SoftwareRenderer.js 26 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 renderer = new THREE.Renderer();
  36. var vector1 = new THREE.Vector3();
  37. var vector2 = new THREE.Vector3();
  38. var vector3 = new THREE.Vector3();
  39. var texCoord1 = new THREE.Vector2();
  40. var texCoord2 = new THREE.Vector2();
  41. var texCoord3 = new THREE.Vector2();
  42. this.domElement = canvas;
  43. this.autoClear = true;
  44. // WebGLRenderer compatibility
  45. this.supportsVertexTextures = function () {};
  46. this.setFaceCulling = function () {};
  47. this.setClearColor = function ( color, alpha ) {
  48. clearColor.set( color );
  49. cleanColorBuffer();
  50. };
  51. this.setSize = function ( width, height ) {
  52. canvasWBlocks = Math.floor( width / blockSize );
  53. canvasHBlocks = Math.floor( height / blockSize );
  54. canvasWidth = canvasWBlocks * blockSize;
  55. canvasHeight = canvasHBlocks * blockSize;
  56. var fixScale = 1 << subpixelBits;
  57. viewportXScale = fixScale * canvasWidth / 2;
  58. viewportYScale = -fixScale * canvasHeight / 2;
  59. viewportZScale = maxZVal / 2;
  60. viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
  61. viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
  62. viewportZOffs = maxZVal / 2 + 0.5;
  63. canvas.width = canvasWidth;
  64. canvas.height = canvasHeight;
  65. context.fillStyle = clearColor.getStyle();
  66. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  67. imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
  68. data = imagedata.data;
  69. zbuffer = new Int32Array( data.length / 4 );
  70. numBlocks = canvasWBlocks * canvasHBlocks;
  71. blockMaxZ = new Int32Array( numBlocks );
  72. blockFlags = new Uint8Array( numBlocks );
  73. for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
  74. zbuffer[ i ] = maxZVal;
  75. }
  76. for ( var i = 0; i < numBlocks; i ++ ) {
  77. blockFlags[ i ] = BLOCK_ISCLEAR;
  78. }
  79. cleanColorBuffer();
  80. };
  81. this.setSize( canvas.width, canvas.height );
  82. this.clear = function () {
  83. rectx1 = Infinity;
  84. recty1 = Infinity;
  85. rectx2 = 0;
  86. recty2 = 0;
  87. for ( var i = 0; i < numBlocks; i ++ ) {
  88. blockMaxZ[ i ] = maxZVal;
  89. blockFlags[ i ] = (blockFlags[ i ] & BLOCK_ISCLEAR) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
  90. }
  91. };
  92. this.render = function ( scene, camera ) {
  93. if ( this.autoClear === true ) this.clear();
  94. var renderData = renderer.projectScene( scene, camera, false, false );
  95. var elements = renderData.elements;
  96. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  97. var element = elements[ e ];
  98. var material = element.material;
  99. var shader = getMaterialShader( material );
  100. if ( element instanceof THREE.RenderableFace ) {
  101. if ( !element.uvs ) {
  102. drawTriangle(
  103. element.v1.positionScreen,
  104. element.v2.positionScreen,
  105. element.v3.positionScreen,
  106. null, null, null,
  107. shader, element, material
  108. );
  109. } else {
  110. drawTriangle(
  111. element.v1.positionScreen,
  112. element.v2.positionScreen,
  113. element.v3.positionScreen,
  114. element.uvs[0], element.uvs[1], element.uvs[2],
  115. shader, element, material
  116. );
  117. }
  118. } else if ( element instanceof THREE.RenderableSprite ) {
  119. var scaleX = element.scale.x * 0.5;
  120. var scaleY = element.scale.y * 0.5;
  121. vector1.copy( element );
  122. vector1.x -= scaleX;
  123. vector1.y += scaleY;
  124. vector2.copy( element );
  125. vector2.x -= scaleX;
