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SoftwareRenderer.js 32 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author ryg / http://farbrausch.de/~fg
  4. * @author mraleph / http://mrale.ph/
  5. * @author daoshengmu / http://dsmu.me/
  6. */
  7. THREE.SoftwareRenderer = function ( parameters ) {
  8. console.log( 'THREE.SoftwareRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var canvas = parameters.canvas !== undefined
  11. ? parameters.canvas
  12. : document.createElement( 'canvas' );
  13. var context = canvas.getContext( '2d', {
  14. alpha: parameters.alpha === true
  15. } );
  16. var shaders = {};
  17. var canvasWidth, canvasHeight;
  18. var canvasWBlocks, canvasHBlocks;
  19. var viewportXScale, viewportYScale, viewportZScale;
  20. var viewportXOffs, viewportYOffs, viewportZOffs;
  21. var clearColor = new THREE.Color( 0x000000 );
  22. var imagedata, data, zbuffer;
  23. var numBlocks, blockMaxZ, blockFlags;
  24. var BLOCK_ISCLEAR = (1 << 0);
  25. var BLOCK_NEEDCLEAR = (1 << 1);
  26. var subpixelBits = 4;
  27. var subpixelBias = (1 << subpixelBits) - 1;
  28. var blockShift = 3;
  29. var blockSize = 1 << blockShift;
  30. var maxZVal = (1 << 24); // Note: You want to size this so you don't get overflows.
  31. var rectx1 = Infinity, recty1 = Infinity;
  32. var rectx2 = 0, recty2 = 0;
  33. var prevrectx1 = Infinity, prevrecty1 = Infinity;
  34. var prevrectx2 = 0, prevrecty2 = 0;
  35. var projector = new THREE.Projector();
  36. var vector1 = new THREE.Vector3();
  37. var vector2 = new THREE.Vector3();
  38. var vector3 = new THREE.Vector3();
  39. var texCoord1 = new THREE.Vector2();
  40. var texCoord2 = new THREE.Vector2();
  41. var texCoord3 = new THREE.Vector2();
  42. this.domElement = canvas;
  43. this.autoClear = true;
  44. // WebGLRenderer compatibility
  45. this.supportsVertexTextures = function () {};
  46. this.setFaceCulling = function () {};
  47. this.setClearColor = function ( color, alpha ) {
  48. clearColor.set( color );
  49. cleanColorBuffer();
  50. };
  51. this.setSize = function ( width, height ) {
  52. canvasWBlocks = Math.floor( width / blockSize );
  53. canvasHBlocks = Math.floor( height / blockSize );
  54. canvasWidth = canvasWBlocks * blockSize;
  55. canvasHeight = canvasHBlocks * blockSize;
  56. var fixScale = 1 << subpixelBits;
  57. viewportXScale = fixScale * canvasWidth / 2;
  58. viewportYScale = -fixScale * canvasHeight / 2;
  59. viewportZScale = maxZVal / 2;
  60. viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
  61. viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
  62. viewportZOffs = maxZVal / 2 + 0.5;
  63. canvas.width = canvasWidth;
  64. canvas.height = canvasHeight;
  65. context.fillStyle = clearColor.getStyle();
  66. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  67. imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
  68. data = imagedata.data;
  69. zbuffer = new Int32Array( data.length / 4 );
  70. numBlocks = canvasWBlocks * canvasHBlocks;
  71. blockMaxZ = new Int32Array( numBlocks );
  72. blockFlags = new Uint8Array( numBlocks );
  73. for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
  74. zbuffer[ i ] = maxZVal;
  75. }
  76. for ( var i = 0; i < numBlocks; i ++ ) {
  77. blockFlags[ i ] = BLOCK_ISCLEAR;
  78. }
  79. cleanColorBuffer();
  80. };
  81. this.setSize( canvas.width, canvas.height );
  82. this.clear = function () {
  83. rectx1 = Infinity;
  84. recty1 = Infinity;
  85. rectx2 = 0;
  86. recty2 = 0;
  87. for ( var i = 0; i < numBlocks; i ++ ) {
  88. blockMaxZ[ i ] = maxZVal;
  89. blockFlags[ i ] = (blockFlags[ i ] & BLOCK_ISCLEAR) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
  90. }
  91. };
  92. this.render = function ( scene, camera ) {
  93. if ( this.autoClear === true ) this.clear();
