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Эх сурвалжийг харах

Merge pull request #17809 from mrdoob/softwarerenderer

Removed SoftwareRenderer
Mr.doob 5 жил өмнө
parent
commit
ad7679477e

+ 0 - 1
editor/index.html

@@ -46,7 +46,6 @@
 
 		<script src="../examples/js/renderers/Projector.js"></script>
 		<script src="../examples/js/renderers/RaytracingRenderer.js"></script>
-		<script src="../examples/js/renderers/SoftwareRenderer.js"></script>
 		<script src="../examples/js/renderers/SVGRenderer.js"></script>
 
 		<link rel="stylesheet" href="js/libs/codemirror/codemirror.css">

+ 0 - 1
editor/js/Sidebar.Project.js

@@ -12,7 +12,6 @@ Sidebar.Project = function ( editor ) {
 
 		'WebGLRenderer': THREE.WebGLRenderer,
 		'SVGRenderer': THREE.SVGRenderer,
-		'SoftwareRenderer': THREE.SoftwareRenderer,
 		'RaytracingRenderer': THREE.RaytracingRenderer
 
 	};

+ 0 - 1
editor/sw.js

@@ -38,7 +38,6 @@ const assets = [
 
 	'../examples/js/renderers/Projector.js',
 	'../examples/js/renderers/RaytracingRenderer.js',
-	'../examples/js/renderers/SoftwareRenderer.js',
 	'../examples/js/renderers/SVGRenderer.js',
 
 	'./manifest.json',

+ 0 - 5
examples/files.js

@@ -378,11 +378,6 @@ var files = {
 	"raytracing": [
 		"raytracing_sandbox"
 	],
-	"software": [
-		"software_geometry_earth",
-		"software_lines_splines",
-		"software_sandbox"
-	],
 	"svg": [
 		"svg_lines",
 		"svg_sandbox"

