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 = parameters.canvas !== undefined
  11. ? parameters.canvas
  12. : document.createElement( 'canvas' );
  13. var context = canvas.getContext( '2d', {
  14. alpha: parameters.alpha === true
  15. } );
  16. var shaders = {};
  17. var canvasWidth, canvasHeight;
  18. var canvasWBlocks, canvasHBlocks;
  19. var viewportXScale, viewportYScale, viewportZScale;
  20. var viewportXOffs, viewportYOffs, viewportZOffs;
  21. var clearColor = new THREE.Color( 0x000000 );
  22. var imagedata, data, zbuffer;
  23. var numBlocks, blockMaxZ, blockFlags;
  24. var BLOCK_ISCLEAR = (1 << 0);
  25. var BLOCK_NEEDCLEAR = (1 << 1);
  26. var subpixelBits = 4;
  27. var subpixelBias = (1 << subpixelBits) - 1;
  28. var blockShift = 3;
  29. var blockSize = 1 << blockShift;
  30. var maxZVal = (1 << 24); // Note: You want to size this so you don't get overflows.
  31. var rectx1 = Infinity, recty1 = Infinity;
  32. var rectx2 = 0, recty2 = 0;
  33. var prevrectx1 = Infinity, prevrecty1 = Infinity;
  34. var prevrectx2 = 0, prevrecty2 = 0;
  35. var projector = new THREE.Projector();
  36. var vector1 = new THREE.Vector3();
  37. var vector2 = new THREE.Vector3();
  38. var vector3 = new THREE.Vector3();
  39. this.domElement = canvas;
  40. this.autoClear = true;
  41. // WebGLRenderer compatibility
  42. this.supportsVertexTextures = function () {};
  43. this.setFaceCulling = function () {};
  44. this.setClearColor = function ( color, alpha ) {
  45. clearColor.set( color );
  46. cleanColorBuffer();
  47. };
  48. this.setSize = function ( width, height ) {
  49. canvasWBlocks = Math.floor( width / blockSize );
  50. canvasHBlocks = Math.floor( height / blockSize );
  51. canvasWidth = canvasWBlocks * blockSize;
  52. canvasHeight = canvasHBlocks * blockSize;
  53. var fixScale = 1 << subpixelBits;
  54. viewportXScale = fixScale * canvasWidth / 2;
  55. viewportYScale = -fixScale * canvasHeight / 2;
  56. viewportZScale = maxZVal / 2;
  57. viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
  58. viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
  59. viewportZOffs = maxZVal / 2 + 0.5;
  60. canvas.width = canvasWidth;
  61. canvas.height = canvasHeight;
  62. context.fillStyle = clearColor.getStyle();
  63. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  64. imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
  65. data = imagedata.data;
  66. zbuffer = new Int32Array( data.length / 4 );
  67. numBlocks = canvasWBlocks * canvasHBlocks;
  68. blockMaxZ = new Int32Array( numBlocks );
  69. blockFlags = new Uint8Array( numBlocks );
  70. for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
  71. zbuffer[ i ] = maxZVal;
  72. }
  73. for ( var i = 0; i < numBlocks; i ++ ) {
  74. blockFlags[ i ] = BLOCK_ISCLEAR;
  75. }
  76. cleanColorBuffer();
  77. };
  78. this.setSize( canvas.width, canvas.height );
  79. this.clear = function () {
  80. rectx1 = Infinity;
  81. recty1 = Infinity;
  82. rectx2 = 0;
  83. recty2 = 0;
  84. for ( var i = 0; i < numBlocks; i ++ ) {
  85. blockMaxZ[ i ] = maxZVal;
  86. blockFlags[ i ] = (blockFlags[ i ] & BLOCK_ISCLEAR) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
  87. }
  88. };
  89. this.render = function ( scene, camera ) {
  90. if ( this.autoClear === true ) this.clear();
  91. var renderData = projector.projectScene( scene, camera, false, false );
  92. var elements = renderData.elements;
  93. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  94. var element = elements[ e ];
  95. var material = element.material;
  96. var shader = getMaterialShader( material );
  97. if ( element instanceof THREE.RenderableFace ) {
  98. drawTriangle(
  99. element.v1.positionScreen,
  100. element.v2.positionScreen,
  101. element.v3.positionScreen,
  102. shader, element, material
  103. );
  104. } else if ( element instanceof THREE.RenderableSprite ) {
  105. var scaleX = element.scale.x * 0.5;
  106. var scaleY = element.scale.y * 0.5;