  94. var renderData = projector.projectScene( scene, camera, false, false );
  95. var elements = renderData.elements;
  96. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  97. var element = elements[ e ];
  98. var material = element.material;
  99. var shader = getMaterialShader( material );
  100. if ( element instanceof THREE.RenderableFace ) {
  101. if ( !element.uvs ) {
  102. drawTriangle(
  103. element.v1.positionScreen,
  104. element.v2.positionScreen,
  105. element.v3.positionScreen,
  106. null, null, null,
  107. shader, element, material
  108. );
  109. } else {
  110. drawTriangle(
  111. element.v1.positionScreen,
  112. element.v2.positionScreen,
  113. element.v3.positionScreen,
  114. element.uvs[0], element.uvs[1], element.uvs[2],
  115. shader, element, material
  116. );
  117. }
  118. } else if ( element instanceof THREE.RenderableSprite ) {
  119. var scaleX = element.scale.x * 0.5;
  120. var scaleY = element.scale.y * 0.5;
  121. vector1.copy( element );
  122. vector1.x -= scaleX;
  123. vector1.y += scaleY;
  124. vector2.copy( element );
  125. vector2.x -= scaleX;
  126. vector2.y -= scaleY;
  127. vector3.copy( element );
  128. vector3.x += scaleX;
  129. vector3.y += scaleY;
  130. if ( material.map ) {
  131. texCoord1.x = 0;
  132. texCoord1.y = 1;
  133. texCoord2.x = 0;
  134. texCoord2.y = 0;
  135. texCoord3.x = 1;
  136. texCoord3.y = 1;
  137. drawTriangle(
  138. vector1, vector2, vector3,
  139. texCoord1, texCoord2, texCoord3,
  140. shader, element, material
  141. );
  142. } else {
  143. drawTriangle(
  144. vector1, vector2, vector3,
  145. null, null, null,
  146. shader, element, material
  147. );
  148. }
  149. vector1.copy( element );
  150. vector1.x += scaleX;
  151. vector1.y += scaleY;
  152. vector2.copy( element );
  153. vector2.x -= scaleX;
  154. vector2.y -= scaleY;
  155. vector3.copy( element );
  156. vector3.x += scaleX;
  157. vector3.y -= scaleY;
  158. if ( material.map ) {
  159. texCoord1.x = 1;
  160. texCoord1.y = 1;
  161. texCoord2.x = 0;
  162. texCoord2.y = 0;
  163. texCoord3.x = 1;
  164. texCoord3.y = 0;
  165. drawTriangle(
  166. vector1, vector2, vector3,
  167. texCoord1, texCoord2, texCoord3,
  168. shader, element, material
  169. );
  170. } else {
  171. drawTriangle(
  172. vector1, vector2, vector3,
  173. null, null, null,
  174. shader, element, material
  175. );
  176. }
  177. }
  178. }
  179. finishClear();
  180. var x = Math.min( rectx1, prevrectx1 );
  181. var y = Math.min( recty1, prevrecty1 );
  182. var width = Math.max( rectx2, prevrectx2 ) - x;
  183. var height = Math.max( recty2, prevrecty2 ) - y;
  184. /*
  185. // debug; draw zbuffer
  186. for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
  187. var o = i * 4;
  188. var v = (65535 - zbuffer[ i ]) >> 3;
  189. data[ o + 0 ] = v;
  190. data[ o + 1 ] = v;
  191. data[ o + 2 ] = v;
  192. data[ o + 3 ] = 255;
  193. }
  194. */
  195. if ( x !== Infinity ) {
  196. context.putImageData( imagedata, 0, 0, x, y, width, height );
  197. }
  198. prevrectx1 = rectx1; prevrecty1 = recty1;
  199. prevrectx2 = rectx2; prevrecty2 = recty2;
  200. };
  201. function cleanColorBuffer() {
  202. var size = canvasWidth * canvasHeight * 4;
  203. for ( var i = 0; i < size; i+=4 ) {
  204. data[ i ] = clearColor.r * 255 | 0;
  205. data[ i+1 ] = clearColor.g * 255 | 0;
  206. data[ i+2 ] = clearColor.b * 255 | 0;
  207. data[ i+3 ] = 255;
  208. }
  209. context.fillStyle = clearColor.getStyle();
  210. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  211. }
  212. function getPalette( material, bSimulateSpecular ) {
  213. var diffuseR = material.ambient.r + material.color.r * 255;
  214. var diffuseG = material.ambient.g + material.color.g * 255;
