SoftwareRenderer.js 37 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 alpha = parameters.alpha;
  17. var shaders = {};
  18. var textures = {};
  19. var canvasWidth, canvasHeight;
  20. var canvasWBlocks, canvasHBlocks;
  21. var viewportXScale, viewportYScale, viewportZScale;
  22. var viewportXOffs, viewportYOffs, viewportZOffs;
  23. var clearColor = new THREE.Color( 0x000000 );
  24. var imagedata, data, zbuffer;
  25. var numBlocks, blockMaxZ, blockFlags;
  26. var BLOCK_ISCLEAR = ( 1 << 0 );
  27. var BLOCK_NEEDCLEAR = ( 1 << 1 );
  28. var subpixelBits = 4;
  29. var subpixelBias = ( 1 << subpixelBits ) - 1;
  30. var blockShift = 3;
  31. var blockSize = 1 << blockShift;
  32. var maxZVal = ( 1 << 24 ); // Note: You want to size this so you don't get overflows.
  33. var lineMode = false;
  34. var lookVector = new THREE.Vector3( 0, 0, 1 );
  35. var crossVector = new THREE.Vector3();
  36. var rectx1 = Infinity, recty1 = Infinity;
  37. var rectx2 = 0, recty2 = 0;
  38. var prevrectx1 = Infinity, prevrecty1 = Infinity;
  39. var prevrectx2 = 0, prevrecty2 = 0;
  40. var projector = new THREE.Projector();
  41. var spriteV1 = new THREE.Vector4();
  42. var spriteV2 = new THREE.Vector4();
  43. var spriteV3 = new THREE.Vector4();
  44. var spriteUV1 = new THREE.Vector2();
  45. var spriteUV2 = new THREE.Vector2();
  46. var spriteUV3 = new THREE.Vector2();
  47. var mpVPool = [];
  48. var mpVPoolCount = 0;
  49. var mpNPool = [];
  50. var mpNPoolCount = 0;
  51. var mpUVPool = [];
  52. var mpUVPoolCount = 0;
  53. this.domElement = canvas;
  54. this.autoClear = true;
  55. // WebGLRenderer compatibility
  56. this.supportsVertexTextures = function () {};
  57. this.setFaceCulling = function () {};
  58. this.setClearColor = function ( color, alpha ) {
  59. clearColor.set( color );
  60. cleanColorBuffer();
  61. };
  62. this.setPixelRatio = function () {};
  63. this.setSize = function ( width, height ) {
  64. canvasWBlocks = Math.floor( width / blockSize );
  65. canvasHBlocks = Math.floor( height / blockSize );
  66. canvasWidth = canvasWBlocks * blockSize;
  67. canvasHeight = canvasHBlocks * blockSize;
  68. var fixScale = 1 << subpixelBits;
  69. viewportXScale = fixScale * canvasWidth / 2;
  70. viewportYScale = - fixScale * canvasHeight / 2;
  71. viewportZScale = maxZVal / 2;
  72. viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
  73. viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
  74. viewportZOffs = maxZVal / 2 + 0.5;
  75. canvas.width = canvasWidth;
  76. canvas.height = canvasHeight;
  77. context.fillStyle = alpha ? : "rgba(0, 0, 0, 0)" : clearColor.getStyle();
  78. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  79. imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
  80. data = imagedata.data;
  81. zbuffer = new Int32Array( data.length / 4 );
  82. numBlocks = canvasWBlocks * canvasHBlocks;
  83. blockMaxZ = new Int32Array( numBlocks );
  84. blockFlags = new Uint8Array( numBlocks );
  85. for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
  86. zbuffer[ i ] = maxZVal;
  87. }
  88. for ( var i = 0; i < numBlocks; i ++ ) {
  89. blockFlags[ i ] = BLOCK_ISCLEAR;
  90. }
  91. cleanColorBuffer();
  92. };
  93. this.setSize( canvas.width, canvas.height );
  94. this.clear = function () {
  95. rectx1 = Infinity;
  96. recty1 = Infinity;
  97. rectx2 = 0;
  98. recty2 = 0;
  99. mpVPoolCount = 0;
  100. mpNPoolCount = 0;
  101. mpUVPoolCount = 0;
  102. for ( var i = 0; i < numBlocks; i ++ ) {
  103. blockMaxZ[ i ] = maxZVal;
  104. blockFlags[ i ] = ( blockFlags[ i ] & BLOCK_ISCLEAR ) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
  105. }
  106. };
  107. // TODO: Check why autoClear can't be false.
