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@@ -50,6 +50,10 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var vector1 = new THREE.Vector3();
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var vector2 = new THREE.Vector3();
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var vector3 = new THREE.Vector3();
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+
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+ var texCoord1 = new THREE.Vector2();
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+ var texCoord2 = new THREE.Vector2();
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+ var texCoord3 = new THREE.Vector2();
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this.domElement = canvas;
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@@ -77,12 +81,12 @@ THREE.SoftwareRenderer = function ( parameters ) {
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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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-
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+ viewportZScale = maxZVal / 2;
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+
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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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-
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+ viewportZOffs = maxZVal / 2 + 0.5;
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+
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canvas.width = canvasWidth;
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canvas.height = canvasHeight;
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@@ -146,13 +150,27 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var shader = getMaterialShader( material );
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if ( element instanceof THREE.RenderableFace ) {
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-
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- drawTriangle(
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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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- shader, element, material
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- );
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+
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+ if ( !element.uvs ) {
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+
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+ drawTriangle(
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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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+ null, null, null,
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+ shader, element, material
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+ );
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+ } else {
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+
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+ drawTriangle(
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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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+ element.uvs[0], element.uvs[1], element.uvs[2],
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+ shader, element, material
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+ );
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+ }
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+
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} else if ( element instanceof THREE.RenderableSprite ) {
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@@ -170,11 +188,28 @@ THREE.SoftwareRenderer = function ( parameters ) {
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vector3.copy( element );
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vector3.x += scaleX;
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vector3.y += scaleY;
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+
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+ if ( material.map ) {
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- drawTriangle(
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- vector1, vector2, vector3,
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- shader, element, material
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- );
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+ texCoord1.set( 0, 1 );
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+ texCoord2.set( 0, 0 );
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+ texCoord3.set( 1, 1 );
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+
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+ drawTriangle(
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+ vector1, vector2, vector3,
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+ texCoord1, texCoord2, texCoord3,
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+ shader, element, material
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+ );
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+
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+ } else {
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+
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+ drawTriangle(
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+ vector1, vector2, vector3,
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+ null, null, null,
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+ shader, element, material
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+ );
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+
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+ }
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vector1.copy( element );
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vector1.x += scaleX;
