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@@ -1,5 +1,6 @@
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/**
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* @author mrdoob / http://mrdoob.com/
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+ * @author ryg / http://farbrausch.de/~fg
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* @author mraleph / http://mrale.ph/
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*/
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@@ -10,21 +11,22 @@ THREE.SoftwareRenderer = function () {
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var canvas = document.createElement( 'canvas' );
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var context = canvas.getContext( '2d' );
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- var canvasWidth = canvas.width;
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- var canvasHeight = canvas.height;
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+ var canvasWidth, canvasHeight;
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+ var canvasWBlocks, canvasHBlocks;
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+ var viewportXScale, viewportYScale, viewportZScale;
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+ var viewportXOffs, viewportYOffs, viewportZOffs;
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- var canvasWidthHalf = canvasWidth / 2;
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- var canvasHeightHalf = canvasHeight / 2;
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+ var imagedata, data, zbuffer;
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+ var numBlocks, blockMaxZ, blockFlags;
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- var imagedata = context.getImageData( 0, 0, canvas.width, canvas.height );
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- var data = imagedata.data;
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+ var BLOCK_ISCLEAR = (1 << 0);
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+ var BLOCK_NEEDCLEAR = (1 << 1);
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- var blocksize = 8;
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-
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- var canvasWBlocks = Math.floor( ( canvasWidth + blocksize - 1 ) / blocksize );
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- var canvasHBlocks = Math.floor( ( canvasHeight + blocksize - 1 ) / blocksize );
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-
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- var block_full = new Uint8Array( canvasWBlocks * canvasHBlocks );
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+ var subpixelBits = 4;
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+ var subpixelBias = (1 << subpixelBits) - 1;
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+ var blockShift = 3;
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+ var blockSize = 1 << blockShift;
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+ var maxZVal = (1 << 24); // Note: You want to size this so you don't get overflows.
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var rectx1 = Infinity, recty1 = Infinity;
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var rectx2 = 0, recty2 = 0;
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@@ -40,37 +42,106 @@ THREE.SoftwareRenderer = function () {
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this.setSize = function ( width, height ) {
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- canvasWidth = Math.floor( width / blocksize ) * blocksize;
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- canvasHeight = Math.floor( height / blocksize ) * blocksize;
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+ canvasWBlocks = Math.floor( width / blockSize );
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+ canvasHBlocks = Math.floor( height / blockSize );
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+ canvasWidth = canvasWBlocks * blockSize;
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+ canvasHeight = canvasHBlocks * blockSize;
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+
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+ var fixScale = 1 << subpixelBits;
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- canvasWidthHalf = canvasWidth / 2;
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- canvasHeightHalf = canvasHeight / 2;
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+ viewportXScale = fixScale * canvasWidth / 2;
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+ viewportYScale = -fixScale * canvasHeight / 2;
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+ viewportZScale = maxZVal / 2;
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+ viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
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+ viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
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+ viewportZOffs = maxZVal / 2 + 0.5;
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canvas.width = canvasWidth;
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canvas.height = canvasHeight;
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imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
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data = imagedata.data;
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+ zbuffer = new Int32Array( data.length / 4 );
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+
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+ numBlocks = canvasWBlocks * canvasHBlocks;
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+ blockMaxZ = new Int32Array( numBlocks );
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+ blockFlags = new Uint8Array( numBlocks );
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+
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+ for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
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- canvasWBlocks = Math.floor( ( canvasWidth + blocksize - 1 ) / blocksize );
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- canvasHBlocks = Math.floor( ( canvasHeight + blocksize - 1 ) / blocksize );
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+ zbuffer[ i ] = maxZVal;
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- block_full = new Uint8Array( canvasWBlocks * canvasHBlocks )
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+ }
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+
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+ for ( var i = 0; i < numBlocks; i ++ ) {
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+
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+ blockFlags[ i ] = BLOCK_ISCLEAR;
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+
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+ }
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};
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- this.clear = function () {
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+ this.setSize( canvas.width, canvas.height );
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- clearRectangle( prevrectx1, prevrecty1, prevrectx2, prevrecty2 );
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+ this.clear = function () {
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- for ( var i = 0, l = block_full.length; i < l; i ++ ) {
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+ for ( var i = 0; i < numBlocks; i ++ ) {
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- block_full[ i ] = 0;
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+ blockMaxZ[ i ] = maxZVal;
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+ blockFlags[ i ] = (blockFlags[ i ] & BLOCK_ISCLEAR) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
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}
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};
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+ function clearBlock( blockX, blockY ) {
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+ var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
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+ var poffset = zoffset * 4 + 3;
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+
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+ var zlinestep = canvasWidth - blockSize;
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+ var plinestep = zlinestep * 4;