  126. vector2.y -= scaleY;
  127. vector3.copy( element );
  128. vector3.x += scaleX;
  129. vector3.y += scaleY;
  130. if ( material.map ) {
  131. texCoord1.set( 0, 1 );
  132. texCoord2.set( 0, 0 );
  133. texCoord3.set( 1, 1 );
  134. drawTriangle(
  135. vector1, vector2, vector3,
  136. texCoord1, texCoord2, texCoord3,
  137. shader, element, material
  138. );
  139. } else {
  140. drawTriangle(
  141. vector1, vector2, vector3,
  142. null, null, null,
  143. shader, element, material
  144. );
  145. }
  146. vector1.copy( element );
  147. vector1.x += scaleX;
  148. vector1.y += scaleY;
  149. vector2.copy( element );
  150. vector2.x -= scaleX;
  151. vector2.y -= scaleY;
  152. vector3.copy( element );
  153. vector3.x += scaleX;
  154. vector3.y -= scaleY;
  155. if ( material.map ) {
  156. texCoord1.set( 1, 1 );
  157. texCoord2.set( 0, 0 );
  158. texCoord3.set( 1, 0 );
  159. drawTriangle(
  160. vector1, vector2, vector3,
  161. texCoord1, texCoord2, texCoord3,
  162. shader, element, material
  163. );
  164. } else {
  165. drawTriangle(
  166. vector1, vector2, vector3,
  167. null, null, null,
  168. shader, element, material
  169. );
  170. }
  171. }
  172. }
  173. finishClear();
  174. var x = Math.min( rectx1, prevrectx1 );
  175. var y = Math.min( recty1, prevrecty1 );
  176. var width = Math.max( rectx2, prevrectx2 ) - x;
  177. var height = Math.max( recty2, prevrecty2 ) - y;
  178. /*
  179. // debug; draw zbuffer
  180. for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
  181. var o = i * 4;
  182. var v = (65535 - zbuffer[ i ]) >> 3;
  183. data[ o + 0 ] = v;
  184. data[ o + 1 ] = v;
  185. data[ o + 2 ] = v;
  186. data[ o + 3 ] = 255;
  187. }
  188. */
  189. if ( x !== Infinity ) {
  190. context.putImageData( imagedata, 0, 0, x, y, width, height );
  191. }
  192. prevrectx1 = rectx1; prevrecty1 = recty1;
  193. prevrectx2 = rectx2; prevrecty2 = recty2;
  194. };
  195. function cleanColorBuffer() {
  196. var size = canvasWidth * canvasHeight * 4;
  197. for ( var i = 0; i < size; i+=4 ) {
  198. data[ i ] = clearColor.r * 255 | 0;
  199. data[ i+1 ] = clearColor.g * 255 | 0;
  200. data[ i+2 ] = clearColor.b * 255 | 0;
  201. data[ i+3 ] = 255;
  202. }
  203. context.fillStyle = clearColor.getStyle();
  204. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  205. }
  206. function getPalette( material, bSimulateSpecular ) {
  207. var diffuseR = material.ambient.r + material.color.r * 255;
  208. var diffuseG = material.ambient.g + material.color.g * 255;
  209. var diffuseB = material.ambient.b + material.color.b * 255;
  210. var palette = new Uint8Array(256*3);
  211. if ( bSimulateSpecular ) {
  212. var i = 0, j = 0;
  213. while(i < 204) {
  214. var r = i * diffuseR / 204;
  215. var g = i * diffuseG / 204;
  216. var b = i * diffuseB / 204;
  217. if(r > 255)
  218. r = 255;
  219. if(g > 255)
  220. g = 255;
  221. if(b > 255)
  222. b = 255;
  223. palette[j++] = r;
  224. palette[j++] = g;
  225. palette[j++] = b;
  226. ++i;
  227. }
  228. while(i < 256) { // plus specular highlight
  229. var r = diffuseR + (i - 204) * (255 - diffuseR) / 82;
  230. var g = diffuseG + (i - 204) * (255 - diffuseG) / 82;
  231. var b = diffuseB + (i - 204) * (255 - diffuseB) / 82;
  232. if(r > 255)
  233. r = 255;
  234. if(g > 255)
  235. g = 255;
  236. if(b > 255)
  237. b = 255;
  238. palette[j++] = r;
  239. palette[j++] = g;
  240. palette[j++] = b;
  241. ++i;
  242. }
  243. } else {
  244. var i = 0, j = 0;
  245. while(i < 256) {
