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@@ -35,9 +35,12 @@ THREE.SoftwareRenderer = function ( parameters ) {
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var subpixelBits = 4;
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var subpixelBias = (1 << subpixelBits) - 1;
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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 blockShift = 3; // 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 maxZVal = (1 << 24); // Note: You want to size this so you don't get overflows.
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+ var lineMode = false;
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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 rectx1 = Infinity, recty1 = Infinity;
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var rectx2 = 0, recty2 = 0;
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@@ -72,50 +75,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
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this.setSize = function ( width, height ) {
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- canvasWBlocks = Math.floor( width / blockSize );
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- canvasHBlocks = Math.floor( height / blockSize );
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- canvasWidth = canvasWBlocks * blockSize;
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- canvasHeight = canvasHBlocks * blockSize;
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-
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- var fixScale = 1 << subpixelBits;
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-
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- viewportXScale = fixScale * canvasWidth / 2;
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- viewportYScale = -fixScale * canvasHeight / 2;
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- viewportZScale = maxZVal / 2;
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-
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- viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
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- viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
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- viewportZOffs = maxZVal / 2 + 0.5;
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-
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- canvas.width = canvasWidth;
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- canvas.height = canvasHeight;
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-
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- context.fillStyle = clearColor.getStyle();
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- context.fillRect( 0, 0, canvasWidth, canvasHeight );
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-
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- imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
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- data = imagedata.data;
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-
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- zbuffer = new Int32Array( data.length / 4 );
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-
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- numBlocks = canvasWBlocks * canvasHBlocks;
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- blockMaxZ = new Int32Array( numBlocks );
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- blockFlags = new Uint8Array( numBlocks );
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-
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- for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
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-
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- zbuffer[ i ] = maxZVal;
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-
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- }
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-
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- for ( var i = 0; i < numBlocks; i ++ ) {
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-
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- blockFlags[ i ] = BLOCK_ISCLEAR;
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-
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- }
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-
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- cleanColorBuffer();
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-
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+ setSize( width, height );
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};
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this.setSize( canvas.width, canvas.height );
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@@ -293,6 +253,53 @@ THREE.SoftwareRenderer = function ( parameters ) {
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};
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+ function setSize( width, height ) {
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+
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+ canvasWBlocks = Math.floor( width / blockSize );
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+ canvasHBlocks = Math.floor( height / blockSize );
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+ canvasWidth = canvasWBlocks * blockSize;
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+ canvasHeight = canvasHBlocks * blockSize;
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+
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+ var fixScale = 1 << subpixelBits;
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+
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+ viewportXScale = fixScale * canvasWidth / 2;
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+ viewportYScale = -fixScale * canvasHeight / 2;
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+ viewportZScale = maxZVal / 2;
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+
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+ viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
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+ viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
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+ viewportZOffs = maxZVal / 2 + 0.5;
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+
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+ canvas.width = canvasWidth;
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+ canvas.height = canvasHeight;
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+
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+ context.fillStyle = clearColor.getStyle();
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+ context.fillRect( 0, 0, canvasWidth, canvasHeight );
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+
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+ imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
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+ data = imagedata.data;
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+
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+ zbuffer = new Int32Array( data.length / 4 );
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+
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+ numBlocks = canvasWBlocks * canvasHBlocks;
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+ blockMaxZ = new Int32Array( numBlocks );
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+ blockFlags = new Uint8Array( numBlocks );
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+
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+ for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
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+
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+ zbuffer[ i ] = maxZVal;
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+
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+ }
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+
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+ for ( var i = 0; i < numBlocks; i ++ ) {
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+
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+ blockFlags[ i ] = BLOCK_ISCLEAR;
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+
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+ }
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+
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+ cleanColorBuffer();
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+ }
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+
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function cleanColorBuffer() {
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var size = canvasWidth * canvasHeight * 4;
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@@ -530,7 +537,20 @@ THREE.SoftwareRenderer = function ( parameters ) {
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shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string );
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}
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- } else {
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+ } else if ( material instanceof THREE.LineBasicMaterial ) {
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+
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+ var string = [
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+ 'var colorOffset = offset * 4;',
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+ 'buffer[ colorOffset ] = (color1.r+color2.r) * 0.5 * 255;',
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+ 'buffer[ colorOffset + 1 ] = (color1.g+color2.g) * 0.5 * 255;',
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+ 'buffer[ colorOffset + 2 ] = (color1.b+color2.b) * 0.5 * 255;',
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+ 'buffer[ colorOffset + 3 ] = 255;',
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+ 'depthBuf[ offset ] = depth;'
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+ ].join('\n');
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+
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+ shader = new Function( 'buffer, depthBuf, offset, depth, color1, color2, material', string );
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+
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+ } else {
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var string = [
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'var colorOffset = offset * 4;',
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@@ -1045,134 +1065,61 @@ THREE.SoftwareRenderer = function ( parameters ) {
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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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+ // When drawing line, the blockShiftShift has to be zero. In order to clean pixel
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+ // Using color1 and color2 to interpolation pixel color
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+ // LineWidth is according to material.linewidth
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function drawLine( v1, v2, color1, color2, shader, material ) {
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- // TODO: Implement per-pixel z-clipping
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+
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+ // While the line mode is enable, blockSize has to be changed to 0.