  108. this.render = function ( scene, camera ) {
  109. if ( this.autoClear === true ) this.clear();
  110. var renderData = projector.projectScene( scene, camera, false, false );
  111. var elements = renderData.elements;
  112. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  113. var element = elements[ e ];
  114. var material = element.material;
  115. var shader = getMaterialShader( material );
  116. if ( !shader ) continue;
  117. if ( element instanceof THREE.RenderableFace ) {
  118. if ( ! element.uvs ) {
  119. drawTriangle(
  120. element.v1.positionScreen,
  121. element.v2.positionScreen,
  122. element.v3.positionScreen,
  123. null, null, null,
  124. shader, element, material
  125. );
  126. } else {
  127. drawTriangle(
  128. element.v1.positionScreen,
  129. element.v2.positionScreen,
  130. element.v3.positionScreen,
  131. element.uvs[ 0 ], element.uvs[ 1 ], element.uvs[ 2 ],
  132. shader, element, material
  133. );
  134. }
  135. } else if ( element instanceof THREE.RenderableSprite ) {
  136. var scaleX = element.scale.x * 0.5;
  137. var scaleY = element.scale.y * 0.5;
  138. spriteV1.copy( element );
  139. spriteV1.x -= scaleX;
  140. spriteV1.y += scaleY;
  141. spriteV2.copy( element );
  142. spriteV2.x -= scaleX;
  143. spriteV2.y -= scaleY;
  144. spriteV3.copy( element );
  145. spriteV3.x += scaleX;
  146. spriteV3.y += scaleY;
  147. if ( material.map ) {
  148. spriteUV1.set( 0, 1 );
  149. spriteUV2.set( 0, 0 );
  150. spriteUV3.set( 1, 1 );
  151. drawTriangle(
  152. spriteV1, spriteV2, spriteV3,
  153. spriteUV1, spriteUV2, spriteUV3,
  154. shader, element, material
  155. );
  156. } else {
  157. drawTriangle(
  158. spriteV1, spriteV2, spriteV3,
  159. null, null, null,
  160. shader, element, material
  161. );
  162. }
  163. spriteV1.copy( element );
  164. spriteV1.x += scaleX;
  165. spriteV1.y += scaleY;
  166. spriteV2.copy( element );
  167. spriteV2.x -= scaleX;
  168. spriteV2.y -= scaleY;
  169. spriteV3.copy( element );
  170. spriteV3.x += scaleX;
  171. spriteV3.y -= scaleY;
  172. if ( material.map ) {
  173. spriteUV1.set( 1, 1 );
  174. spriteUV2.set( 0, 0 );
  175. spriteUV3.set( 1, 0 );
  176. drawTriangle(
  177. spriteV1, spriteV2, spriteV3,
  178. spriteUV1, spriteUV2, spriteUV3,
  179. shader, element, material
  180. );
  181. } else {
  182. drawTriangle(
  183. spriteV1, spriteV2, spriteV3,
  184. null, null, null,
  185. shader, element, material
  186. );
  187. }
  188. } else if ( element instanceof THREE.RenderableLine ) {
  189. var shader = getMaterialShader( material );
  190. drawLine(
  191. element.v1.positionScreen,
  192. element.v2.positionScreen,
  193. element.vertexColors[0],
  194. element.vertexColors[1],
  195. shader,
  196. material
  197. );
  198. }
  199. }
  200. finishClear();
  201. var x = Math.min( rectx1, prevrectx1 );
  202. var y = Math.min( recty1, prevrecty1 );
  203. var width = Math.max( rectx2, prevrectx2 ) - x;
  204. var height = Math.max( recty2, prevrecty2 ) - y;
  205. /*
  206. // debug; draw zbuffer
  207. for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
  208. var o = i * 4;
  209. var v = (65535 - zbuffer[ i ]) >> 3;
  210. data[ o + 0 ] = v;
  211. data[ o + 1 ] = v;
  212. data[ o + 2 ] = v;
  213. data[ o + 3 ] = 255;
  214. }
  215. */
  216. if ( x !== Infinity ) {
  217. context.putImageData( imagedata, 0, 0, x, y, width, height );
  218. }
  219. prevrectx1 = rectx1; prevrecty1 = recty1;
  220. prevrectx2 = rectx2; prevrecty2 = recty2;
  221. };
  222. function setSize( width, height ) {
  223. canvasWBlocks = Math.floor( width / blockSize );
  224. canvasHBlocks = Math.floor( height / blockSize );
  225. canvasWidth = canvasWBlocks * blockSize;
  226. canvasHeight = canvasHBlocks * blockSize;
  227. var fixScale = 1 << subpixelBits;
  228. viewportXScale = fixScale * canvasWidth / 2;
  229. viewportYScale = -fixScale * canvasHeight / 2;
  230. viewportZScale = maxZVal / 2;
  231. viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
  232. viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
  233. viewportZOffs = maxZVal / 2 + 0.5;
  234. canvas.width = canvasWidth;
  235. canvas.height = canvasHeight;
  236. context.fillStyle = alpha ? "rgba(0, 0, 0, 0)" : clearColor.getStyle();
  237. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  238. imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
  239. data = imagedata.data;
  240. zbuffer = new Int32Array( data.length / 4 );
  241. numBlocks = canvasWBlocks * canvasHBlocks;
  242. blockMaxZ = new Int32Array( numBlocks );
  243. blockFlags = new Uint8Array( numBlocks );
  244. for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
  245. zbuffer[ i ] = maxZVal;
  246. }
  247. for ( var i = 0; i < numBlocks; i ++ ) {
  248. blockFlags[ i ] = BLOCK_ISCLEAR;
  249. }
  250. cleanColorBuffer();
  251. }
  252. function cleanColorBuffer() {
  253. var size = canvasWidth * canvasHeight * 4;
  254. for ( var i = 0; i < size; i += 4 ) {
  255. data[ i ] = clearColor.r * 255 | 0;
  256. data[ i + 1 ] = clearColor.g * 255 | 0;
  257. data[ i + 2 ] = clearColor.b * 255 | 0;
  258. data[ i + 3 ] = alpha ? : 0 : 255;
  259. }
  260. context.fillStyle = alpha ? "rgba(0, 0, 0, 0)" : clearColor.getStyle();