  246. var r = i * diffuseR / 255;
  247. var g = i * diffuseG / 255;
  248. var b = i * diffuseB / 255;
  249. if(r > 255)
  250. r = 255;
  251. if(g > 255)
  252. g = 255;
  253. if(b > 255)
  254. b = 255;
  255. palette[j++] = r;
  256. palette[j++] = g;
  257. palette[j++] = b;
  258. ++i;
  259. }
  260. }
  261. return palette;
  262. }
  263. function basicMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
  264. var colorOffset = offset * 4;
  265. if ( material.needsUpdate && !material.texture.data ) {
  266. material.texture.CreateFromImage( material.map.image );
  267. }
  268. if ( !material.texture.data )
  269. return;
  270. var tdim = material.texture.width;
  271. var isTransparent = material.transparent;
  272. var tbound = tdim - 1;
  273. var tdata = material.texture.data;
  274. var tIndex = (((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)) * 4;
  275. if ( !isTransparent ) {
  276. buffer[ colorOffset ] = tdata[tIndex];
  277. buffer[ colorOffset + 1 ] = tdata[tIndex+1];
  278. buffer[ colorOffset + 2 ] = tdata[tIndex+2];
  279. buffer[ colorOffset + 3 ] = material.opacity * 255;
  280. depthBuf[ offset ] = depth;
  281. }
  282. else {
  283. var opaci = tdata[tIndex+3] * material.opacity;
  284. var texel = (tdata[tIndex] << 16) + (tdata[tIndex+1] << 8) + tdata[tIndex+2];
  285. if(opaci < 250) {
  286. var backColor = (buffer[colorOffset] << 16) + (buffer[colorOffset + 1] << 8) + buffer[colorOffset + 2];
  287. texel = texel * opaci + backColor * (1-opaci);
  288. }
  289. buffer[ colorOffset ] = (texel & 0xff0000) >> 16;
  290. buffer[ colorOffset + 1 ] = (texel & 0xff00) >> 8;
  291. buffer[ colorOffset + 2 ] = texel & 0xff;
  292. buffer[ colorOffset + 3 ] = material.opacity * 255;
  293. }
  294. }
  295. function lightingMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
  296. var colorOffset = offset * 4;
  297. if ( material.map.needsUpdate && !material.texture.data ) {
  298. material.texture.CreateFromImage( material.map.image );
  299. }
  300. if ( !material.texture.data )
  301. return;
  302. var tdim = material.texture.width;
  303. var isTransparent = material.transparent;
  304. var cIndex = (n > 0 ? (~~n) : 0) * 3;
  305. var tbound = tdim - 1;
  306. var tdata = material.texture.data;
  307. var tIndex = (((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)) * 4;
  308. if ( !isTransparent ) {
  309. buffer[ colorOffset ] = (material.palette[cIndex] * tdata[tIndex]) >> 8;
  310. buffer[ colorOffset + 1 ] = (material.palette[cIndex+1] * tdata[tIndex+1]) >> 8;
  311. buffer[ colorOffset + 2 ] = (material.palette[cIndex+2] * tdata[tIndex+2]) >> 8;
  312. buffer[ colorOffset + 3 ] = material.opacity * 255;
  313. depthBuf[ offset ] = depth;
  314. } else {
  315. var opaci = tdata[tIndex+3] * material.opacity;
  316. var foreColor = ((material.palette[cIndex] * tdata[tIndex]) << 16)
  317. + ((material.palette[cIndex+1] * tdata[tIndex+1]) << 8 )
  318. + (material.palette[cIndex+2] * tdata[tIndex+2]);
  319. if(opaci < 250) {
  320. var backColor = buffer[ colorOffset ] << 24 + buffer[ colorOffset + 1 ] << 16 + buffer[ colorOffset + 2 ] << 8;
  321. foreColor = foreColor * opaci + backColor * (1-opaci);
  322. }
  323. buffer[ colorOffset ] = (foreColor & 0xff0000) >> 16;
  324. buffer[ colorOffset + 1 ] = (foreColor & 0xff00) >> 8;
  325. buffer[ colorOffset + 2 ] = (foreColor & 0xff);
  326. buffer[ colorOffset + 3 ] = material.opacity * 255;
  327. }
  328. }
  329. function getMaterialShader( material ) {
  330. var id = material.id;
