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SoftwareRenderer.js 22 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 = document.createElement( 'canvas' );
  11. var context = canvas.getContext( '2d', {
  12. alpha: parameters.alpha === true
  13. } );
  14. var shaders = {};
  15. var canvasWidth, canvasHeight;
  16. var canvasWBlocks, canvasHBlocks;
  17. var viewportXScale, viewportYScale, viewportZScale, viewportTexCoordScale;
  18. var viewportXOffs, viewportYOffs, viewportZOffs, viewportTexCoordOffs;
  19. var clearColor = new THREE.Color( 0x000000 );
  20. var imagedata, data, zbuffer;
  21. var numBlocks, blockMaxZ, blockFlags;
  22. var BLOCK_ISCLEAR = (1 << 0);
  23. var BLOCK_NEEDCLEAR = (1 << 1);
  24. var subpixelBits = 4;
  25. var subpixelBias = (1 << subpixelBits) - 1;
  26. var blockShift = 3;
  27. var blockSize = 1 << blockShift;
  28. var maxZVal = (1 << 24); // Note: You want to size this so you don't get overflows.
  29. var maxTexCoordVal = 1; // Note: You want to size this so you don't get overflows.
  30. var rectx1 = Infinity, recty1 = Infinity;
  31. var rectx2 = 0, recty2 = 0;
  32. var prevrectx1 = Infinity, prevrecty1 = Infinity;
  33. var prevrectx2 = 0, prevrecty2 = 0;
  34. var projector = new THREE.Projector();
  35. var vector1 = new THREE.Vector3();
  36. var vector2 = new THREE.Vector3();
  37. var vector3 = new THREE.Vector3();
  38. this.domElement = canvas;
  39. this.autoClear = true;
  40. // WebGLRenderer compatibility
  41. this.supportsVertexTextures = function () {};
  42. this.setFaceCulling = function () {};
  43. this.setClearColor = function ( color, alpha ) {
  44. clearColor.set( color );
  45. };
  46. this.setSize = function ( width, height ) {
  47. canvasWBlocks = Math.floor( width / blockSize );
  48. canvasHBlocks = Math.floor( height / blockSize );
  49. canvasWidth = canvasWBlocks * blockSize;
  50. canvasHeight = canvasHBlocks * blockSize;
  51. var fixScale = 1 << subpixelBits;
  52. viewportXScale = fixScale * canvasWidth / 2;
  53. viewportYScale = -fixScale * canvasHeight / 2;
  54. viewportZScale = maxZVal / 2;
  55. viewportTexCoordScale = maxTexCoordVal;
  56. viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
  57. viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
  58. viewportZOffs = maxZVal / 2 + 0.5;
  59. viewportTexCoordOffs = 0;
  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. };
  77. this.setSize( canvas.width, canvas.height );
  78. this.clear = function () {
  79. rectx1 = Infinity;
  80. recty1 = Infinity;
  81. rectx2 = 0;
  82. recty2 = 0;
  83. for ( var i = 0; i < numBlocks; i ++ ) {
  84. blockMaxZ[ i ] = maxZVal;
  85. blockFlags[ i ] = (blockFlags[ i ] & BLOCK_ISCLEAR) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
  86. }
  87. };
  88. this.render = function ( scene, camera ) {
  89. if ( this.autoClear === true ) this.clear();
  90. var renderData = projector.projectScene( scene, camera, false, false );
  91. var elements = renderData.elements;
  92. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  93. var element = elements[ e ];
  94. var material = element.material;
  95. var shader = getMaterialShader( material );
  96. if ( element instanceof THREE.RenderableFace ) {
  97. drawTriangle(
  98. element.v1.positionScreen,
  99. element.v2.positionScreen,
  100. element.v3.positionScreen,
  101. shader, element, material
  102. );
  103. } else if ( element instanceof THREE.RenderableSprite ) {
  104. var scaleX = element.scale.x * 0.5;
  105. var scaleY = element.scale.y * 0.5;
  106. vector1.copy( element );
  107. vector1.x -= scaleX;
  108. vector1.y += scaleY;
  109. vector2.copy( element );
  110. vector2.x -= scaleX;
  111. vector2.y -= scaleY;
  112. vector3.copy( element );
  113. vector3.x += scaleX;
  114. vector3.y += scaleY;