+ 0 - 1554
examples/js/renderers/SoftwareRenderer.js

@@ -1,1554 +0,0 @@
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author ryg / http://farbrausch.de/~fg
- * @author mraleph / http://mrale.ph/
- * @author daoshengmu / http://dsmu.me/
- */
-
-THREE.SoftwareRenderer = function ( parameters ) {
-
-	parameters = parameters || {};
-
-	var canvas = parameters.canvas !== undefined
-			 ? parameters.canvas
-			 : document.createElement( 'canvas' );
-
-	var context = canvas.getContext( '2d', {
-		alpha: parameters.alpha === true
-	} );
-
-	var shaders = {};
-	var textures = {};
-
-	var canvasWidth, canvasHeight;
-	var canvasWBlocks, canvasHBlocks;
-	var viewportXScale, viewportYScale, viewportZScale;
-	var viewportXOffs, viewportYOffs, viewportZOffs;
-
-	var clearColor = new THREE.Color( 0x000000 );
-	var clearAlpha = parameters.alpha === true ? 0 : 1;
-
-	var imagedata, data, zbuffer;
-	var numBlocks, blockMaxZ, blockFlags;
-
-	var BLOCK_ISCLEAR = ( 1 << 0 );
-	var BLOCK_NEEDCLEAR = ( 1 << 1 );
-
-	var subpixelBits = 4;
-	var subpixelBias = ( 1 << subpixelBits ) - 1;
-	var blockShift = 3;
-	var blockSize = 1 << blockShift;
-	var maxZVal = ( 1 << 24 ); // Note: You want to size this so you don't get overflows.
-	var lineMode = false;
-	var lookVector = new THREE.Vector3( 0, 0, 1 );
-	var crossVector = new THREE.Vector3();
-
-	var rectx1 = Infinity, recty1 = Infinity;
-	var rectx2 = 0, recty2 = 0;
-
-	var prevrectx1 = Infinity, prevrecty1 = Infinity;
-	var prevrectx2 = 0, prevrecty2 = 0;
-
-	var projector = new THREE.Projector();
-
-	var spriteV1 = new THREE.Vector4();
-	var spriteV2 = new THREE.Vector4();
-	var spriteV3 = new THREE.Vector4();
-
-	var spriteUV1 = new THREE.Vector2();
-	var spriteUV2 = new THREE.Vector2();
-	var spriteUV3 = new THREE.Vector2();
-
-	var mpVPool = [];
-	var mpVPoolCount = 0;
-	var mpNPool = [];
-	var mpNPoolCount = 0;
-	var mpUVPool = [];
-	var mpUVPoolCount = 0;
-
-	var _this = this;
-
-	this.domElement = canvas;
-
-	this.autoClear = true;
-
-	this.setClearColor = function ( color, alpha ) {
-
-		clearColor.set( color );
-		clearAlpha = alpha;
-		clearColorBuffer( clearColor );
-
-	};
-
-	this.setPixelRatio = function () {};
-
-	this.setSize = function ( width, height ) {
-
-		canvasWBlocks = Math.floor( width / blockSize );
-		canvasHBlocks = Math.floor( height / blockSize );
-		canvasWidth = canvasWBlocks * blockSize;
-		canvasHeight = canvasHBlocks * blockSize;
-
-		var fixScale = 1 << subpixelBits;
-
-		viewportXScale = fixScale * canvasWidth / 2;
-		viewportYScale = - fixScale * canvasHeight / 2;
-		viewportZScale = maxZVal / 2;
-
-		viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
-		viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
-		viewportZOffs = maxZVal / 2 + 0.5;
-
-		canvas.width = canvasWidth;
-		canvas.height = canvasHeight;
-
-		imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
-		data = imagedata.data;
-
-		zbuffer = new Int32Array( data.length / 4 );
-
-		numBlocks = canvasWBlocks * canvasHBlocks;
-		blockMaxZ = new Int32Array( numBlocks );
-		blockFlags = new Uint8Array( numBlocks );
-
-		for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
-
-			zbuffer[ i ] = maxZVal;
-
-		}
-
-		for ( var i = 0; i < numBlocks; i ++ ) {
-
-			blockFlags[ i ] = BLOCK_ISCLEAR;
-
-		}
-
-		clearColorBuffer( clearColor );
-
-	};
-
-	this.clear = function () {
-
-		rectx1 = Infinity;
-		recty1 = Infinity;
-		rectx2 = 0;
-		recty2 = 0;
-		mpVPoolCount = 0;
-		mpNPoolCount = 0;
-		mpUVPoolCount = 0;
-
-		for ( var i = 0; i < numBlocks; i ++ ) {
-
-			blockMaxZ[ i ] = maxZVal;
-			blockFlags[ i ] = ( blockFlags[ i ] & BLOCK_ISCLEAR ) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
-
-		}
-
-	};
-
-
-	this.render = function ( scene, camera ) {
-
-		// TODO: Check why autoClear can't be false.
-		this.clear();
-
-		var background = scene.background;
-
-		if ( background && background.isColor ) {
-
-			clearColorBuffer( background );
-
-		}
-
-		var renderData = projector.projectScene( scene, camera, false, false );
-		var elements = renderData.elements;
-
-		for ( var e = 0, el = elements.length; e < el; e ++ ) {
-
-			var element = elements[ e ];
-			var material = element.material;
-			var shader = getMaterialShader( material );
-
-			if ( ! shader ) continue;
-
-			if ( element instanceof THREE.RenderableFace ) {
-
-				if ( ! element.uvs ) {
-
-					drawTriangle(
-						element.v1.positionScreen,
-						element.v2.positionScreen,
-						element.v3.positionScreen,
-						null, null, null,
-						shader, element, material
-					);
-
-				} else {
-
-					drawTriangle(
-						element.v1.positionScreen,
-						element.v2.positionScreen,
-						element.v3.positionScreen,
-						element.uvs[ 0 ], element.uvs[ 1 ], element.uvs[ 2 ],
-						shader, element, material
-					);
-
-				}
-
-
-			} else if ( element instanceof THREE.RenderableSprite ) {
-
-				var scaleX = element.scale.x * 0.5;
-				var scaleY = element.scale.y * 0.5;
-
-				spriteV1.copy( element );
-				spriteV1.x -= scaleX;
-				spriteV1.y += scaleY;
-
-				spriteV2.copy( element );
-				spriteV2.x -= scaleX;
-				spriteV2.y -= scaleY;
-
-				spriteV3.copy( element );
-				spriteV3.x += scaleX;
-				spriteV3.y += scaleY;
-
-				if ( material.map ) {
-
-					spriteUV1.set( 0, 1 );
-					spriteUV2.set( 0, 0 );
-					spriteUV3.set( 1, 1 );
-
-					drawTriangle(
-						spriteV1, spriteV2, spriteV3,
-						spriteUV1, spriteUV2, spriteUV3,
-						shader, element, material
-					);
-
-				} else {
-
-					drawTriangle(
-						spriteV1, spriteV2, spriteV3,
-						null, null, null,
-						shader, element, material
-					);
-
-				}
-
-				spriteV1.copy( element );
-				spriteV1.x += scaleX;
-				spriteV1.y += scaleY;
-
-				spriteV2.copy( element );
-				spriteV2.x -= scaleX;
-				spriteV2.y -= scaleY;
-
-				spriteV3.copy( element );
-				spriteV3.x += scaleX;
-				spriteV3.y -= scaleY;
-
-				if ( material.map ) {
-
-					spriteUV1.set( 1, 1 );
-					spriteUV2.set( 0, 0 );
-					spriteUV3.set( 1, 0 );
-
-					drawTriangle(
-						spriteV1, spriteV2, spriteV3,
-						spriteUV1, spriteUV2, spriteUV3,
-						shader, element, material
-					);
-
-				} else {
-
-					drawTriangle(
-						spriteV1, spriteV2, spriteV3,
-						null, null, null,
-						shader, element, material
-					);
-
-				}
-
-			} else if ( element instanceof THREE.RenderableLine ) {
-
-				var shader = getMaterialShader( material );
-
-				drawLine(
-					element.v1.positionScreen,
-					element.v2.positionScreen,
-					element.vertexColors[ 0 ],
-					element.vertexColors[ 1 ],
-					shader,
-					material
-				);
-
-			}
-
-		}
-
-		finishClear();
-
-		var x = Math.min( rectx1, prevrectx1 );
-		var y = Math.min( recty1, prevrecty1 );
-		var width = Math.max( rectx2, prevrectx2 ) - x;
-		var height = Math.max( recty2, prevrecty2 ) - y;
-
-		/*
-		// debug; draw zbuffer
-
-		for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
-
-			var o = i * 4;
-			var v = (65535 - zbuffer[ i ]) >> 3;
-			data[ o + 0 ] = v;
-			data[ o + 1 ] = v;
-			data[ o + 2 ] = v;
-			data[ o + 3 ] = 255;
-		}
-		*/
-
-		if ( x !== Infinity ) {
-
-			context.putImageData( imagedata, 0, 0, x, y, width, height );
-
-		}
-
-		prevrectx1 = rectx1; prevrecty1 = recty1;
-		prevrectx2 = rectx2; prevrecty2 = recty2;
-
-	};
-
-	function getAlpha() {
-
-		return parameters.alpha === true ? clearAlpha : 1;
-
-	}
-
-	function clearColorBuffer( color ) {
-
-		var size = canvasWidth * canvasHeight * 4;
-
-		for ( var i = 0; i < size; i += 4 ) {
-
-			data[ i ] = color.r * 255 | 0;
-			data[ i + 1 ] = color.g * 255 | 0;
-			data[ i + 2 ] = color.b * 255 | 0;
-			data[ i + 3 ] = getAlpha() * 255 | 0;
-
-		}
-
-		context.fillStyle = 'rgba(' + ( ( clearColor.r * 255 ) | 0 ) + ',' + ( ( clearColor.g * 255 ) | 0 ) + ',' + ( ( clearColor.b * 255 ) | 0 ) + ',' + getAlpha() + ')';
-		context.fillRect( 0, 0, canvasWidth, canvasHeight );
-
-	}
-
-	function getPalette( material, bSimulateSpecular ) {
-
-		var i = 0, j = 0;
-		var diffuseR = material.color.r * 255;
-		var diffuseG = material.color.g * 255;
-		var diffuseB = material.color.b * 255;
-		var palette = new Uint8Array( 256 * 3 );
-
-		if ( bSimulateSpecular ) {
-
-			while ( i < 204 ) {
-
-				palette[ j ++ ] = Math.min( i * diffuseR / 204, 255 );
-				palette[ j ++ ] = Math.min( i * diffuseG / 204, 255 );
-				palette[ j ++ ] = Math.min( i * diffuseB / 204, 255 );
-				++ i;
-
-			}
-
-			while ( i < 256 ) {
-
-				// plus specular highlight
-				palette[ j ++ ] = Math.min( diffuseR + ( i - 204 ) * ( 255 - diffuseR ) / 82, 255 );
-				palette[ j ++ ] = Math.min( diffuseG + ( i - 204 ) * ( 255 - diffuseG ) / 82, 255 );
-				palette[ j ++ ] = Math.min( diffuseB + ( i - 204 ) * ( 255 - diffuseB ) / 82, 255 );
-				++ i;
-
-			}
-
-		} else {
-
-			while ( i < 256 ) {
-
-				palette[ j ++ ] = Math.min( i * diffuseR / 255, 255 );
-				palette[ j ++ ] = Math.min( i * diffuseG / 255, 255 );
-				palette[ j ++ ] = Math.min( i * diffuseB / 255, 255 );
-				++ i;
-
-			}
-
-		}
-
-		return palette;
-
-	}
-
-	function basicMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
-
-		var colorOffset = offset * 4;
-
-		var texture = textures[ material.map.id ];
-
-		if ( ! texture.data ) return;
-
-		var tdim = texture.width;
-		var isTransparent = material.transparent;
-		var tbound = tdim - 1;
-		var tdata = texture.data;
-		var tIndex = ( ( ( v * tdim ) & tbound ) * tdim + ( ( u * tdim ) & tbound ) ) * 4;
-
-		if ( ! isTransparent ) {
-
-			buffer[ colorOffset ] = tdata[ tIndex ];
-			buffer[ colorOffset + 1 ] = tdata[ tIndex + 1 ];
-			buffer[ colorOffset + 2 ] = tdata[ tIndex + 2 ];
-			buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
-			depthBuf[ offset ] = depth;
-
-		} else {
-
-			var srcR = tdata[ tIndex ];
-			var srcG = tdata[ tIndex + 1 ];
-			var srcB = tdata[ tIndex + 2 ];
-			var opaci = tdata[ tIndex + 3 ] * material.opacity / 255;
-			var destR = buffer[ colorOffset ];
-			var destG = buffer[ colorOffset + 1 ];
-			var destB = buffer[ colorOffset + 2 ];
-
-			buffer[ colorOffset ] = ( srcR * opaci + destR * ( 1 - opaci ) );
-			buffer[ colorOffset + 1 ] = ( srcG * opaci + destG * ( 1 - opaci ) );
-			buffer[ colorOffset + 2 ] = ( srcB * opaci + destB * ( 1 - opaci ) );
-			buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
-
-			// Only opaue pixls write to the depth buffer
-
-			if ( buffer[ colorOffset + 3 ] == 255 )	depthBuf[ offset ] = depth;
-
-		}
-
-	}
-
-	function lightingMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
-
-		var colorOffset = offset * 4;
-
-		var texture = textures[ material.map.id ];
-
-		if ( ! texture.data ) return;
-
-		var tdim = texture.width;
-		var isTransparent = material.transparent;
-		var cIndex = ( n > 0 ? ( ~ ~ n ) : 0 ) * 3;
-		var tbound = tdim - 1;
-		var tdata = texture.data;
-		var tIndex = ( ( ( v * tdim ) & tbound ) * tdim + ( ( u * tdim ) & tbound ) ) * 4;
-
-		if ( ! isTransparent ) {
-
-			buffer[ colorOffset ] = ( material.palette[ cIndex ] * tdata[ tIndex ] ) >> 8;
-			buffer[ colorOffset + 1 ] = ( material.palette[ cIndex + 1 ] * tdata[ tIndex + 1 ] ) >> 8;
-			buffer[ colorOffset + 2 ] = ( material.palette[ cIndex + 2 ] * tdata[ tIndex + 2 ] ) >> 8;
-			buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
-			depthBuf[ offset ] = depth;
-
-		} else {
-
-			var foreColorR = material.palette[ cIndex ] * tdata[ tIndex ];
-			var foreColorG = material.palette[ cIndex + 1 ] * tdata[ tIndex + 1 ];
-			var foreColorB = material.palette[ cIndex + 2 ] * tdata[ tIndex + 2 ];
-			var opaci = tdata[ tIndex + 3 ] * material.opacity / 256;
-			var destR = buffer[ colorOffset ];
-			var destG = buffer[ colorOffset + 1 ];
-			var destB = buffer[ colorOffset + 2 ];
-
-			buffer[ colorOffset ] = foreColorR * opaci + destR * ( 1 - opaci );
-			buffer[ colorOffset + 1 ] = foreColorG * opaci + destG * ( 1 - opaci );
-			buffer[ colorOffset + 2 ] = foreColorB * opaci + destB * ( 1 - opaci );
-			buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
-
-			// Only opaue pixls write to the depth buffer
-
-			if ( buffer[ colorOffset + 3 ] == 255 ) depthBuf[ offset ] = depth;
-
-		}
-
-	}
-
-	function getMaterialShader( material ) {
-
-		var id = material.id;
-		var shader = shaders[ id ];
-
-		if ( shader && material.map && ! textures[ material.map.id ] ) delete shaders[ id ];
-
-		if ( shaders[ id ] === undefined || material.needsUpdate === true ) {
-
-			if ( material instanceof THREE.MeshBasicMaterial ||
-				material instanceof THREE.MeshLambertMaterial ||
-				material instanceof THREE.MeshPhongMaterial ||
-				material instanceof THREE.SpriteMaterial ) {
-
-				if ( material instanceof THREE.MeshLambertMaterial ) {
-
-					// Generate color palette
-					if ( ! material.palette ) {
-
-						material.palette = getPalette( material, false );
-
-					}
-
-				} else if ( material instanceof THREE.MeshPhongMaterial ) {
-
-					// Generate color palette
-					if ( ! material.palette ) {
-
-						material.palette = getPalette( material, true );
-
-					}
-
-				}
-
-				var string;
-
-				if ( material.map ) {
-
-					var texture = new THREE.SoftwareRenderer.Texture();
-					texture.fromImage( material.map.image );
-
-					if ( ! texture.data ) return;
-
-					textures[ material.map.id ] = texture;
-
-					if ( material instanceof THREE.MeshBasicMaterial
-						|| material instanceof THREE.SpriteMaterial ) {
-
-						shader = basicMaterialShader;
-
-					} else {
-
-						shader = lightingMaterialShader;
-
-					}
-
-
-				} else {
-
-					if ( material.vertexColors === THREE.FaceColors || material.vertexColors === THREE.VertexColors ) {
-
-						string = [
-							'var colorOffset = offset * 4;',
-							'buffer[ colorOffset ] = face.color.r * 255;',
-							'buffer[ colorOffset + 1 ] = face.color.g * 255;',
-							'buffer[ colorOffset + 2 ] = face.color.b * 255;',
-							'buffer[ colorOffset + 3 ] = material.opacity * 255;',
-							'depthBuf[ offset ] = depth;'
-						].join( '\n' );
-
-					} else {
-
-						string = [
-							'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, depthBuf, offset, depth, u, v, n, face, material', string );
-
-				}
-
-			} else if ( material instanceof THREE.LineBasicMaterial ) {
-
-				var string = [
-					'var colorOffset = offset * 4;',
-					'buffer[ colorOffset ] = material.color.r * (color1.r+color2.r) * 0.5 * 255;',
-					'buffer[ colorOffset + 1 ] = material.color.g * (color1.g+color2.g) * 0.5 * 255;',
-					'buffer[ colorOffset + 2 ] = material.color.b * (color1.b+color2.b) * 0.5 * 255;',
-					'buffer[ colorOffset + 3 ] = 255;',
-					'depthBuf[ offset ] = depth;'
-				].join( '\n' );
-
-				shader = new Function( 'buffer, depthBuf, offset, depth, color1, color2, material', string );
-
-			} else {
-
-				var string = [
-					'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, depthBuf, offset, depth, u, v, n, face, material', string );
-
-			}
-
-			shaders[ id ] = shader;
-
-			material.needsUpdate = false;
-
-		}
-
-		return shader;
-
-	}
-
-	/*
-	function clearRectangle( x1, y1, x2, y2 ) {
-
-		var xmin = Math.max( Math.min( x1, x2 ), 0 );
-		var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
-		var ymin = Math.max( Math.min( y1, y2 ), 0 );
-		var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
-
-		var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
-		var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
-
-		for ( var y = ymin; y < ymax; y ++ ) {
-
-			for ( var x = xmin; x < xmax; x ++ ) {
-
-				data[ offset += 4 ] = 0;
-
-			}
-
-			offset += linestep;
-
-		}
-
-	}
-	*/
-
-	function drawTriangle( v1, v2, v3, uv1, uv2, uv3, shader, face, material ) {
-
-		// TODO: Implement per-pixel z-clipping
-
-		if ( v1.z < - 1 || v1.z > 1 || v2.z < - 1 || v2.z > 1 || v3.z < - 1 || v3.z > 1 ) return;
-
-		// https://gist.github.com/2486101
-		// explanation: http://pouet.net/topic.php?which=8760&page=1
-
-		var fixscale = ( 1 << subpixelBits );
-
-		// 28.4 fixed-point coordinates
-
-		var x1 = ( v1.x * viewportXScale + viewportXOffs ) | 0;
-		var x2 = ( v2.x * viewportXScale + viewportXOffs ) | 0;
-		var x3 = ( v3.x * viewportXScale + viewportXOffs ) | 0;
-
-		var y1 = ( v1.y * viewportYScale + viewportYOffs ) | 0;
-		var y2 = ( v2.y * viewportYScale + viewportYOffs ) | 0;
-		var y3 = ( v3.y * viewportYScale + viewportYOffs ) | 0;
-
-		var bHasNormal = face.vertexNormalsModel && face.vertexNormalsModel.length;
-		var bHasUV = uv1 && uv2 && uv3;
-
-		var longestSide = Math.max(
-			Math.sqrt( ( x1 - x2 ) * ( x1 - x2 ) + ( y1 - y2 ) * ( y1 - y2 ) ),
-			Math.sqrt( ( x2 - x3 ) * ( x2 - x3 ) + ( y2 - y3 ) * ( y2 - y3 ) ),
-			Math.sqrt( ( x3 - x1 ) * ( x3 - x1 ) + ( y3 - y1 ) * ( y3 - y1 ) )
-		);
-
-		if ( ! ( face instanceof THREE.RenderableSprite ) && ( longestSide > 100 * fixscale ) ) {
