SoftwareRenderer.js 27 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author ryg / http://farbrausch.de/~fg
  4. * @author mraleph / http://mrale.ph/
  5. * @author daoshengmu / http://dsmu.me/
  6. */
  7. THREE.SoftwareRenderer = function ( parameters ) {
  8. console.log( 'THREE.SoftwareRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var canvas = parameters.canvas !== undefined
  11. ? parameters.canvas
  12. : document.createElement( 'canvas' );
  13. var context = canvas.getContext( '2d', {
  14. alpha: parameters.alpha === true
  15. } );
  16. var shaders = {};
  17. var canvasWidth, canvasHeight;
  18. var canvasWBlocks, canvasHBlocks;
  19. var viewportXScale, viewportYScale, viewportZScale;
  20. var viewportXOffs, viewportYOffs, viewportZOffs;
  21. var clearColor = new THREE.Color( 0x000000 );
  22. var imagedata, data, zbuffer;
  23. var numBlocks, blockMaxZ, blockFlags;
  24. var BLOCK_ISCLEAR = (1 << 0);
  25. var BLOCK_NEEDCLEAR = (1 << 1);
  26. var subpixelBits = 4;
  27. var subpixelBias = (1 << subpixelBits) - 1;
  28. var blockShift = 3;
  29. var blockSize = 1 << blockShift;
  30. var maxZVal = (1 << 24); // Note: You want to size this so you don't get overflows.
  31. var maxTexCoordVal = 1; // Note: You want to size this so you don't get overflows.
  32. var rectx1 = Infinity, recty1 = Infinity;
  33. var rectx2 = 0, recty2 = 0;
  34. var prevrectx1 = Infinity, prevrecty1 = Infinity;
  35. var prevrectx2 = 0, prevrecty2 = 0;
  36. var projector = new THREE.Projector();
  37. var vector1 = new THREE.Vector3();
  38. var vector2 = new THREE.Vector3();
  39. var vector3 = new THREE.Vector3();
  40. this.domElement = canvas;
  41. this.autoClear = true;
  42. // WebGLRenderer compatibility
  43. this.supportsVertexTextures = function () {};
  44. this.setFaceCulling = function () {};
  45. this.setClearColor = function ( color, alpha ) {
  46. clearColor.set( color );
  47. cleanColorBuffer();
  48. };
  49. this.setSize = function ( width, height ) {
  50. canvasWBlocks = Math.floor( width / blockSize );
  51. canvasHBlocks = Math.floor( height / blockSize );
  52. canvasWidth = canvasWBlocks * blockSize;
  53. canvasHeight = canvasHBlocks * blockSize;
  54. var fixScale = 1 << subpixelBits;
  55. viewportXScale = fixScale * canvasWidth / 2;
  56. viewportYScale = -fixScale * canvasHeight / 2;
  57. viewportZScale = maxZVal / 2;
  58. viewportTexCoordScale = maxTexCoordVal;
  59. viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
  60. viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
  61. viewportZOffs = maxZVal / 2 + 0.5;
  62. viewportTexCoordOffs = 0;
  63. canvas.width = canvasWidth;
  64. canvas.height = canvasHeight;
  65. context.fillStyle = clearColor.getStyle();
  66. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  67. imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
  68. data = imagedata.data;
  69. zbuffer = new Int32Array( data.length / 4 );
  70. numBlocks = canvasWBlocks * canvasHBlocks;
  71. blockMaxZ = new Int32Array( numBlocks );
  72. blockFlags = new Uint8Array( numBlocks );
  73. for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
  74. zbuffer[ i ] = maxZVal;
  75. }
  76. for ( var i = 0; i < numBlocks; i ++ ) {
  77. blockFlags[ i ] = BLOCK_ISCLEAR;
  78. }
  79. cleanColorBuffer();
  80. };
  81. this.setSize( canvas.width, canvas.height );
  82. this.clear = function () {
