SoftwareRenderer.js 35 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 alpha = parameters.alpha;
  17. var shaders = {};
  18. var textures = {};
  19. var canvasWidth, canvasHeight;
  20. var canvasWBlocks, canvasHBlocks;
  21. var viewportXScale, viewportYScale, viewportZScale;
  22. var viewportXOffs, viewportYOffs, viewportZOffs;
  23. var clearColor = new THREE.Color( 0x000000 );
  24. var imagedata, data, zbuffer;
  25. var numBlocks, blockMaxZ, blockFlags;
  26. var BLOCK_ISCLEAR = ( 1 << 0 );
  27. var BLOCK_NEEDCLEAR = ( 1 << 1 );
  28. var subpixelBits = 4;
  29. var subpixelBias = ( 1 << subpixelBits ) - 1;
  30. var blockShift = 3;
  31. var blockSize = 1 << blockShift;
  32. var maxZVal = ( 1 << 24 ); // Note: You want to size this so you don't get overflows.
  33. var lineMode = false;
  34. var lookVector = new THREE.Vector3( 0, 0, 1 );
  35. var crossVector = new THREE.Vector3();
  36. var rectx1 = Infinity, recty1 = Infinity;
  37. var rectx2 = 0, recty2 = 0;
  38. var prevrectx1 = Infinity, prevrecty1 = Infinity;
  39. var prevrectx2 = 0, prevrecty2 = 0;
  40. var projector = new THREE.Projector();
  41. var spriteV1 = new THREE.Vector4();
  42. var spriteV2 = new THREE.Vector4();
  43. var spriteV3 = new THREE.Vector4();
  44. var spriteUV1 = new THREE.Vector2();
  45. var spriteUV2 = new THREE.Vector2();
  46. var spriteUV3 = new THREE.Vector2();
  47. var mpVPool = [];
  48. var mpVPoolCount = 0;
  49. var mpNPool = [];
  50. var mpNPoolCount = 0;
  51. var mpUVPool = [];
  52. var mpUVPoolCount = 0;
  53. var _this = this;
  54. this.domElement = canvas;
  55. this.autoClear = true;
  56. this.setClearColor = function ( color ) {
  57. clearColor.set( color );
  58. clearColorBuffer( clearColor );
  59. };
  60. this.setPixelRatio = function () {};
  61. this.setSize = function ( width, height ) {
  62. canvasWBlocks = Math.floor( width / blockSize );
  63. canvasHBlocks = Math.floor( height / blockSize );
  64. canvasWidth = canvasWBlocks * blockSize;
  65. canvasHeight = canvasHBlocks * blockSize;
  66. var fixScale = 1 << subpixelBits;
  67. viewportXScale = fixScale * canvasWidth / 2;
  68. viewportYScale = - fixScale * canvasHeight / 2;
  69. viewportZScale = maxZVal / 2;
  70. viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
  71. viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
  72. viewportZOffs = maxZVal / 2 + 0.5;
  73. canvas.width = canvasWidth;
  74. canvas.height = canvasHeight;
  75. context.fillStyle = alpha ? "rgba(0, 0, 0, 0)" : clearColor.getStyle();
  76. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  77. imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
  78. data = imagedata.data;
  79. zbuffer = new Int32Array( data.length / 4 );
  80. numBlocks = canvasWBlocks * canvasHBlocks;
  81. blockMaxZ = new Int32Array( numBlocks );
  82. blockFlags = new Uint8Array( numBlocks );
  83. for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
  84. zbuffer[ i ] = maxZVal;
  85. }
  86. for ( var i = 0; i < numBlocks; i ++ ) {
  87. blockFlags[ i ] = BLOCK_ISCLEAR;
  88. }
  89. clearColorBuffer( clearColor );
  90. };
  91. this.clear = function () {
  92. rectx1 = Infinity;
  93. recty1 = Infinity;
  94. rectx2 = 0;
  95. recty2 = 0;
  96. mpVPoolCount = 0;
  97. mpNPoolCount = 0;
  98. mpUVPoolCount = 0;
  99. for ( var i = 0; i < numBlocks; i ++ ) {
  100. blockMaxZ[ i ] = maxZVal;
  101. blockFlags[ i ] = ( blockFlags[ i ] & BLOCK_ISCLEAR ) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
  102. }
  103. };
  104. this.render = function ( scene, camera ) {
  105. // TODO: Check why autoClear can't be false.