-
-			// 1
-			// |\
-			// |a\
-			// |__\
-			// |\c|\
-			// |b\|d\
-			// |__\__\
-			// 2      3
-			var tempFace = { vertexNormalsModel: [], color: face.color };
-			var mpUV12, mpUV23, mpUV31;
-
-			if ( bHasUV ) {
-
-				if ( mpUVPoolCount === mpUVPool.length ) {
-
-					mpUV12 = new THREE.Vector2();
-					mpUVPool.push( mpUV12 );
-					++ mpUVPoolCount;
-
-					mpUV23 = new THREE.Vector2();
-					mpUVPool.push( mpUV23 );
-					++ mpUVPoolCount;
-
-					mpUV31 = new THREE.Vector2();
-					mpUVPool.push( mpUV31 );
-					++ mpUVPoolCount;
-
-				} else {
-
-					mpUV12 = mpUVPool[ mpUVPoolCount ];
-					++ mpUVPoolCount;
-
-					mpUV23 = mpUVPool[ mpUVPoolCount ];
-					++ mpUVPoolCount;
-
-					mpUV31 = mpUVPool[ mpUVPoolCount ];
-					++ mpUVPoolCount;
-
-				}
-
-				var weight;
-
-				weight = ( 1 + v2.z ) * ( v2.w / v1.w ) / ( 1 + v1.z );
-				mpUV12.copy( uv1 ).multiplyScalar( weight ).add( uv2 ).multiplyScalar( 1 / ( weight + 1 ) );
-
-				weight = ( 1 + v3.z ) * ( v3.w / v2.w ) / ( 1 + v2.z );
-				mpUV23.copy( uv2 ).multiplyScalar( weight ).add( uv3 ).multiplyScalar( 1 / ( weight + 1 ) );
-
-				weight = ( 1 + v1.z ) * ( v1.w / v3.w ) / ( 1 + v3.z );
-				mpUV31.copy( uv3 ).multiplyScalar( weight ).add( uv1 ).multiplyScalar( 1 / ( weight + 1 ) );
-
-			}
-
-			var mpV12, mpV23, mpV31;
-
-			if ( mpVPoolCount === mpVPool.length ) {
-
-				mpV12 = new THREE.Vector4();
-				mpVPool.push( mpV12 );
-				++ mpVPoolCount;
-
-				mpV23 = new THREE.Vector4();
-				mpVPool.push( mpV23 );
-				++ mpVPoolCount;
-
-				mpV31 = new THREE.Vector4();
-				mpVPool.push( mpV31 );
-				++ mpVPoolCount;
-
-			} else {
-
-				mpV12 = mpVPool[ mpVPoolCount ];
-				++ mpVPoolCount;
-
-				mpV23 = mpVPool[ mpVPoolCount ];
-				++ mpVPoolCount;
-
-				mpV31 = mpVPool[ mpVPoolCount ];
-				++ mpVPoolCount;
-
-			}
-
-			mpV12.copy( v1 ).add( v2 ).multiplyScalar( 0.5 );
-			mpV23.copy( v2 ).add( v3 ).multiplyScalar( 0.5 );
-			mpV31.copy( v3 ).add( v1 ).multiplyScalar( 0.5 );
-
-			var mpN12, mpN23, mpN31;
-
-			if ( bHasNormal ) {
-
-				if ( mpNPoolCount === mpNPool.length ) {
-
-					mpN12 = new THREE.Vector3();
-					mpNPool.push( mpN12 );
-					++ mpNPoolCount;
-
-					mpN23 = new THREE.Vector3();
-					mpNPool.push( mpN23 );
-					++ mpNPoolCount;
-
-					mpN31 = new THREE.Vector3();
-					mpNPool.push( mpN31 );
-					++ mpNPoolCount;
-
-				} else {
-
-					mpN12 = mpNPool[ mpNPoolCount ];
-					++ mpNPoolCount;
-
-					mpN23 = mpNPool[ mpNPoolCount ];
-					++ mpNPoolCount;
-
-					mpN31 = mpNPool[ mpNPoolCount ];
-					++ mpNPoolCount;
-
-				}
-
-				mpN12.copy( face.vertexNormalsModel[ 0 ] ).add( face.vertexNormalsModel[ 1 ] ).normalize();
-				mpN23.copy( face.vertexNormalsModel[ 1 ] ).add( face.vertexNormalsModel[ 2 ] ).normalize();
-				mpN31.copy( face.vertexNormalsModel[ 2 ] ).add( face.vertexNormalsModel[ 0 ] ).normalize();
-
-			}
-
-			// a
-			if ( bHasNormal ) {
-
-				tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 0 ];
-				tempFace.vertexNormalsModel[ 1 ] = mpN12;
-				tempFace.vertexNormalsModel[ 2 ] = mpN31;
-
-			}
-
-			drawTriangle( v1, mpV12, mpV31, uv1, mpUV12, mpUV31, shader, tempFace, material );
-
-			// b
-			if ( bHasNormal ) {
-
-				tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 1 ];
-				tempFace.vertexNormalsModel[ 1 ] = mpN23;
-				tempFace.vertexNormalsModel[ 2 ] = mpN12;
-
-			}
-
-			drawTriangle( v2, mpV23, mpV12, uv2, mpUV23, mpUV12, shader, tempFace, material );
-
-			// c
-			if ( bHasNormal ) {
-
-				tempFace.vertexNormalsModel[ 0 ] = mpN12;
-				tempFace.vertexNormalsModel[ 1 ] = mpN23;
-				tempFace.vertexNormalsModel[ 2 ] = mpN31;
-
-			}
-
-			drawTriangle( mpV12, mpV23, mpV31, mpUV12, mpUV23, mpUV31, shader, tempFace, material );
-
-			// d
-			if ( bHasNormal ) {
-
-				tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 2 ];
-				tempFace.vertexNormalsModel[ 1 ] = mpN31;
-				tempFace.vertexNormalsModel[ 2 ] = mpN23;
-
-			}
-
-			drawTriangle( v3, mpV31, mpV23, uv3, mpUV31, mpUV23, shader, tempFace, material );
-
-			return;
-
-		}
-
-		// Z values (.28 fixed-point)
-
-		var z1 = ( v1.z * viewportZScale + viewportZOffs ) | 0;
-		var z2 = ( v2.z * viewportZScale + viewportZOffs ) | 0;
-		var z3 = ( v3.z * viewportZScale + viewportZOffs ) | 0;
-
-		// UV values
-		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, n2, n3, nz1, nz2, nz3;
-
-		if ( bHasNormal ) {
-
-			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;
-		var dx23 = x2 - x3, dy23 = y3 - y2;
-		var dx31 = x3 - x1, dy31 = y1 - y3;
-
-		// Bounding rectangle
-
-		var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
-		var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
-		var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
-		var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
-
-		rectx1 = Math.min( minx, rectx1 );
-		rectx2 = Math.max( maxx, rectx2 );
-		recty1 = Math.min( miny, recty1 );
-		recty2 = Math.max( maxy, recty2 );
-
-		// Block size, standard 8x8 (must be power of two)
-
-		var q = blockSize;
-
-		// Start in corner of 8x8 block
-
-		minx &= ~ ( q - 1 );
-		miny &= ~ ( q - 1 );
-
-		// Constant part of half-edge functions
-
-		var minXfixscale = ( minx << subpixelBits );
-		var minYfixscale = ( miny << subpixelBits );
-
-		var c1 = dy12 * ( ( minXfixscale ) - x1 ) + dx12 * ( ( minYfixscale ) - y1 );
-		var c2 = dy23 * ( ( minXfixscale ) - x2 ) + dx23 * ( ( minYfixscale ) - y2 );
-		var c3 = dy31 * ( ( minXfixscale ) - x3 ) + dx31 * ( ( minYfixscale ) - y3 );
-
-		// Correct for fill convention
-
-		if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
-		if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
-		if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
-
-		// Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
-		// It's a bit subtle. :)
-		c1 = ( c1 - 1 ) >> subpixelBits;
-		c2 = ( c2 - 1 ) >> subpixelBits;
-		c3 = ( c3 - 1 ) >> subpixelBits;
-
-		// Z interpolation setup
-
-		var dz12 = z1 - z2, dz31 = z3 - z1;
-		var invDet = 1.0 / ( dx12 * dy31 - dx31 * dy12 );
-		var dzdx = ( invDet * ( dz12 * dy31 - dz31 * dy12 ) ); // dz per one subpixel step in x
-		var dzdy = ( invDet * ( dz12 * dx31 - dx12 * dz31 ) ); // dz per one subpixel step in y
-
-		// Z at top/left corner of rast area
-
-		var cz = ( z1 + ( ( minXfixscale ) - x1 ) * dzdx + ( ( minYfixscale ) - y1 ) * dzdy ) | 0;
-
-		// Z pixel steps
-
-		dzdx = ( dzdx * fixscale ) | 0;
-		dzdy = ( dzdy * fixscale ) | 0;
-
-		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 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;
-		var nmin2 = 0, nmax2 = 0;
-		var nmin3 = 0, nmax3 = 0;
-		var nminz = 0, nmaxz = 0;
-		if ( dx12 >= 0 ) nmax1 -= qm1 * dx12; else nmin1 -= qm1 * dx12;
-		if ( dy12 >= 0 ) nmax1 -= qm1 * dy12; else nmin1 -= qm1 * dy12;
-		if ( dx23 >= 0 ) nmax2 -= qm1 * dx23; else nmin2 -= qm1 * dx23;
-		if ( dy23 >= 0 ) nmax2 -= qm1 * dy23; else nmin2 -= qm1 * dy23;
-		if ( dx31 >= 0 ) nmax3 -= qm1 * dx31; else nmin3 -= qm1 * dx31;
-		if ( dy31 >= 0 ) nmax3 -= qm1 * dy31; else nmin3 -= qm1 * dy31;
-		if ( dzdx >= 0 ) nmaxz += qm1 * dzdx; else nminz += qm1 * dzdx;
-		if ( dzdy >= 0 ) nmaxz += qm1 * dzdy; else nminz += qm1 * dzdy;
-
-		// Loop through blocks
-		var linestep = canvasWidth - q;
-
-		var cb1 = c1;
-		var cb2 = c2;
-		var cb3 = c3;
-		var cbz = cz;
-		var qstep = - q;
-		var e1x = qstep * dy12;
-		var e2x = qstep * dy23;
-		var e3x = qstep * dy31;
-		var ezx = qstep * dzdx;
-
-		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 ) {
-
-			// New block line - keep hunting for tri outer edge in old block line dir
-			while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
-
-				x0 += qstep;
-				cb1 += e1x;
-				cb2 += e2x;
-				cb3 += e3x;
-				cbz += ezx;
-
-				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.
-			qstep = - qstep;
-			e1x = - e1x;
-			e2x = - e2x;
-			e3x = - e3x;
-			ezx = - ezx;
-
-			if ( bHasUV ) {
-
-				etux = - etux;
-				etvx = - etvx;
-
-			}
-
-			if ( bHasNormal ) {
-
-				enzx = - enzx;
-
-			}
-
-			while ( 1 ) {
-
-				// Step everything
-				x0 += qstep;
-				cb1 += e1x;
-				cb2 += e2x;
-				cb3 += e3x;
-				cbz += ezx;
-
-				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
-				// dir, we're done with this line.
-				if ( x0 < minx || x0 >= maxx ) break;
-				if ( cb1 < nmax1 ) if ( e1x < 0 ) break; else continue;
-				if ( cb2 < nmax2 ) if ( e2x < 0 ) break; else continue;
-				if ( cb3 < nmax3 ) if ( e3x < 0 ) break; else continue;
-
-				// We can skip this block if it's already fully covered
-				var blockX = x0 >> blockShift;
-				var blockY = y0 >> blockShift;
-				var blockId = blockX + blockY * canvasWBlocks;
-				var minz = cbz + nminz;
-
-				// farthest point in block closer than closest point in our tri?
-				if ( blockMaxZ[ blockId ] < minz ) continue;
-
-				// 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;
-
-				// 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;
-
-					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;
-						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 ] ) {
-
-								shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
-
-							}
-
-							cx1 += dy12;
-							cx2 += dy23;
-							cxz += dzdx;
-
-							if ( bHasUV ) {
-
-								cxtu += dtudx;
-								cxtv += dtvdx;
-
-							}
-
-							if ( bHasNormal ) {
-
-								cxnz += dnzdx;
-
-							}
-
-							offset ++;
-
-						}
-
-						cy1 += dx12;
-						cy2 += dx23;
-						cyz += dzdy;
-
-						if ( bHasUV ) {
-
-							cytu += dtudy;
-							cytv += dtvdy;
-
-						}
-
-						if ( bHasNormal ) {
-
-							cynz += dnzdy;
-
-						}
-
-						offset += linestep;
-
-					}
-
-				} else {
-
-					// Partially covered block
-
-					var cy1 = cb1;
-					var cy2 = cb2;
-					var cy3 = cb3;
-					var cyz = cbz;
-
-					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 cx3 = cy3;
-						var cxz = cyz;
-
-						var cxtu;
-						var cxtv;
-						if ( bHasUV ) {
-
-							cxtu = cytu;
-							cxtv = cytv;
-
-						}
-
-						var cxnz;
-						if ( bHasNormal ) {
-
-							cxnz = cynz;
-
-						}
-
-						for ( var ix = 0; ix < q; ix ++ ) {
-
-							if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
-
-								var z = cxz;
-
-								if ( z < zbuffer[ offset ] ) {
-
-									shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
-
-								}
-
-							}
-
-							cx1 += dy12;
-							cx2 += dy23;
-							cx3 += dy31;
-							cxz += dzdx;
-
-							if ( bHasUV ) {
-
-								cxtu += dtudx;
-								cxtv += dtvdx;
-
-							}
-
-							if ( bHasNormal ) {
-
-								cxnz += dnzdx;
-
-							}
-
-							offset ++;
-
-						}
-
-						cy1 += dx12;
-						cy2 += dx23;
-						cy3 += dx31;
-						cyz += dzdy;
-
-						if ( bHasUV ) {
-
-							cytu += dtudy;
-							cytv += dtvdy;
-
-						}
-
-						if ( bHasNormal ) {
-
-							cynz += dnzdy;
-
-						}
-
-						offset += linestep;
-
-					}
-
-				}
-
-			}
-
-			// Advance to next row of blocks
-			cb1 += q * dx12;
-			cb2 += q * dx23;
-			cb3 += q * dx31;
-			cbz += q * dzdy;
-
-			if ( bHasUV ) {
-
-				cbtu += q * dtudy;
-				cbtv += q * dtvdy;
-
-			}
-
-			if ( bHasNormal ) {
-
-				cbnz += q * dnzdy;
-
-			}
-
-		}
-
-	}
-
-	// When drawing line, the blockShiftShift has to be zero. In order to clean pixel
-	// Using color1 and color2 to interpolation pixel color
-	// LineWidth is according to material.linewidth
-	function drawLine( v1, v2, color1, color2, shader, material ) {
-
-		// While the line mode is enable, blockSize has to be changed to 0.
-		if ( ! lineMode ) {
-
-			lineMode = true;
-			blockShift = 0;
-			blockSize = 1 << blockShift;
-
-			_this.setSize( canvas.width, canvas.height );
-
-		}
-
-		// TODO: Implement per-pixel z-clipping
-		if ( v1.z < - 1 || v1.z > 1 || v2.z < - 1 || v2.z > 1 ) return;
-
-		var halfLineWidth = Math.floor( ( material.linewidth - 1 ) * 0.5 );
-
-		// https://gist.github.com/2486101
-		// explanation: http://pouet.net/topic.php?which=8760&page=1
-
-		// 28.4 fixed-point coordinates
-		var x1 = ( v1.x * viewportXScale + viewportXOffs ) | 0;
-		var x2 = ( v2.x * viewportXScale + viewportXOffs ) | 0;
-
-		var y1 = ( v1.y * viewportYScale + viewportYOffs ) | 0;
-		var y2 = ( v2.y * viewportYScale + viewportYOffs ) | 0;
-
-		var z1 = ( v1.z * viewportZScale + viewportZOffs ) | 0;
-		var z2 = ( v2.z * viewportZScale + viewportZOffs ) | 0;
-
-		// Deltas
-		var dx12 = x1 - x2, dy12 = y1 - y2, dz12 = z1 - z2;
-
-		// Bounding rectangle
-		var minx = Math.max( ( Math.min( x1, x2 ) + subpixelBias ) >> subpixelBits, 0 );
-		var maxx = Math.min( ( Math.max( x1, x2 ) + subpixelBias ) >> subpixelBits, canvasWidth );
-		var miny = Math.max( ( Math.min( y1, y2 ) + subpixelBias ) >> subpixelBits, 0 );
-		var maxy = Math.min( ( Math.max( y1, y2 ) + subpixelBias ) >> subpixelBits, canvasHeight );
-		var minz = Math.max( ( Math.min( z1, z2 ) + subpixelBias ) >> subpixelBits, 0 );
-		var maxz = ( Math.max( z1, z2 ) + subpixelBias ) >> subpixelBits;
-
-		rectx1 = Math.min( minx, rectx1 );
-		rectx2 = Math.max( maxx, rectx2 );
-		recty1 = Math.min( miny, recty1 );
-		recty2 = Math.max( maxy, recty2 );
-
-		// Get the line's unit vector and cross vector
-		var length = Math.sqrt( ( dy12 * dy12 ) + ( dx12 * dx12 ) );
-		var unitX = ( dx12 / length );
-		var unitY = ( dy12 / length );
-		var unitZ = ( dz12 / length );
-		var pixelX, pixelY, pixelZ;
-		var pX, pY, pZ;
-		crossVector.set( unitX, unitY, unitZ );
-		crossVector.cross( lookVector );
-		crossVector.normalize();
-
-		while ( length > 0 ) {
-
-			// Get this pixel.
-			pixelX = x2 + length * unitX;
-			pixelY = y2 + length * unitY;
-			pixelZ = z2 + length * unitZ;
-
-			pixelX = ( pixelX + subpixelBias ) >> subpixelBits;
-			pixelY = ( pixelY + subpixelBias ) >> subpixelBits;
-			pZ = ( pixelZ + subpixelBias ) >> subpixelBits;
-
-			// Draw line with line width
-			for ( var i = - halfLineWidth; i <= halfLineWidth; ++ i ) {
-
-				// Compute the line pixels.
-				// Get the pixels on the vector that crosses to the line vector
-				pX = Math.floor( ( pixelX + crossVector.x * i ) );
-				pY = Math.floor( ( pixelY + crossVector.y * i ) );
-
-				// if pixel is over the rect. Continue
-				if ( rectx1 >= pX || rectx2 <= pX || recty1 >= pY || recty2 <= pY )
-					continue;
-
-				// Find this pixel at which block
-				var blockX = pX >> blockShift;
-				var blockY = pY >> blockShift;
-				var blockId = blockX + blockY * canvasWBlocks;
-
-				// Compare the pixel depth width z block.
-				if ( blockMaxZ[ blockId ] < minz ) continue;
-
-				blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
-
-				var bflags = blockFlags[ blockId ];
-				if ( bflags & BLOCK_NEEDCLEAR ) clearBlock( blockX, blockY );
-				blockFlags[ blockId ] = bflags & ~ ( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
-
-				// draw pixel
-				var offset = pX + pY * canvasWidth;
-
-				if ( pZ < zbuffer[ offset ] ) {
-
-					shader( data, zbuffer, offset, pZ, color1, color2, material );
-
-				}
-
-			}
-
-			-- length;
-
-		}
-
-	}
-
-	function clearBlock( blockX, blockY ) {
-
-		var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
-		var poffset = zoffset * 4;
-
-		var zlinestep = canvasWidth - blockSize;
-		var plinestep = zlinestep * 4;
-
-		for ( var y = 0; y < blockSize; y ++ ) {
-
-			for ( var x = 0; x < blockSize; x ++ ) {
-
-				zbuffer[ zoffset ++ ] = maxZVal;
-
-				data[ poffset ++ ] = clearColor.r * 255 | 0;
-				data[ poffset ++ ] = clearColor.g * 255 | 0;
-				data[ poffset ++ ] = clearColor.b * 255 | 0;
-				data[ poffset ++ ] = getAlpha() * 255 | 0;
-
-			}
-
-			zoffset += zlinestep;
-			poffset += plinestep;
-
-		}
-
-	}
-
-	function finishClear( ) {
-
-		var block = 0;
-
-		for ( var y = 0; y < canvasHBlocks; y ++ ) {
-
-			for ( var x = 0; x < canvasWBlocks; x ++ ) {
-
-				if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
-
-					clearBlock( x, y );
-					blockFlags[ block ] = BLOCK_ISCLEAR;
-
-				}
-
-				block ++;
-
-			}
-
-		}
-
-	}
-
-};
-
-THREE.SoftwareRenderer.Texture = function () {
-
-	var canvas;
-
-	this.fromImage = function ( image ) {
-
-		if ( ! image || image.width <= 0 || image.height <= 0 )
-			return;
-
-		if ( canvas === undefined ) {
-
-			canvas = document.createElement( 'canvas' );
-
-		}
-
-		var size = image.width > image.height ? image.width : image.height;
-		size = THREE.Math.ceilPowerOfTwo( size );
-
-		if ( canvas.width != size || canvas.height != size ) {
-
-			canvas.width = size;
-			canvas.height = size;
-
-		}
-
-		var ctx = canvas.getContext( '2d' );
-		ctx.clearRect( 0, 0, size, size );
-		ctx.drawImage( image, 0, 0, size, size );
-
-		var imgData = ctx.getImageData( 0, 0, size, size );
-
-		this.data = imgData.data;
-		this.width = size;
-		this.height = size;
-		this.srcUrl = image.src;
-
-	};
-
-};