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@@ -187,11 +222,28 @@ THREE.SoftwareRenderer = function ( parameters ) {
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vector3.copy( element );
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vector3.x += scaleX;
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vector3.y -= scaleY;
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+
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+ if ( material.map ) {
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- drawTriangle(
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- vector1, vector2, vector3,
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- shader, element, material
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- );
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+ texCoord1.set( 1, 1 );
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+ texCoord2.set( 0, 0 );
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+ texCoord3.set( 1, 0 );
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+
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+ drawTriangle(
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+ vector1, vector2, vector3,
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+ texCoord1, texCoord2, texCoord3,
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+ shader, element, material
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+ );
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+
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+ } else {
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+
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+ drawTriangle(
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+ vector1, vector2, vector3,
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+ null, null, null,
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+ shader, element, material
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+ );
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+
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+ }
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}
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@@ -234,17 +286,15 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var size = canvasWidth * canvasHeight * 4;
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for ( var i = 0; i < size; i+=4 ) {
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-
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+
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data[ i ] = clearColor.r * 255 | 0;
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data[ i+1 ] = clearColor.g * 255 | 0;
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data[ i+2 ] = clearColor.b * 255 | 0;
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- data[ i+3 ] = 255;
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-
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+ data[ i+3 ] = 255;
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}
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context.fillStyle = clearColor.getStyle();
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context.fillRect( 0, 0, canvasWidth, canvasHeight );
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-
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}
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function getPalette( material, bSimulateSpecular ) {
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@@ -252,41 +302,46 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var diffuseG = material.ambient.g + material.color.g * 255;
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var diffuseB = material.ambient.b + material.color.b * 255;
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var palette = new Uint8Array(256*3);
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-
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+
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if ( bSimulateSpecular ) {
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-
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+
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var i = 0, j = 0;
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-
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while(i < 204) {
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-
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var r = i * diffuseR / 204;
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var g = i * diffuseG / 204;
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var b = i * diffuseB / 204;
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+ if(r > 255)
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+ r = 255;
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+ if(g > 255)
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+ g = 255;
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+ if(b > 255)
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+ b = 255;
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- palette[j++] = r > 255 ? 255 : r;
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- palette[j++] = g > 255 ? 255 : g;
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- palette[j++] = b > 255 ? 255 : b;
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-
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+ palette[j++] = r;
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+ palette[j++] = g;
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+ palette[j++] = b;
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++i;
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-
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}
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while(i < 256) { // plus specular highlight
