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@@ -19,8 +19,8 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var canvasWidth, canvasHeight;
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var canvasWBlocks, canvasHBlocks;
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- var viewportXScale, viewportYScale, viewportZScale;
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- var viewportXOffs, viewportYOffs, viewportZOffs;
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+ var viewportXScale, viewportYScale, viewportZScale, viewportTexCoordScale;
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+ var viewportXOffs, viewportYOffs, viewportZOffs, viewportTexCoordOffs;
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var clearColor = new THREE.Color( 0x000000 );
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@@ -35,6 +35,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var blockShift = 3;
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var blockSize = 1 << blockShift;
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var maxZVal = (1 << 24); // Note: You want to size this so you don't get overflows.
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+ var maxTexCoordVal = 1; // Note: You want to size this so you don't get overflows.
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var rectx1 = Infinity, recty1 = Infinity;
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var rectx2 = 0, recty2 = 0;
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@@ -75,9 +76,12 @@ THREE.SoftwareRenderer = function ( parameters ) {
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viewportXScale = fixScale * canvasWidth / 2;
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viewportYScale = -fixScale * canvasHeight / 2;
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viewportZScale = maxZVal / 2;
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+ viewportTexCoordScale = maxTexCoordVal;
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+
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viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
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viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
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viewportZOffs = maxZVal / 2 + 0.5;
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+ viewportTexCoordOffs = 0;
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canvas.width = canvasWidth;
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canvas.height = canvasHeight;
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@@ -347,8 +351,17 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
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var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
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var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
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-
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- // Deltas
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+
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+ // UV values
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+
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+ var tu1 = (face.uvs[0].x * viewportTexCoordScale + viewportTexCoordOffs);
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+ var tv1 = (face.uvs[0].y * viewportTexCoordScale + viewportTexCoordOffs);
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+ var tu2 = (face.uvs[1].x * viewportTexCoordScale + viewportTexCoordOffs);
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+ var tv2 = (face.uvs[1].y * viewportTexCoordScale + viewportTexCoordOffs);
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+ var tu3 = (face.uvs[2].x * viewportTexCoordScale + viewportTexCoordOffs);
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+ var tv3 = (face.uvs[2].y * viewportTexCoordScale + viewportTexCoordOffs);
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+
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+ // Deltas
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var dx12 = x1 - x2, dy12 = y2 - y1;
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var dx23 = x2 - x3, dy23 = y3 - y2;
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@@ -409,6 +422,38 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var zfixscale = (1 << subpixelBits);
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dzdx = (dzdx * zfixscale) | 0;
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dzdy = (dzdy * zfixscale) | 0;
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+
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+ // UV interpolation setup
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+
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+ var dtu12 = tu1 - tu2, dtu23 = tu2 - tu3, dtu31 = tu3 - tu1;
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+// var dtudx = (invDet * (dtu12*dy31 - du31*dy12)); // dtu per one subpixel step in x
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+// var dtudy = (invDet * (dtu12*dx31 - dx12*du31)); // dtu per one subpixel step in y
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+ var dtv12 = tv1 - tv2, dtv23 = tv2 - tv3, dtv31 = tv3 - tv1;
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+// var dtvdx = (invDet * (dtv12*dy31 - dtv31*dy12)); // dtv per one subpixel step in x
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+// var dtvdy = (invDet * (dtv12*dx31 - dx12*dtv31)); // dtv per one subpixel step in y
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+
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+ // UV at top/left corner of rast area
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+// var minXfixscale = (minx << subpixelBits);
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+// var minYfixscale = (miny << subpixelBits);
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+// var ctu = ( tu1 + (minXfixscale - x1) * dtudx + (minYfixscale - y1) * dtudy );
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+// var ctv = ( tv1 + (minXfixscale - x1) * dtvdx + (minYfixscale - y1) * dtvdy );
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+ var mintu = Math.min( tu1, tu2, tu3 );
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+ var maxtu = Math.max( tu1, tu2, tu3 );
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+ var mintv = Math.min( tv1, tv2, tv3 );
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+ var maxtv = Math.max( tv1, tv2, tv3 );
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+
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+ var cuv1 = dtv12 * (mintu- tu1) + dtu12 * (mintv - tv1);
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+ var cuv2 = dtv23 * (mintu - tu2) + dtu23 * (mintv - tv2);
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+ var cuv3 = dtv31 * (mintu - tu3) + dtu31 * (mintv - tv3);
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+
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+ // UV pixel steps
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+
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+// var tufixscale = (1 << subpixelBits);
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+// dtudx = dtudx * tufixscale;
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+// dtudy = dtudy * tufixscale;
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+// var tvfixscale = (1 << subpixelBits);
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+// dtvdx = (dtvdx * tvfixscale);
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+// dtvdy = (dtvdy * tvfixscale);