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+ if ( !lineMode ) {
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+ lineMode = true;
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+ blockShift = 0;
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+ blockSize = 1 << blockShift;
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+
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+ setSize( canvas.width, canvas.height );
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+ }
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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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-
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- // According line width to get bounding points
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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 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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+
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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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// 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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var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
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var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
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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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// Deltas
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-
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- var dx12 = x1 - x2, dy12 = y1 - y2;
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+ var dx12 = x1 - x2, dy12 = y1 - y2, dz12 = z1 - z2;
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// Bounding rectangle
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-
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var minx = Math.max( ( Math.min( x1, x2 ) + subpixelBias ) >> subpixelBits, 0 );
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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 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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+ var maxz = Math.min( ( Math.max( z1, z2 ) + subpixelBias ) >> subpixelBits, 0 );
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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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- // 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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+ // Get the line's unit vector and cross vector
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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 unitZ = (dz12 / length);
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var pixelX, pixelY, pixelZ;
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+ var pX, pY, pZ;
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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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@@ -1180,42 +1127,46 @@ THREE.SoftwareRenderer = function ( parameters ) {
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while (length > 0) {
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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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+ pixelX = (x2 + length * unitX);
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+ pixelY = (y2 + length * unitY);
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+ pixelZ = (z2 + length * unitZ);
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+
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+ pixelX = (pixelX + subpixelBias) >> subpixelBits;
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+ pixelY = (pixelY + subpixelBias) >> subpixelBits;
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+ pZ = (pixelZ + subpixelBias) >> subpixelBits;
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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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+ // Draw line with line width
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for ( var i = -halfLineWidth; i <= halfLineWidth; ++i ) {
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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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+ // Compute the line pixels.
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+ // Get the pixels on the vector that crosses to the line vector
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+ pX = Math.floor((pixelX + crossVector.x * i));
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+ pY = Math.floor((pixelY + crossVector.y * i));
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+
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+ // if pixel is over the rect. Continue
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+ if ( rectx1 >= pX || rectx2 <= pX || recty1 >= pY
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+ || recty2 <= pY )
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+ continue;
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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 blockX = pX;
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+ var blockY = pY;
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var blockId = blockX + blockY * canvasWBlocks;
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+ // Compare the pixel depth width z block.