+ 0 - 19
examples/jsm/renderers/SoftwareRenderer.d.ts

@@ -1,19 +0,0 @@
-import {
-	Color,
-	Scene,
-	Camera
-} from '../../../src/Three';
-
-export class SoftwareRenderer {
-
-	constructor();
-	domElement: HTMLElement;
-	autoClear: boolean;
-
-	setClearColor( color: Color, alpha: number ): void;
-	setPixelRatio(): void;
-	setSize( width: number, height: number ): void;
-	clear(): void;
-	render( scene: Scene, camera: Camera ): void;
-
-}

+ 0 - 1575
examples/jsm/renderers/SoftwareRenderer.js

@@ -1,1575 +0,0 @@
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author ryg / http://farbrausch.de/~fg
- * @author mraleph / http://mrale.ph/
- * @author daoshengmu / http://dsmu.me/
- */
-
-import {
-	Color,
-	FaceColors,
-	LineBasicMaterial,
-	Math as _Math,
-	MeshBasicMaterial,
-	MeshLambertMaterial,
-	MeshPhongMaterial,
-	SpriteMaterial,
-	Vector2,
-	Vector3,
-	Vector4,
-	VertexColors
-} from "../../../build/three.module.js";
-import { Projector } from "../renderers/Projector.js";
-import { RenderableFace } from "../renderers/Projector.js";
-import { RenderableLine } from "../renderers/Projector.js";
-import { RenderableSprite } from "../renderers/Projector.js";
-
-var SoftwareRenderer = function ( parameters ) {
-
-	parameters = parameters || {};
-
-	var canvas = parameters.canvas !== undefined
-			 ? parameters.canvas
-			 : document.createElement( 'canvas' );
-
-	var context = canvas.getContext( '2d', {
-		alpha: parameters.alpha === true
-	} );
-
-	var shaders = {};
-	var textures = {};
-
-	var canvasWidth, canvasHeight;
-	var canvasWBlocks, canvasHBlocks;
-	var viewportXScale, viewportYScale, viewportZScale;
-	var viewportXOffs, viewportYOffs, viewportZOffs;
-
-	var clearColor = new Color( 0x000000 );
-	var clearAlpha = parameters.alpha === true ? 0 : 1;
-
-	var imagedata, data, zbuffer;
-	var numBlocks, blockMaxZ, blockFlags;
-
-	var BLOCK_ISCLEAR = ( 1 << 0 );
-	var BLOCK_NEEDCLEAR = ( 1 << 1 );
-
-	var subpixelBits = 4;
-	var subpixelBias = ( 1 << subpixelBits ) - 1;
-	var blockShift = 3;
-	var blockSize = 1 << blockShift;
-	var maxZVal = ( 1 << 24 ); // Note: You want to size this so you don't get overflows.
-	var lineMode = false;
-	var lookVector = new Vector3( 0, 0, 1 );
-	var crossVector = new Vector3();
-
-	var rectx1 = Infinity, recty1 = Infinity;
-	var rectx2 = 0, recty2 = 0;
-
-	var prevrectx1 = Infinity, prevrecty1 = Infinity;
-	var prevrectx2 = 0, prevrecty2 = 0;
-
-	var projector = new Projector();
-
-	var spriteV1 = new Vector4();
-	var spriteV2 = new Vector4();
-	var spriteV3 = new Vector4();
-
-	var spriteUV1 = new Vector2();
-	var spriteUV2 = new Vector2();
-	var spriteUV3 = new Vector2();
-
-	var mpVPool = [];
-	var mpVPoolCount = 0;
-	var mpNPool = [];
-	var mpNPoolCount = 0;
-	var mpUVPool = [];
-	var mpUVPoolCount = 0;
-
-	var _this = this;
-
-	this.domElement = canvas;
-
-	this.autoClear = true;
-
-	this.setClearColor = function ( color, alpha ) {
-
-		clearColor.set( color );
-		clearAlpha = alpha;
-		clearColorBuffer( clearColor );
-
-	};
-
-	this.setPixelRatio = function () {};
-
-	this.setSize = function ( width, height ) {
-
-		canvasWBlocks = Math.floor( width / blockSize );
-		canvasHBlocks = Math.floor( height / blockSize );
-		canvasWidth = canvasWBlocks * blockSize;
-		canvasHeight = canvasHBlocks * blockSize;
-
-		var fixScale = 1 << subpixelBits;
-
-		viewportXScale = fixScale * canvasWidth / 2;
-		viewportYScale = - fixScale * canvasHeight / 2;
-		viewportZScale = maxZVal / 2;
-
-		viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
-		viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
-		viewportZOffs = maxZVal / 2 + 0.5;
-
-		canvas.width = canvasWidth;
-		canvas.height = canvasHeight;
-
-		imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
-		data = imagedata.data;
-
-		zbuffer = new Int32Array( data.length / 4 );
-
-		numBlocks = canvasWBlocks * canvasHBlocks;
-		blockMaxZ = new Int32Array( numBlocks );
-		blockFlags = new Uint8Array( numBlocks );
-
-		for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
-
-			zbuffer[ i ] = maxZVal;
-
-		}
-
-		for ( var i = 0; i < numBlocks; i ++ ) {
-
-			blockFlags[ i ] = BLOCK_ISCLEAR;
-
-		}
-
-		clearColorBuffer( clearColor );
-
-	};
-
-	this.clear = function () {
-
-		rectx1 = Infinity;
-		recty1 = Infinity;
-		rectx2 = 0;
-		recty2 = 0;
-		mpVPoolCount = 0;
-		mpNPoolCount = 0;
-		mpUVPoolCount = 0;
-
-		for ( var i = 0; i < numBlocks; i ++ ) {
-
-			blockMaxZ[ i ] = maxZVal;
-			blockFlags[ i ] = ( blockFlags[ i ] & BLOCK_ISCLEAR ) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
-
-		}
-
-	};
-
-
-	this.render = function ( scene, camera ) {
-
-		// TODO: Check why autoClear can't be false.
-		this.clear();
-
-		var background = scene.background;
-
-		if ( background && background.isColor ) {
-
-			clearColorBuffer( background );
-
-		}
-
-		var renderData = projector.projectScene( scene, camera, false, false );
-		var elements = renderData.elements;
-
-		for ( var e = 0, el = elements.length; e < el; e ++ ) {
-
-			var element = elements[ e ];
-			var material = element.material;
-			var shader = getMaterialShader( material );
-
-			if ( ! shader ) continue;
-
-			if ( element instanceof RenderableFace ) {
-
-				if ( ! element.uvs ) {
-
-					drawTriangle(
-						element.v1.positionScreen,
-						element.v2.positionScreen,
-						element.v3.positionScreen,
-						null, null, null,
-						shader, element, material
-					);
-
-				} else {
-
-					drawTriangle(
-						element.v1.positionScreen,
-						element.v2.positionScreen,
-						element.v3.positionScreen,
-						element.uvs[ 0 ], element.uvs[ 1 ], element.uvs[ 2 ],
-						shader, element, material
-					);
-
-				}
-
-
-			} else if ( element instanceof RenderableSprite ) {
-
-				var scaleX = element.scale.x * 0.5;
-				var scaleY = element.scale.y * 0.5;
-
-				spriteV1.copy( element );
-				spriteV1.x -= scaleX;
-				spriteV1.y += scaleY;
-
-				spriteV2.copy( element );
-				spriteV2.x -= scaleX;
-				spriteV2.y -= scaleY;
-
-				spriteV3.copy( element );
-				spriteV3.x += scaleX;
-				spriteV3.y += scaleY;
-
-				if ( material.map ) {
-
-					spriteUV1.set( 0, 1 );
-					spriteUV2.set( 0, 0 );
-					spriteUV3.set( 1, 1 );
-
-					drawTriangle(
-						spriteV1, spriteV2, spriteV3,
-						spriteUV1, spriteUV2, spriteUV3,
-						shader, element, material
-					);
-
-				} else {
-
-					drawTriangle(
-						spriteV1, spriteV2, spriteV3,
-						null, null, null,
-						shader, element, material
-					);
-
-				}
-
-				spriteV1.copy( element );
-				spriteV1.x += scaleX;
-				spriteV1.y += scaleY;
-
-				spriteV2.copy( element );
-				spriteV2.x -= scaleX;
-				spriteV2.y -= scaleY;
-
-				spriteV3.copy( element );
-				spriteV3.x += scaleX;
-				spriteV3.y -= scaleY;
-
-				if ( material.map ) {
-
-					spriteUV1.set( 1, 1 );
-					spriteUV2.set( 0, 0 );
-					spriteUV3.set( 1, 0 );
-
-					drawTriangle(
-						spriteV1, spriteV2, spriteV3,
-						spriteUV1, spriteUV2, spriteUV3,
-						shader, element, material
-					);
-
-				} else {
-
-					drawTriangle(
-						spriteV1, spriteV2, spriteV3,
-						null, null, null,
-						shader, element, material
-					);
-
-				}
-
-			} else if ( element instanceof RenderableLine ) {
-
-				var shader = getMaterialShader( material );
-
-				drawLine(
-					element.v1.positionScreen,
-					element.v2.positionScreen,
-					element.vertexColors[ 0 ],
-					element.vertexColors[ 1 ],
-					shader,
-					material
-				);
-
-			}
-
-		}
-
-		finishClear();
-
-		var x = Math.min( rectx1, prevrectx1 );
-		var y = Math.min( recty1, prevrecty1 );
-		var width = Math.max( rectx2, prevrectx2 ) - x;
-		var height = Math.max( recty2, prevrecty2 ) - y;
-
-		/*
-		// debug; draw zbuffer
-
-		for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
-
-			var o = i * 4;
-			var v = (65535 - zbuffer[ i ]) >> 3;
-			data[ o + 0 ] = v;
-			data[ o + 1 ] = v;
-			data[ o + 2 ] = v;
-			data[ o + 3 ] = 255;
-		}
-		*/
-
-		if ( x !== Infinity ) {
-
-			context.putImageData( imagedata, 0, 0, x, y, width, height );
-
-		}
-
-		prevrectx1 = rectx1; prevrecty1 = recty1;
-		prevrectx2 = rectx2; prevrecty2 = recty2;
-
-	};
-
-	function getAlpha() {
-
-		return parameters.alpha === true ? clearAlpha : 1;
-
-	}
-
-	function clearColorBuffer( color ) {
-
-		var size = canvasWidth * canvasHeight * 4;
-
-		for ( var i = 0; i < size; i += 4 ) {
-
-			data[ i ] = color.r * 255 | 0;
-			data[ i + 1 ] = color.g * 255 | 0;
-			data[ i + 2 ] = color.b * 255 | 0;
-			data[ i + 3 ] = getAlpha() * 255 | 0;
-
-		}
-
-		context.fillStyle = 'rgba(' + ( ( clearColor.r * 255 ) | 0 ) + ',' + ( ( clearColor.g * 255 ) | 0 ) + ',' + ( ( clearColor.b * 255 ) | 0 ) + ',' + getAlpha() + ')';
-		context.fillRect( 0, 0, canvasWidth, canvasHeight );
-
-	}
-
-	function getPalette( material, bSimulateSpecular ) {
-
-		var i = 0, j = 0;
-		var diffuseR = material.color.r * 255;
-		var diffuseG = material.color.g * 255;
-		var diffuseB = material.color.b * 255;
-		var palette = new Uint8Array( 256 * 3 );
-
-		if ( bSimulateSpecular ) {
-
-			while ( i < 204 ) {
-
-				palette[ j ++ ] = Math.min( i * diffuseR / 204, 255 );
-				palette[ j ++ ] = Math.min( i * diffuseG / 204, 255 );
-				palette[ j ++ ] = Math.min( i * diffuseB / 204, 255 );
-				++ i;
-
-			}
-
-			while ( i < 256 ) {
-
-				// plus specular highlight
-				palette[ j ++ ] = Math.min( diffuseR + ( i - 204 ) * ( 255 - diffuseR ) / 82, 255 );
-				palette[ j ++ ] = Math.min( diffuseG + ( i - 204 ) * ( 255 - diffuseG ) / 82, 255 );
-				palette[ j ++ ] = Math.min( diffuseB + ( i - 204 ) * ( 255 - diffuseB ) / 82, 255 );
-				++ i;
-
-			}
-
-		} else {
-
-			while ( i < 256 ) {
-
-				palette[ j ++ ] = Math.min( i * diffuseR / 255, 255 );
-				palette[ j ++ ] = Math.min( i * diffuseG / 255, 255 );
-				palette[ j ++ ] = Math.min( i * diffuseB / 255, 255 );
-				++ i;
-
-			}
-
-		}
-
-		return palette;
-
-	}
-
-	function basicMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
-
-		var colorOffset = offset * 4;
-
-		var texture = textures[ material.map.id ];
-
-		if ( ! texture.data ) return;
-
-		var tdim = texture.width;
-		var isTransparent = material.transparent;
-		var tbound = tdim - 1;
-		var tdata = texture.data;
-		var tIndex = ( ( ( v * tdim ) & tbound ) * tdim + ( ( u * tdim ) & tbound ) ) * 4;
-
-		if ( ! isTransparent ) {
-
-			buffer[ colorOffset ] = tdata[ tIndex ];
-			buffer[ colorOffset + 1 ] = tdata[ tIndex + 1 ];
-			buffer[ colorOffset + 2 ] = tdata[ tIndex + 2 ];
-			buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
-			depthBuf[ offset ] = depth;
-
-		} else {
-
-			var srcR = tdata[ tIndex ];
-			var srcG = tdata[ tIndex + 1 ];
-			var srcB = tdata[ tIndex + 2 ];
-			var opaci = tdata[ tIndex + 3 ] * material.opacity / 255;
-			var destR = buffer[ colorOffset ];
-			var destG = buffer[ colorOffset + 1 ];
-			var destB = buffer[ colorOffset + 2 ];
-
-			buffer[ colorOffset ] = ( srcR * opaci + destR * ( 1 - opaci ) );
-			buffer[ colorOffset + 1 ] = ( srcG * opaci + destG * ( 1 - opaci ) );
-			buffer[ colorOffset + 2 ] = ( srcB * opaci + destB * ( 1 - opaci ) );
-			buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
-
-			// Only opaue pixls write to the depth buffer
-
-			if ( buffer[ colorOffset + 3 ] == 255 )	depthBuf[ offset ] = depth;
-
-		}
-
-	}
-
-	function lightingMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
-
-		var colorOffset = offset * 4;
-
-		var texture = textures[ material.map.id ];