  331. var shader = shaders[ id ];
  332. if ( shaders[ id ] === undefined ) {
  333. if ( material instanceof THREE.MeshBasicMaterial ||
  334. material instanceof THREE.MeshLambertMaterial ||
  335. material instanceof THREE.MeshPhongMaterial ||
  336. material instanceof THREE.SpriteMaterial ) {
  337. if ( material instanceof THREE.MeshLambertMaterial ) {
  338. // Generate color palette
  339. if ( !material.palette ) {
  340. material.palette = getPalette( material, false );
  341. }
  342. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  343. // Generate color palette
  344. if ( !material.palette ) {
  345. material.palette = getPalette( material, true );
  346. }
  347. }
  348. var string;
  349. if ( material.map ) {
  350. var texture = new THREE.SoftwareRenderer.Texture();
  351. material.texture = texture;
  352. if ( material instanceof THREE.MeshBasicMaterial
  353. || material instanceof THREE.SpriteMaterial ) {
  354. shader = basicMaterialShader;
  355. } else {
  356. shader = lightingMaterialShader;
  357. }
  358. } else {
  359. if ( material.vertexColors === THREE.FaceColors ) {
  360. string = [
  361. 'var colorOffset = offset * 4;',
  362. 'buffer[ colorOffset ] = face.color.r * 255;',
  363. 'buffer[ colorOffset + 1 ] = face.color.g * 255;',
  364. 'buffer[ colorOffset + 2 ] = face.color.b * 255;',
  365. 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
  366. 'depthBuf[ offset ] = depth;'
  367. ].join('\n');
  368. } else {
  369. string = [
  370. 'var colorOffset = offset * 4;',
  371. 'buffer[ colorOffset ] = material.color.r * 255;',
  372. 'buffer[ colorOffset + 1 ] = material.color.g * 255;',
  373. 'buffer[ colorOffset + 2 ] = material.color.b * 255;',
  374. 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
  375. 'depthBuf[ offset ] = depth;'
  376. ].join('\n');
  377. }
  378. shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string );
  379. }
  380. } else {
  381. var string = [
  382. 'var colorOffset = offset * 4;',
  383. 'buffer[ colorOffset ] = u * 255;',
  384. 'buffer[ colorOffset + 1 ] = v * 255;',
  385. 'buffer[ colorOffset + 2 ] = 0;',
  386. 'buffer[ colorOffset + 3 ] = 255;',
  387. 'depthBuf[ offset ] = depth;'
  388. ].join('\n');
  389. shader = new Function( 'buffer, depthBuf, offset, depth, u, v', string );
  390. }
  391. shaders[ id ] = shader;
  392. }
  393. return shader;
  394. }
  395. function clearRectangle( x1, y1, x2, y2 ) {
  396. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  397. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  398. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  399. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  400. var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
  401. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  402. for ( var y = ymin; y < ymax; y ++ ) {
  403. for ( var x = xmin; x < xmax; x ++ ) {
  404. data[ offset += 4 ] = 0;
  405. }
  406. offset += linestep;
  407. }
  408. }
  409. function drawTriangle( v1, v2, v3, uv1, uv2, uv3, shader, face, material ) {
  410. // TODO: Implement per-pixel z-clipping
  411. if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 || v3.z < -1 || v3.z > 1 ) return;
  412. // https://gist.github.com/2486101
  413. // explanation: http://pouet.net/topic.php?which=8760&page=1
  414. // 28.4 fixed-point coordinates
  415. var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
  416. var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
  417. var x3 = (v3.x * viewportXScale + viewportXOffs) | 0;
