SoftwareRenderer.js 27 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;
  18. var viewportXOffs, viewportYOffs, viewportZOffs;
  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 getPalette( color, bSimulateSpecular ) {
  157. var diffuseR = color.r * 149;
  158. var diffuseG = color.g * 149;
  159. var diffuseB = color.b * 149;
  160. var palette = new Array(256);
  161. if ( bSimulateSpecular ) {
  162. var i = 0;
  163. while(i < 204) {
  164. var r = i * diffuseR / 204;
  165. var g = i * diffuseG / 204;
  166. var b = i * diffuseB / 204;
  167. if(r > 255)
  168. r = 255;
  169. if(g > 255)
  170. g = 255;
  171. if(b > 255)
  172. b = 255;
  173. palette[i++] = r << 16 | g << 8 | b;
  174. }
  175. while(i < 256) { // plus specular highlight
  176. var r = diffuseR + (i - 204) * (255 - diffuseR) / 82;
  177. var g = diffuseG + (i - 204) * (255 - diffuseG) / 82;
  178. var b = diffuseB + (i - 204) * (255 - diffuseB) / 82;
  179. if(r > 255)
  180. r = 255;
  181. if(g > 255)
  182. g = 255;
  183. if(b > 255)
  184. b = 255;
  185. if ( (r<<16) < 16777215 )
  186. {
  187. var test = 0;
  188. ++test;
  189. }
  190. palette[i++] = r << 16 | g << 8 | b;
  191. }
  192. } else {
  193. var i = 0;
  194. while(i < 256) {
  195. var r = i * diffuseR / 255;
  196. var g = i * diffuseG / 255;
  197. var b = i * diffuseB / 255;
  198. if(r > 255)
  199. r = 255;
  200. if(g > 255)
  201. g = 255;
  202. if(b > 255)
  203. b = 255;
  204. palette[i++] = r << 16 | g << 8 | b;
  205. }
  206. }
  207. return palette;
  208. }
  209. function basicMaterialShader( buffer, offset, u, v, n, face, material ) {
  210. var tdim = material.texture.width;
  211. var isTransparent = material.transparent;
  212. var tbound = tdim - 1;
  213. var tdata = material.texture.data;
  214. var texel = tdata[((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)];
  215. if ( !isTransparent ) {
  216. buffer[ offset ] = (texel & 0xff0000) >> 16;
  217. buffer[ offset + 1 ] = (texel & 0xff00) >> 8;
  218. buffer[ offset + 2 ] = texel & 0xff;
  219. buffer[ offset + 3 ] = material.opacity * 255;
  220. }
  221. else {
  222. var opaci = ((texel >> 24) & 0xff) * material.opacity;
  223. if(opaci < 250) {
  224. var backColor = buffer[ offset ] << 24 + buffer[ offset + 1 ] << 16 + buffer[ offset + 2 ] << 8;
  225. texel = texel * opaci + backColor * (1-opaci);
  226. }
  227. buffer[ offset ] = (texel & 0xff0000) >> 16;
  228. buffer[ offset + 1 ] = (texel & 0xff00) >> 8;
  229. buffer[ offset + 2 ] = (texel & 0xff);
  230. buffer[ offset + 3 ] = material.opacity * 255;
  231. }
  232. }
  233. function lightingMaterialShader( buffer, offset, u, v, n, face, material ) {
  234. var tdim = material.texture.width;
  235. var isTransparent = material.transparent;
  236. var color = material.palette[ n > 0 ? (~~n) : 0 ];
  237. var tbound = tdim - 1;
  238. var tdata = material.texture.data;
  239. var texel = tdata[((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)];
  240. if ( !isTransparent ) {
  241. buffer[ offset ] = (((color & 0xff0000) >> 16) * ((texel & 0xff0000) >> 16)) >> 8;
  242. buffer[ offset + 1 ] = (((color & 0xff00) >> 8) * ((texel & 0xff00) >> 8)) >> 8;
  243. buffer[ offset + 2 ] = ((color & 0xff) * (texel & 0xff)) >> 8;
  244. buffer[ offset + 3 ] = material.opacity * 255;
  245. } else {
  246. var opaci = ((texel >> 24) & 0xff) * material.opacity;
  247. if(opaci < 250) {
  248. var backColor = buffer[ offset ] << 24 + buffer[ offset + 1 ] << 16 + buffer[ offset + 2 ] << 8;
