SoftwareRenderer.js 18 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. */
  6. THREE.SoftwareRenderer = function ( parameters ) {
  7. console.log( 'THREE.SoftwareRenderer', THREE.REVISION );
  8. parameters = parameters || {};
  9. var canvas = document.createElement( 'canvas' );
  10. var context = canvas.getContext( '2d', {
  11. alpha: parameters.alpha === true
  12. } );
  13. var shaders = {};
  14. var canvasWidth, canvasHeight;
  15. var canvasWBlocks, canvasHBlocks;
  16. var viewportXScale, viewportYScale, viewportZScale;
  17. var viewportXOffs, viewportYOffs, viewportZOffs;
  18. var clearColor = new THREE.Color( 0x000000 );
  19. var imagedata, data, zbuffer;
  20. var numBlocks, blockMaxZ, blockFlags;
  21. var BLOCK_ISCLEAR = (1 << 0);
  22. var BLOCK_NEEDCLEAR = (1 << 1);
  23. var subpixelBits = 4;
  24. var subpixelBias = (1 << subpixelBits) - 1;
  25. var blockShift = 3;
  26. var blockSize = 1 << blockShift;
  27. var maxZVal = (1 << 24); // Note: You want to size this so you don't get overflows.
  28. var rectx1 = Infinity, recty1 = Infinity;
  29. var rectx2 = 0, recty2 = 0;
  30. var prevrectx1 = Infinity, prevrecty1 = Infinity;
  31. var prevrectx2 = 0, prevrecty2 = 0;
  32. var projector = new THREE.Projector();
  33. var vector1 = new THREE.Vector3();
  34. var vector2 = new THREE.Vector3();
  35. var vector3 = new THREE.Vector3();
  36. this.domElement = canvas;
  37. this.autoClear = true;
  38. // WebGLRenderer compatibility
  39. this.supportsVertexTextures = function () {};
  40. this.setFaceCulling = function () {};
  41. this.setClearColor = function ( color, alpha ) {
  42. clearColor.set( color );
  43. };
  44. this.setSize = function ( width, height ) {
  45. canvasWBlocks = Math.floor( width / blockSize );
  46. canvasHBlocks = Math.floor( height / blockSize );
  47. canvasWidth = canvasWBlocks * blockSize;
  48. canvasHeight = canvasHBlocks * blockSize;
  49. var fixScale = 1 << subpixelBits;
  50. viewportXScale = fixScale * canvasWidth / 2;
  51. viewportYScale = -fixScale * canvasHeight / 2;
  52. viewportZScale = maxZVal / 2;
  53. viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
  54. viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
  55. viewportZOffs = maxZVal / 2 + 0.5;
  56. canvas.width = canvasWidth;
  57. canvas.height = canvasHeight;
  58. context.fillStyle = clearColor.getStyle();
  59. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  60. imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
  61. data = imagedata.data;
  62. zbuffer = new Int32Array( data.length / 4 );
  63. numBlocks = canvasWBlocks * canvasHBlocks;
  64. blockMaxZ = new Int32Array( numBlocks );
  65. blockFlags = new Uint8Array( numBlocks );
  66. for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
  67. zbuffer[ i ] = maxZVal;
  68. }
  69. for ( var i = 0; i < numBlocks; i ++ ) {
  70. blockFlags[ i ] = BLOCK_ISCLEAR;
  71. }
  72. };
  73. this.setSize( canvas.width, canvas.height );
  74. this.clear = function () {
  75. rectx1 = Infinity;
  76. recty1 = Infinity;
  77. rectx2 = 0;
  78. recty2 = 0;
  79. for ( var i = 0; i < numBlocks; i ++ ) {
  80. blockMaxZ[ i ] = maxZVal;
  81. blockFlags[ i ] = (blockFlags[ i ] & BLOCK_ISCLEAR) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
  82. }
  83. };
  84. this.render = function ( scene, camera ) {
  85. if ( this.autoClear === true ) this.clear();
  86. var renderData = projector.projectScene( scene, camera, false, false );
  87. var elements = renderData.elements;
  88. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  89. var element = elements[ e ];
  90. var material = element.material;
  91. var shader = getMaterialShader( material );