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+
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+ for ( var y = 0; y < blockSize; y ++ ) {
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+
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+ for ( var x = 0; x < blockSize; x ++ ) {
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+
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+ zbuffer[ zoffset ] = maxZVal;
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+ data[ poffset ] = 0;
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+
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+ zoffset ++;
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+ poffset += 4;
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+
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+ }
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+
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+ zoffset += zlinestep;
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+ poffset += plinestep;
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+
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+ }
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+
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+ }
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+
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+ function finishClear( ) {
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+
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+ var block = 0;
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+
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+ for ( var y = 0; y < canvasHBlocks; y ++ ) {
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+
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+ for ( var x = 0; x < canvasWBlocks; x ++ ) {
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+
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+ if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
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+
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+ clearBlock( x, y );
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+ blockFlags[ block ] = BLOCK_ISCLEAR;
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+
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+ }
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+
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+ block ++;
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+ }
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+
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+ }
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+
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+ }
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+
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this.render = function ( scene, camera ) {
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rectx1 = Infinity;
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@@ -80,83 +151,84 @@ THREE.SoftwareRenderer = function () {
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if ( this.autoClear ) this.clear();
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+ finishClear();
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+
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var renderData = projector.projectScene( scene, camera );
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var elements = renderData.elements;
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- elements.sort( numericalSort );
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-
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for ( var e = 0, el = elements.length; e < el; e ++ ) {
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var element = elements[ e ];
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if ( element instanceof THREE.RenderableFace3 ) {
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- var v1 = element.v1.positionScreen;
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- var v2 = element.v2.positionScreen;
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- var v3 = element.v3.positionScreen;
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-
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drawTriangle(
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- v1.x * canvasWidthHalf + canvasWidthHalf,
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- - v1.y * canvasHeightHalf + canvasHeightHalf,
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- v2.x * canvasWidthHalf + canvasWidthHalf,
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- - v2.y * canvasHeightHalf + canvasHeightHalf,
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- v3.x * canvasWidthHalf + canvasWidthHalf,
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- - v3.y * canvasHeightHalf + canvasHeightHalf,
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- function ( offset, cx1, cx2, scale ) {
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- var u = cx1 * scale; // 0-255!
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- var v = cx2 * scale; // 0-255!
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- data[ offset ] = u;
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- data[ offset + 1 ] = v;
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+ element.v1.positionScreen,
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+ element.v2.positionScreen,
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+ element.v3.positionScreen,
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+ function ( offset, u, v ) {
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+
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+ data[ offset ] = u * 255;
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+ data[ offset + 1 ] = v * 255;
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data[ offset + 2 ] = 0;
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data[ offset + 3 ] = 255;
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+
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}
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+
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)
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} else if ( element instanceof THREE.RenderableFace4 ) {
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- var v1 = element.v1.positionScreen;
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- var v2 = element.v2.positionScreen;
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- var v3 = element.v3.positionScreen;
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- var v4 = element.v4.positionScreen;
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-
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drawTriangle(
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- v1.x * canvasWidthHalf + canvasWidthHalf,
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- - v1.y * canvasHeightHalf + canvasHeightHalf,
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- v2.x * canvasWidthHalf + canvasWidthHalf,
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- - v2.y * canvasHeightHalf + canvasHeightHalf,
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- v3.x * canvasWidthHalf + canvasWidthHalf,
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- - v3.y * canvasHeightHalf + canvasHeightHalf,
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- function ( offset, cx1, cx2, scale ) {
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- data[ offset ] = 0;
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- data[ offset + 1 ] = 255;
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+ element.v1.positionScreen,
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+ element.v2.positionScreen,
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+ element.v4.positionScreen,
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+ function ( offset, u, v ) {
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+
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+ data[ offset ] = u * 255;
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+ data[ offset + 1 ] = v * 255;
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data[ offset + 2 ] = 0;
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data[ offset + 3 ] = 255;
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}
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);