  107. vector1.copy( element );
  108. vector1.x -= scaleX;
  109. vector1.y += scaleY;
  110. vector2.copy( element );
  111. vector2.x -= scaleX;
  112. vector2.y -= scaleY;
  113. vector3.copy( element );
  114. vector3.x += scaleX;
  115. vector3.y += scaleY;
  116. drawTriangle(
  117. vector1, vector2, vector3,
  118. shader, element, material
  119. );
  120. vector1.copy( element );
  121. vector1.x += scaleX;
  122. vector1.y += scaleY;
  123. vector2.copy( element );
  124. vector2.x -= scaleX;
  125. vector2.y -= scaleY;
  126. vector3.copy( element );
  127. vector3.x += scaleX;
  128. vector3.y -= scaleY;
  129. drawTriangle(
  130. vector1, vector2, vector3,
  131. shader, element, material
  132. );
  133. }
  134. }
  135. finishClear();
  136. var x = Math.min( rectx1, prevrectx1 );
  137. var y = Math.min( recty1, prevrecty1 );
  138. var width = Math.max( rectx2, prevrectx2 ) - x;
  139. var height = Math.max( recty2, prevrecty2 ) - y;
  140. /*
  141. // debug; draw zbuffer
  142. for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
  143. var o = i * 4;
  144. var v = (65535 - zbuffer[ i ]) >> 3;
  145. data[ o + 0 ] = v;
  146. data[ o + 1 ] = v;
  147. data[ o + 2 ] = v;
  148. data[ o + 3 ] = 255;
  149. }
  150. */
  151. if ( x !== Infinity ) {
  152. context.putImageData( imagedata, 0, 0, x, y, width, height );
  153. }
  154. prevrectx1 = rectx1; prevrecty1 = recty1;
  155. prevrectx2 = rectx2; prevrecty2 = recty2;
  156. };
  157. function cleanColorBuffer() {
  158. var size = canvasWidth * canvasHeight * 4;
  159. for ( var i = 0; i < size; i+=4 ) {
  160. data[ i ] = clearColor.r * 255 | 0;
  161. data[ i+1 ] = clearColor.g * 255 | 0;
  162. data[ i+2 ] = clearColor.b * 255 | 0;
  163. data[ i+3 ] = 255;
  164. }
  165. context.fillStyle = clearColor.getStyle();
  166. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  167. }
  168. function getPalette( material, bSimulateSpecular ) {
  169. var diffuseR = material.ambient.r + material.color.r * 255;
  170. var diffuseG = material.ambient.g + material.color.g * 255;
  171. var diffuseB = material.ambient.b + material.color.b * 255;
  172. var palette = new Array(256);
  173. if ( bSimulateSpecular ) {
  174. var i = 0;
  175. while(i < 204) {
  176. var r = i * diffuseR / 204;
  177. var g = i * diffuseG / 204;
  178. var b = i * diffuseB / 204;
  179. if(r > 255)
  180. r = 255;
  181. if(g > 255)
  182. g = 255;
  183. if(b > 255)
  184. b = 255;
  185. palette[i++] = r << 16 | g << 8 | b;
  186. }
  187. while(i < 256) { // plus specular highlight
  188. var r = diffuseR + (i - 204) * (255 - diffuseR) / 82;
  189. var g = diffuseG + (i - 204) * (255 - diffuseG) / 82;
  190. var b = diffuseB + (i - 204) * (255 - diffuseB) / 82;
  191. if(r > 255)
  192. r = 255;
  193. if(g > 255)
  194. g = 255;
  195. if(b > 255)
  196. b = 255;
  197. if ( (r<<16) < 16777215 )
  198. {
  199. var test = 0;
  200. ++test;
  201. }
  202. palette[i++] = r << 16 | g << 8 | b;
  203. }
  204. } else {
  205. var i = 0;
  206. while(i < 256) {
  207. var r = i * diffuseR / 255;
  208. var g = i * diffuseG / 255;
  209. var b = i * diffuseB / 255;
  210. if(r > 255)
  211. r = 255;
  212. if(g > 255)
  213. g = 255;
  214. if(b > 255)
  215. b = 255;
  216. palette[i++] = r << 16 | g << 8 | b;
  217. }
  218. }
  219. return palette;
  220. }
  221. function basicMaterialShader( buffer, offset, u, v, n, face, material ) {
  222. if ( material.map.needsUpdate ) {
  223. material.texture.CreateFromImage( material.map.image );
  224. material.map.needsUpdate = false;
  225. }
  226. if ( !material.texture.data )
  227. return;
  228. var tdim = material.texture.width;
  229. var isTransparent = material.transparent;
  230. var tbound = tdim - 1;
  231. var tdata = material.texture.data;
  232. var texel = tdata[((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)];
  233. if ( !isTransparent ) {
  234. buffer[ offset ] = (texel & 0xff0000) >> 16;
  235. buffer[ offset + 1 ] = (texel & 0xff00) >> 8;
