ) {
M
Mr.doob 已提交
2903

2904 2905
			_gl.useProgram( program.program );
			_currentProgram = program.id;
M
Mr.doob 已提交
2906

2907
			refreshProgram = true;
M
Mr.doob 已提交
2908
			refreshMaterial = true;
2909
			refreshLights = true;
M
Mr.doob 已提交
2910 2911 2912 2913 2914

		}

		if ( material.id !== _currentMaterialId ) {

2915
			if ( _currentMaterialId === -1 ) refreshLights = true;
M
Mr.doob 已提交
2916
			_currentMaterialId = material.id;
2917

M
Mr.doob 已提交
2918 2919 2920 2921
			refreshMaterial = true;

		}

2922
		if ( refreshProgram || camera !== _currentCamera ) {
M
Mr.doob 已提交
2923 2924 2925

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

2926 2927
			if ( _logarithmicDepthBuffer ) {

2928
				_gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
2929 2930 2931 2932

			}


M
Mr.doob 已提交
2933 2934
			if ( camera !== _currentCamera ) _currentCamera = camera;

2935 2936 2937 2938 2939 2940 2941 2942 2943 2944 2945 2946 2947 2948 2949 2950 2951 2952
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

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

				if ( p_uniforms.cameraPosition !== null ) {

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

				}

			}

			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
2953
				 material instanceof THREE.MeshBasicMaterial ||
2954 2955 2956 2957 2958 2959 2960 2961 2962 2963 2964
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {

				if ( p_uniforms.viewMatrix !== null ) {

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

				}

			}

M
Mr.doob 已提交
2965 2966 2967 2968 2969 2970 2971 2972
		}

		// skinning uniforms must be set even if material didn't change
		// auto-setting of texture unit for bone texture must go before other textures
		// not sure why, but otherwise weird things happen

		if ( material.skinning ) {

2973 2974 2975 2976 2977 2978 2979 2980 2981 2982 2983 2984 2985
			if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {

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

			}

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

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

			}

			if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
M
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2986 2987 2988 2989 2990 2991

				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
2992
					_this.setTexture( object.skeleton.boneTexture, textureUnit );
M
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2993 2994 2995

				}

2996 2997
				if ( p_uniforms.boneTextureWidth !== null ) {

2998
					_gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
2999 3000 3001 3002 3003

				}

				if ( p_uniforms.boneTextureHeight !== null ) {

3004
					_gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
3005 3006 3007

				}

3008
			} else if ( object.skeleton && object.skeleton.boneMatrices ) {
M
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3009 3010 3011

				if ( p_uniforms.boneGlobalMatrices !== null ) {

3012
					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
M
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3013 3014 3015 3016 3017 3018 3019 3020 3021 3022 3023 3024 3025 3026 3027 3028 3029 3030 3031 3032 3033 3034 3035

				}

			}

		}

		if ( refreshMaterial ) {

			// refresh uniforms common to several materials

			if ( fog && material.fog ) {

				refreshUniformsFog( m_uniforms, fog );

			}

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

				if ( _lightsNeedUpdate ) {

3036
					refreshLights = true;
3037
					setupLights( lights );
M
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3038 3039 3040
					_lightsNeedUpdate = false;
				}

3041 3042
				if ( refreshLights ) {
					refreshUniformsLights( m_uniforms, _lights );
3043
					markUniformsLightsNeedsUpdate( m_uniforms, true );
3044
				} else {
3045
					markUniformsLightsNeedsUpdate( m_uniforms, false );
3046
				}
M
Mr.doob 已提交
3047 3048 3049 3050 3051 3052 3053 3054 3055 3056 3057 3058 3059 3060 3061 3062 3063 3064 3065 3066 3067 3068

			}

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

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

			if ( material instanceof THREE.LineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

			} else if ( material instanceof THREE.LineDashedMaterial ) {

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

3069
			} else if ( material instanceof THREE.PointCloudMaterial ) {
M
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3070 3071 3072 3073 3074 3075 3076 3077 3078 3079 3080 3081 3082 3083 3084 3085 3086 3087 3088 3089 3090 3091 3092 3093 3094 3095 3096 3097 3098 3099 3100

				refreshUniformsParticle( m_uniforms, material );

			} else if ( material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

			} else if ( material instanceof THREE.MeshLambertMaterial ) {

				refreshUniformsLambert( m_uniforms, material );

			} else if ( material instanceof THREE.MeshDepthMaterial ) {

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

			} else if ( material instanceof THREE.MeshNormalMaterial ) {

				m_uniforms.opacity.value = material.opacity;

			}

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

				refreshUniformsShadow( m_uniforms, lights );

			}

			// load common uniforms

3101
			loadUniformsGeneric( material.uniformsList );
M
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3102 3103 3104 3105 3106 3107 3108 3109 3110 3111 3112 3113 3114

		}

		loadUniformsMatrices( p_uniforms, object );

		if ( p_uniforms.modelMatrix !== null ) {

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

		}

		return program;

M
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3115
	}
M
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3116 3117 3118 3119 3120 3121 3122

	// Uniforms (refresh uniforms objects)

	function refreshUniformsCommon ( uniforms, material ) {

		uniforms.opacity.value = material.opacity;

3123
		uniforms.diffuse.value = material.color;
M
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3124 3125 3126

		uniforms.map.value = material.map;
		uniforms.lightMap.value = material.lightMap;
3127
		uniforms.lightMapIntensity.value = material.lightMapIntensity;
3128
		uniforms.aoMap.value = material.aoMap;
3129
		uniforms.aoMapIntensity.value = material.aoMapIntensity;
M
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3130
		uniforms.specularMap.value = material.specularMap;
3131
		uniforms.alphaMap.value = material.alphaMap;
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3132 3133 3134 3135 3136 3137 3138 3139 3140 3141 3142 3143 3144 3145 3146 3147

		if ( material.bumpMap ) {

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

		}

		if ( material.normalMap ) {

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

		}

		// uv repeat and offset setting priorities
3148 3149 3150 3151
		//  1. color map
		//  2. specular map
		//  3. normal map
		//  4. bump map
3152
		//  5. alpha map
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3153 3154 3155 3156 3157 3158 3159 3160 3161 3162 3163 3164 3165 3166 3167 3168 3169 3170 3171

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

3172 3173 3174 3175
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

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3176 3177 3178 3179 3180 3181 3182 3183 3184 3185 3186 3187
		}

		if ( uvScaleMap !== undefined ) {

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

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

		}

		uniforms.envMap.value = material.envMap;
3188
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
M
Mr.doob 已提交
3189