  106. this.clear();
  107. var background = scene.background;
  108. if ( background && background.isColor ) {
  109. clearColorBuffer( background );
  110. }
  111. var renderData = projector.projectScene( scene, camera, false, false );
  112. var elements = renderData.elements;
  113. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  114. var element = elements[ e ];
  115. var material = element.material;
  116. var shader = getMaterialShader( material );
  117. if ( ! shader ) continue;
  118. if ( element instanceof THREE.RenderableFace ) {
  119. if ( ! element.uvs ) {
  120. drawTriangle(
  121. element.v1.positionScreen,
  122. element.v2.positionScreen,
  123. element.v3.positionScreen,
  124. null, null, null,
  125. shader, element, material
  126. );
  127. } else {
  128. drawTriangle(
  129. element.v1.positionScreen,
  130. element.v2.positionScreen,
  131. element.v3.positionScreen,
  132. element.uvs[ 0 ], element.uvs[ 1 ], element.uvs[ 2 ],
  133. shader, element, material
  134. );
  135. }
  136. } else if ( element instanceof THREE.RenderableSprite ) {
  137. var scaleX = element.scale.x * 0.5;
  138. var scaleY = element.scale.y * 0.5;
  139. spriteV1.copy( element );
  140. spriteV1.x -= scaleX;
  141. spriteV1.y += scaleY;
  142. spriteV2.copy( element );
  143. spriteV2.x -= scaleX;
  144. spriteV2.y -= scaleY;
  145. spriteV3.copy( element );
  146. spriteV3.x += scaleX;
  147. spriteV3.y += scaleY;
  148. if ( material.map ) {
  149. spriteUV1.set( 0, 1 );
  150. spriteUV2.set( 0, 0 );
  151. spriteUV3.set( 1, 1 );
  152. drawTriangle(
  153. spriteV1, spriteV2, spriteV3,
  154. spriteUV1, spriteUV2, spriteUV3,
  155. shader, element, material
  156. );
  157. } else {
  158. drawTriangle(
  159. spriteV1, spriteV2, spriteV3,
  160. null, null, null,
  161. shader, element, material
  162. );
  163. }
  164. spriteV1.copy( element );
  165. spriteV1.x += scaleX;
  166. spriteV1.y += scaleY;
  167. spriteV2.copy( element );
  168. spriteV2.x -= scaleX;
  169. spriteV2.y -= scaleY;
  170. spriteV3.copy( element );
  171. spriteV3.x += scaleX;
  172. spriteV3.y -= scaleY;
  173. if ( material.map ) {
  174. spriteUV1.set( 1, 1 );
  175. spriteUV2.set( 0, 0 );
  176. spriteUV3.set( 1, 0 );
  177. drawTriangle(
  178. spriteV1, spriteV2, spriteV3,
  179. spriteUV1, spriteUV2, spriteUV3,
  180. shader, element, material
  181. );
  182. } else {
  183. drawTriangle(
  184. spriteV1, spriteV2, spriteV3,
  185. null, null, null,
  186. shader, element, material
  187. );
  188. }
  189. } else if ( element instanceof THREE.RenderableLine ) {
  190. var shader = getMaterialShader( material );
  191. drawLine(
  192. element.v1.positionScreen,
  193. element.v2.positionScreen,
  194. element.vertexColors[ 0 ],
  195. element.vertexColors[ 1 ],
  196. shader,
  197. material
  198. );
  199. }
  200. }
  201. finishClear();
  202. var x = Math.min( rectx1, prevrectx1 );
  203. var y = Math.min( recty1, prevrecty1 );
  204. var width = Math.max( rectx2, prevrectx2 ) - x;
  205. var height = Math.max( recty2, prevrecty2 ) - y;
  206. /*
  207. // debug; draw zbuffer
  208. for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
  209. var o = i * 4;
  210. var v = (65535 - zbuffer[ i ]) >> 3;
  211. data[ o + 0 ] = v;
  212. data[ o + 1 ] = v;
  213. data[ o + 2 ] = v;
  214. data[ o + 3 ] = 255;
  215. }
  216. */
  217. if ( x !== Infinity ) {
  218. context.putImageData( imagedata, 0, 0, x, y, width, height );
  219. }
  220. prevrectx1 = rectx1; prevrecty1 = recty1;
  221. prevrectx2 = rectx2; prevrecty2 = recty2;
  222. };
  223. function clearColorBuffer( color ) {
  224. var size = canvasWidth * canvasHeight * 4;
  225. for ( var i = 0; i < size; i += 4 ) {
  226. data[ i ] = color.r * 255 | 0;
  227. data[ i + 1 ] = color.g * 255 | 0;
  228. data[ i + 2 ] = color.b * 255 | 0;
  229. data[ i + 3 ] = alpha ? 0 : 255;
  230. }
  231. context.fillStyle = alpha ? "rgba(0, 0, 0, 0)" : color.getStyle();
  232. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  233. }
  234. function getPalette( material, bSimulateSpecular ) {
  235. var i = 0, j = 0;
  236. var diffuseR = material.color.r * 255;
  237. var diffuseG = material.color.g * 255;
  238. var diffuseB = material.color.b * 255;
  239. var palette = new Uint8Array( 256 * 3 );
  240. if ( bSimulateSpecular ) {
  241. while ( i < 204 ) {
  242. palette[ j ++ ] = Math.min( i * diffuseR / 204, 255 );
  243. palette[ j ++ ] = Math.min( i * diffuseG / 204, 255 );
  244. palette[ j ++ ] = Math.min( i * diffuseB / 204, 255 );
  245. ++ i;
  246. }
  247. while ( i < 256 ) {
  248. // plus specular highlight
  249. palette[ j ++ ] = Math.min( diffuseR + ( i - 204 ) * ( 255 - diffuseR ) / 82, 255 );
  250. palette[ j ++ ] = Math.min( diffuseG + ( i - 204 ) * ( 255 - diffuseG ) / 82, 255 );
  251. palette[ j ++ ] = Math.min( diffuseB + ( i - 204 ) * ( 255 - diffuseB ) / 82, 255 );
  252. ++ i;
  253. }
  254. } else {
  255. while ( i < 256 ) {