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-
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var r = diffuseR + (i - 204) * (255 - diffuseR) / 82;
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var g = diffuseG + (i - 204) * (255 - diffuseG) / 82;
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var b = diffuseB + (i - 204) * (255 - diffuseB) / 82;
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-
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- palette[j++] = r > 255 ? 255 : r;
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- palette[j++] = g > 255 ? 255 : g;
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- palette[j++] = b > 255 ? 255 : b;
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-
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+ if(r > 255)
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+ r = 255;
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+ if(g > 255)
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+ g = 255;
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+ if(b > 255)
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+ b = 255;
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+
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+ palette[j++] = r;
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+ palette[j++] = g;
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+ palette[j++] = b;
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++i;
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-
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}
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-
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+
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} else {
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-
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+
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var i = 0, j = 0;
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while(i < 256) {
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var r = i * diffuseR / 255;
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@@ -304,17 +359,18 @@ THREE.SoftwareRenderer = function ( parameters ) {
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palette[j++] = b;
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++i;
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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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return palette;
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}
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+
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+ function basicMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
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+
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+ var colorOffset = offset * 4;
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- function basicMaterialShader( buffer, offset, u, v, n, face, material ) {
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-
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- if ( material.map.needsUpdate ) {
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+ if ( material.needsUpdate && !material.texture.data ) {
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material.texture.CreateFromImage( material.map.image );
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- material.map.needsUpdate = false;
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}
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if ( !material.texture.data )
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@@ -325,34 +381,35 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var tbound = tdim - 1;
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var tdata = material.texture.data;
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var tIndex = (((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)) * 4;
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-
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+
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if ( !isTransparent ) {
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- buffer[ offset ] = tdata[tIndex];
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- buffer[ offset + 1 ] = tdata[tIndex+1];
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- buffer[ offset + 2 ] = tdata[tIndex+2];
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- buffer[ offset + 3 ] = material.opacity * 255;
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- } else {
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+ buffer[ colorOffset ] = tdata[tIndex];
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+ buffer[ colorOffset + 1 ] = tdata[tIndex+1];
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+ buffer[ colorOffset + 2 ] = tdata[tIndex+2];
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+ buffer[ colorOffset + 3 ] = material.opacity * 255;
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+ depthBuf[ offset ] = depth;
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+ }
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+ else {
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var opaci = tdata[tIndex+3] * material.opacity;
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- var texel = tdata[tIndex] << 16 + tdata[tIndex+1] << 8 + tdata[tIndex+2];
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+ var texel = (tdata[tIndex] << 16) + (tdata[tIndex+1] << 8) + tdata[tIndex+2];
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if(opaci < 250) {
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- var backColor = buffer[ offset ] << 24 + buffer[ offset + 1 ] << 16 + buffer[ offset + 2 ] << 8;