3190
		uniforms.reflectivity.value = material.reflectivity;
M
Mr.doob 已提交
3191 3192
		uniforms.refractionRatio.value = material.refractionRatio;

M
Mr.doob 已提交
3193
	}
M
Mr.doob 已提交
3194 3195 3196 3197 3198 3199

	function refreshUniformsLine ( uniforms, material ) {

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

M
Mr.doob 已提交
3200
	}
M
Mr.doob 已提交
3201 3202 3203 3204 3205 3206 3207

	function refreshUniformsDash ( uniforms, material ) {

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

M
Mr.doob 已提交
3208
	}
M
Mr.doob 已提交
3209 3210 3211 3212 3213 3214 3215 3216 3217 3218

	function refreshUniformsParticle ( uniforms, material ) {

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

		uniforms.map.value = material.map;

3219 3220 3221 3222 3223 3224 3225 3226 3227
		if ( material.map !== null ) {

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

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

		}

M
Mr.doob 已提交
3228
	}
M
Mr.doob 已提交
3229 3230 3231 3232 3233 3234 3235 3236 3237 3238 3239 3240 3241 3242 3243 3244

	function refreshUniformsFog ( uniforms, fog ) {

		uniforms.fogColor.value = fog.color;

		if ( fog instanceof THREE.Fog ) {

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

		} else if ( fog instanceof THREE.FogExp2 ) {

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
3245
	}
M
Mr.doob 已提交
3246 3247 3248 3249 3250

	function refreshUniformsPhong ( uniforms, material ) {

		uniforms.shininess.value = material.shininess;

3251 3252
		uniforms.emissive.value = material.emissive;
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
3253 3254 3255 3256 3257 3258 3259

		if ( material.wrapAround ) {

			uniforms.wrapRGB.value.copy( material.wrapRGB );

		}

M
Mr.doob 已提交
3260
	}
M
Mr.doob 已提交
3261 3262 3263

	function refreshUniformsLambert ( uniforms, material ) {

3264
		uniforms.emissive.value = material.emissive;
M
Mr.doob 已提交
3265 3266 3267 3268 3269 3270 3271

		if ( material.wrapAround ) {

			uniforms.wrapRGB.value.copy( material.wrapRGB );

		}

M
Mr.doob 已提交
3272
	}
M
Mr.doob 已提交
3273 3274 3275 3276 3277 3278 3279 3280 3281 3282 3283

	function refreshUniformsLights ( uniforms, lights ) {

		uniforms.ambientLightColor.value = lights.ambient;

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

		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
		uniforms.pointLightDistance.value = lights.point.distances;
M
Mr.doob 已提交
3284
		uniforms.pointLightDecay.value = lights.point.decays;
M
Mr.doob 已提交
3285 3286 3287 3288 3289 3290 3291

		uniforms.spotLightColor.value = lights.spot.colors;
		uniforms.spotLightPosition.value = lights.spot.positions;
		uniforms.spotLightDistance.value = lights.spot.distances;
		uniforms.spotLightDirection.value = lights.spot.directions;
		uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
		uniforms.spotLightExponent.value = lights.spot.exponents;
M
Mr.doob 已提交
3292
		uniforms.spotLightDecay.value = lights.spot.decays;
M
Mr.doob 已提交
3293 3294 3295 3296 3297

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

M
Mr.doob 已提交
3298
	}
M
Mr.doob 已提交
3299

3300 3301
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

M
Mr.doob 已提交
3302
	function markUniformsLightsNeedsUpdate ( uniforms, value ) {
3303

M
Mr.doob 已提交
3304
		uniforms.ambientLightColor.needsUpdate = value;
3305

M
Mr.doob 已提交
3306 3307
		uniforms.directionalLightColor.needsUpdate = value;
		uniforms.directionalLightDirection.needsUpdate = value;
3308

M
Mr.doob 已提交
3309 3310 3311 3312
		uniforms.pointLightColor.needsUpdate = value;
		uniforms.pointLightPosition.needsUpdate = value;
		uniforms.pointLightDistance.needsUpdate = value;
		uniforms.pointLightDecay.needsUpdate = value;
3313

M
Mr.doob 已提交
3314 3315 3316 3317 3318 3319 3320
		uniforms.spotLightColor.needsUpdate = value;
		uniforms.spotLightPosition.needsUpdate = value;
		uniforms.spotLightDistance.needsUpdate = value;
		uniforms.spotLightDirection.needsUpdate = value;
		uniforms.spotLightAngleCos.needsUpdate = value;
		uniforms.spotLightExponent.needsUpdate = value;
		uniforms.spotLightDecay.needsUpdate = value;
3321

M
Mr.doob 已提交
3322 3323 3324
		uniforms.hemisphereLightSkyColor.needsUpdate = value;
		uniforms.hemisphereLightGroundColor.needsUpdate = value;
		uniforms.hemisphereLightDirection.needsUpdate = value;
3325

M
Mr.doob 已提交
3326
	}
3327

M
Mr.doob 已提交
3328 3329 3330 3331 3332 3333 3334 3335 3336 3337 3338 3339 3340 3341 3342 3343 3344 3345 3346 3347 3348 3349 3350 3351 3352 3353 3354 3355 3356 3357
	function refreshUniformsShadow ( uniforms, lights ) {

		if ( uniforms.shadowMatrix ) {

			var j = 0;

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

				var light = lights[ i ];

				if ( ! light.castShadow ) continue;

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

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

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

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

					j ++;

				}

			}

		}

M
Mr.doob 已提交
3358
	}
M
Mr.doob 已提交
3359 3360 3361 3362 3363 3364 3365 3366 3367 3368 3369 3370 3371

	// Uniforms (load to GPU)

	function loadUniformsMatrices ( uniforms, object ) {

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

		if ( uniforms.normalMatrix ) {

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

		}

M
Mr.doob 已提交
3372
	}
M
Mr.doob 已提交
3373 3374 3375 3376 3377 3378 3379

	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= _maxTextures ) {

3380
			THREE.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
M
Mr.doob 已提交
3381 3382 3383 3384 3385 3386 3387

		}

		_usedTextureUnits += 1;

		return textureUnit;