  256. palette[ j ++ ] = Math.min( i * diffuseR / 255, 255 );
  257. palette[ j ++ ] = Math.min( i * diffuseG / 255, 255 );
  258. palette[ j ++ ] = Math.min( i * diffuseB / 255, 255 );
  259. ++ i;
  260. }
  261. }
  262. return palette;
  263. }
  264. function basicMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
  265. var colorOffset = offset * 4;
  266. var texture = textures[ material.map.id ];
  267. if ( ! texture.data ) return;
  268. var tdim = texture.width;
  269. var isTransparent = material.transparent;
  270. var tbound = tdim - 1;
  271. var tdata = texture.data;
  272. var tIndex = ( ( ( v * tdim ) & tbound ) * tdim + ( ( u * tdim ) & tbound ) ) * 4;
  273. if ( ! isTransparent ) {
  274. buffer[ colorOffset ] = tdata[ tIndex ];
  275. buffer[ colorOffset + 1 ] = tdata[ tIndex + 1 ];
  276. buffer[ colorOffset + 2 ] = tdata[ tIndex + 2 ];
  277. buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
  278. depthBuf[ offset ] = depth;
  279. } else {
  280. var srcR = tdata[ tIndex ];
  281. var srcG = tdata[ tIndex + 1 ];
  282. var srcB = tdata[ tIndex + 2 ];
  283. var opaci = tdata[ tIndex + 3 ] * material.opacity / 255;
  284. var destR = buffer[ colorOffset ];
  285. var destG = buffer[ colorOffset + 1 ];
  286. var destB = buffer[ colorOffset + 2 ];
  287. buffer[ colorOffset ] = ( srcR * opaci + destR * ( 1 - opaci ) );
  288. buffer[ colorOffset + 1 ] = ( srcG * opaci + destG * ( 1 - opaci ) );
  289. buffer[ colorOffset + 2 ] = ( srcB * opaci + destB * ( 1 - opaci ) );
  290. buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
  291. // Only opaue pixls write to the depth buffer
  292. if ( buffer[ colorOffset + 3 ] == 255 ) depthBuf[ offset ] = depth;
  293. }
  294. }
  295. function lightingMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
  296. var colorOffset = offset * 4;
  297. var texture = textures[ material.map.id ];
  298. if ( ! texture.data ) return;
  299. var tdim = texture.width;
  300. var isTransparent = material.transparent;
  301. var cIndex = ( n > 0 ? ( ~ ~ n ) : 0 ) * 3;
  302. var tbound = tdim - 1;
  303. var tdata = texture.data;
  304. var tIndex = ( ( ( v * tdim ) & tbound ) * tdim + ( ( u * tdim ) & tbound ) ) * 4;
  305. if ( ! isTransparent ) {
  306. buffer[ colorOffset ] = ( material.palette[ cIndex ] * tdata[ tIndex ] ) >> 8;
  307. buffer[ colorOffset + 1 ] = ( material.palette[ cIndex + 1 ] * tdata[ tIndex + 1 ] ) >> 8;
  308. buffer[ colorOffset + 2 ] = ( material.palette[ cIndex + 2 ] * tdata[ tIndex + 2 ] ) >> 8;
  309. buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
  310. depthBuf[ offset ] = depth;
  311. } else {
  312. var foreColorR = material.palette[ cIndex ] * tdata[ tIndex ];
  313. var foreColorG = material.palette[ cIndex + 1 ] * tdata[ tIndex + 1 ];
  314. var foreColorB = material.palette[ cIndex + 2 ] * tdata[ tIndex + 2 ];
  315. var opaci = tdata[ tIndex + 3 ] * material.opacity / 256;
  316. var destR = buffer[ colorOffset ];
  317. var destG = buffer[ colorOffset + 1 ];
  318. var destB = buffer[ colorOffset + 2 ];
  319. buffer[ colorOffset ] = foreColorR * opaci + destR * ( 1 - opaci );
  320. buffer[ colorOffset + 1 ] = foreColorG * opaci + destG * ( 1 - opaci );
  321. buffer[ colorOffset + 2 ] = foreColorB * opaci + destB * ( 1 - opaci );
  322. buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
  323. // Only opaue pixls write to the depth buffer
  324. if ( buffer[ colorOffset + 3 ] == 255 ) depthBuf[ offset ] = depth;
  325. }
  326. }
  327. function getMaterialShader( material ) {
  328. var id = material.id;
  329. var shader = shaders[ id ];
  330. if ( shader && material.map && ! textures[ material.map.id ] ) delete shaders[ id ];
  331. if ( shaders[ id ] === undefined || material.needsUpdate === true ) {
  332. if ( material instanceof THREE.MeshBasicMaterial ||
  333. material instanceof THREE.MeshLambertMaterial ||
  334. material instanceof THREE.MeshPhongMaterial ||
  335. material instanceof THREE.SpriteMaterial ) {
  336. if ( material instanceof THREE.MeshLambertMaterial ) {
  337. // Generate color palette
  338. if ( ! material.palette ) {
  339. material.palette = getPalette( material, false );
  340. }
  341. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  342. // Generate color palette
  343. if ( ! material.palette ) {
  344. material.palette = getPalette( material, true );
  345. }
  346. }
  347. var string;
  348. if ( material.map ) {
  349. var texture = new THREE.SoftwareRenderer.Texture();
  350. texture.fromImage( material.map.image );
  351. if ( ! texture.data ) return;
  352. textures[ material.map.id ] = texture;
  353. if ( material instanceof THREE.MeshBasicMaterial
  354. || material instanceof THREE.SpriteMaterial ) {
  355. shader = basicMaterialShader;
  356. } else {
  357. shader = lightingMaterialShader;
  358. }
  359. } else {
  360. if ( material.vertexColors === THREE.FaceColors ) {
  361. string = [