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- texel = texel * opaci + backColor * (1-opaci);
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- }
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-
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- buffer[ offset ] = (texel & 0xff0000) >> 16;
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- buffer[ offset + 1 ] = (texel & 0xff00) >> 8;
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- buffer[ offset + 2 ] = (texel & 0xff);
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- buffer[ offset + 3 ] = material.opacity * 255;
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+ var backColor = (buffer[colorOffset] << 16) + (buffer[colorOffset + 1] << 8) + buffer[colorOffset + 2];
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+ texel = texel * opaci + backColor * (1-opaci);
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+ }
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+
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+ buffer[ colorOffset ] = (texel & 0xff0000) >> 16;
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+ buffer[ colorOffset + 1 ] = (texel & 0xff00) >> 8;
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+ buffer[ colorOffset + 2 ] = texel & 0xff;
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+ buffer[ colorOffset + 3 ] = material.opacity * 255;
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}
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}
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-
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- function lightingMaterialShader( buffer, offset, u, v, n, face, material ) {
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-
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- if ( material.map.needsUpdate ) {
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+
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+ function lightingMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
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+
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+ var colorOffset = offset * 4;
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+
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+ if ( material.map.needsUpdate && !material.texture.data ) {
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material.texture.CreateFromImage( material.map.image );
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- material.map.needsUpdate = false;
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-
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- return;
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}
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if ( !material.texture.data )
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@@ -364,49 +421,51 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var tbound = tdim - 1;
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var tdata = material.texture.data;
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var tIndex = (((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)) * 4;
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-
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+
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if ( !isTransparent ) {
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- buffer[ offset ] = (material.palette[cIndex] * tdata[tIndex]) >> 8;
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- buffer[ offset + 1 ] = (material.palette[cIndex+1] * tdata[tIndex+1]) >> 8;
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- buffer[ offset + 2 ] = (material.palette[cIndex+2] * tdata[tIndex+2]) >> 8;
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- buffer[ offset + 3 ] = material.opacity * 255;
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- } else {
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+ buffer[ colorOffset ] = (material.palette[cIndex] * tdata[tIndex]) >> 8;
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+ buffer[ colorOffset + 1 ] = (material.palette[cIndex+1] * tdata[tIndex+1]) >> 8;
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+ buffer[ colorOffset + 2 ] = (material.palette[cIndex+2] * tdata[tIndex+2]) >> 8;
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+ buffer[ colorOffset + 3 ] = material.opacity * 255;
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+ depthBuf[ offset ] = depth;
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+ } else {
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var opaci = tdata[tIndex+3] * material.opacity;
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- var foreColor = ((material.palette[cIndex] * tdata[tIndex]) << 16)
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- + ((material.palette[cIndex+1] * tdata[tIndex+1]) << 8 )
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- + (material.palette[cIndex+2] * tdata[tIndex+2]);
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-
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+ var foreColor = ((material.palette[cIndex] * tdata[tIndex]) << 16)
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+ + ((material.palette[cIndex+1] * tdata[tIndex+1]) << 8 )
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+ + (material.palette[cIndex+2] * tdata[tIndex+2]);
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+
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if(opaci < 250) {
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- var backColor = buffer[ offset ] << 24 + buffer[ offset + 1 ] << 16 + buffer[ offset + 2 ] << 8;
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- foreColor = foreColor * opaci + backColor * (1-opaci);
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- }