M
Mr.doob 已提交
3388
	}
M
Mr.doob 已提交
3389

3390
	function loadUniformsGeneric ( uniforms ) {
M
Mr.doob 已提交
3391

M
Mr.doob 已提交
3392
		var texture, textureUnit, offset;
M
Mr.doob 已提交
3393

M
Mr.doob 已提交
3394 3395 3396
		for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {

			var uniform = uniforms[ j ][ 0 ];
M
Mr.doob 已提交
3397

3398 3399
			// needsUpdate property is not added to all uniforms.
			if ( uniform.needsUpdate === false ) continue;
3400

M
Mr.doob 已提交
3401 3402
			var type = uniform.type;
			var value = uniform.value;
3403
			var location = uniforms[ j ][ 1 ];
M
Mr.doob 已提交
3404

3405
			switch ( type ) {
M
Mr.doob 已提交
3406

3407 3408 3409 3410 3411 3412 3413 3414 3415 3416 3417 3418 3419 3420 3421 3422 3423 3424 3425 3426 3427 3428 3429 3430 3431 3432 3433 3434 3435 3436 3437 3438 3439 3440 3441 3442 3443 3444 3445 3446 3447 3448 3449 3450 3451 3452 3453 3454 3455 3456 3457 3458 3459 3460
				case '1i':
					_gl.uniform1i( location, value );
					break;

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

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

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

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

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

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

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

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

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

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

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

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

				//

M
Mr.doob 已提交
3461
				case 'i':
M
Mr.doob 已提交
3462

3463 3464
					// single integer
					_gl.uniform1i( location, value );
M
Mr.doob 已提交
3465

3466
					break;
M
Mr.doob 已提交
3467

3468
				case 'f':
M
Mr.doob 已提交
3469

3470 3471
					// single float
					_gl.uniform1f( location, value );
M
Mr.doob 已提交
3472

3473
					break;
M
Mr.doob 已提交
3474

3475
				case 'v2':
M
Mr.doob 已提交
3476

3477 3478
					// single THREE.Vector2
					_gl.uniform2f( location, value.x, value.y );
M
Mr.doob 已提交
3479

3480
					break;
M
Mr.doob 已提交
3481

3482
				case 'v3':
M
Mr.doob 已提交
3483

3484 3485
					// single THREE.Vector3
					_gl.uniform3f( location, value.x, value.y, value.z );
M
Mr.doob 已提交
3486

3487
					break;
M
Mr.doob 已提交
3488

M
Mr.doob 已提交
3489
				case 'v4':
M
Mr.doob 已提交
3490

3491 3492
					// single THREE.Vector4
					_gl.uniform4f( location, value.x, value.y, value.z, value.w );
M
Mr.doob 已提交
3493

3494
					break;
M
Mr.doob 已提交
3495

3496
				case 'c':
M
Mr.doob 已提交
3497

3498 3499
					// single THREE.Color
					_gl.uniform3f( location, value.r, value.g, value.b );
M
Mr.doob 已提交
3500

3501
					break;
M
Mr.doob 已提交
3502

3503
				case 'iv1':
M
Mr.doob 已提交
3504

3505 3506
					// flat array of integers (JS or typed array)
					_gl.uniform1iv( location, value );
M
Mr.doob 已提交
3507

3508
					break;
M
Mr.doob 已提交
3509

3510
				case 'iv':
M
Mr.doob 已提交
3511

3512 3513
					// flat array of integers with 3 x N size (JS or typed array)
					_gl.uniform3iv( location, value );
M
Mr.doob 已提交
3514

3515
					break;
M
Mr.doob 已提交
3516

3517
				case 'fv1':
M
Mr.doob 已提交
3518

3519 3520
					// flat array of floats (JS or typed array)
					_gl.uniform1fv( location, value );
M
Mr.doob 已提交
3521

3522
					break;
M
Mr.doob 已提交
3523

3524
				case 'fv':
M
Mr.doob 已提交
3525

3526 3527
					// flat array of floats with 3 x N size (JS or typed array)
					_gl.uniform3fv( location, value );
M
Mr.doob 已提交
3528

3529
					break;
M
Mr.doob 已提交
3530

3531
				case 'v2v':
M
Mr.doob 已提交
3532

3533
					// array of THREE.Vector2
M
Mr.doob 已提交
3534

3535
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
3536

3537
						uniform._array = new Float32Array( 2 * value.length );
M
Mr.doob 已提交
3538

3539
					}
M
Mr.doob 已提交
3540

3541
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
3542

3543
						offset = i * 2;
M
Mr.doob 已提交
3544

3545 3546
						uniform._array[ offset ]   = value[ i ].x;
						uniform._array[ offset + 1 ] = value[ i ].y;
M
Mr.doob 已提交
3547

3548
					}
M
Mr.doob 已提交
3549

3550
					_gl.uniform2fv( location, uniform._array );
M
Mr.doob 已提交
3551

3552
					break;
M
Mr.doob 已提交
3553

3554
				case 'v3v':
M
Mr.doob 已提交
3555

3556
					// array of THREE.Vector3
M
Mr.doob 已提交
3557

3558
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
3559

3560
						uniform._array = new Float32Array( 3 * value.length );
M
Mr.doob 已提交
3561

3562
					}
M
Mr.doob 已提交
3563

3564
					for ( var i = 0, il = value.length; i < il; i ++ ) {
R
Ryan Tsao 已提交
3565

3566
						offset = i * 3;
R
Ryan Tsao 已提交
3567

3568 3569 3570
						uniform._array[ offset ]   = value[ i ].x;
						uniform._array[ offset + 1 ] = value[ i ].y;
						uniform._array[ offset + 2 ] = value[ i ].z;
R
Ryan Tsao 已提交
3571

3572
					}
R
Ryan Tsao 已提交
3573

3574
					_gl.uniform3fv( location, uniform._array );
R
Ryan Tsao 已提交
3575

3576
					break;
R
Ryan Tsao 已提交
3577

3578
				case 'v4v':
R
Ryan Tsao 已提交
3579

3580
					// array of THREE.Vector4
R
Ryan Tsao 已提交
3581

3582
					if ( uniform._array === undefined ) {
R
Ryan Tsao 已提交
3583

3584
						uniform._array = new Float32Array( 4 * value.length );
R
Ryan Tsao 已提交
3585

3586
					}
M
Mr.doob 已提交
3587

3588
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
3589

3590
						offset = i * 4;
M
Mr.doob 已提交
3591

3592 3593 3594 3595
						uniform._array[ offset ]   = value[ i ].x;
						uniform._array[ offset + 1 ] = value[ i ].y;
						uniform._array[ offset + 2 ] = value[ i ].z;
						uniform._array[ offset + 3 ] = value[ i ].w;
M
Mr.doob 已提交
3596