  261. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  262. }
  263. function getPalette( material, bSimulateSpecular ) {
  264. var i = 0, j = 0;
  265. var diffuseR = material.color.r * 255;
  266. var diffuseG = material.color.g * 255;
  267. var diffuseB = material.color.b * 255;
  268. var palette = new Uint8Array( 256 * 3 );
  269. if ( bSimulateSpecular ) {
  270. while ( i < 204 ) {
  271. palette[ j ++ ] = Math.min( i * diffuseR / 204, 255 );
  272. palette[ j ++ ] = Math.min( i * diffuseG / 204, 255 );
  273. palette[ j ++ ] = Math.min( i * diffuseB / 204, 255 );
  274. ++ i;
  275. }
  276. while ( i < 256 ) {
  277. // plus specular highlight
  278. palette[ j ++ ] = Math.min( diffuseR + ( i - 204 ) * ( 255 - diffuseR ) / 82, 255 );
  279. palette[ j ++ ] = Math.min( diffuseG + ( i - 204 ) * ( 255 - diffuseG ) / 82, 255 );
  280. palette[ j ++ ] = Math.min( diffuseB + ( i - 204 ) * ( 255 - diffuseB ) / 82, 255 );
  281. ++ i;
  282. }
  283. } else {
  284. while ( i < 256 ) {
  285. palette[ j ++ ] = Math.min( i * diffuseR / 255, 255 );
  286. palette[ j ++ ] = Math.min( i * diffuseG / 255, 255 );
  287. palette[ j ++ ] = Math.min( i * diffuseB / 255, 255 );
  288. ++ i;
  289. }
  290. }
  291. return palette;
  292. }
  293. function basicMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
  294. var colorOffset = offset * 4;
  295. var texture = textures[ material.map.id ];
  296. if ( ! texture.data )
  297. return;
  298. var tdim = texture.width;
  299. var isTransparent = material.transparent;
  300. var tbound = tdim - 1;
  301. var tdata = texture.data;
  302. var tIndex = ( ( ( v * tdim ) & tbound ) * tdim + ( ( u * tdim ) & tbound ) ) * 4;
  303. if ( ! isTransparent ) {
  304. buffer[ colorOffset ] = tdata[ tIndex ];
  305. buffer[ colorOffset + 1 ] = tdata[ tIndex + 1 ];
  306. buffer[ colorOffset + 2 ] = tdata[ tIndex + 2 ];
  307. buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
  308. depthBuf[ offset ] = depth;
  309. } else {
  310. var srcR = tdata[ tIndex ];
  311. var srcG = tdata[ tIndex + 1 ];
  312. var srcB = tdata[ tIndex + 2 ];
  313. var opaci = tdata[ tIndex + 3 ] * material.opacity / 255;
  314. var destR = buffer[ colorOffset ];
  315. var destG = buffer[ colorOffset + 1 ];
  316. var destB = buffer[ colorOffset + 2 ];
  317. buffer[ colorOffset ] = ( srcR * opaci + destR * ( 1 - opaci ) );
  318. buffer[ colorOffset + 1 ] = ( srcG * opaci + destG * ( 1 - opaci ) );
  319. buffer[ colorOffset + 2 ] = ( srcB * opaci + destB * ( 1 - opaci ) );
  320. buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
  321. if ( buffer[ colorOffset + 3 ] == 255 ) // Only opaue pixls write to the depth buffer
  322. depthBuf[ offset ] = depth;
  323. }
  324. }
  325. function lightingMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
  326. var colorOffset = offset * 4;
  327. var texture = textures[ material.map.id ];
  328. if ( ! texture.data )
  329. return;
  330. var tdim = texture.width;
  331. var isTransparent = material.transparent;
  332. var cIndex = ( n > 0 ? ( ~~ n ) : 0 ) * 3;
  333. var tbound = tdim - 1;
  334. var tdata = texture.data;
  335. var tIndex = ( ( ( v * tdim ) & tbound ) * tdim + ( ( u * tdim ) & tbound ) ) * 4;
  336. if ( ! isTransparent ) {
  337. buffer[ colorOffset ] = ( material.palette[ cIndex ] * tdata[ tIndex ] ) >> 8;
  338. buffer[ colorOffset + 1 ] = ( material.palette[ cIndex + 1 ] * tdata[ tIndex + 1 ] ) >> 8;
  339. buffer[ colorOffset + 2 ] = ( material.palette[ cIndex + 2 ] * tdata[ tIndex + 2 ] ) >> 8;
  340. buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
  341. depthBuf[ offset ] = depth;
  342. } else {
  343. var foreColorR = material.palette[ cIndex ] * tdata[ tIndex ];
  344. var foreColorG = material.palette[ cIndex + 1 ] * tdata[ tIndex + 1 ];
  345. var foreColorB = material.palette[ cIndex + 2 ] * tdata[ tIndex + 2 ];
  346. var opaci = tdata[ tIndex + 3 ] * material.opacity / 256;
  347. var destR = buffer[ colorOffset ];
  348. var destG = buffer[ colorOffset + 1 ];
  349. var destB = buffer[ colorOffset + 2 ];
  350. buffer[ colorOffset ] = foreColorR * opaci + destR * ( 1 - opaci );
  351. buffer[ colorOffset + 1 ] = foreColorG * opaci + destG * ( 1 - opaci );
  352. buffer[ colorOffset + 2 ] = foreColorB * opaci + destB * ( 1 - opaci );
  353. buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
  354. if ( buffer[ colorOffset + 3 ] == 255 ) // Only opaue pixls write to the depth buffer
  355. depthBuf[ offset ] = depth;
  356. }
  357. }
  358. function onMaterialUpdate ( event ) {
  359. var material = event.target;
  360. material.removeEventListener( 'update', onMaterialUpdate );
  361. delete shaders[ material.id ];
  362. }
  363. function getMaterialShader( material ) {
  364. var id = material.id;
  365. var shader = shaders[ id ];
  366. if ( shader && material.map && !textures[ material.map.id ] ) delete shaders[ id ];
  367. if ( shaders[ id ] === undefined ) {
  368. material.addEventListener( 'update', onMaterialUpdate );
  369. if ( material instanceof THREE.MeshBasicMaterial ||
  370. material instanceof THREE.MeshLambertMaterial ||
  371. material instanceof THREE.MeshPhongMaterial ||
  372. material instanceof THREE.SpriteMaterial ) {