  249. texel = texel * opaci + backColor * (1-opaci);
  250. }
  251. buffer[ offset ] = (texel & 0xff0000) >> 16;
  252. buffer[ offset + 1 ] = (texel & 0xff00) >> 8;
  253. buffer[ offset + 2 ] = (texel & 0xff);
  254. buffer[ offset + 3 ] = material.opacity * 255;
  255. }
  256. }
  257. function getMaterialShader( material ) {
  258. var id = material.id;
  259. var shader = shaders[ id ];
  260. if ( shaders[ id ] === undefined ) {
  261. if ( material instanceof THREE.MeshBasicMaterial ||
  262. material instanceof THREE.MeshLambertMaterial ||
  263. material instanceof THREE.MeshPhongMaterial ||
  264. material instanceof THREE.SpriteMaterial ) {
  265. if ( material instanceof THREE.MeshLambertMaterial ) {
  266. // Generate color palette
  267. if ( !material.palette ) {
  268. material.palette = getPalette( material.color, false );
  269. }
  270. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  271. // Generate color palette
  272. if ( !material.palette ) {
  273. material.palette = getPalette( material.color, true );
  274. }
  275. }
  276. var string;
  277. if ( material.map ) {
  278. var texture = new THREE.SoftwareRenderer.Texture();
  279. texture.CreateFromImage( material.map.image );
  280. material.texture = texture;
  281. if ( material instanceof THREE.MeshBasicMaterial ) {
  282. shader = basicMaterialShader;
  283. } else {
  284. shader = lightingMaterialShader;
  285. }
  286. } else {
  287. if ( material.vertexColors === THREE.FaceColors ) {
  288. string = [
  289. 'buffer[ offset ] = face.color.r * 255;',
  290. 'buffer[ offset + 1 ] = face.color.g * 255;',
  291. 'buffer[ offset + 2 ] = face.color.b * 255;',
  292. 'buffer[ offset + 3 ] = material.opacity * 255;'
  293. ].join('\n');
  294. } else {
  295. string = [
  296. 'buffer[ offset ] = material.color.r * 255;',
  297. 'buffer[ offset + 1 ] = material.color.g * 255;',
  298. 'buffer[ offset + 2 ] = material.color.b * 255;',
  299. 'buffer[ offset + 3 ] = material.opacity * 255;'
  300. ].join('\n');
  301. }
  302. shader = new Function( 'buffer, offset, u, v, n, face, material', string );
  303. }
  304. } else {
  305. var string = [
  306. 'buffer[ offset ] = u * 255;',
  307. 'buffer[ offset + 1 ] = v * 255;',
  308. 'buffer[ offset + 2 ] = 0;',
  309. 'buffer[ offset + 3 ] = 255;'
  310. ].join('\n');
  311. shader = new Function( 'buffer, offset, u, v', string );
  312. }
  313. shaders[ id ] = shader;
  314. }
  315. return shader;
  316. }
  317. function clearRectangle( x1, y1, x2, y2 ) {
  318. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  319. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  320. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  321. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  322. var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
  323. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  324. for ( var y = ymin; y < ymax; y ++ ) {
  325. for ( var x = xmin; x < xmax; x ++ ) {
  326. data[ offset += 4 ] = 0;
  327. }
  328. offset += linestep;
  329. }
  330. }
  331. function drawTriangle( v1, v2, v3, shader, face, material ) {
  332. // TODO: Implement per-pixel z-clipping
  333. if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 || v3.z < -1 || v3.z > 1 ) return;
  334. // https://gist.github.com/2486101
  335. // explanation: http://pouet.net/topic.php?which=8760&page=1
  336. // 28.4 fixed-point coordinates
  337. var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
