SoftwareRenderer.js 24 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. */
  6. THREE.SoftwareRenderer = function ( parameters ) {
  7. console.log( 'THREE.SoftwareRenderer', THREE.REVISION );
  8. parameters = parameters || {};
  9. var canvas = document.createElement( 'canvas' );
  10. var context = canvas.getContext( '2d', {
  11. alpha: parameters.alpha === true
  12. } );
  13. var shaders = {};
  14. var canvasWidth, canvasHeight;
  15. var canvasWBlocks, canvasHBlocks;
  16. var viewportXScale, viewportYScale, viewportZScale, viewportTexCoordScale;
  17. var viewportXOffs, viewportYOffs, viewportZOffs, viewportTexCoordOffs;
  18. var clearColor = new THREE.Color( 0x000000 );
  19. var imagedata, data, zbuffer;
  20. var numBlocks, blockMaxZ, blockFlags;
  21. var BLOCK_ISCLEAR = (1 << 0);
  22. var BLOCK_NEEDCLEAR = (1 << 1);
  23. var subpixelBits = 4;
  24. var subpixelBias = (1 << subpixelBits) - 1;
  25. var blockShift = 3;
  26. var blockSize = 1 << blockShift;
  27. var maxZVal = (1 << 24); // Note: You want to size this so you don't get overflows.
  28. var maxTexCoordVal = 1; // Note: You want to size this so you don't get overflows.
  29. var rectx1 = Infinity, recty1 = Infinity;
  30. var rectx2 = 0, recty2 = 0;
  31. var prevrectx1 = Infinity, prevrecty1 = Infinity;
  32. var prevrectx2 = 0, prevrecty2 = 0;
  33. var projector = new THREE.Projector();
  34. var vector1 = new THREE.Vector3();
  35. var vector2 = new THREE.Vector3();
  36. var vector3 = new THREE.Vector3();
  37. this.domElement = canvas;
  38. this.autoClear = true;
  39. // WebGLRenderer compatibility
  40. this.supportsVertexTextures = function () {};
  41. this.setFaceCulling = function () {};
  42. this.setClearColor = function ( color, alpha ) {
  43. clearColor.set( color );
  44. };
  45. this.setSize = function ( width, height ) {
  46. canvasWBlocks = Math.floor( width / blockSize );
  47. canvasHBlocks = Math.floor( height / blockSize );
  48. canvasWidth = canvasWBlocks * blockSize;
  49. canvasHeight = canvasHBlocks * blockSize;
  50. var fixScale = 1 << subpixelBits;
  51. viewportXScale = fixScale * canvasWidth / 2;
  52. viewportYScale = -fixScale * canvasHeight / 2;
  53. viewportZScale = maxZVal / 2;
  54. viewportTexCoordScale = maxTexCoordVal;
  55. viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
  56. viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
  57. viewportZOffs = maxZVal / 2 + 0.5;
  58. viewportTexCoordOffs = 0;
  59. canvas.width = canvasWidth;
  60. canvas.height = canvasHeight;
  61. context.fillStyle = clearColor.getStyle();
  62. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  63. imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
  64. data = imagedata.data;
  65. zbuffer = new Int32Array( data.length / 4 );
  66. numBlocks = canvasWBlocks * canvasHBlocks;
  67. blockMaxZ = new Int32Array( numBlocks );
  68. blockFlags = new Uint8Array( numBlocks );
  69. for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
  70. zbuffer[ i ] = maxZVal;
  71. }
  72. for ( var i = 0; i < numBlocks; i ++ ) {
  73. blockFlags[ i ] = BLOCK_ISCLEAR;
  74. }
  75. };
  76. this.setSize( canvas.width, canvas.height );
  77. this.clear = function () {
  78. rectx1 = Infinity;
  79. recty1 = Infinity;
  80. rectx2 = 0;
  81. recty2 = 0;