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// Set up min/max corners
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var qm1 = q - 1; // for convenience
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@@ -416,6 +461,8 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var nmin2 = 0, nmax2 = 0;
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var nmin3 = 0, nmax3 = 0;
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var nminz = 0, nmaxz = 0;
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+// var nmintu = 0, nmaxtu = 0;
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+// var nmintv = 0, nmaxtv = 0;
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if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
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if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
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if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
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@@ -424,6 +471,8 @@ THREE.SoftwareRenderer = function ( parameters ) {
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if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
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if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
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if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
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+// if (dtudx >= 0) nmaxtu += qm1*dtudx; else nmintu += qm1*dtudx;
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+// if (dtudy >= 0) nmaxtu += qm1*dtudy; else nmintu += qm1*dtudy;
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// Loop through blocks
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var linestep = canvasWidth - q;
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@@ -433,11 +482,17 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var cb2 = c2;
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var cb3 = c3;
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var cbz = cz;
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+ var cbtuv1 = cuv1;
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+ var cbtuv2 = cuv2;
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+ var cbtuv3 = cuv3;
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var qstep = -q;
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var e1x = qstep * dy12;
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var e2x = qstep * dy23;
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var e3x = qstep * dy31;
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var ezx = qstep * dzdx;
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+ var e1tu = qstep * dtv12;
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+ var e2tu = qstep * dtv23;
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+ var e3tu = qstep * dtv31;
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var x0 = minx;
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for ( var y0 = miny; y0 < maxy; y0 += q ) {
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@@ -450,6 +505,9 @@ THREE.SoftwareRenderer = function ( parameters ) {
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cb2 += e2x;
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cb3 += e3x;
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cbz += ezx;
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+ cbtuv1 += e1tu;
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+ cbtuv2 += e2tu;
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+ cbtuv3 += e3tu;
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}
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@@ -459,6 +517,9 @@ THREE.SoftwareRenderer = function ( parameters ) {
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e2x = -e2x;
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e3x = -e3x;
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ezx = -ezx;
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+ e1tu = -e1tu;
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+ e2tu = -e2tu;
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+ e3tu = -e3tu;
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while ( 1 ) {
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@@ -468,6 +529,9 @@ THREE.SoftwareRenderer = function ( parameters ) {
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cb2 += e2x;
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cb3 += e3x;
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cbz += ezx;
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+ cbtuv1 += e1tu;
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+ cbtuv2 += e2tu;
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+ cbtuv3 += e3tu;
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// We're done with this block line when at least one edge completely out
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// If an edge function is too small and decreasing in the current traversal
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@@ -493,7 +557,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
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// Offset at top-left corner
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var offset = x0 + y0 * canvasWidth;
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-
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+
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// Accept whole block when fully covered
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if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
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@@ -503,27 +567,50 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var cy1 = cb1;
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var cy2 = cb2;
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var cyz = cbz;
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+ var ctv1 = cbtuv1;
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+ var ctv2 = cbtuv2;
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for ( var iy = 0; iy < q; iy ++ ) {
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var cx1 = cy1;
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var cx2 = cy2;
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var cxz = cyz;
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+ var ctu1 = ctv1;
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+ var ctu2 = ctv2;
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for ( var ix = 0; ix < q; ix ++ ) {
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var z = cxz;
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-
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+
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if ( z < zbuffer[ offset ] ) {
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zbuffer[ offset ] = z;
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var u = cx1 * scale;
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var v = cx2 * scale;
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- shader( data, offset * 4, u, v, face, material );
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+
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+// // Compute UV
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+// var xPos = x0 + ix;
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+// var yPos = y0 + iy;
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+// var dist1 = Math.sqrt((xPos-x1)*(xPos-x1)+(yPos-y1)*(yPos-y1));