  362. 'var colorOffset = offset * 4;',
  363. 'buffer[ colorOffset ] = face.color.r * 255;',
  364. 'buffer[ colorOffset + 1 ] = face.color.g * 255;',
  365. 'buffer[ colorOffset + 2 ] = face.color.b * 255;',
  366. 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
  367. 'depthBuf[ offset ] = depth;'
  368. ].join( '\n' );
  369. } else {
  370. string = [
  371. 'var colorOffset = offset * 4;',
  372. 'buffer[ colorOffset ] = material.color.r * 255;',
  373. 'buffer[ colorOffset + 1 ] = material.color.g * 255;',
  374. 'buffer[ colorOffset + 2 ] = material.color.b * 255;',
  375. 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
  376. 'depthBuf[ offset ] = depth;'
  377. ].join( '\n' );
  378. }
  379. shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string );
  380. }
  381. } else if ( material instanceof THREE.LineBasicMaterial ) {
  382. var string = [
  383. 'var colorOffset = offset * 4;',
  384. 'buffer[ colorOffset ] = material.color.r * (color1.r+color2.r) * 0.5 * 255;',
  385. 'buffer[ colorOffset + 1 ] = material.color.g * (color1.g+color2.g) * 0.5 * 255;',
  386. 'buffer[ colorOffset + 2 ] = material.color.b * (color1.b+color2.b) * 0.5 * 255;',
  387. 'buffer[ colorOffset + 3 ] = 255;',
  388. 'depthBuf[ offset ] = depth;'
  389. ].join( '\n' );
  390. shader = new Function( 'buffer, depthBuf, offset, depth, color1, color2, material', string );
  391. } else {
  392. var string = [
  393. 'var colorOffset = offset * 4;',
  394. 'buffer[ colorOffset ] = u * 255;',
  395. 'buffer[ colorOffset + 1 ] = v * 255;',
  396. 'buffer[ colorOffset + 2 ] = 0;',
  397. 'buffer[ colorOffset + 3 ] = 255;',
  398. 'depthBuf[ offset ] = depth;'
  399. ].join( '\n' );
  400. shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string );
  401. }
  402. shaders[ id ] = shader;
  403. material.needsUpdate = false;
  404. }
  405. return shader;
  406. }
  407. /*
  408. function clearRectangle( x1, y1, x2, y2 ) {
  409. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  410. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  411. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  412. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  413. var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
  414. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  415. for ( var y = ymin; y < ymax; y ++ ) {
  416. for ( var x = xmin; x < xmax; x ++ ) {
  417. data[ offset += 4 ] = 0;
  418. }
  419. offset += linestep;
  420. }
  421. }
  422. */
  423. function drawTriangle( v1, v2, v3, uv1, uv2, uv3, shader, face, material ) {
  424. // TODO: Implement per-pixel z-clipping
  425. if ( v1.z < - 1 || v1.z > 1 || v2.z < - 1 || v2.z > 1 || v3.z < - 1 || v3.z > 1 ) return;
  426. // https://gist.github.com/2486101
  427. // explanation: http://pouet.net/topic.php?which=8760&page=1
  428. var fixscale = ( 1 << subpixelBits );
  429. // 28.4 fixed-point coordinates
  430. var x1 = ( v1.x * viewportXScale + viewportXOffs ) | 0;
  431. var x2 = ( v2.x * viewportXScale + viewportXOffs ) | 0;
  432. var x3 = ( v3.x * viewportXScale + viewportXOffs ) | 0;
  433. var y1 = ( v1.y * viewportYScale + viewportYOffs ) | 0;
  434. var y2 = ( v2.y * viewportYScale + viewportYOffs ) | 0;
  435. var y3 = ( v3.y * viewportYScale + viewportYOffs ) | 0;
  436. var bHasNormal = face.vertexNormalsModel && face.vertexNormalsModel.length;
  437. var bHasUV = uv1 && uv2 && uv3;
  438. var longestSide = Math.max(
  439. Math.sqrt( ( x1 - x2 ) * ( x1 - x2 ) + ( y1 - y2 ) * ( y1 - y2 ) ),
  440. Math.sqrt( ( x2 - x3 ) * ( x2 - x3 ) + ( y2 - y3 ) * ( y2 - y3 ) ),
  441. Math.sqrt( ( x3 - x1 ) * ( x3 - x1 ) + ( y3 - y1 ) * ( y3 - y1 ) )
  442. );
  443. if ( ! ( face instanceof THREE.RenderableSprite ) && ( longestSide > 100 * fixscale ) ) {
  444. // 1
  445. // |\
  446. // |a\
  447. // |__\
  448. // |\c|\
  449. // |b\|d\
  450. // |__\__\
  451. // 2 3
  452. var tempFace = { vertexNormalsModel: [], color: face.color };
  453. var mpUV12, mpUV23, mpUV31;
  454. if ( bHasUV ) {
  455. if ( mpUVPoolCount === mpUVPool.length ) {
  456. mpUV12 = new THREE.Vector2();
  457. mpUVPool.push( mpUV12 );
  458. ++ mpUVPoolCount;
  459. mpUV23 = new THREE.Vector2();
  460. mpUVPool.push( mpUV23 );
  461. ++ mpUVPoolCount;
  462. mpUV31 = new THREE.Vector2();
  463. mpUVPool.push( mpUV31 );
  464. ++ mpUVPoolCount;
  465. } else {
  466. mpUV12 = mpUVPool[ mpUVPoolCount ];
  467. ++ mpUVPoolCount;
  468. mpUV23 = mpUVPool[ mpUVPoolCount ];
  469. ++ mpUVPoolCount;
  470. mpUV31 = mpUVPool[ mpUVPoolCount ];
  471. ++ mpUVPoolCount;
  472. }
  473. var weight;
  474. weight = ( 1 + v2.z ) * ( v2.w / v1.w ) / ( 1 + v1.z );
  475. mpUV12.copy( uv1 ).multiplyScalar( weight ).add( uv2 ).multiplyScalar( 1 / ( weight + 1 ) );
  476. weight = ( 1 + v3.z ) * ( v3.w / v2.w ) / ( 1 + v2.z );
  477. mpUV23.copy( uv2 ).multiplyScalar( weight ).add( uv3 ).multiplyScalar( 1 / ( weight + 1 ) );
  478. weight = ( 1 + v1.z ) * ( v1.w / v3.w ) / ( 1 + v3.z );