  82. for ( var i = 0; i < numBlocks; i ++ ) {
  83. blockMaxZ[ i ] = maxZVal;
  84. blockFlags[ i ] = (blockFlags[ i ] & BLOCK_ISCLEAR) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
  85. }
  86. };
  87. this.render = function ( scene, camera ) {
  88. if ( this.autoClear === true ) this.clear();
  89. var renderData = projector.projectScene( scene, camera, false, false );
  90. var elements = renderData.elements;
  91. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  92. var element = elements[ e ];
  93. var material = element.material;
  94. var shader = getMaterialShader( material );
  95. if ( element instanceof THREE.RenderableFace ) {
  96. drawTriangle(
  97. element.v1.positionScreen,
  98. element.v2.positionScreen,
  99. element.v3.positionScreen,
  100. shader, element, material
  101. );
  102. } else if ( element instanceof THREE.RenderableSprite ) {
  103. var scaleX = element.scale.x * 0.5;
  104. var scaleY = element.scale.y * 0.5;
  105. vector1.copy( element );
  106. vector1.x -= scaleX;
  107. vector1.y += scaleY;
  108. vector2.copy( element );
  109. vector2.x -= scaleX;
  110. vector2.y -= scaleY;
  111. vector3.copy( element );
  112. vector3.x += scaleX;
  113. vector3.y += scaleY;
  114. drawTriangle(
  115. vector1, vector2, vector3,
  116. shader, element, material
  117. );
  118. vector1.copy( element );
  119. vector1.x += scaleX;
  120. vector1.y += scaleY;
  121. vector2.copy( element );
  122. vector2.x -= scaleX;
  123. vector2.y -= scaleY;
  124. vector3.copy( element );
  125. vector3.x += scaleX;
  126. vector3.y -= scaleY;
  127. drawTriangle(
  128. vector1, vector2, vector3,
  129. shader, element, material
  130. );
  131. }
  132. }
  133. finishClear();
  134. var x = Math.min( rectx1, prevrectx1 );
  135. var y = Math.min( recty1, prevrecty1 );
  136. var width = Math.max( rectx2, prevrectx2 ) - x;
  137. var height = Math.max( recty2, prevrecty2 ) - y;
  138. /*
  139. // debug; draw zbuffer
  140. for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
  141. var o = i * 4;
  142. var v = (65535 - zbuffer[ i ]) >> 3;
  143. data[ o + 0 ] = v;
  144. data[ o + 1 ] = v;
  145. data[ o + 2 ] = v;
  146. data[ o + 3 ] = 255;
  147. }
  148. */
  149. if ( x !== Infinity ) {
  150. context.putImageData( imagedata, 0, 0, x, y, width, height );
  151. }
  152. prevrectx1 = rectx1; prevrecty1 = recty1;
  153. prevrectx2 = rectx2; prevrecty2 = recty2;
  154. };
  155. function getMaterialShader( material ) {
  156. var id = material.id;
  157. var shader = shaders[ id ];
  158. if ( shaders[ id ] === undefined ) {
  159. if ( material instanceof THREE.MeshBasicMaterial ||
  160. material instanceof THREE.MeshLambertMaterial ||
  161. material instanceof THREE.MeshPhongMaterial ||
  162. material instanceof THREE.SpriteMaterial ) {
  163. var string;
  164. if ( material.map ) {
  165. var texture = new THREE.SoftwareRenderer.Texture();
  166. texture.CreateFromImage( material.map.image );
  167. material.texture = texture;
  168. string = [
  169. 'var tdim = material.texture.width;',
  170. 'var tbound = tdim - 1;',
  171. 'var tdata = material.texture.data;',
  172. 'var texel = tdata[((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)];',
  173. 'buffer[ offset ] = (texel & 0xff0000) >> 16;',
