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