  115. drawTriangle(
  116. vector1, vector2, vector3,
  117. shader, element, material
  118. );
  119. vector1.copy( element );
  120. vector1.x += scaleX;
  121. vector1.y += scaleY;
  122. vector2.copy( element );
  123. vector2.x -= scaleX;
  124. vector2.y -= scaleY;
  125. vector3.copy( element );
  126. vector3.x += scaleX;
  127. vector3.y -= scaleY;
  128. drawTriangle(
  129. vector1, vector2, vector3,
  130. shader, element, material
  131. );
  132. }
  133. }
  134. finishClear();
  135. var x = Math.min( rectx1, prevrectx1 );
  136. var y = Math.min( recty1, prevrecty1 );
  137. var width = Math.max( rectx2, prevrectx2 ) - x;
  138. var height = Math.max( recty2, prevrecty2 ) - y;
  139. /*
  140. // debug; draw zbuffer
  141. for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
  142. var o = i * 4;
  143. var v = (65535 - zbuffer[ i ]) >> 3;
  144. data[ o + 0 ] = v;
  145. data[ o + 1 ] = v;
  146. data[ o + 2 ] = v;
  147. data[ o + 3 ] = 255;
  148. }
  149. */
  150. if ( x !== Infinity ) {
  151. context.putImageData( imagedata, 0, 0, x, y, width, height );
  152. }
  153. prevrectx1 = rectx1; prevrecty1 = recty1;
  154. prevrectx2 = rectx2; prevrecty2 = recty2;
  155. };
  156. function getMaterialShader( material ) {
  157. var id = material.id;
  158. var shader = shaders[ id ];
  159. if ( shaders[ id ] === undefined ) {
  160. if ( material instanceof THREE.MeshBasicMaterial ||
  161. material instanceof THREE.MeshLambertMaterial ||
  162. material instanceof THREE.MeshPhongMaterial ||
  163. material instanceof THREE.SpriteMaterial ) {
  164. var string;
  165. if ( material.map ) {
  166. var texture = new THREE.SoftwareRenderer.Texture();
  167. texture.CreateFromImage( material.map.image );
  168. material.texture = texture;
  169. string = [
  170. 'var tdim = material.texture.width;',
  171. 'var isTransparent = material.transparent',
  172. 'var tbound = tdim - 1;',
  173. 'var tdata = material.texture.data;',
  174. 'var texel = tdata[((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)];',
  175. 'if ( !isTransparent ) {',
  176. ' buffer[ offset ] = (texel & 0xff0000) >> 16;',
  177. ' buffer[ offset + 1 ] = (texel & 0xff00) >> 8;',
  178. ' buffer[ offset + 2 ] = (texel & 0xff);',
  179. ' buffer[ offset + 3 ] = material.opacity * 255;',
  180. '} else { ',
  181. ' var opaci = ((texel >> 24) & 0xff) * material.opacity;',
  182. ' if(opaci > 250) { ',
  183. ' zbuf[pix] = z; ',
  184. ' } else {',
  185. ' var backColor = buffer[ offset ] << 24 + buffer[ offset + 1 ] << 16 + buffer[ offset + 2 ] << 8 ',
  186. ' texel = texel * opaci + backcolor * (1-opaci); ',
  187. ' }',
  188. ' buffer[ offset ] = (texel & 0xff0000) >> 16;',
  189. ' buffer[ offset + 1 ] = (texel & 0xff00) >> 8;',
  190. ' buffer[ offset + 2 ] = (texel & 0xff);',
  191. ' buffer[ offset + 3 ] = material.opacity * 255;',
  192. '}'
  193. ].join('\n');
  194. } else {
  195. if ( material.vertexColors === THREE.FaceColors ) {
  196. string = [
  197. 'buffer[ offset ] = face.color.r * 255;',
  198. 'buffer[ offset + 1 ] = face.color.g * 255;',
  199. 'buffer[ offset + 2 ] = face.color.b * 255;',
  200. 'buffer[ offset + 3 ] = material.opacity * 255;',
  201. ].join('\n');
  202. } else {
  203. string = [
  204. 'buffer[ offset ] = material.color.r * 255;',
  205. 'buffer[ offset + 1 ] = material.color.g * 255;',
  206. 'buffer[ offset + 2 ] = material.color.b * 255;',
  207. 'buffer[ offset + 3 ] = material.opacity * 255;',
  208. ].join('\n');
  209. }
  210. }
  211. shader = new Function( 'buffer, offset, u, v, face, material', string );
  212. } else {
  213. var string = [
  214. 'buffer[ offset ] = u * 255;',
  215. 'buffer[ offset + 1 ] = v * 255;',
  216. 'buffer[ offset + 2 ] = 0;',
  217. 'buffer[ offset + 3 ] = 255;'
  218. ].join('\n');