  83. rectx1 = Infinity;
  84. recty1 = Infinity;
  85. rectx2 = 0;
  86. recty2 = 0;
  87. for ( var i = 0; i < numBlocks; i ++ ) {
  88. blockMaxZ[ i ] = maxZVal;
  89. blockFlags[ i ] = (blockFlags[ i ] & BLOCK_ISCLEAR) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
  90. }
  91. };
  92. this.render = function ( scene, camera ) {
  93. if ( this.autoClear === true ) this.clear();
  94. var renderData = projector.projectScene( scene, camera, false, false );
  95. var elements = renderData.elements;
  96. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  97. var element = elements[ e ];
  98. var material = element.material;
  99. var shader = getMaterialShader( material );
  100. if ( element instanceof THREE.RenderableFace ) {
  101. drawTriangle(
  102. element.v1.positionScreen,
  103. element.v2.positionScreen,
  104. element.v3.positionScreen,
  105. shader, element, material
  106. );
  107. } else if ( element instanceof THREE.RenderableSprite ) {
  108. var scaleX = element.scale.x * 0.5;
  109. var scaleY = element.scale.y * 0.5;
  110. vector1.copy( element );
  111. vector1.x -= scaleX;
  112. vector1.y += scaleY;
  113. vector2.copy( element );
  114. vector2.x -= scaleX;
  115. vector2.y -= scaleY;
  116. vector3.copy( element );
  117. vector3.x += scaleX;
  118. vector3.y += scaleY;
  119. drawTriangle(
  120. vector1, vector2, vector3,
  121. shader, element, material
  122. );
  123. vector1.copy( element );
  124. vector1.x += scaleX;
  125. vector1.y += scaleY;
  126. vector2.copy( element );
  127. vector2.x -= scaleX;
  128. vector2.y -= scaleY;
  129. vector3.copy( element );
  130. vector3.x += scaleX;
  131. vector3.y -= scaleY;
  132. drawTriangle(
  133. vector1, vector2, vector3,
  134. shader, element, material
  135. );
  136. }
  137. }
  138. finishClear();
  139. var x = Math.min( rectx1, prevrectx1 );
  140. var y = Math.min( recty1, prevrecty1 );
  141. var width = Math.max( rectx2, prevrectx2 ) - x;
  142. var height = Math.max( recty2, prevrecty2 ) - y;
  143. /*
  144. // debug; draw zbuffer
  145. for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
  146. var o = i * 4;
  147. var v = (65535 - zbuffer[ i ]) >> 3;
  148. data[ o + 0 ] = v;
  149. data[ o + 1 ] = v;
  150. data[ o + 2 ] = v;
  151. data[ o + 3 ] = 255;
  152. }
  153. */
  154. if ( x !== Infinity ) {
  155. context.putImageData( imagedata, 0, 0, x, y, width, height );
  156. }
  157. prevrectx1 = rectx1; prevrecty1 = recty1;
  158. prevrectx2 = rectx2; prevrecty2 = recty2;
  159. };
  160. function cleanColorBuffer() {
  161. var size = canvasWidth * canvasHeight * 4;
  162. for ( var i = 0; i < size; i+=4 ) {
  163. data[ i ] = clearColor.r * 255 | 0;
  164. data[ i+1 ] = clearColor.g * 255 | 0;
  165. data[ i+2 ] = clearColor.b * 255 | 0;
  166. data[ i+3 ] = 255;
  167. }
  168. context.fillStyle = clearColor.getStyle();
  169. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  170. }
  171. function getPalette( color, bSimulateSpecular ) {
  172. var diffuseR = color.r * 149;
  173. var diffuseG = color.g * 149;
  174. var diffuseB = color.b * 149;
  175. var palette = new Array(256);
  176. if ( bSimulateSpecular ) {
  177. var i = 0;
  178. while(i < 204) {
  179. var r = i * diffuseR / 204;
  180. var g = i * diffuseG / 204;
  181. var b = i * diffuseB / 204;
  182. if(r > 255)
  183. r = 255;
  184. if(g > 255)
  185. g = 255;
