SoftwareRenderer.js 24 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989
  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 Uint8Array(256*3);
  173. if ( bSimulateSpecular ) {
  174. var i = 0, j = 0;
  175. while(i < 204) {
  176. var r = i * diffuseR / 204;
  177. var g = i * diffuseG / 204;
  178. var b = i * diffuseB / 204;
  179. palette[j++] = r > 255 ? 255 : r;
  180. palette[j++] = g > 255 ? 255 : g;
  181. palette[j++] = b > 255 ? 255 : b;
  182. ++i;
  183. }
  184. while(i < 256) { // plus specular highlight
  185. var r = diffuseR + (i - 204) * (255 - diffuseR) / 82;
  186. var g = diffuseG + (i - 204) * (255 - diffuseG) / 82;
  187. var b = diffuseB + (i - 204) * (255 - diffuseB) / 82;
  188. palette[j++] = r > 255 ? 255 : r;
  189. palette[j++] = g > 255 ? 255 : g;
  190. palette[j++] = b > 255 ? 255 : b;
  191. ++i;
  192. }
  193. } else {
  194. var i = 0, j = 0;
  195. while(i < 256) {
  196. var r = i * diffuseR / 255;
  197. var g = i * diffuseG / 255;
  198. var b = i * diffuseB / 255;
  199. if(r > 255)
  200. r = 255;
  201. if(g > 255)
  202. g = 255;
  203. if(b > 255)
  204. b = 255;
  205. palette[j++] = r;
  206. palette[j++] = g;
  207. palette[j++] = b;
  208. ++i;
  209. }
  210. }
  211. return palette;
  212. }
  213. function basicMaterialShader( buffer, offset, u, v, n, face, material ) {
  214. if ( material.map.needsUpdate ) {
  215. material.texture.CreateFromImage( material.map.image );
  216. material.map.needsUpdate = false;
  217. }
  218. if ( !material.texture.data )
  219. return;
  220. var tdim = material.texture.width;
  221. var isTransparent = material.transparent;
  222. var tbound = tdim - 1;
  223. var tdata = material.texture.data;
  224. var tIndex = (((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)) * 4;
  225. if ( !isTransparent ) {
  226. buffer[ offset ] = tdata[tIndex];
  227. buffer[ offset + 1 ] = tdata[tIndex+1];
  228. buffer[ offset + 2 ] = tdata[tIndex+2];
  229. buffer[ offset + 3 ] = material.opacity * 255;
  230. } else {
  231. var opaci = tdata[tIndex+3] * material.opacity;
  232. var texel = tdata[tIndex] << 16 + tdata[tIndex+1] << 8 + tdata[tIndex+2];
  233. if(opaci < 250) {
  234. var backColor = buffer[ offset ] << 24 + buffer[ offset + 1 ] << 16 + buffer[ offset + 2 ] << 8;
  235. texel = texel * opaci + backColor * (1-opaci);
  236. }
  237. buffer[ offset ] = (texel & 0xff0000) >> 16;
  238. buffer[ offset + 1 ] = (texel & 0xff00) >> 8;
  239. buffer[ offset + 2 ] = (texel & 0xff);
  240. buffer[ offset + 3 ] = material.opacity * 255;
  241. }
  242. }
  243. function lightingMaterialShader( buffer, offset, u, v, n, face, material ) {
  244. if ( material.map.needsUpdate ) {
  245. material.texture.CreateFromImage( material.map.image );
  246. material.map.needsUpdate = false;
  247. return;
  248. }
  249. if ( !material.texture.data )
  250. return;
  251. var tdim = material.texture.width;
  252. var isTransparent = material.transparent;
  253. var cIndex = (n > 0 ? (~~n) : 0) * 3;
  254. var tbound = tdim - 1;
  255. var tdata = material.texture.data;
  256. var tIndex = (((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)) * 4;
  257. if ( !isTransparent ) {
  258. buffer[ offset ] = (material.palette[cIndex] * tdata[tIndex]) >> 8;
  259. buffer[ offset + 1 ] = (material.palette[cIndex+1] * tdata[tIndex+1]) >> 8;
  260. buffer[ offset + 2 ] = (material.palette[cIndex+2] * tdata[tIndex+2]) >> 8;
  261. buffer[ offset + 3 ] = material.opacity * 255;