  92. if ( element instanceof THREE.RenderableFace ) {
  93. drawTriangle(
  94. element.v1.positionScreen,
  95. element.v2.positionScreen,
  96. element.v3.positionScreen,
  97. shader, element, material
  98. );
  99. } else if ( element instanceof THREE.RenderableSprite ) {
  100. var scaleX = element.scale.x * 0.5;
  101. var scaleY = element.scale.y * 0.5;
  102. vector1.copy( element );
  103. vector1.x -= scaleX;
  104. vector1.y += scaleY;
  105. vector2.copy( element );
  106. vector2.x -= scaleX;
  107. vector2.y -= scaleY;
  108. vector3.copy( element );
  109. vector3.x += scaleX;
  110. vector3.y += scaleY;
  111. drawTriangle(
  112. vector1, vector2, vector3,
  113. shader, element, material
  114. );
  115. vector1.copy( element );
  116. vector1.x += scaleX;
  117. vector1.y += scaleY;
  118. vector2.copy( element );
  119. vector2.x -= scaleX;
  120. vector2.y -= scaleY;
  121. vector3.copy( element );
  122. vector3.x += scaleX;
  123. vector3.y -= scaleY;
  124. drawTriangle(
  125. vector1, vector2, vector3,
  126. shader, element, material
  127. );
  128. }
  129. }
  130. finishClear();
  131. var x = Math.min( rectx1, prevrectx1 );
  132. var y = Math.min( recty1, prevrecty1 );
  133. var width = Math.max( rectx2, prevrectx2 ) - x;
  134. var height = Math.max( recty2, prevrecty2 ) - y;
  135. /*
  136. // debug; draw zbuffer
  137. for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
  138. var o = i * 4;
  139. var v = (65535 - zbuffer[ i ]) >> 3;
  140. data[ o + 0 ] = v;
  141. data[ o + 1 ] = v;
  142. data[ o + 2 ] = v;
  143. data[ o + 3 ] = 255;
  144. }
  145. */
  146. if ( x !== Infinity ) {
  147. context.putImageData( imagedata, 0, 0, x, y, width, height );
  148. }
  149. prevrectx1 = rectx1; prevrecty1 = recty1;
  150. prevrectx2 = rectx2; prevrecty2 = recty2;
  151. };
  152. function getMaterialShader( material ) {
  153. var id = material.id;
  154. var shader = shaders[ id ];
  155. if ( shaders[ id ] === undefined ) {
  156. if ( material instanceof THREE.MeshBasicMaterial ||
  157. material instanceof THREE.MeshLambertMaterial ||
  158. material instanceof THREE.MeshPhongMaterial ||
  159. material instanceof THREE.SpriteMaterial ) {
  160. var string;
  161. if ( material.map ) {
  162. var texture = new THREE.SoftwareRenderer.Texture();
  163. texture.CreateFromImage( material.map.image );
  164. material.texture = texture;
  165. string = [
  166. 'var tdim = material.texture.width;',
  167. 'var tbound = tdim - 1;',
  168. 'var tdata = material.texture.data;',
  169. 'var texel = tdata[((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)];',
  170. 'buffer[ offset ] = (texel & 0xff0000) >> 16;',
  171. 'buffer[ offset + 1 ] = (texel & 0xff00) >> 8;',
  172. 'buffer[ offset + 2 ] = (texel & 0xff);',
  173. 'buffer[ offset + 3 ] = material.opacity * 255;',
  174. ].join('\n');
  175. } else {
  176. if ( material.vertexColors === THREE.FaceColors ) {
  177. string = [
  178. 'buffer[ offset ] = face.color.r * 255;',
  179. 'buffer[ offset + 1 ] = face.color.g * 255;',
  180. 'buffer[ offset + 2 ] = face.color.b * 255;',
  181. 'buffer[ offset + 3 ] = material.opacity * 255;',
  182. ].join('\n');
  183. } else {
  184. string = [
  185. 'buffer[ offset ] = material.color.r * 255;',
  186. 'buffer[ offset + 1 ] = material.color.g * 255;',
  187. 'buffer[ offset + 2 ] = material.color.b * 255;',
  188. 'buffer[ offset + 3 ] = material.opacity * 255;',
  189. ].join('\n');
  190. }
  191. }
  192. shader = new Function( 'buffer, offset, u, v, face, material', string );
  193. } else {
  194. var string = [
  195. 'buffer[ offset ] = u * 255;',
  196. 'buffer[ offset + 1 ] = v * 255;',