  373. if ( material instanceof THREE.MeshLambertMaterial ) {
  374. // Generate color palette
  375. if ( ! material.palette ) {
  376. material.palette = getPalette( material, false );
  377. }
  378. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  379. // Generate color palette
  380. if ( ! material.palette ) {
  381. material.palette = getPalette( material, true );
  382. }
  383. }
  384. var string;
  385. if ( material.map ) {
  386. var texture = new THREE.SoftwareRenderer.Texture();
  387. texture.fromImage( material.map.image );
  388. if ( !texture.data ) return;
  389. textures[ material.map.id ] = texture;
  390. if ( material instanceof THREE.MeshBasicMaterial
  391. || material instanceof THREE.SpriteMaterial ) {
  392. shader = basicMaterialShader;
  393. } else {
  394. shader = lightingMaterialShader;
  395. }
  396. } else {
  397. if ( material.vertexColors === THREE.FaceColors ) {
  398. string = [
  399. 'var colorOffset = offset * 4;',
  400. 'buffer[ colorOffset ] = face.color.r * 255;',
  401. 'buffer[ colorOffset + 1 ] = face.color.g * 255;',
  402. 'buffer[ colorOffset + 2 ] = face.color.b * 255;',
  403. 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
  404. 'depthBuf[ offset ] = depth;'
  405. ].join( '\n' );
  406. } else {
  407. string = [
  408. 'var colorOffset = offset * 4;',
  409. 'buffer[ colorOffset ] = material.color.r * 255;',
  410. 'buffer[ colorOffset + 1 ] = material.color.g * 255;',
  411. 'buffer[ colorOffset + 2 ] = material.color.b * 255;',
  412. 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
  413. 'depthBuf[ offset ] = depth;'
  414. ].join( '\n' );
  415. }
  416. shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string );
  417. }
  418. } else if ( material instanceof THREE.LineBasicMaterial ) {
  419. var string = [
  420. 'var colorOffset = offset * 4;',
  421. 'buffer[ colorOffset ] = material.color.r * (color1.r+color2.r) * 0.5 * 255;',
  422. 'buffer[ colorOffset + 1 ] = material.color.g * (color1.g+color2.g) * 0.5 * 255;',
  423. 'buffer[ colorOffset + 2 ] = material.color.b * (color1.b+color2.b) * 0.5 * 255;',
  424. 'buffer[ colorOffset + 3 ] = 255;',
  425. 'depthBuf[ offset ] = depth;'
  426. ].join('\n');
  427. shader = new Function( 'buffer, depthBuf, offset, depth, color1, color2, material', string );
  428. } else {
  429. var string = [
  430. 'var colorOffset = offset * 4;',
  431. 'buffer[ colorOffset ] = u * 255;',
  432. 'buffer[ colorOffset + 1 ] = v * 255;',
  433. 'buffer[ colorOffset + 2 ] = 0;',
  434. 'buffer[ colorOffset + 3 ] = 255;',
  435. 'depthBuf[ offset ] = depth;'
  436. ].join( '\n' );
  437. shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string );
  438. }
  439. shaders[ id ] = shader;
  440. }
  441. return shader;
  442. }
  443. function clearRectangle( x1, y1, x2, y2 ) {
  444. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  445. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  446. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  447. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  448. var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
  449. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  450. for ( var y = ymin; y < ymax; y ++ ) {
  451. for ( var x = xmin; x < xmax; x ++ ) {
  452. data[ offset += 4 ] = 0;
  453. }
  454. offset += linestep;
  455. }
  456. }
  457. function drawTriangle( v1, v2, v3, uv1, uv2, uv3, shader, face, material ) {
  458. // TODO: Implement per-pixel z-clipping
  459. if ( v1.z < - 1 || v1.z > 1 || v2.z < - 1 || v2.z > 1 || v3.z < - 1 || v3.z > 1 ) return;
  460. // https://gist.github.com/2486101
  461. // explanation: http://pouet.net/topic.php?which=8760&page=1
  462. var fixscale = ( 1 << subpixelBits );
  463. // 28.4 fixed-point coordinates
  464. var x1 = ( v1.x * viewportXScale + viewportXOffs ) | 0;
  465. var x2 = ( v2.x * viewportXScale + viewportXOffs ) | 0;
  466. var x3 = ( v3.x * viewportXScale + viewportXOffs ) | 0;
  467. var y1 = ( v1.y * viewportYScale + viewportYOffs ) | 0;
  468. var y2 = ( v2.y * viewportYScale + viewportYOffs ) | 0;
  469. var y3 = ( v3.y * viewportYScale + viewportYOffs ) | 0;
  470. var bHasNormal = face.vertexNormalsModel && face.vertexNormalsModel.length;
  471. var bHasUV = uv1 && uv2 && uv3;
  472. var longestSide = Math.max(
  473. Math.sqrt( (x1 - x2)*(x1 - x2) + (y1 - y2)*(y1 - y2) ),
  474. Math.sqrt( (x2 - x3)*(x2 - x3) + (y2 - y3)*(y2 - y3) ),
  475. Math.sqrt( (x3 - x1)*(x3 - x1) + (y3 - y1)*(y3 - y1) )
  476. );
  477. if( !(face instanceof THREE.RenderableSprite)
  478. && (longestSide > 100 * fixscale) ) {
  479. // 1
  480. // |\
  481. // |a\
  482. // |__\
  483. // |\c|\
  484. // |b\|d\
  485. // |__\__\
  486. // 2 3
  487. var tempFace = { vertexNormalsModel : [],
  488. color : face.color };
  489. var mpUV12, mpUV23, mpUV31;
  490. if ( bHasUV ) {
  491. if ( mpUVPoolCount === mpUVPool.length ) {
  492. mpUV12 = new THREE.Vector2();
  493. mpUVPool.push( mpUV12 );
  494. ++mpUVPoolCount;
  495. mpUV23 = new THREE.Vector2();
  496. mpUVPool.push( mpUV23 );
  497. ++mpUVPoolCount;
  498. mpUV31 = new THREE.Vector2();
  499. mpUVPool.push( mpUV31 );
  500. ++mpUVPoolCount;
  501. } else {
  502. mpUV12 = mpUVPool[ mpUVPoolCount ];