-
-		if ( ! texture.data ) return;
-
-		var tdim = texture.width;
-		var isTransparent = material.transparent;
-		var cIndex = ( n > 0 ? ( ~ ~ n ) : 0 ) * 3;
-		var tbound = tdim - 1;
-		var tdata = texture.data;
-		var tIndex = ( ( ( v * tdim ) & tbound ) * tdim + ( ( u * tdim ) & tbound ) ) * 4;
-
-		if ( ! isTransparent ) {
-
-			buffer[ colorOffset ] = ( material.palette[ cIndex ] * tdata[ tIndex ] ) >> 8;
-			buffer[ colorOffset + 1 ] = ( material.palette[ cIndex + 1 ] * tdata[ tIndex + 1 ] ) >> 8;
-			buffer[ colorOffset + 2 ] = ( material.palette[ cIndex + 2 ] * tdata[ tIndex + 2 ] ) >> 8;
-			buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
-			depthBuf[ offset ] = depth;
-
-		} else {
-
-			var foreColorR = material.palette[ cIndex ] * tdata[ tIndex ];
-			var foreColorG = material.palette[ cIndex + 1 ] * tdata[ tIndex + 1 ];
-			var foreColorB = material.palette[ cIndex + 2 ] * tdata[ tIndex + 2 ];
-			var opaci = tdata[ tIndex + 3 ] * material.opacity / 256;
-			var destR = buffer[ colorOffset ];
-			var destG = buffer[ colorOffset + 1 ];
-			var destB = buffer[ colorOffset + 2 ];
-
-			buffer[ colorOffset ] = foreColorR * opaci + destR * ( 1 - opaci );
-			buffer[ colorOffset + 1 ] = foreColorG * opaci + destG * ( 1 - opaci );
-			buffer[ colorOffset + 2 ] = foreColorB * opaci + destB * ( 1 - opaci );
-			buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
-
-			// Only opaue pixls write to the depth buffer
-
-			if ( buffer[ colorOffset + 3 ] == 255 ) depthBuf[ offset ] = depth;
-
-		}
-
-	}
-
-	function getMaterialShader( material ) {
-
-		var id = material.id;
-		var shader = shaders[ id ];
-
-		if ( shader && material.map && ! textures[ material.map.id ] ) delete shaders[ id ];
-
-		if ( shaders[ id ] === undefined || material.needsUpdate === true ) {
-
-			if ( material instanceof MeshBasicMaterial ||
-				material instanceof MeshLambertMaterial ||
-				material instanceof MeshPhongMaterial ||
-				material instanceof SpriteMaterial ) {
-
-				if ( material instanceof MeshLambertMaterial ) {
-
-					// Generate color palette
-					if ( ! material.palette ) {
-
-						material.palette = getPalette( material, false );
-
-					}
-
-				} else if ( material instanceof MeshPhongMaterial ) {
-
-					// Generate color palette
-					if ( ! material.palette ) {
-
-						material.palette = getPalette( material, true );
-
-					}
-
-				}
-
-				var string;
-
-				if ( material.map ) {
-
-					var texture = new SoftwareRenderer.Texture();
-					texture.fromImage( material.map.image );
-
-					if ( ! texture.data ) return;
-
-					textures[ material.map.id ] = texture;
-
-					if ( material instanceof MeshBasicMaterial
-						|| material instanceof SpriteMaterial ) {
-
-						shader = basicMaterialShader;
-
-					} else {
-
-						shader = lightingMaterialShader;
-
-					}
-
-
-				} else {
-
-					if ( material.vertexColors === FaceColors || material.vertexColors === VertexColors ) {
-
-						string = [
-							'var colorOffset = offset * 4;',
-							'buffer[ colorOffset ] = face.color.r * 255;',
-							'buffer[ colorOffset + 1 ] = face.color.g * 255;',
-							'buffer[ colorOffset + 2 ] = face.color.b * 255;',
-							'buffer[ colorOffset + 3 ] = material.opacity * 255;',
-							'depthBuf[ offset ] = depth;'
-						].join( '\n' );
-
-					} else {
-
-						string = [
-							'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, depthBuf, offset, depth, u, v, n, face, material', string );
-
-				}
-
-			} else if ( material instanceof LineBasicMaterial ) {
-
-				var string = [
-					'var colorOffset = offset * 4;',
-					'buffer[ colorOffset ] = material.color.r * (color1.r+color2.r) * 0.5 * 255;',
-					'buffer[ colorOffset + 1 ] = material.color.g * (color1.g+color2.g) * 0.5 * 255;',
-					'buffer[ colorOffset + 2 ] = material.color.b * (color1.b+color2.b) * 0.5 * 255;',
-					'buffer[ colorOffset + 3 ] = 255;',
-					'depthBuf[ offset ] = depth;'
-				].join( '\n' );
-
-				shader = new Function( 'buffer, depthBuf, offset, depth, color1, color2, material', string );
-
-			} else {
-
-				var string = [
-					'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, depthBuf, offset, depth, u, v, n, face, material', string );
-
-			}
-
-			shaders[ id ] = shader;
-
-			material.needsUpdate = false;
-
-		}
-
-		return shader;
-
-	}
-
-	/*
-	function clearRectangle( x1, y1, x2, y2 ) {
-
-		var xmin = Math.max( Math.min( x1, x2 ), 0 );
-		var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
-		var ymin = Math.max( Math.min( y1, y2 ), 0 );
-		var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
-
-		var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
-		var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
-
-		for ( var y = ymin; y < ymax; y ++ ) {
-
-			for ( var x = xmin; x < xmax; x ++ ) {
-
-				data[ offset += 4 ] = 0;
-
-			}
-
-			offset += linestep;
-
-		}
-
-	}
-	*/
-
-	function drawTriangle( v1, v2, v3, uv1, uv2, uv3, shader, face, material ) {
-
-		// TODO: Implement per-pixel z-clipping
-
-		if ( v1.z < - 1 || v1.z > 1 || v2.z < - 1 || v2.z > 1 || v3.z < - 1 || v3.z > 1 ) return;
-
-		// https://gist.github.com/2486101
-		// explanation: http://pouet.net/topic.php?which=8760&page=1
-
-		var fixscale = ( 1 << subpixelBits );
-
-		// 28.4 fixed-point coordinates
-
-		var x1 = ( v1.x * viewportXScale + viewportXOffs ) | 0;
-		var x2 = ( v2.x * viewportXScale + viewportXOffs ) | 0;
-		var x3 = ( v3.x * viewportXScale + viewportXOffs ) | 0;
-
-		var y1 = ( v1.y * viewportYScale + viewportYOffs ) | 0;
-		var y2 = ( v2.y * viewportYScale + viewportYOffs ) | 0;
-		var y3 = ( v3.y * viewportYScale + viewportYOffs ) | 0;
-
-		var bHasNormal = face.vertexNormalsModel && face.vertexNormalsModel.length;
-		var bHasUV = uv1 && uv2 && uv3;
-
-		var longestSide = Math.max(
-			Math.sqrt( ( x1 - x2 ) * ( x1 - x2 ) + ( y1 - y2 ) * ( y1 - y2 ) ),
-			Math.sqrt( ( x2 - x3 ) * ( x2 - x3 ) + ( y2 - y3 ) * ( y2 - y3 ) ),
-			Math.sqrt( ( x3 - x1 ) * ( x3 - x1 ) + ( y3 - y1 ) * ( y3 - y1 ) )
-		);
-
-		if ( ! ( face instanceof RenderableSprite ) && ( longestSide > 100 * fixscale ) ) {
-
-			// 1
-			// |\
-			// |a\
-			// |__\
-			// |\c|\
-			// |b\|d\
-			// |__\__\
-			// 2      3
-			var tempFace = { vertexNormalsModel: [], color: face.color };
-			var mpUV12, mpUV23, mpUV31;
-
-			if ( bHasUV ) {
-
-				if ( mpUVPoolCount === mpUVPool.length ) {
-
-					mpUV12 = new Vector2();
-					mpUVPool.push( mpUV12 );
-					++ mpUVPoolCount;
-
-					mpUV23 = new Vector2();
-					mpUVPool.push( mpUV23 );
-					++ mpUVPoolCount;
-
-					mpUV31 = new Vector2();
-					mpUVPool.push( mpUV31 );
-					++ mpUVPoolCount;
-
-				} else {
-
-					mpUV12 = mpUVPool[ mpUVPoolCount ];
-					++ mpUVPoolCount;
-
-					mpUV23 = mpUVPool[ mpUVPoolCount ];
-					++ mpUVPoolCount;
-
-					mpUV31 = mpUVPool[ mpUVPoolCount ];
-					++ mpUVPoolCount;
-
-				}
-
-				var weight;
-
-				weight = ( 1 + v2.z ) * ( v2.w / v1.w ) / ( 1 + v1.z );
-				mpUV12.copy( uv1 ).multiplyScalar( weight ).add( uv2 ).multiplyScalar( 1 / ( weight + 1 ) );
-
-				weight = ( 1 + v3.z ) * ( v3.w / v2.w ) / ( 1 + v2.z );
-				mpUV23.copy( uv2 ).multiplyScalar( weight ).add( uv3 ).multiplyScalar( 1 / ( weight + 1 ) );
-
-				weight = ( 1 + v1.z ) * ( v1.w / v3.w ) / ( 1 + v3.z );
-				mpUV31.copy( uv3 ).multiplyScalar( weight ).add( uv1 ).multiplyScalar( 1 / ( weight + 1 ) );
-
-			}
-
-			var mpV12, mpV23, mpV31;
-
-			if ( mpVPoolCount === mpVPool.length ) {
-
-				mpV12 = new Vector4();
-				mpVPool.push( mpV12 );
-				++ mpVPoolCount;
-
-				mpV23 = new Vector4();
-				mpVPool.push( mpV23 );
-				++ mpVPoolCount;
-
-				mpV31 = new Vector4();
-				mpVPool.push( mpV31 );
-				++ mpVPoolCount;
-
-			} else {
-
-				mpV12 = mpVPool[ mpVPoolCount ];
-				++ mpVPoolCount;
-
-				mpV23 = mpVPool[ mpVPoolCount ];
-				++ mpVPoolCount;
-
-				mpV31 = mpVPool[ mpVPoolCount ];
-				++ mpVPoolCount;
-
-			}
-
-			mpV12.copy( v1 ).add( v2 ).multiplyScalar( 0.5 );
-			mpV23.copy( v2 ).add( v3 ).multiplyScalar( 0.5 );
-			mpV31.copy( v3 ).add( v1 ).multiplyScalar( 0.5 );
-
-			var mpN12, mpN23, mpN31;
-
-			if ( bHasNormal ) {
-
-				if ( mpNPoolCount === mpNPool.length ) {
-
-					mpN12 = new Vector3();
-					mpNPool.push( mpN12 );
-					++ mpNPoolCount;
-
-					mpN23 = new Vector3();
-					mpNPool.push( mpN23 );
-					++ mpNPoolCount;
-
-					mpN31 = new Vector3();
-					mpNPool.push( mpN31 );
-					++ mpNPoolCount;
-
-				} else {
-
-					mpN12 = mpNPool[ mpNPoolCount ];
-					++ mpNPoolCount;
-
-					mpN23 = mpNPool[ mpNPoolCount ];
-					++ mpNPoolCount;
-
-					mpN31 = mpNPool[ mpNPoolCount ];
-					++ mpNPoolCount;
-
-				}
-
-				mpN12.copy( face.vertexNormalsModel[ 0 ] ).add( face.vertexNormalsModel[ 1 ] ).normalize();
-				mpN23.copy( face.vertexNormalsModel[ 1 ] ).add( face.vertexNormalsModel[ 2 ] ).normalize();
-				mpN31.copy( face.vertexNormalsModel[ 2 ] ).add( face.vertexNormalsModel[ 0 ] ).normalize();
-
-			}
-
-			// a
-			if ( bHasNormal ) {
-
-				tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 0 ];
-				tempFace.vertexNormalsModel[ 1 ] = mpN12;
-				tempFace.vertexNormalsModel[ 2 ] = mpN31;
-
-			}
-
-			drawTriangle( v1, mpV12, mpV31, uv1, mpUV12, mpUV31, shader, tempFace, material );
-
-			// b
-			if ( bHasNormal ) {
-
-				tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 1 ];
-				tempFace.vertexNormalsModel[ 1 ] = mpN23;
-				tempFace.vertexNormalsModel[ 2 ] = mpN12;
-
-			}
-
-			drawTriangle( v2, mpV23, mpV12, uv2, mpUV23, mpUV12, shader, tempFace, material );
-
-			// c
-			if ( bHasNormal ) {
-
-				tempFace.vertexNormalsModel[ 0 ] = mpN12;
-				tempFace.vertexNormalsModel[ 1 ] = mpN23;
-				tempFace.vertexNormalsModel[ 2 ] = mpN31;
-
-			}
-
-			drawTriangle( mpV12, mpV23, mpV31, mpUV12, mpUV23, mpUV31, shader, tempFace, material );
-
-			// d
-			if ( bHasNormal ) {
-
-				tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 2 ];
-				tempFace.vertexNormalsModel[ 1 ] = mpN31;
-				tempFace.vertexNormalsModel[ 2 ] = mpN23;
-
-			}
-
-			drawTriangle( v3, mpV31, mpV23, uv3, mpUV31, mpUV23, shader, tempFace, material );
-
-			return;
-
-		}
-
-		// Z values (.28 fixed-point)
-
-		var z1 = ( v1.z * viewportZScale + viewportZOffs ) | 0;
-		var z2 = ( v2.z * viewportZScale + viewportZOffs ) | 0;
-		var z3 = ( v3.z * viewportZScale + viewportZOffs ) | 0;
-
-		// UV values
-		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, n2, n3, nz1, nz2, nz3;
-
-		if ( bHasNormal ) {
-
-			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;
-		var dx23 = x2 - x3, dy23 = y3 - y2;
-		var dx31 = x3 - x1, dy31 = y1 - y3;
-
-		// Bounding rectangle
-
-		var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
-		var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
-		var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
-		var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
-
-		rectx1 = Math.min( minx, rectx1 );
-		rectx2 = Math.max( maxx, rectx2 );
-		recty1 = Math.min( miny, recty1 );
-		recty2 = Math.max( maxy, recty2 );
-
-		// Block size, standard 8x8 (must be power of two)
-
-		var q = blockSize;
-
-		// Start in corner of 8x8 block
-
-		minx &= ~ ( q - 1 );
-		miny &= ~ ( q - 1 );
-
-		// Constant part of half-edge functions
-
-		var minXfixscale = ( minx << subpixelBits );
-		var minYfixscale = ( miny << subpixelBits );
-
-		var c1 = dy12 * ( ( minXfixscale ) - x1 ) + dx12 * ( ( minYfixscale ) - y1 );