  262. } else {
  263. var opaci = tdata[tIndex+3] * material.opacity;
  264. var foreColor = ((material.palette[cIndex] * tdata[tIndex]) << 16)
  265. + ((material.palette[cIndex+1] * tdata[tIndex+1]) << 8 )
  266. + (material.palette[cIndex+2] * tdata[tIndex+2]);
  267. if(opaci < 250) {
  268. var backColor = buffer[ offset ] << 24 + buffer[ offset + 1 ] << 16 + buffer[ offset + 2 ] << 8;
  269. foreColor = foreColor * opaci + backColor * (1-opaci);
  270. }
  271. buffer[ offset ] = (foreColor & 0xff0000) >> 16;
  272. buffer[ offset + 1 ] = (foreColor & 0xff00) >> 8;
  273. buffer[ offset + 2 ] = (foreColor & 0xff);
  274. buffer[ offset + 3 ] = material.opacity * 255;
  275. }
  276. }
  277. function getMaterialShader( material ) {
  278. var id = material.id;
  279. var shader = shaders[ id ];
  280. if ( shader === undefined ) {
  281. if ( material instanceof THREE.MeshBasicMaterial ||
  282. material instanceof THREE.MeshLambertMaterial ||
  283. material instanceof THREE.MeshPhongMaterial ||
  284. material instanceof THREE.SpriteMaterial ) {
  285. if ( material instanceof THREE.MeshLambertMaterial ) {
  286. // Generate color palette
  287. if ( !material.palette ) {
  288. material.palette = getPalette( material, false );
  289. }
  290. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  291. // Generate color palette
  292. if ( !material.palette ) {
  293. material.palette = getPalette( material, true );
  294. }
  295. }
  296. var string;
  297. if ( material.map ) {
  298. var texture = new THREE.SoftwareRenderer.Texture();
  299. material.texture = texture;
  300. if ( material instanceof THREE.MeshBasicMaterial ) {
  301. shader = basicMaterialShader;
  302. } else {
  303. shader = lightingMaterialShader;
  304. }
  305. } else {
  306. if ( material.vertexColors === THREE.FaceColors ) {
  307. string = [
  308. 'buffer[ offset ] = face.color.r * 255;',
  309. 'buffer[ offset + 1 ] = face.color.g * 255;',
  310. 'buffer[ offset + 2 ] = face.color.b * 255;',
  311. 'buffer[ offset + 3 ] = material.opacity * 255;'
  312. ].join('\n');
  313. } else {
  314. string = [
  315. 'buffer[ offset ] = material.color.r * 255;',
  316. 'buffer[ offset + 1 ] = material.color.g * 255;',
  317. 'buffer[ offset + 2 ] = material.color.b * 255;',
  318. 'buffer[ offset + 3 ] = material.opacity * 255;'
  319. ].join('\n');
  320. }
  321. shader = new Function( 'buffer, offset, u, v, n, face, material', string );
  322. }
  323. } else {
  324. var string = [
  325. 'buffer[ offset ] = u * 255;',
  326. 'buffer[ offset + 1 ] = v * 255;',
  327. 'buffer[ offset + 2 ] = 0;',
  328. 'buffer[ offset + 3 ] = 255;'
  329. ].join('\n');
  330. shader = new Function( 'buffer, offset, u, v', string );
  331. }
  332. shaders[ id ] = shader;
  333. }
  334. return shader;
  335. }
  336. function clearRectangle( x1, y1, x2, y2 ) {
  337. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  338. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  339. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  340. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  341. var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
  342. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  343. for ( var y = ymin; y < ymax; y ++ ) {
  344. for ( var x = xmin; x < xmax; x ++ ) {
  345. data[ offset += 4 ] = 0;
  346. }
  347. offset += linestep;
  348. }
  349. }
  350. function drawTriangle( v1, v2, v3, shader, face, material ) {
  351. // TODO: Implement per-pixel z-clipping