  215. var diffuseB = material.ambient.b + material.color.b * 255;
  216. var palette = new Uint8Array(256*3);
  217. if ( bSimulateSpecular ) {
  218. var i = 0, j = 0;
  219. while(i < 204) {
  220. var r = i * diffuseR / 204;
  221. var g = i * diffuseG / 204;
  222. var b = i * diffuseB / 204;
  223. if(r > 255)
  224. r = 255;
  225. if(g > 255)
  226. g = 255;
  227. if(b > 255)
  228. b = 255;
  229. palette[j++] = r;
  230. palette[j++] = g;
  231. palette[j++] = b;
  232. ++i;
  233. }
  234. while(i < 256) { // plus specular highlight
  235. var r = diffuseR + (i - 204) * (255 - diffuseR) / 82;
  236. var g = diffuseG + (i - 204) * (255 - diffuseG) / 82;
  237. var b = diffuseB + (i - 204) * (255 - diffuseB) / 82;
  238. if(r > 255)
  239. r = 255;
  240. if(g > 255)
  241. g = 255;
  242. if(b > 255)
  243. b = 255;
  244. palette[j++] = r;
  245. palette[j++] = g;
  246. palette[j++] = b;
  247. ++i;
  248. }
  249. } else {
  250. var i = 0, j = 0;
  251. while(i < 256) {
  252. var r = i * diffuseR / 255;
  253. var g = i * diffuseG / 255;
  254. var b = i * diffuseB / 255;
  255. if(r > 255)
  256. r = 255;
  257. if(g > 255)
  258. g = 255;
  259. if(b > 255)
  260. b = 255;
  261. palette[j++] = r;
  262. palette[j++] = g;
  263. palette[j++] = b;
  264. ++i;
  265. }
  266. }
  267. return palette;
  268. }
  269. function basicMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
  270. var colorOffset = offset * 4;
  271. if ( material.needsUpdate && !material.texture.data ) {
  272. material.texture.CreateFromImage( material.map.image );
  273. }
  274. if ( !material.texture.data )
  275. return;
  276. var tdim = material.texture.width;
  277. var isTransparent = material.transparent;
  278. var tbound = tdim - 1;
  279. var tdata = material.texture.data;
  280. var tIndex = (((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)) * 4;
  281. if ( !isTransparent ) {
  282. buffer[ colorOffset ] = tdata[tIndex];
  283. buffer[ colorOffset + 1 ] = tdata[tIndex+1];
  284. buffer[ colorOffset + 2 ] = tdata[tIndex+2];
  285. buffer[ colorOffset + 3 ] = material.opacity * 255;
  286. depthBuf[ offset ] = depth;
  287. }
  288. else {
  289. var opaci = tdata[tIndex+3] * material.opacity;
  290. var texel = (tdata[tIndex] << 16) + (tdata[tIndex+1] << 8) + tdata[tIndex+2];
  291. if(opaci < 250) {
  292. var backColor = (buffer[colorOffset] << 16) + (buffer[colorOffset + 1] << 8) + buffer[colorOffset + 2];
  293. texel = texel * opaci + backColor * (1-opaci);
  294. }
  295. buffer[ colorOffset ] = (texel & 0xff0000) >> 16;
  296. buffer[ colorOffset + 1 ] = (texel & 0xff00) >> 8;
  297. buffer[ colorOffset + 2 ] = texel & 0xff;
  298. buffer[ colorOffset + 3 ] = material.opacity * 255;
  299. }
  300. }
  301. function lightingMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
  302. var colorOffset = offset * 4;
  303. if ( material.map.needsUpdate && !material.texture.data ) {
  304. material.texture.CreateFromImage( material.map.image );
  305. }
  306. if ( !material.texture.data )
  307. return;
  308. var tdim = material.texture.width;
  309. var isTransparent = material.transparent;
  310. var cIndex = (n > 0 ? (~~n) : 0) * 3;
  311. var tbound = tdim - 1;
  312. var tdata = material.texture.data;
  313. var tIndex = (((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)) * 4;
  314. if ( !isTransparent ) {
  315. buffer[ colorOffset ] = (material.palette[cIndex] * tdata[tIndex]) >> 8;
  316. buffer[ colorOffset + 1 ] = (material.palette[cIndex+1] * tdata[tIndex+1]) >> 8;
  317. buffer[ colorOffset + 2 ] = (material.palette[cIndex+2] * tdata[tIndex+2]) >> 8;
  318. buffer[ colorOffset + 3 ] = material.opacity * 255;
  319. depthBuf[ offset ] = depth;
  320. } else {
  321. var opaci = tdata[tIndex+3] * material.opacity;