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- buffer[ offset ] = (foreColor & 0xff0000) >> 16;
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- buffer[ offset + 1 ] = (foreColor & 0xff00) >> 8;
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- buffer[ offset + 2 ] = (foreColor & 0xff);
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- buffer[ offset + 3 ] = material.opacity * 255;
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+ var backColor = buffer[ colorOffset ] << 24 + buffer[ colorOffset + 1 ] << 16 + buffer[ colorOffset + 2 ] << 8;
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+ foreColor = foreColor * opaci + backColor * (1-opaci);
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+ }
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+
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+ buffer[ colorOffset ] = (foreColor & 0xff0000) >> 16;
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+ buffer[ colorOffset + 1 ] = (foreColor & 0xff00) >> 8;
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+ buffer[ colorOffset + 2 ] = (foreColor & 0xff);
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+ buffer[ colorOffset + 3 ] = material.opacity * 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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function getMaterialShader( material ) {
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var id = material.id;
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var shader = shaders[ id ];
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- if ( shader === undefined ) {
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-
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+ if ( shaders[ id ] === undefined ) {
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+
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if ( material instanceof THREE.MeshBasicMaterial ||
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material instanceof THREE.MeshLambertMaterial ||
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material instanceof THREE.MeshPhongMaterial ||
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material instanceof THREE.SpriteMaterial ) {
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- if ( material instanceof THREE.MeshLambertMaterial ) {
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+ if ( material instanceof THREE.MeshLambertMaterial ) {
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// Generate color palette
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if ( !material.palette ) {
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material.palette = getPalette( material, false );
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}
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-
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- } else if ( material instanceof THREE.MeshPhongMaterial ) {
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+
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+ } else if ( material instanceof THREE.MeshPhongMaterial ) {
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// Generate color palette
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if ( !material.palette ) {
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material.palette = getPalette( material, true );
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@@ -414,57 +473,63 @@ THREE.SoftwareRenderer = function ( parameters ) {
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}
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var string;
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-
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+
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if ( material.map ) {
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-
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+
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var texture = new THREE.SoftwareRenderer.Texture();
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- material.texture = texture;
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-
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- if ( material instanceof THREE.MeshBasicMaterial ) {
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-
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+ material.texture = texture;
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+
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+ if ( material instanceof THREE.MeshBasicMaterial
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+ || material instanceof THREE.SpriteMaterial ) {
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+
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shader = basicMaterialShader;
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-
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} else {
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-
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+
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shader = lightingMaterialShader;
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-
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}
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-
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+
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+
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} else {
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-
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+
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if ( material.vertexColors === THREE.FaceColors ) {
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string = [
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- 'buffer[ offset ] = face.color.r * 255;',
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- 'buffer[ offset + 1 ] = face.color.g * 255;',