3597
					}
M
Mr.doob 已提交
3598

3599
					_gl.uniform4fv( location, uniform._array );
M
Mr.doob 已提交
3600

3601
					break;
M
Mr.doob 已提交
3602

3603
				case 'm3':
M
Mr.doob 已提交
3604

3605 3606
					// single THREE.Matrix3
					_gl.uniformMatrix3fv( location, false, value.elements );
M
Mr.doob 已提交
3607

3608
					break;
M
Mr.doob 已提交
3609

3610
				case 'm3v':
M
Mr.doob 已提交
3611

3612
					// array of THREE.Matrix3
M
Mr.doob 已提交
3613

3614
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
3615

3616
						uniform._array = new Float32Array( 9 * value.length );
M
Mr.doob 已提交
3617

3618
					}
M
Mr.doob 已提交
3619

3620
					for ( var i = 0, il = value.length; i < il; i ++ ) {
M
Mr.doob 已提交
3621

3622
						value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
M
Mr.doob 已提交
3623

3624
					}
M
Mr.doob 已提交
3625

3626
					_gl.uniformMatrix3fv( location, false, uniform._array );
M
Mr.doob 已提交
3627

3628
					break;
M
Mr.doob 已提交
3629

3630
				case 'm4':
M
Mr.doob 已提交
3631

3632 3633
					// single THREE.Matrix4
					_gl.uniformMatrix4fv( location, false, value.elements );
M
Mr.doob 已提交
3634

3635
					break;
M
Mr.doob 已提交
3636

3637
				case 'm4v':
M
Mr.doob 已提交
3638

3639
					// array of THREE.Matrix4
M
Mr.doob 已提交
3640

3641
					if ( uniform._array === undefined ) {
M
Mr.doob 已提交
3642

3643
						uniform._array = new Float32Array( 16 * value.length );
M
Mr.doob 已提交
3644

3645 3646 3647 3648 3649 3650 3651 3652 3653 3654 3655
					}

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

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

					}

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

					break;
M
Mr.doob 已提交
3656

3657
				case 't':
M
Mr.doob 已提交
3658

3659
					// single THREE.Texture (2d or cube)
M
Mr.doob 已提交
3660

3661 3662 3663 3664
					texture = value;
					textureUnit = getTextureUnit();

					_gl.uniform1i( location, textureUnit );
M
Mr.doob 已提交
3665

3666
					if ( ! texture ) continue;
M
Mr.doob 已提交
3667

3668 3669
					if ( texture instanceof THREE.CubeTexture ||
					   ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
M
Mr.doob 已提交
3670

3671
						setCubeTexture( texture, textureUnit );
M
Mr.doob 已提交
3672

3673 3674 3675 3676 3677 3678 3679 3680 3681 3682 3683 3684 3685 3686 3687 3688 3689 3690 3691 3692 3693 3694 3695 3696 3697 3698 3699 3700 3701 3702 3703 3704 3705 3706 3707 3708 3709 3710 3711 3712 3713 3714 3715 3716
					} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {

						setCubeTextureDynamic( texture, textureUnit );

					} else {

						_this.setTexture( texture, textureUnit );

					}

					break;

				case 'tv':

					// array of THREE.Texture (2d)

					if ( uniform._array === undefined ) {

						uniform._array = [];

					}

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

						uniform._array[ i ] = getTextureUnit();

					}

					_gl.uniform1iv( location, uniform._array );

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

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

						if ( ! texture ) continue;

						_this.setTexture( texture, textureUnit );

					}

					break;

				default:
3717

3718
					THREE.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
3719

M
Mr.doob 已提交
3720 3721 3722 3723
			}

		}

M
Mr.doob 已提交
3724
	}
M
Mr.doob 已提交
3725 3726 3727 3728

	function setupMatrices ( object, camera ) {

		object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
3729
		object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
M
Mr.doob 已提交
3730

M
Mr.doob 已提交
3731
	}
M
Mr.doob 已提交
3732 3733 3734 3735 3736 3737 3738

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

		array[ offset ]     = color.r * intensity;
		array[ offset + 1 ] = color.g * intensity;
		array[ offset + 2 ] = color.b * intensity;

M
Mr.doob 已提交
3739
	}
M
Mr.doob 已提交
3740

3741
	function setupLights ( lights ) {
M
Mr.doob 已提交
3742

B
brason 已提交
3743
		var l, ll, light,
M
Mr.doob 已提交
3744 3745
		r = 0, g = 0, b = 0,
		color, skyColor, groundColor,
B
brason 已提交
3746
		intensity,
M
Mr.doob 已提交
3747 3748 3749 3750 3751 3752 3753 3754 3755 3756
		distance,

		zlights = _lights,

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

		pointColors = zlights.point.colors,
		pointPositions = zlights.point.positions,
		pointDistances = zlights.point.distances,
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		pointDecays = zlights.point.decays,
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3758 3759 3760 3761 3762 3763 3764

		spotColors = zlights.spot.colors,
		spotPositions = zlights.spot.positions,
		spotDistances = zlights.spot.distances,
		spotDirections = zlights.spot.directions,
		spotAnglesCos = zlights.spot.anglesCos,
		spotExponents = zlights.spot.exponents,
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		spotDecays = zlights.spot.decays,
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3766 3767 3768 3769 3770 3771 3772 3773 3774 3775 3776 3777 3778 3779 3780 3781 3782 3783 3784 3785 3786 3787 3788 3789 3790 3791 3792 3793 3794 3795 3796 3797 3798 3799

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

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

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

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

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

			light = lights[ l ];

			if ( light.onlyShadow ) continue;

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

			if ( light instanceof THREE.AmbientLight ) {

				if ( ! light.visible ) continue;

3800 3801 3802
				r += color.r;
				g += color.g;
				b += color.b;
M
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3803 3804 3805 3806 3807 3808 3809

			} else if ( light instanceof THREE.DirectionalLight ) {

				dirCount += 1;

				if ( ! light.visible ) continue;

3810 3811
				_direction.setFromMatrixPosition( light.matrixWorld );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
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3812 3813 3814 3815 3816 3817 3818 3819 3820
				_direction.sub( _vector3 );
				_direction.normalize();

				dirOffset = dirLength * 3;

				dirPositions[ dirOffset ]     = _direction.x;
				dirPositions[ dirOffset + 1 ] = _direction.y;
				dirPositions[ dirOffset + 2 ] = _direction.z;

3821
				setColorLinear( dirColors, dirOffset, color, intensity );
M
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3822 3823 3824 3825 3826 3827 3828 3829 3830 3831 3832

				dirLength += 1;