  418. var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
  419. var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
  420. var y3 = (v3.y * viewportYScale + viewportYOffs) | 0;
  421. // Z values (.28 fixed-point)
  422. var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
  423. var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
  424. var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
  425. // UV values
  426. var bHasUV = false;
  427. var tu1, tv1, tu2, tv2, tu3, tv3;
  428. if ( uv1 && uv2 && uv3 ) {
  429. bHasUV = true;
  430. tu1 = uv1.x;
  431. tv1 = 1-uv1.y;
  432. tu2 = uv2.x;
  433. tv2 = 1-uv2.y;
  434. tu3 = uv3.x;
  435. tv3 = 1-uv3.y;
  436. }
  437. // Normal values
  438. var bHasNormal = false;
  439. var n1, n2, n3, nz1, nz2, nz3;
  440. if ( face.vertexNormalsModel ) {
  441. bHasNormal = true;
  442. n1 = face.vertexNormalsModel[0];
  443. n2 = face.vertexNormalsModel[1];
  444. n3 = face.vertexNormalsModel[2];
  445. nz1 = n1.z * 255;
  446. nz2 = n2.z * 255;
  447. nz3 = n3.z * 255;
  448. }
  449. // Deltas
  450. var dx12 = x1 - x2, dy12 = y2 - y1;
  451. var dx23 = x2 - x3, dy23 = y3 - y2;
  452. var dx31 = x3 - x1, dy31 = y1 - y3;
  453. // Bounding rectangle
  454. var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
  455. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  456. var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
  457. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  458. rectx1 = Math.min( minx, rectx1 );
  459. rectx2 = Math.max( maxx, rectx2 );
  460. recty1 = Math.min( miny, recty1 );
  461. recty2 = Math.max( maxy, recty2 );
  462. // Block size, standard 8x8 (must be power of two)
  463. var q = blockSize;
  464. // Start in corner of 8x8 block
  465. minx &= ~(q - 1);
  466. miny &= ~(q - 1);
  467. // Constant part of half-edge functions
  468. var minXfixscale = (minx << subpixelBits);
  469. var minYfixscale = (miny << subpixelBits);
  470. var c1 = dy12 * ((minXfixscale) - x1) + dx12 * ((minYfixscale) - y1);
  471. var c2 = dy23 * ((minXfixscale) - x2) + dx23 * ((minYfixscale) - y2);
  472. var c3 = dy31 * ((minXfixscale) - x3) + dx31 * ((minYfixscale) - y3);
  473. // Correct for fill convention
  474. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  475. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  476. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  477. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  478. // It's a bit subtle. :)
  479. c1 = (c1 - 1) >> subpixelBits;
  480. c2 = (c2 - 1) >> subpixelBits;
  481. c3 = (c3 - 1) >> subpixelBits;
  482. // Z interpolation setup
  483. var dz12 = z1 - z2, dz31 = z3 - z1;
  484. var invDet = 1.0 / (dx12*dy31 - dx31*dy12);
  485. var dzdx = (invDet * (dz12*dy31 - dz31*dy12)); // dz per one subpixel step in x
  486. var dzdy = (invDet * (dz12*dx31 - dx12*dz31)); // dz per one subpixel step in y
  487. // Z at top/left corner of rast area
  488. var cz = ( z1 + ((minXfixscale) - x1) * dzdx + ((minYfixscale) - y1) * dzdy ) | 0;
  489. // Z pixel steps
  490. var fixscale = (1 << subpixelBits);
  491. dzdx = (dzdx * fixscale) | 0;
  492. dzdy = (dzdy * fixscale) | 0;
  493. var dtvdx, dtvdy, cbtu, cbtv;
  494. if ( bHasUV ) {
  495. // UV interpolation setup
  496. var dtu12 = tu1 - tu2, dtu31 = tu3 - tu1;
  497. var dtudx = (invDet * (dtu12*dy31 - dtu31*dy12)); // dtu per one subpixel step in x
  498. var dtudy = (invDet * (dtu12*dx31 - dx12*dtu31)); // dtu per one subpixel step in y
  499. var dtv12 = tv1 - tv2, dtv31 = tv3 - tv1;
