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@@ -15,7 +15,6 @@ import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
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import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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-import { WebGLLights } from './webgl/WebGLLights.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
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import { WebGLPrograms } from './webgl/WebGLPrograms.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
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@@ -29,6 +28,7 @@ import { WebGLClipping } from './webgl/WebGLClipping.js';
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import { Frustum } from '../math/Frustum.js';
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import { Vector4 } from '../math/Vector4.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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+import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
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/**
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* @author supereggbert / http://www.paulbrunt.co.uk/
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@@ -55,12 +55,8 @@ function WebGLRenderer( parameters ) {
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_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
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_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';
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- var lightsArray = [];
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- var shadowsArray = [];
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-
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var currentRenderList = null;
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-
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- var spritesArray = [];
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+ var currentRenderState = null;
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// public properties
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@@ -254,8 +250,8 @@ function WebGLRenderer( parameters ) {
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}
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var extensions, capabilities, state;
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- var properties, textures, attributes, geometries, objects, lights;
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- var programCache, renderLists;
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+ var properties, textures, attributes, geometries, objects;
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+ var programCache, renderLists, renderStates;
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var background, morphtargets, bufferRenderer, indexedBufferRenderer;
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var spriteRenderer;
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@@ -289,8 +285,8 @@ function WebGLRenderer( parameters ) {
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objects = new WebGLObjects( geometries, _infoRender );
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morphtargets = new WebGLMorphtargets( _gl );
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programCache = new WebGLPrograms( _this, extensions, capabilities );
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- lights = new WebGLLights();
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renderLists = new WebGLRenderLists();
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+ renderStates = new WebGLRenderStates();
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background = new WebGLBackground( _this, state, geometries, _premultipliedAlpha );
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@@ -525,6 +521,7 @@ function WebGLRenderer( parameters ) {
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_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
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renderLists.dispose();
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+ renderStates.dispose();
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properties.dispose();
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objects.dispose();
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@@ -996,18 +993,17 @@ function WebGLRenderer( parameters ) {
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this.compile = function ( scene, camera ) {
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- lightsArray.length = 0;
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- shadowsArray.length = 0;
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+ currentRenderState.init();
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scene.traverse( function ( object ) {
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if ( object.isLight ) {
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- lightsArray.push( object );
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+ currentRenderState.pushLight( object );
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if ( object.castShadow ) {
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- shadowsArray.push( object );
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+ currentRenderState.pushShadow( object );
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}
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@@ -1015,7 +1011,7 @@ function WebGLRenderer( parameters ) {
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} );
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- lights.setup( lightsArray, shadowsArray, camera );
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+ currentRenderState.setupLights( camera );
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scene.traverse( function ( object ) {
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@@ -1128,16 +1124,16 @@ function WebGLRenderer( parameters ) {
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}
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+ //
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+
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+ currentRenderState = renderStates.get( scene, camera );
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+ currentRenderState.init();
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+
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scene.onBeforeRender( _this, scene, camera, renderTarget );
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_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
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_frustum.setFromMatrix( _projScreenMatrix );
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- lightsArray.length = 0;
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- shadowsArray.length = 0;
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-
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- spritesArray.length = 0;
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-
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_localClippingEnabled = this.localClippingEnabled;
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_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
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@@ -1156,9 +1152,11 @@ function WebGLRenderer( parameters ) {
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if ( _clippingEnabled ) _clipping.beginShadows();
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+ var shadowsArray = currentRenderState.state.shadowsArray;
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+
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shadowMap.render( shadowsArray, scene, camera );
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- lights.setup( lightsArray, shadowsArray, camera );
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+ currentRenderState.setupLights( camera );
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if ( _clippingEnabled ) _clipping.endShadows();
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@@ -1204,6 +1202,8 @@ function WebGLRenderer( parameters ) {
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// custom renderers
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+ var spritesArray = currentRenderState.state.spritesArray;
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+
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spriteRenderer.render( spritesArray, scene, camera );
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// Generate mipmap if we're using any kind of mipmap filtering
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@@ -1233,6 +1233,7 @@ function WebGLRenderer( parameters ) {
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// _gl.finish();
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currentRenderList = null;
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+ currentRenderState = null;
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};
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@@ -1301,11 +1302,11 @@ function WebGLRenderer( parameters ) {
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if ( object.isLight ) {
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- lightsArray.push( object );
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+ currentRenderState.pushLight( object );
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if ( object.castShadow ) {
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- shadowsArray.push( object );
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+ currentRenderState.pushShadow( object );
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}
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@@ -1313,7 +1314,7 @@ function WebGLRenderer( parameters ) {
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if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
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- spritesArray.push( object );
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+ currentRenderState.pushSprite( object );
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}
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@@ -1440,6 +1441,7 @@ function WebGLRenderer( parameters ) {
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function renderObject( object, scene, camera, geometry, material, group ) {
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object.onBeforeRender( _this, scene, camera, geometry, material, group );
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+ currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
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object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
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object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
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@@ -1463,6 +1465,7 @@ function WebGLRenderer( parameters ) {
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}
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object.onAfterRender( _this, scene, camera, geometry, material, group );
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+ currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
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}
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@@ -1470,6 +1473,9 @@ function WebGLRenderer( parameters ) {
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var materialProperties = properties.get( material );
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+ var lights = currentRenderState.state.lights;
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+ var shadowsArray = currentRenderState.state.shadowsArray;
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+
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var parameters = programCache.getParameters(
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material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
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@@ -1488,6 +1494,11 @@ function WebGLRenderer( parameters ) {
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// changed glsl or parameters
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releaseMaterialProgramReference( material );
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+ } else if ( materialProperties.lightsHash !== lights.state.hash ) {
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+
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+ properties.update( material, 'lightsHash', lights.state.hash );
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+ programChange = false;
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+
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} else if ( parameters.shaderID !== undefined ) {
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// same glsl and uniform list
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@@ -1619,6 +1630,7 @@ function WebGLRenderer( parameters ) {
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_usedTextureUnits = 0;
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var materialProperties = properties.get( material );
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+ var lights = currentRenderState.state.lights;
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if ( _clippingEnabled ) {
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