  338. var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
  339. var x3 = (v3.x * viewportXScale + viewportXOffs) | 0;
  340. var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
  341. var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
  342. var y3 = (v3.y * viewportYScale + viewportYOffs) | 0;
  343. // Z values (.28 fixed-point)
  344. var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
  345. var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
  346. var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
  347. // UV values
  348. var tu1 = face.uvs[0].x;
  349. var tv1 = face.uvs[0].y;
  350. var tu2 = face.uvs[1].x;
  351. var tv2 = face.uvs[1].y;
  352. var tu3 = face.uvs[2].x;
  353. var tv3 = face.uvs[2].y;
  354. // Normal values
  355. var n1 = face.vertexNormalsModel[0], n2 = face.vertexNormalsModel[1], n3 = face.vertexNormalsModel[2];
  356. var nz1 = n1.z;
  357. var nz2 = n2.z;
  358. var nz3 = n3.z;
  359. // Deltas
  360. var dx12 = x1 - x2, dy12 = y2 - y1;
  361. var dx23 = x2 - x3, dy23 = y3 - y2;
  362. var dx31 = x3 - x1, dy31 = y1 - y3;
  363. // Bounding rectangle
  364. var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
  365. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  366. var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
  367. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  368. rectx1 = Math.min( minx, rectx1 );
  369. rectx2 = Math.max( maxx, rectx2 );
  370. recty1 = Math.min( miny, recty1 );
  371. recty2 = Math.max( maxy, recty2 );
  372. // Block size, standard 8x8 (must be power of two)
  373. var q = blockSize;
  374. // Start in corner of 8x8 block
  375. minx &= ~(q - 1);
  376. miny &= ~(q - 1);
  377. // Constant part of half-edge functions
  378. var c1 = dy12 * ((minx << subpixelBits) - x1) + dx12 * ((miny << subpixelBits) - y1);
  379. var c2 = dy23 * ((minx << subpixelBits) - x2) + dx23 * ((miny << subpixelBits) - y2);
  380. var c3 = dy31 * ((minx << subpixelBits) - x3) + dx31 * ((miny << subpixelBits) - y3);
  381. // Correct for fill convention
  382. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  383. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  384. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  385. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  386. // It's a bit subtle. :)
  387. c1 = (c1 - 1) >> subpixelBits;
  388. c2 = (c2 - 1) >> subpixelBits;
  389. c3 = (c3 - 1) >> subpixelBits;
  390. // Z interpolation setup
  391. var dz12 = z1 - z2, dz31 = z3 - z1;
  392. var invDet = 1.0 / (dx12*dy31 - dx31*dy12);
  393. var dzdx = (invDet * (dz12*dy31 - dz31*dy12)); // dz per one subpixel step in x
  394. var dzdy = (invDet * (dz12*dx31 - dx12*dz31)); // dz per one subpixel step in y
  395. // Z at top/left corner of rast area
  396. var cz = ( z1 + ((minx << subpixelBits) - x1) * dzdx + ((miny << subpixelBits) - y1) * dzdy ) | 0;
  397. // Z pixel steps
  398. var zfixscale = (1 << subpixelBits);
  399. dzdx = (dzdx * zfixscale) | 0;
  400. dzdy = (dzdy * zfixscale) | 0;
  401. // UV interpolation setup
  402. var dtu12 = tu1 - tu2, dtu31 = tu3 - tu1;
  403. var dtudx = (invDet * (dtu12*dy31 - dtu31*dy12)); // dtu per one subpixel step in x
  404. var dtudy = (invDet * (dtu12*dx31 - dx12*dtu31)); // dtu per one subpixel step in y
  405. var dtv12 = tv1 - tv2, dtv31 = tv3 - tv1;
  406. var dtvdx = (invDet * (dtv12*dy31 - dtv31*dy12)); // dtv per one subpixel step in x
  407. var dtvdy = (invDet * (dtv12*dx31 - dx12*dtv31)); // dtv per one subpixel step in y