  236. buffer[ offset + 2 ] = texel & 0xff;
  237. buffer[ offset + 3 ] = material.opacity * 255;
  238. }
  239. else {
  240. var opaci = ((texel >> 24) & 0xff) * material.opacity;
  241. if(opaci < 250) {
  242. var backColor = buffer[ offset ] << 24 + buffer[ offset + 1 ] << 16 + buffer[ offset + 2 ] << 8;
  243. texel = texel * opaci + backColor * (1-opaci);
  244. }
  245. buffer[ offset ] = (texel & 0xff0000) >> 16;
  246. buffer[ offset + 1 ] = (texel & 0xff00) >> 8;
  247. buffer[ offset + 2 ] = (texel & 0xff);
  248. buffer[ offset + 3 ] = material.opacity * 255;
  249. }
  250. }
  251. function lightingMaterialShader( buffer, offset, u, v, n, face, material ) {
  252. if ( material.map.needsUpdate ) {
  253. material.texture.CreateFromImage( material.map.image );
  254. material.map.needsUpdate = false;
  255. return;
  256. }
  257. if ( !material.texture.data )
  258. return;
  259. var tdim = material.texture.width;
  260. var isTransparent = material.transparent;
  261. var color = material.palette[ n > 0 ? (~~n) : 0 ];
  262. var tbound = tdim - 1;
  263. var tdata = material.texture.data;
  264. var texel = tdata[((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)];
  265. if ( !isTransparent ) {
  266. buffer[ offset ] = (((color & 0xff0000) >> 16) * ((texel & 0xff0000) >> 16)) >> 8;
  267. buffer[ offset + 1 ] = (((color & 0xff00) >> 8) * ((texel & 0xff00) >> 8)) >> 8;
  268. buffer[ offset + 2 ] = ((color & 0xff) * (texel & 0xff)) >> 8;
  269. buffer[ offset + 3 ] = material.opacity * 255;
  270. } else {
  271. var opaci = ((texel >> 24) & 0xff) * material.opacity;
  272. if(opaci < 250) {
  273. var backColor = buffer[ offset ] << 24 + buffer[ offset + 1 ] << 16 + buffer[ offset + 2 ] << 8;
  274. texel = texel * opaci + backColor * (1-opaci);
  275. }
  276. buffer[ offset ] = (texel & 0xff0000) >> 16;
  277. buffer[ offset + 1 ] = (texel & 0xff00) >> 8;
  278. buffer[ offset + 2 ] = (texel & 0xff);
  279. buffer[ offset + 3 ] = material.opacity * 255;
  280. }
  281. }
  282. function getMaterialShader( material ) {
  283. var id = material.id;
  284. var shader = shaders[ id ];
  285. if ( shaders[ id ] === undefined ) {
  286. if ( material instanceof THREE.MeshBasicMaterial ||
  287. material instanceof THREE.MeshLambertMaterial ||
  288. material instanceof THREE.MeshPhongMaterial ||
  289. material instanceof THREE.SpriteMaterial ) {
  290. if ( material instanceof THREE.MeshLambertMaterial ) {
  291. // Generate color palette
  292. if ( !material.palette ) {
  293. material.palette = getPalette( material, false );
  294. }
  295. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  296. // Generate color palette
  297. if ( !material.palette ) {
  298. material.palette = getPalette( material, true );
  299. }
  300. }
  301. var string;
  302. if ( material.map ) {
  303. var texture = new THREE.SoftwareRenderer.Texture();
  304. material.texture = texture;
  305. if ( material instanceof THREE.MeshBasicMaterial ) {
  306. shader = basicMaterialShader;
  307. } else {
  308. shader = lightingMaterialShader;
  309. }
  310. } else {
  311. if ( material.vertexColors === THREE.FaceColors ) {
  312. string = [
  313. 'buffer[ offset ] = face.color.r * 255;',
  314. 'buffer[ offset + 1 ] = face.color.g * 255;',
  315. 'buffer[ offset + 2 ] = face.color.b * 255;',
  316. 'buffer[ offset + 3 ] = material.opacity * 255;'
  317. ].join('\n');
  318. } else {
  319. string = [
  320. 'buffer[ offset ] = material.color.r * 255;',
  321. 'buffer[ offset + 1 ] = material.color.g * 255;',
  322. 'buffer[ offset + 2 ] = material.color.b * 255;',
  323. 'buffer[ offset + 3 ] = material.opacity * 255;'
  324. ].join('\n');
  325. }
  326. shader = new Function( 'buffer, offset, u, v, n, face, material', string );
  327. }
  328. } else {
  329. var string = [
  330. 'buffer[ offset ] = u * 255;',
  331. 'buffer[ offset + 1 ] = v * 255;',
  332. 'buffer[ offset + 2 ] = 0;',
  333. 'buffer[ offset + 3 ] = 255;'
  334. ].join('\n');