  322. var foreColor = ((material.palette[cIndex] * tdata[tIndex]) << 16)
  323. + ((material.palette[cIndex+1] * tdata[tIndex+1]) << 8 )
  324. + (material.palette[cIndex+2] * tdata[tIndex+2]);
  325. if(opaci < 250) {
  326. var backColor = buffer[ colorOffset ] << 24 + buffer[ colorOffset + 1 ] << 16 + buffer[ colorOffset + 2 ] << 8;
  327. foreColor = foreColor * opaci + backColor * (1-opaci);
  328. }
  329. buffer[ colorOffset ] = (foreColor & 0xff0000) >> 16;
  330. buffer[ colorOffset + 1 ] = (foreColor & 0xff00) >> 8;
  331. buffer[ colorOffset + 2 ] = (foreColor & 0xff);
  332. buffer[ colorOffset + 3 ] = material.opacity * 255;
  333. }
  334. }
  335. function getMaterialShader( material ) {
  336. var id = material.id;
  337. var shader = shaders[ id ];
  338. if ( shaders[ id ] === undefined ) {
  339. if ( material instanceof THREE.MeshBasicMaterial ||
  340. material instanceof THREE.MeshLambertMaterial ||
  341. material instanceof THREE.MeshPhongMaterial ||
  342. material instanceof THREE.SpriteMaterial ) {
  343. if ( material instanceof THREE.MeshLambertMaterial ) {
  344. // Generate color palette
  345. if ( !material.palette ) {
  346. material.palette = getPalette( material, false );
  347. }
  348. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  349. // Generate color palette
  350. if ( !material.palette ) {
  351. material.palette = getPalette( material, true );
  352. }
  353. }
  354. var string;
  355. if ( material.map ) {
  356. var texture = new THREE.SoftwareRenderer.Texture();
  357. material.texture = texture;
  358. if ( material instanceof THREE.MeshBasicMaterial
  359. || material instanceof THREE.SpriteMaterial ) {
  360. shader = basicMaterialShader;
  361. } else {
  362. shader = lightingMaterialShader;
  363. }
  364. } else {
  365. if ( material.vertexColors === THREE.FaceColors ) {
  366. string = [
  367. 'var colorOffset = offset * 4;',
  368. 'buffer[ colorOffset ] = face.color.r * 255;',
  369. 'buffer[ colorOffset + 1 ] = face.color.g * 255;',
  370. 'buffer[ colorOffset + 2 ] = face.color.b * 255;',
  371. 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
  372. 'depthBuf[ offset ] = depth;'
  373. ].join('\n');
  374. } else {
  375. string = [
  376. 'var colorOffset = offset * 4;',
  377. 'buffer[ colorOffset ] = material.color.r * 255;',
  378. 'buffer[ colorOffset + 1 ] = material.color.g * 255;',
  379. 'buffer[ colorOffset + 2 ] = material.color.b * 255;',
  380. 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
  381. 'depthBuf[ offset ] = depth;'
  382. ].join('\n');
  383. }
  384. shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string );
  385. }
  386. } else {
  387. var string = [
  388. 'var colorOffset = offset * 4;',
  389. 'buffer[ colorOffset ] = u * 255;',
  390. 'buffer[ colorOffset + 1 ] = v * 255;',
  391. 'buffer[ colorOffset + 2 ] = 0;',
  392. 'buffer[ colorOffset + 3 ] = 255;',
  393. 'depthBuf[ offset ] = depth;'
  394. ].join('\n');
  395. shader = new Function( 'buffer, depthBuf, offset, depth, u, v', string );
  396. }
  397. shaders[ id ] = shader;
  398. }
  399. return shader;
  400. }
  401. function clearRectangle( x1, y1, x2, y2 ) {
  402. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  403. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  404. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  405. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  406. var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
  407. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  408. for ( var y = ymin; y < ymax; y ++ ) {
  409. for ( var x = xmin; x < xmax; x ++ ) {
  410. data[ offset += 4 ] = 0;
  411. }
  412. offset += linestep;
  413. }
  414. }
  415. function drawTriangle( v1, v2, v3, uv1, uv2, uv3, shader, face, material ) {