  408. // UV at top/left corner of rast area
  409. var minXfixscale = (minx << subpixelBits);
  410. var minYfixscale = (miny << subpixelBits);
  411. var ctu = ( tu1 + (minXfixscale - x1) * dtudx + (minYfixscale - y1) * dtudy );
  412. var ctv = ( tv1 + (minXfixscale - x1) * dtvdx + (minYfixscale - y1) * dtvdy );
  413. // UV pixel steps
  414. var tufixscale = (1 << subpixelBits);
  415. dtudx = dtudx * tufixscale;
  416. dtudy = dtudy * tufixscale;
  417. var tvfixscale = (1 << subpixelBits);
  418. dtvdx = (dtvdx * tvfixscale);
  419. dtvdy = (dtvdy * tvfixscale);
  420. // Normal interpolation setup
  421. var dnz12 = nz1 - nz2, dnz31 = nz3 - nz1;
  422. var dnzdx = (invDet * (dnz12*dy31 - dnz31*dy12)); // dnz per one subpixel step in x
  423. var dnzdy = (invDet * (dnz12*dx31 - dx12*dnz31)); // dnz per one subpixel step in y
  424. // Normal at top/left corner of rast area
  425. var cnz = ( nz1 + (minXfixscale - x1) * dnzdx + (minYfixscale - y1) * dnzdy );
  426. // UV pixel steps
  427. dnzdx = (dnzdx * tvfixscale);
  428. dnzdy = (dnzdy * tvfixscale);
  429. // Set up min/max corners
  430. var qm1 = q - 1; // for convenience
  431. var nmin1 = 0, nmax1 = 0;
  432. var nmin2 = 0, nmax2 = 0;
  433. var nmin3 = 0, nmax3 = 0;
  434. var nminz = 0, nmaxz = 0;
  435. var nmintu = 0, nmaxtu = 0;
  436. var nmintv = 0, nmaxtv = 0;
  437. if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
  438. if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
  439. if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
  440. if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
  441. if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
  442. if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
  443. if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
  444. if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
  445. if (dtudx >= 0) nmaxtu += qm1*dtudx; else nmintu += qm1*dtudx;
  446. if (dtudy >= 0) nmaxtu += qm1*dtudy; else nmintu += qm1*dtudy;
  447. // Loop through blocks
  448. var linestep = canvasWidth - q;
  449. var scale = 1.0 / (c1 + c2 + c3);
  450. var cb1 = c1;
  451. var cb2 = c2;
  452. var cb3 = c3;
  453. var cbz = cz;
  454. var cbtu = ctu;
  455. var cbtv = ctv;
  456. var cbnz = cnz;
  457. var qstep = -q;
  458. var e1x = qstep * dy12;
  459. var e2x = qstep * dy23;
  460. var e3x = qstep * dy31;
  461. var ezx = qstep * dzdx;
  462. var etux = qstep * dtudx;
  463. var etvx = qstep * dtvdx;
  464. var enzx = qstep * dnzdx;
  465. var x0 = minx;
  466. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  467. // New block line - keep hunting for tri outer edge in old block line dir
  468. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  469. x0 += qstep;
  470. cb1 += e1x;
  471. cb2 += e2x;
  472. cb3 += e3x;
  473. cbz += ezx;
  474. cbtu += etux;
  475. cbtv += etvx;
  476. cbnz += enzx;
  477. }
  478. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  479. qstep = -qstep;
  480. e1x = -e1x;
  481. e2x = -e2x;
  482. e3x = -e3x;
  483. ezx = -ezx;
  484. etux = -etux;
  485. etvx = -etvx;
  486. enzx = -enzx;
  487. while ( 1 ) {
  488. // Step everything
  489. x0 += qstep;
  490. cb1 += e1x;
  491. cb2 += e2x;
  492. cb3 += e3x;
  493. cbz += ezx;
  494. cbtu += etux;
  495. cbtv += etvx;
  496. cbnz += enzx;
  497. // We're done with this block line when at least one edge completely out
  498. // If an edge function is too small and decreasing in the current traversal
  499. // dir, we're done with this line.