-		var c2 = dy23 * ( ( minXfixscale ) - x2 ) + dx23 * ( ( minYfixscale ) - y2 );
-		var c3 = dy31 * ( ( minXfixscale ) - x3 ) + dx31 * ( ( minYfixscale ) - y3 );
-
-		// Correct for fill convention
-
-		if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
-		if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
-		if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
-
-		// Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
-		// It's a bit subtle. :)
-		c1 = ( c1 - 1 ) >> subpixelBits;
-		c2 = ( c2 - 1 ) >> subpixelBits;
-		c3 = ( c3 - 1 ) >> subpixelBits;
-
-		// Z interpolation setup
-
-		var dz12 = z1 - z2, dz31 = z3 - z1;
-		var invDet = 1.0 / ( dx12 * dy31 - dx31 * dy12 );
-		var dzdx = ( invDet * ( dz12 * dy31 - dz31 * dy12 ) ); // dz per one subpixel step in x
-		var dzdy = ( invDet * ( dz12 * dx31 - dx12 * dz31 ) ); // dz per one subpixel step in y
-
-		// Z at top/left corner of rast area
-
-		var cz = ( z1 + ( ( minXfixscale ) - x1 ) * dzdx + ( ( minYfixscale ) - y1 ) * dzdy ) | 0;
-
-		// Z pixel steps
-
-		dzdx = ( dzdx * fixscale ) | 0;
-		dzdy = ( dzdy * fixscale ) | 0;
-
-		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 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;
-		var nmin2 = 0, nmax2 = 0;
-		var nmin3 = 0, nmax3 = 0;
-		var nminz = 0, nmaxz = 0;
-		if ( dx12 >= 0 ) nmax1 -= qm1 * dx12; else nmin1 -= qm1 * dx12;
-		if ( dy12 >= 0 ) nmax1 -= qm1 * dy12; else nmin1 -= qm1 * dy12;
-		if ( dx23 >= 0 ) nmax2 -= qm1 * dx23; else nmin2 -= qm1 * dx23;
-		if ( dy23 >= 0 ) nmax2 -= qm1 * dy23; else nmin2 -= qm1 * dy23;
-		if ( dx31 >= 0 ) nmax3 -= qm1 * dx31; else nmin3 -= qm1 * dx31;
-		if ( dy31 >= 0 ) nmax3 -= qm1 * dy31; else nmin3 -= qm1 * dy31;
-		if ( dzdx >= 0 ) nmaxz += qm1 * dzdx; else nminz += qm1 * dzdx;
-		if ( dzdy >= 0 ) nmaxz += qm1 * dzdy; else nminz += qm1 * dzdy;
-
-		// Loop through blocks
-		var linestep = canvasWidth - q;
-
-		var cb1 = c1;
-		var cb2 = c2;
-		var cb3 = c3;
-		var cbz = cz;
-		var qstep = - q;
-		var e1x = qstep * dy12;
-		var e2x = qstep * dy23;
-		var e3x = qstep * dy31;
-		var ezx = qstep * dzdx;
-
-		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 ) {
-
-			// New block line - keep hunting for tri outer edge in old block line dir
-			while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
-
-				x0 += qstep;
-				cb1 += e1x;
-				cb2 += e2x;
-				cb3 += e3x;
-				cbz += ezx;
-
-				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.
-			qstep = - qstep;
-			e1x = - e1x;
-			e2x = - e2x;
-			e3x = - e3x;
-			ezx = - ezx;
-
-			if ( bHasUV ) {
-
-				etux = - etux;
-				etvx = - etvx;
-
-			}
-
-			if ( bHasNormal ) {
-
-				enzx = - enzx;
-
-			}
-
-			while ( 1 ) {
-
-				// Step everything
-				x0 += qstep;
-				cb1 += e1x;
-				cb2 += e2x;
-				cb3 += e3x;
-				cbz += ezx;
-
-				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
-				// dir, we're done with this line.
-				if ( x0 < minx || x0 >= maxx ) break;
-				if ( cb1 < nmax1 ) if ( e1x < 0 ) break; else continue;
-				if ( cb2 < nmax2 ) if ( e2x < 0 ) break; else continue;
-				if ( cb3 < nmax3 ) if ( e3x < 0 ) break; else continue;
-
-				// We can skip this block if it's already fully covered
-				var blockX = x0 >> blockShift;
-				var blockY = y0 >> blockShift;
-				var blockId = blockX + blockY * canvasWBlocks;
-				var minz = cbz + nminz;
-
-				// farthest point in block closer than closest point in our tri?
-				if ( blockMaxZ[ blockId ] < minz ) continue;
-
-				// 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;
-
-				// 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;
-
-					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;
-						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 ] ) {
-
-								shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
-
-							}
-
-							cx1 += dy12;
-							cx2 += dy23;
-							cxz += dzdx;
-
-							if ( bHasUV ) {
-
-								cxtu += dtudx;
-								cxtv += dtvdx;
-
-							}
-
-							if ( bHasNormal ) {
-
-								cxnz += dnzdx;
-
-							}
-
-							offset ++;
-
-						}
-
-						cy1 += dx12;
-						cy2 += dx23;
-						cyz += dzdy;
-
-						if ( bHasUV ) {
-
-							cytu += dtudy;
-							cytv += dtvdy;
-
-						}
-
-						if ( bHasNormal ) {
-
-							cynz += dnzdy;
-
-						}
-
-						offset += linestep;
-
-					}
-
-				} else {
-
-					// Partially covered block
-
-					var cy1 = cb1;
-					var cy2 = cb2;
-					var cy3 = cb3;
-					var cyz = cbz;
-
-					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 cx3 = cy3;
-						var cxz = cyz;
-
-						var cxtu;
-						var cxtv;
-						if ( bHasUV ) {
-
-							cxtu = cytu;
-							cxtv = cytv;
-
-						}
-
-						var cxnz;
-						if ( bHasNormal ) {
-
-							cxnz = cynz;
-
-						}
-
-						for ( var ix = 0; ix < q; ix ++ ) {
-
-							if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
-
-								var z = cxz;
-
-								if ( z < zbuffer[ offset ] ) {
-
-									shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
-
-								}
-
-							}
-
-							cx1 += dy12;
-							cx2 += dy23;
-							cx3 += dy31;
-							cxz += dzdx;
-
-							if ( bHasUV ) {
-
-								cxtu += dtudx;
-								cxtv += dtvdx;
-
-							}
-
-							if ( bHasNormal ) {
-
-								cxnz += dnzdx;
-
-							}
-
-							offset ++;
-
-						}
-
-						cy1 += dx12;
-						cy2 += dx23;
-						cy3 += dx31;
-						cyz += dzdy;
-
-						if ( bHasUV ) {
-
-							cytu += dtudy;
-							cytv += dtvdy;
-
-						}
-
-						if ( bHasNormal ) {
-
-							cynz += dnzdy;
-
-						}
-
-						offset += linestep;
-
-					}
-
-				}
-
-			}
-
-			// Advance to next row of blocks
-			cb1 += q * dx12;
-			cb2 += q * dx23;
-			cb3 += q * dx31;
-			cbz += q * dzdy;
-
-			if ( bHasUV ) {
-
-				cbtu += q * dtudy;
-				cbtv += q * dtvdy;
-
-			}
-
-			if ( bHasNormal ) {
-
-				cbnz += q * dnzdy;
-
-			}
-
-		}
-
-	}
-
-	// When drawing line, the blockShiftShift has to be zero. In order to clean pixel
-	// Using color1 and color2 to interpolation pixel color
-	// LineWidth is according to material.linewidth
-	function drawLine( v1, v2, color1, color2, shader, material ) {
-
-		// While the line mode is enable, blockSize has to be changed to 0.
-		if ( ! lineMode ) {
-
-			lineMode = true;
-			blockShift = 0;
-			blockSize = 1 << blockShift;
-
-			_this.setSize( canvas.width, canvas.height );
-
-		}
-
-		// TODO: Implement per-pixel z-clipping
-		if ( v1.z < - 1 || v1.z > 1 || v2.z < - 1 || v2.z > 1 ) return;
-
-		var halfLineWidth = Math.floor( ( material.linewidth - 1 ) * 0.5 );
-
-		// https://gist.github.com/2486101
-		// explanation: http://pouet.net/topic.php?which=8760&page=1
-
-		// 28.4 fixed-point coordinates
-		var x1 = ( v1.x * viewportXScale + viewportXOffs ) | 0;
-		var x2 = ( v2.x * viewportXScale + viewportXOffs ) | 0;
-
-		var y1 = ( v1.y * viewportYScale + viewportYOffs ) | 0;
-		var y2 = ( v2.y * viewportYScale + viewportYOffs ) | 0;
-
-		var z1 = ( v1.z * viewportZScale + viewportZOffs ) | 0;
-		var z2 = ( v2.z * viewportZScale + viewportZOffs ) | 0;
-
-		// Deltas
-		var dx12 = x1 - x2, dy12 = y1 - y2, dz12 = z1 - z2;
-
-		// Bounding rectangle
-		var minx = Math.max( ( Math.min( x1, x2 ) + subpixelBias ) >> subpixelBits, 0 );
-		var maxx = Math.min( ( Math.max( x1, x2 ) + subpixelBias ) >> subpixelBits, canvasWidth );
-		var miny = Math.max( ( Math.min( y1, y2 ) + subpixelBias ) >> subpixelBits, 0 );
-		var maxy = Math.min( ( Math.max( y1, y2 ) + subpixelBias ) >> subpixelBits, canvasHeight );
-		var minz = Math.max( ( Math.min( z1, z2 ) + subpixelBias ) >> subpixelBits, 0 );
-		var maxz = ( Math.max( z1, z2 ) + subpixelBias ) >> subpixelBits;
-
-		rectx1 = Math.min( minx, rectx1 );
-		rectx2 = Math.max( maxx, rectx2 );
-		recty1 = Math.min( miny, recty1 );
-		recty2 = Math.max( maxy, recty2 );
-
-		// Get the line's unit vector and cross vector
-		var length = Math.sqrt( ( dy12 * dy12 ) + ( dx12 * dx12 ) );
-		var unitX = ( dx12 / length );
-		var unitY = ( dy12 / length );
-		var unitZ = ( dz12 / length );
-		var pixelX, pixelY, pixelZ;
-		var pX, pY, pZ;
-		crossVector.set( unitX, unitY, unitZ );
-		crossVector.cross( lookVector );
-		crossVector.normalize();
-
-		while ( length > 0 ) {
-
-			// Get this pixel.
-			pixelX = x2 + length * unitX;
-			pixelY = y2 + length * unitY;
-			pixelZ = z2 + length * unitZ;
-
-			pixelX = ( pixelX + subpixelBias ) >> subpixelBits;
-			pixelY = ( pixelY + subpixelBias ) >> subpixelBits;
-			pZ = ( pixelZ + subpixelBias ) >> subpixelBits;
-
-			// Draw line with line width
-			for ( var i = - halfLineWidth; i <= halfLineWidth; ++ i ) {
-
-				// Compute the line pixels.
-				// Get the pixels on the vector that crosses to the line vector
-				pX = Math.floor( ( pixelX + crossVector.x * i ) );
-				pY = Math.floor( ( pixelY + crossVector.y * i ) );
-
-				// if pixel is over the rect. Continue
-				if ( rectx1 >= pX || rectx2 <= pX || recty1 >= pY || recty2 <= pY )
-					continue;
-
-				// Find this pixel at which block
-				var blockX = pX >> blockShift;
-				var blockY = pY >> blockShift;
-				var blockId = blockX + blockY * canvasWBlocks;
-
-				// Compare the pixel depth width z block.
-				if ( blockMaxZ[ blockId ] < minz ) continue;
-
-				blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
-
-				var bflags = blockFlags[ blockId ];
-				if ( bflags & BLOCK_NEEDCLEAR ) clearBlock( blockX, blockY );
-				blockFlags[ blockId ] = bflags & ~ ( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
-
-				// draw pixel
-				var offset = pX + pY * canvasWidth;
-
-				if ( pZ < zbuffer[ offset ] ) {
-
-					shader( data, zbuffer, offset, pZ, color1, color2, material );
-
-				}
-
-			}
-
-			-- length;
-
-		}
-
-	}
-
-	function clearBlock( blockX, blockY ) {
-
-		var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
-		var poffset = zoffset * 4;
-
-		var zlinestep = canvasWidth - blockSize;
-		var plinestep = zlinestep * 4;
-
-		for ( var y = 0; y < blockSize; y ++ ) {
-
-			for ( var x = 0; x < blockSize; x ++ ) {
-
-				zbuffer[ zoffset ++ ] = maxZVal;
-
-				data[ poffset ++ ] = clearColor.r * 255 | 0;
-				data[ poffset ++ ] = clearColor.g * 255 | 0;
-				data[ poffset ++ ] = clearColor.b * 255 | 0;
-				data[ poffset ++ ] = getAlpha() * 255 | 0;
-
-			}
-
-			zoffset += zlinestep;
-			poffset += plinestep;
-
-		}
-
-	}
-
-	function finishClear( ) {
-
-		var block = 0;
-
-		for ( var y = 0; y < canvasHBlocks; y ++ ) {
-
-			for ( var x = 0; x < canvasWBlocks; x ++ ) {
-
-				if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
-
-					clearBlock( x, y );
-					blockFlags[ block ] = BLOCK_ISCLEAR;
-
-				}
-
-				block ++;
-
-			}
-
-		}
-
-	}
-
-};
-
-SoftwareRenderer.Texture = function () {
-
-	var canvas;
-
-	this.fromImage = function ( image ) {
-
-		if ( ! image || image.width <= 0 || image.height <= 0 )
-			return;
-
-		if ( canvas === undefined ) {
-
-			canvas = document.createElement( 'canvas' );
-
-		}
-
-		var size = image.width > image.height ? image.width : image.height;
-		size = _Math.ceilPowerOfTwo( size );
-
-		if ( canvas.width != size || canvas.height != size ) {
-
-			canvas.width = size;
-			canvas.height = size;
-
-		}
-
-		var ctx = canvas.getContext( '2d' );
-		ctx.clearRect( 0, 0, size, size );
-		ctx.drawImage( image, 0, 0, size, size );
-
-		var imgData = ctx.getImageData( 0, 0, size, size );
-
-		this.data = imgData.data;
-		this.width = size;
-		this.height = size;
-		this.srcUrl = image.src;
-
-	};
-
-};
-
-export { SoftwareRenderer };