  352. if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 || v3.z < -1 || v3.z > 1 ) return;
  353. // https://gist.github.com/2486101
  354. // explanation: http://pouet.net/topic.php?which=8760&page=1
  355. // 28.4 fixed-point coordinates
  356. var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
  357. var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
  358. var x3 = (v3.x * viewportXScale + viewportXOffs) | 0;
  359. var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
  360. var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
  361. var y3 = (v3.y * viewportYScale + viewportYOffs) | 0;
  362. // Z values (.28 fixed-point)
  363. var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
  364. var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
  365. var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
  366. // UV values
  367. var tu1 = face.uvs[0].x;
  368. var tv1 = 1-face.uvs[0].y;
  369. var tu2 = face.uvs[1].x;
  370. var tv2 = 1-face.uvs[1].y;
  371. var tu3 = face.uvs[2].x;
  372. var tv3 = 1-face.uvs[2].y;
  373. // Normal values
  374. var n1 = face.vertexNormalsModel[0], n2 = face.vertexNormalsModel[1], n3 = face.vertexNormalsModel[2];
  375. var nz1 = n1.z * 255;
  376. var nz2 = n2.z * 255;
  377. var nz3 = n3.z * 255;
  378. // Deltas
  379. var dx12 = x1 - x2, dy12 = y2 - y1;
  380. var dx23 = x2 - x3, dy23 = y3 - y2;
  381. var dx31 = x3 - x1, dy31 = y1 - y3;
  382. // Bounding rectangle
  383. var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
  384. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  385. var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
  386. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  387. rectx1 = Math.min( minx, rectx1 );
  388. rectx2 = Math.max( maxx, rectx2 );
  389. recty1 = Math.min( miny, recty1 );
  390. recty2 = Math.max( maxy, recty2 );
  391. // Block size, standard 8x8 (must be power of two)
  392. var q = blockSize;
  393. // Start in corner of 8x8 block
  394. minx &= ~(q - 1);
  395. miny &= ~(q - 1);
  396. // Constant part of half-edge functions
  397. var minXfixscale = (minx << subpixelBits);
  398. var minYfixscale = (miny << subpixelBits);
  399. var c1 = dy12 * ((minXfixscale) - x1) + dx12 * ((minYfixscale) - y1);
  400. var c2 = dy23 * ((minXfixscale) - x2) + dx23 * ((minYfixscale) - y2);
  401. var c3 = dy31 * ((minXfixscale) - x3) + dx31 * ((minYfixscale) - y3);
  402. // Correct for fill convention
  403. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  404. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  405. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  406. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  407. // It's a bit subtle. :)
  408. c1 = (c1 - 1) >> subpixelBits;
  409. c2 = (c2 - 1) >> subpixelBits;
  410. c3 = (c3 - 1) >> subpixelBits;
  411. // Z interpolation setup
  412. var dz12 = z1 - z2, dz31 = z3 - z1;
  413. var invDet = 1.0 / (dx12*dy31 - dx31*dy12);
  414. var dzdx = (invDet * (dz12*dy31 - dz31*dy12)); // dz per one subpixel step in x
  415. var dzdy = (invDet * (dz12*dx31 - dx12*dz31)); // dz per one subpixel step in y
  416. // Z at top/left corner of rast area
  417. var cz = ( z1 + ((minXfixscale) - x1) * dzdx + ((minYfixscale) - y1) * dzdy ) | 0;
  418. // Z pixel steps
  419. var fixscale = (1 << subpixelBits);
  420. dzdx = (dzdx * fixscale) | 0;
  421. dzdy = (dzdy * fixscale) | 0;
  422. // UV interpolation setup
  423. var dtu12 = tu1 - tu2, dtu31 = tu3 - tu1;