  186. if(b > 255)
  187. b = 255;
  188. palette[i++] = r << 16 | g << 8 | b;
  189. }
  190. while(i < 256) { // plus specular highlight
  191. var r = diffuseR + (i - 204) * (255 - diffuseR) / 82;
  192. var g = diffuseG + (i - 204) * (255 - diffuseG) / 82;
  193. var b = diffuseB + (i - 204) * (255 - diffuseB) / 82;
  194. if(r > 255)
  195. r = 255;
  196. if(g > 255)
  197. g = 255;
  198. if(b > 255)
  199. b = 255;
  200. if ( (r<<16) < 16777215 )
  201. {
  202. var test = 0;
  203. ++test;
  204. }
  205. palette[i++] = r << 16 | g << 8 | b;
  206. }
  207. } else {
  208. var i = 0;
  209. while(i < 256) {
  210. var r = i * diffuseR / 255;
  211. var g = i * diffuseG / 255;
  212. var b = i * diffuseB / 255;
  213. if(r > 255)
  214. r = 255;
  215. if(g > 255)
  216. g = 255;
  217. if(b > 255)
  218. b = 255;
  219. palette[i++] = r << 16 | g << 8 | b;
  220. }
  221. }
  222. return palette;
  223. }
  224. function basicMaterialShader( buffer, offset, u, v, n, face, material ) {
  225. if ( material.map.needsUpdate ) {
  226. material.texture.CreateFromImage( material.map.image );
  227. material.map.needsUpdate = false;
  228. }
  229. if ( !material.texture.data )
  230. return;
  231. var tdim = material.texture.width;
  232. var isTransparent = material.transparent;
  233. var tbound = tdim - 1;
  234. var tdata = material.texture.data;
  235. var texel = tdata[((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)];
  236. if ( !isTransparent ) {
  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. else {
  243. var opaci = ((texel >> 24) & 0xff) * material.opacity;
  244. if(opaci < 250) {
  245. var backColor = buffer[ offset ] << 24 + buffer[ offset + 1 ] << 16 + buffer[ offset + 2 ] << 8;
  246. texel = texel * opaci + backColor * (1-opaci);
  247. }
  248. buffer[ offset ] = (texel & 0xff0000) >> 16;
  249. buffer[ offset + 1 ] = (texel & 0xff00) >> 8;
  250. buffer[ offset + 2 ] = (texel & 0xff);
  251. buffer[ offset + 3 ] = material.opacity * 255;
  252. }
  253. }
  254. function lightingMaterialShader( buffer, offset, u, v, n, face, material ) {
  255. if ( material.map.needsUpdate ) {
  256. material.texture.CreateFromImage( material.map.image );
  257. material.map.needsUpdate = false;
  258. return;
  259. }
  260. if ( !material.texture.data )
  261. return;
  262. var tdim = material.texture.width;
  263. var isTransparent = material.transparent;
  264. var color = material.palette[ n > 0 ? (~~n) : 0 ];
  265. var tbound = tdim - 1;
  266. var tdata = material.texture.data;
  267. var texel = tdata[((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)];
  268. if ( !isTransparent ) {
  269. buffer[ offset ] = (((color & 0xff0000) >> 16) * ((texel & 0xff0000) >> 16)) >> 8;
  270. buffer[ offset + 1 ] = (((color & 0xff00) >> 8) * ((texel & 0xff00) >> 8)) >> 8;
  271. buffer[ offset + 2 ] = ((color & 0xff) * (texel & 0xff)) >> 8;
  272. buffer[ offset + 3 ] = material.opacity * 255;
  273. } else {
  274. var opaci = ((texel >> 24) & 0xff) * material.opacity;
  275. if(opaci < 250) {
  276. var backColor = buffer[ offset ] << 24 + buffer[ offset + 1 ] << 16 + buffer[ offset + 2 ] << 8;
  277. texel = texel * opaci + backColor * (1-opaci);
  278. }
  279. buffer[ offset ] = (texel & 0xff0000) >> 16;
  280. buffer[ offset + 1 ] = (texel & 0xff00) >> 8;
  281. buffer[ offset + 2 ] = (texel & 0xff);