  503. ++mpUVPoolCount;
  504. mpUV23 = mpUVPool[ mpUVPoolCount ];
  505. ++mpUVPoolCount;
  506. mpUV31 = mpUVPool[ mpUVPoolCount ];
  507. ++mpUVPoolCount;
  508. }
  509. var weight;
  510. weight = (1 + v2.z) * (v2.w / v1.w) / (1 + v1.z);
  511. mpUV12.copy( uv1 ).multiplyScalar( weight ).add( uv2 ).multiplyScalar( 1 / (weight + 1) );
  512. weight = (1 + v3.z) * (v3.w / v2.w) / (1 + v2.z);
  513. mpUV23.copy( uv2 ).multiplyScalar( weight ).add( uv3 ).multiplyScalar( 1 / (weight + 1) );
  514. weight = (1 + v1.z) * (v1.w / v3.w) / (1 + v3.z);
  515. mpUV31.copy( uv3 ).multiplyScalar( weight ).add( uv1 ).multiplyScalar( 1 / (weight + 1) );
  516. }
  517. var mpV12, mpV23, mpV31;
  518. if ( mpVPoolCount === mpVPool.length ) {
  519. mpV12 = new THREE.Vector4();
  520. mpVPool.push( mpV12 );
  521. ++mpVPoolCount;
  522. mpV23 = new THREE.Vector4();
  523. mpVPool.push( mpV23 );
  524. ++mpVPoolCount;
  525. mpV31 = new THREE.Vector4();
  526. mpVPool.push( mpV31 );
  527. ++mpVPoolCount;
  528. } else {
  529. mpV12 = mpVPool[ mpVPoolCount ];
  530. ++mpVPoolCount;
  531. mpV23 = mpVPool[ mpVPoolCount ];
  532. ++mpVPoolCount;
  533. mpV31 = mpVPool[ mpVPoolCount ];
  534. ++mpVPoolCount;
  535. }
  536. mpV12.copy( v1 ).add( v2 ).multiplyScalar( 0.5 );
  537. mpV23.copy( v2 ).add( v3 ).multiplyScalar( 0.5 );
  538. mpV31.copy( v3 ).add( v1 ).multiplyScalar( 0.5 );
  539. var mpN12, mpN23, mpN31;
  540. if( bHasNormal ) {
  541. if ( mpNPoolCount === mpNPool.length ) {
  542. mpN12 = new THREE.Vector3();
  543. mpNPool.push( mpN12 );
  544. ++mpNPoolCount;
  545. mpN23 = new THREE.Vector3();
  546. mpNPool.push( mpN23 );
  547. ++mpNPoolCount;
  548. mpN31 = new THREE.Vector3();
  549. mpNPool.push( mpN31 );
  550. ++mpNPoolCount;
  551. } else {
  552. mpN12 = mpNPool[ mpNPoolCount ];
  553. ++mpNPoolCount;
  554. mpN23 = mpNPool[ mpNPoolCount ];
  555. ++mpNPoolCount;
  556. mpN31 = mpNPool[ mpNPoolCount ];
  557. ++mpNPoolCount;
  558. }
  559. mpN12.copy( face.vertexNormalsModel[ 0 ] ).add( face.vertexNormalsModel[ 1 ] ).normalize();
  560. mpN23.copy( face.vertexNormalsModel[ 1 ] ).add( face.vertexNormalsModel[ 2 ] ).normalize();
  561. mpN31.copy( face.vertexNormalsModel[ 2 ] ).add( face.vertexNormalsModel[ 0 ] ).normalize();
  562. }
  563. // a
  564. if( bHasNormal ) {
  565. tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 0 ];
  566. tempFace.vertexNormalsModel[ 1 ] = mpN12;
  567. tempFace.vertexNormalsModel[ 2 ] = mpN31;
  568. }
  569. drawTriangle( v1, mpV12, mpV31, uv1, mpUV12, mpUV31, shader, tempFace, material );
  570. // b
  571. if( bHasNormal ) {
  572. tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 1 ];
  573. tempFace.vertexNormalsModel[ 1 ] = mpN23;
  574. tempFace.vertexNormalsModel[ 2 ] = mpN12;
  575. }
  576. drawTriangle( v2, mpV23, mpV12, uv2, mpUV23, mpUV12, shader, tempFace, material );
  577. // c
  578. if( bHasNormal ) {
  579. tempFace.vertexNormalsModel[ 0 ] = mpN12;
  580. tempFace.vertexNormalsModel[ 1 ] = mpN23;
  581. tempFace.vertexNormalsModel[ 2 ] = mpN31;
  582. }
  583. drawTriangle( mpV12, mpV23, mpV31, mpUV12, mpUV23, mpUV31, shader, tempFace, material );
  584. // d
  585. if( bHasNormal ) {
  586. tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 2 ];
  587. tempFace.vertexNormalsModel[ 1 ] = mpN31;
  588. tempFace.vertexNormalsModel[ 2 ] = mpN23;
  589. }
  590. drawTriangle( v3, mpV31, mpV23, uv3, mpUV31, mpUV23, shader, tempFace, material );
  591. return;
  592. }
  593. // Z values (.28 fixed-point)
  594. var z1 = ( v1.z * viewportZScale + viewportZOffs ) | 0;
  595. var z2 = ( v2.z * viewportZScale + viewportZOffs ) | 0;
  596. var z3 = ( v3.z * viewportZScale + viewportZOffs ) | 0;
  597. // UV values
  598. var bHasUV = false;
  599. var tu1, tv1, tu2, tv2, tu3, tv3;
  600. if ( uv1 && uv2 && uv3 ) {
  601. bHasUV = true;
  602. tu1 = uv1.x;
  603. tv1 = 1 - uv1.y;
  604. tu2 = uv2.x;
  605. tv2 = 1 - uv2.y;
  606. tu3 = uv3.x;
  607. tv3 = 1 - uv3.y;
  608. }
  609. // Normal values
  610. var n1, n2, n3, nz1, nz2, nz3;
  611. if ( bHasNormal ) {
  612. n1 = face.vertexNormalsModel[ 0 ];
  613. n2 = face.vertexNormalsModel[ 1 ];
  614. n3 = face.vertexNormalsModel[ 2 ];
  615. nz1 = n1.z * 255;
  616. nz2 = n2.z * 255;
  617. nz3 = n3.z * 255;
  618. }
  619. // Deltas
  620. var dx12 = x1 - x2, dy12 = y2 - y1;
  621. var dx23 = x2 - x3, dy23 = y3 - y2;
  622. var dx31 = x3 - x1, dy31 = y1 - y3;
  623. // Bounding rectangle
  624. var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
  625. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  626. var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
  627. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  628. rectx1 = Math.min( minx, rectx1 );
  629. rectx2 = Math.max( maxx, rectx2 );
  630. recty1 = Math.min( miny, recty1 );
  631. recty2 = Math.max( maxy, recty2 );
  632. // Block size, standard 8x8 (must be power of two)
  633. var q = blockSize;
  634. // Start in corner of 8x8 block
  635. minx &= ~ ( q - 1 );
  636. miny &= ~ ( q - 1 );
  637. // Constant part of half-edge functions
  638. var minXfixscale = ( minx << subpixelBits );
  639. var minYfixscale = ( miny << subpixelBits );