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+// var dist2 = Math.sqrt((xPos-x2)*(xPos-x2)+(yPos-y2)*(yPos-y2));
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+// var dist3 = Math.sqrt((xPos-x3)*(xPos-x3)+(yPos-y3)*(yPos-y3));
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+// var distTotal = dist1 + dist2 + dist3;
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+//
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+// var dist1Ratio = dist1 / distTotal;
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+// var dist2Ratio = dist2 / distTotal;
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+// var dist3Ratio = dist3 / distTotal;
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+//
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+// u = tu1 * dist1Ratio + tu2 * dist2Ratio + tu3 * dist3Ratio;
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+// v = tv1 * dist1Ratio + tv2 * dist2Ratio + tv3 * dist3Ratio;
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+//
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+
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+ shader( data, offset * 4, ctu1, ctu2, face, material );
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}
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cx1 += dy12;
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cx2 += dy23;
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cxz += dzdx;
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+ ctu1 += dtv12;
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+ ctu2 += dtv23;
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offset++;
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}
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@@ -531,6 +618,8 @@ THREE.SoftwareRenderer = function ( parameters ) {
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cy1 += dx12;
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cy2 += dx23;
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cyz += dzdy;
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+ ctv1 += dtv12;
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+ ctv2 += dtv23;
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offset += linestep;
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}
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@@ -541,6 +630,9 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var cy2 = cb2;
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var cy3 = cb3;
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var cyz = cbz;
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+ var ctv1 = cbtuv1;
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+ var ctv2 = cbtuv2;
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+ var ctv3 = cbtuv3;
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for ( var iy = 0; iy < q; iy ++ ) {
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@@ -548,19 +640,38 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var cx2 = cy2;
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var cx3 = cy3;
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var cxz = cyz;
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+ var ctu1 = ctv1;
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+ var ctu2 = ctv2;
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+ var ctu3 = ctv3;
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for ( var ix = 0; ix < q; ix ++ ) {
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if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
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- var z = cxz;
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+ var z = cxz;
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if ( z < zbuffer[ offset ] ) {
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var u = cx1 * scale;
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var v = cx2 * scale;
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zbuffer[ offset ] = z;
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- shader( data, offset * 4, u, v, face, material );
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+
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+// // Compute UV
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+// var xPos = x0 + ix;
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+// var yPos = y0 + iy;
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+// var dist1 = Math.sqrt((xPos-x1)*(xPos-x1)+(yPos-y1)*(yPos-y1));
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+// var dist2 = Math.sqrt((xPos-x2)*(xPos-x2)+(yPos-y2)*(yPos-y2));
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+// var dist3 = Math.sqrt((xPos-x3)*(xPos-x3)+(yPos-y3)*(yPos-y3));
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+// var distTotal = dist1 + dist2 + dist3;
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+//
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+// var dist1Ratio = dist1 / distTotal;
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+// var dist2Ratio = dist2 / distTotal;
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+// var dist3Ratio = dist3 / distTotal;
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+//
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+// u = tu1 * dist1Ratio + tu2 * dist2Ratio + tu3 * dist3Ratio;
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+// v = tv1 * dist1Ratio + tv2 * dist2Ratio + tv3 * dist3Ratio;
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+//
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+ shader( data, offset * 4, ctu1, ctu2, face, material );
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}
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@@ -570,6 +681,9 @@ THREE.SoftwareRenderer = function ( parameters ) {
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cx2 += dy23;
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cx3 += dy31;
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cxz += dzdx;
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+ ctu1 += dtv12;
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+ ctu2 += dtv23;
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+ ctu3 += dtv31;
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offset++;
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}
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@@ -578,6 +692,9 @@ THREE.SoftwareRenderer = function ( parameters ) {
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cy2 += dx23;
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cy3 += dx31;
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cyz += dzdy;
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+ ctv1 += dtu12;
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+ ctv2 += dtu23;
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+ ctv3 += dtu31;
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offset += linestep;
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}
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@@ -591,6 +708,9 @@ THREE.SoftwareRenderer = function ( parameters ) {
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cb2 += q*dx23;
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cb3 += q*dx31;
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cbz += q*dzdy;
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+ cbtuv1 += q*dtu12;
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+ cbtuv2 += q*dtu23;
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+ cbtuv3 += q*dtu31;
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}
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}
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