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Эх сурвалжийг харах

texture coordinate use half-edge method

Mu Daosheng 11 жил өмнө
parent
commit
adb93c23d8

+ 129 - 9
examples/js/renderers/SoftwareRenderer.js

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