  500. if (x0 < minx || x0 >= maxx) break;
  501. if (cb1 < nmax1) if (e1x < 0) break; else continue;
  502. if (cb2 < nmax2) if (e2x < 0) break; else continue;
  503. if (cb3 < nmax3) if (e3x < 0) break; else continue;
  504. // We can skip this block if it's already fully covered
  505. var blockX = x0 >> blockShift;
  506. var blockY = y0 >> blockShift;
  507. var blockId = blockX + blockY * canvasWBlocks;
  508. var minz = cbz + nminz;
  509. // farthest point in block closer than closest point in our tri?
  510. if ( blockMaxZ[ blockId ] < minz ) continue;
  511. // Need to do a deferred clear?
  512. var bflags = blockFlags[ blockId ];
  513. if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
  514. blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  515. // Offset at top-left corner
  516. var offset = x0 + y0 * canvasWidth;
  517. // Accept whole block when fully covered
  518. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  519. var maxz = cbz + nmaxz;
  520. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  521. var cy1 = cb1;
  522. var cy2 = cb2;
  523. var cyz = cbz;
  524. var cytu = cbtu;
  525. var cytv = cbtv;
  526. var cynz = cbnz;
  527. for ( var iy = 0; iy < q; iy ++ ) {
  528. var cx1 = cy1;
  529. var cx2 = cy2;
  530. var cxz = cyz;
  531. var cxtu = cytu;
  532. var cxtv = cytv;
  533. var cxnz = cynz;
  534. for ( var ix = 0; ix < q; ix ++ ) {
  535. var z = cxz;
  536. if ( z < zbuffer[ offset ] ) {
  537. zbuffer[ offset ] = z;
  538. var u = cx1 * scale;
  539. var v = cx2 * scale;
  540. shader( data, offset * 4, cxtu, cxtv, cxnz * 255, face, material );
  541. if ( material.palette ) {
  542. var color = material.palette[ (cxnz * 255) > 0 ? (~~(cxnz * 255)) : 0 ];
  543. var r = (color & 0xff0000) >> 16;
  544. var test = 0;
  545. }
  546. }
  547. cx1 += dy12;
  548. cx2 += dy23;
  549. cxz += dzdx;
  550. cxtu += dtudx;
  551. cxtv += dtvdx;
  552. cxnz += dnzdx;
  553. offset++;
  554. }
  555. cy1 += dx12;
  556. cy2 += dx23;
  557. cyz += dzdy;
  558. cytu += dtudy;
  559. cytv += dtvdy;
  560. cynz += dnzdy;
  561. offset += linestep;
  562. }
  563. } else { // Partially covered block
  564. var cy1 = cb1;
  565. var cy2 = cb2;
  566. var cy3 = cb3;
  567. var cyz = cbz;
  568. var cytu = cbtu;
  569. var cytv = cbtv;
  570. var cynz = cbnz;
  571. for ( var iy = 0; iy < q; iy ++ ) {
  572. var cx1 = cy1;
  573. var cx2 = cy2;
  574. var cx3 = cy3;
  575. var cxz = cyz;
  576. var cxtu = cytu;
  577. var cxtv = cytv;
  578. var cxnz = cynz;
  579. for ( var ix = 0; ix < q; ix ++ ) {
  580. if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
  581. var z = cxz;
  582. if ( z < zbuffer[ offset ] ) {
  583. var u = cx1 * scale;
  584. var v = cx2 * scale;
  585. zbuffer[ offset ] = z;
  586. shader( data, offset * 4, cxtu, cxtv, cxnz * 255, face, material );
  587. }
  588. }
  589. cx1 += dy12;
  590. cx2 += dy23;
  591. cx3 += dy31;
  592. cxz += dzdx;
  593. cxtu += dtudx;
  594. cxtv += dtvdx;
  595. cxnz += dnzdx;
  596. offset++;
  597. }
  598. cy1 += dx12;