  416. // TODO: Implement per-pixel z-clipping
  417. if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 || v3.z < -1 || v3.z > 1 ) return;
  418. // https://gist.github.com/2486101
  419. // explanation: http://pouet.net/topic.php?which=8760&page=1
  420. // 28.4 fixed-point coordinates
  421. var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
  422. var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
  423. var x3 = (v3.x * viewportXScale + viewportXOffs) | 0;
  424. var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
  425. var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
  426. var y3 = (v3.y * viewportYScale + viewportYOffs) | 0;
  427. // Z values (.28 fixed-point)
  428. var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
  429. var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
  430. var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
  431. // UV values
  432. var bHasUV = false;
  433. var tu1, tv1, tu2, tv2, tu3, tv3;
  434. if ( uv1 && uv2 && uv3 ) {
  435. bHasUV = true;
  436. tu1 = uv1.x;
  437. tv1 = 1-uv1.y;
  438. tu2 = uv2.x;
  439. tv2 = 1-uv2.y;
  440. tu3 = uv3.x;
  441. tv3 = 1-uv3.y;
  442. }
  443. // Normal values
  444. var bHasNormal = false;
  445. var n1, n2, n3, nz1, nz2, nz3;
  446. if ( face.vertexNormalsModel ) {
  447. bHasNormal = true;
  448. n1 = face.vertexNormalsModel[0];
  449. n2 = face.vertexNormalsModel[1];
  450. n3 = face.vertexNormalsModel[2];
  451. nz1 = n1.z * 255;
  452. nz2 = n2.z * 255;
  453. nz3 = n3.z * 255;
  454. }
  455. // Deltas
  456. var dx12 = x1 - x2, dy12 = y2 - y1;
  457. var dx23 = x2 - x3, dy23 = y3 - y2;
  458. var dx31 = x3 - x1, dy31 = y1 - y3;
  459. // Bounding rectangle
  460. var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
  461. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  462. var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
  463. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  464. rectx1 = Math.min( minx, rectx1 );
  465. rectx2 = Math.max( maxx, rectx2 );
  466. recty1 = Math.min( miny, recty1 );
  467. recty2 = Math.max( maxy, recty2 );
  468. // Block size, standard 8x8 (must be power of two)
  469. var q = blockSize;
  470. // Start in corner of 8x8 block
  471. minx &= ~(q - 1);
  472. miny &= ~(q - 1);
  473. // Constant part of half-edge functions
  474. var minXfixscale = (minx << subpixelBits);
  475. var minYfixscale = (miny << subpixelBits);
  476. var c1 = dy12 * ((minXfixscale) - x1) + dx12 * ((minYfixscale) - y1);
  477. var c2 = dy23 * ((minXfixscale) - x2) + dx23 * ((minYfixscale) - y2);
  478. var c3 = dy31 * ((minXfixscale) - x3) + dx31 * ((minYfixscale) - y3);
  479. // Correct for fill convention
  480. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  481. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  482. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  483. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  484. // It's a bit subtle. :)
  485. c1 = (c1 - 1) >> subpixelBits;
  486. c2 = (c2 - 1) >> subpixelBits;
  487. c3 = (c3 - 1) >> subpixelBits;
  488. // Z interpolation setup
  489. var dz12 = z1 - z2, dz31 = z3 - z1;
  490. var invDet = 1.0 / (dx12*dy31 - dx31*dy12);
  491. var dzdx = (invDet * (dz12*dy31 - dz31*dy12)); // dz per one subpixel step in x
  492. var dzdy = (invDet * (dz12*dx31 - dx12*dz31)); // dz per one subpixel step in y
  493. // Z at top/left corner of rast area
  494. var cz = ( z1 + ((minXfixscale) - x1) * dzdx + ((minYfixscale) - y1) * dzdy ) | 0;
  495. // Z pixel steps
  496. var fixscale = (1 << subpixelBits);
  497. dzdx = (dzdx * fixscale) | 0;
  498. dzdy = (dzdy * fixscale) | 0;
  499. var dtvdx, dtvdy, cbtu, cbtv;
  500. if ( bHasUV ) {
  501. // UV interpolation setup
  502. var dtu12 = tu1 - tu2, dtu31 = tu3 - tu1;