  174. 'buffer[ offset + 1 ] = (texel & 0xff00) >> 8;',
  175. 'buffer[ offset + 2 ] = (texel & 0xff);',
  176. 'buffer[ offset + 3 ] = material.opacity * 255;',
  177. ].join('\n');
  178. } else {
  179. if ( material.vertexColors === THREE.FaceColors ) {
  180. string = [
  181. 'buffer[ offset ] = face.color.r * 255;',
  182. 'buffer[ offset + 1 ] = face.color.g * 255;',
  183. 'buffer[ offset + 2 ] = face.color.b * 255;',
  184. 'buffer[ offset + 3 ] = material.opacity * 255;',
  185. ].join('\n');
  186. } else {
  187. string = [
  188. 'buffer[ offset ] = material.color.r * 255;',
  189. 'buffer[ offset + 1 ] = material.color.g * 255;',
  190. 'buffer[ offset + 2 ] = material.color.b * 255;',
  191. 'buffer[ offset + 3 ] = material.opacity * 255;',
  192. ].join('\n');
  193. }
  194. }
  195. shader = new Function( 'buffer, offset, u, v, face, material', string );
  196. } else {
  197. var string = [
  198. 'buffer[ offset ] = u * 255;',
  199. 'buffer[ offset + 1 ] = v * 255;',
  200. 'buffer[ offset + 2 ] = 0;',
  201. 'buffer[ offset + 3 ] = 255;'
  202. ].join('\n');
  203. shader = new Function( 'buffer, offset, u, v', string );
  204. }
  205. shaders[ id ] = shader;
  206. }
  207. return shader;
  208. }
  209. function clearRectangle( x1, y1, x2, y2 ) {
  210. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  211. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  212. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  213. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  214. var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
  215. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  216. for ( var y = ymin; y < ymax; y ++ ) {
  217. for ( var x = xmin; x < xmax; x ++ ) {
  218. data[ offset += 4 ] = 0;
  219. }
  220. offset += linestep;
  221. }
  222. }
  223. function drawTriangle( v1, v2, v3, shader, face, material ) {
  224. // TODO: Implement per-pixel z-clipping
  225. if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 || v3.z < -1 || v3.z > 1 ) return;
  226. // https://gist.github.com/2486101
  227. // explanation: http://pouet.net/topic.php?which=8760&page=1
  228. // 28.4 fixed-point coordinates
  229. var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
  230. var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
  231. var x3 = (v3.x * viewportXScale + viewportXOffs) | 0;
  232. var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
  233. var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
  234. var y3 = (v3.y * viewportYScale + viewportYOffs) | 0;
  235. // Z values (.28 fixed-point)
  236. var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
  237. var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
  238. var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
  239. // UV values
  240. var tu1 = (face.uvs[0].x * viewportTexCoordScale + viewportTexCoordOffs);
  241. var tv1 = (face.uvs[0].y * viewportTexCoordScale + viewportTexCoordOffs);
  242. var tu2 = (face.uvs[1].x * viewportTexCoordScale + viewportTexCoordOffs);
  243. var tv2 = (face.uvs[1].y * viewportTexCoordScale + viewportTexCoordOffs);
  244. var tu3 = (face.uvs[2].x * viewportTexCoordScale + viewportTexCoordOffs);
  245. var tv3 = (face.uvs[2].y * viewportTexCoordScale + viewportTexCoordOffs);
  246. // Deltas
  247. var dx12 = x1 - x2, dy12 = y2 - y1;
