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@@ -28,7 +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 { WebGLRenderContexts } from './webgl/WebGLRenderContexts.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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@@ -56,7 +56,7 @@ function WebGLRenderer( parameters ) {
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_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';
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var currentRenderList = null;
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- var currentRenderContext = null;
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+ var currentRenderState = null;
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// public properties
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@@ -251,7 +251,7 @@ function WebGLRenderer( parameters ) {
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var extensions, capabilities, state;
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var properties, textures, attributes, geometries, objects;
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- var programCache, renderLists, renderContexts;
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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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@@ -286,7 +286,7 @@ function WebGLRenderer( parameters ) {
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morphtargets = new WebGLMorphtargets( _gl );
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programCache = new WebGLPrograms( _this, extensions, capabilities );
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renderLists = new WebGLRenderLists();
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- renderContexts = new WebGLRenderContexts();
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+ renderStates = new WebGLRenderStates();
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background = new WebGLBackground( _this, state, geometries, _premultipliedAlpha );
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@@ -521,7 +521,7 @@ function WebGLRenderer( parameters ) {
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_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
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renderLists.dispose();
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- renderContexts.dispose();
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+ renderStates.dispose();
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properties.dispose();
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objects.dispose();
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@@ -991,17 +991,17 @@ function WebGLRenderer( parameters ) {
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this.compile = function ( scene, camera ) {
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- currentRenderContext.init();
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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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- currentRenderContext.pushLight( object );
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+ currentRenderState.pushLight( object );
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if ( object.castShadow ) {
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- currentRenderContext.pushShadow( object );
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+ currentRenderState.pushShadow( object );
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}
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@@ -1009,7 +1009,7 @@ function WebGLRenderer( parameters ) {
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} );
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- currentRenderContext.setupLights( camera );
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+ currentRenderState.setupLights( camera );
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scene.traverse( function ( object ) {
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@@ -1120,8 +1120,8 @@ function WebGLRenderer( parameters ) {
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//
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- currentRenderContext = renderContexts.get( scene, camera );
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- currentRenderContext.init();
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+ currentRenderState = renderStates.get( scene, camera );
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+ currentRenderState.init();
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scene.onBeforeRender( _this, scene, camera, renderTarget );
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@@ -1146,11 +1146,11 @@ function WebGLRenderer( parameters ) {
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if ( _clippingEnabled ) _clipping.beginShadows();
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- var shadowsArray = currentRenderContext.state.shadowsArray;
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+ var shadowsArray = currentRenderState.state.shadowsArray;
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shadowMap.render( shadowsArray, scene, camera );
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- currentRenderContext.setupLights( camera );
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+ currentRenderState.setupLights( camera );
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if ( _clippingEnabled ) _clipping.endShadows();
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@@ -1196,7 +1196,7 @@ function WebGLRenderer( parameters ) {
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// custom renderers
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- var spritesArray = currentRenderContext.state.spritesArray;
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+ var spritesArray = currentRenderState.state.spritesArray;
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spriteRenderer.render( spritesArray, scene, camera );
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@@ -1293,11 +1293,11 @@ function WebGLRenderer( parameters ) {
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if ( object.isLight ) {
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- currentRenderContext.pushLight( object );
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+ currentRenderState.pushLight( object );
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if ( object.castShadow ) {
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- currentRenderContext.pushShadow( object );
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+ currentRenderState.pushShadow( object );
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}
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@@ -1305,7 +1305,7 @@ function WebGLRenderer( parameters ) {
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if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
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- currentRenderContext.pushSprite( object );
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+ currentRenderState.pushSprite( object );
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}
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@@ -1432,7 +1432,7 @@ 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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- restoreRenderContext( scene, _currentArrayCamera || camera );
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+ restoreRenderState( 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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@@ -1456,7 +1456,7 @@ function WebGLRenderer( parameters ) {
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}
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object.onAfterRender( _this, scene, camera, geometry, material, group );
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- restoreRenderContext( scene, _currentArrayCamera || camera );
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+ restoreRenderState( scene, _currentArrayCamera || camera );
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}
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@@ -1464,8 +1464,8 @@ function WebGLRenderer( parameters ) {
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var materialProperties = properties.get( material );
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- var lights = currentRenderContext.state.lights;
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- var shadowsArray = currentRenderContext.state.shadowsArray;
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+ var lights = currentRenderState.state.lights;
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+ var shadowsArray = currentRenderState.state.shadowsArray;
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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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@@ -1621,7 +1621,7 @@ function WebGLRenderer( parameters ) {
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_usedTextureUnits = 0;
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var materialProperties = properties.get( material );
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- var lights = currentRenderContext.state.lights;
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+ var lights = currentRenderState.state.lights;
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if ( _clippingEnabled ) {
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@@ -2321,9 +2321,9 @@ function WebGLRenderer( parameters ) {
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//
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- function restoreRenderContext( scene, camera ) {
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+ function restoreRenderState( scene, camera ) {
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- currentRenderContext = renderContexts.get( scene, camera );
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+ currentRenderState = renderStates.get( scene, camera );
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}
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