			} else if ( light instanceof THREE.PointLight ) {

				pointCount += 1;

				if ( ! light.visible ) continue;

				pointOffset = pointLength * 3;

3833
				setColorLinear( pointColors, pointOffset, color, intensity );
M
Mr.doob 已提交
3834

3835
				_vector3.setFromMatrixPosition( light.matrixWorld );
M
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3836 3837 3838 3839 3840

				pointPositions[ pointOffset ]     = _vector3.x;
				pointPositions[ pointOffset + 1 ] = _vector3.y;
				pointPositions[ pointOffset + 2 ] = _vector3.z;

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				// distance is 0 if decay is 0, because there is no attenuation at all.
M
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				pointDistances[ pointLength ] = distance;
M
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3843
				pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
M
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3844 3845 3846 3847 3848 3849 3850 3851 3852 3853 3854

				pointLength += 1;

			} else if ( light instanceof THREE.SpotLight ) {

				spotCount += 1;

				if ( ! light.visible ) continue;

				spotOffset = spotLength * 3;

3855
				setColorLinear( spotColors, spotOffset, color, intensity );
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3857
				_direction.setFromMatrixPosition( light.matrixWorld );
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3858

G
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3859 3860 3861
				spotPositions[ spotOffset ]     = _direction.x;
				spotPositions[ spotOffset + 1 ] = _direction.y;
				spotPositions[ spotOffset + 2 ] = _direction.z;
M
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				spotDistances[ spotLength ] = distance;

3865
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
M
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3866 3867 3868 3869 3870 3871 3872 3873 3874
				_direction.sub( _vector3 );
				_direction.normalize();

				spotDirections[ spotOffset ]     = _direction.x;
				spotDirections[ spotOffset + 1 ] = _direction.y;
				spotDirections[ spotOffset + 2 ] = _direction.z;

				spotAnglesCos[ spotLength ] = Math.cos( light.angle );
				spotExponents[ spotLength ] = light.exponent;
M
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3875
				spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
M
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3876 3877 3878 3879 3880 3881 3882 3883 3884

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {

				hemiCount += 1;

				if ( ! light.visible ) continue;

3885
				_direction.setFromMatrixPosition( light.matrixWorld );
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3886 3887 3888 3889 3890 3891 3892 3893 3894 3895 3896
				_direction.normalize();

				hemiOffset = hemiLength * 3;

				hemiPositions[ hemiOffset ]     = _direction.x;
				hemiPositions[ hemiOffset + 1 ] = _direction.y;
				hemiPositions[ hemiOffset + 2 ] = _direction.z;

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

3897 3898
				setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
				setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
M
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				hemiLength += 1;

			}

		}

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

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

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

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

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Mr.doob 已提交
3924
	}
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3925 3926 3927 3928 3929 3930 3931 3932 3933 3934 3935 3936 3937 3938 3939 3940 3941 3942 3943 3944 3945 3946 3947 3948 3949 3950 3951 3952 3953 3954 3955 3956 3957 3958 3959 3960 3961 3962 3963 3964 3965 3966 3967

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

		if ( cullFace === THREE.CullFaceNone ) {

			_gl.disable( _gl.CULL_FACE );

		} else {

			if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {

				_gl.frontFace( _gl.CW );

			} else {

				_gl.frontFace( _gl.CCW );

			}

			if ( cullFace === THREE.CullFaceBack ) {

				_gl.cullFace( _gl.BACK );

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

				_gl.cullFace( _gl.FRONT );

			} else {

				_gl.cullFace( _gl.FRONT_AND_BACK );

			}

			_gl.enable( _gl.CULL_FACE );

		}

	};

	this.setMaterialFaces = function ( material ) {

3968 3969
		state.setDoubleSided( material.side === THREE.DoubleSide );
		state.setFlipSided( material.side === THREE.BackSide );
M
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3970 3971 3972 3973 3974 3975 3976

	};

	// Textures

	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {

3977 3978
		var extension;

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Mr.doob 已提交
3979 3980 3981 3982 3983 3984 3985 3986 3987 3988 3989 3990
		if ( isImagePowerOfTwo ) {

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

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

		} else {

			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
M
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3991 3992 3993

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

3994
				THREE.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
M
Mr.doob 已提交
3995

3996
			}
M
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3997 3998 3999 4000

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

M
Mr.doob 已提交
4001 4002
			if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {

4003
				THREE.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
M
Mr.doob 已提交
4004

4005
			}
M
Mr.doob 已提交
4006

M
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4007 4008
		}

4009 4010
		extension = extensions.get( 'EXT_texture_filter_anisotropic' );

4011
		if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
M
Mr.doob 已提交
4012

M
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4013
			if ( texture.anisotropy > 1 || texture.__currentAnisotropy ) {
M
Mr.doob 已提交
4014

4015
				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
M
Mr.doob 已提交
4016
				texture.__currentAnisotropy = texture.anisotropy;
M
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4017 4018 4019 4020 4021

			}

		}

M
Mr.doob 已提交
4022
	}
M
Mr.doob 已提交
4023

4024
	this.uploadTexture = function ( texture, slot ) {
M
Mr.doob 已提交
4025

4026 4027 4028 4029 4030 4031 4032 4033 4034 4035 4036
		if ( texture.__webglInit === undefined ) {

			texture.__webglInit = true;

			texture.addEventListener( 'dispose', onTextureDispose );

			texture.__webglTexture = _gl.createTexture();

			_this.info.memory.textures ++;

		}
M
Mr.doob 已提交
4037

4038
		_gl.activeTexture( _gl.TEXTURE0 + slot );
4039
		_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
M
Mr.doob 已提交
4040

H
Henri Astre 已提交
4041 4042 4043 4044
		_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
		_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
		_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );

4045 4046
		texture.image = clampToMaxSize( texture.image, _maxTextureSize );

H
Henri Astre 已提交
4047 4048 4049 4050
		var image = texture.image,
		isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
		glFormat = paramThreeToGL( texture.format ),
		glType = paramThreeToGL( texture.type );
M
Mr.doob 已提交
4051

H
Henri Astre 已提交
4052
		setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
M
Mr.doob 已提交
4053

H
Henri Astre 已提交
4054
		var mipmap, mipmaps = texture.mipmaps;
M
Mr.doob 已提交
4055

H
Henri Astre 已提交
4056
		if ( texture instanceof THREE.DataTexture ) {
M
Mr.doob 已提交
4057