  335. shader = new Function( 'buffer, offset, u, v', string );
  336. }
  337. shaders[ id ] = shader;
  338. }
  339. return shader;
  340. }
  341. function clearRectangle( x1, y1, x2, y2 ) {
  342. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  343. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  344. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  345. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  346. var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
  347. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  348. for ( var y = ymin; y < ymax; y ++ ) {
  349. for ( var x = xmin; x < xmax; x ++ ) {
  350. data[ offset += 4 ] = 0;
  351. }
  352. offset += linestep;
  353. }
  354. }
  355. function drawTriangle( v1, v2, v3, shader, face, material ) {
  356. // TODO: Implement per-pixel z-clipping
  357. if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 || v3.z < -1 || v3.z > 1 ) return;
  358. // https://gist.github.com/2486101
  359. // explanation: http://pouet.net/topic.php?which=8760&page=1
  360. // 28.4 fixed-point coordinates
  361. var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
  362. var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
  363. var x3 = (v3.x * viewportXScale + viewportXOffs) | 0;
  364. var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
  365. var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
  366. var y3 = (v3.y * viewportYScale + viewportYOffs) | 0;
  367. // Z values (.28 fixed-point)
  368. var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
  369. var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
  370. var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
  371. // UV values
  372. var tu1 = face.uvs[0].x;
  373. var tv1 = 1-face.uvs[0].y;
  374. var tu2 = face.uvs[1].x;
  375. var tv2 = 1-face.uvs[1].y;
  376. var tu3 = face.uvs[2].x;
  377. var tv3 = 1-face.uvs[2].y;
  378. // Normal values
  379. var n1 = face.vertexNormalsModel[0], n2 = face.vertexNormalsModel[1], n3 = face.vertexNormalsModel[2];
  380. var nz1 = n1.z;
  381. var nz2 = n2.z;
  382. var nz3 = n3.z;
  383. // Deltas
  384. var dx12 = x1 - x2, dy12 = y2 - y1;
  385. var dx23 = x2 - x3, dy23 = y3 - y2;
  386. var dx31 = x3 - x1, dy31 = y1 - y3;
  387. // Bounding rectangle
  388. var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
  389. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  390. var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
  391. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  392. rectx1 = Math.min( minx, rectx1 );
  393. rectx2 = Math.max( maxx, rectx2 );
  394. recty1 = Math.min( miny, recty1 );
  395. recty2 = Math.max( maxy, recty2 );
  396. // Block size, standard 8x8 (must be power of two)
  397. var q = blockSize;
  398. // Start in corner of 8x8 block
  399. minx &= ~(q - 1);
  400. miny &= ~(q - 1);
  401. // Constant part of half-edge functions
  402. var minXfixscale = (minx << subpixelBits);
  403. var minYfixscale = (miny << subpixelBits);
  404. var c1 = dy12 * ((minXfixscale) - x1) + dx12 * ((minYfixscale) - y1);
  405. var c2 = dy23 * ((minXfixscale) - x2) + dx23 * ((minYfixscale) - y2);
  406. var c3 = dy31 * ((minXfixscale) - x3) + dx31 * ((minYfixscale) - y3);
  407. // Correct for fill convention
  408. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  409. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  410. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  411. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  412. // It's a bit subtle. :)
  413. c1 = (c1 - 1) >> subpixelBits;
  414. c2 = (c2 - 1) >> subpixelBits;
  415. c3 = (c3 - 1) >> subpixelBits;
  416. // Z interpolation setup
  417. var dz12 = z1 - z2, dz31 = z3 - z1;
  418. var invDet = 1.0 / (dx12*dy31 - dx31*dy12);
  419. var dzdx = (invDet * (dz12*dy31 - dz31*dy12)); // dz per one subpixel step in x
  420. var dzdy = (invDet * (dz12*dx31 - dx12*dz31)); // dz per one subpixel step in y
  421. // Z at top/left corner of rast area