  599. cy2 += dx23;
  600. cy3 += dx31;
  601. cyz += dzdy;
  602. cytu += dtudy;
  603. cytv += dtvdy;
  604. cynz += dnzdy;
  605. offset += linestep;
  606. }
  607. }
  608. }
  609. // Advance to next row of blocks
  610. cb1 += q*dx12;
  611. cb2 += q*dx23;
  612. cb3 += q*dx31;
  613. cbz += q*dzdy;
  614. cbtu += q*dtudy;
  615. cbtv += q*dtvdy;
  616. cbnz += q*dnzdy;
  617. }
  618. }
  619. function clearBlock( blockX, blockY ) {
  620. var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
  621. var poffset = zoffset * 4;
  622. var zlinestep = canvasWidth - blockSize;
  623. var plinestep = zlinestep * 4;
  624. for ( var y = 0; y < blockSize; y ++ ) {
  625. for ( var x = 0; x < blockSize; x ++ ) {
  626. zbuffer[ zoffset ++ ] = maxZVal;
  627. data[ poffset ++ ] = clearColor.r * 255 | 0;
  628. data[ poffset ++ ] = clearColor.g * 255 | 0;
  629. data[ poffset ++ ] = clearColor.b * 255 | 0;
  630. data[ poffset ++ ] = 255;
  631. }
  632. zoffset += zlinestep;
  633. poffset += plinestep;
  634. }
  635. }
  636. function finishClear( ) {
  637. var block = 0;
  638. for ( var y = 0; y < canvasHBlocks; y ++ ) {
  639. for ( var x = 0; x < canvasWBlocks; x ++ ) {
  640. if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
  641. clearBlock( x, y );
  642. blockFlags[ block ] = BLOCK_ISCLEAR;
  643. }
  644. block ++;
  645. }
  646. }
  647. }
  648. };
  649. THREE.SoftwareRenderer.Texture = function() {
  650. var canvas = null;
  651. this.CreateFromImage = function( image ) {
  652. if(image.width <=0 || image.height <=0)
  653. return;
  654. var isCanvasClean = false;
  655. var canvas = THREE.SoftwareRenderer.Texture.canvas;
  656. if ( !canvas ) {
  657. try {
  658. canvas = document.createElement('canvas');
  659. THREE.SoftwareRenderer.Texture.canvas = canvas;
  660. isCanvasClean = true;
  661. } catch( e ) {
  662. return;
  663. }
  664. }
  665. var dim = image.width > image.height ? image.width : image.height;
  666. if(dim <= 32)
  667. dim = 32;
  668. else if(dim <= 64)
  669. dim = 64;
  670. else if(dim <= 128)
  671. dim = 128;
  672. else if(dim <= 256)
  673. dim = 256;
  674. else if(dim <= 512)
  675. dim = 512;
  676. else
  677. dim = 1024;
  678. if(canvas.width != dim || canvas.height != dim) {
  679. canvas.width = canvas.height = dim;
  680. isCanvasClean = true;
  681. }
  682. var data;
  683. try {
  684. var ctx = canvas.getContext('2d');
  685. if(!isCanvasClean)
  686. ctx.clearRect(0, 0, dim, dim);
  687. ctx.drawImage(image, 0, 0, dim, dim);
  688. var imgData = ctx.getImageData(0, 0, dim, dim);
  689. data = imgData.data;
  690. }
  691. catch(e) {
  692. return;
  693. }
  694. var size = data.length / 4;
  695. this.data = new Array(size);
  696. var alpha;
  697. for(var i=0, j=0; i<size; i++, j+=4) {
  698. alpha = data[j + 3];
  699. this.data[i] = alpha << 24 | data[j] << 16 | data[j+1] << 8 | data[j+2];
  700. if(alpha < 255)
  701. this.hasTransparency = true;
  702. }
  703. this.width = dim;
  704. this.height = dim;
  705. this.srcUrl = image.src;
  706. };
  707. };