H
Henri Astre 已提交
4058 4059 4060
			// use manually created mipmaps if available
			// if there are no manual mipmaps
			// set 0 level mipmap and then use GL to generate other mipmap levels
M
Mr.doob 已提交
4061

H
Henri Astre 已提交
4062 4063 4064
			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {

				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
4065

H
Henri Astre 已提交
4066 4067
					mipmap = mipmaps[ i ];
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
4068

H
Henri Astre 已提交
4069
				}
M
Mr.doob 已提交
4070

H
Henri Astre 已提交
4071
				texture.generateMipmaps = false;
M
Mr.doob 已提交
4072

H
Henri Astre 已提交
4073
			} else {
M
Mr.doob 已提交
4074

H
Henri Astre 已提交
4075
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
M
Mr.doob 已提交
4076

H
Henri Astre 已提交
4077
			}
M
Mr.doob 已提交
4078

H
Henri Astre 已提交
4079
		} else if ( texture instanceof THREE.CompressedTexture ) {
M
Mr.doob 已提交
4080

H
Henri Astre 已提交
4081
			for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
4082

H
Henri Astre 已提交
4083
				mipmap = mipmaps[ i ];
M
Mr.doob 已提交
4084

4085
				if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
4086

4087
					if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
M
Mr.doob 已提交
4088

4089
						_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
4090

4091
					} else {
M
Mr.doob 已提交
4092

4093
						THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
M
Mr.doob 已提交
4094

4095
					}
M
Mr.doob 已提交
4096

H
Henri Astre 已提交
4097
				} else {
M
Mr.doob 已提交
4098

H
Henri Astre 已提交
4099
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
4100

M
Mr.doob 已提交
4101 4102
				}

H
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4103 4104 4105 4106 4107 4108 4109 4110 4111
			}

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

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

			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
M
Mr.doob 已提交
4112

4113
				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
M
Mr.doob 已提交
4114 4115

					mipmap = mipmaps[ i ];
H
Henri Astre 已提交
4116
					_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
M
Mr.doob 已提交
4117 4118 4119

				}

H
Henri Astre 已提交
4120
				texture.generateMipmaps = false;
M
Mr.doob 已提交
4121

H
Henri Astre 已提交
4122
			} else {
M
Mr.doob 已提交
4123

H
Henri Astre 已提交
4124
				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
M
Mr.doob 已提交
4125

H
Henri Astre 已提交
4126
			}
M
Mr.doob 已提交
4127

H
Henri Astre 已提交
4128
		}
M
Mr.doob 已提交
4129

H
Henri Astre 已提交
4130
		if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
M
Mr.doob 已提交
4131

H
Henri Astre 已提交
4132
		texture.needsUpdate = false;
M
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4133

B
Ben Adams 已提交
4134
		if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
4135

H
Henri Astre 已提交
4136
	};
M
Mr.doob 已提交
4137

H
Henri Astre 已提交
4138
	this.setTexture = function ( texture, slot ) {
M
Mr.doob 已提交
4139

4140
		if ( texture.needsUpdate === true ) {
M
Mr.doob 已提交
4141

4142
			var image = texture.image;
M
Mr.doob 已提交
4143

4144
			if ( image.complete === false ) {
M
Mr.doob 已提交
4145

4146 4147 4148 4149 4150
				THREE.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
				return;

			}

4151
			_this.uploadTexture( texture, slot );
4152
			return;
M
Mr.doob 已提交
4153 4154 4155

		}

4156
		_gl.activeTexture( _gl.TEXTURE0 + slot );
4157 4158
		_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );

M
Mr.doob 已提交
4159 4160 4161 4162
	};

	function clampToMaxSize ( image, maxSize ) {

4163
		if ( image.width > maxSize || image.height > maxSize ) {
M
Mr.doob 已提交
4164

4165 4166
			// Warning: Scaling through the canvas will only work with images that use
			// premultiplied alpha.
M
Mr.doob 已提交
4167

4168
			var scale = maxSize / Math.max( image.width, image.height );
M
Mr.doob 已提交
4169

4170 4171 4172
			var canvas = document.createElement( 'canvas' );
			canvas.width = Math.floor( image.width * scale );
			canvas.height = Math.floor( image.height * scale );
M
Mr.doob 已提交
4173

4174 4175
			var context = canvas.getContext( '2d' );
			context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
M
Mr.doob 已提交
4176

4177
			THREE.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
M
Mr.doob 已提交
4178

4179 4180 4181
			return canvas;

		}
M
Mr.doob 已提交
4182

4183
		return image;
M
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4184 4185 4186 4187 4188 4189 4190 4191 4192 4193 4194

	}

	function setCubeTexture ( texture, slot ) {

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

			if ( texture.needsUpdate ) {

				if ( ! texture.image.__webglTextureCube ) {

4195 4196
					texture.addEventListener( 'dispose', onTextureDispose );

M
Mr.doob 已提交
4197 4198 4199 4200 4201 4202 4203 4204 4205 4206 4207
					texture.image.__webglTextureCube = _gl.createTexture();

					_this.info.memory.textures ++;

				}

				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );

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

M
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4208 4209
				var isCompressed = texture instanceof THREE.CompressedTexture;
				var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
M
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4210 4211 4212 4213 4214

				var cubeImage = [];

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

4215
					if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
M
Mr.doob 已提交
4216 4217 4218 4219 4220

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

					} else {

4221
						cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
M
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4222 4223 4224 4225 4226 4227

					}

				}

				var image = cubeImage[ 0 ],
4228
				isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
M
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4229 4230 4231 4232 4233 4234 4235
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );

				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

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

4236
					if ( ! isCompressed ) {
M
Mr.doob 已提交
4237

M
Mr.doob 已提交
4238
						if ( isDataTexture ) {
4239

M
Mr.doob 已提交
4240
							_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
4241

M
Mr.doob 已提交
4242
						} else {
4243 4244

							_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
4245

M
Mr.doob 已提交
4246 4247
						}

4248
					} else {
4249

M
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4250 4251
						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

4252
						for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
M
Mr.doob 已提交
4253 4254

							mipmap = mipmaps[ j ];
M
Mr.doob 已提交
4255

4256
							if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
M
Mr.doob 已提交
4257

4258
								if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
M
Mr.doob 已提交
4259

4260
									_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
M
Mr.doob 已提交
4261

4262
								} else {
M
Mr.doob 已提交
4263

4264
									THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
M
Mr.doob 已提交
4265

4266
								}
M
Mr.doob 已提交
4267

4268
							} else {
M
Mr.doob 已提交
4269

4270
								_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
M
Mr.doob 已提交
4271