  422. var cz = ( z1 + ((minXfixscale) - x1) * dzdx + ((minYfixscale) - y1) * dzdy ) | 0;
  423. // Z pixel steps
  424. var fixscale = (1 << subpixelBits);
  425. dzdx = (dzdx * fixscale) | 0;
  426. dzdy = (dzdy * fixscale) | 0;
  427. // UV interpolation setup
  428. var dtu12 = tu1 - tu2, dtu31 = tu3 - tu1;
  429. var dtudx = (invDet * (dtu12*dy31 - dtu31*dy12)); // dtu per one subpixel step in x
  430. var dtudy = (invDet * (dtu12*dx31 - dx12*dtu31)); // dtu per one subpixel step in y
  431. var dtv12 = tv1 - tv2, dtv31 = tv3 - tv1;
  432. var dtvdx = (invDet * (dtv12*dy31 - dtv31*dy12)); // dtv per one subpixel step in x
  433. var dtvdy = (invDet * (dtv12*dx31 - dx12*dtv31)); // dtv per one subpixel step in y
  434. // UV at top/left corner of rast area
  435. var ctu = ( tu1 + (minXfixscale - x1) * dtudx + (minYfixscale - y1) * dtudy );
  436. var ctv = ( tv1 + (minXfixscale - x1) * dtvdx + (minYfixscale - y1) * dtvdy );
  437. // UV pixel steps
  438. dtudx = dtudx * fixscale;
  439. dtudy = dtudy * fixscale;
  440. dtvdx = (dtvdx * fixscale);
  441. dtvdy = (dtvdy * fixscale);
  442. // Normal interpolation setup
  443. var dnz12 = nz1 - nz2, dnz31 = nz3 - nz1;
  444. var dnzdx = (invDet * (dnz12*dy31 - dnz31*dy12)); // dnz per one subpixel step in x
  445. var dnzdy = (invDet * (dnz12*dx31 - dx12*dnz31)); // dnz per one subpixel step in y
  446. // Normal at top/left corner of rast area
  447. var cnz = ( nz1 + (minXfixscale - x1) * dnzdx + (minYfixscale - y1) * dnzdy );
  448. // UV pixel steps
  449. dnzdx = (dnzdx * fixscale);
  450. dnzdy = (dnzdy * fixscale);
  451. // Set up min/max corners
  452. var qm1 = q - 1; // for convenience
  453. var nmin1 = 0, nmax1 = 0;
  454. var nmin2 = 0, nmax2 = 0;
  455. var nmin3 = 0, nmax3 = 0;
  456. var nminz = 0, nmaxz = 0;
  457. var nmintu = 0, nmaxtu = 0;
  458. if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
  459. if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
  460. if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
  461. if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
  462. if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
  463. if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
  464. if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
  465. if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
  466. if (dtudx >= 0) nmaxtu += qm1*dtudx; else nmintu += qm1*dtudx;
  467. if (dtudy >= 0) nmaxtu += qm1*dtudy; else nmintu += qm1*dtudy;
  468. // Loop through blocks
  469. var linestep = canvasWidth - q;
  470. var scale = 1.0 / (c1 + c2 + c3);
  471. var cb1 = c1;
  472. var cb2 = c2;
  473. var cb3 = c3;
  474. var cbz = cz;
  475. var cbtu = ctu;
  476. var cbtv = ctv;
  477. var cbnz = cnz;
  478. var qstep = -q;
  479. var e1x = qstep * dy12;
  480. var e2x = qstep * dy23;
  481. var e3x = qstep * dy31;
  482. var ezx = qstep * dzdx;
  483. var etux = qstep * dtudx;
  484. var etvx = qstep * dtvdx;
  485. var enzx = qstep * dnzdx;
  486. var x0 = minx;
  487. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  488. // New block line - keep hunting for tri outer edge in old block line dir
  489. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  490. x0 += qstep;
  491. cb1 += e1x;
  492. cb2 += e2x;
  493. cb3 += e3x;
  494. cbz += ezx;
  495. cbtu += etux;
  496. cbtv += etvx;
  497. cbnz += enzx;
  498. }
  499. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  500. qstep = -qstep;
  501. e1x = -e1x;
  502. e2x = -e2x;
  503. e3x = -e3x;
  504. ezx = -ezx;
  505. etux = -etux;
  506. etvx = -etvx;
  507. enzx = -enzx;
  508. while ( 1 ) {
  509. // Step everything
  510. x0 += qstep;
  511. cb1 += e1x;
  512. cb2 += e2x;
  513. cb3 += e3x;
  514. cbz += ezx;
  515. cbtu += etux;
  516. cbtv += etvx;
  517. cbnz += enzx;
  518. // We're done with this block line when at least one edge completely out
  519. // If an edge function is too small and decreasing in the current traversal
  520. // dir, we're done with this line.