  640. var c1 = dy12 * ( ( minXfixscale ) - x1 ) + dx12 * ( ( minYfixscale ) - y1 );
  641. var c2 = dy23 * ( ( minXfixscale ) - x2 ) + dx23 * ( ( minYfixscale ) - y2 );
  642. var c3 = dy31 * ( ( minXfixscale ) - x3 ) + dx31 * ( ( minYfixscale ) - y3 );
  643. // Correct for fill convention
  644. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  645. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  646. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  647. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  648. // It's a bit subtle. :)
  649. c1 = ( c1 - 1 ) >> subpixelBits;
  650. c2 = ( c2 - 1 ) >> subpixelBits;
  651. c3 = ( c3 - 1 ) >> subpixelBits;
  652. // Z interpolation setup
  653. var dz12 = z1 - z2, dz31 = z3 - z1;
  654. var invDet = 1.0 / ( dx12 * dy31 - dx31 * dy12 );
  655. var dzdx = ( invDet * ( dz12 * dy31 - dz31 * dy12 ) ); // dz per one subpixel step in x
  656. var dzdy = ( invDet * ( dz12 * dx31 - dx12 * dz31 ) ); // dz per one subpixel step in y
  657. // Z at top/left corner of rast area
  658. var cz = ( z1 + ( ( minXfixscale ) - x1 ) * dzdx + ( ( minYfixscale ) - y1 ) * dzdy ) | 0;
  659. // Z pixel steps
  660. dzdx = ( dzdx * fixscale ) | 0;
  661. dzdy = ( dzdy * fixscale ) | 0;
  662. var dtvdx, dtvdy, cbtu, cbtv;
  663. if ( bHasUV ) {
  664. // UV interpolation setup
  665. var dtu12 = tu1 - tu2, dtu31 = tu3 - tu1;
  666. var dtudx = ( invDet * ( dtu12 * dy31 - dtu31 * dy12 ) ); // dtu per one subpixel step in x
  667. var dtudy = ( invDet * ( dtu12 * dx31 - dx12 * dtu31 ) ); // dtu per one subpixel step in y
  668. var dtv12 = tv1 - tv2, dtv31 = tv3 - tv1;
  669. dtvdx = ( invDet * ( dtv12 * dy31 - dtv31 * dy12 ) ); // dtv per one subpixel step in x
  670. dtvdy = ( invDet * ( dtv12 * dx31 - dx12 * dtv31 ) ); // dtv per one subpixel step in y
  671. // UV at top/left corner of rast area
  672. cbtu = ( tu1 + ( minXfixscale - x1 ) * dtudx + ( minYfixscale - y1 ) * dtudy );
  673. cbtv = ( tv1 + ( minXfixscale - x1 ) * dtvdx + ( minYfixscale - y1 ) * dtvdy );
  674. // UV pixel steps
  675. dtudx = dtudx * fixscale;
  676. dtudy = dtudy * fixscale;
  677. dtvdx = dtvdx * fixscale;
  678. dtvdy = dtvdy * fixscale;
  679. }
  680. var dnxdx, dnzdy, cbnz;
  681. if ( bHasNormal ) {
  682. // Normal interpolation setup
  683. var dnz12 = nz1 - nz2, dnz31 = nz3 - nz1;
  684. var dnzdx = ( invDet * ( dnz12 * dy31 - dnz31 * dy12 ) ); // dnz per one subpixel step in x
  685. var dnzdy = ( invDet * ( dnz12 * dx31 - dx12 * dnz31 ) ); // dnz per one subpixel step in y
  686. // Normal at top/left corner of rast area
  687. cbnz = ( nz1 + ( minXfixscale - x1 ) * dnzdx + ( minYfixscale - y1 ) * dnzdy );
  688. // Normal pixel steps
  689. dnzdx = ( dnzdx * fixscale );
  690. dnzdy = ( dnzdy * fixscale );
  691. }
  692. // Set up min/max corners
  693. var qm1 = q - 1; // for convenience
  694. var nmin1 = 0, nmax1 = 0;
  695. var nmin2 = 0, nmax2 = 0;
  696. var nmin3 = 0, nmax3 = 0;
  697. var nminz = 0, nmaxz = 0;
  698. if ( dx12 >= 0 ) nmax1 -= qm1 * dx12; else nmin1 -= qm1 * dx12;
  699. if ( dy12 >= 0 ) nmax1 -= qm1 * dy12; else nmin1 -= qm1 * dy12;
  700. if ( dx23 >= 0 ) nmax2 -= qm1 * dx23; else nmin2 -= qm1 * dx23;
  701. if ( dy23 >= 0 ) nmax2 -= qm1 * dy23; else nmin2 -= qm1 * dy23;
  702. if ( dx31 >= 0 ) nmax3 -= qm1 * dx31; else nmin3 -= qm1 * dx31;
  703. if ( dy31 >= 0 ) nmax3 -= qm1 * dy31; else nmin3 -= qm1 * dy31;
  704. if ( dzdx >= 0 ) nmaxz += qm1 * dzdx; else nminz += qm1 * dzdx;
  705. if ( dzdy >= 0 ) nmaxz += qm1 * dzdy; else nminz += qm1 * dzdy;
  706. // Loop through blocks
  707. var linestep = canvasWidth - q;
  708. var cb1 = c1;
  709. var cb2 = c2;
  710. var cb3 = c3;
  711. var cbz = cz;
  712. var qstep = - q;
  713. var e1x = qstep * dy12;
  714. var e2x = qstep * dy23;
  715. var e3x = qstep * dy31;
  716. var ezx = qstep * dzdx;
  717. var etux, etvx;
  718. if ( bHasUV ) {
  719. etux = qstep * dtudx;
  720. etvx = qstep * dtvdx;
  721. }
  722. var enzx;
  723. if ( bHasNormal ) {
  724. enzx = qstep * dnzdx;
  725. }
  726. var x0 = minx;
  727. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  728. // New block line - keep hunting for tri outer edge in old block line dir
  729. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  730. x0 += qstep;
  731. cb1 += e1x;
  732. cb2 += e2x;
  733. cb3 += e3x;
  734. cbz += ezx;
  735. if ( bHasUV ) {
  736. cbtu += etux;
  737. cbtv += etvx;
  738. }
  739. if ( bHasNormal ) {
  740. cbnz += enzx;
  741. }
  742. }
  743. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  744. qstep = - qstep;
  745. e1x = - e1x;
  746. e2x = - e2x;
  747. e3x = - e3x;
  748. ezx = - ezx;
  749. if ( bHasUV ) {
  750. etux = - etux;
  751. etvx = - etvx;
  752. }
  753. if ( bHasNormal ) {
  754. enzx = - enzx;
  755. }
  756. while ( 1 ) {
  757. // Step everything
  758. x0 += qstep;
  759. cb1 += e1x;
  760. cb2 += e2x;
  761. cb3 += e3x;
  762. cbz += ezx;
  763. if ( bHasUV ) {
  764. cbtu += etux;
  765. cbtv += etvx;
  766. }
  767. if ( bHasNormal ) {
  768. cbnz += enzx;
  769. }
  770. // We're done with this block line when at least one edge completely out
  771. // If an edge function is too small and decreasing in the current traversal
  772. // dir, we're done with this line.