  197. 'buffer[ offset + 2 ] = 0;',
  198. 'buffer[ offset + 3 ] = 255;'
  199. ].join('\n');
  200. shader = new Function( 'buffer, offset, u, v', string );
  201. }
  202. shaders[ id ] = shader;
  203. }
  204. return shader;
  205. }
  206. function clearRectangle( x1, y1, x2, y2 ) {
  207. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  208. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  209. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  210. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  211. var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
  212. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  213. for ( var y = ymin; y < ymax; y ++ ) {
  214. for ( var x = xmin; x < xmax; x ++ ) {
  215. data[ offset += 4 ] = 0;
  216. }
  217. offset += linestep;
  218. }
  219. }
  220. function drawTriangle( v1, v2, v3, shader, face, material ) {
  221. // TODO: Implement per-pixel z-clipping
  222. if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 || v3.z < -1 || v3.z > 1 ) return;
  223. // https://gist.github.com/2486101
  224. // explanation: http://pouet.net/topic.php?which=8760&page=1
  225. // 28.4 fixed-point coordinates
  226. var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
  227. var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
  228. var x3 = (v3.x * viewportXScale + viewportXOffs) | 0;
  229. var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
  230. var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
  231. var y3 = (v3.y * viewportYScale + viewportYOffs) | 0;
  232. // Z values (.28 fixed-point)
  233. var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
  234. var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
  235. var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
  236. // Deltas
  237. var dx12 = x1 - x2, dy12 = y2 - y1;
  238. var dx23 = x2 - x3, dy23 = y3 - y2;
  239. var dx31 = x3 - x1, dy31 = y1 - y3;
  240. // Bounding rectangle
  241. var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
  242. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  243. var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
  244. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  245. rectx1 = Math.min( minx, rectx1 );
  246. rectx2 = Math.max( maxx, rectx2 );
  247. recty1 = Math.min( miny, recty1 );
  248. recty2 = Math.max( maxy, recty2 );
  249. // Block size, standard 8x8 (must be power of two)
  250. var q = blockSize;
  251. // Start in corner of 8x8 block
  252. minx &= ~(q - 1);
  253. miny &= ~(q - 1);
  254. // Constant part of half-edge functions
  255. var c1 = dy12 * ((minx << subpixelBits) - x1) + dx12 * ((miny << subpixelBits) - y1);
  256. var c2 = dy23 * ((minx << subpixelBits) - x2) + dx23 * ((miny << subpixelBits) - y2);
  257. var c3 = dy31 * ((minx << subpixelBits) - x3) + dx31 * ((miny << subpixelBits) - y3);
  258. // Correct for fill convention
  259. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  260. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  261. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  262. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  263. // It's a bit subtle. :)
  264. c1 = (c1 - 1) >> subpixelBits;
  265. c2 = (c2 - 1) >> subpixelBits;
  266. c3 = (c3 - 1) >> subpixelBits;
  267. // Z interpolation setup
  268. var dz12 = z1 - z2, dz31 = z3 - z1;
  269. var invDet = 1.0 / (dx12*dy31 - dx31*dy12);
  270. var dzdx = (invDet * (dz12*dy31 - dz31*dy12)); // dz per one subpixel step in x
  271. var dzdy = (invDet * (dz12*dx31 - dx12*dz31)); // dz per one subpixel step in y
  272. // Z at top/left corner of rast area