  479. mpUV31.copy( uv3 ).multiplyScalar( weight ).add( uv1 ).multiplyScalar( 1 / ( weight + 1 ) );
  480. }
  481. var mpV12, mpV23, mpV31;
  482. if ( mpVPoolCount === mpVPool.length ) {
  483. mpV12 = new THREE.Vector4();
  484. mpVPool.push( mpV12 );
  485. ++ mpVPoolCount;
  486. mpV23 = new THREE.Vector4();
  487. mpVPool.push( mpV23 );
  488. ++ mpVPoolCount;
  489. mpV31 = new THREE.Vector4();
  490. mpVPool.push( mpV31 );
  491. ++ mpVPoolCount;
  492. } else {
  493. mpV12 = mpVPool[ mpVPoolCount ];
  494. ++ mpVPoolCount;
  495. mpV23 = mpVPool[ mpVPoolCount ];
  496. ++ mpVPoolCount;
  497. mpV31 = mpVPool[ mpVPoolCount ];
  498. ++ mpVPoolCount;
  499. }
  500. mpV12.copy( v1 ).add( v2 ).multiplyScalar( 0.5 );
  501. mpV23.copy( v2 ).add( v3 ).multiplyScalar( 0.5 );
  502. mpV31.copy( v3 ).add( v1 ).multiplyScalar( 0.5 );
  503. var mpN12, mpN23, mpN31;
  504. if ( bHasNormal ) {
  505. if ( mpNPoolCount === mpNPool.length ) {
  506. mpN12 = new THREE.Vector3();
  507. mpNPool.push( mpN12 );
  508. ++ mpNPoolCount;
  509. mpN23 = new THREE.Vector3();
  510. mpNPool.push( mpN23 );
  511. ++ mpNPoolCount;
  512. mpN31 = new THREE.Vector3();
  513. mpNPool.push( mpN31 );
  514. ++ mpNPoolCount;
  515. } else {
  516. mpN12 = mpNPool[ mpNPoolCount ];
  517. ++ mpNPoolCount;
  518. mpN23 = mpNPool[ mpNPoolCount ];
  519. ++ mpNPoolCount;
  520. mpN31 = mpNPool[ mpNPoolCount ];
  521. ++ mpNPoolCount;
  522. }
  523. mpN12.copy( face.vertexNormalsModel[ 0 ] ).add( face.vertexNormalsModel[ 1 ] ).normalize();
  524. mpN23.copy( face.vertexNormalsModel[ 1 ] ).add( face.vertexNormalsModel[ 2 ] ).normalize();
  525. mpN31.copy( face.vertexNormalsModel[ 2 ] ).add( face.vertexNormalsModel[ 0 ] ).normalize();
  526. }
  527. // a
  528. if ( bHasNormal ) {
  529. tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 0 ];
  530. tempFace.vertexNormalsModel[ 1 ] = mpN12;
  531. tempFace.vertexNormalsModel[ 2 ] = mpN31;
  532. }
  533. drawTriangle( v1, mpV12, mpV31, uv1, mpUV12, mpUV31, shader, tempFace, material );
  534. // b
  535. if ( bHasNormal ) {
  536. tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 1 ];
  537. tempFace.vertexNormalsModel[ 1 ] = mpN23;
  538. tempFace.vertexNormalsModel[ 2 ] = mpN12;
  539. }
  540. drawTriangle( v2, mpV23, mpV12, uv2, mpUV23, mpUV12, shader, tempFace, material );
  541. // c
  542. if ( bHasNormal ) {
  543. tempFace.vertexNormalsModel[ 0 ] = mpN12;
  544. tempFace.vertexNormalsModel[ 1 ] = mpN23;
  545. tempFace.vertexNormalsModel[ 2 ] = mpN31;
  546. }
  547. drawTriangle( mpV12, mpV23, mpV31, mpUV12, mpUV23, mpUV31, shader, tempFace, material );
  548. // d
  549. if ( bHasNormal ) {
  550. tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 2 ];
  551. tempFace.vertexNormalsModel[ 1 ] = mpN31;
  552. tempFace.vertexNormalsModel[ 2 ] = mpN23;
  553. }
  554. drawTriangle( v3, mpV31, mpV23, uv3, mpUV31, mpUV23, shader, tempFace, material );
  555. return;
  556. }
  557. // Z values (.28 fixed-point)
  558. var z1 = ( v1.z * viewportZScale + viewportZOffs ) | 0;
  559. var z2 = ( v2.z * viewportZScale + viewportZOffs ) | 0;
  560. var z3 = ( v3.z * viewportZScale + viewportZOffs ) | 0;
  561. // UV values
  562. var bHasUV = false;
  563. var tu1, tv1, tu2, tv2, tu3, tv3;
  564. if ( uv1 && uv2 && uv3 ) {
  565. bHasUV = true;
  566. tu1 = uv1.x;
  567. tv1 = 1 - uv1.y;
  568. tu2 = uv2.x;
  569. tv2 = 1 - uv2.y;
  570. tu3 = uv3.x;
  571. tv3 = 1 - uv3.y;
  572. }
  573. // Normal values
  574. var n1, n2, n3, nz1, nz2, nz3;
  575. if ( bHasNormal ) {
  576. n1 = face.vertexNormalsModel[ 0 ];
  577. n2 = face.vertexNormalsModel[ 1 ];
  578. n3 = face.vertexNormalsModel[ 2 ];
  579. nz1 = n1.z * 255;
  580. nz2 = n2.z * 255;
  581. nz3 = n3.z * 255;
  582. }
  583. // Deltas
  584. var dx12 = x1 - x2, dy12 = y2 - y1;
  585. var dx23 = x2 - x3, dy23 = y3 - y2;
  586. var dx31 = x3 - x1, dy31 = y1 - y3;
  587. // Bounding rectangle
  588. var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
  589. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  590. var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
  591. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  592. rectx1 = Math.min( minx, rectx1 );
  593. rectx2 = Math.max( maxx, rectx2 );
  594. recty1 = Math.min( miny, recty1 );
  595. recty2 = Math.max( maxy, recty2 );
  596. // Block size, standard 8x8 (must be power of two)
  597. var q = blockSize;
  598. // Start in corner of 8x8 block
  599. minx &= ~ ( q - 1 );
  600. miny &= ~ ( q - 1 );
  601. // Constant part of half-edge functions
  602. var minXfixscale = ( minx << subpixelBits );
  603. var minYfixscale = ( miny << subpixelBits );
  604. var c1 = dy12 * ( ( minXfixscale ) - x1 ) + dx12 * ( ( minYfixscale ) - y1 );
  605. var c2 = dy23 * ( ( minXfixscale ) - x2 ) + dx23 * ( ( minYfixscale ) - y2 );
  606. var c3 = dy31 * ( ( minXfixscale ) - x3 ) + dx31 * ( ( minYfixscale ) - y3 );
  607. // Correct for fill convention