  503. var dtudx = (invDet * (dtu12*dy31 - dtu31*dy12)); // dtu per one subpixel step in x
  504. var dtudy = (invDet * (dtu12*dx31 - dx12*dtu31)); // dtu per one subpixel step in y
  505. var dtv12 = tv1 - tv2, dtv31 = tv3 - tv1;
  506. dtvdx = (invDet * (dtv12*dy31 - dtv31*dy12)); // dtv per one subpixel step in x
  507. dtvdy = (invDet * (dtv12*dx31 - dx12*dtv31)); // dtv per one subpixel step in y
  508. // UV at top/left corner of rast area
  509. cbtu = ( tu1 + (minXfixscale - x1) * dtudx + (minYfixscale - y1) * dtudy );
  510. cbtv = ( tv1 + (minXfixscale - x1) * dtvdx + (minYfixscale - y1) * dtvdy );
  511. // UV pixel steps
  512. dtudx = dtudx * fixscale;
  513. dtudy = dtudy * fixscale;
  514. dtvdx = dtvdx * fixscale;
  515. dtvdy = dtvdy * fixscale;
  516. }
  517. var dnxdx, dnzdy, cbnz;
  518. if ( bHasNormal ) {
  519. // Normal interpolation setup
  520. var dnz12 = nz1 - nz2, dnz31 = nz3 - nz1;
  521. var dnzdx = (invDet * (dnz12*dy31 - dnz31*dy12)); // dnz per one subpixel step in x
  522. var dnzdy = (invDet * (dnz12*dx31 - dx12*dnz31)); // dnz per one subpixel step in y
  523. // Normal at top/left corner of rast area
  524. cbnz = ( nz1 + (minXfixscale - x1) * dnzdx + (minYfixscale - y1) * dnzdy );
  525. // Normal pixel steps
  526. dnzdx = (dnzdx * fixscale);
  527. dnzdy = (dnzdy * fixscale);
  528. }
  529. // Set up min/max corners
  530. var qm1 = q - 1; // for convenience
  531. var nmin1 = 0, nmax1 = 0;
  532. var nmin2 = 0, nmax2 = 0;
  533. var nmin3 = 0, nmax3 = 0;
  534. var nminz = 0, nmaxz = 0;
  535. if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
  536. if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
  537. if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
  538. if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
  539. if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
  540. if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
  541. if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
  542. if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
  543. // Loop through blocks
  544. var linestep = canvasWidth - q;
  545. var scale = 1.0 / (c1 + c2 + c3);
  546. var cb1 = c1;
  547. var cb2 = c2;
  548. var cb3 = c3;
  549. var cbz = cz;
  550. var qstep = -q;
  551. var e1x = qstep * dy12;
  552. var e2x = qstep * dy23;
  553. var e3x = qstep * dy31;
  554. var ezx = qstep * dzdx;
  555. var etux, etvx;
  556. if ( bHasUV ) {
  557. etux = qstep * dtudx;
  558. etvx = qstep * dtvdx;
  559. }
  560. var enzx;
  561. if ( bHasNormal ) {
  562. enzx = qstep * dnzdx;
  563. }
  564. var x0 = minx;
  565. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  566. // New block line - keep hunting for tri outer edge in old block line dir
  567. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  568. x0 += qstep;
  569. cb1 += e1x;
  570. cb2 += e2x;
  571. cb3 += e3x;
  572. cbz += ezx;
  573. if ( bHasUV ) {
  574. cbtu += etux;
  575. cbtv += etvx;
  576. }
  577. if ( bHasNormal ) {
  578. cbnz += enzx;
  579. }
  580. }
  581. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  582. qstep = -qstep;
  583. e1x = -e1x;
  584. e2x = -e2x;
  585. e3x = -e3x;
  586. ezx = -ezx;
  587. if ( bHasUV ) {
  588. etux = -etux;
  589. etvx = -etvx;
  590. }
  591. if ( bHasNormal ) {
  592. enzx = -enzx;
  593. }
  594. while ( 1 ) {
  595. // Step everything
  596. x0 += qstep;
  597. cb1 += e1x;
  598. cb2 += e2x;
  599. cb3 += e3x;
  600. cbz += ezx;
  601. if ( bHasUV ) {
  602. cbtu += etux;
  603. cbtv += etvx;
  604. }
  605. if ( bHasNormal ) {
  606. cbnz += enzx;
  607. }
  608. // We're done with this block line when at least one edge completely out
  609. // If an edge function is too small and decreasing in the current traversal
  610. // dir, we're done with this line.