  773. if ( x0 < minx || x0 >= maxx ) break;
  774. if ( cb1 < nmax1 ) if ( e1x < 0 ) break; else continue;
  775. if ( cb2 < nmax2 ) if ( e2x < 0 ) break; else continue;
  776. if ( cb3 < nmax3 ) if ( e3x < 0 ) break; else continue;
  777. // We can skip this block if it's already fully covered
  778. var blockX = x0 >> blockShift;
  779. var blockY = y0 >> blockShift;
  780. var blockId = blockX + blockY * canvasWBlocks;
  781. var minz = cbz + nminz;
  782. // farthest point in block closer than closest point in our tri?
  783. if ( blockMaxZ[ blockId ] < minz ) continue;
  784. // Need to do a deferred clear?
  785. var bflags = blockFlags[ blockId ];
  786. if ( bflags & BLOCK_NEEDCLEAR ) clearBlock( blockX, blockY );
  787. blockFlags[ blockId ] = bflags & ~ ( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  788. // Offset at top-left corner
  789. var offset = x0 + y0 * canvasWidth;
  790. // Accept whole block when fully covered
  791. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  792. var maxz = cbz + nmaxz;
  793. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  794. var cy1 = cb1;
  795. var cy2 = cb2;
  796. var cyz = cbz;
  797. var cytu, cytv;
  798. if ( bHasUV ) {
  799. cytu = cbtu;
  800. cytv = cbtv;
  801. }
  802. var cynz;
  803. if ( bHasNormal ) {
  804. cynz = cbnz;
  805. }
  806. for ( var iy = 0; iy < q; iy ++ ) {
  807. var cx1 = cy1;
  808. var cx2 = cy2;
  809. var cxz = cyz;
  810. var cxtu;
  811. var cxtv;
  812. if ( bHasUV ) {
  813. cxtu = cytu;
  814. cxtv = cytv;
  815. }
  816. var cxnz;
  817. if ( bHasNormal ) {
  818. cxnz = cynz;
  819. }
  820. for ( var ix = 0; ix < q; ix ++ ) {
  821. var z = cxz;
  822. if ( z < zbuffer[ offset ] ) {
  823. shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
  824. }
  825. cx1 += dy12;
  826. cx2 += dy23;
  827. cxz += dzdx;
  828. if ( bHasUV ) {
  829. cxtu += dtudx;
  830. cxtv += dtvdx;
  831. }
  832. if ( bHasNormal ) {
  833. cxnz += dnzdx;
  834. }
  835. offset ++;
  836. }
  837. cy1 += dx12;
  838. cy2 += dx23;
  839. cyz += dzdy;
  840. if ( bHasUV ) {
  841. cytu += dtudy;
  842. cytv += dtvdy;
  843. }
  844. if ( bHasNormal ) {
  845. cynz += dnzdy;
  846. }
  847. offset += linestep;
  848. }
  849. } else {
  850. // Partially covered block
  851. var cy1 = cb1;
  852. var cy2 = cb2;
  853. var cy3 = cb3;
  854. var cyz = cbz;
  855. var cytu, cytv;
  856. if ( bHasUV ) {
  857. cytu = cbtu;
  858. cytv = cbtv;
  859. }
  860. var cynz;
  861. if ( bHasNormal ) {
  862. cynz = cbnz;
  863. }
  864. for ( var iy = 0; iy < q; iy ++ ) {
  865. var cx1 = cy1;
  866. var cx2 = cy2;
  867. var cx3 = cy3;
  868. var cxz = cyz;
  869. var cxtu;
  870. var cxtv;
  871. if ( bHasUV ) {
  872. cxtu = cytu;
  873. cxtv = cytv;
  874. }
  875. var cxnz;
  876. if ( bHasNormal ) {
  877. cxnz = cynz;
  878. }
  879. for ( var ix = 0; ix < q; ix ++ ) {
  880. if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
  881. var z = cxz;
  882. if ( z < zbuffer[ offset ] ) {
  883. shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
  884. }
  885. }
  886. cx1 += dy12;
  887. cx2 += dy23;
  888. cx3 += dy31;
  889. cxz += dzdx;
  890. if ( bHasUV ) {
  891. cxtu += dtudx;
  892. cxtv += dtvdx;
  893. }
  894. if ( bHasNormal ) {
  895. cxnz += dnzdx;
  896. }
  897. offset ++;
  898. }
  899. cy1 += dx12;
  900. cy2 += dx23;
  901. cy3 += dx31;
  902. cyz += dzdy;
  903. if ( bHasUV ) {
  904. cytu += dtudy;
  905. cytv += dtvdy;
  906. }
  907. if ( bHasNormal ) {
  908. cynz += dnzdy;
  909. }
  910. offset += linestep;
  911. }
  912. }
  913. }
  914. // Advance to next row of blocks
  915. cb1 += q * dx12;
  916. cb2 += q * dx23;
  917. cb3 += q * dx31;
  918. cbz += q * dzdy;
  919. if ( bHasUV ) {
  920. cbtu += q * dtudy;
  921. cbtv += q * dtvdy;
  922. }
  923. if ( bHasNormal ) {
  924. cbnz += q * dnzdy;
  925. }
  926. }
  927. }
  928. // When drawing line, the blockShiftShift has to be zero. In order to clean pixel
  929. // Using color1 and color2 to interpolation pixel color
  930. // LineWidth is according to material.linewidth
  931. function drawLine( v1, v2, color1, color2, shader, material ) {
  932. // While the line mode is enable, blockSize has to be changed to 0.