  608. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  609. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  610. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  611. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  612. // It's a bit subtle. :)
  613. c1 = ( c1 - 1 ) >> subpixelBits;
  614. c2 = ( c2 - 1 ) >> subpixelBits;
  615. c3 = ( c3 - 1 ) >> subpixelBits;
  616. // Z interpolation setup
  617. var dz12 = z1 - z2, dz31 = z3 - z1;
  618. var invDet = 1.0 / ( dx12 * dy31 - dx31 * dy12 );
  619. var dzdx = ( invDet * ( dz12 * dy31 - dz31 * dy12 ) ); // dz per one subpixel step in x
  620. var dzdy = ( invDet * ( dz12 * dx31 - dx12 * dz31 ) ); // dz per one subpixel step in y
  621. // Z at top/left corner of rast area
  622. var cz = ( z1 + ( ( minXfixscale ) - x1 ) * dzdx + ( ( minYfixscale ) - y1 ) * dzdy ) | 0;
  623. // Z pixel steps
  624. dzdx = ( dzdx * fixscale ) | 0;
  625. dzdy = ( dzdy * fixscale ) | 0;
  626. var dtvdx, dtvdy, cbtu, cbtv;
  627. if ( bHasUV ) {
  628. // UV interpolation setup
  629. var dtu12 = tu1 - tu2, dtu31 = tu3 - tu1;
  630. var dtudx = ( invDet * ( dtu12 * dy31 - dtu31 * dy12 ) ); // dtu per one subpixel step in x
  631. var dtudy = ( invDet * ( dtu12 * dx31 - dx12 * dtu31 ) ); // dtu per one subpixel step in y
  632. var dtv12 = tv1 - tv2, dtv31 = tv3 - tv1;
  633. dtvdx = ( invDet * ( dtv12 * dy31 - dtv31 * dy12 ) ); // dtv per one subpixel step in x
  634. dtvdy = ( invDet * ( dtv12 * dx31 - dx12 * dtv31 ) ); // dtv per one subpixel step in y
  635. // UV at top/left corner of rast area
  636. cbtu = ( tu1 + ( minXfixscale - x1 ) * dtudx + ( minYfixscale - y1 ) * dtudy );
  637. cbtv = ( tv1 + ( minXfixscale - x1 ) * dtvdx + ( minYfixscale - y1 ) * dtvdy );
  638. // UV pixel steps
  639. dtudx = dtudx * fixscale;
  640. dtudy = dtudy * fixscale;
  641. dtvdx = dtvdx * fixscale;
  642. dtvdy = dtvdy * fixscale;
  643. }
  644. var dnzdy, cbnz;
  645. if ( bHasNormal ) {
  646. // Normal interpolation setup
  647. var dnz12 = nz1 - nz2, dnz31 = nz3 - nz1;
  648. var dnzdx = ( invDet * ( dnz12 * dy31 - dnz31 * dy12 ) ); // dnz per one subpixel step in x
  649. var dnzdy = ( invDet * ( dnz12 * dx31 - dx12 * dnz31 ) ); // dnz per one subpixel step in y
  650. // Normal at top/left corner of rast area
  651. cbnz = ( nz1 + ( minXfixscale - x1 ) * dnzdx + ( minYfixscale - y1 ) * dnzdy );
  652. // Normal pixel steps
  653. dnzdx = ( dnzdx * fixscale );
  654. dnzdy = ( dnzdy * fixscale );
  655. }
  656. // Set up min/max corners
  657. var qm1 = q - 1; // for convenience
  658. var nmin1 = 0, nmax1 = 0;
  659. var nmin2 = 0, nmax2 = 0;
  660. var nmin3 = 0, nmax3 = 0;
  661. var nminz = 0, nmaxz = 0;
  662. if ( dx12 >= 0 ) nmax1 -= qm1 * dx12; else nmin1 -= qm1 * dx12;
  663. if ( dy12 >= 0 ) nmax1 -= qm1 * dy12; else nmin1 -= qm1 * dy12;
  664. if ( dx23 >= 0 ) nmax2 -= qm1 * dx23; else nmin2 -= qm1 * dx23;
  665. if ( dy23 >= 0 ) nmax2 -= qm1 * dy23; else nmin2 -= qm1 * dy23;
  666. if ( dx31 >= 0 ) nmax3 -= qm1 * dx31; else nmin3 -= qm1 * dx31;
  667. if ( dy31 >= 0 ) nmax3 -= qm1 * dy31; else nmin3 -= qm1 * dy31;
  668. if ( dzdx >= 0 ) nmaxz += qm1 * dzdx; else nminz += qm1 * dzdx;
  669. if ( dzdy >= 0 ) nmaxz += qm1 * dzdy; else nminz += qm1 * dzdy;
  670. // Loop through blocks
  671. var linestep = canvasWidth - q;
  672. var cb1 = c1;
  673. var cb2 = c2;
  674. var cb3 = c3;
  675. var cbz = cz;
  676. var qstep = - q;
  677. var e1x = qstep * dy12;
  678. var e2x = qstep * dy23;
  679. var e3x = qstep * dy31;
  680. var ezx = qstep * dzdx;
  681. var etux, etvx;
  682. if ( bHasUV ) {
  683. etux = qstep * dtudx;
  684. etvx = qstep * dtvdx;
  685. }
  686. var enzx;
  687. if ( bHasNormal ) {
  688. enzx = qstep * dnzdx;
  689. }
  690. var x0 = minx;
  691. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  692. // New block line - keep hunting for tri outer edge in old block line dir
  693. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  694. x0 += qstep;
  695. cb1 += e1x;
  696. cb2 += e2x;
  697. cb3 += e3x;
  698. cbz += ezx;
  699. if ( bHasUV ) {
  700. cbtu += etux;
  701. cbtv += etvx;
  702. }
  703. if ( bHasNormal ) {
  704. cbnz += enzx;
  705. }
  706. }
  707. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  708. qstep = - qstep;
  709. e1x = - e1x;
  710. e2x = - e2x;
  711. e3x = - e3x;
  712. ezx = - ezx;
  713. if ( bHasUV ) {
  714. etux = - etux;
  715. etvx = - etvx;
  716. }
  717. if ( bHasNormal ) {
  718. enzx = - enzx;
  719. }
  720. while ( 1 ) {
  721. // Step everything
  722. x0 += qstep;
  723. cb1 += e1x;
  724. cb2 += e2x;
  725. cb3 += e3x;
  726. cbz += ezx;
  727. if ( bHasUV ) {
  728. cbtu += etux;
  729. cbtv += etvx;
  730. }
  731. if ( bHasNormal ) {
  732. cbnz += enzx;
  733. }
  734. // We're done with this block line when at least one edge completely out
  735. // If an edge function is too small and decreasing in the current traversal
  736. // dir, we're done with this line.