4272
							}
M
Mr.doob 已提交
4273

4274
						}
M
Mr.doob 已提交
4275

M
Mr.doob 已提交
4276
					}
M
Mr.doob 已提交
4277

M
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4278 4279 4280 4281 4282 4283 4284 4285 4286 4287
				}

				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}

				texture.needsUpdate = false;

B
Ben Adams 已提交
4288
				if ( texture.onUpdate ) texture.onUpdate( texture );
M
Mr.doob 已提交
4289 4290 4291 4292 4293 4294 4295 4296 4297 4298

			} else {

				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );

			}

		}

M
Mr.doob 已提交
4299
	}
M
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4300 4301 4302 4303 4304 4305

	function setCubeTextureDynamic ( texture, slot ) {

		_gl.activeTexture( _gl.TEXTURE0 + slot );
		_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );

M
Mr.doob 已提交
4306
	}
M
Mr.doob 已提交
4307 4308 4309 4310 4311 4312 4313 4314

	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {

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

M
Mr.doob 已提交
4315
	}
M
Mr.doob 已提交
4316 4317 4318 4319 4320 4321 4322 4323 4324 4325 4326

	function setupRenderBuffer ( renderbuffer, renderTarget  ) {

		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );

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

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

		/* For some reason this is not working. Defaulting to RGBA4.
4327
		} else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
M
Mr.doob 已提交
4328 4329 4330 4331 4332 4333 4334 4335 4336 4337 4338 4339 4340 4341 4342

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

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

		} else {

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

		}

M
Mr.doob 已提交
4343
	}
M
Mr.doob 已提交
4344 4345 4346 4347 4348

	this.setRenderTarget = function ( renderTarget ) {

		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );

M
Mr.doob 已提交
4349
		if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
4350 4351 4352 4353 4354 4355 4356 4357 4358 4359 4360 4361

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

			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

			renderTarget.__webglTexture = _gl.createTexture();

			_this.info.memory.textures ++;

			// Setup texture, create render and frame buffers

4362
			var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
M
Mr.doob 已提交
4363 4364 4365 4366 4367 4368 4369 4370 4371 4372 4373 4374 4375 4376 4377 4378 4379 4380 4381 4382 4383 4384 4385 4386 4387 4388 4389 4390 4391 4392 4393 4394 4395 4396 4397 4398 4399 4400 4401 4402 4403 4404 4405 4406 4407 4408 4409 4410 4411 4412 4413 4414 4415 4416 4417 4418 4419 4420 4421 4422 4423 4424 4425 4426 4427 4428 4429 4430 4431 4432 4433 4434 4435 4436 4437 4438 4439 4440 4441 4442 4443 4444 4445 4446 4447 4448 4449 4450 4451 4452 4453 4454 4455 4456 4457 4458 4459 4460 4461 4462 4463 4464 4465 4466 4467 4468 4469 4470 4471 4472 4473 4474 4475 4476 4477 4478 4479 4480 4481 4482 4483 4484 4485 4486 4487 4488 4489 4490 4491 4492 4493
				glFormat = paramThreeToGL( renderTarget.format ),
				glType = paramThreeToGL( renderTarget.type );

			if ( isCube ) {

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

				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );

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

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

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

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

				}

				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

			} else {

				renderTarget.__webglFramebuffer = _gl.createFramebuffer();

				if ( renderTarget.shareDepthFrom ) {

					renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;

				} else {

					renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();

				}

				_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );

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

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

				if ( renderTarget.shareDepthFrom ) {

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

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

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

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

					}

				} else {

					setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );

				}

				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );

			}

			// Release everything

			if ( isCube ) {

				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

			} else {

				_gl.bindTexture( _gl.TEXTURE_2D, null );

			}

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

		}

		var framebuffer, width, height, vx, vy;

		if ( renderTarget ) {

			if ( isCube ) {

				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];

			} else {

				framebuffer = renderTarget.__webglFramebuffer;

			}

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

			vx = 0;
			vy = 0;

		} else {

			framebuffer = null;

			width = _viewportWidth;
			height = _viewportHeight;

			vx = _viewportX;
			vy = _viewportY;

		}

		if ( framebuffer !== _currentFramebuffer ) {

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

			_currentFramebuffer = framebuffer;

		}

		_currentWidth = width;
		_currentHeight = height;

	};

4494
	this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
4495

G
gero3 已提交
4496
		if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
4497

4498
			THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
4499
			return;
4500

G
gero3 已提交
4501
		}
4502

G
gero3 已提交
4503
		if ( renderTarget.__webglFramebuffer ) {
4504

G
gero3 已提交
4505
			if ( renderTarget.format !== THREE.RGBAFormat ) {
4506

4507
				THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
G
gero3 已提交
4508
				return;
4509

G
gero3 已提交
4510
			}
4511

G
gero3 已提交
4512
			var restore = false;
4513

G
gero3 已提交
4514
			if ( renderTarget.__webglFramebuffer !== _currentFramebuffer ) {
4515

G
gero3 已提交
4516
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTarget.__webglFramebuffer );
4517

G
gero3 已提交
4518
				restore = true;
4519

G
gero3 已提交
4520
			}
4521

G
gero3 已提交
4522
			if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
4523

G
gero3 已提交
4524
				_gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
4525

G
gero3 已提交
4526
			} else {
4527

4528
				THREE.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
4529

G
gero3 已提交
4530
			}
4531

G
gero3 已提交
4532
			if ( restore ) {
4533

G
gero3 已提交
4534
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
4535

G
gero3 已提交
4536
			}
4537

G
gero3 已提交
4538
		}
4539 4540 4541

	};

M
Mr.doob 已提交
4542 4543 4544 4545 4546 4547 4548 4549 4550 4551 4552 4553 4554 4555 4556 4557
	function updateRenderTargetMipmap ( renderTarget ) {

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

		} else {

			_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
			_gl.generateMipmap( _gl.TEXTURE_2D );
			_gl.bindTexture( _gl.TEXTURE_2D, null );

		}

M
Mr.doob 已提交
4558
	}
M
Mr.doob 已提交
4559 4560 4561 4562 4563 4564 4565 4566 4567 4568 4569 4570 4571

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

	function filterFallback ( f ) {

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

			return _gl.NEAREST;

		}

		return _gl.LINEAR;