  282. buffer[ offset + 3 ] = material.opacity * 255;
  283. }
  284. }
  285. function getMaterialShader( material ) {
  286. var id = material.id;
  287. var shader = shaders[ id ];
  288. if ( shaders[ id ] === undefined ) {
  289. if ( material instanceof THREE.MeshBasicMaterial ||
  290. material instanceof THREE.MeshLambertMaterial ||
  291. material instanceof THREE.MeshPhongMaterial ||
  292. material instanceof THREE.SpriteMaterial ) {
  293. if ( material instanceof THREE.MeshLambertMaterial ) {
  294. // Generate color palette
  295. if ( !material.palette ) {
  296. material.palette = getPalette( material.color, false );
  297. }
  298. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  299. // Generate color palette
  300. if ( !material.palette ) {
  301. material.palette = getPalette( material.color, true );
  302. }
  303. }
  304. var string;
  305. if ( material.map ) {
  306. var texture = new THREE.SoftwareRenderer.Texture();
  307. material.texture = texture;
  308. if ( material instanceof THREE.MeshBasicMaterial ) {
  309. shader = basicMaterialShader;
  310. } else {
  311. shader = lightingMaterialShader;
  312. }
  313. } else {
  314. if ( material.vertexColors === THREE.FaceColors ) {
  315. string = [
  316. 'buffer[ offset ] = face.color.r * 255;',
  317. 'buffer[ offset + 1 ] = face.color.g * 255;',
  318. 'buffer[ offset + 2 ] = face.color.b * 255;',
  319. 'buffer[ offset + 3 ] = material.opacity * 255;'
  320. ].join('\n');
  321. } else {
  322. string = [
  323. 'buffer[ offset ] = material.color.r * 255;',
  324. 'buffer[ offset + 1 ] = material.color.g * 255;',
  325. 'buffer[ offset + 2 ] = material.color.b * 255;',
  326. 'buffer[ offset + 3 ] = material.opacity * 255;'
  327. ].join('\n');
  328. }
  329. shader = new Function( 'buffer, offset, u, v, n, face, material', string );
  330. }
  331. } else {
  332. var string = [
  333. 'buffer[ offset ] = u * 255;',
  334. 'buffer[ offset + 1 ] = v * 255;',
  335. 'buffer[ offset + 2 ] = 0;',
  336. 'buffer[ offset + 3 ] = 255;'
  337. ].join('\n');
  338. shader = new Function( 'buffer, offset, u, v', string );
  339. }
  340. shaders[ id ] = shader;
  341. }
  342. return shader;
  343. }
  344. function clearRectangle( x1, y1, x2, y2 ) {
  345. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  346. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  347. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  348. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  349. var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
  350. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  351. for ( var y = ymin; y < ymax; y ++ ) {
  352. for ( var x = xmin; x < xmax; x ++ ) {
  353. data[ offset += 4 ] = 0;
  354. }
  355. offset += linestep;
  356. }
  357. }
  358. function drawTriangle( v1, v2, v3, shader, face, material ) {
  359. // TODO: Implement per-pixel z-clipping
  360. if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 || v3.z < -1 || v3.z > 1 ) return;
  361. // https://gist.github.com/2486101
  362. // explanation: http://pouet.net/topic.php?which=8760&page=1
  363. // 28.4 fixed-point coordinates
  364. var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
  365. var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
  366. var x3 = (v3.x * viewportXScale + viewportXOffs) | 0;
  367. var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