  219. shader = new Function( 'buffer, offset, u, v', string );
  220. }
  221. shaders[ id ] = shader;
  222. }
  223. return shader;
  224. }
  225. function clearRectangle( x1, y1, x2, y2 ) {
  226. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  227. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  228. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  229. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  230. var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
  231. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  232. for ( var y = ymin; y < ymax; y ++ ) {
  233. for ( var x = xmin; x < xmax; x ++ ) {
  234. data[ offset += 4 ] = 0;
  235. }
  236. offset += linestep;
  237. }
  238. }
  239. function drawTriangle( v1, v2, v3, shader, face, material ) {
  240. // TODO: Implement per-pixel z-clipping
  241. if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 || v3.z < -1 || v3.z > 1 ) return;
  242. // https://gist.github.com/2486101
  243. // explanation: http://pouet.net/topic.php?which=8760&page=1
  244. // 28.4 fixed-point coordinates
  245. var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
  246. var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
  247. var x3 = (v3.x * viewportXScale + viewportXOffs) | 0;
  248. var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
  249. var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
  250. var y3 = (v3.y * viewportYScale + viewportYOffs) | 0;
  251. // Z values (.28 fixed-point)
  252. var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
  253. var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
  254. var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
  255. // UV values
  256. var tu1 = (face.uvs[0].x * viewportTexCoordScale + viewportTexCoordOffs);
  257. var tv1 = (face.uvs[0].y * viewportTexCoordScale + viewportTexCoordOffs);
  258. var tu2 = (face.uvs[1].x * viewportTexCoordScale + viewportTexCoordOffs);
  259. var tv2 = (face.uvs[1].y * viewportTexCoordScale + viewportTexCoordOffs);
  260. var tu3 = (face.uvs[2].x * viewportTexCoordScale + viewportTexCoordOffs);
  261. var tv3 = (face.uvs[2].y * viewportTexCoordScale + viewportTexCoordOffs);
  262. // Deltas
  263. var dx12 = x1 - x2, dy12 = y2 - y1;
  264. var dx23 = x2 - x3, dy23 = y3 - y2;
  265. var dx31 = x3 - x1, dy31 = y1 - y3;
  266. // Bounding rectangle
  267. var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
  268. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  269. var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
  270. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  271. rectx1 = Math.min( minx, rectx1 );
  272. rectx2 = Math.max( maxx, rectx2 );
  273. recty1 = Math.min( miny, recty1 );
  274. recty2 = Math.max( maxy, recty2 );
  275. // Block size, standard 8x8 (must be power of two)
  276. var q = blockSize;
  277. // Start in corner of 8x8 block
  278. minx &= ~(q - 1);
  279. miny &= ~(q - 1);
  280. // Constant part of half-edge functions
  281. var c1 = dy12 * ((minx << subpixelBits) - x1) + dx12 * ((miny << subpixelBits) - y1);
  282. var c2 = dy23 * ((minx << subpixelBits) - x2) + dx23 * ((miny << subpixelBits) - y2);
  283. var c3 = dy31 * ((minx << subpixelBits) - x3) + dx31 * ((miny << subpixelBits) - y3);
  284. // Correct for fill convention
  285. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  286. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  287. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  288. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  289. // It's a bit subtle. :)
  290. c1 = (c1 - 1) >> subpixelBits;
  291. c2 = (c2 - 1) >> subpixelBits;
  292. c3 = (c3 - 1) >> subpixelBits;
  293. // Z interpolation setup
  294. var dz12 = z1 - z2, dz31 = z3 - z1;
  295. var invDet = 1.0 / (dx12*dy31 - dx31*dy12);