M
Mr.doob 已提交
4572
	}
M
Mr.doob 已提交
4573 4574 4575 4576 4577

	// Map three.js constants to WebGL constants

	function paramThreeToGL ( p ) {

4578 4579
		var extension;

M
Mr.doob 已提交
4580 4581 4582 4583 4584 4585 4586 4587 4588 4589 4590 4591 4592 4593 4594 4595 4596 4597 4598 4599 4600 4601 4602 4603
		if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
		if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
		if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;

		if ( p === THREE.NearestFilter ) return _gl.NEAREST;
		if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
		if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;

		if ( p === THREE.LinearFilter ) return _gl.LINEAR;
		if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
		if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;

		if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;

		if ( p === THREE.ByteType ) return _gl.BYTE;
		if ( p === THREE.ShortType ) return _gl.SHORT;
		if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === THREE.IntType ) return _gl.INT;
		if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === THREE.FloatType ) return _gl.FLOAT;

4604 4605 4606 4607 4608 4609 4610 4611
		extension = extensions.get( 'OES_texture_half_float' );

		if ( extension !== null ) {

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

		}

M
Mr.doob 已提交
4612 4613 4614 4615 4616 4617 4618 4619 4620 4621 4622 4623 4624 4625 4626 4627 4628 4629 4630 4631 4632 4633 4634
		if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
		if ( p === THREE.RGBFormat ) return _gl.RGB;
		if ( p === THREE.RGBAFormat ) return _gl.RGBA;
		if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
		if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;

		if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
		if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;

		if ( p === THREE.ZeroFactor ) return _gl.ZERO;
		if ( p === THREE.OneFactor ) return _gl.ONE;
		if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;

		if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
		if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;

4635
		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
M
Mr.doob 已提交
4636

4637 4638 4639 4640 4641 4642
		if ( extension !== null ) {

			if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
M
Mr.doob 已提交
4643 4644 4645

		}

4646 4647 4648
		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		if ( extension !== null ) {
P
Pierre Lepers 已提交
4649

4650 4651 4652 4653
			if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
			if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
			if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
			if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
P
Pierre Lepers 已提交
4654 4655 4656

		}

4657 4658 4659
		extension = extensions.get( 'EXT_blend_minmax' );

		if ( extension !== null ) {
4660

4661 4662
			if ( p === THREE.MinEquation ) return extension.MIN_EXT;
			if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
4663 4664 4665

		}

M
Mr.doob 已提交
4666 4667
		return 0;

M
Mr.doob 已提交
4668
	}
M
Mr.doob 已提交
4669 4670 4671 4672 4673

	// Allocations

	function allocateBones ( object ) {

4674
		if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
M
Mr.doob 已提交
4675 4676 4677 4678 4679 4680 4681 4682 4683

			return 1024;

		} else {

			// default for when object is not specified
			// ( for example when prebuilding shader
			//   to be used with multiple objects )
			//
4684
			//  - leave some extra space for other uniforms
M
Mr.doob 已提交
4685 4686 4687 4688 4689 4690 4691 4692 4693 4694
			//  - limit here is ANGLE's 254 max uniform vectors
			//    (up to 54 should be safe)

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

			var maxBones = nVertexMatrices;

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

4695
				maxBones = Math.min( object.skeleton.bones.length, maxBones );
M
Mr.doob 已提交
4696

4697
				if ( maxBones < object.skeleton.bones.length ) {
M
Mr.doob 已提交
4698

4699
					THREE.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
M
Mr.doob 已提交
4700 4701 4702 4703 4704 4705 4706 4707 4708

				}

			}

			return maxBones;

		}

M
Mr.doob 已提交
4709
	}
M
Mr.doob 已提交
4710

M
Mr.doob 已提交
4711
	function allocateLights( lights ) {
M
Mr.doob 已提交
4712

M
Mr.doob 已提交
4713 4714 4715 4716
		var dirLights = 0;
		var pointLights = 0;
		var spotLights = 0;
		var hemiLights = 0;
M
Mr.doob 已提交
4717

M
Mr.doob 已提交
4718
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
M
Mr.doob 已提交
4719

M
Mr.doob 已提交
4720
			var light = lights[ l ];
M
Mr.doob 已提交
4721

4722
			if ( light.onlyShadow || light.visible === false ) continue;
M
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4723 4724 4725 4726 4727 4728 4729 4730

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

		}

4731
		return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
M
Mr.doob 已提交
4732

M
Mr.doob 已提交
4733
	}
M
Mr.doob 已提交
4734

M
Mr.doob 已提交
4735
	function allocateShadows( lights ) {
M
Mr.doob 已提交
4736

M
Mr.doob 已提交
4737
		var maxShadows = 0;
M
Mr.doob 已提交
4738

4739
		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
M
Mr.doob 已提交
4740

M
Mr.doob 已提交
4741
			var light = lights[ l ];
M
Mr.doob 已提交
4742 4743 4744 4745 4746 4747 4748 4749 4750 4751

			if ( ! light.castShadow ) continue;

			if ( light instanceof THREE.SpotLight ) maxShadows ++;
			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;

		}

		return maxShadows;

4752
	}
M
Mr.doob 已提交
4753

M
Mr.doob 已提交
4754
	// DEPRECATED
4755

M
Mr.doob 已提交
4756 4757
	this.initMaterial = function () {

4758
		THREE.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
M
Mr.doob 已提交
4759 4760

	};
M
Mr.doob 已提交
4761

M
Mr.doob 已提交
4762
	this.addPrePlugin = function () {
M
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4764
		THREE.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
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	};

	this.addPostPlugin = function () {

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		THREE.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
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	};
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	this.updateShadowMap = function () {

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		THREE.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
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	};

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	Object.defineProperties( this, {
		shadowMapEnabled: {
			get: function () {
				return this.shadowMap.enabled;
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
				this.shadowMap.enabled = value;
			}
		},
		shadowMapType: {
			get: function () {
				return this.shadowMap.type;
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
				this.shadowMap.type = value;
			}
		},
		shadowMapCullFace: {
			get: function () {
				return this.shadowMap.cullFace;
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
				this.shadowMap.cullFace = value;
			}
		},
		shadowMapDebug: {
			get: function () {
				return this.shadowMap.debug;
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
				this.shadowMap.debug = value;
			}
		},
		shadowMapCascade: {
			get: function () {
				return this.shadowMap.cascade;
			},
			set: function ( value ) {
				THREE.warn( 'THREE.WebGLRenderer: .shadowMapCascade is now .shadowMap.cascade.' );
				this.shadowMap.cascade = value;
			}
		}
	} );

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};