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@@ -35,7 +35,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var subpixelBits = 4;
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var subpixelBits = 4;
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var subpixelBias = (1 << subpixelBits) - 1;
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var subpixelBias = (1 << subpixelBits) - 1;
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- var blockShift = 0;
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+ var blockShift = 0; // Normally, it should be 3. At line mode, it has to be 0
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var blockSize = 1 << blockShift;
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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 maxZVal = (1 << 24); // Note: You want to size this so you don't get overflows.
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@@ -1050,48 +1050,48 @@ THREE.SoftwareRenderer = function ( parameters ) {
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// var blockShift = 0; var blockSize = 1 << blockShift; In order to clean pixel
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// var blockShift = 0; var blockSize = 1 << blockShift; In order to clean pixel
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// LineWidth support
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// LineWidth support
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function drawLine( v1, v2, color1, color2, shader, material ) {
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function drawLine( v1, v2, color1, color2, shader, material ) {
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-
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// TODO: Implement per-pixel z-clipping
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// TODO: Implement per-pixel z-clipping
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if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 ) return;
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if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 ) return;
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- // https://gist.github.com/2486101
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- // explanation: http://pouet.net/topic.php?which=8760&page=1
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-
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- // 28.4 fixed-point coordinates
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-
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- var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
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- var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
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-
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- var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
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- var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
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-
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- // Z values (.28 fixed-point)
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-
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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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-
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-// // Line width
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-//
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-// var halfLineWidth = material.linewidth * 0.5;
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-//
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-// // Line width direction
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+ // According line width to get bounding points
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+
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+ var halfLineWidth = Math.floor( (material.linewidth-1) * 0.5 );
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+ var lookVector = new THREE.Vector3( 0, 0, 1 );
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+ var crossVector = new THREE.Vector3();
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// var dummyUpAxis = new THREE.Vector3( 0, 1, 0 );
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// var dummyUpAxis = new THREE.Vector3( 0, 1, 0 );
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// var dummyRightAxis = new THREE.Vector3( 1, 0, 0 );
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// var dummyRightAxis = new THREE.Vector3( 1, 0, 0 );
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// var crossVector = new THREE.Vector3();
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// var crossVector = new THREE.Vector3();
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// var lineDir = v1.clone();
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// var lineDir = v1.clone();
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// lineDir.sub( v2 ) ;
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// lineDir.sub( v2 ) ;
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//
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//
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-// if ( Math.abs(dummyUpAxis.dot( lineDir )) === 1 ) { // This is parallel
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+// if ( Math.abs(dummyUpAxis.dot( lineDir )) === 1 ) { // This is parallel vector
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// crossVector.crossVectors( lineDir, dummyRightAxis );
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// crossVector.crossVectors( lineDir, dummyRightAxis );
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// } else {
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// } else {
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// crossVector.crossVectors( lineDir, dummyUpAxis );
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// crossVector.crossVectors( lineDir, dummyUpAxis );
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// }
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// }
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+// crossVector.multiplyScalar( halfLineWidth );
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+ // https://gist.github.com/2486101
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+ // explanation: http://pouet.net/topic.php?which=8760&page=1
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+
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+ // 28.4 fixed-point coordinates
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+
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+ var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
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+ var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
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+
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+ var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
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+ var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
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+
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+ // Z values (.28 fixed-point)
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+
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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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+
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// Deltas
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// Deltas
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- var dx12 = x1 - x2, dy12 = y2 - y1;
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+ var dx12 = x1 - x2, dy12 = y1 - y2;
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// Bounding rectangle
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// Bounding rectangle
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@@ -1099,6 +1099,191 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var maxx = Math.min( ( Math.max( x1, x2 ) + subpixelBias ) >> subpixelBits, canvasWidth );
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var maxx = Math.min( ( Math.max( x1, x2 ) + subpixelBias ) >> subpixelBits, canvasWidth );
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var miny = Math.max( ( Math.min( y1, y2 ) + subpixelBias ) >> subpixelBits, 0 );
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var miny = Math.max( ( Math.min( y1, y2 ) + subpixelBias ) >> subpixelBits, 0 );
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var maxy = Math.min( ( Math.max( y1, y2 ) + subpixelBias ) >> subpixelBits, canvasHeight );
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var maxy = Math.min( ( Math.max( y1, y2 ) + subpixelBias ) >> subpixelBits, canvasHeight );
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+ var minz = Math.max( ( Math.min( z1, z2 ) + subpixelBias ) >> subpixelBits, 0 );
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+ //var maxz = Math.min( ( Math.max( z1, z2 ) + subpixelBias ) >> subpixelBits, canvasHeight );
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+
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+ rectx1 = Math.min( minx, rectx1 );
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+ rectx2 = Math.max( maxx, rectx2 );
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+ recty1 = Math.min( miny, recty1 );
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+ recty2 = Math.max( maxy, recty2 );
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+
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+ // Block size, standard 8x8 (must be power of two)
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+
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+ var q = blockSize; // line mode should be 0.