  611. if (x0 < minx || x0 >= maxx) break;
  612. if (cb1 < nmax1) if (e1x < 0) break; else continue;
  613. if (cb2 < nmax2) if (e2x < 0) break; else continue;
  614. if (cb3 < nmax3) if (e3x < 0) break; else continue;
  615. // We can skip this block if it's already fully covered
  616. var blockX = x0 >> blockShift;
  617. var blockY = y0 >> blockShift;
  618. var blockId = blockX + blockY * canvasWBlocks;
  619. var minz = cbz + nminz;
  620. // farthest point in block closer than closest point in our tri?
  621. if ( blockMaxZ[ blockId ] < minz ) continue;
  622. // Need to do a deferred clear?
  623. var bflags = blockFlags[ blockId ];
  624. if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
  625. blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  626. // Offset at top-left corner
  627. var offset = x0 + y0 * canvasWidth;
  628. // Accept whole block when fully covered
  629. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  630. var maxz = cbz + nmaxz;
  631. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  632. var cy1 = cb1;
  633. var cy2 = cb2;
  634. var cyz = cbz;
  635. var cytu, cytv;
  636. if ( bHasUV ) {
  637. cytu = cbtu;
  638. cytv = cbtv;
  639. }
  640. var cynz;
  641. if ( bHasNormal ) {
  642. cynz = cbnz;
  643. }
  644. for ( var iy = 0; iy < q; iy ++ ) {
  645. var cx1 = cy1;
  646. var cx2 = cy2;
  647. var cxz = cyz;
  648. var cxtu;
  649. var cxtv;
  650. if ( bHasUV ) {
  651. cxtu = cytu;
  652. cxtv = cytv;
  653. }
  654. var cxnz;
  655. if ( bHasNormal ) {
  656. cxnz = cynz;
  657. }
  658. for ( var ix = 0; ix < q; ix ++ ) {
  659. var z = cxz;
  660. if ( z < zbuffer[ offset ] ) {
  661. shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
  662. }
  663. cx1 += dy12;
  664. cx2 += dy23;
  665. cxz += dzdx;
  666. if ( bHasUV ) {
  667. cxtu += dtudx;
  668. cxtv += dtvdx;
  669. }
  670. if ( bHasNormal ) {
  671. cxnz += dnzdx;
  672. }
  673. offset++;
  674. }
  675. cy1 += dx12;
  676. cy2 += dx23;
  677. cyz += dzdy;
  678. if ( bHasUV ) {
  679. cytu += dtudy;
  680. cytv += dtvdy;
  681. }
  682. if ( bHasNormal ) {
  683. cynz += dnzdy;
  684. }
  685. offset += linestep;
  686. }
  687. } else { // Partially covered block
  688. var cy1 = cb1;
  689. var cy2 = cb2;
  690. var cy3 = cb3;
  691. var cyz = cbz;
  692. var cytu, cytv;
  693. if ( bHasUV ) {
  694. cytu = cbtu;
  695. cytv = cbtv;
  696. }
  697. var cynz;
  698. if ( bHasNormal ) {
  699. cynz = cbnz;
  700. }
  701. for ( var iy = 0; iy < q; iy ++ ) {
  702. var cx1 = cy1;
  703. var cx2 = cy2;
  704. var cx3 = cy3;
  705. var cxz = cyz;
  706. var cxtu;
  707. var cxtv;
  708. if ( bHasUV ) {
  709. cxtu = cytu;
  710. cxtv = cytv;
  711. }
  712. var cxnz;
  713. if ( bHasNormal ) {
  714. cxnz = cynz;
  715. }
  716. for ( var ix = 0; ix < q; ix ++ ) {
  717. if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
  718. var z = cxz;
  719. if ( z < zbuffer[ offset ] ) {
  720. shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
  721. }
  722. }
  723. cx1 += dy12;
  724. cx2 += dy23;
  725. cx3 += dy31;
  726. cxz += dzdx;
  727. if ( bHasUV ) {
  728. cxtu += dtudx;
  729. cxtv += dtvdx;
  730. }
  731. if ( bHasNormal ) {
  732. cxnz += dnzdx;
  733. }
  734. offset++;
  735. }