  521. if (x0 < minx || x0 >= maxx) break;
  522. if (cb1 < nmax1) if (e1x < 0) break; else continue;
  523. if (cb2 < nmax2) if (e2x < 0) break; else continue;
  524. if (cb3 < nmax3) if (e3x < 0) break; else continue;
  525. // We can skip this block if it's already fully covered
  526. var blockX = x0 >> blockShift;
  527. var blockY = y0 >> blockShift;
  528. var blockId = blockX + blockY * canvasWBlocks;
  529. var minz = cbz + nminz;
  530. // farthest point in block closer than closest point in our tri?
  531. if ( blockMaxZ[ blockId ] < minz ) continue;
  532. // Need to do a deferred clear?
  533. var bflags = blockFlags[ blockId ];
  534. if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
  535. blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  536. // Offset at top-left corner
  537. var offset = x0 + y0 * canvasWidth;
  538. // Accept whole block when fully covered
  539. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  540. var maxz = cbz + nmaxz;
  541. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  542. var cy1 = cb1;
  543. var cy2 = cb2;
  544. var cyz = cbz;
  545. var cytu = cbtu;
  546. var cytv = cbtv;
  547. var cynz = cbnz;
  548. for ( var iy = 0; iy < q; iy ++ ) {
  549. var cx1 = cy1;
  550. var cx2 = cy2;
  551. var cxz = cyz;
  552. var cxtu = cytu;
  553. var cxtv = cytv;
  554. var cxnz = cynz;
  555. for ( var ix = 0; ix < q; ix ++ ) {
  556. var z = cxz;
  557. if ( z < zbuffer[ offset ] ) {
  558. zbuffer[ offset ] = z;
  559. var u = cx1 * scale;
  560. var v = cx2 * scale;
  561. shader( data, offset * 4, cxtu, cxtv, cxnz * 255, face, material );
  562. }
  563. cx1 += dy12;
  564. cx2 += dy23;
  565. cxz += dzdx;
  566. cxtu += dtudx;
  567. cxtv += dtvdx;
  568. cxnz += dnzdx;
  569. offset++;
  570. }
  571. cy1 += dx12;
  572. cy2 += dx23;
  573. cyz += dzdy;
  574. cytu += dtudy;
  575. cytv += dtvdy;
  576. cynz += dnzdy;
  577. offset += linestep;
  578. }
  579. } else { // Partially covered block
  580. var cy1 = cb1;
  581. var cy2 = cb2;
  582. var cy3 = cb3;
  583. var cyz = cbz;
  584. var cytu = cbtu;
  585. var cytv = cbtv;
  586. var cynz = cbnz;
  587. for ( var iy = 0; iy < q; iy ++ ) {
  588. var cx1 = cy1;
  589. var cx2 = cy2;
  590. var cx3 = cy3;
  591. var cxz = cyz;
  592. var cxtu = cytu;
  593. var cxtv = cytv;
  594. var cxnz = cynz;
  595. for ( var ix = 0; ix < q; ix ++ ) {
  596. if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
  597. var z = cxz;
  598. if ( z < zbuffer[ offset ] ) {
  599. var u = cx1 * scale;
  600. var v = cx2 * scale;
  601. zbuffer[ offset ] = z;
  602. shader( data, offset * 4, cxtu, cxtv, cxnz * 255, face, material );
  603. }
  604. }
  605. cx1 += dy12;
  606. cx2 += dy23;
  607. cx3 += dy31;
  608. cxz += dzdx;
  609. cxtu += dtudx;
  610. cxtv += dtvdx;
  611. cxnz += dnzdx;
  612. offset++;
  613. }
  614. cy1 += dx12;
  615. cy2 += dx23;
  616. cy3 += dx31;
  617. cyz += dzdy;
  618. cytu += dtudy;
  619. cytv += dtvdy;