  424. var dtudx = (invDet * (dtu12*dy31 - dtu31*dy12)); // dtu per one subpixel step in x
  425. var dtudy = (invDet * (dtu12*dx31 - dx12*dtu31)); // dtu per one subpixel step in y
  426. var dtv12 = tv1 - tv2, dtv31 = tv3 - tv1;
  427. var dtvdx = (invDet * (dtv12*dy31 - dtv31*dy12)); // dtv per one subpixel step in x
  428. var dtvdy = (invDet * (dtv12*dx31 - dx12*dtv31)); // dtv per one subpixel step in y
  429. // UV at top/left corner of rast area
  430. var ctu = ( tu1 + (minXfixscale - x1) * dtudx + (minYfixscale - y1) * dtudy );
  431. var ctv = ( tv1 + (minXfixscale - x1) * dtvdx + (minYfixscale - y1) * dtvdy );
  432. // UV pixel steps
  433. dtudx = dtudx * fixscale;
  434. dtudy = dtudy * fixscale;
  435. dtvdx = dtvdx * fixscale;
  436. dtvdy = dtvdy * fixscale;
  437. // Normal interpolation setup
  438. var dnz12 = nz1 - nz2, dnz31 = nz3 - nz1;
  439. var dnzdx = (invDet * (dnz12*dy31 - dnz31*dy12)); // dnz per one subpixel step in x
  440. var dnzdy = (invDet * (dnz12*dx31 - dx12*dnz31)); // dnz per one subpixel step in y
  441. // Normal at top/left corner of rast area
  442. var cnz = ( nz1 + (minXfixscale - x1) * dnzdx + (minYfixscale - y1) * dnzdy );
  443. // Normal pixel steps
  444. dnzdx = (dnzdx * fixscale);
  445. dnzdy = (dnzdy * fixscale);
  446. // Set up min/max corners
  447. var qm1 = q - 1; // for convenience
  448. var nmin1 = 0, nmax1 = 0;
  449. var nmin2 = 0, nmax2 = 0;
  450. var nmin3 = 0, nmax3 = 0;
  451. var nminz = 0, nmaxz = 0;
  452. if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
  453. if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
  454. if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
  455. if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
  456. if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
  457. if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
  458. if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
  459. if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
  460. // Loop through blocks
  461. var linestep = canvasWidth - q;
  462. var scale = 1.0 / (c1 + c2 + c3);
  463. var cb1 = c1;
  464. var cb2 = c2;
  465. var cb3 = c3;
  466. var cbz = cz;
  467. var cbtu = ctu;
  468. var cbtv = ctv;
  469. var cbnz = cnz;
  470. var qstep = -q;
  471. var e1x = qstep * dy12;
  472. var e2x = qstep * dy23;
  473. var e3x = qstep * dy31;
  474. var ezx = qstep * dzdx;
  475. var etux = qstep * dtudx;
  476. var etvx = qstep * dtvdx;
  477. var enzx = qstep * dnzdx;
  478. var x0 = minx;
  479. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  480. // New block line - keep hunting for tri outer edge in old block line dir
  481. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  482. x0 += qstep;
  483. cb1 += e1x;
  484. cb2 += e2x;
  485. cb3 += e3x;
  486. cbz += ezx;
  487. cbtu += etux;
  488. cbtv += etvx;
  489. cbnz += enzx;
  490. }
  491. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  492. qstep = -qstep;
  493. e1x = -e1x;
  494. e2x = -e2x;
  495. e3x = -e3x;
  496. ezx = -ezx;
  497. etux = -etux;
  498. etvx = -etvx;
  499. enzx = -enzx;
  500. while ( 1 ) {
  501. // Step everything
  502. x0 += qstep;
  503. cb1 += e1x;
  504. cb2 += e2x;
  505. cb3 += e3x;
  506. cbz += ezx;
  507. cbtu += etux;
  508. cbtv += etvx;
  509. cbnz += enzx;
  510. // We're done with this block line when at least one edge completely out
  511. // If an edge function is too small and decreasing in the current traversal
  512. // dir, we're done with this line.