  296. var dzdx = (invDet * (dz12*dy31 - dz31*dy12)); // dz per one subpixel step in x
  297. var dzdy = (invDet * (dz12*dx31 - dx12*dz31)); // dz per one subpixel step in y
  298. // Z at top/left corner of rast area
  299. var cz = ( z1 + ((minx << subpixelBits) - x1) * dzdx + ((miny << subpixelBits) - y1) * dzdy ) | 0;
  300. // Z pixel steps
  301. var zfixscale = (1 << subpixelBits);
  302. dzdx = (dzdx * zfixscale) | 0;
  303. dzdy = (dzdy * zfixscale) | 0;
  304. // UV interpolation setup
  305. var dtu12 = tu1 - tu2, du31 = tu3 - tu1;
  306. var dtudx = (invDet * (dtu12*dy31 - du31*dy12)); // dtu per one subpixel step in x
  307. var dtudy = (invDet * (dtu12*dx31 - dx12*du31)); // dtu per one subpixel step in y
  308. var dtv12 = tv1 - tv2, dtv31 = tv3 - tv1;
  309. var dtvdx = (invDet * (dtv12*dy31 - dtv31*dy12)); // dtv per one subpixel step in x
  310. var dtvdy = (invDet * (dtv12*dx31 - dx12*dtv31)); // dtv per one subpixel step in y
  311. // UV at top/left corner of rast area
  312. var minXfixscale = (minx << subpixelBits);
  313. var minYfixscale = (miny << subpixelBits);
  314. var ctu = ( tu1 + (minXfixscale - x1) * dtudx + (minYfixscale - y1) * dtudy );
  315. var ctv = ( tv1 + (minXfixscale - x1) * dtvdx + (minYfixscale - y1) * dtvdy );
  316. // UV pixel steps
  317. var tufixscale = (1 << subpixelBits);
  318. dtudx = dtudx * tufixscale;
  319. dtudy = dtudy * tufixscale;
  320. var tvfixscale = (1 << subpixelBits);
  321. dtvdx = (dtvdx * tvfixscale);
  322. dtvdy = (dtvdy * tvfixscale);
  323. // Set up min/max corners
  324. var qm1 = q - 1; // for convenience
  325. var nmin1 = 0, nmax1 = 0;
  326. var nmin2 = 0, nmax2 = 0;
  327. var nmin3 = 0, nmax3 = 0;
  328. var nminz = 0, nmaxz = 0;
  329. var nmintu = 0, nmaxtu = 0;
  330. var nmintv = 0, nmaxtv = 0;
  331. if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
  332. if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
  333. if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
  334. if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
  335. if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
  336. if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
  337. if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
  338. if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
  339. if (dtudx >= 0) nmaxtu += qm1*dtudx; else nmintu += qm1*dtudx;
  340. if (dtudy >= 0) nmaxtu += qm1*dtudy; else nmintu += qm1*dtudy;
  341. // Loop through blocks
  342. var linestep = canvasWidth - q;
  343. var scale = 1.0 / (c1 + c2 + c3);
  344. var cb1 = c1;
  345. var cb2 = c2;
  346. var cb3 = c3;
  347. var cbz = cz;
  348. var cbtu = ctu;
  349. var cbtv = ctv;
  350. var qstep = -q;
  351. var e1x = qstep * dy12;
  352. var e2x = qstep * dy23;
  353. var e3x = qstep * dy31;
  354. var ezx = qstep * dzdx;
  355. var etux = qstep * dtudx;
  356. var etvx = qstep * dtvdx;
  357. var x0 = minx;
  358. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  359. // New block line - keep hunting for tri outer edge in old block line dir
  360. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  361. x0 += qstep;
  362. cb1 += e1x;
  363. cb2 += e2x;
  364. cb3 += e3x;
  365. cbz += ezx;
  366. cbtu += etux;
  367. cbtv += etvx;
  368. }
  369. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  370. qstep = -qstep;
  371. e1x = -e1x;
  372. e2x = -e2x;
  373. e3x = -e3x;
  374. ezx = -ezx;
  375. etux = -etux;
  376. etvx = -etvx;
  377. while ( 1 ) {
  378. // Step everything
  379. x0 += qstep;
  380. cb1 += e1x;
  381. cb2 += e2x;
  382. cb3 += e3x;
  383. cbz += ezx;
  384. cbtu += etux;
  385. cbtv += etvx;
  386. // We're done with this block line when at least one edge completely out
  387. // If an edge function is too small and decreasing in the current traversal
  388. // dir, we're done with this line.