  368. var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
  369. var y3 = (v3.y * viewportYScale + viewportYOffs) | 0;
  370. // Z values (.28 fixed-point)
  371. var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
  372. var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
  373. var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
  374. // UV values
  375. var tu1 = face.uvs[0].x;
  376. var tv1 = face.uvs[0].y;
  377. var tu2 = face.uvs[1].x;
  378. var tv2 = face.uvs[1].y;
  379. var tu3 = face.uvs[2].x;
  380. var tv3 = face.uvs[2].y;
  381. // Normal values
  382. var n1 = face.vertexNormalsModel[0], n2 = face.vertexNormalsModel[1], n3 = face.vertexNormalsModel[2];
  383. var nz1 = n1.z;
  384. var nz2 = n2.z;
  385. var nz3 = n3.z;
  386. // Deltas
  387. var dx12 = x1 - x2, dy12 = y2 - y1;
  388. var dx23 = x2 - x3, dy23 = y3 - y2;
  389. var dx31 = x3 - x1, dy31 = y1 - y3;
  390. // Bounding rectangle
  391. var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
  392. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  393. var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
  394. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  395. rectx1 = Math.min( minx, rectx1 );
  396. rectx2 = Math.max( maxx, rectx2 );
  397. recty1 = Math.min( miny, recty1 );
  398. recty2 = Math.max( maxy, recty2 );
  399. // Block size, standard 8x8 (must be power of two)
  400. var q = blockSize;
  401. // Start in corner of 8x8 block
  402. minx &= ~(q - 1);
  403. miny &= ~(q - 1);
  404. // Constant part of half-edge functions
  405. var c1 = dy12 * ((minx << subpixelBits) - x1) + dx12 * ((miny << subpixelBits) - y1);
  406. var c2 = dy23 * ((minx << subpixelBits) - x2) + dx23 * ((miny << subpixelBits) - y2);
  407. var c3 = dy31 * ((minx << subpixelBits) - x3) + dx31 * ((miny << subpixelBits) - y3);
  408. // Correct for fill convention
  409. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  410. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  411. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  412. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  413. // It's a bit subtle. :)
  414. c1 = (c1 - 1) >> subpixelBits;
  415. c2 = (c2 - 1) >> subpixelBits;
  416. c3 = (c3 - 1) >> subpixelBits;
  417. // Z interpolation setup
  418. var dz12 = z1 - z2, dz31 = z3 - z1;
  419. var invDet = 1.0 / (dx12*dy31 - dx31*dy12);
  420. var dzdx = (invDet * (dz12*dy31 - dz31*dy12)); // dz per one subpixel step in x
  421. var dzdy = (invDet * (dz12*dx31 - dx12*dz31)); // dz per one subpixel step in y
  422. // Z at top/left corner of rast area
  423. var cz = ( z1 + ((minx << subpixelBits) - x1) * dzdx + ((miny << subpixelBits) - y1) * dzdy ) | 0;
  424. // Z pixel steps
  425. var zfixscale = (1 << subpixelBits);
  426. dzdx = (dzdx * zfixscale) | 0;
  427. dzdy = (dzdy * zfixscale) | 0;
  428. // UV interpolation setup
  429. var dtu12 = tu1 - tu2, dtu31 = tu3 - tu1;
  430. var dtudx = (invDet * (dtu12*dy31 - dtu31*dy12)); // dtu per one subpixel step in x
  431. var dtudy = (invDet * (dtu12*dx31 - dx12*dtu31)); // dtu per one subpixel step in y
  432. var dtv12 = tv1 - tv2, dtv31 = tv3 - tv1;
  433. var dtvdx = (invDet * (dtv12*dy31 - dtv31*dy12)); // dtv per one subpixel step in x
  434. var dtvdy = (invDet * (dtv12*dx31 - dx12*dtv31)); // dtv per one subpixel step in y
  435. // UV at top/left corner of rast area
  436. var minXfixscale = (minx << subpixelBits);