  513. if (x0 < minx || x0 >= maxx) break;
  514. if (cb1 < nmax1) if (e1x < 0) break; else continue;
  515. if (cb2 < nmax2) if (e2x < 0) break; else continue;
  516. if (cb3 < nmax3) if (e3x < 0) break; else continue;
  517. // We can skip this block if it's already fully covered
  518. var blockX = x0 >> blockShift;
  519. var blockY = y0 >> blockShift;
  520. var blockId = blockX + blockY * canvasWBlocks;
  521. var minz = cbz + nminz;
  522. // farthest point in block closer than closest point in our tri?
  523. if ( blockMaxZ[ blockId ] < minz ) continue;
  524. // Need to do a deferred clear?
  525. var bflags = blockFlags[ blockId ];
  526. if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
  527. blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  528. // Offset at top-left corner
  529. var offset = x0 + y0 * canvasWidth;
  530. // Accept whole block when fully covered
  531. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  532. var maxz = cbz + nmaxz;
  533. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  534. var cy1 = cb1;
  535. var cy2 = cb2;
  536. var cyz = cbz;
  537. var cytu = cbtu;
  538. var cytv = cbtv;
  539. var cynz = cbnz;
  540. for ( var iy = 0; iy < q; iy ++ ) {
  541. var cx1 = cy1;
  542. var cx2 = cy2;
  543. var cxz = cyz;
  544. var cxtu = cytu;
  545. var cxtv = cytv;
  546. var cxnz = cynz;
  547. for ( var ix = 0; ix < q; ix ++ ) {
  548. var z = cxz;
  549. if ( z < zbuffer[ offset ] ) {
  550. zbuffer[ offset ] = z;
  551. shader( data, offset * 4, cxtu, cxtv, cxnz, face, material );
  552. }
  553. cx1 += dy12;
  554. cx2 += dy23;
  555. cxz += dzdx;
  556. cxtu += dtudx;
  557. cxtv += dtvdx;
  558. cxnz += dnzdx;
  559. offset++;
  560. }
  561. cy1 += dx12;
  562. cy2 += dx23;
  563. cyz += dzdy;
  564. cytu += dtudy;
  565. cytv += dtvdy;
  566. cynz += dnzdy;
  567. offset += linestep;
  568. }
  569. } else { // Partially covered block
  570. var cy1 = cb1;
  571. var cy2 = cb2;
  572. var cy3 = cb3;
  573. var cyz = cbz;
  574. var cytu = cbtu;
  575. var cytv = cbtv;
  576. var cynz = cbnz;
  577. for ( var iy = 0; iy < q; iy ++ ) {
  578. var cx1 = cy1;
  579. var cx2 = cy2;
  580. var cx3 = cy3;
  581. var cxz = cyz;
  582. var cxtu = cytu;
  583. var cxtv = cytv;
  584. var cxnz = cynz;
  585. for ( var ix = 0; ix < q; ix ++ ) {
  586. if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
  587. var z = cxz;
  588. if ( z < zbuffer[ offset ] ) {
  589. zbuffer[ offset ] = z;
  590. shader( data, offset * 4, cxtu, cxtv, cxnz, face, material );
  591. }
  592. }
  593. cx1 += dy12;
  594. cx2 += dy23;
  595. cx3 += dy31;
  596. cxz += dzdx;
  597. cxtu += dtudx;
  598. cxtv += dtvdx;
  599. cxnz += dnzdx;
  600. offset++;
  601. }
  602. cy1 += dx12;
  603. cy2 += dx23;
  604. cy3 += dx31;
  605. cyz += dzdy;
  606. cytu += dtudy;
  607. cytv += dtvdy;
  608. cynz += dnzdy;
  609. offset += linestep;
  610. }
  611. }
  612. }