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+
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+ // Start in corner of 8x8 block
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+
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+ minx &= ~(q - 1);
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+ miny &= ~(q - 1);
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+
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+ // Constant part of half-edge functions
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+
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+ //var minXfixscale = (minx << subpixelBits);
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+ //var minYfixscale = (miny << subpixelBits);
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+
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+ //var c1 = dy12 * ((minXfixscale) - x1) + dx12 * ((minYfixscale) - y1);
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+
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+ // Correct for fill convention
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+
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+ //if ( dy12 > 0 || ( dy12 === 0 && dx12 > 0 ) ) c1++;
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+
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+ // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
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+ // It's a bit subtle. :)
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+ //c1 = (c1 - 1) >> subpixelBits;
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+
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+ // Z interpolation setup
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+
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+ var dz12 = z1 - z2;
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+
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+ // Z at top/left corner of rast area
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+
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+ //var cz = ( z1 + ((minXfixscale) - x1) * dzdx + ((minYfixscale) - y1) * dzdy ) | 0;
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+
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+ // Z pixel steps
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+
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+// var fixscale = (1 << subpixelBits);
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+// dzdx = (dzdx * fixscale) | 0;
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+// dzdy = (dzdy * fixscale) | 0;
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+
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+ // Set up min/max corners
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+// var qm1 = q - 1; // for convenience
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+// var nmin1 = 0, nmax1 = 0;
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+// var nminz = 0, nmaxz = 0;
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+// if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
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+// if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
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+// if (dz12 >= 0) nmaxz += qm1*dz12; else nminz += qm1*dz12;
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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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+
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+ // Loop through blocks
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+ //var linestep = canvasWidth - q;
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+
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+ //var cb1 = c1;
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+ //var cbz = cz;
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+ //var qstep = -q;
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+ //var e1x = qstep * dy12;
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+ //var ezx = qstep * dz12;
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+
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+ var x0 = (x2);
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+ //var slope = dy12 / dx12;
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+ var length = Math.sqrt((dy12 * dy12) + (dx12 *dx12));
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+ var unitX = (dx12 / length);
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+ var unitY = (dy12 / length);
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+ var unitZ = (dz12 / length);
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+ var y0 = (y2);
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+ var z0 = (z2);
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+ var pixelX, pixelY, pixelZ;
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+ crossVector.set( unitX, unitY, unitZ );
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+ crossVector.cross( lookVector );
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+ crossVector.normalize();
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+
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+ while (length > 0) {
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+
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+ // Get this pixel.
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+ pixelX = (x0 + length * unitX);
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+ pixelY = (y0 + length * unitY);
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+ pixelZ = (z0 + length * unitZ);
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+
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+ // if pixel is at rect ...Draw.
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+
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+ // Draw line with width
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+ pixelX = pixelX >> subpixelBits;
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+ pixelY = pixelY >> subpixelBits;
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+ var pZ = pixelZ >> subpixelBits;
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+
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+ for ( var i = -halfLineWidth; i <= halfLineWidth; ++i ) {
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+
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+ var pX = (pixelX + crossVector.x * i);
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+ var pY = (pixelY + crossVector.y * i);
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+ // pZ = (pZ + crossVector.z * i);
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+
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+ // Find this pixel at which block
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+ var blockX = pX >> blockShift;
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+ var blockY = pY >> blockShift;
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+ var blockId = blockX + blockY * canvasWBlocks;
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+
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+ if ( blockMaxZ[ blockId ] < minz ) continue;
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+
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+ // Compare the pixel with block's z
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+ var bflags = blockFlags[ blockId ];
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+ if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
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+ blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
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+
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+ // Line can't use block
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+
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+ // draw pixel
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+ var offset = Math.round(pX) + Math.round(pY) * canvasWidth;
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+
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+ if ( pZ < zbuffer[ offset ] ) {
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+ shader( data, zbuffer, offset, pZ, 1, 1, null, null, material );
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+ }
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+ }
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+
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+ --length;
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+ }
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+
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+ }
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+
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+ // To do: draw line clean color using clean blocks is not enough.