  437. var minYfixscale = (miny << subpixelBits);
  438. var ctu = ( tu1 + (minXfixscale - x1) * dtudx + (minYfixscale - y1) * dtudy );
  439. var ctv = ( tv1 + (minXfixscale - x1) * dtvdx + (minYfixscale - y1) * dtvdy );
  440. // UV pixel steps
  441. var tufixscale = (1 << subpixelBits);
  442. dtudx = dtudx * tufixscale;
  443. dtudy = dtudy * tufixscale;
  444. var tvfixscale = (1 << subpixelBits);
  445. dtvdx = (dtvdx * tvfixscale);
  446. dtvdy = (dtvdy * tvfixscale);
  447. // Normal interpolation setup
  448. var dnz12 = nz1 - nz2, dnz31 = nz3 - nz1;
  449. var dnzdx = (invDet * (dnz12*dy31 - dnz31*dy12)); // dnz per one subpixel step in x
  450. var dnzdy = (invDet * (dnz12*dx31 - dx12*dnz31)); // dnz per one subpixel step in y
  451. // Normal at top/left corner of rast area
  452. var cnz = ( nz1 + (minXfixscale - x1) * dnzdx + (minYfixscale - y1) * dnzdy );
  453. // UV pixel steps
  454. dnzdx = (dnzdx * tvfixscale);
  455. dnzdy = (dnzdy * tvfixscale);
  456. // Set up min/max corners
  457. var qm1 = q - 1; // for convenience
  458. var nmin1 = 0, nmax1 = 0;
  459. var nmin2 = 0, nmax2 = 0;
  460. var nmin3 = 0, nmax3 = 0;
  461. var nminz = 0, nmaxz = 0;
  462. var nmintu = 0, nmaxtu = 0;
  463. if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
  464. if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
  465. if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
  466. if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
  467. if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
  468. if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
  469. if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
  470. if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
  471. if (dtudx >= 0) nmaxtu += qm1*dtudx; else nmintu += qm1*dtudx;
  472. if (dtudy >= 0) nmaxtu += qm1*dtudy; else nmintu += qm1*dtudy;
  473. // Loop through blocks
  474. var linestep = canvasWidth - q;
  475. var scale = 1.0 / (c1 + c2 + c3);
  476. var cb1 = c1;
  477. var cb2 = c2;
  478. var cb3 = c3;
  479. var cbz = cz;
  480. var cbtu = ctu;
  481. var cbtv = ctv;
  482. var cbnz = cnz;
  483. var qstep = -q;
  484. var e1x = qstep * dy12;
  485. var e2x = qstep * dy23;
  486. var e3x = qstep * dy31;
  487. var ezx = qstep * dzdx;
  488. var etux = qstep * dtudx;
  489. var etvx = qstep * dtvdx;
  490. var enzx = qstep * dnzdx;
  491. var x0 = minx;
  492. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  493. // New block line - keep hunting for tri outer edge in old block line dir
  494. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  495. x0 += qstep;
  496. cb1 += e1x;
  497. cb2 += e2x;
  498. cb3 += e3x;
  499. cbz += ezx;
  500. cbtu += etux;
  501. cbtv += etvx;
  502. cbnz += enzx;
  503. }
  504. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  505. qstep = -qstep;
  506. e1x = -e1x;
  507. e2x = -e2x;
  508. e3x = -e3x;
  509. ezx = -ezx;
  510. etux = -etux;
  511. etvx = -etvx;
  512. enzx = -enzx;
  513. while ( 1 ) {
  514. // Step everything
  515. x0 += qstep;
  516. cb1 += e1x;
  517. cb2 += e2x;
  518. cb3 += e3x;
  519. cbz += ezx;
  520. cbtu += etux;
  521. cbtv += etvx;
  522. cbnz += enzx;
  523. // We're done with this block line when at least one edge completely out
  524. // If an edge function is too small and decreasing in the current traversal
  525. // dir, we're done with this line.