  389. if (x0 < minx || x0 >= maxx) break;
  390. if (cb1 < nmax1) if (e1x < 0) break; else continue;
  391. if (cb2 < nmax2) if (e2x < 0) break; else continue;
  392. if (cb3 < nmax3) if (e3x < 0) break; else continue;
  393. // We can skip this block if it's already fully covered
  394. var blockX = x0 >> blockShift;
  395. var blockY = y0 >> blockShift;
  396. var blockId = blockX + blockY * canvasWBlocks;
  397. var minz = cbz + nminz;
  398. // farthest point in block closer than closest point in our tri?
  399. if ( blockMaxZ[ blockId ] < minz ) continue;
  400. // Need to do a deferred clear?
  401. var bflags = blockFlags[ blockId ];
  402. if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
  403. blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  404. // Offset at top-left corner
  405. var offset = x0 + y0 * canvasWidth;
  406. // Accept whole block when fully covered
  407. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  408. var maxz = cbz + nmaxz;
  409. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  410. var cy1 = cb1;
  411. var cy2 = cb2;
  412. var cyz = cbz;
  413. var cytu = cbtu;
  414. var cytv = cbtv;
  415. for ( var iy = 0; iy < q; iy ++ ) {
  416. var cx1 = cy1;
  417. var cx2 = cy2;
  418. var cxz = cyz;
  419. var cxtu = cytu;
  420. var cxtv = cytv;
  421. for ( var ix = 0; ix < q; ix ++ ) {
  422. var z = cxz;
  423. if ( z < zbuffer[ offset ] ) {
  424. zbuffer[ offset ] = z;
  425. var u = cx1 * scale;
  426. var v = cx2 * scale;
  427. shader( data, offset * 4, cxtu, cxtv, face, material );
  428. }
  429. cx1 += dy12;
  430. cx2 += dy23;
  431. cxz += dzdx;
  432. cxtu += dtudx;
  433. cxtv += dtvdx;
  434. offset++;
  435. }
  436. cy1 += dx12;
  437. cy2 += dx23;
  438. cyz += dzdy;
  439. cytu += dtudy;
  440. cytv += dtvdy;
  441. offset += linestep;
  442. }
  443. } else { // Partially covered block
  444. var cy1 = cb1;
  445. var cy2 = cb2;
  446. var cy3 = cb3;
  447. var cyz = cbz;
  448. var cytu = cbtu;
  449. var cytv = cbtv;
  450. for ( var iy = 0; iy < q; iy ++ ) {
  451. var cx1 = cy1;
  452. var cx2 = cy2;
  453. var cx3 = cy3;
  454. var cxz = cyz;
  455. var cxtu = cytu;
  456. var cxtv = cytv;
  457. for ( var ix = 0; ix < q; ix ++ ) {
  458. if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
  459. var z = cxz;
  460. if ( z < zbuffer[ offset ] ) {
  461. var u = cx1 * scale;
  462. var v = cx2 * scale;
  463. zbuffer[ offset ] = z;
  464. shader( data, offset * 4, cxtu, cxtv, face, material );
  465. }
  466. }
  467. cx1 += dy12;
  468. cx2 += dy23;
  469. cx3 += dy31;
  470. cxz += dzdx;
  471. cxtu += dtudx;
  472. cxtv += dtvdx;
  473. offset++;
  474. }
  475. cy1 += dx12;
  476. cy2 += dx23;
  477. cy3 += dx31;
  478. cyz += dzdy;
  479. cytu += dtudy;
  480. cytv += dtvdy;
  481. offset += linestep;
  482. }
  483. }
  484. }