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- 'buffer[ offset + 2 ] = face.color.b * 255;',
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- 'buffer[ offset + 3 ] = material.opacity * 255;'
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+ 'var colorOffset = offset * 4;',
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+ 'buffer[ colorOffset ] = face.color.r * 255;',
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+ 'buffer[ colorOffset + 1 ] = face.color.g * 255;',
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+ 'buffer[ colorOffset + 2 ] = face.color.b * 255;',
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+ 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
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+ 'depthBuf[ offset ] = depth;'
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].join('\n');
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} else {
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string = [
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- 'buffer[ offset ] = material.color.r * 255;',
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- 'buffer[ offset + 1 ] = material.color.g * 255;',
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|
- 'buffer[ offset + 2 ] = material.color.b * 255;',
|
|
|
- 'buffer[ offset + 3 ] = material.opacity * 255;'
|
|
|
+ 'var colorOffset = offset * 4;',
|
|
|
+ 'buffer[ colorOffset ] = material.color.r * 255;',
|
|
|
+ 'buffer[ colorOffset + 1 ] = material.color.g * 255;',
|
|
|
+ 'buffer[ colorOffset + 2 ] = material.color.b * 255;',
|
|
|
+ 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
|
|
|
+ 'depthBuf[ offset ] = depth;'
|
|
|
].join('\n');
|
|
|
|
|
|
}
|
|
|
-
|
|
|
- shader = new Function( 'buffer, offset, u, v, n, face, material', string );
|
|
|
- }
|
|
|
+
|
|
|
+ shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string );
|
|
|
+ }
|
|
|
|
|
|
} else {
|
|
|
|
|
|
var string = [
|
|
|
- 'buffer[ offset ] = u * 255;',
|
|
|
- 'buffer[ offset + 1 ] = v * 255;',
|
|
|
- 'buffer[ offset + 2 ] = 0;',
|
|
|
- 'buffer[ offset + 3 ] = 255;'
|
|
|
+ 'var colorOffset = offset * 4;',
|
|
|
+ 'buffer[ colorOffset ] = u * 255;',
|
|
|
+ 'buffer[ colorOffset + 1 ] = v * 255;',
|
|
|
+ 'buffer[ colorOffset + 2 ] = 0;',
|
|
|
+ 'buffer[ colorOffset + 3 ] = 255;',
|
|
|
+ 'depthBuf[ offset ] = depth;'
|
|
|
].join('\n');
|
|
|
|
|
|
- shader = new Function( 'buffer, offset, u, v', string );
|
|
|
+ shader = new Function( 'buffer, depthBuf, offset, depth, u, v', string );
|
|
|
|
|
|
}
|
|
|
|
|
@@ -500,7 +565,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
|
|
|
|
|
|
}
|
|
|
|
|
|
- function drawTriangle( v1, v2, v3, shader, face, material ) {
|
|
|
+ function drawTriangle( v1, v2, v3, uv1, uv2, uv3, shader, face, material ) {
|
|
|
|
|
|
// TODO: Implement per-pixel z-clipping
|
|
|
|
|
@@ -524,21 +589,37 @@ THREE.SoftwareRenderer = function ( parameters ) {
|
|
|
var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
|
|
|
var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
|
|
|
var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
|
|
|
-
|
|
|
+
|
|
|
// UV values
|
|
|
-
|
|
|
- var tu1 = face.uvs[0].x;
|
|
|
- var tv1 = 1-face.uvs[0].y;
|
|
|
- var tu2 = face.uvs[1].x;
|
|
|
- var tv2 = 1-face.uvs[1].y;
|
|
|
- var tu3 = face.uvs[2].x;
|
|
|
- var tv3 = 1-face.uvs[2].y;
|
|
|
-
|
|
|
+ var bHasUV = false;
|
|
|
+ var tu1, tv1, tu2, tv2, tu3, tv3;
|
|
|
+
|
|
|
+ if ( uv1 && uv2 && uv3 ) {
|
|
|
+ bHasUV = true;
|
|
|
+
|
|
|
+ tu1 = uv1.x;
|
|
|
+ tv1 = 1-uv1.y;
|
|
|
+ tu2 = uv2.x;
|
|
|
+ tv2 = 1-uv2.y;
|
|
|
+ tu3 = uv3.x;
|
|
|
+ tv3 = 1-uv3.y;
|
|
|
+ }
|
|
|
+
|
|
|
// Normal values
|
|
|
- var n1 = face.vertexNormalsModel[0], n2 = face.vertexNormalsModel[1], n3 = face.vertexNormalsModel[2];
|
|
|
- var nz1 = n1.z * 255;
|
|
|
- var nz2 = n2.z * 255;
|
|
|
- var nz3 = n3.z * 255;
|
|
|
+ var bHasNormal = false;
|
|
|
+ var n1, n2, n3, nz1, nz2, nz3;
|
|
|
+
|
|
|
+ if ( face.vertexNormalsModel ) {
|
|
|
+ bHasNormal = true;
|
|
|
+
|
|
|
+ n1 = face.vertexNormalsModel[0];
|
|
|
+ n2 = face.vertexNormalsModel[1];
|
|
|
+ n3 = face.vertexNormalsModel[2];
|
|
|
+ nz1 = n1.z * 255;
|
|
|
+ nz2 = n2.z * 255;
|
|
|
+ nz3 = n3.z * 255;
|
|
|
+ }
|
|
|
+
|
|
|
// Deltas
|
|
|
|
|
|
var dx12 = x1 - x2, dy12 = y2 - y1;
|
|
@@ -603,43 +684,43 @@ THREE.SoftwareRenderer = function ( parameters ) {
|
|
|
var fixscale = (1 << subpixelBits);
|
|
|
dzdx = (dzdx * fixscale) | 0;
|
|
|
dzdy = (dzdy * fixscale) | 0;
|
|
|
-
|
|
|
- // UV interpolation setup
|
|
|
-
|
|
|
- var dtu12 = tu1 - tu2, dtu31 = tu3 - tu1;
|
|
|
- var dtudx = (invDet * (dtu12*dy31 - dtu31*dy12)); // dtu per one subpixel step in x
|
|
|
- var dtudy = (invDet * (dtu12*dx31 - dx12*dtu31)); // dtu per one subpixel step in y
|
|
|
- var dtv12 = tv1 - tv2, dtv31 = tv3 - tv1;
|
|
|
- var dtvdx = (invDet * (dtv12*dy31 - dtv31*dy12)); // dtv per one subpixel step in x
|
|
|
- var dtvdy = (invDet * (dtv12*dx31 - dx12*dtv31)); // dtv per one subpixel step in y
|
|
|
-
|
|
|
- // UV at top/left corner of rast area
|
|
|
-
|
|
|
- var ctu = ( tu1 + (minXfixscale - x1) * dtudx + (minYfixscale - y1) * dtudy );
|
|
|
- var ctv = ( tv1 + (minXfixscale - x1) * dtvdx + (minYfixscale - y1) * dtvdy );
|
|
|
-
|
|
|
- // UV pixel steps
|
|
|
-
|
|
|
- dtudx = dtudx * fixscale;
|
|
|
- dtudy = dtudy * fixscale;
|
|
|
- dtvdx = dtvdx * fixscale;
|
|
|
- dtvdy = dtvdy * fixscale;
|
|
|
-
|
|
|
- // Normal interpolation setup
|
|
|
-
|
|
|
- var dnz12 = nz1 - nz2, dnz31 = nz3 - nz1;
|
|
|
- var dnzdx = (invDet * (dnz12*dy31 - dnz31*dy12)); // dnz per one subpixel step in x
|
|
|
- var dnzdy = (invDet * (dnz12*dx31 - dx12*dnz31)); // dnz per one subpixel step in y
|
|
|
-
|
|
|