+ 0 - 156
examples/software_geometry_earth.html

@@ -1,156 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<title>three.js software - geometry - earth</title>
-		<meta charset="utf-8">
-		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
-		<link type="text/css" rel="stylesheet" href="main.css">
-		<style>
-			a {
-				color: #08f;
-			}
-		</style>
-	</head>
-	<body>
-
-		<div id="container"></div>
-		<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - earth demo</div>
-
-		<script type="module">
-
-			import * as THREE from '../build/three.module.js';
-
-			import Stats from './jsm/libs/stats.module.js';
-
-			import { SoftwareRenderer } from './jsm/renderers/SoftwareRenderer.js';
-
-			var container, stats;
-			var camera, scene, renderer;
-			var group;
-			var mouseX = 0, mouseY = 0;
-
-			var windowHalfX = window.innerWidth / 2;
-			var windowHalfY = window.innerHeight / 2;
-
-			init();
-			animate();
-
-			function init() {
-
-				container = document.getElementById( 'container' );
-
-				camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 2000 );
-				camera.position.z = 500;
-
-				scene = new THREE.Scene();
-
-				group = new THREE.Group();
-				scene.add( group );
-
-				// earth
-
-				var loader = new THREE.TextureLoader();
-				loader.load( 'textures/land_ocean_ice_cloud_2048.jpg', function ( texture ) {
-
-					var geometry = new THREE.SphereBufferGeometry( 200, 20, 20 );
-
-					var material = new THREE.MeshLambertMaterial( { map: texture } );
-					var mesh = new THREE.Mesh( geometry, material );
-					group.add( mesh );
-
-				} );
-
-				// shadow
-
-				var canvas = document.createElement( 'canvas' );
-				canvas.width = 128;
-				canvas.height = 128;
-
-				var context = canvas.getContext( '2d' );
-				var gradient = context.createRadialGradient(
-					canvas.width / 2,
-					canvas.height / 2,
-					0,
-					canvas.width / 2,
-					canvas.height / 2,
-					canvas.width / 2
-				);
-				gradient.addColorStop( 0.1, 'rgba(210,210,210,1)' );
-				gradient.addColorStop( 1, 'rgba(255,255,255,1)' );
-
-				context.fillStyle = gradient;
-				context.fillRect( 0, 0, canvas.width, canvas.height );
-
-				var texture = new THREE.CanvasTexture( canvas );
-
-				var geometry = new THREE.PlaneBufferGeometry( 300, 300, 3, 3 );
-				var material = new THREE.MeshBasicMaterial( { map: texture } );
-
-				var mesh = new THREE.Mesh( geometry, material );
-				mesh.position.y = - 250;
-				mesh.rotation.x = - Math.PI / 2;
-				group.add( mesh );
-
-				renderer = new SoftwareRenderer();
-				renderer.setSize( window.innerWidth, window.innerHeight );
-
-				container.appendChild( renderer.domElement );
-
-				stats = new Stats();
-				container.appendChild( stats.dom );
-
-				document.addEventListener( 'mousemove', onDocumentMouseMove, false );
-
-				//
-
-				window.addEventListener( 'resize', onWindowResize, false );
-
-			}
-
-			function onWindowResize() {
-
-				windowHalfX = window.innerWidth / 2;
-				windowHalfY = window.innerHeight / 2;
-
-				camera.aspect = window.innerWidth / window.innerHeight;
-				camera.updateProjectionMatrix();
-
-				renderer.setSize( window.innerWidth, window.innerHeight );
-
-			}
-
-			function onDocumentMouseMove( event ) {
-
-				mouseX = ( event.clientX - windowHalfX );
-				mouseY = ( event.clientY - windowHalfY );
-
-			}
-
-			//
-
-			function animate() {
-
-				requestAnimationFrame( animate );
-
-				render();
-				stats.update();
-
-			}
-
-			function render() {
-
-				camera.position.x += ( mouseX - camera.position.x ) * 0.05;
-				camera.position.y += ( - mouseY - camera.position.y ) * 0.05;
-				camera.lookAt( scene.position );
-
-				group.rotation.y -= 0.005;
-
-				renderer.render( scene, camera );
-
-			}
-
-
-		</script>
-
-	</body>
-</html>