  526. if (x0 < minx || x0 >= maxx) break;
  527. if (cb1 < nmax1) if (e1x < 0) break; else continue;
  528. if (cb2 < nmax2) if (e2x < 0) break; else continue;
  529. if (cb3 < nmax3) if (e3x < 0) break; else continue;
  530. // We can skip this block if it's already fully covered
  531. var blockX = x0 >> blockShift;
  532. var blockY = y0 >> blockShift;
  533. var blockId = blockX + blockY * canvasWBlocks;
  534. var minz = cbz + nminz;
  535. // farthest point in block closer than closest point in our tri?
  536. if ( blockMaxZ[ blockId ] < minz ) continue;
  537. // Need to do a deferred clear?
  538. var bflags = blockFlags[ blockId ];
  539. if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
  540. blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  541. // Offset at top-left corner
  542. var offset = x0 + y0 * canvasWidth;
  543. // Accept whole block when fully covered
  544. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  545. var maxz = cbz + nmaxz;
  546. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  547. var cy1 = cb1;
  548. var cy2 = cb2;
  549. var cyz = cbz;
  550. var cytu = cbtu;
  551. var cytv = cbtv;
  552. var cynz = cbnz;
  553. for ( var iy = 0; iy < q; iy ++ ) {
  554. var cx1 = cy1;
  555. var cx2 = cy2;
  556. var cxz = cyz;
  557. var cxtu = cytu;
  558. var cxtv = cytv;
  559. var cxnz = cynz;
  560. for ( var ix = 0; ix < q; ix ++ ) {
  561. var z = cxz;
  562. if ( z < zbuffer[ offset ] ) {
  563. zbuffer[ offset ] = z;
  564. var u = cx1 * scale;
  565. var v = cx2 * scale;
  566. shader( data, offset * 4, cxtu, 1-cxtv, cxnz * 255, face, material );
  567. }
  568. cx1 += dy12;
  569. cx2 += dy23;
  570. cxz += dzdx;
  571. cxtu += dtudx;
  572. cxtv += dtvdx;
  573. cxnz += dnzdx;
  574. offset++;
  575. }
  576. cy1 += dx12;
  577. cy2 += dx23;
  578. cyz += dzdy;
  579. cytu += dtudy;
  580. cytv += dtvdy;
  581. cynz += dnzdy;
  582. offset += linestep;
  583. }
  584. } else { // Partially covered block
  585. var cy1 = cb1;
  586. var cy2 = cb2;
  587. var cy3 = cb3;
  588. var cyz = cbz;
  589. var cytu = cbtu;
  590. var cytv = cbtv;
  591. var cynz = cbnz;
  592. for ( var iy = 0; iy < q; iy ++ ) {
  593. var cx1 = cy1;
  594. var cx2 = cy2;
  595. var cx3 = cy3;
  596. var cxz = cyz;
  597. var cxtu = cytu;
  598. var cxtv = cytv;
  599. var cxnz = cynz;
  600. for ( var ix = 0; ix < q; ix ++ ) {
  601. if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
  602. var z = cxz;
  603. if ( z < zbuffer[ offset ] ) {
  604. var u = cx1 * scale;
  605. var v = cx2 * scale;
  606. zbuffer[ offset ] = z;
  607. shader( data, offset * 4, cxtu, 1-cxtv, cxnz * 255, face, material );
  608. }
  609. }
  610. cx1 += dy12;
  611. cx2 += dy23;
  612. cx3 += dy31;
  613. cxz += dzdx;
  614. cxtu += dtudx;
  615. cxtv += dtvdx;
  616. cxnz += dnzdx;
  617. offset++;
  618. }
  619. cy1 += dx12;
  620. cy2 += dx23;
  621. cy3 += dx31;
  622. cyz += dzdy;
  623. cytu += dtudy;
  624. cytv += dtvdy;