  248. var dx23 = x2 - x3, dy23 = y3 - y2;
  249. var dx31 = x3 - x1, dy31 = y1 - y3;
  250. // Bounding rectangle
  251. var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
  252. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  253. var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
  254. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  255. rectx1 = Math.min( minx, rectx1 );
  256. rectx2 = Math.max( maxx, rectx2 );
  257. recty1 = Math.min( miny, recty1 );
  258. recty2 = Math.max( maxy, recty2 );
  259. // Block size, standard 8x8 (must be power of two)
  260. var q = blockSize;
  261. // Start in corner of 8x8 block
  262. minx &= ~(q - 1);
  263. miny &= ~(q - 1);
  264. // Constant part of half-edge functions
  265. var c1 = dy12 * ((minx << subpixelBits) - x1) + dx12 * ((miny << subpixelBits) - y1);
  266. var c2 = dy23 * ((minx << subpixelBits) - x2) + dx23 * ((miny << subpixelBits) - y2);
  267. var c3 = dy31 * ((minx << subpixelBits) - x3) + dx31 * ((miny << subpixelBits) - y3);
  268. // Correct for fill convention
  269. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  270. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  271. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  272. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  273. // It's a bit subtle. :)
  274. c1 = (c1 - 1) >> subpixelBits;
  275. c2 = (c2 - 1) >> subpixelBits;
  276. c3 = (c3 - 1) >> subpixelBits;
  277. // Z interpolation setup
  278. var dz12 = z1 - z2, dz31 = z3 - z1;
  279. var invDet = 1.0 / (dx12*dy31 - dx31*dy12);
  280. var dzdx = (invDet * (dz12*dy31 - dz31*dy12)); // dz per one subpixel step in x
  281. var dzdy = (invDet * (dz12*dx31 - dx12*dz31)); // dz per one subpixel step in y
  282. // Z at top/left corner of rast area
  283. var cz = ( z1 + ((minx << subpixelBits) - x1) * dzdx + ((miny << subpixelBits) - y1) * dzdy ) | 0;
  284. // Z pixel steps
  285. var zfixscale = (1 << subpixelBits);
  286. dzdx = (dzdx * zfixscale) | 0;
  287. dzdy = (dzdy * zfixscale) | 0;
  288. // UV interpolation setup
  289. var dtu12 = tu1 - tu2, dtu23 = tu2 - tu3, dtu31 = tu3 - tu1;
  290. // var dtudx = (invDet * (dtu12*dy31 - du31*dy12)); // dtu per one subpixel step in x
  291. // var dtudy = (invDet * (dtu12*dx31 - dx12*du31)); // dtu per one subpixel step in y
  292. var dtv12 = tv1 - tv2, dtv23 = tv2 - tv3, dtv31 = tv3 - tv1;
  293. // var dtvdx = (invDet * (dtv12*dy31 - dtv31*dy12)); // dtv per one subpixel step in x
  294. // var dtvdy = (invDet * (dtv12*dx31 - dx12*dtv31)); // dtv per one subpixel step in y
  295. // UV at top/left corner of rast area
  296. // var minXfixscale = (minx << subpixelBits);
  297. // var minYfixscale = (miny << subpixelBits);
  298. // var ctu = ( tu1 + (minXfixscale - x1) * dtudx + (minYfixscale - y1) * dtudy );
  299. // var ctv = ( tv1 + (minXfixscale - x1) * dtvdx + (minYfixscale - y1) * dtvdy );
  300. var mintu = Math.min( tu1, tu2, tu3 );
  301. var maxtu = Math.max( tu1, tu2, tu3 );
  302. var mintv = Math.min( tv1, tv2, tv3 );
  303. var maxtv = Math.max( tv1, tv2, tv3 );
  304. var cuv1 = dtv12 * (mintu- tu1) + dtu12 * (mintv - tv1);
  305. var cuv2 = dtv23 * (mintu - tu2) + dtu23 * (mintv - tv2);
  306. var cuv3 = dtv31 * (mintu - tu3) + dtu31 * (mintv - tv3);
  307. // UV pixel steps