+ 0 - 205
examples/software_lines_splines.html

@@ -1,205 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<title>three.js software - lines - splines</title>
-		<meta charset="utf-8">
-		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
-		<link type="text/css" rel="stylesheet" href="main.css">
-	</head>
-	<body>
-
-		<div id="info">
-			<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - splines Software demo<br/>
-			<a href="http://en.wikipedia.org/wiki/Hilbert_curve">Hilbert curve</a> thanks to <a href="http://www.openprocessing.org/visuals/?visualID=15599">Thomas Diewald</a>
-		</div>
-
-		<script type="module">
-
-			import * as THREE from '../build/three.module.js';
-
-			import { GeometryUtils } from './jsm/utils/GeometryUtils.js';
-			import { SoftwareRenderer } from './jsm/renderers/SoftwareRenderer.js';
-
-			var mouseX = 0, mouseY = 0,
-
-				windowHalfX = window.innerWidth / 2,
-				windowHalfY = window.innerHeight / 2,
-
-				camera, scene, renderer;
-
-			init();
-			animate();
-
-			function init() {
-
-				var container = document.createElement( 'div' );
-				document.body.appendChild( container );
-
-				camera = new THREE.PerspectiveCamera( 33, window.innerWidth / window.innerHeight, 1, 10000 );
-				camera.position.z = 700;
-
-				scene = new THREE.Scene();
-
-				renderer = new SoftwareRenderer();
-				renderer.setSize( window.innerWidth, window.innerHeight );
-
-				container.appendChild( renderer.domElement );
-
-				//
-
-				var hilbertPoints = GeometryUtils.hilbert3D( new THREE.Vector3( 0, 0, 0 ), 200.0, 1, 0, 1, 2, 3, 4, 5, 6, 7 );
-
-				var geometry1 = new THREE.BufferGeometry();
-				var geometry2 = new THREE.BufferGeometry();
-				var geometry3 = new THREE.BufferGeometry();
-
-				var subdivisions = 6;
-
-				var vertices = [];
-				var colors1 = [];
-				var colors2 = [];
-				var colors3 = [];
-
-				var point = new THREE.Vector3();
-				var color = new THREE.Color();
-
-				var spline = new THREE.CatmullRomCurve3( hilbertPoints );
-
-				for ( var i = 0; i < hilbertPoints.length * subdivisions; i ++ ) {
-
-					var t = i / ( hilbertPoints.length * subdivisions );
-					spline.getPoint( t, point );
-
-					vertices.push( point.x, point.y, point.z );
-
-					color.setHSL( 0.6, 1.0, Math.max( 0, - point.x / 200 ) + 0.5 );
-					colors1.push( color.r, color.g, color.b );
-
-					color.setHSL( 0.9, 1.0, Math.max( 0, - point.y / 200 ) + 0.5 );
-					colors2.push( color.r, color.g, color.b );
-
-					color.setHSL( i / ( hilbertPoints.length * subdivisions ), 1.0, 0.5 );
-					colors3.push( color.r, color.g, color.b );
-
-				}
-
-				geometry1.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
-				geometry2.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
-				geometry3.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
-
-				geometry1.setAttribute( 'color', new THREE.Float32BufferAttribute( colors1, 3 ) );
-				geometry2.setAttribute( 'color', new THREE.Float32BufferAttribute( colors2, 3 ) );
-				geometry3.setAttribute( 'color', new THREE.Float32BufferAttribute( colors3, 3 ) );
-
-				// lines
-
-				var material = new THREE.LineBasicMaterial( { color: 0xffffff, opacity: 1, linewidth: 3, vertexColors: THREE.VertexColors } );
-
-				var line, p, scale = 0.3, d = 225;
-				var parameters = [
-					[ material, scale * 1.5, [ - d, 0, 0 ], geometry1 ],
-					[ material, scale * 1.5, [ 0, 0, 0 ], geometry2 ],
-					[ material, scale * 1.5, [ d, 0, 0 ], geometry3 ]
-				];
-
-				for ( var i = 0; i < parameters.length; ++ i ) {
-
-					p = parameters[ i ];
-					line = new THREE.Line( p[ 3 ], p[ 0 ] );
-					line.scale.x = line.scale.y = line.scale.z = p[ 1 ];
-					line.position.x = p[ 2 ][ 0 ];
-					line.position.y = p[ 2 ][ 1 ];
-					line.position.z = p[ 2 ][ 2 ];
-					scene.add( line );
-
-				}
-
-				document.addEventListener( 'mousemove', onDocumentMouseMove, false );
-				document.addEventListener( 'touchstart', onDocumentTouchStart, false );
-				document.addEventListener( 'touchmove', onDocumentTouchMove, false );
-
-				window.addEventListener( 'resize', onWindowResize, false );
-
-			}
-
-			function onWindowResize() {
-
-				windowHalfX = window.innerWidth / 2;
-				windowHalfY = window.innerHeight / 2;
-
-				camera.aspect = window.innerWidth / window.innerHeight;
-				camera.updateProjectionMatrix();
-
-				renderer.setSize( window.innerWidth, window.innerHeight );
-
-			}
-
-			function onDocumentMouseMove( event ) {
-
-				mouseX = event.clientX - windowHalfX;
-				mouseY = event.clientY - windowHalfY;
-
-			}
-
-			function onDocumentTouchStart( event ) {
-
-				if ( event.touches.length > 1 ) {
-
-					event.preventDefault();
-
-					mouseX = event.touches[ 0 ].pageX - windowHalfX;
-					mouseY = event.touches[ 0 ].pageY - windowHalfY;
-
-				}
-
-			}
-
-			function onDocumentTouchMove( event ) {
-
-				if ( event.touches.length == 1 ) {
-
-					event.preventDefault();
-
-					mouseX = event.touches[ 0 ].pageX - windowHalfX;
-					mouseY = event.touches[ 0 ].pageY - windowHalfY;
-
-				}
-
-			}
-
-			function animate() {
-
-				requestAnimationFrame( animate );
-				render();
-
-			}
-
-			function render() {
-
-				camera.position.x += ( mouseX - camera.position.x ) * .05;
-				camera.position.y += ( - mouseY + 200 - camera.position.y ) * .05;
-
-				camera.lookAt( scene.position );
-
-				var time = Date.now() * 0.0005;
-
-				for ( var i = 0; i < scene.children.length; i ++ ) {
-
-					var object = scene.children[ i ];
-
-					if ( object instanceof THREE.Line ) {
-
-						object.rotation.y = time * ( i % 2 ? 1 : - 1 );
-
-					}
-
-				}
-
-				renderer.render( scene, camera );
-
-			}
-
-
-		</script>
-	</body>
-</html>

+ 0 - 197
examples/software_sandbox.html

@@ -1,197 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<title>three.js - software renderer</title>
-		<meta charset="utf-8">
-		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
-		<link type="text/css" rel="stylesheet" href="main.css">
-	</head>
-	<body>
-
-		<div id="info">
-			<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - software renderer<br />
-			drag to change the point of view
-		</div>
-
-		<script type="module">
-
-			import * as THREE from '../build/three.module.js';
-
-			import Stats from './jsm/libs/stats.module.js';
-
-			import { TrackballControls } from './jsm/controls/TrackballControls.js';
-			import { SoftwareRenderer } from './jsm/renderers/SoftwareRenderer.js';
-			import { GeometryUtils } from './jsm/utils/GeometryUtils.js';
-
-			var camera, controls, scene, renderer, stats;
-
-			var torus, cube, texCube;
-
-			var start = Date.now();
-
-			init();
-			animate();
-
-			function init() {
-
-				var container = document.createElement( 'div' );
-				document.body.appendChild( container );
-
-				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 2000 );
-				camera.position.z = 600;
-
-				scene = new THREE.Scene();
-
-				// Torus
-				var torusGeometry = new THREE.TorusKnotBufferGeometry( 150, 10 );
-				torusGeometry = torusGeometry.toNonIndexed();
-
-				var colors = [];
-				var color = new THREE.Color();
-
-				for ( var i = 0; i < torusGeometry.attributes.position.count; i ++ ) {
-
-					color.setHex( Math.random() * 0xffffff );
-					colors.push( color.r, color.g, color.b );
-
-				}
-
-				torusGeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
-
-				torus = new THREE.Mesh( torusGeometry, new THREE.MeshBasicMaterial( { color: 0x0000ff, vertexColors: THREE.VertexColors } ) );
-				scene.add( torus );
-
-				// Cube
-				var boxGeometry = new THREE.BoxBufferGeometry( 200, 200, 200 );
-				boxGeometry = boxGeometry.toNonIndexed();
-
-				colors = [];
-
-				for ( var i = 0; i < boxGeometry.attributes.position.count; i ++ ) {
-
-					color.setHex( Math.random() * 0xffffff );
-					colors.push( color.r, color.g, color.b );
-
-				}
-
-				boxGeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
-
-				cube = new THREE.Mesh( boxGeometry, new THREE.MeshBasicMaterial( { color: 0x00ff00, vertexColors: THREE.VertexColors } ) );
-				scene.position.set( 100, 0, 0 );
-				scene.add( cube );
-
-				// Cube with texture
-				var loader = new THREE.TextureLoader();
-				var map = loader.load( 'textures/brick_diffuse.jpg' );
-				texCube = new THREE.Mesh( boxGeometry, new THREE.MeshLambertMaterial( { map: map } ) );
-				texCube.position.set( - 300, 0, 0 );
-				scene.add( texCube );
-
-				// THREE.Sprite
-				var sprite = new THREE.Sprite( new THREE.SpriteMaterial( { color: 0xff0040 } ) );
-				sprite.scale.set( 100, 100, 1 );
-				sprite.position.set( - 100, 200, 0 );
-				scene.add( sprite );
-
-				// THREE.Sprite with texture
-				var texLoader = new THREE.TextureLoader();
-				map = texLoader.load( 'textures/sprite1.png' );
-				var texSprite = new THREE.Sprite( new THREE.SpriteMaterial( { map: map, transparent: true } ) );
-				texSprite.scale.set( 100, 100, 1 );
-				texSprite.position.set( 100, 200, 0 );
-				scene.add( texSprite );
-
-				// THREE.Line
-				var hilbertPoints = GeometryUtils.hilbert3D( new THREE.Vector3( 0, 0, 0 ), 200.0, 1, 0, 1, 2, 3, 4, 5, 6, 7 );
-
-				var lineGeometry = new THREE.BufferGeometry();
-				var subdivisions = 6;
-
-				var vertices = [];
-				colors = [];
-
-				var point = new THREE.Vector3();
-				color.setHex( 0x88aaff );
-
-				var spline = new THREE.CatmullRomCurve3( hilbertPoints );
-
-				for ( var i = 0; i < hilbertPoints.length * subdivisions; i ++ ) {
-
-					var t = i / ( hilbertPoints.length * subdivisions );
-					spline.getPoint( t, point );
-
-					vertices.push( point.x, point.y, point.z );
-					colors.push( color.r, color.g, color.b );
-
-				}
-
-				lineGeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
-				lineGeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
-
-				var material = new THREE.LineBasicMaterial( { opacity: 1, linewidth: 3, vertexColors: THREE.VertexColors } );
-				var line = new THREE.Line( lineGeometry, material );
-				line.scale.set( 0.5, 0.5, 0.5 );
-				line.position.set( 0, - 200, 0 );
-				scene.add( line );
-
-				//
-
-				renderer = new SoftwareRenderer();
-				renderer.setSize( window.innerWidth, window.innerHeight );
-				container.appendChild( renderer.domElement );
-
-				controls = new TrackballControls( camera, renderer.domElement );
-
-				stats = new Stats();
-				container.appendChild( stats.dom );
-
-				//
-
-				window.addEventListener( 'resize', onWindowResize, false );
-
-			}
-
-			function onWindowResize() {
-
-				camera.aspect = window.innerWidth / window.innerHeight;
-				camera.updateProjectionMatrix();
-
-				renderer.setSize( window.innerWidth, window.innerHeight );
-
-			}
-
-			//
-
-			function animate() {
-
-				requestAnimationFrame( animate );
-
-				render();
-				stats.update();
-
-			}
-
-			function render() {
-
-				var timer = Date.now() - start;
-
-				torus.position.y = Math.sin( timer * 0.002 ) * 150;
-				torus.rotation.x = timer * 0.0003;
-				torus.rotation.z = timer * 0.0002;
-
-				cube.rotation.x = timer * 0.0002;
-				cube.rotation.z = timer * 0.0003;
-
-				texCube.rotation.x = timer * 0.0002;
-				texCube.rotation.z = timer * 0.0003;
-
-				controls.update();
-
-				renderer.render( scene, camera );
-
-			}
-
-		</script>
-
-	</body>
-</html>

+ 0 - 1
utils/modularize.js

@@ -175,7 +175,6 @@ var files = [
 	{ path: 'renderers/CSS3DRenderer.js', dependencies: [], ignoreList: [] },
 	{ path: 'renderers/Projector.js', dependencies: [], ignoreList: [] },
 	{ path: 'renderers/RaytracingRenderer.js', dependencies: [], ignoreList: [] },
-	{ path: 'renderers/SoftwareRenderer.js', dependencies: [ { name: 'Projector', path: 'renderers/Projector.js' }, { name: 'RenderableFace', path: 'renderers/Projector.js' }, { name: 'RenderableLine', path: 'renderers/Projector.js' }, { name: 'RenderableSprite', path: 'renderers/Projector.js' } ], ignoreList: [] },
 	{ path: 'renderers/SVGRenderer.js', dependencies: [ { name: 'Projector', path: 'renderers/Projector.js' }, { name: 'RenderableFace', path: 'renderers/Projector.js' }, { name: 'RenderableLine', path: 'renderers/Projector.js' }, { name: 'RenderableSprite', path: 'renderers/Projector.js' } ], ignoreList: [] },
 	{ path: 'renderers/WebGLDeferredRenderer.js', dependencies: [ { name: 'EffectComposer', path: 'postprocessing/EffectComposer.js' }, { name: 'ShaderPass', path: 'postprocessing/ShaderPass.js' }, { name: 'RenderPass', path: 'postprocessing/RenderPass.js' }, { name: 'FXAAShader', path: 'shaders/FXAAShader.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' } ], ignoreList: [] },