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if ( blockMaxZ[ blockId ] < minz ) continue;
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- // Compare the pixel with block's z
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+ blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
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+
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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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+ if ( bflags & BLOCK_NEEDCLEAR ) clearBlock( blockX, blockY );
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+ blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
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// draw pixel
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- var offset = Math.round(pX) + Math.round(pY) * canvasWidth;
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+ var offset = pX + pY * canvasWidth;
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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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+ shader( data, zbuffer, offset, pZ, color1, color2, material );
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}
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}
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@@ -1224,265 +1175,6 @@ THREE.SoftwareRenderer = function ( parameters ) {
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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
|
|
|
- crossVector.crossVectors( lineDir, dummyRightAxis );
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|
|
- } else {
|
|
|
- crossVector.crossVectors( lineDir, dummyUpAxis );
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|
|
- }
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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
|
|
|
-
|
|
|
- // 28.4 fixed-point coordinates
|
|
|
-
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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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-
|
|
|
- // 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;
|
|
|
-
|
|
|
-
|
|
|
- // 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 );
|
|
|
- var maxy = Math.min( ( Math.max( y1, y2, y3, y4 ) + subpixelBias ) >> subpixelBits, canvasHeight );
|
|
|
-
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|
|
- 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);
|
|
|
-
|
|
|
- // Correct for fill convention
|
|
|
-
|
|
|
- if ( dy12 > 0 || ( dy12 === 0 && dx12 > 0 ) ) c1 ++;
|
|
|
-
|
|
|
- // 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;
|
|
|
-
|
|
|
- // Z interpolation setup
|
|
|
-
|
|
|
- var dz12 = z1 - z2;
|
|
|
- var invDet = 1.0 / dx12;
|
|
|
- var dzdx = invDet * dz12; // dz per one subpixel step in x
|
|
|
- var dzdy = invDet * dz12; // 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
|
|
|
-
|
|
|
- var fixscale = (1 << subpixelBits);
|
|
|
- dzdx = (dzdx * fixscale) | 0;
|
|
|
- dzdy = (dzdy * fixscale) | 0;
|
|
|
-
|
|
|
- // Set up min/max corners
|
|
|
- var qm1 = q - 1; // for convenience
|
|
|
- var nmin1 = 0, nmax1 = 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 (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 cbz = cz;
|
|
|
- var qstep = -q;
|
|
|
- var e1x = qstep * dy12;
|
|
|
- var ezx = qstep * dzdx;
|
|
|
-
|
|
|
- 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 ) {
|
|
|
-
|
|
|
- x0 += qstep;
|
|
|
- cb1 += e1x;
|
|
|
- cbz += ezx;
|
|
|
- }
|
|
|
-
|
|
|
- // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
|
|
|
- qstep = -qstep;
|
|
|
- e1x = -e1x;
|
|
|
- ezx = -ezx;
|
|
|
-
|
|
|
- while ( 1 ) {
|
|
|
-
|
|
|
- // Step everything
|
|
|
- x0 += qstep;
|
|
|
- cb1 += e1x;
|
|
|
- cbz += ezx;
|
|
|
-
|
|
|
- // 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;
|
|
|
-
|
|
|
- // 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 ) {
|
|
|
-
|
|
|
- var maxz = cbz + nmaxz;
|
|
|
- blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
|
|
|
-
|
|
|
- var cy1 = cb1;
|
|
|
- var cyz = cbz;
|
|
|
-
|
|
|
- for ( var iy = 0; iy < q; iy ++ ) {
|
|
|
-
|
|
|
- var cx1 = cy1;
|
|
|
- var cxz = cyz;
|
|
|
-
|
|
|
- for ( var ix = 0; ix < q; ix ++ ) {
|
|
|
-
|
|
|
- var z = cxz;
|
|
|
-
|
|
|
- if ( z < zbuffer[ offset ] ) {
|
|
|
- shader( data, zbuffer, offset, z, 1, 1, null, null, material );
|
|
|
- }
|
|
|
-
|
|
|
- cx1 += dy12;
|
|
|
- cxz += dzdx;
|
|
|
-
|
|
|
- offset++;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- cy1 += dx12;
|
|
|
- cyz += dzdy;
|
|
|
-
|
|
|
- offset += linestep;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } else { // Partially covered block
|
|
|
-
|
|
|
- var cy1 = cb1;
|
|
|
- var cyz = cbz;
|
|
|
-
|
|
|
- for ( var iy = 0; iy < q; iy ++ ) {
|
|
|
-
|
|
|
- var cx1 = cy1;
|
|
|
- var cxz = cyz;
|
|
|
-
|
|
|
- for ( var ix = 0; ix < q; ix ++ ) {
|
|
|
-
|
|
|
- if ( cx1 >= 0 ) {
|
|
|
-
|
|
|
- var z = cxz;
|
|
|
-
|
|
|
- if ( z < zbuffer[ offset ] ) {
|
|
|
- shader( data, zbuffer, offset, z, 1, 1, null, null, material );
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- cx1 += dy12;
|
|
|
- cxz += dzdx;
|
|
|
-
|
|
|
- offset++;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- cy1 += dx12;
|
|
|
- cyz += dzdy;
|
|
|
-
|
|
|
- offset += linestep;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- // Advance to next row of blocks
|
|
|
- cb1 += q*dx12;
|
|
|
- cbz += q*dzdy;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- // interpolation pixel postion from vertices
|
|
|
-
|
|
|
- // interpolation pixel color from vertices
|
|
|
- }
|
|
|
-
|
|
|
function clearBlock( blockX, blockY ) {
|
|
|
|
|
|
var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
|