  273. var cz = ( z1 + ((minx << subpixelBits) - x1) * dzdx + ((miny << subpixelBits) - y1) * dzdy ) | 0;
  274. // Z pixel steps
  275. var zfixscale = (1 << subpixelBits);
  276. dzdx = (dzdx * zfixscale) | 0;
  277. dzdy = (dzdy * zfixscale) | 0;
  278. // Set up min/max corners
  279. var qm1 = q - 1; // for convenience
  280. var nmin1 = 0, nmax1 = 0;
  281. var nmin2 = 0, nmax2 = 0;
  282. var nmin3 = 0, nmax3 = 0;
  283. var nminz = 0, nmaxz = 0;
  284. if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
  285. if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
  286. if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
  287. if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
  288. if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
  289. if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
  290. if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
  291. if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
  292. // Loop through blocks
  293. var linestep = canvasWidth - q;
  294. var scale = 1.0 / (c1 + c2 + c3);
  295. var cb1 = c1;
  296. var cb2 = c2;
  297. var cb3 = c3;
  298. var cbz = cz;
  299. var qstep = -q;
  300. var e1x = qstep * dy12;
  301. var e2x = qstep * dy23;
  302. var e3x = qstep * dy31;
  303. var ezx = qstep * dzdx;
  304. var x0 = minx;
  305. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  306. // New block line - keep hunting for tri outer edge in old block line dir
  307. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  308. x0 += qstep;
  309. cb1 += e1x;
  310. cb2 += e2x;
  311. cb3 += e3x;
  312. cbz += ezx;
  313. }
  314. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  315. qstep = -qstep;
  316. e1x = -e1x;
  317. e2x = -e2x;
  318. e3x = -e3x;
  319. ezx = -ezx;
  320. while ( 1 ) {
  321. // Step everything
  322. x0 += qstep;
  323. cb1 += e1x;
  324. cb2 += e2x;
  325. cb3 += e3x;
  326. cbz += ezx;
  327. // We're done with this block line when at least one edge completely out
  328. // If an edge function is too small and decreasing in the current traversal
  329. // dir, we're done with this line.
  330. if (x0 < minx || x0 >= maxx) break;
  331. if (cb1 < nmax1) if (e1x < 0) break; else continue;
  332. if (cb2 < nmax2) if (e2x < 0) break; else continue;
  333. if (cb3 < nmax3) if (e3x < 0) break; else continue;
  334. // We can skip this block if it's already fully covered
  335. var blockX = x0 >> blockShift;
  336. var blockY = y0 >> blockShift;
  337. var blockId = blockX + blockY * canvasWBlocks;
  338. var minz = cbz + nminz;
  339. // farthest point in block closer than closest point in our tri?
  340. if ( blockMaxZ[ blockId ] < minz ) continue;
  341. // Need to do a deferred clear?
  342. var bflags = blockFlags[ blockId ];
  343. if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
  344. blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  345. // Offset at top-left corner
  346. var offset = x0 + y0 * canvasWidth;
  347. // Accept whole block when fully covered
  348. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  349. var maxz = cbz + nmaxz;
  350. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  351. var cy1 = cb1;
  352. var cy2 = cb2;
  353. var cyz = cbz;
  354. for ( var iy = 0; iy < q; iy ++ ) {
  355. var cx1 = cy1;
  356. var cx2 = cy2;
  357. var cxz = cyz;
  358. for ( var ix = 0; ix < q; ix ++ ) {
  359. var z = cxz;
  360. if ( z < zbuffer[ offset ] ) {
  361. zbuffer[ offset ] = z;
  362. var u = cx1 * scale;
  363. var v = cx2 * scale;
  364. shader( data, offset * 4, u, v, face, material );
  365. }
  366. cx1 += dy12;
  367. cx2 += dy23;
  368. cxz += dzdx;
  369. offset++;
  370. }
  371. cy1 += dx12;
  372. cy2 += dx23;
  373. cyz += dzdy;