  500. dtvdx = (invDet * (dtv12*dy31 - dtv31*dy12)); // dtv per one subpixel step in x
  501. dtvdy = (invDet * (dtv12*dx31 - dx12*dtv31)); // dtv per one subpixel step in y
  502. // UV at top/left corner of rast area
  503. cbtu = ( tu1 + (minXfixscale - x1) * dtudx + (minYfixscale - y1) * dtudy );
  504. cbtv = ( tv1 + (minXfixscale - x1) * dtvdx + (minYfixscale - y1) * dtvdy );
  505. // UV pixel steps
  506. dtudx = dtudx * fixscale;
  507. dtudy = dtudy * fixscale;
  508. dtvdx = dtvdx * fixscale;
  509. dtvdy = dtvdy * fixscale;
  510. }
  511. var dnxdx, dnzdy, cbnz;
  512. if ( bHasNormal ) {
  513. // Normal interpolation setup
  514. var dnz12 = nz1 - nz2, dnz31 = nz3 - nz1;
  515. var dnzdx = (invDet * (dnz12*dy31 - dnz31*dy12)); // dnz per one subpixel step in x
  516. var dnzdy = (invDet * (dnz12*dx31 - dx12*dnz31)); // dnz per one subpixel step in y
  517. // Normal at top/left corner of rast area
  518. cbnz = ( nz1 + (minXfixscale - x1) * dnzdx + (minYfixscale - y1) * dnzdy );
  519. // Normal pixel steps
  520. dnzdx = (dnzdx * fixscale);
  521. dnzdy = (dnzdy * fixscale);
  522. }
  523. // Set up min/max corners
  524. var qm1 = q - 1; // for convenience
  525. var nmin1 = 0, nmax1 = 0;
  526. var nmin2 = 0, nmax2 = 0;
  527. var nmin3 = 0, nmax3 = 0;
  528. var nminz = 0, nmaxz = 0;
  529. if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
  530. if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
  531. if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
  532. if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
  533. if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
  534. if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
  535. if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
  536. if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
  537. // Loop through blocks
  538. var linestep = canvasWidth - q;
  539. var scale = 1.0 / (c1 + c2 + c3);
  540. var cb1 = c1;
  541. var cb2 = c2;
  542. var cb3 = c3;
  543. var cbz = cz;
  544. var qstep = -q;
  545. var e1x = qstep * dy12;
  546. var e2x = qstep * dy23;
  547. var e3x = qstep * dy31;
  548. var ezx = qstep * dzdx;
  549. var etux, etvx;
  550. if ( bHasUV ) {
  551. etux = qstep * dtudx;
  552. etvx = qstep * dtvdx;
  553. }
  554. var enzx;
  555. if ( bHasNormal ) {
  556. enzx = qstep * dnzdx;
  557. }
  558. var x0 = minx;
  559. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  560. // New block line - keep hunting for tri outer edge in old block line dir
  561. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  562. x0 += qstep;
  563. cb1 += e1x;
  564. cb2 += e2x;
  565. cb3 += e3x;
  566. cbz += ezx;
  567. if ( bHasUV ) {
  568. cbtu += etux;
  569. cbtv += etvx;
  570. }
  571. if ( bHasNormal ) {
  572. cbnz += enzx;
  573. }
  574. }
  575. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  576. qstep = -qstep;
  577. e1x = -e1x;
  578. e2x = -e2x;
  579. e3x = -e3x;
  580. ezx = -ezx;
  581. if ( bHasUV ) {
  582. etux = -etux;
  583. etvx = -etvx;
  584. }
  585. if ( bHasNormal ) {
  586. enzx = -enzx;
  587. }
  588. while ( 1 ) {
  589. // Step everything
  590. x0 += qstep;
  591. cb1 += e1x;
  592. cb2 += e2x;
  593. cb3 += e3x;
  594. cbz += ezx;
  595. if ( bHasUV ) {
  596. cbtu += etux;
  597. cbtv += etvx;
  598. }
  599. if ( bHasNormal ) {
  600. cbnz += enzx;
  601. }
  602. // We're done with this block line when at least one edge completely out
  603. // If an edge function is too small and decreasing in the current traversal
  604. // dir, we're done with this line.