  736. cy1 += dx12;
  737. cy2 += dx23;
  738. cy3 += dx31;
  739. cyz += dzdy;
  740. if ( bHasUV ) {
  741. cytu += dtudy;
  742. cytv += dtvdy;
  743. }
  744. if ( bHasNormal ) {
  745. cynz += dnzdy;
  746. }
  747. offset += linestep;
  748. }
  749. }
  750. }
  751. // Advance to next row of blocks
  752. cb1 += q*dx12;
  753. cb2 += q*dx23;
  754. cb3 += q*dx31;
  755. cbz += q*dzdy;
  756. if ( bHasUV ) {
  757. cbtu += q*dtudy;
  758. cbtv += q*dtvdy;
  759. }
  760. if ( bHasNormal ) {
  761. cbnz += q*dnzdy;
  762. }
  763. }
  764. }
  765. function clearBlock( blockX, blockY ) {
  766. var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
  767. var poffset = zoffset * 4;
  768. var zlinestep = canvasWidth - blockSize;
  769. var plinestep = zlinestep * 4;
  770. for ( var y = 0; y < blockSize; y ++ ) {
  771. for ( var x = 0; x < blockSize; x ++ ) {
  772. zbuffer[ zoffset ++ ] = maxZVal;
  773. data[ poffset ++ ] = clearColor.r * 255 | 0;
  774. data[ poffset ++ ] = clearColor.g * 255 | 0;
  775. data[ poffset ++ ] = clearColor.b * 255 | 0;
  776. data[ poffset ++ ] = 255;
  777. }
  778. zoffset += zlinestep;
  779. poffset += plinestep;
  780. }
  781. }
  782. function finishClear( ) {
  783. var block = 0;
  784. for ( var y = 0; y < canvasHBlocks; y ++ ) {
  785. for ( var x = 0; x < canvasWBlocks; x ++ ) {
  786. if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
  787. clearBlock( x, y );
  788. blockFlags[ block ] = BLOCK_ISCLEAR;
  789. }
  790. block ++;
  791. }
  792. }
  793. }
  794. };
  795. THREE.SoftwareRenderer.Texture = function() {
  796. var canvas = null;
  797. this.CreateFromImage = function( image ) {
  798. if( !image || image.width <=0 || image.height <=0 )
  799. return;
  800. var isCanvasClean = false;
  801. var canvas = THREE.SoftwareRenderer.Texture.canvas;
  802. if ( !canvas ) {
  803. try {
  804. canvas = document.createElement('canvas');
  805. THREE.SoftwareRenderer.Texture.canvas = canvas;
  806. isCanvasClean = true;
  807. } catch( e ) {
  808. return;
  809. }
  810. }
  811. var dim = image.width > image.height ? image.width : image.height;
  812. if(dim <= 32)
  813. dim = 32;
  814. else if(dim <= 64)
  815. dim = 64;
  816. else if(dim <= 128)
  817. dim = 128;
  818. else if(dim <= 256)
  819. dim = 256;
  820. else if(dim <= 512)
  821. dim = 512;
  822. else
  823. dim = 1024;
  824. if(canvas.width != dim || canvas.height != dim) {
  825. canvas.width = canvas.height = dim;
  826. isCanvasClean = true;
  827. }
  828. var data;
  829. try {
  830. var ctx = canvas.getContext('2d');
  831. if(!isCanvasClean)
  832. ctx.clearRect(0, 0, dim, dim);
  833. ctx.drawImage(image, 0, 0, dim, dim);
  834. var imgData = ctx.getImageData(0, 0, dim, dim);
  835. data = imgData.data;
  836. }
  837. catch(e) {
  838. return;
  839. }
  840. var size = data.length;
  841. this.data = new Uint8Array(size);
  842. var alpha;
  843. for(var i=0, j=0; i<size; ) {
  844. this.data[i++] = data[j++];
  845. this.data[i++] = data[j++];
  846. this.data[i++] = data[j++];
  847. alpha = data[j++];
  848. this.data[i++] = alpha;
  849. if(alpha < 255)
  850. this.hasTransparency = true;
  851. }
  852. this.width = dim;
  853. this.height = dim;
  854. this.srcUrl = image.src;
  855. };
  856. };