  620. cynz += dnzdy;
  621. offset += linestep;
  622. }
  623. }
  624. }
  625. // Advance to next row of blocks
  626. cb1 += q*dx12;
  627. cb2 += q*dx23;
  628. cb3 += q*dx31;
  629. cbz += q*dzdy;
  630. cbtu += q*dtudy;
  631. cbtv += q*dtvdy;
  632. cbnz += q*dnzdy;
  633. }
  634. }
  635. function clearBlock( blockX, blockY ) {
  636. var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
  637. var poffset = zoffset * 4;
  638. var zlinestep = canvasWidth - blockSize;
  639. var plinestep = zlinestep * 4;
  640. for ( var y = 0; y < blockSize; y ++ ) {
  641. for ( var x = 0; x < blockSize; x ++ ) {
  642. zbuffer[ zoffset ++ ] = maxZVal;
  643. data[ poffset ++ ] = clearColor.r * 255 | 0;
  644. data[ poffset ++ ] = clearColor.g * 255 | 0;
  645. data[ poffset ++ ] = clearColor.b * 255 | 0;
  646. data[ poffset ++ ] = 255;
  647. }
  648. zoffset += zlinestep;
  649. poffset += plinestep;
  650. }
  651. }
  652. function finishClear( ) {
  653. var block = 0;
  654. for ( var y = 0; y < canvasHBlocks; y ++ ) {
  655. for ( var x = 0; x < canvasWBlocks; x ++ ) {
  656. if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
  657. clearBlock( x, y );
  658. blockFlags[ block ] = BLOCK_ISCLEAR;
  659. }
  660. block ++;
  661. }
  662. }
  663. }
  664. };
  665. THREE.SoftwareRenderer.Texture = function() {
  666. var canvas = null;
  667. this.CreateFromImage = function( image ) {
  668. if(image.width <=0 || image.height <=0)
  669. return;
  670. var isCanvasClean = false;
  671. var canvas = THREE.SoftwareRenderer.Texture.canvas;
  672. if ( !canvas ) {
  673. try {
  674. canvas = document.createElement('canvas');
  675. THREE.SoftwareRenderer.Texture.canvas = canvas;
  676. isCanvasClean = true;
  677. } catch( e ) {
  678. return;
  679. }
  680. }
  681. var dim = image.width > image.height ? image.width : image.height;
  682. if(dim <= 32)
  683. dim = 32;
  684. else if(dim <= 64)
  685. dim = 64;
  686. else if(dim <= 128)
  687. dim = 128;
  688. else if(dim <= 256)
  689. dim = 256;
  690. else if(dim <= 512)
  691. dim = 512;
  692. else
  693. dim = 1024;
  694. if(canvas.width != dim || canvas.height != dim) {
  695. canvas.width = canvas.height = dim;
  696. isCanvasClean = true;
  697. }
  698. var data;
  699. try {
  700. var ctx = canvas.getContext('2d');
  701. if(!isCanvasClean)
  702. ctx.clearRect(0, 0, dim, dim);
  703. ctx.drawImage(image, 0, 0, dim, dim);
  704. var imgData = ctx.getImageData(0, 0, dim, dim);
  705. data = imgData.data;
  706. }
  707. catch(e) {
  708. return;
  709. }
  710. var size = data.length / 4;
  711. this.data = new Array(size);
  712. var alpha;
  713. for(var i=0, j=0; i<size; i++, j+=4) {
  714. alpha = data[j + 3];
  715. this.data[i] = alpha << 24 | data[j] << 16 | data[j+1] << 8 | data[j+2];
  716. if(alpha < 255)
  717. this.hasTransparency = true;
  718. }
  719. this.width = dim;
  720. this.height = dim;
  721. this.srcUrl = image.src;
  722. };
  723. };