  308. // var tufixscale = (1 << subpixelBits);
  309. // dtudx = dtudx * tufixscale;
  310. // dtudy = dtudy * tufixscale;
  311. // var tvfixscale = (1 << subpixelBits);
  312. // dtvdx = (dtvdx * tvfixscale);
  313. // dtvdy = (dtvdy * tvfixscale);
  314. // Set up min/max corners
  315. var qm1 = q - 1; // for convenience
  316. var nmin1 = 0, nmax1 = 0;
  317. var nmin2 = 0, nmax2 = 0;
  318. var nmin3 = 0, nmax3 = 0;
  319. var nminz = 0, nmaxz = 0;
  320. // var nmintu = 0, nmaxtu = 0;
  321. // var nmintv = 0, nmaxtv = 0;
  322. if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
  323. if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
  324. if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
  325. if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
  326. if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
  327. if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
  328. if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
  329. if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
  330. // if (dtudx >= 0) nmaxtu += qm1*dtudx; else nmintu += qm1*dtudx;
  331. // if (dtudy >= 0) nmaxtu += qm1*dtudy; else nmintu += qm1*dtudy;
  332. // Loop through blocks
  333. var linestep = canvasWidth - q;
  334. var scale = 1.0 / (c1 + c2 + c3);
  335. var cb1 = c1;
  336. var cb2 = c2;
  337. var cb3 = c3;
  338. var cbz = cz;
  339. var cbtuv1 = cuv1;
  340. var cbtuv2 = cuv2;
  341. var cbtuv3 = cuv3;
  342. var qstep = -q;
  343. var e1x = qstep * dy12;
  344. var e2x = qstep * dy23;
  345. var e3x = qstep * dy31;
  346. var ezx = qstep * dzdx;
  347. var e1tu = qstep * dtv12;
  348. var e2tu = qstep * dtv23;
  349. var e3tu = qstep * dtv31;
  350. var x0 = minx;
  351. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  352. // New block line - keep hunting for tri outer edge in old block line dir
  353. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  354. x0 += qstep;
  355. cb1 += e1x;
  356. cb2 += e2x;
  357. cb3 += e3x;
  358. cbz += ezx;
  359. cbtuv1 += e1tu;
  360. cbtuv2 += e2tu;
  361. cbtuv3 += e3tu;
  362. }
  363. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  364. qstep = -qstep;
  365. e1x = -e1x;
  366. e2x = -e2x;
  367. e3x = -e3x;
  368. ezx = -ezx;
  369. e1tu = -e1tu;
  370. e2tu = -e2tu;
  371. e3tu = -e3tu;
  372. while ( 1 ) {
  373. // Step everything
  374. x0 += qstep;
  375. cb1 += e1x;
  376. cb2 += e2x;
  377. cb3 += e3x;
  378. cbz += ezx;
  379. cbtuv1 += e1tu;
  380. cbtuv2 += e2tu;
  381. cbtuv3 += e3tu;
  382. // We're done with this block line when at least one edge completely out
  383. // If an edge function is too small and decreasing in the current traversal
  384. // dir, we're done with this line.
  385. if (x0 < minx || x0 >= maxx) break;
  386. if (cb1 < nmax1) if (e1x < 0) break; else continue;
  387. if (cb2 < nmax2) if (e2x < 0) break; else continue;
  388. if (cb3 < nmax3) if (e3x < 0) break; else continue;
  389. // We can skip this block if it's already fully covered
  390. var blockX = x0 >> blockShift;
  391. var blockY = y0 >> blockShift;
  392. var blockId = blockX + blockY * canvasWBlocks;
  393. var minz = cbz + nminz;
  394. // farthest point in block closer than closest point in our tri?
  395. if ( blockMaxZ[ blockId ] < minz ) continue;
  396. // Need to do a deferred clear?