  613. // Advance to next row of blocks
  614. cb1 += q*dx12;
  615. cb2 += q*dx23;
  616. cb3 += q*dx31;
  617. cbz += q*dzdy;
  618. cbtu += q*dtudy;
  619. cbtv += q*dtvdy;
  620. cbnz += q*dnzdy;
  621. }
  622. }
  623. function clearBlock( blockX, blockY ) {
  624. var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
  625. var poffset = zoffset * 4;
  626. var zlinestep = canvasWidth - blockSize;
  627. var plinestep = zlinestep * 4;
  628. for ( var y = 0; y < blockSize; y ++ ) {
  629. for ( var x = 0; x < blockSize; x ++ ) {
  630. zbuffer[ zoffset ++ ] = maxZVal;
  631. data[ poffset ++ ] = clearColor.r * 255 | 0;
  632. data[ poffset ++ ] = clearColor.g * 255 | 0;
  633. data[ poffset ++ ] = clearColor.b * 255 | 0;
  634. data[ poffset ++ ] = 255;
  635. }
  636. zoffset += zlinestep;
  637. poffset += plinestep;
  638. }
  639. }
  640. function finishClear( ) {
  641. var block = 0;
  642. for ( var y = 0; y < canvasHBlocks; y ++ ) {
  643. for ( var x = 0; x < canvasWBlocks; x ++ ) {
  644. if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
  645. clearBlock( x, y );
  646. blockFlags[ block ] = BLOCK_ISCLEAR;
  647. }
  648. block ++;
  649. }
  650. }
  651. }
  652. };
  653. THREE.SoftwareRenderer.Texture = function() {
  654. var canvas = null;
  655. this.CreateFromImage = function( image ) {
  656. if(image.width <=0 || image.height <=0)
  657. return;
  658. var isCanvasClean = false;
  659. var canvas = THREE.SoftwareRenderer.Texture.canvas;
  660. if ( !canvas ) {
  661. try {
  662. canvas = document.createElement('canvas');
  663. THREE.SoftwareRenderer.Texture.canvas = canvas;
  664. isCanvasClean = true;
  665. } catch( e ) {
  666. return;
  667. }
  668. }
  669. var dim = image.width > image.height ? image.width : image.height;
  670. if(dim <= 32)
  671. dim = 32;
  672. else if(dim <= 64)
  673. dim = 64;
  674. else if(dim <= 128)
  675. dim = 128;
  676. else if(dim <= 256)
  677. dim = 256;
  678. else if(dim <= 512)
  679. dim = 512;
  680. else
  681. dim = 1024;
  682. if(canvas.width != dim || canvas.height != dim) {
  683. canvas.width = canvas.height = dim;
  684. isCanvasClean = true;
  685. }
  686. var data;
  687. try {
  688. var ctx = canvas.getContext('2d');
  689. if(!isCanvasClean)
  690. ctx.clearRect(0, 0, dim, dim);
  691. ctx.drawImage(image, 0, 0, dim, dim);
  692. var imgData = ctx.getImageData(0, 0, dim, dim);
  693. data = imgData.data;
  694. }
  695. catch(e) {
  696. return;
  697. }
  698. var size = data.length;
  699. this.data = new Uint8Array(size);
  700. var alpha;
  701. for(var i=0, j=0; i<size; ) {
  702. this.data[i++] = data[j++];
  703. this.data[i++] = data[j++];
  704. this.data[i++] = data[j++];
  705. alpha = data[j++];
  706. this.data[i++] = alpha;
  707. if(alpha < 255)
  708. this.hasTransparency = true;
  709. }
  710. this.width = dim;
  711. this.height = dim;
  712. this.srcUrl = image.src;
  713. };
  714. };