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