  397. var bflags = blockFlags[ blockId ];
  398. if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
  399. blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  400. // Offset at top-left corner
  401. var offset = x0 + y0 * canvasWidth;
  402. // Accept whole block when fully covered
  403. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  404. var maxz = cbz + nmaxz;
  405. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  406. var cy1 = cb1;
  407. var cy2 = cb2;
  408. var cyz = cbz;
  409. var ctv1 = cbtuv1;
  410. var ctv2 = cbtuv2;
  411. for ( var iy = 0; iy < q; iy ++ ) {
  412. var cx1 = cy1;
  413. var cx2 = cy2;
  414. var cxz = cyz;
  415. var ctu1 = ctv1;
  416. var ctu2 = ctv2;
  417. for ( var ix = 0; ix < q; ix ++ ) {
  418. var z = cxz;
  419. if ( z < zbuffer[ offset ] ) {
  420. zbuffer[ offset ] = z;
  421. var u = cx1 * scale;
  422. var v = cx2 * scale;
  423. // // Compute UV
  424. // var xPos = x0 + ix;
  425. // var yPos = y0 + iy;
  426. // var dist1 = Math.sqrt((xPos-x1)*(xPos-x1)+(yPos-y1)*(yPos-y1));
  427. // var dist2 = Math.sqrt((xPos-x2)*(xPos-x2)+(yPos-y2)*(yPos-y2));
  428. // var dist3 = Math.sqrt((xPos-x3)*(xPos-x3)+(yPos-y3)*(yPos-y3));
  429. // var distTotal = dist1 + dist2 + dist3;
  430. //
  431. // var dist1Ratio = dist1 / distTotal;
  432. // var dist2Ratio = dist2 / distTotal;
  433. // var dist3Ratio = dist3 / distTotal;
  434. //
  435. // u = tu1 * dist1Ratio + tu2 * dist2Ratio + tu3 * dist3Ratio;
  436. // v = tv1 * dist1Ratio + tv2 * dist2Ratio + tv3 * dist3Ratio;
  437. //
  438. shader( data, offset * 4, ctu1, ctu2, face, material );
  439. }
  440. cx1 += dy12;
  441. cx2 += dy23;
  442. cxz += dzdx;
  443. ctu1 += dtv12;
  444. ctu2 += dtv23;
  445. offset++;
  446. }
  447. cy1 += dx12;
  448. cy2 += dx23;
  449. cyz += dzdy;
  450. ctv1 += dtv12;
  451. ctv2 += dtv23;
  452. offset += linestep;
  453. }
  454. } else { // Partially covered block
  455. var cy1 = cb1;
  456. var cy2 = cb2;
  457. var cy3 = cb3;
  458. var cyz = cbz;
  459. var ctv1 = cbtuv1;
  460. var ctv2 = cbtuv2;
  461. var ctv3 = cbtuv3;
  462. for ( var iy = 0; iy < q; iy ++ ) {
  463. var cx1 = cy1;
  464. var cx2 = cy2;
  465. var cx3 = cy3;
  466. var cxz = cyz;
  467. var ctu1 = ctv1;
  468. var ctu2 = ctv2;
  469. var ctu3 = ctv3;
  470. for ( var ix = 0; ix < q; ix ++ ) {
  471. if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
  472. var z = cxz;
  473. if ( z < zbuffer[ offset ] ) {
  474. var u = cx1 * scale;
  475. var v = cx2 * scale;
  476. zbuffer[ offset ] = z;
  477. // // Compute UV
  478. // var xPos = x0 + ix;
  479. // var yPos = y0 + iy;
  480. // var dist1 = Math.sqrt((xPos-x1)*(xPos-x1)+(yPos-y1)*(yPos-y1));
  481. // var dist2 = Math.sqrt((xPos-x2)*(xPos-x2)+(yPos-y2)*(yPos-y2));
  482. // var dist3 = Math.sqrt((xPos-x3)*(xPos-x3)+(yPos-y3)*(yPos-y3));
  483. // var distTotal = dist1 + dist2 + dist3;
  484. //
  485. // var dist1Ratio = dist1 / distTotal;
  486. // var dist2Ratio = dist2 / distTotal;
  487. // var dist3Ratio = dist3 / distTotal;
  488. //
  489. // u = tu1 * dist1Ratio + tu2 * dist2Ratio + tu3 * dist3Ratio;
  490. // v = tv1 * dist1Ratio + tv2 * dist2Ratio + tv3 * dist3Ratio;
  491. //
  492. shader( data, offset * 4, ctu1, ctu2, face, material );