  737. if ( x0 < minx || x0 >= maxx ) break;
  738. if ( cb1 < nmax1 ) if ( e1x < 0 ) break; else continue;
  739. if ( cb2 < nmax2 ) if ( e2x < 0 ) break; else continue;
  740. if ( cb3 < nmax3 ) if ( e3x < 0 ) break; else continue;
  741. // We can skip this block if it's already fully covered
  742. var blockX = x0 >> blockShift;
  743. var blockY = y0 >> blockShift;
  744. var blockId = blockX + blockY * canvasWBlocks;
  745. var minz = cbz + nminz;
  746. // farthest point in block closer than closest point in our tri?
  747. if ( blockMaxZ[ blockId ] < minz ) continue;
  748. // Need to do a deferred clear?
  749. var bflags = blockFlags[ blockId ];
  750. if ( bflags & BLOCK_NEEDCLEAR ) clearBlock( blockX, blockY );
  751. blockFlags[ blockId ] = bflags & ~ ( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  752. // Offset at top-left corner
  753. var offset = x0 + y0 * canvasWidth;
  754. // Accept whole block when fully covered
  755. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  756. var maxz = cbz + nmaxz;
  757. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  758. var cy1 = cb1;
  759. var cy2 = cb2;
  760. var cyz = cbz;
  761. var cytu, cytv;
  762. if ( bHasUV ) {
  763. cytu = cbtu;
  764. cytv = cbtv;
  765. }
  766. var cynz;
  767. if ( bHasNormal ) {
  768. cynz = cbnz;
  769. }
  770. for ( var iy = 0; iy < q; iy ++ ) {
  771. var cx1 = cy1;
  772. var cx2 = cy2;
  773. var cxz = cyz;
  774. var cxtu;
  775. var cxtv;
  776. if ( bHasUV ) {
  777. cxtu = cytu;
  778. cxtv = cytv;
  779. }
  780. var cxnz;
  781. if ( bHasNormal ) {
  782. cxnz = cynz;
  783. }
  784. for ( var ix = 0; ix < q; ix ++ ) {
  785. var z = cxz;
  786. if ( z < zbuffer[ offset ] ) {
  787. shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
  788. }
  789. cx1 += dy12;
  790. cx2 += dy23;
  791. cxz += dzdx;
  792. if ( bHasUV ) {
  793. cxtu += dtudx;
  794. cxtv += dtvdx;
  795. }
  796. if ( bHasNormal ) {
  797. cxnz += dnzdx;
  798. }
  799. offset ++;
  800. }
  801. cy1 += dx12;
  802. cy2 += dx23;
  803. cyz += dzdy;
  804. if ( bHasUV ) {
  805. cytu += dtudy;
  806. cytv += dtvdy;
  807. }
  808. if ( bHasNormal ) {
  809. cynz += dnzdy;
  810. }
  811. offset += linestep;
  812. }
  813. } else {
  814. // Partially covered block
  815. var cy1 = cb1;
  816. var cy2 = cb2;
  817. var cy3 = cb3;
  818. var cyz = cbz;
  819. var cytu, cytv;
  820. if ( bHasUV ) {
  821. cytu = cbtu;
  822. cytv = cbtv;
  823. }
  824. var cynz;
  825. if ( bHasNormal ) {
  826. cynz = cbnz;
  827. }
  828. for ( var iy = 0; iy < q; iy ++ ) {
  829. var cx1 = cy1;
  830. var cx2 = cy2;
  831. var cx3 = cy3;
  832. var cxz = cyz;
  833. var cxtu;
  834. var cxtv;
  835. if ( bHasUV ) {
  836. cxtu = cytu;
  837. cxtv = cytv;
  838. }
  839. var cxnz;
  840. if ( bHasNormal ) {
  841. cxnz = cynz;
  842. }
  843. for ( var ix = 0; ix < q; ix ++ ) {
  844. if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
  845. var z = cxz;
  846. if ( z < zbuffer[ offset ] ) {
  847. shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
  848. }
  849. }
  850. cx1 += dy12;
  851. cx2 += dy23;
  852. cx3 += dy31;
  853. cxz += dzdx;
  854. if ( bHasUV ) {
  855. cxtu += dtudx;
  856. cxtv += dtvdx;
  857. }
  858. if ( bHasNormal ) {
  859. cxnz += dnzdx;
  860. }
  861. offset ++;
  862. }
  863. cy1 += dx12;
  864. cy2 += dx23;
  865. cy3 += dx31;
  866. cyz += dzdy;
  867. if ( bHasUV ) {
  868. cytu += dtudy;
  869. cytv += dtvdy;
  870. }
  871. if ( bHasNormal ) {
  872. cynz += dnzdy;
  873. }
  874. offset += linestep;
  875. }
  876. }
  877. }
  878. // Advance to next row of blocks
  879. cb1 += q * dx12;
  880. cb2 += q * dx23;
  881. cb3 += q * dx31;
  882. cbz += q * dzdy;
  883. if ( bHasUV ) {
  884. cbtu += q * dtudy;
  885. cbtv += q * dtvdy;
  886. }
  887. if ( bHasNormal ) {
  888. cbnz += q * dnzdy;
  889. }
  890. }
  891. }
  892. // When drawing line, the blockShiftShift has to be zero. In order to clean pixel
  893. // Using color1 and color2 to interpolation pixel color
  894. // LineWidth is according to material.linewidth
  895. function drawLine( v1, v2, color1, color2, shader, material ) {
  896. // While the line mode is enable, blockSize has to be changed to 0.