  374. offset += linestep;
  375. }
  376. } else { // Partially covered block
  377. var cy1 = cb1;
  378. var cy2 = cb2;
  379. var cy3 = cb3;
  380. var cyz = cbz;
  381. for ( var iy = 0; iy < q; iy ++ ) {
  382. var cx1 = cy1;
  383. var cx2 = cy2;
  384. var cx3 = cy3;
  385. var cxz = cyz;
  386. for ( var ix = 0; ix < q; ix ++ ) {
  387. if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
  388. var z = cxz;
  389. if ( z < zbuffer[ offset ] ) {
  390. var u = cx1 * scale;
  391. var v = cx2 * scale;
  392. zbuffer[ offset ] = z;
  393. shader( data, offset * 4, u, v, face, material );
  394. }
  395. }
  396. cx1 += dy12;
  397. cx2 += dy23;
  398. cx3 += dy31;
  399. cxz += dzdx;
  400. offset++;
  401. }
  402. cy1 += dx12;
  403. cy2 += dx23;
  404. cy3 += dx31;
  405. cyz += dzdy;
  406. offset += linestep;
  407. }
  408. }
  409. }
  410. // Advance to next row of blocks
  411. cb1 += q*dx12;
  412. cb2 += q*dx23;
  413. cb3 += q*dx31;
  414. cbz += q*dzdy;
  415. }
  416. }
  417. function clearBlock( blockX, blockY ) {
  418. var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
  419. var poffset = zoffset * 4;
  420. var zlinestep = canvasWidth - blockSize;
  421. var plinestep = zlinestep * 4;
  422. for ( var y = 0; y < blockSize; y ++ ) {
  423. for ( var x = 0; x < blockSize; x ++ ) {
  424. zbuffer[ zoffset ++ ] = maxZVal;
  425. data[ poffset ++ ] = clearColor.r * 255 | 0;
  426. data[ poffset ++ ] = clearColor.g * 255 | 0;
  427. data[ poffset ++ ] = clearColor.b * 255 | 0;
  428. data[ poffset ++ ] = 255;
  429. }
  430. zoffset += zlinestep;
  431. poffset += plinestep;
  432. }
  433. }
  434. function finishClear( ) {
  435. var block = 0;
  436. for ( var y = 0; y < canvasHBlocks; y ++ ) {
  437. for ( var x = 0; x < canvasWBlocks; x ++ ) {
  438. if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
  439. clearBlock( x, y );
  440. blockFlags[ block ] = BLOCK_ISCLEAR;
  441. }
  442. block ++;
  443. }
  444. }
  445. }
  446. };
  447. THREE.SoftwareRenderer.Texture = function() {
  448. var canvas = null;
  449. this.CreateFromImage = function( image ) {
  450. if(image.width <=0 || image.height <=0)
  451. return;
  452. var isCanvasClean = false;
  453. var canvas = THREE.SoftwareRenderer.Texture.canvas;
  454. if ( !canvas ) {
  455. try {
  456. canvas = document.createElement('canvas');
  457. THREE.SoftwareRenderer.Texture.canvas = canvas;
  458. isCanvasClean = true;
  459. } catch( e ) {
  460. return;
  461. }
  462. }
  463. var dim = image.width > image.height ? image.width : image.height;
  464. if(dim <= 32)
  465. dim = 32;
  466. else if(dim <= 64)
  467. dim = 64;
  468. else if(dim <= 128)
  469. dim = 128;
  470. else if(dim <= 256)
  471. dim = 256;
  472. else if(dim <= 512)
  473. dim = 512;
  474. else
  475. dim = 1024;
  476. if(canvas.width != dim || canvas.height != dim) {
  477. canvas.width = canvas.height = dim;
  478. isCanvasClean = true;
  479. }
  480. var data;
  481. try {
  482. var ctx = canvas.getContext('2d');
  483. if(!isCanvasClean)
  484. ctx.clearRect(0, 0, dim, dim);
  485. ctx.drawImage(image, 0, 0, dim, dim);
  486. var imgData = ctx.getImageData(0, 0, dim, dim);
  487. data = imgData.data;
  488. }
  489. catch(e) {
  490. return;
  491. }
  492. var size = data.length / 4;
  493. this.data = new Array(size);
  494. var alpha;
  495. for(var i=0, j=0; i<size; i++, j+=4) {
  496. alpha = data[j + 3];
  497. this.data[i] = alpha << 24 | data[j] << 16 | data[j+1] << 8 | data[j+2];
  498. if(alpha < 255)
  499. this.hasTransparency = true;
  500. }
  501. this.width = dim;
  502. this.height = dim;
  503. this.srcUrl = image.src;
  504. };
  505. };