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drawTriangle(
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- v3.x * canvasWidthHalf + canvasWidthHalf,
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- - v3.y * canvasHeightHalf + canvasHeightHalf,
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- v4.x * canvasWidthHalf + canvasWidthHalf,
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- - v4.y * canvasHeightHalf + canvasHeightHalf,
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- v1.x * canvasWidthHalf + canvasWidthHalf,
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- - v1.y * canvasHeightHalf + canvasHeightHalf,
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- function ( offset, cx1, cx2, scale ) {
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- data[ offset ] = 0;
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- data[ offset + 1 ] = 0;
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- data[ offset + 2 ] = 255;
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+ element.v2.positionScreen,
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+ element.v3.positionScreen,
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+ element.v4.positionScreen,
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+ function ( offset, u, v ) {
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+
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+ data[ offset ] = u * 255;
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+ data[ offset + 1 ] = v * 255;
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+ data[ offset + 2 ] = 0;
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data[ offset + 3 ] = 255;
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+
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}
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+
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);
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}
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}
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+ finishClear();
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+
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var x = Math.min( rectx1, prevrectx1 );
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var y = Math.min( recty1, prevrecty1 );
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var width = Math.max( rectx2, prevrectx2 ) - x;
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var height = Math.max( recty2, prevrecty2 ) - y;
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+
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+ /*// debug; draw zbuffer
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+
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+ for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
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+
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+ var o = i * 4;
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+ var v = (65535 - zbuffer[ i ]) >> 3;
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+ data[ o + 0 ] = v;
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+ data[ o + 1 ] = v;
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+ data[ o + 2 ] = v;
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+ data[ o + 3 ] = 255;
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+ }*/
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if ( x !== Infinity ) {
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@@ -169,12 +241,6 @@ THREE.SoftwareRenderer = function () {
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};
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- function numericalSort( a, b ) {
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-
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- return a.z - b.z;
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-
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- }
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-
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function clearRectangle( x1, y1, x2, y2 ) {
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var xmin = Math.max( Math.min( x1, x2 ), 0 );
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@@ -199,20 +265,26 @@ THREE.SoftwareRenderer = function () {
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}
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- function drawTriangle( x1, y1, x2, y2, x3, y3, shader ) {
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+ function drawTriangle( v1, v2, v3, shader ) {
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// https://gist.github.com/2486101
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// explanation: http://pouet.net/topic.php?which=8760&page=1
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// 28.4 fixed-point coordinates
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- var x1 = (16 * x1) | 0;
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- var x2 = (16 * x2) | 0;
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- var x3 = (16 * x3) | 0;
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+ var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
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+ var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
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+ var x3 = (v3.x * viewportXScale + viewportXOffs) | 0;
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+
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+ var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
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+ var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
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+ var y3 = (v3.y * viewportYScale + viewportYOffs) | 0;
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+
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+ // Z values (.28 fixed-point)
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- var y1 = (16 * y1) | 0;
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- var y2 = (16 * y2) | 0;
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- var y3 = (16 * y3) | 0;
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+ var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
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+ var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
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+ var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
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// Deltas
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@@ -222,10 +294,10 @@ THREE.SoftwareRenderer = function () {
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// Bounding rectangle
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- var minx = Math.max( ( Math.min( x1, x2, x3 ) + 0xf ) >> 4, 0 );
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- var maxx = Math.min( ( Math.max( x1, x2, x3 ) + 0xf ) >> 4, canvasWidth );
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- var miny = Math.max( ( Math.min( y1, y2, y3 ) + 0xf ) >> 4, 0 );
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- var maxy = Math.min( ( Math.max( y1, y2, y3 ) + 0xf ) >> 4, canvasHeight );
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+ var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
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+ var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
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+ var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
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+ var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
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rectx1 = Math.min( minx, rectx1 );
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rectx2 = Math.max( maxx, rectx2 );
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@@ -234,7 +306,7 @@ THREE.SoftwareRenderer = function () {
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// Block size, standard 8x8 (must be power of two)
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- var q = blocksize;
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+ var q = blockSize;
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// Start in corner of 8x8 block
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@@ -243,9 +315,9 @@ THREE.SoftwareRenderer = function () {
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// Constant part of half-edge functions