- // Normal at top/left corner of rast area
|
|
|
-
|
|
|
- var cnz = ( nz1 + (minXfixscale - x1) * dnzdx + (minYfixscale - y1) * dnzdy );
|
|
|
-
|
|
|
- // Normal pixel steps
|
|
|
-
|
|
|
- dnzdx = (dnzdx * fixscale);
|
|
|
- dnzdy = (dnzdy * fixscale);
|
|
|
-
|
|
|
+
|
|
|
+ var dtvdx, dtvdy, cbtu, cbtv;
|
|
|
+ if ( bHasUV ) {
|
|
|
+ // UV interpolation setup
|
|
|
+ var dtu12 = tu1 - tu2, dtu31 = tu3 - tu1;
|
|
|
+ var dtudx = (invDet * (dtu12*dy31 - dtu31*dy12)); // dtu per one subpixel step in x
|
|
|
+ var dtudy = (invDet * (dtu12*dx31 - dx12*dtu31)); // dtu per one subpixel step in y
|
|
|
+ var dtv12 = tv1 - tv2, dtv31 = tv3 - tv1;
|
|
|
+ dtvdx = (invDet * (dtv12*dy31 - dtv31*dy12)); // dtv per one subpixel step in x
|
|
|
+ dtvdy = (invDet * (dtv12*dx31 - dx12*dtv31)); // dtv per one subpixel step in y
|
|
|
+
|
|
|
+ // UV at top/left corner of rast area
|
|
|
+ cbtu = ( tu1 + (minXfixscale - x1) * dtudx + (minYfixscale - y1) * dtudy );
|
|
|
+ cbtv = ( tv1 + (minXfixscale - x1) * dtvdx + (minYfixscale - y1) * dtvdy );
|
|
|
+
|
|
|
+ // UV pixel steps
|
|
|
+ dtudx = dtudx * fixscale;
|
|
|
+ dtudy = dtudy * fixscale;
|
|
|
+ dtvdx = dtvdx * fixscale;
|
|
|
+ dtvdy = dtvdy * fixscale;
|
|
|
+ }
|
|
|
+
|
|
|
+ var dnxdx, dnzdy, cbnz;
|
|
|
+ if ( bHasNormal ) {
|
|
|
+ // Normal interpolation setup
|
|
|
+ var dnz12 = nz1 - nz2, dnz31 = nz3 - nz1;
|
|
|
+ var dnzdx = (invDet * (dnz12*dy31 - dnz31*dy12)); // dnz per one subpixel step in x
|
|
|
+ var dnzdy = (invDet * (dnz12*dx31 - dx12*dnz31)); // dnz per one subpixel step in y
|
|
|
+
|
|
|
+ // Normal at top/left corner of rast area
|
|
|
+ cbnz = ( nz1 + (minXfixscale - x1) * dnzdx + (minYfixscale - y1) * dnzdy );
|
|
|
+
|
|
|
+ // Normal pixel steps
|
|
|
+ dnzdx = (dnzdx * fixscale);
|
|
|
+ dnzdy = (dnzdy * fixscale);
|
|
|
+ }
|
|
|
+
|
|
|
// Set up min/max corners
|
|
|
var qm1 = q - 1; // for convenience
|
|
|
var nmin1 = 0, nmax1 = 0;
|
|
@@ -663,17 +744,23 @@ THREE.SoftwareRenderer = function ( parameters ) {
|
|
|
var cb2 = c2;
|
|
|
var cb3 = c3;
|
|
|
var cbz = cz;
|
|
|
- var cbtu = ctu;
|
|
|
- var cbtv = ctv;
|
|
|
- var cbnz = cnz;
|
|
|
var qstep = -q;
|
|
|
var e1x = qstep * dy12;
|
|
|
var e2x = qstep * dy23;
|
|
|
var e3x = qstep * dy31;
|
|
|
var ezx = qstep * dzdx;
|
|
|
- var etux = qstep * dtudx;
|
|
|
- var etvx = qstep * dtvdx;
|
|
|
- var enzx = qstep * dnzdx;
|
|
|
+
|
|
|
+ var etux, etvx;
|
|
|
+ if ( bHasUV ) {
|
|
|
+ etux = qstep * dtudx;
|
|
|
+ etvx = qstep * dtvdx;
|
|
|
+ }
|
|
|
+
|
|
|
+ var enzx;
|
|
|
+ if ( bHasNormal ) {
|
|
|
+ enzx = qstep * dnzdx;
|
|
|
+ }
|
|
|
+
|
|
|
var x0 = minx;
|
|
|
|
|
|
for ( var y0 = miny; y0 < maxy; y0 += q ) {
|
|
@@ -686,9 +773,16 @@ THREE.SoftwareRenderer = function ( parameters ) {
|
|
|
cb2 += e2x;
|
|
|
cb3 += e3x;
|
|
|
cbz += ezx;
|
|
|
- cbtu += etux;
|
|
|
- cbtv += etvx;
|
|
|
- cbnz += enzx;
|
|
|
+
|
|
|
+ if ( bHasUV ) {
|
|
|
+ cbtu += etux;
|
|
|
+ cbtv += etvx;
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( bHasNormal ) {
|
|
|
+ cbnz += enzx;
|
|
|
+ }
|
|
|
+
|
|
|
}
|
|
|
|
|
|
// Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
|
|
@@ -697,9 +791,15 @@ THREE.SoftwareRenderer = function ( parameters ) {
|
|
|
e2x = -e2x;
|
|
|
e3x = -e3x;
|
|
|
ezx = -ezx;
|
|
|
- etux = -etux;
|
|
|
- etvx = -etvx;
|
|
|
- enzx = -enzx;
|
|
|
+
|
|
|
+ if ( bHasUV ) {
|
|
|
+ etux = -etux;
|
|
|
+ etvx = -etvx;
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( bHasNormal ) {
|
|
|
+ enzx = -enzx;
|
|
|
+ }
|
|
|
|
|
|
while ( 1 ) {
|
|
|
|
|
@@ -709,9 +809,15 @@ THREE.SoftwareRenderer = function ( parameters ) {
|
|
|
cb2 += e2x;
|
|
|
cb3 += e3x;
|
|
|
cbz += ezx;
|
|
|
- cbtu += etux;
|
|
|
- cbtv += etvx;
|
|
|
- cbnz += enzx;
|
|
|
+
|
|
|
+ if ( bHasUV ) {
|
|
|
+ cbtu += etux;
|
|
|
+ cbtv += etvx;
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( bHasNormal ) {
|
|
|
+ cbnz += enzx;
|
|
|
+ }
|
|
|
|
|
|
// We're done with this block line when at least one edge completely out
|
|
|
// If an edge function is too small and decreasing in the current traversal
|
|
@@ -737,7 +843,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
|
|
|
|
|
|
// Offset at top-left corner
|
|
|
var offset = x0 + y0 * canvasWidth;
|
|
|
-
|
|
|
+
|
|
|
// Accept whole block when fully covered
|
|
|
if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
|
|
|
|
|
@@ -747,34 +853,58 @@ THREE.SoftwareRenderer = function ( parameters ) {
|
|
|
var cy1 = cb1;
|
|
|
var cy2 = cb2;
|
|
|
var cyz = cbz;
|
|
|
- var cytu = cbtu;
|
|
|
- var cytv = cbtv;
|
|
|
- var cynz = cbnz;
|
|
|
+
|
|
|
+ var cytu, cytv;
|
|
|
+ if ( bHasUV ) {
|
|
|
+ cytu = cbtu;
|
|
|
+ cytv = cbtv;
|
|
|
+ }
|
|
|
+
|
|
|
+ var cynz;
|
|
|
+ if ( bHasNormal ) {
|
|
|
+ cynz = cbnz;
|
|
|
+ }
|
|
|
+
|
|
|
|
|
|
for ( var iy = 0; iy < q; iy ++ ) {
|
|
|
|
|
|
var cx1 = cy1;
|
|
|
var cx2 = cy2;
|
|
|
var cxz = cyz;
|
|
|
- var cxtu = cytu;
|
|
|
- var cxtv = cytv;
|
|
|
- var cxnz = cynz;
|
|
|
+
|
|
|
+ var cxtu;
|
|
|
+ var cxtv;
|
|
|
+ if ( bHasUV ) {
|
|
|
+ cxtu = cytu;
|
|
|
+ cxtv = cytv;
|
|
|
+ }
|
|
|
+
|
|
|
+ var cxnz;
|
|
|
+ if ( bHasNormal ) {
|
|
|
+ cxnz = cynz;
|
|
|
+ }
|
|
|
|
|
|
for ( var ix = 0; ix < q; ix ++ ) {
|
|
|
|
|
|
var z = cxz;
|
|
|
-
|
|
|
- if ( z < zbuffer[ offset ] ) {
|
|
|
- zbuffer[ offset ] = z;
|
|
|
- shader( data, offset * 4, cxtu, cxtv, cxnz, face, material );
|
|
|
+
|
|
|
+ if ( z < zbuffer[ offset ] ) {
|
|
|
+ shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
|
|
|
}
|
|
|
|
|
|
cx1 += dy12;
|
|
|
cx2 += dy23;
|
|
|
cxz += dzdx;
|
|
|
- cxtu += dtudx;
|
|
|
- cxtv += dtvdx;
|
|
|
- cxnz += dnzdx;
|
|
|
+
|
|
|
+ if ( bHasUV ) {
|
|
|
+ cxtu += dtudx;
|
|
|
+ cxtv += dtvdx;
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( bHasNormal ) {
|
|
|
+ cxnz += dnzdx;