  485. // Advance to next row of blocks
  486. cb1 += q*dx12;
  487. cb2 += q*dx23;
  488. cb3 += q*dx31;
  489. cbz += q*dzdy;
  490. cbtu += q*dtudy;
  491. cbtv += q*dtvdy;
  492. }
  493. }
  494. function clearBlock( blockX, blockY ) {
  495. var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
  496. var poffset = zoffset * 4;
  497. var zlinestep = canvasWidth - blockSize;
  498. var plinestep = zlinestep * 4;
  499. for ( var y = 0; y < blockSize; y ++ ) {
  500. for ( var x = 0; x < blockSize; x ++ ) {
  501. zbuffer[ zoffset ++ ] = maxZVal;
  502. data[ poffset ++ ] = clearColor.r * 255 | 0;
  503. data[ poffset ++ ] = clearColor.g * 255 | 0;
  504. data[ poffset ++ ] = clearColor.b * 255 | 0;
  505. data[ poffset ++ ] = 255;
  506. }
  507. zoffset += zlinestep;
  508. poffset += plinestep;
  509. }
  510. }
  511. function finishClear( ) {
  512. var block = 0;
  513. for ( var y = 0; y < canvasHBlocks; y ++ ) {
  514. for ( var x = 0; x < canvasWBlocks; x ++ ) {
  515. if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
  516. clearBlock( x, y );
  517. blockFlags[ block ] = BLOCK_ISCLEAR;
  518. }
  519. block ++;
  520. }
  521. }
  522. }
  523. };
  524. THREE.SoftwareRenderer.Texture = function() {
  525. var canvas = null;
  526. this.CreateFromImage = function( image ) {
  527. if(image.width <=0 || image.height <=0)
  528. return;
  529. var isCanvasClean = false;
  530. var canvas = THREE.SoftwareRenderer.Texture.canvas;
  531. if ( !canvas ) {
  532. try {
  533. canvas = document.createElement('canvas');
  534. THREE.SoftwareRenderer.Texture.canvas = canvas;
  535. isCanvasClean = true;
  536. } catch( e ) {
  537. return;
  538. }
  539. }
  540. var dim = image.width > image.height ? image.width : image.height;
  541. if(dim <= 32)
  542. dim = 32;
  543. else if(dim <= 64)
  544. dim = 64;
  545. else if(dim <= 128)
  546. dim = 128;
  547. else if(dim <= 256)
  548. dim = 256;
  549. else if(dim <= 512)
  550. dim = 512;
  551. else
  552. dim = 1024;
  553. if(canvas.width != dim || canvas.height != dim) {
  554. canvas.width = canvas.height = dim;
  555. isCanvasClean = true;
  556. }
  557. var data;
  558. try {
  559. var ctx = canvas.getContext('2d');
  560. if(!isCanvasClean)
  561. ctx.clearRect(0, 0, dim, dim);
  562. ctx.drawImage(image, 0, 0, dim, dim);
  563. var imgData = ctx.getImageData(0, 0, dim, dim);
  564. data = imgData.data;
  565. }
  566. catch(e) {
  567. return;
  568. }
  569. var size = data.length / 4;
  570. this.data = new Array(size);
  571. var alpha;
  572. for(var i=0, j=0; i<size; i++, j+=4) {
  573. alpha = data[j + 3];
  574. this.data[i] = alpha << 24 | data[j] << 16 | data[j+1] << 8 | data[j+2];
  575. if(alpha < 255)
  576. this.hasTransparency = true;
  577. }
  578. this.width = dim;
  579. this.height = dim;
  580. this.srcUrl = image.src;
  581. };
  582. };