  605. if (x0 < minx || x0 >= maxx) break;
  606. if (cb1 < nmax1) if (e1x < 0) break; else continue;
  607. if (cb2 < nmax2) if (e2x < 0) break; else continue;
  608. if (cb3 < nmax3) if (e3x < 0) break; else continue;
  609. // We can skip this block if it's already fully covered
  610. var blockX = x0 >> blockShift;
  611. var blockY = y0 >> blockShift;
  612. var blockId = blockX + blockY * canvasWBlocks;
  613. var minz = cbz + nminz;
  614. // farthest point in block closer than closest point in our tri?
  615. if ( blockMaxZ[ blockId ] < minz ) continue;
  616. // Need to do a deferred clear?
  617. var bflags = blockFlags[ blockId ];
  618. if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
  619. blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  620. // Offset at top-left corner
  621. var offset = x0 + y0 * canvasWidth;
  622. // Accept whole block when fully covered
  623. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  624. var maxz = cbz + nmaxz;
  625. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  626. var cy1 = cb1;
  627. var cy2 = cb2;
  628. var cyz = cbz;
  629. var cytu, cytv;
  630. if ( bHasUV ) {
  631. cytu = cbtu;
  632. cytv = cbtv;
  633. }
  634. var cynz;
  635. if ( bHasNormal ) {
  636. cynz = cbnz;
  637. }
  638. for ( var iy = 0; iy < q; iy ++ ) {
  639. var cx1 = cy1;
  640. var cx2 = cy2;
  641. var cxz = cyz;
  642. var cxtu;
  643. var cxtv;
  644. if ( bHasUV ) {
  645. cxtu = cytu;
  646. cxtv = cytv;
  647. }
  648. var cxnz;
  649. if ( bHasNormal ) {
  650. cxnz = cynz;
  651. }
  652. for ( var ix = 0; ix < q; ix ++ ) {
  653. var z = cxz;
  654. if ( z < zbuffer[ offset ] ) {
  655. shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
  656. }
  657. cx1 += dy12;
  658. cx2 += dy23;
  659. cxz += dzdx;
  660. if ( bHasUV ) {
  661. cxtu += dtudx;
  662. cxtv += dtvdx;
  663. }
  664. if ( bHasNormal ) {
  665. cxnz += dnzdx;
  666. }
  667. offset++;
  668. }
  669. cy1 += dx12;
  670. cy2 += dx23;
  671. cyz += dzdy;
  672. if ( bHasUV ) {
  673. cytu += dtudy;
  674. cytv += dtvdy;
  675. }
  676. if ( bHasNormal ) {
  677. cynz += dnzdy;
  678. }
  679. offset += linestep;
  680. }
  681. } else { // Partially covered block
  682. var cy1 = cb1;
  683. var cy2 = cb2;
  684. var cy3 = cb3;
  685. var cyz = cbz;
  686. var cytu, cytv;
  687. if ( bHasUV ) {
  688. cytu = cbtu;
  689. cytv = cbtv;
  690. }
  691. var cynz;
  692. if ( bHasNormal ) {
  693. cynz = cbnz;
  694. }
  695. for ( var iy = 0; iy < q; iy ++ ) {
  696. var cx1 = cy1;
  697. var cx2 = cy2;
  698. var cx3 = cy3;
  699. var cxz = cyz;
  700. var cxtu;
  701. var cxtv;
  702. if ( bHasUV ) {
  703. cxtu = cytu;
  704. cxtv = cytv;
  705. }
  706. var cxnz;
  707. if ( bHasNormal ) {
  708. cxnz = cynz;
  709. }
  710. for ( var ix = 0; ix < q; ix ++ ) {
  711. if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
  712. var z = cxz;
  713. if ( z < zbuffer[ offset ] ) {
  714. shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
  715. }
  716. }
  717. cx1 += dy12;
  718. cx2 += dy23;
  719. cx3 += dy31;
  720. cxz += dzdx;
  721. if ( bHasUV ) {
  722. cxtu += dtudx;
  723. cxtv += dtvdx;
  724. }
  725. if ( bHasNormal ) {
  726. cxnz += dnzdx;
  727. }
  728. offset++;
  729. }