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- var c1 = dy12 * ((minx << 4) - x1) + dx12 * ((miny << 4) - y1);
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- var c2 = dy23 * ((minx << 4) - x2) + dx23 * ((miny << 4) - y2);
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- var c3 = dy31 * ((minx << 4) - x3) + dx31 * ((miny << 4) - y3);
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+ var c1 = dy12 * ((minx << subpixelBits) - x1) + dx12 * ((miny << subpixelBits) - y1);
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+ var c2 = dy23 * ((minx << subpixelBits) - x2) + dx23 * ((miny << subpixelBits) - y2);
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+ var c3 = dy31 * ((minx << subpixelBits) - x3) + dx31 * ((miny << subpixelBits) - y3);
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// Correct for fill convention
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@@ -255,33 +327,55 @@ THREE.SoftwareRenderer = function () {
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// Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
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// It's a bit subtle. :)
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- c1 = (c1 - 1) >> 4;
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- c2 = (c2 - 1) >> 4;
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- c3 = (c3 - 1) >> 4;
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+ c1 = (c1 - 1) >> subpixelBits;
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+ c2 = (c2 - 1) >> subpixelBits;
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+ c3 = (c3 - 1) >> subpixelBits;
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+
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+ // Z interpolation setup
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+
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+ var dz12 = z1 - z2, dz31 = z3 - z1;
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+ var invDet = 1.0 / (dx12*dy31 - dx31*dy12);
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+ var dzdx = (invDet * (dz12*dy31 - dz31*dy12)); // dz per one subpixel step in x
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+ var dzdy = (invDet * (dz12*dx31 - dx12*dz31)); // dz per one subpixel step in y
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+
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+ // Z at top/left corner of rast area
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+
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+ var cz = z1 + ((minx << subpixelBits) - x1) * dzdx + ((miny << subpixelBits) - y1) * dzdy;
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+
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+ // Z pixel steps
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+
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+ var zfixscale = (1 << subpixelBits);
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+ dzdx = (dzdx * zfixscale) | 0;
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+ dzdy = (dzdy * zfixscale) | 0;
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// Set up min/max corners
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var qm1 = q - 1; // for convenience
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var nmin1 = 0, nmax1 = 0;
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var nmin2 = 0, nmax2 = 0;
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var nmin3 = 0, nmax3 = 0;
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+ var nminz = 0, nmaxz = 0;
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if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
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if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
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if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
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if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
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if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
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if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
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+ if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
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+ if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
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// Loop through blocks
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- var linestep = (canvasWidth - q) * 4;
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- var scale = 255.0 / (c1 + c2 + c3);
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+ var linestep = canvasWidth - q;
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+ var scale = 1.0 / (c1 + c2 + c3);
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var cb1 = c1;
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var cb2 = c2;
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var cb3 = c3;
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+ var cbz = cz;
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var qstep = -q;
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var e1x = qstep * dy12;
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var e2x = qstep * dy23;
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var e3x = qstep * dy31;
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+ var ezx = qstep * dzdx;
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var x0 = minx;
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for ( var y0 = miny; y0 < maxy; y0 += q ) {
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@@ -293,6 +387,7 @@ THREE.SoftwareRenderer = function () {
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cb1 += e1x;
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cb2 += e2x;
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cb3 += e3x;
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+ cbz += ezx;
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}
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@@ -301,14 +396,16 @@ THREE.SoftwareRenderer = function () {
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e1x = -e1x;
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e2x = -e2x;
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e3x = -e3x;
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+ ezx = -ezx;
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- while (1) {
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+ while ( 1 ) {
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// Step everything
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x0 += qstep;
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cb1 += e1x;
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|
cb2 += e2x;
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|
cb3 += e3x;
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+ cbz += ezx;
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// We're done with this block line when at least one edge completely out
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|
|
// If an edge function is too small and decreasing in the current traversal
|
|
@@ -319,77 +416,106 @@ THREE.SoftwareRenderer = function () {
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if (cb3 < nmax3) if (e3x < 0) break; else continue;
|
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|
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// We can skip this block if it's already fully covered
|
|
|
- var blockX = (x0 / q) | 0;
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|
- var blockY = (y0 / q) | 0;
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|
- var blockInd = blockX + blockY * canvasWBlocks;
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|
- if (block_full[blockInd]) continue;
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|
+ var blockX = x0 >> blockShift;
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|
+ var blockY = y0 >> blockShift;
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|
+ var blockId = blockX + blockY * canvasWBlocks;
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|
+ var minz = cbz + nminz;
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+
|
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|
+ // farthest point in block closer than closest point in our tri?