  493. }
  494. }
  495. cx1 += dy12;
  496. cx2 += dy23;
  497. cx3 += dy31;
  498. cxz += dzdx;
  499. ctu1 += dtv12;
  500. ctu2 += dtv23;
  501. ctu3 += dtv31;
  502. offset++;
  503. }
  504. cy1 += dx12;
  505. cy2 += dx23;
  506. cy3 += dx31;
  507. cyz += dzdy;
  508. ctv1 += dtu12;
  509. ctv2 += dtu23;
  510. ctv3 += dtu31;
  511. offset += linestep;
  512. }
  513. }
  514. }
  515. // Advance to next row of blocks
  516. cb1 += q*dx12;
  517. cb2 += q*dx23;
  518. cb3 += q*dx31;
  519. cbz += q*dzdy;
  520. cbtuv1 += q*dtu12;
  521. cbtuv2 += q*dtu23;
  522. cbtuv3 += q*dtu31;
  523. }
  524. }
  525. function clearBlock( blockX, blockY ) {
  526. var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
  527. var poffset = zoffset * 4;
  528. var zlinestep = canvasWidth - blockSize;
  529. var plinestep = zlinestep * 4;
  530. for ( var y = 0; y < blockSize; y ++ ) {
  531. for ( var x = 0; x < blockSize; x ++ ) {
  532. zbuffer[ zoffset ++ ] = maxZVal;
  533. data[ poffset ++ ] = clearColor.r * 255 | 0;
  534. data[ poffset ++ ] = clearColor.g * 255 | 0;
  535. data[ poffset ++ ] = clearColor.b * 255 | 0;
  536. data[ poffset ++ ] = 255;
  537. }
  538. zoffset += zlinestep;
  539. poffset += plinestep;
  540. }
  541. }
  542. function finishClear( ) {
  543. var block = 0;
  544. for ( var y = 0; y < canvasHBlocks; y ++ ) {
  545. for ( var x = 0; x < canvasWBlocks; x ++ ) {
  546. if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
  547. clearBlock( x, y );
  548. blockFlags[ block ] = BLOCK_ISCLEAR;
  549. }
  550. block ++;
  551. }
  552. }
  553. }
  554. };
  555. THREE.SoftwareRenderer.Texture = function() {
  556. var canvas = null;
  557. this.CreateFromImage = function( image ) {
  558. if(image.width <=0 || image.height <=0)
  559. return;
  560. var isCanvasClean = false;
  561. var canvas = THREE.SoftwareRenderer.Texture.canvas;
  562. if ( !canvas ) {
  563. try {
  564. canvas = document.createElement('canvas');
  565. THREE.SoftwareRenderer.Texture.canvas = canvas;
  566. isCanvasClean = true;
  567. } catch( e ) {
  568. return;
  569. }
  570. }
  571. var dim = image.width > image.height ? image.width : image.height;
  572. if(dim <= 32)
  573. dim = 32;
  574. else if(dim <= 64)
  575. dim = 64;
  576. else if(dim <= 128)
  577. dim = 128;
  578. else if(dim <= 256)
  579. dim = 256;
  580. else if(dim <= 512)
  581. dim = 512;
  582. else
  583. dim = 1024;
  584. if(canvas.width != dim || canvas.height != dim) {
  585. canvas.width = canvas.height = dim;
  586. isCanvasClean = true;
  587. }
  588. var data;
  589. try {
  590. var ctx = canvas.getContext('2d');
  591. if(!isCanvasClean)
  592. ctx.clearRect(0, 0, dim, dim);
  593. ctx.drawImage(image, 0, 0, dim, dim);
  594. var imgData = ctx.getImageData(0, 0, dim, dim);
  595. data = imgData.data;
  596. }
  597. catch(e) {
  598. return;
  599. }
  600. var size = data.length / 4;
  601. this.data = new Array(size);
  602. var alpha;
  603. for(var i=0, j=0; i<size; i++, j+=4) {
  604. alpha = data[j + 3];
  605. this.data[i] = alpha << 24 | data[j] << 16 | data[j+1] << 8 | data[j+2];
  606. if(alpha < 255)
  607. this.hasTransparency = true;
  608. }
  609. this.width = dim;
  610. this.height = dim;
  611. this.srcUrl = image.src;
  612. };
  613. };