  897. if ( ! lineMode ) {
  898. lineMode = true;
  899. blockShift = 0;
  900. blockSize = 1 << blockShift;
  901. _this.setSize( canvas.width, canvas.height );
  902. }
  903. // TODO: Implement per-pixel z-clipping
  904. if ( v1.z < - 1 || v1.z > 1 || v2.z < - 1 || v2.z > 1 ) return;
  905. var halfLineWidth = Math.floor( ( material.linewidth - 1 ) * 0.5 );
  906. // https://gist.github.com/2486101
  907. // explanation: http://pouet.net/topic.php?which=8760&page=1
  908. // 28.4 fixed-point coordinates
  909. var x1 = ( v1.x * viewportXScale + viewportXOffs ) | 0;
  910. var x2 = ( v2.x * viewportXScale + viewportXOffs ) | 0;
  911. var y1 = ( v1.y * viewportYScale + viewportYOffs ) | 0;
  912. var y2 = ( v2.y * viewportYScale + viewportYOffs ) | 0;
  913. var z1 = ( v1.z * viewportZScale + viewportZOffs ) | 0;
  914. var z2 = ( v2.z * viewportZScale + viewportZOffs ) | 0;
  915. // Deltas
  916. var dx12 = x1 - x2, dy12 = y1 - y2, dz12 = z1 - z2;
  917. // Bounding rectangle
  918. var minx = Math.max( ( Math.min( x1, x2 ) + subpixelBias ) >> subpixelBits, 0 );
  919. var maxx = Math.min( ( Math.max( x1, x2 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  920. var miny = Math.max( ( Math.min( y1, y2 ) + subpixelBias ) >> subpixelBits, 0 );
  921. var maxy = Math.min( ( Math.max( y1, y2 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  922. var minz = Math.max( ( Math.min( z1, z2 ) + subpixelBias ) >> subpixelBits, 0 );
  923. var maxz = ( Math.max( z1, z2 ) + subpixelBias ) >> subpixelBits;
  924. rectx1 = Math.min( minx, rectx1 );
  925. rectx2 = Math.max( maxx, rectx2 );
  926. recty1 = Math.min( miny, recty1 );
  927. recty2 = Math.max( maxy, recty2 );
  928. // Get the line's unit vector and cross vector
  929. var length = Math.sqrt( ( dy12 * dy12 ) + ( dx12 * dx12 ) );
  930. var unitX = ( dx12 / length );
  931. var unitY = ( dy12 / length );
  932. var unitZ = ( dz12 / length );
  933. var pixelX, pixelY, pixelZ;
  934. var pX, pY, pZ;
  935. crossVector.set( unitX, unitY, unitZ );
  936. crossVector.cross( lookVector );
  937. crossVector.normalize();
  938. while ( length > 0 ) {
  939. // Get this pixel.
  940. pixelX = x2 + length * unitX;
  941. pixelY = y2 + length * unitY;
  942. pixelZ = z2 + length * unitZ;
  943. pixelX = ( pixelX + subpixelBias ) >> subpixelBits;
  944. pixelY = ( pixelY + subpixelBias ) >> subpixelBits;
  945. pZ = ( pixelZ + subpixelBias ) >> subpixelBits;
  946. // Draw line with line width
  947. for ( var i = - halfLineWidth; i <= halfLineWidth; ++ i ) {
  948. // Compute the line pixels.
  949. // Get the pixels on the vector that crosses to the line vector
  950. pX = Math.floor( ( pixelX + crossVector.x * i ) );
  951. pY = Math.floor( ( pixelY + crossVector.y * i ) );
  952. // if pixel is over the rect. Continue
  953. if ( rectx1 >= pX || rectx2 <= pX || recty1 >= pY || recty2 <= pY )
  954. continue;
  955. // Find this pixel at which block
  956. var blockX = pX >> blockShift;
  957. var blockY = pY >> blockShift;
  958. var blockId = blockX + blockY * canvasWBlocks;
  959. // Compare the pixel depth width z block.
  960. if ( blockMaxZ[ blockId ] < minz ) continue;
  961. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  962. var bflags = blockFlags[ blockId ];
  963. if ( bflags & BLOCK_NEEDCLEAR ) clearBlock( blockX, blockY );
  964. blockFlags[ blockId ] = bflags & ~ ( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  965. // draw pixel
  966. var offset = pX + pY * canvasWidth;
  967. if ( pZ < zbuffer[ offset ] ) {
  968. shader( data, zbuffer, offset, pZ, color1, color2, material );
  969. }
  970. }
  971. -- length;
  972. }
  973. }
  974. function clearBlock( blockX, blockY ) {
  975. var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
  976. var poffset = zoffset * 4;
  977. var zlinestep = canvasWidth - blockSize;
  978. var plinestep = zlinestep * 4;
  979. for ( var y = 0; y < blockSize; y ++ ) {
  980. for ( var x = 0; x < blockSize; x ++ ) {
  981. zbuffer[ zoffset ++ ] = maxZVal;
  982. data[ poffset ++ ] = clearColor.r * 255 | 0;
  983. data[ poffset ++ ] = clearColor.g * 255 | 0;
  984. data[ poffset ++ ] = clearColor.b * 255 | 0;
  985. data[ poffset ++ ] = alpha ? 0 : 255;
  986. }
  987. zoffset += zlinestep;
  988. poffset += plinestep;
  989. }
  990. }
  991. function finishClear( ) {
  992. var block = 0;
  993. for ( var y = 0; y < canvasHBlocks; y ++ ) {
  994. for ( var x = 0; x < canvasWBlocks; x ++ ) {
  995. if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
  996. clearBlock( x, y );
  997. blockFlags[ block ] = BLOCK_ISCLEAR;
  998. }
  999. block ++;
  1000. }
  1001. }
  1002. }
  1003. };
  1004. THREE.SoftwareRenderer.Texture = function () {
  1005. var canvas;
  1006. this.fromImage = function ( image ) {
  1007. if ( ! image || image.width <= 0 || image.height <= 0 )
  1008. return;
  1009. if ( canvas === undefined ) {
  1010. canvas = document.createElement( 'canvas' );
  1011. }
  1012. var size = image.width > image.height ? image.width : image.height;
  1013. size = THREE.Math.ceilPowerOfTwo( size );
  1014. if ( canvas.width != size || canvas.height != size ) {
  1015. canvas.width = size;
  1016. canvas.height = size;
  1017. }
  1018. var ctx = canvas.getContext( '2d' );
  1019. ctx.clearRect( 0, 0, size, size );
  1020. ctx.drawImage( image, 0, 0, size, size );
  1021. var imgData = ctx.getImageData( 0, 0, size, size );
  1022. this.data = imgData.data;
  1023. this.width = size;
  1024. this.height = size;
  1025. this.srcUrl = image.src;
  1026. };
  1027. };