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|
|
+ if ( blockMaxZ[ blockId ] < minz ) continue;
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|
|
+
|
|
|
+ // Need to do a deferred clear?
|
|
|
+ var bflags = blockFlags[ blockId ];
|
|
|
+ if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
|
|
|
+ blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
|
|
|
|
|
|
// Offset at top-left corner
|
|
|
- var offset = ( x0 + y0 * canvasWidth ) * 4;
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|
|
+ var offset = x0 + y0 * canvasWidth;
|
|
|
|
|
|
// Accept whole block when fully covered
|
|
|
if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
|
|
|
|
|
|
+ var maxz = cbz + nmaxz;
|
|
|
+ blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
|
|
|
+
|
|
|
var cy1 = cb1;
|
|
|
var cy2 = cb2;
|
|
|
+ var cyz = cbz;
|
|
|
|
|
|
for ( var iy = 0; iy < q; iy ++ ) {
|
|
|
|
|
|
var cx1 = cy1;
|
|
|
var cx2 = cy2;
|
|
|
+ var cxz = cyz;
|
|
|
|
|
|
for ( var ix = 0; ix < q; ix ++ ) {
|
|
|
|
|
|
- if ( data[ offset + 3 ] === 0 ) {
|
|
|
-
|
|
|
- shader( offset, cx1, cx2, scale );
|
|
|
+ var z = cxz;
|
|
|
|
|
|
+ if ( z < zbuffer[ offset ] ) {
|
|
|
+ zbuffer[ offset ] = z;
|
|
|
+ var u = cx1 * scale;
|
|
|
+ var v = cx2 * scale;
|
|
|
+ shader( offset * 4, u, v );
|
|
|
}
|
|
|
|
|
|
cx1 += dy12;
|
|
|
cx2 += dy23;
|
|
|
- offset += 4;
|
|
|
+ cxz += dzdx;
|
|
|
+ offset++;
|
|
|
|
|
|
}
|
|
|
|
|
|
cy1 += dx12;
|
|
|
cy2 += dx23;
|
|
|
+ cyz += dzdy;
|
|
|
offset += linestep;
|
|
|
|
|
|
}
|
|
|
|
|
|
- block_full[blockInd] = 1;
|
|
|
-
|
|
|
} else { // Partially covered block
|
|
|
|
|
|
var cy1 = cb1;
|
|
|
var cy2 = cb2;
|
|
|
var cy3 = cb3;
|
|
|
+ var cyz = cbz;
|
|
|
|
|
|
for ( var iy = 0; iy < q; iy ++ ) {
|
|
|
|
|
|
var cx1 = cy1;
|
|
|
var cx2 = cy2;
|
|
|
var cx3 = cy3;
|
|
|
+ var cxz = cyz;
|
|
|
|
|
|
for ( var ix = 0; ix < q; ix ++ ) {
|
|
|
|
|
|
- if ( ( cx1 | cx2 | cx3 ) >= 0 && data[ offset + 3 ] === 0 ) {
|
|
|
+ if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
|
|
|
|
|
|
- shader( offset, cx1, cx2, scale );
|
|
|
+ var z = cxz;
|
|
|
+
|
|
|
+ if ( z < zbuffer[ offset ] ) {
|
|
|
+ var u = cx1 * scale;
|
|
|
+ var v = cx2 * scale;
|
|
|
+
|
|
|
+ zbuffer[ offset ] = z;
|
|
|
+ shader( offset * 4, u, v );
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
}
|
|
|
|
|
|
cx1 += dy12;
|
|
|
cx2 += dy23;
|
|
|
cx3 += dy31;
|
|
|
- offset += 4;
|
|
|
+ cxz += dzdx;
|
|
|
+ offset++;
|
|
|
|
|
|
}
|
|
|
|
|
|
cy1 += dx12;
|
|
|
cy2 += dx23;
|
|
|
cy3 += dx31;
|
|
|
+ cyz += dzdy;
|
|
|
offset += linestep;
|
|
|
|
|
|
}
|
|
@@ -402,7 +528,7 @@ THREE.SoftwareRenderer = function () {
|
|
|
cb1 += q*dx12;
|
|
|
cb2 += q*dx23;
|
|
|
cb3 += q*dx31;
|
|
|
-
|
|
|
+ cbz += q*dzdy;
|
|
|
}
|
|
|
|
|
|
}
|