  933. if ( !lineMode ) {
  934. lineMode = true;
  935. blockShift = 0;
  936. blockSize = 1 << blockShift;
  937. setSize( canvas.width, canvas.height );
  938. }
  939. // TODO: Implement per-pixel z-clipping
  940. if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 ) return;
  941. var halfLineWidth = Math.floor( ( material.linewidth - 1 ) * 0.5 );
  942. // https://gist.github.com/2486101
  943. // explanation: http://pouet.net/topic.php?which=8760&page=1
  944. // 28.4 fixed-point coordinates
  945. var x1 = ( v1.x * viewportXScale + viewportXOffs ) | 0;
  946. var x2 = ( v2.x * viewportXScale + viewportXOffs ) | 0;
  947. var y1 = ( v1.y * viewportYScale + viewportYOffs ) | 0;
  948. var y2 = ( v2.y * viewportYScale + viewportYOffs ) | 0;
  949. var z1 = ( v1.z * viewportZScale + viewportZOffs ) | 0;
  950. var z2 = ( v2.z * viewportZScale + viewportZOffs ) | 0;
  951. // Deltas
  952. var dx12 = x1 - x2, dy12 = y1 - y2, dz12 = z1 - z2;
  953. // Bounding rectangle
  954. var minx = Math.max( ( Math.min( x1, x2 ) + subpixelBias ) >> subpixelBits, 0 );
  955. var maxx = Math.min( ( Math.max( x1, x2 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  956. var miny = Math.max( ( Math.min( y1, y2 ) + subpixelBias ) >> subpixelBits, 0 );
  957. var maxy = Math.min( ( Math.max( y1, y2 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  958. var minz = Math.max( ( Math.min( z1, z2 ) + subpixelBias ) >> subpixelBits, 0 );
  959. var maxz = ( Math.max( z1, z2 ) + subpixelBias ) >> subpixelBits;
  960. rectx1 = Math.min( minx, rectx1 );
  961. rectx2 = Math.max( maxx, rectx2 );
  962. recty1 = Math.min( miny, recty1 );
  963. recty2 = Math.max( maxy, recty2 );
  964. // Get the line's unit vector and cross vector
  965. var length = Math.sqrt( ( dy12 * dy12 ) + ( dx12 * dx12 ) );
  966. var unitX = ( dx12 / length );
  967. var unitY = ( dy12 / length );
  968. var unitZ = ( dz12 / length );
  969. var pixelX, pixelY, pixelZ;
  970. var pX, pY, pZ;
  971. crossVector.set( unitX, unitY, unitZ );
  972. crossVector.cross( lookVector );
  973. crossVector.normalize();
  974. while (length > 0) {
  975. // Get this pixel.
  976. pixelX = x2 + length * unitX;
  977. pixelY = y2 + length * unitY;
  978. pixelZ = z2 + length * unitZ;
  979. pixelX = ( pixelX + subpixelBias ) >> subpixelBits;
  980. pixelY = ( pixelY + subpixelBias ) >> subpixelBits;
  981. pZ = ( pixelZ + subpixelBias ) >> subpixelBits;
  982. // Draw line with line width
  983. for ( var i = -halfLineWidth; i <= halfLineWidth; ++i ) {
  984. // Compute the line pixels.
  985. // Get the pixels on the vector that crosses to the line vector
  986. pX = Math.floor( ( pixelX + crossVector.x * i ) );
  987. pY = Math.floor( ( pixelY + crossVector.y * i ) );
  988. // if pixel is over the rect. Continue
  989. if ( rectx1 >= pX || rectx2 <= pX || recty1 >= pY
  990. || recty2 <= pY )
  991. continue;
  992. // Find this pixel at which block
  993. var blockX = pX >> blockShift;
  994. var blockY = pY >> blockShift;
  995. var blockId = blockX + blockY * canvasWBlocks;
  996. // Compare the pixel depth width z block.
  997. if ( blockMaxZ[ blockId ] < minz ) continue;
  998. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  999. var bflags = blockFlags[ blockId ];
  1000. if ( bflags & BLOCK_NEEDCLEAR ) clearBlock( blockX, blockY );
  1001. blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  1002. // draw pixel
  1003. var offset = pX + pY * canvasWidth;
  1004. if ( pZ < zbuffer[ offset ] ) {
  1005. shader( data, zbuffer, offset, pZ, color1, color2, material );
  1006. }
  1007. }
  1008. --length;
  1009. }
  1010. }
  1011. function clearBlock( blockX, blockY ) {
  1012. var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
  1013. var poffset = zoffset * 4;
  1014. var zlinestep = canvasWidth - blockSize;
  1015. var plinestep = zlinestep * 4;
  1016. for ( var y = 0; y < blockSize; y ++ ) {
  1017. for ( var x = 0; x < blockSize; x ++ ) {
  1018. zbuffer[ zoffset ++ ] = maxZVal;
  1019. data[ poffset ++ ] = clearColor.r * 255 | 0;
  1020. data[ poffset ++ ] = clearColor.g * 255 | 0;
  1021. data[ poffset ++ ] = clearColor.b * 255 | 0;
  1022. data[ poffset ++ ] = alpha ? : 0 : 255;
  1023. }
  1024. zoffset += zlinestep;
  1025. poffset += plinestep;
  1026. }
  1027. }
  1028. function finishClear( ) {
  1029. var block = 0;
  1030. for ( var y = 0; y < canvasHBlocks; y ++ ) {
  1031. for ( var x = 0; x < canvasWBlocks; x ++ ) {
  1032. if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
  1033. clearBlock( x, y );
  1034. blockFlags[ block ] = BLOCK_ISCLEAR;
  1035. }
  1036. block ++;
  1037. }
  1038. }
  1039. }
  1040. };
  1041. THREE.SoftwareRenderer.Texture = function() {
  1042. var canvas;
  1043. this.fromImage = function( image ) {
  1044. if ( ! image || image.width <= 0 || image.height <= 0 )
  1045. return;
  1046. if ( canvas === undefined ) {
  1047. canvas = document.createElement( 'canvas' );
  1048. }
  1049. var size = image.width > image.height ? image.width : image.height;
  1050. size = THREE.Math.nextPowerOfTwo( size );
  1051. if ( canvas.width != size || canvas.height != size ) {
  1052. canvas.width = size;
  1053. canvas.height = size;
  1054. }
  1055. var ctx = canvas.getContext( '2d' );
  1056. ctx.clearRect( 0, 0, size, size );
  1057. ctx.drawImage( image, 0, 0, size, size );
  1058. var imgData = ctx.getImageData( 0, 0, size, size );
  1059. this.data = imgData.data;
  1060. this.width = size;
  1061. this.height = size;
  1062. this.srcUrl = image.src;
  1063. };
  1064. };