  625. cynz += dnzdy;
  626. offset += linestep;
  627. }
  628. }
  629. }
  630. // Advance to next row of blocks
  631. cb1 += q*dx12;
  632. cb2 += q*dx23;
  633. cb3 += q*dx31;
  634. cbz += q*dzdy;
  635. cbtu += q*dtudy;
  636. cbtv += q*dtvdy;
  637. cbnz += q*dnzdy;
  638. }
  639. }
  640. function clearBlock( blockX, blockY ) {
  641. var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
  642. var poffset = zoffset * 4;
  643. var zlinestep = canvasWidth - blockSize;
  644. var plinestep = zlinestep * 4;
  645. for ( var y = 0; y < blockSize; y ++ ) {
  646. for ( var x = 0; x < blockSize; x ++ ) {
  647. zbuffer[ zoffset ++ ] = maxZVal;
  648. data[ poffset ++ ] = clearColor.r * 255 | 0;
  649. data[ poffset ++ ] = clearColor.g * 255 | 0;
  650. data[ poffset ++ ] = clearColor.b * 255 | 0;
  651. data[ poffset ++ ] = 255;
  652. }
  653. zoffset += zlinestep;
  654. poffset += plinestep;
  655. }
  656. }
  657. function finishClear( ) {
  658. var block = 0;
  659. for ( var y = 0; y < canvasHBlocks; y ++ ) {
  660. for ( var x = 0; x < canvasWBlocks; x ++ ) {
  661. if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
  662. clearBlock( x, y );
  663. blockFlags[ block ] = BLOCK_ISCLEAR;
  664. }
  665. block ++;
  666. }
  667. }
  668. }
  669. };
  670. THREE.SoftwareRenderer.Texture = function() {
  671. var canvas = null;
  672. this.CreateFromImage = function( image ) {
  673. if(image.width <=0 || image.height <=0)
  674. return;
  675. var isCanvasClean = false;
  676. var canvas = THREE.SoftwareRenderer.Texture.canvas;
  677. if ( !canvas ) {
  678. try {
  679. canvas = document.createElement('canvas');
  680. THREE.SoftwareRenderer.Texture.canvas = canvas;
  681. isCanvasClean = true;
  682. } catch( e ) {
  683. return;
  684. }
  685. }
  686. var dim = image.width > image.height ? image.width : image.height;
  687. if(dim <= 32)
  688. dim = 32;
  689. else if(dim <= 64)
  690. dim = 64;
  691. else if(dim <= 128)
  692. dim = 128;
  693. else if(dim <= 256)
  694. dim = 256;
  695. else if(dim <= 512)
  696. dim = 512;
  697. else
  698. dim = 1024;
  699. if(canvas.width != dim || canvas.height != dim) {
  700. canvas.width = canvas.height = dim;
  701. isCanvasClean = true;
  702. }
  703. var data;
  704. try {
  705. var ctx = canvas.getContext('2d');
  706. if(!isCanvasClean)
  707. ctx.clearRect(0, 0, dim, dim);
  708. ctx.drawImage(image, 0, 0, dim, dim);
  709. var imgData = ctx.getImageData(0, 0, dim, dim);
  710. data = imgData.data;
  711. }
  712. catch(e) {
  713. return;
  714. }
  715. var size = data.length / 4;
  716. this.data = new Array(size);
  717. var alpha;
  718. for(var i=0, j=0; i<size; i++, j+=4) {
  719. alpha = data[j + 3];
  720. this.data[i] = alpha << 24 | data[j] << 16 | data[j+1] << 8 | data[j+2];
  721. if(alpha < 255)
  722. this.hasTransparency = true;
  723. }
  724. this.width = dim;
  725. this.height = dim;
  726. this.srcUrl = image.src;
  727. };
  728. };