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+ // To confirm why must mouse move can see the line.
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+ // var blockShift = 0; var blockSize = 1 << blockShift; In order to clean pixel
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+ // LineWidth support
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+ function drawLine1( v1, v2, color1, color2, upVector, rightVector, shader, material ) {
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+
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+ // TODO: Implement per-pixel z-clipping
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+
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+ if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 ) return;
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+
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+ // According line width to get bounding points
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+
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+ var halfLineWidth = material.linewidth * 0.5;
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+ var dummyUpAxis = new THREE.Vector3( 0, 1, 0 );
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+ var dummyRightAxis = new THREE.Vector3( 1, 0, 0 );
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+ var crossVector = new THREE.Vector3();
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+ var lineDir = v1.clone();
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+ lineDir.sub( v2 ) ;
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+
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+ if ( Math.abs(dummyUpAxis.dot( lineDir )) === 1 ) { // This is parallel vector
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+ crossVector.crossVectors( lineDir, dummyRightAxis );
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+ } else {
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+ crossVector.crossVectors( lineDir, dummyUpAxis );
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+ }
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+
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+ crossVector.multiplyScalar( halfLineWidth );
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+
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+ // https://gist.github.com/2486101
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+ // explanation: http://pouet.net/topic.php?which=8760&page=1
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+
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+ // 28.4 fixed-point coordinates
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+
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+ var x1 = ((v1.x-crossVector.x) * viewportXScale + viewportXOffs) | 0;
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+ var x2 = ((v1.x+crossVector.x) * viewportXScale + viewportXOffs) | 0;
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+ var x3 = ((v2.x-crossVector.x) * viewportXScale + viewportXOffs) | 0;
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+ var x4 = ((v2.x+crossVector.x) * viewportXScale + viewportXOffs) | 0;
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+
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+ var y1 = ((v1.y-crossVector.y) * viewportYScale + viewportYOffs) | 0;
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+ var y2 = ((v1.y+crossVector.y) * viewportYScale + viewportYOffs) | 0;
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+ var y3 = ((v2.y-crossVector.y) * viewportYScale + viewportYOffs) | 0;
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+ var y4 = ((v2.y+crossVector.y) * viewportYScale + viewportYOffs) | 0;
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+
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+ // Z values (.28 fixed-point)
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+
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+ var z1 = ((v1.z-crossVector.z) * viewportZScale + viewportZOffs) | 0;
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+ var z2 = ((v1.z+crossVector.z) * viewportZScale + viewportZOffs) | 0;
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+ var z3 = ((v2.z-crossVector.z) * viewportZScale + viewportZOffs) | 0;
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+ var z4 = ((v2.z+crossVector.z) * viewportZScale + viewportZOffs) | 0;
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+
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+
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+ // Deltas
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+
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+ var dx12 = x1 - x2, dy12 = y2 - y1;
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+
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+ // Bounding rectangle
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+
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+ var minx = Math.max( ( Math.min( x1, x2, x3, x4 ) + subpixelBias ) >> subpixelBits, 0 );
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+ var maxx = Math.min( ( Math.max( x1, x2, x3, x4 ) + subpixelBias ) >> subpixelBits, canvasWidth );
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+ var miny = Math.max( ( Math.min( y1, y2, y3, y4 ) + subpixelBias ) >> subpixelBits, 0 );
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+ var maxy = Math.min( ( Math.max( y1, y2, y3, y4 ) + subpixelBias ) >> subpixelBits, canvasHeight );
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rectx1 = Math.min( minx, rectx1 );
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rectx1 = Math.min( minx, rectx1 );
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rectx2 = Math.max( maxx, rectx2 );
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rectx2 = Math.max( maxx, rectx2 );
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