  730. cy1 += dx12;
  731. cy2 += dx23;
  732. cy3 += dx31;
  733. cyz += dzdy;
  734. if ( bHasUV ) {
  735. cytu += dtudy;
  736. cytv += dtvdy;
  737. }
  738. if ( bHasNormal ) {
  739. cynz += dnzdy;
  740. }
  741. offset += linestep;
  742. }
  743. }
  744. }
  745. // Advance to next row of blocks
  746. cb1 += q*dx12;
  747. cb2 += q*dx23;
  748. cb3 += q*dx31;
  749. cbz += q*dzdy;
  750. if ( bHasUV ) {
  751. cbtu += q*dtudy;
  752. cbtv += q*dtvdy;
  753. }
  754. if ( bHasNormal ) {
  755. cbnz += q*dnzdy;
  756. }
  757. }
  758. }
  759. function clearBlock( blockX, blockY ) {
  760. var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
  761. var poffset = zoffset * 4;
  762. var zlinestep = canvasWidth - blockSize;
  763. var plinestep = zlinestep * 4;
  764. for ( var y = 0; y < blockSize; y ++ ) {
  765. for ( var x = 0; x < blockSize; x ++ ) {
  766. zbuffer[ zoffset ++ ] = maxZVal;
  767. data[ poffset ++ ] = clearColor.r * 255 | 0;
  768. data[ poffset ++ ] = clearColor.g * 255 | 0;
  769. data[ poffset ++ ] = clearColor.b * 255 | 0;
  770. data[ poffset ++ ] = 255;
  771. }
  772. zoffset += zlinestep;
  773. poffset += plinestep;
  774. }
  775. }
  776. function finishClear( ) {
  777. var block = 0;
  778. for ( var y = 0; y < canvasHBlocks; y ++ ) {
  779. for ( var x = 0; x < canvasWBlocks; x ++ ) {
  780. if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
  781. clearBlock( x, y );
  782. blockFlags[ block ] = BLOCK_ISCLEAR;
  783. }
  784. block ++;
  785. }
  786. }
  787. }
  788. };
  789. THREE.SoftwareRenderer.Texture = function() {
  790. var canvas = null;
  791. this.CreateFromImage = function( image ) {
  792. if( !image || image.width <=0 || image.height <=0 )
  793. return;
  794. var isCanvasClean = false;
  795. var canvas = THREE.SoftwareRenderer.Texture.canvas;
  796. if ( !canvas ) {
  797. try {
  798. canvas = document.createElement('canvas');
  799. THREE.SoftwareRenderer.Texture.canvas = canvas;
  800. isCanvasClean = true;
  801. } catch( e ) {
  802. return;
  803. }
  804. }
  805. var dim = image.width > image.height ? image.width : image.height;
  806. if(dim <= 32)
  807. dim = 32;
  808. else if(dim <= 64)
  809. dim = 64;
  810. else if(dim <= 128)
  811. dim = 128;
  812. else if(dim <= 256)
  813. dim = 256;
  814. else if(dim <= 512)
  815. dim = 512;
  816. else
  817. dim = 1024;
  818. if(canvas.width != dim || canvas.height != dim) {
  819. canvas.width = canvas.height = dim;
  820. isCanvasClean = true;
  821. }
  822. var data;
  823. try {
  824. var ctx = canvas.getContext('2d');
  825. if(!isCanvasClean)
  826. ctx.clearRect(0, 0, dim, dim);
  827. ctx.drawImage(image, 0, 0, dim, dim);
  828. var imgData = ctx.getImageData(0, 0, dim, dim);
  829. data = imgData.data;
  830. }
  831. catch(e) {
  832. return;
  833. }
  834. var size = data.length;
  835. this.data = new Uint8Array(size);
  836. var alpha;
  837. for(var i=0, j=0; i<size; ) {
  838. this.data[i++] = data[j++];
  839. this.data[i++] = data[j++];
  840. this.data[i++] = data[j++];
  841. alpha = data[j++];
  842. this.data[i++] = alpha;
  843. if(alpha < 255)
  844. this.hasTransparency = true;
  845. }
  846. this.width = dim;
  847. this.height = dim;
  848. this.srcUrl = image.src;
  849. };
  850. };