|
|
|
+ }
|
|
|
+
|
|
|
offset++;
|
|
|
|
|
|
}
|
|
@@ -782,9 +912,16 @@ THREE.SoftwareRenderer = function ( parameters ) {
|
|
|
cy1 += dx12;
|
|
|
cy2 += dx23;
|
|
|
cyz += dzdy;
|
|
|
- cytu += dtudy;
|
|
|
- cytv += dtvdy;
|
|
|
- cynz += dnzdy;
|
|
|
+
|
|
|
+ if ( bHasUV ) {
|
|
|
+ cytu += dtudy;
|
|
|
+ cytv += dtvdy;
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( bHasNormal ) {
|
|
|
+ cynz += dnzdy;
|
|
|
+ }
|
|
|
+
|
|
|
offset += linestep;
|
|
|
|
|
|
}
|
|
@@ -795,9 +932,17 @@ THREE.SoftwareRenderer = function ( parameters ) {
|
|
|
var cy2 = cb2;
|
|
|
var cy3 = cb3;
|
|
|
var cyz = cbz;
|
|
|
- var cytu = cbtu;
|
|
|
- var cytv = cbtv;
|
|
|
- var cynz = cbnz;
|
|
|
+
|
|
|
+ var cytu, cytv;
|
|
|
+ if ( bHasUV ) {
|
|
|
+ cytu = cbtu;
|
|
|
+ cytv = cbtv;
|
|
|
+ }
|
|
|
+
|
|
|
+ var cynz;
|
|
|
+ if ( bHasNormal ) {
|
|
|
+ cynz = cbnz;
|
|
|
+ }
|
|
|
|
|
|
for ( var iy = 0; iy < q; iy ++ ) {
|
|
|
|
|
@@ -805,19 +950,27 @@ THREE.SoftwareRenderer = function ( parameters ) {
|
|
|
var cx2 = cy2;
|
|
|
var cx3 = cy3;
|
|
|
var cxz = cyz;
|
|
|
- var cxtu = cytu;
|
|
|
- var cxtv = cytv;
|
|
|
- var cxnz = cynz;
|
|
|
+
|
|
|
+ var cxtu;
|
|
|
+ var cxtv;
|
|
|
+ if ( bHasUV ) {
|
|
|
+ cxtu = cytu;
|
|
|
+ cxtv = cytv;
|
|
|
+ }
|
|
|
+
|
|
|
+ var cxnz;
|
|
|
+ if ( bHasNormal ) {
|
|
|
+ cxnz = cynz;
|
|
|
+ }
|
|
|
|
|
|
for ( var ix = 0; ix < q; ix ++ ) {
|
|
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if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
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- var z = cxz;
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+ var z = cxz;
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- if ( z < zbuffer[ offset ] ) {
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- zbuffer[ offset ] = z;
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- shader( data, offset * 4, cxtu, cxtv, cxnz, face, material );
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+ if ( z < zbuffer[ offset ] ) {
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+ shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
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}
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}
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@@ -826,9 +979,16 @@ THREE.SoftwareRenderer = function ( parameters ) {
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cx2 += dy23;
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cx3 += dy31;
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cxz += dzdx;
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- cxtu += dtudx;
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|
- cxtv += dtvdx;
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- cxnz += dnzdx;
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+
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+ if ( bHasUV ) {
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+ cxtu += dtudx;
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+ cxtv += dtvdx;
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+ }
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+
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+ if ( bHasNormal ) {
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+ cxnz += dnzdx;
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|
+ }
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+
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offset++;
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|
|
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}
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|
@@ -837,9 +997,16 @@ THREE.SoftwareRenderer = function ( parameters ) {
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cy2 += dx23;
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|
cy3 += dx31;
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|
cyz += dzdy;
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|
- cytu += dtudy;
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|
- cytv += dtvdy;
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|
- cynz += dnzdy;
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|
+
|
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|
+ if ( bHasUV ) {
|
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|
+ cytu += dtudy;
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|
+ cytv += dtvdy;
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|
+ }
|
|
|
+
|
|
|
+ if ( bHasNormal ) {
|
|
|
+ cynz += dnzdy;
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|
|
+ }
|
|
|
+
|
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|
offset += linestep;
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|
|
|
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}
|
|
@@ -853,9 +1020,16 @@ THREE.SoftwareRenderer = function ( parameters ) {
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|
cb2 += q*dx23;
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|
cb3 += q*dx31;
|
|
|
cbz += q*dzdy;
|
|
|
- cbtu += q*dtudy;
|
|
|
- cbtv += q*dtvdy;
|
|
|
- cbnz += q*dnzdy;
|
|
|
+
|
|
|
+ if ( bHasUV ) {
|
|
|
+ cbtu += q*dtudy;
|
|
|
+ cbtv += q*dtvdy;
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( bHasNormal ) {
|
|
|
+ cbnz += q*dnzdy;
|
|
|
+ }
|
|
|
+
|
|
|
}
|
|
|
|
|
|
}
|
|
@@ -913,14 +1087,13 @@ THREE.SoftwareRenderer = function ( parameters ) {
|
|
|
};
|
|
|
|
|
|
THREE.SoftwareRenderer.Texture = function() {
|
|
|
-
|
|
|
var canvas = null;
|
|
|
-
|
|
|
+
|
|
|
this.CreateFromImage = function( image ) {
|
|
|
-
|
|
|
- if(image.width <=0 || image.height <=0)
|
|
|
+
|
|
|
+ if( !image || image.width <=0 || image.height <=0 )
|
|
|
return;
|
|
|
-
|
|
|
+
|
|
|
var isCanvasClean = false;
|
|
|
var canvas = THREE.SoftwareRenderer.Texture.canvas;
|
|
|
if ( !canvas ) {
|